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SOJ Final Fantasy IV · The History
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The History of Final Fantasy IV

The entry that taught the series to tell a story.

The first Final Fantasy built for 16-bit hardware, Final Fantasy IV (Super Famicom, July 19, 1991) follows Cecil Harvey, a dark knight of Baron who steals crystals on his king's orders, questions them, and spends the game earning his way back. It reached North America four months later under a different number, as Final Fantasy II, because the real II and III had never left Japan. The Super Famicom version sold 1.44 million copies in Japan, and the game's many versions have sold more than four million worldwide.

THE MAKING

Square, 1991

Development sat with series creator Hironobu Sakaguchi as director, Takashi Tokita as designer and lead writer (Sakaguchi shared the writing credit), Yoshitaka Amano on art, and Nobuo Uematsu composing. It was the series' first game designed for the Super Famicom's hardware rather than the Famicom's, and the team used the new machine openly: Mode 7 scaling and tilting made the airship flights feel like flight.

The cast was the experiment. Earlier games let players build a party of blank heroes; IV fixed every character's class in advance, a summoner stays a summoner, and let the story, not the player, decide who stands in the party and when. Twelve playable characters rotate through a party that, for the first time in the series, holds five at once.

THE DESIGN

Active Time Battle, and characters who leave

IV introduced Square's Active Time Battle system: enemies no longer wait politely for orders, so battles run in real time while the player thinks. ATB carried into five subsequent Final Fantasy games and became the series' signature for a decade.

The design serves the drama. Characters join, leave, sacrifice themselves, and in Kain's case betray the party under mind control, because their motives belong to the plot rather than to party management. Dragon's reviewer Sandy Petersen singled exactly this out in 1993: the party does not simply stick together, and the effect, he wrote, is like following the storyline of a fantasy novel. Cecil's own arc is the template: the dark knight climbs Mount Ordeals and comes down a paladin, his old self literally fought and abandoned.

THE EDITIONS

One game, two numbers
Original · 1991
Super Famicom, July 19, 1991. Japan also received a gentler revision, Final Fantasy IV Easy Type, on October 29, 1991, with stronger weapons and tougher protective spells and armor.
America · 1991
Released as Final Fantasy II on November 23, 1991, partly based on Easy Type. Difficulty was reduced for players who had never seen II or III, religious references were removed, the spell Holy became White, and the Tower of Prayers became the Tower of Wishes.
PlayStation · 1997
Ported by Tose with full motion video bookends. North America received it in 2001 inside Final Fantasy Chronicles, paired with Chrono Trigger, in a new translation that deliberately kept the fan favorite line: You spoony bard!
The Remakes · 2005 to 2021
Final Fantasy IV Advance (2005), a full 3D remake for Nintendo DS (2007) supervised by members of the original team, The Complete Collection on PSP (2011) with a new bridging episode, Interlude, and the Pixel Remaster (2021). A sequel, The After Years, arrived in 2008.

THE RECEPTION

Acclaim, with the dissent kept
EGM · Best RPG, 1991
Electronic Gaming Monthly scored it 8, 9, 7, and 8 and named it the Best RPG Video Game of 1991. Ed Semrad, the 9, wrote that Square had redefined what the ultimate RPG should be.
GamePro · 5.0 of 5
A perfect score in all five categories in March 1992: graphics, sound, control, fun factor, and challenge. One giant leap for SNES role-playing games, the review concluded.
Nintendo Power · 1991
The November 1991 issue said IV set a new standard of excellence for role-playing games, praising battles in which the enemies do not wait for you to make up your mind.
IGN · #9, 2003
IGN's 2003 top 100 list placed it ninth, the highest ranking role-playing game on that list. Famitsu readers voted it the sixth best game ever made in the magazine's 2006 poll.

The dissent is on record too. Petersen, praising the story, still called the graphics inferior to Zelda's and the combat stylized, and retrospective reviewers have repeatedly criticized the original English translation's cuts and simplifications. Both things survived: the reputation, and the argument about the translation.

THE LEGACY

The dramatic template

Retrospectives credit IV with pioneering features now treated as console RPG basics, dramatic storytelling first among them. Its systems had a long half-life: ATB defined the next five mainline games, and its fixed-class, story-driven party became the model VI would loosen and VII would inherit.

Square has never let it rest. Beyond the remakes, the game anchors The Complete Collection, joined the Pixel Remaster line in 2021, and continues to be the reference point for what a 16-bit RPG plot can carry: guilt, betrayal, redemption, and a trip to the moon.

THE GAME ON THE SHELF

Final Fantasy IV · Super Famicom
Final Fantasy IV Japanese box art
Japanese Super Famicom box art · 1991
The first 16-bit Final Fantasy, where Active Time Battle debuted and Cecil earned the light.
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THE FIRST WORD

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