Final Fantasy III: How Square Pushed the Famicom and Defined the Series’ Job System

When Final Fantasy III appeared on the Japanese Family Computer on April 27, 1990, Square was approaching the end of one technological era while helping define what its most important series would become in the next. The Super Famicom was only months away, yet Square did not treat its third Final Fantasy as a modest farewell to Nintendo’s aging 8-bit machine. The developers instead tried to push the Famicom farther than they had before, filling a larger cartridge with a broad world, numerous character classes, summons, airships, monsters, elaborate dungeons, and systems that would become inseparable from the identity of Final Fantasy.

For Japanese players, Final Fantasy III became one of the defining role-playing games of the late Famicom period. For much of the rest of the world, however, it became something stranger: the missing Final Fantasy. The original game remained officially unavailable outside Japan for sixteen years, while another game, Final Fantasy VI, was confusingly sold in North America under the name Final Fantasy III. Only with the Nintendo DS remake in 2006 did the actual third game finally receive a broad international release.

Behind that unusual history was a development project that helped establish the job system, introduced summoned monsters to the series, brought moogles into Final Fantasy, produced one of its most famous early world reveals, and pushed programmer Nasir Gebelli to create technical effects that fellow developers still remembered decades later. Square Enix would eventually describe the game as the first Final Fantasy to sell more than one million copies, making Final Fantasy III an important commercial turning point as well as a creative one.

Building the Last New Final Fantasy for the Famicom

By the time development began, Square had learned considerably more about Nintendo’s hardware than it knew while making the first Final Fantasy. Hiromichi Tanaka, who handled much of Final Fantasy III’s game system planning, later remembered that the growing capacity of Famicom cartridges gave the development team an opportunity to make something substantially larger. The developers knew that the Super Famicom was approaching, but rather than simply waiting for new hardware, they decided to see how much information they could fit into the machine they already understood.

That attitude shaped much of the finished game. Final Fantasy III contains a larger assortment of jobs, equipment, magic, enemies, vehicles, locations, and special situations than its predecessors. Tanaka was responsible for much of the structure outside the main scenario, including battle systems, menus, player data, and other mechanical elements, while Hironobu Sakaguchi worked on the story. Kazuhiko Aoki handled important monster data and design work, Koichi Ishii became deeply involved with the job characters, Kazuko Shibuya contributed graphics, Nobuo Uematsu composed the music, Yoshitaka Amano again supplied distinctive illustration work, and Nasir Gebelli remained central to programming.

The project also marked a change in the way Square preserved its own history. Tanaka later recalled that after making the first two games, the staff realized remarkably little development documentation had survived. With Final Fantasy III, the team began deliberately assembling an official project plan and preserving materials in binders rather than simply entering everything directly into development tools and moving on.

More than three decades later, that decision proved invaluable. Square Enix has publicly revealed surviving Final Fantasy III development material, including monster drawings made by staff members, a development map of the village of Ur, and sprite sheets prepared for field graphics. Those documents offer a rare glimpse into how an important Japanese role-playing game was constructed at the end of the 1980s and beginning of the 1990s.

Four Warriors and a Much Larger World

The story begins with four young adventurers who encounter a crystal and are chosen as Warriors of Light. Unlike later Final Fantasy heroes, the four characters in the original Famicom release were not given individual personalities and elaborate personal histories. They functioned more as vessels through which the player explored the world and experimented with the game’s growing collection of jobs.

At first, that world appears relatively contained. Players travel across the Floating Continent, visit towns, enter caves and castles, and gradually become accustomed to what seems to be the game’s primary setting. Then Final Fantasy III pulls away the curtain.

When the party finally leaves the Floating Continent, the player discovers that the land explored thus far was only a small piece of a much greater world. Below it stretches an enormous expanse covered in water. Tanaka later remembered the transition as one of the scenes the developers cared about most because they wanted the player to experience a sudden feeling of scale and open space. The adventure that had already seemed substantial was revealed to have been taking place above something much larger.

It was an effective example of the way early role-playing games could use exploration itself as storytelling. The player did not merely receive a dialogue box explaining that the world was enormous. The game allowed the player to believe one thing about its geography, then physically carried the party beyond that boundary and revealed how incomplete that understanding had been.

