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==Development== After completing ''[[Final Fantasy III]]'' in 1990, Square planned to develop two ''Final Fantasy'' games—one for the [[Nintendo Entertainment System|Famicom]] and the other for the forthcoming [[Super Nintendo Entertainment System|Super Famicom]], to be known as ''Final Fantasy IV'' and ''[[Final Fantasy V|V]]'' respectively.<ref name="lostlevels">{{cite web|author=Collette, Chris |year=2003 |title=Elusions: Final Fantasy IV / Seiken Densetsu |url=http://www.lostlevels.org/200311/200311-square.shtml |publisher=Lost Levels Online |access-date=March 1, 2006 |url-status=live |archive-url=https://web.archive.org/web/20070614115209/http://www.lostlevels.org/200311/200311-square.shtml |archive-date=June 14, 2007}}</ref> Due to financial and scheduling constraints, Square dropped plans for the Famicom game and continued development of the Super Famicom version, retitled ''Final Fantasy IV''. A mock-up screenshot of the cancelled title was produced for a Japanese magazine, but little other information exists about it.<ref name="lostlevels"/> Series creator and director [[Hironobu Sakaguchi]] has stated that the Famicom version was approximately 80% complete and certain ideas were reused for the Super Famicom version.<ref name="matotree">{{cite web |title=Final Fantasy IV for the Famicom was 80% Complete? |date=August 26, 2012 |url=http://matotree.com/2012/08/final-fantasy-iv-for-the-famicom-was-80-complete/ |website=Mato Tree |access-date=January 5, 2017 |url-status=dead |archive-url=https://web.archive.org/web/20161216181140/http://matotree.com/2012/08/final-fantasy-iv-for-the-famicom-was-80-complete/ |archive-date=December 16, 2016}}</ref> ''Final Fantasy IV'' was lead designer [[Takashi Tokita]]'s first project at Square as a full-time employee. Before this, Tokita wanted a career as a theater actor, but working on the game made him decide to become a "great creator" of video games.<ref>{{cite web | author=Hayashi, Koichiro | title=Square Enix Discusses DS | date=October 17, 2004 | url=http://www.1up.com/features/square-enix-discusses-ds | archive-url=https://archive.today/20120722194958/http://www.1up.com/features/square-enix-discusses-ds | url-status=dead | archive-date=July 22, 2012 | website=1UP.com | access-date=December 11, 2009}}</ref> Initially [[Hiromichi Tanaka]], the main designer of ''Final Fantasy III'', was also involved in the development of the game. However, Tanaka wanted to create a seamless battle system that had no separate battle screen and was not menu-driven, and since ''Final Fantasy IV'' was not going in that direction, he changed development teams to work on the [[action RPG]] ''[[Secret of Mana]]'' instead.<ref>{{cite web | author=Nickel, Thomas | title=Hiromichi Tanaka - Final Fantasy III | year=2006 | url=http://www.g-wie-gorilla.de/content/view/218/18/ | archive-url=https://web.archive.org/web/20070319141919/http://www.g-wie-gorilla.de/content/view/218/18/ | archive-date=March 19, 2007 | publisher=g-wie-gorilla.de | access-date=December 11, 2009}}</ref> According to Tanaka, he originally wanted the title to have a "more action-based, dynamic overworld" but it "wound up not being" ''Final Fantasy IV'' anymore, instead becoming a separate project that eventually became ''[[Seiken Densetsu 2]]'' (''Secret of Mana''), which was codenamed "''[[Chrono Trigger]]''" during development.<ref>{{cite web |title=インタビュー『ファイナルファンタジーIII』 |url=https://dengekionline.com/soft/interview/ff3/ |website=[[Dengeki]] |year=2006 |archive-url=https://web.archive.org/web/20190304003831/http://dengekionline.com/soft/interview/ff3/ |archive-date=March 4, 2019 |access-date=June 18, 2019 |url-status=live}}</ref> The development team of ''Final Fantasy IV'' contained 14 people in total, and the game was completed in roughly one year.<ref name="gamebrink">{{cite interview|first=Tomoya |last=Asano |first2=Takashi |last2=Tokita |translator=Xcomp |title=Final Fantasy IV DS Interview |date=May 31, 2007 |url=http://www.gamebrink.com/blog/2007/05/31/final-fantasy-iv-ds-interview |publisher=GameBrink |archive-url=https://web.archive.org/web/20080314170930/http://www.gamebrink.com/blog/2007/05/31/final-fantasy-iv-ds-interview |archive-date=March 14, 2008 |access-date=January 5, 2017}} [http://www.famitsu.com/interview/article/2007/05/21/668,1179719120,71989,0,0.html Original Japanese-language interview] {{webarchive|url=https://web.archive.org/web/20160303185642/http://www.famitsu.com/interview/article/2007/05/21/668%2C1179719120%2C71989%2C0%2C0.html |date=March 3, 2016}}</ref> Initial ideas were contributed by Sakaguchi, including the entire story and the name of Baron's royal air force, the "Red Wings".