This page outlines the differences among the various versions of Breath of Fire.

There are a total of 3 known ROM versions: Japan, Japan Rev 1, and USA.

Breath of Fire – Ryuu no Senshi (Japan)1

Size: 1572864 Bytes / 1.572864 MB
CRC32: FD96A42F
MD5: 8396DBB5C335B76E3578EC95E1E8E3B4
SHA-1: 0C1708953683FAC3429838E512667FD6CBFEE6A0
SHA-256: 214075837B7559078C32507F9D4DBC278F3745882207D0E73137FB1B34D86344
Product Code: SHVC-BF
Stamp Code: 07, 27
PCB Serial: SHVC-2A3B-01
Chip Serial 1: SHVC-BF-0 P0
Chip Serial 2: SHVC-BF-0 P1
Save Type: Unknown
Box Barcode: T4976219045414
Description: This is the Japanese launch version of the Super Famicom ROM.

Breath of Fire – Ryuu no Senshi (Japan) (Rev 1)23

Size: 1572864 Bytes / 1.572864 MB
CRC32: E0B0BBEC
MD5: A8421D749DA1510DF9A37FED5909E129
SHA-1: 3AB85EE92F5E2C9069E3D2FA595FAB3D452C5D99
SHA-256: A4F127D7601E0F6A3328C37F6FB15A1AAD8D7B3A635527EFFDBCB29E0D91F6F8
Product Code: SHVC-BF
Stamp Code: 3 ? ?
PCB Serial: SHVC-2A3B-01
Chip Serial 1: SHVC-BF-1 P0 (9321)
Chip Serial 2: SHVC-BF-1 P1 (9321)
Save Type: SRAM (02)
Box Barcode: Unknown
Description: This is a subsequent Japanese revision of the Super Famicom ROM. It is currently unknown when this version of the cartridge was released and what was modified. The best way to determine the version is to carefully open up the cartridge and inspect the PCB’s chip serial numbers.

Breath of Fire (USA)4

Size: 1572864 Bytes / 1.572864 MB
CRC32: C788B696
MD5: CDEF890E99A0FB62C4D449D867C4244A
SHA-1: B8A9E3023B92E0F4139428F6D7A9E0F9DB70F60E
SHA-256: CBC496A7879BA78F32C51C3DF4BA1A1A42F17D78D48A39EA9C709D1AD18CB8DF
Product Code: SNS-BF-USA
Stamp Code(s): 07, 19
PCB Serial: SHVC-2A3M-11
Chip Serial 1: SNS-BF-0 P0
Chip Serial 2: SNS-BF-0 P1
Save Type: SRAM
Box Barcode: 094689141048
Description: This is the English language, North American version of the Super Nintendo ROM.

Breath of Fire: Ryuu no Senshi (SFC)Breath of Fire (SNES)




The Super Famicom (SFC) version begins with the familiar shining 16-bit Capcom Logo and Yasuaki Fujita (Bun-Bun)’s “Capcom Logo” jingle, followed by Ryu’s lightning sword animation.The Super Nintendo (SNES) version begins with the Squaresoft logo, followed by 2 separate screens with legal/copyright information. The Capcom logo animation and jingle are removed.
(Images: Capcom / Squaresoft / Dragnier)

Breath of Fire: Ryuu no Senshi (SFC)



Because the original Japanese title includes the subtitle “竜の戦士” (Ryuu no Senshi, literally “The Dragon Warrior”), the fiery dragon in the SFC version’s logo breathes a literal breath (…of fire) in which the subtitle appears. This fire-breathing subtitle animation was taken out of the SNES version.
(Images: Capcom / Dragnier)

Breath of Fire: Ryuu no Senshi (SFC)Breath of Fire (SNES)
The SFC version has “PUSH START” text that appears along with a Capcom legal/copyright line and trademark.The SNES version shows “PRESS START” and the trademark, with no legal line.
(Images: Capcom / Dragnier)

Currency

Breath of Fire: Ryuu no Senshi (SFC)Breath of Fire (SNES)
The SFC version uses the “Ƶ” zenny currency symbolThe SNES version uses “G” as the currency (short for “GP”, or “gold pieces”).
(Images: Capcom / Dragnier)

Field Menu

Breath of Fire: Ryuu no Senshi (SFC)Breath of Fire (SNES)
The SFC release features button icons in the field menu that have embedded Japanese kanji.The SNES release modified the kanji icons to be pictographs.
(Images: Capcom / Dragnier)

Shop Menu

Breath of Fire: Ryuu no Senshi (SFC)Breath of Fire (SNES)
The SFC release features button icons in the shop menu that have embedded Japanese kanji.The SNES release modified the kanji icons to be pictographs.
(Images: Capcom / Dragnier)