Vehicles became an important part of that expanding world. Different airships possessed different capabilities, and transportation increasingly became part of the puzzle of discovering where the party could travel next. Nintendo would later highlight Final Fantasy III’s assortment of airships as one of the game’s distinctive features.

The Job System Becomes the Heart of Final Fantasy

The feature most closely associated with Final Fantasy III is its job-change system.

The original Final Fantasy had already allowed players to select character classes, and those classes could later become stronger versions of themselves. Final Fantasy III transformed that concept into something much more flexible. Characters could change jobs as the adventure progressed, allowing one party member to serve as a warrior in one situation, a mage in another, and eventually choose among increasingly specialized roles.

Nintendo’s own historical material identifies twenty-two jobs in the original game and treats Final Fantasy III as the origin of the job-change system that later became one of the franchise’s defining mechanics.

The system was not merely a collection of costumes and statistics. Koichi Ishii recalled that when he became involved with the job characters, the developers were still deciding how so many classes could feel meaningfully different. Equipment and magic alone did not seem sufficient. Ishii proposed giving individual jobs unique commands. A knight might protect another character, while a thief could steal. Sakaguchi immediately recognized the possibilities.

That decision helped establish a design language that Final Fantasy still uses. Jobs were no longer defined only by what equipment they wore or what numbers appeared on a status screen. They could possess actions that communicated their identities directly through play.

The game also encouraged players to experiment by creating situations in which particular abilities were especially useful. This could occasionally become restrictive. Tanaka later acknowledged that certain areas pushed players heavily toward particular jobs, and by the end of the game some combinations became clearly more powerful than others. Yet the basic idea was enormously influential. The player could keep the same characters while repeatedly reconsidering what those characters should be able to do.

That distinction helped separate Final Fantasy III from many class-based role-playing systems in which changing direction could mean starting a character’s development almost from the beginning. Tanaka specifically remembered wanting a more forgiving system where accumulated character growth would not simply disappear every time the player experimented with another role. Decades later, job changing would remain important to titles including Final Fantasy V, Final Fantasy Tactics, Final Fantasy XI, Final Fantasy XIV, and several games produced by developers shaped by Final Fantasy III.

Creating Characters Three Colors at a Time

The job system also presented an artistic problem. If the game offered a large number of jobs, players needed to recognize them immediately despite the severe visual restrictions of Famicom hardware.

Koichi Ishii approached the assignment as more than a sprite-making exercise. He imagined histories, rules, and personalities behind individual jobs, even when most of that information would never appear directly in the game. A Dark Knight collapsing in battle, for example, could leave behind empty armor because Ishii imagined that a supernatural pact had claimed the body within it. The familiar red markings on a White Mage’s clothing were conceived not simply as decoration, but as magical embroidery connected to the character’s ability to channel power.

Those details mattered because the available pixels did not leave much room for explanation. Ishii recalled treating the restrictions almost like a puzzle. With only a small palette available, a slight change in color, posture, or direction could determine whether a character seemed unique.

He was especially concerned with animation. Rather than simply reusing the same movements beneath different costumes, Ishii tried to give jobs their own poses and visual personalities. Some characters were drawn at slight angles to create the impression of small figurines rather than completely flat figures. The Onion Knight became one of the earliest experiments with that approach.

The Onion Knight itself grew from the character’s appearance. Ishii imagined a youthful, almost childlike warrior. Tanaka remembered the helmet decoration resembling the flowering stalk of an onion, which helped produce the peculiar name that became one of the most recognizable pieces of Final Fantasy III.

These were tiny characters displayed on an 8-bit console, but their silhouettes and colors helped establish visual ideas that later artists would reinterpret on increasingly powerful hardware.

Summons Enter Final Fantasy

Another tradition began in Final Fantasy III: summon magic.

Nintendo’s official retrospective identifies the game as the first entry in the series to include summoned creatures, a mechanic that would eventually become as recognizable as chocobos, crystals, airships, and recurring spell names.

Tanaka remembered the concept emerging partly from the appearance of the battle screen itself. Enemies were represented by large creatures on one side while the heroes appeared as smaller characters on the other. Bringing a great creature onto the player’s side created a striking monster-against-monster spectacle. Odin was among the earliest summons developed, followed by creatures that would become recurring names throughout the franchise, including Shiva and Bahamut.