<ref name="famitsusakaguchi">{{cite interview|first=Hironobu |last=Sakaguchi |translator=Sachi Coxon |title=Interview with Hironobu Sakaguchi |url=http://playstationjapan.tripod.com/Sakaguchi.html |archive-url=https://web.archive.org/web/20110717103402/http://playstationjapan.tripod.com/Sakaguchi.html |archive-date=July 17, 2011 |date=June 5, 1998 |work=[[Famitsu|Shūkan Famitsu]] |publisher=[[ASCII Corporation]] |access-date=January 5, 2017 |url-status=dead}}</ref><ref name="qa part 2">{{cite web | first=Takashi | last=Tokita | title=Final Fantasy IV Fan-Powered Q&A Part 2 | url=http://member.square-enix.com/na/features/ff4/02/part2.php | interviewer=Square Enix Members | publisher=Square Enix | archive-date=July 16, 2011 | archive-url=https://web.archive.org/web/20110716202159/http://member.square-enix.com/na/features/ff4/02/part2.php | access-date=January 5, 2017}}</ref> The Active Time Battle (ATB) system was conceived and designed by [[Hiroyuki Ito]] when he was inspired while watching a [[Formula One]] race and seeing racers pass each other at different speeds. This gave him the idea of different speed values for the individual characters.<ref>{{cite book |title=Final Fantasy IX Ultimania |publisher=[[Square Enix]] |pages=578–582 |author=Studio BentStuff |language=ja}}</ref><ref>{{cite web |title=A Conversation With the Creator of Final Fantasy IV |author=Jeremy Parish |website=[[1UP.com]] |url=http://www.1up.com/features/final-fantasy-iv-creator-conversation?pager.offset=2 |access-date=April 13, 2013 |archive-url=https://web.archive.org/web/20131103104110/http://www.1up.com/features/final-fantasy-iv-creator-conversation?pager.offset=2 |archive-date=November 3, 2013 |url-status=live}}</ref> The system was developed by [[Kazuhiko Aoki (video game designer)|Kazuhiko Aoki]], Ito and [[Akihiko Matsui]].<ref>{{cite video game |title=[[Final Fantasy IV (Nintendo DS)|Final Fantasy IV]] |developer=[[Square Enix]]; [[Matrix Software]] |publisher=Square Enix, Inc. |date=July 22, 2008 |platform=[[Nintendo DS]] |scene=staff credits}}</ref> As the game's lead designer, Tokita wrote the scenario and contributed pixel art.<ref name="scenario">{{cite magazine|url=http://www.famitsu.com/interview/article/2007/05/21/668,1179719120,71989,0,0.html |title=FFインタビュー3 『ファイナルファンタジーIV』 |date=May 25, 2007 |magazine=[[Famitsu]] |publisher=[[Enterbrain]] |access-date=July 8, 2010 |url-status=live |archive-url=https://web.archive.org/web/20160303185642/http://www.famitsu.com/interview/article/2007/05/21/668%2C1179719120%2C71989%2C0%2C0.html |archive-date=March 3, 2016}}</ref> He said that there was a lot of pressure and that the project would not have been completed if he did not work diligently on it. According to Tokita, ''Final Fantasy IV'' was designed with the best parts of the previous three installments in mind: the job system of ''[[Final Fantasy III]]'', the focus on story of [[Final Fantasy II|the second game]], and the four elemental bosses acting as "symbols for the game" as in the [[Final Fantasy (video game)|first installment]].<ref name="gamebrink"/> Other influences include ''[[Dragon Quest II]]''.<ref>{{cite magazine|date=May 2008|title=Final Fantasy IV Interview|magazine=[[Nintendo Power]]|publisher=Nintendo Power|volume=1|issue=228|issn=1041-9551}}</ref> The themes of the game were to go "from darkness to light" with Cecil, a focus on family and friendship among the large and diverse cast, and the idea that "brute strength alone isn't power".<ref name="qa part 2" /> Tokita feels that ''Final Fantasy IV'' is the first game in the series to really pick up on drama,<ref name="gamebrink" /> and the first Japanese RPG to feature deep characters and plot.