Battle Menu

Breath of Fire: Ryuu no Senshi (SFC)Breath of Fire (SNES)
The SFC release features button icons in the battle menu that have embedded Japanese kanji.The SNES release modified the kanji icons to be pictographs.
(Images: Capcom / Dragnier)

Dragon Shrine Symbol

Breath of Fire: Ryuu no Senshi (SFC)Breath of Fire (SNES)
In the SFC version, the Dragon Shrine building where the player can save the game features a distinct, cross-shaped dragon symbol.In the SNES version, the symbol has been changed to a dragon head instead. This is likely due to the SFC version’s icon bearing similarities to a religious cross. From 1988 – 1995, Nintendo of America had strict content policies that prohibited the depiction of religious iconography in games published on their platforms.
(Images: Capcom / Dragnier)

Breath of Fire: Ryuu no Senshi (SFC)Breath of Fire (SNES)
In the SFC version, the early enemy グラニッド / Graniddo (P. Bug in the SNES version) frequently encountered in Camlon Castle, Nanai Dungeon, and the Forest of Despair will have a chance of inflicting poison on the player. In the SNES version, the P. Bug’s attack will poison the player with a 100% success rate each turn, making their encounters a little trickier.
(Images: Capcom / Dragnier)

In-Game Sprites and Portrait

Breath of Fire: Ryuu no Senshi (SFC)Breath of Fire (SNES)
In the SFC version, the thief character Danc’s character sprite has gray, ashen-color skin, and his portrait shows his exaggerated pink, puffy lips. In the SNES version, Danc is renamed “Karn” and his character sprites and portrait were changed to a lighter skin color with thinner lips.

These changes were likely made due to the original Japanese design resembling a stereotypical “blackface” character (a historically derogatory caricature of black people).5
(Images: Capcom / Dragnier)

Artwork

Breath of Fire: Ryuu no Senshi (SFC)Breath of Fire (SNES)

Early Group Artwork
N/A

SFC Instruction Manual Artwork

SNES Instruction Manual Artwork

SFC Instruction Manual Group Artwork

SNES Instruction Manual Group Artwork
Danc’s original Japanese design show his ashen skin color and exaggerated lips.Karn’s revised North American design is also reflected in the Instruction Manual’s artwork.
(Images: Capcom / Dragnier)

While the credits sequences of both the Super Famicom and Super Nintendo versions have the same background visuals, a majority of the Capcom Japan staff credits were replaced by Squaresoft’s own staff credits in the North American release. For a complete breakdown, please visit the Credits page.

There are a total of 4 known ROM versions: Japan, USA, Europe, and Europe (En,Fr,De).

Breath of Fire – Ryuu no Senshi (Japan)6

Size: 4194304 Bytes / 4.194304 MB
CRC32: 66E96B35
MD5: 15DE8E3ED041332E0529C0B884D42D42
SHA-1: B09DC97AB42F5E32DC6254D09B0B195295B24932
SHA-256: CDEBAFD678E9B51A41E28162C42072E66123EE5120758D2831B6AF4F2B95C705
Product Code: AGB-ABFJ-JPN
Stamp Code: 07
PCB Serial: AGB-E06-01
Save Type: Eeprom_v121
Box Barcode: 4976219535892
Description: This is the Japanese version of the Game Boy Advance ROM.

Breath of Fire (USA)7

Size: 4194304 Bytes / 4.194304 MB
CRC32: F06422A8
MD5: 17A32CFA3D0A5C74F914281EF55C75CD
SHA-1: B30533F68037B47D5439BAB0182169E4A643A38D
SHA-256: 3289AEC193497C86C3C769B42C1024A1D491D48F15B90FCB58910DCA0A79647A
Product Code: AGB-ABFE-USA
Stamp Code(s): 08, 22
PCB Serial: AGB-E06-10
Save Type: Sram_v112
Box Barcode: 013388280049
Description: This is the North American English language version of the Game Boy Advance ROM.

Breath of Fire (Europe)8

Size: 4194304 Bytes / 4.194304 MB
CRC32: A1C3165D
MD5: 1CB94E81DD0168C33E0EB8B070FDDB6E
SHA-1: F47870D25665588D19B75E90D0BD32A759E64918
SHA-256: 241CCC3DB2F169EA9A73F1DE953431021E6EE4A688E11CA202400EBFD6DE509E
Product Code: AGB-ABFP-EUR
Stamp Code: Unknown
PCB Serial: Unknown
Save Type: Sram_v112
Box Barcode: 3307210323613
Description: This is the European English language version of the Game Boy Advance ROM.