The technical presentation mattered as much as the concept. Tanaka connected some of the tricks used in Final Fantasy III to techniques Square had learned while making earlier games such as Rad Racer. Hardware limitations encouraged the developers to think creatively about manipulating the image on the screen, turning programming restrictions into dramatic effects.

Summons would become increasingly elaborate as hardware improved, eventually producing some of the most visually extravagant scenes in later Final Fantasy games. Their origins, however, can be traced to a Famicom team trying to make its battle screen feel more spectacular.

The First Final Fantasy Moogles

Final Fantasy III also introduced another creature that would become one of the franchise’s mascots: the moogle.

Koichi Ishii had imagined the basic creature long before Final Fantasy III. He remembered drawing fantasy animals as a child and developing a white creature influenced partly by koalas, with bat-like wings and the ability to float. When a version of that creature entered Final Fantasy III, Yoshitaka Amano’s interpretation added another recognizable feature, the pom-pom above its head.

Neither Ishii nor Tanaka appears to have expected the moogle to become especially important. Tanaka remembered it as one unusual creature among many, while Ishii later laughed about how surprising it was that moogles eventually became major franchise mascots.

That accidental longevity says something about Final Fantasy III. Several ideas introduced because they solved immediate artistic or mechanical problems became permanent pieces of the series. Summons, moogles, specialized job abilities, and increasingly extravagant airships all continued long after the particular Famicom limitations that helped produce them had disappeared.

Nasir Gebelli and the Fastest Airship

Perhaps no story better captures the technical ambition of Final Fantasy III than the game’s high-speed airship.

Nasir Gebelli had already worked with Square on titles including The 3-D Battles of WorldRunner, Rad Racer, and the first two Final Fantasy games. He was known within the company for finding unusual ways to make hardware perform beyond what other members of the team expected.

Tanaka recalled showing Gebelli Xanac, a Compile shooter known for rapid scrolling, and asking whether comparable speed could be achieved on the world map. According to Tanaka, Gebelli produced a high-speed scrolling solution essentially overnight. The result became Final Fantasy III’s remarkably fast airship.

Gebelli’s involvement also produced one of the strangest stories in the game’s development. His Japanese visa expired while the project was still being completed, forcing him to return to the United States. With roughly two months of work still remaining, members of the Square team packed development equipment and followed him.

Tanaka remembered finishing much of the closing stretch of development in Sacramento. Hironobu Sakaguchi was reportedly delayed by American customs officials while carrying the development hardware, an incident that became part of Square folklore. The developers eventually continued working from a condominium, with equipment brought from Japan and curtains closed around an improvised overseas development operation.

It was an unusual conclusion to one of Square’s most technically ambitious Famicom projects.

A Game That Was Not Afraid to Be Difficult

For everything Final Fantasy III did to make job experimentation accessible, it was also capable of being remarkably unforgiving.

The game’s final stretch became particularly famous. The journey through the Crystal Tower and the events beyond it could demand a lengthy commitment from the player, and the lack of convenient saving opportunities made failure costly. What later generations might interpret as a carefully planned test of endurance apparently had a more spontaneous origin.

In a 2020 Famitsu interview, Ishii and Tanaka recalled that a young debugger complained that the ending was too easy. According to Ishii, Sakaguchi responded by making it harder and removing a save point. The decision helped create one of the game’s most enduring reputations.

The story is a reminder that famous pieces of game design do not always emerge from elaborate long-term planning. Sometimes a defining difficulty spike can begin with a developer responding to a challenge from someone testing the game.

Despite the punishment, Final Fantasy III succeeded commercially. Square Enix later stated that it became the first title in the series to pass one million sales. For a franchise that had begun only a few years earlier, that represented a major confirmation that Final Fantasy had become one of Square’s central properties.

The Final Fantasy That Disappeared From the West

Outside Japan, however, the game’s identity became tangled.

The original Final Fantasy reached North America on the Nintendo Entertainment System, but the American release schedule did not keep pace with the Japanese series. The second and third Famicom games remained in Japan. When Square eventually brought Final Fantasy IV to the Super Nintendo in North America, it was renamed Final Fantasy II. When Final Fantasy VI followed in 1994, it was consequently sold as Final Fantasy III.

For years, a North American player hearing the name Final Fantasy III was therefore likely to think of Terra, Kefka, and the game Japanese players knew as Final Fantasy VI.

