
The title of the weapon and armor menus are a beige shade in the Japanese version, and the currently selected option is highlighted in red. Interestingly, unlike future Final Fantasy titles, the icons are drawn at the end of the item name rather than before it.
#Final fantasy iv full
This was done because there usually wasn't enough space to include the full item name in English. Most items were given icons as a part of their name to better distinguish what they are. Several of the sword graphics were touched up slightly. The White Wizard's head was moved a pixel to the right and the left hand was moved up a pixel. The Red Wizard's cape was touched up a bit, particularly his walking frame where the bottom of it originally disappeared entirely. Supermonk, as he was known in Japan, tamed his hair and grew a mullet in time for his US debut as The Master. The Ninja's victory/casting animation was changed so that his legs don't move. The Fighter and White Mage's weak frames were touched up slightly. All remakes of the game, including the Japanese versions, use the Eye's design. This change extends to the Death Beholder/Phantom. The EYE, known as the Beholder in the Japanese version, was completely redrawn to avoid copyright issues with TSR, the then-owners of Dungeons and Dragons (and, by extension, the beholder). This change extends to the Green (Earth) Medusas. Medusa's sprite was slightly altered to give her a top. These three tilesets all had either crosses or Stars of David replaced with different imagery. This change extended inside the church/clinic as well. Interestingly, the cross does not appear on the roof of the building in most remakes, though the steeple did.

The new heart sign was likely intended to use the same palette index as the other signs, but the palette assignment for its map tile was never changed. This change was made on the CHR level, and so the cross graphics are not present at all in the US version. While the Japanese version had churches, the US version had clinics due to Nintendo's policies on religious imagery. Additionally, random encounters were removed from this floor to give the player some breathing room for the final boss, as an enemy encounter could literally occur during the character's speech. The columns on the final floor of the final dungeon forms a hexagram, which became a triangle in the North American version. For some inexplicable reason, all text boxes were reduced in height, leaving a thick black border at the top. In addition, the copyright symbol was altered and the title logo received a trademark. The sloppy adjustment resulted in palette artifacts from the title logo (pink and blue pixels) in the grass and tree. The graphics on the title screen was adjusted so that the Nintendo copyright information could be added. This is not possible in the Japanese version. Also, in the North American version, you are able to jump straight to this menu by pressing the Start button on the short prologue screen that precedes it. Most (if not all) of these changes are also in the late Famicom compilation Final Fantasy I-II and subsequent remakes.Ĭopyright information was added to the opening menu in the North American version. The US version changed a few minor issues with the original game.

Here Kary says she will not give you the force of fire, but in the final script she says, "I, KARY will now show you the force of Fire, and you shall burn in its flames!!". For example, "Leffeinish" was spelled "Lefeinish" in the final script. While these are identifiable as messages that also appear in the final script, some are a bit different. The end of the main script of the American version contains some leftovers from earlier versions of the script, starting at 0x2B496:
