Final Fantasy II / GAME HISTORY
Why Final Fantasy II’s Original Ultima Does Not Scale Normally
Gamer Corner’s Famicom Final Fantasy II data records Ultima as a spell that does not grow stronger as it levels.
Short answer
Gamer Corner’s Famicom Final Fantasy II data records Ultima as a spell that does not grow stronger as it levels. Its listed power is 100, but limited successes and the target’s magic defense can leave single-target damage around 100–200.
Scope: The original Famicom Final Fantasy II. This is not the SNES Final Fantasy IV release marketed as Final Fantasy II in North America.

A late-game spell with the wrong expectation
The spell’s place in the story makes it easy to expect it to replace ordinary attack magic. The mechanics record explains why raising Ultima’s level does not produce that expected progression in this version.
The listed 100 power is not the same thing as a guaranteed 100 damage result. Gamer Corner describes up to three successes, with two potentially canceled by magic defense. The usual damage range is not an absolute cap for every possible situation.
The practical cost of assuming normal scaling
The mismatch is between repeated use and the damage improvement the player expects.
- Acquire and cast Ultima in the Famicom game.
- Continue raising its spell level expecting ordinary level-based growth.
- Its damage does not gain the expected scaling, despite the time spent developing it.
Mechanics and the programmer story are separate
The viewer also asked about a story in which a programmer supposedly refused to correct Ultima. A mechanics table can explain observed behavior without proving that development anecdote or identifying a programmer’s intent.
This article does not turn that story into a confirmed source-code explanation. It also does not assign a single fix number or identical formula to every remake. The supported historical point is the original version’s weak scaling and the player effort that cannot fix that formula simply by leveling the spell.
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