The actual third game became a curiosity. Other early Final Fantasy titles appeared on newer hardware, but Final Fantasy III remained unusually resistant to rerelease. Hiromichi Tanaka later said that complicated programming techniques used in the Famicom game contributed to the difficulty of moving it onto other hardware. By 2005, contemporary coverage was describing it as the early installment that had somehow escaped the remake and porting cycle surrounding the rest of the series.

That long absence helped give the game an unusual reputation. Japanese players could remember it as a major Famicom success, while many international fans knew it mostly through screenshots, imported copies, unofficial translations, magazine discussions, and the mechanics that later Final Fantasy games had inherited from it.

Final Fantasy III Returns on Nintendo DS

The situation finally changed with the Nintendo DS.

Square Enix chose Final Fantasy III for a full 3D remake, developed with Matrix Software and released in Japan on August 24, 2006. Nintendo promoted it as the return of a game that had been absent for sixteen years.

The remake did considerably more than replace the graphics. The four previously anonymous Warriors of Light became Luneth, Arc, Refia, and Ingus, characters with names, individual designs, and greater personality. Tanaka later explained that giving the heroes identities was one of the ideas established early in the project because later Final Fantasy games had made characterized casts an important part of the series.

The developers also reconsidered the balance of the job system. Tomoya Asano, who produced the remake, remembered an effort to make more jobs useful throughout the adventure rather than leaving some clearly inferior to others. Technical changes were necessary as well. Battles that could display large groups of enemies on the Famicom had to be reconsidered when those enemies became three-dimensional models occupying physical space on the DS screen.

The project became important beyond Final Fantasy III itself. Asano later described it as a formative experience in his career, connecting lessons learned on the remake to later projects including Final Fantasy IV on DS, Final Fantasy: The 4 Heroes of Light, and eventually Bravely Default. His continued interest in games built around interchangeable jobs can be traced in part to the influence Final Fantasy III had on him as both a player and developer.

The remake also succeeded commercially. Square Enix later reported that the 3D version, like the Famicom original, sold more than one million copies worldwide.

From Famicom Cartridge to Living History

Later releases brought Final Fantasy III to additional platforms, while the Pixel Remaster project eventually created a modern version much closer in visual spirit to the original 2D game. Yet the historical importance of Final Fantasy III extends beyond whether a player encounters it through an original Famicom cartridge, the DS remake, or a modern remaster.

It occupies a revealing moment in video game history.

Square knew that the Famicom generation was ending. The company could already see the next Nintendo console approaching, but Final Fantasy III became an attempt to extract one more major role-playing game from hardware the developers had spent years learning to manipulate. That experience produced a game in which technological limitations and creative ambition constantly collided.

Artists used tiny palettes to give dozens of job characters recognizable personalities. Designers developed unique commands because equipment alone could not make those jobs feel sufficiently different. Programmers devised high-speed scrolling to make an airship feel astonishingly fast. The battle screen encouraged the creation of summons because the developers wanted something visually comparable to the monsters fighting on the other side. A creature imagined by Koichi Ishii years earlier became the moogle, eventually one of Square Enix’s most recognizable mascots.

Even the preservation of the game’s history was shaped by the project. Because Square began more deliberately retaining development documentation during Final Fantasy III, original maps, sprite materials, illustrations, and design records still exist for researchers and players to examine decades later.

Why Final Fantasy III Matters

It is easy to remember Final Fantasy III merely as the game between the experimental second entry and the more cinematic Super Famicom era that began with Final Fantasy IV. Doing so misses much of what made the game significant.

Final Fantasy III helped define what a Final Fantasy game could contain. Its job-change system encouraged players to rebuild their party repeatedly rather than remain locked into choices made at the beginning. Its specialized job commands helped turn character classes into distinct play styles. Summoned monsters entered the series here. Moogles entered the series here. Airships became increasingly elaborate tools rather than simple transportation. The game also demonstrated how a world map itself could deliver a dramatic revelation when the small Floating Continent opened onto the enormous drowned world below.

The influence continued through the developers themselves. Tanaka carried lessons from the job system into later projects. Asano has openly connected his own career and fascination with job-based game design to Final Fantasy III. The systems pioneered or refined here would be reworked repeatedly across Final Fantasy and beyond.

Most importantly, the game arrived at the moment when Final Fantasy was becoming more than a successful experiment. Square Enix’s later sales history identifies it as the series’ first million-selling entry. The Famicom was approaching retirement, but the franchise it helped create was only beginning to discover how large it could become.

Final Fantasy III therefore stands as both an ending and a beginning. It was the final new Final Fantasy designed for Nintendo’s 8-bit Famicom, built by a team trying to squeeze every remaining possibility from familiar hardware. At the same time, many of the ideas that emerged from that effort became part of the vocabulary of the series for decades afterward.

The machine was nearing the end of its life. Final Fantasy was just finding its identity.

Sources & Further Reading

Square Enix. “FINAL FANTASY III 30th Anniversary Special Interview Vol. 1.” Interview with Hiromichi Tanaka. Final Fantasy Portal Site. 2020, republished 2025. https://na.finalfantasy.com/topics/171

Square Enix. “FINAL FANTASY III 30th Anniversary Special Interview Vol. 2.” Interview with Koichi Ishii. Final Fantasy Portal Site. 2020, republished 2025. https://na.finalfantasy.com/topics/176

Square Enix. “FINAL FANTASY III 35th Anniversary Special: Interview with Hiromichi Tanaka and Tomoya Asano!” Final Fantasy Portal Site. July 31, 2025. https://na.finalfantasy.com/news/2759

Square Enix. “FINAL FANTASY III 35th Anniversary Special! First Reveal of Development Materials.” Final Fantasy Portal Site. 2025. https://na.finalfantasy.com/news/2742

Square Enix. “Talking FINAL FANTASY Pixel Remaster with the Legendary Kazuko Shibuya.” Interview with Kazuko Shibuya. Square Enix Games. https://www.square-enix-games.com/en_GB/news/final-fantasy-pixel-remaster-kazuko-shibuya

Nintendo Co., Ltd. “Famicom History: Final Fantasy III.” Famicom 40th Anniversary. https://www.nintendo.com/jp/famicom/history/index.html

Nintendo Co., Ltd. “Final Fantasy III.” Nintendo Classic Mini Family Computer. https://www.nintendo.co.jp/clv/modal/ff3.html

Nintendo Co., Ltd. “FINAL FANTASY III.” Nintendo DS Software Archive. 2006. https://www.nintendo.co.jp/ds/software/affj/index.html

Square Enix. “FINAL FANTASY III.” Final Fantasy Pixel Remaster. https://www.jp.square-enix.com/ff_pixelremaster/ff3/

Square Enix. “Copyrights: FINAL FANTASY III.” Final Fantasy Portal Site. https://na.finalfantasy.com/copyrights

Square Enix. “SQUARE ENIX Announces First Launch Title for OUYA from Final Fantasy Series.” July 31, 2012. https://www.jp.square-enix.com/company/en/news/2012/html/8df71ac42884f0358349138cfad6cab94e105997.html

Square. Final Fantasy III. Family Computer. Tokyo: Square, 1990.

Square. Final Fantasy III Instruction Manual. Family Computer. Tokyo: Square, 1990.

The Strong National Museum of Play. “Video Game: Famicom Final Fantasy III.” Collection no. 111.2778. Google Arts & Culture. https://artsandculture.google.com/asset/BwHy4SCMKXkSiQ

Famimaga Video. Issue 9. January 1990. Preserved by Jeremy Parish. https://www.youtube.com/watch?v=aik2ID2RM9A

Famicom Tsūshin. No. 83. September 15, 1989. Promotional material for Final Fantasy III. Advertisement index available at https://www.mobygames.com/game/7322/final-fantasy-iii/promo/group-154573/

Famicom Tsūshin. No. 86. October 27, 1989. Promotional material for Final Fantasy III. Advertisement index available at https://www.mobygames.com/game/7322/final-fantasy-iii/promo/group-154573/

Famicom Tsūshin. No. 88. November 24, 1989. Promotional material for Final Fantasy III. Advertisement index available at https://www.mobygames.com/game/7322/final-fantasy-iii/promo/group-154573/

Famicom Tsūshin. No. 90. December 22, 1989. Promotional material for Final Fantasy III. Advertisement index available at https://www.mobygames.com/game/7322/final-fantasy-iii/promo/group-154573/

Famicom Tsūshin. June 8, 1990. Final Fantasy III advertising material. Transcription preserved by Sayonara Famitsu. https://sayonarafamitsu.blog.fc2.com/blog-entry-38.html