<ref>{{cite interview | first=Takashi | last=Tokita | title=Final Fantasy IV Fan-Powered Q&A Part 3 | date=September 19, 2008 | url=http://member.square-enix.com/na/features/ff4/02/part3.php | interviewer=Square Enix Members | publisher=Square Enix | archive-date=June 18, 2010 | archive-url=https://web.archive.org/web/20100618155344/http://member.square-enix.com/na/features/ff4/02/part3.php | access-date=January 5, 2017}}</ref> The game's script had to be reduced to one fourth of its original length due to cartridge storage limits, but Tokita made sure only "unnecessary dialogue" was cut, rather than actual story elements.<ref name=answer1>{{cite book|page=195|date=February 2018|title=The Untold History of Japanese Game Developers|volume=3|author=Szczepaniak, John|publisher=SMG Szczepaniak}}</ref> As the graphical capacities of the Super Famicom allowed regular series character designer [[Yoshitaka Amano]] to make more elaborate character designs than in the previous installments, with the characters' personalities already evident from the images, Tokita felt the reduced script length improved the pacing of the game.<ref name="gamebrink" /><ref>{{cite interview | first=Takashi | last=Tokita | date=September 5, 2008 | title=Final Fantasy IV Fan-Powered Q&A Part 1 | url=http://member.square-enix.com/na/features/ff4/02/ | interviewer=Square Enix Members | publisher=Square Enix | archive-date=October 12, 2008 | archive-url=https://web.archive.org/web/20081012111621/http://member.square-enix.com/na/features/ff4/02/ | access-date=January 5, 2017}}</ref> Still, he acknowledges that some parts of the story were "unclear" or were not "looked at in depth" until later ports and remakes. One of the ideas not included, due to time and space constraints, was a dungeon near the end of the game where each character would have to progress on their own—this dungeon would only be included in the Game Boy Advance version of the game, as the Lunar Ruins.<ref name="gamebrink" /> ===Music=== {{main|Music of Final Fantasy IV}} The score of ''Final Fantasy IV'' was written by longtime series composer [[Nobuo Uematsu]]. Uematsu has noted that the process of composing was excruciating, involving trial and error and requiring the sound staff to spend several nights in sleeping bags at Square's headquarters. His liner notes were humorously signed as being written at 1:30 AM "in the office, naturally".<ref>{{cite AV media notes | last=Uematsu | first=Nobuo | translator=Rebecca Capowski | title=Final Fantasy IV Original Sound Version | type=Liner Notes | date=April 13, 1991 | url=http://chudahs-corner.com/liners/index.php?catalog=PSCN-5014 | publisher=Square | id=PSCN-5014 | archive-date=February 20, 2009 | url-status=usurped | archive-url=https://web.archive.org/web/20090220181420/http://chudahs-corner.com/liners/index.php?catalog=PSCN-5014 | access-date=January 5, 2017}}</ref> The score was well received; reviewers have praised the quality of the composition despite the limited medium.<ref name="rpgfanreview"/> The track "Theme of Love" has even been taught to Japanese school children as part of the music curriculum.<ref>{{cite web|last=Hitmitsu |first=Suppai |title=Final Fantasy Becomes Curriculum |url=http://www.ign.com/articles/2004/03/31/final-fantasy-becomes-curriculum |website=IGN |publisher=[[Ziff Davis]] |date=March 31, 2004 |access-date=January 5, 2017 |url-status=live |archive-url=https://web.archive.org/web/20121105222301/http://www.ign.com/articles/2004/03/31/final-fantasy-becomes-curriculum |archive-date=November 5, 2012}}</ref> Uematsu continues to perform certain pieces in his ''Final Fantasy'' concert series.<ref>{{cite web|author=Schneider, Peer |title=Dear Friends: Music from Final Fantasy |website=IGN |date=May 11, 2005 |url=http://www.ign.com/articles/2004/05/11/dear-friends-music-from-final-fantasy |access-date=January 5, 2017 |url-status=live |archive-url=https://web.archive.org/web/20130120051718/http://www.ign.com/articles/2004/05/11/dear-friends-music-from-final-fantasy |archive-date=January 20, 2013}}</ref> Three albums of music from ''Final Fantasy IV'' have been released in Japan. The first album, ''[[Final Fantasy IV: Original Sound Version]]'', was released on June 14, 1991, and contains 44 tracks from the game. The second album, ''[[Final Fantasy IV: Celtic Moon]]'', was released on October 24 the same year, and contains a selection of tracks from the game, [[Arrangement|arranged]] and performed by [[Celtic music]]ian [[Máire Breatnach]]. Lastly, ''[[Final Fantasy IV Piano Collections]]'', an arrangement of tracks for solo piano performed by Toshiyuki Mori, was released on April 21, 1992, and began the ''Piano Collections'' trend for each successive ''Final Fantasy'' game. Several tracks have appeared on ''Final Fantasy'' compilation albums produced by Square, including ''[[The Black Mages (album)|The Black Mages]]'' and ''[[Final Fantasy: Pray]]''. Independent but officially licensed releases of ''Final Fantasy IV'' music have been orchestrated by such groups as Project Majestic Mix, which focuses on arranging video game music.<ref>{{cite web | author=KFSS Studios | title=Music Store | publisher=MajesticMix.com | year=2002 | url=http://www.majesticmix.com/documents/music.html | archive-url=https://web.archive.org/web/20070626165226/http://www.majesticmix.com/documents/music.html | archive-date=June 26, 2007 | access-date=January 5, 2017}}</ref> Selections also appear on Japanese remix albums, called [[dōjin music]], and on English remixing websites such as [[OverClocked ReMix]].<ref>{{cite web|title=Game: Final Fantasy IV (1991, Square, SNES) - OverClocked ReMix |url=http://ocremix.org/game/11/final-fantasy-iv-snes |publisher=[[OverClocked ReMix]] |access-date=January 5, 2017 |url-status=live |archive-url=https://web.archive.org/web/20130117155402/http://ocremix.org/game/11/final-fantasy-iv-snes |archive-date=January 17, 2013}}</ref> ===North American localization=== <!-- Deleted image removed: [[File:Final-fantasy-ii-snes-front-cover.jpg|thumb| ''Final Fantasy IV'' was distributed as ''Final Fantasy II'' to maintain naming continuity for its North American release.]] --> Because the previous two installments of the ''Final Fantasy'' series had not been localized and released in North America at the time, ''Final Fantasy IV'' was distributed as ''Final Fantasy II'' to maintain naming continuity.<ref name="SPWoolseyint">{{cite journal |date=September 1994 |title=Fantasy Quest: Interview with Ted Woolsey |journal=[[Super Play]] |volume=1 |issue=23 |publisher=[[Future plc|Future Publishing]] |issn=0966-6192}}</ref> This remained the norm until the release of ''Final Fantasy VII'' in North America (after the release of ''Final Fantasy VI'' under the title of ''Final Fantasy III'') and subsequent releases of the original ''Final Fantasy II'' and ''III'' on various platforms. The game has since gone under the title ''Final Fantasy IV'' in all subsequent ports. The English localization of ''Final Fantasy IV'' retains the storyline, graphics, and sound of the original, but the developers significantly reduced the difficulty for beginning gamers.<ref name="gameboy.ign.com"/> Square was worried that western fans would find it difficult to adjust to the game's complexity due to not having played the previous two entries, so decreased the overall depth considerably.<ref name="1UPretrospective">{{cite web|title=Why Final Fantasy IV Remains a Masterpiece After All These Years |url=http://www.1up.com/features/final-fantasy-iv-remains-masterpiece |author=Parish, Jeremy |website=[[1UP.com]] |date=January 27, 2012 |access-date=April 11, 2014 |archive-url=https://web.archive.org/web/20160525072847/http://www.1up.com/features/final-fantasy-iv-remains-masterpiece |archive-date=May 25, 2016 |url-status=dead}}</ref> Other changes include the removal of overt [[Judeo-Christian]] religious references and certain potentially objectionable graphics. For example, the magic spell "Holy" was renamed "White", and all references to [[prayer]] were eliminated; the Tower of Prayers in Mysidia was renamed the Tower of Wishes. Direct references to death were also omitted, although several characters clearly die during the course of the game.<ref name="GametrailersRemakes"/> The translation was changed in accordance with Nintendo of America's [[censorship]] policies (at a time before the formation of the [[Entertainment Software Rating Board|ESRB]] and its rating system).<ref>{{cite web | title=25 Dumbest Moments in Gaming / Nintendo's Mortal Mistake | url=http://archive.gamespy.com/articles/june03/dumbestmoments/readers/index4.shtml | date=June 14, 2003 | author=GameSpy Staff | publisher=[[GameSpy]] | access-date=March 6, 2006 | archive-url=https://web.archive.org/web/20040818132132/http://archive.gamespy.com/articles/june03/dumbestmoments/readers/index4.shtml | archive-date=August 18, 2004 | url-status=dead}}</ref>
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