Famitsu. “FF3 30th Anniversary Development Secrets Mini-Interview.” Interview with Hiromichi Tanaka and Koichi Ishii. April 27, 2020. https://www.famitsu.com/news/202004/27197480.html

Famitsu. “FF3 30th Anniversary: Today in Gaming History.” April 27, 2020. https://www.famitsu.com/news/202004/27197420.html

NTT Publishing. Final Fantasy III, Volume 1: Basic Knowledge. Tokyo: NTT Publishing, 1990. ISBN 4-87188-079-6. Game Preservation Society catalog record. https://www.gamepres.org/catalog/?id=8814003029003

NTT Publishing. Final Fantasy III, Volume 2: Complete Strategy, Part I. Tokyo: NTT Publishing, 1990. ISBN 4-87188-080-X. National Diet Library of Japan. https://ndlsearch.ndl.go.jp/books/R100000002-I000002053242

NTT Publishing. Final Fantasy III, Volume 3: Complete Strategy, Part II. Tokyo: NTT Publishing, 1990–1991. ISBN 4-87188-081-8. National Diet Library of Japan. https://ndlsearch.ndl.go.jp/books/R100000002-I000002127092

Uematsu, Nobuo. Final Fantasy III: Legend of the Eternal Wind. Tokyo: NTT Publishing, 1990. Discographic information at https://maru-chang.com/games/cd-index.php

Uematsu, Nobuo. Final Fantasy III Original Sound Version. Tokyo: NTT Publishing, 1991. Discographic information at https://maru-chang.com/games/cd-index.php

Square Enix. Final Fantasy Ultimania Archive Volume 1. Milwaukie, OR: Dark Horse Books, 2018. https://digital.darkhorse.com/books/ba03e879006147c0bba4cb139046c3cd/final-fantasy-ultimania-archive-volume-1

Square Enix. Final Fantasy 25th Memorial Ultimania, Volume 1. Tokyo: Square Enix, 2012.

Square Enix. Final Fantasy III Official Complete Guide. Tokyo: Square Enix, 2006.

“Final Fantasy III DS: 2006 Developer Interview.” Interview with Hiromichi Tanaka, Kazuhiko Aoki, Tomoya Asano, Hiroki Yabuta, Yuichi Yoshida, Yusuke Suzuki, and others. Originally published in the Final Fantasy III Official Complete Guidebook. English translation by Shmuplations. https://shmuplations.com/ff3ds/

Nintendo. “Creator’s Voice: Final Fantasy III.” Interview with Hiromichi Tanaka and Tomoya Asano. 2006. Archived English translation at https://blog.lhyeung.net/?p=122

GameSpot. “Additional Details on Final Fantasy III DS.” October 28, 2005. https://www.gamespot.com/articles/additional-details-on-final-fantasy-iii-ds/1100-6136795/

VideoGamer. “Final Fantasy III Interview.” Interview with Hiromichi Tanaka. February 6, 2007. https://www.videogamer.com/previews/final-fantasy-iii-interview/

GamesRadar+. “Final Fantasy III Q&A.” Interview with Hiromichi Tanaka and Tomoya Asano. 2006. https://www.gamesradar.com/final-fantasy-iii-qa/

Jordan, Jon. “Talking Final Fantasy III with Hiromichi Tanaka.” Pocket Gamer, February 2, 2007. https://www.pocketgamer.com/final-fantasy-iii/talking-final-fantasy-iii-with-hiromichi-tanaka/

McCarroll, John. “Final Fantasy III Review.” RPGFan, November 15, 2006. https://www.rpgfan.com/review/final-fantasy-iii-2006/

RPGFan. “Final Fantasy III Pixel Remaster.” 2021. https://www.rpgfan.com/review/final-fantasy-iii-pixel-remaster/

RPGFan. “So You Want to Get Into the Final Fantasy Series.” RPGFan. https://www.rpgfan.com/feature/so-you-want-to-get-into-the-final-fantasy-series/

Game Preservation Society. “Final Fantasy III Guidebook Catalog Records.” Game Preservation Society. https://www.gamepres.org/catalog/?id=8814003031006

National Diet Library of Japan. “Final Fantasy III Bibliographic Records.” NDL Search. https://ndlsearch.ndl.go.jp/books/R100000002-I000002127092

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