Breath of Fire (Europe) (En,Fr,De)9

Size: 4194304 Bytes / 4.194304 MB
CRC32: D3660549
MD5: A413CF9036C03EAC937539A255AC6949
SHA-1: FDC7E7B6AB680229DCD159EB4DD7D1967B9E88EE
SHA-256: 6CA11E110C4FAA74DB3AA86E8C5B1A34D1282AF7280EC12EC1E63F5B79669F3D
Product Code: AGB-ABFX-EUU
Stamp Code: Unknown
PCB Serial: Unknown
Save Type: Sram_v111
Box Barcode: 3307210323620
Description: This is the European English/French/German language version of the Game Boy Advance ROM.

Breath of Fire (Europe) (En,Fr,De)
While the Japan Game Boy Advance (GBA) version only supports the Japanese language and the USA and Europe versions only support the English language, when the Europe (En,Fr,De) version is booted for the first time, a Language selection screen will appear prior to the display of any company logos.

After selecting the sole “Language” option, a second window appears, allowing the player to select English, French, or German for the game’s text.
(Image: Capcom / Ubisoft / Dragnier)

Breath of Fire: Ryuu no Senshi (GBA)Breath of Fire (GBA) (USA) + (Europe) + (Europe) (En,Fr,De)Breath of Fire (GBA) (Europe) + (Europe) (En,Fr,De)
The Japanese GBA version of Breath of Fire begins with the Capcom logo displayed on a white background, followed by Ryu’s lightning sword animation.The USA GBA version begins with the text “LICENSED BY NINTENDO” on a black background, followed by the Capcom logo.The Europe and Europe (En,Fr,De) GBA versions add a Ubi Soft Entertainment logo prior to the Capcom logo.
(Images: Capcom / Ubisoft / Dragnier)

Breath of Fire: Ryuu no Senshi (GBA)Breath of Fire (GBA)Breath of Fire (GBA) (Europe) + (Europe En,Fr,De)
The Japanese Breath of Fire: Ryuu no Senshi GBA logo prominently features katakana, with the English letters appearing below it. An (R) registered trademark symbol accompanies the logo.For North America, the GBA logo is repurposed from the North American logo for Breath of Fire III and Breath of Fire IV, sans a roman numeral. A “TM” mark accompanies the logo instead of an (R) registered trademark symbol.

The North American version also adds a Capcom U.S.A. legal line at the bottom.
The European GBA version uses the North American logo, but does not include the Capcom U.S.A. legal line.
(Images: Capcom / Dragnier)

The original Super Famicom/Super Nintendo version of Breath of Fire has an internal/native 256 x 224 resolution that was stretched to 4:3 on consumer cathode-ray tube TVs (CRTs). The Game Boy Advance in comparison has a 240 x 160 resolution reflective thin-film-transistor liquid-crystal display (TFT LCD) with a 3:2 aspect ratio.

While the field of view (FOV) is smaller in the 2001 GBA version of Breath of Fire, character sprites and world elements remain at their original, native SFC/SNES resolution.

On top of this, the color palette for GBA games is discernibly different from SFC/SNES games. Depending on which GBA handheld, emulator, or FPGA device you’re playing on, the color palettes will differ as well.

The original GBA color palette features muted colors, whereas emulators and hardware that use backlit screens will feature harsher, oversaturated colors. Interestingly, Nintendo’s own official Game Boy Advance emulator on Nintendo Switch Online features a muted color palette reminiscent of the original GBA screen.

It is assumed the game’s colors were adjusted with higher brightness/contrast settings when porting the assets from the SFC/SNES to account for the lack of a frontlight/backlight on the original GBA model (AGB-001). A front-lit screen was introduced with the Game Boy Advance SP (AGS-001) in 2003, and a backlit screen version of the GBA SP (AGS-101) was introduced in 2005.

Breath of Fire (SFC/SNES)Breath of Fire (GBA) with Color CorrectionBreath of Fire (GBA) with Raw Color Palette
SFC/SNES Native 256×224 Resolution
(8:7 Aspect Ratio)
GBA 240×160 Resolution
(3:2 Aspect Ratio)
GBA 240×160 Resolution
(3:2 Aspect Ratio)
(Images: Capcom / Dragnier)
Breath of Fire (SNES)Breath of Fire (GBA) with Color CorrectionBreath of Fire (GBA) with Raw Color Palette
SNES 4X Scaling (Click image to enlarge)
(4:3 Aspect Ratio Correction)
GBA 4X Scaling (Click image to enlarge)
(3:2 Aspect Ratio)
GBA 4X Scaling (Click image to enlarge)
(3:2 Aspect Ratio)
(Images: Capcom / Dragnier)

Color Palette: Regional

Interestingly, the color palette for the GBA version’s environments was modified when the game was released overseas in North America and Europe. In the overseas release, the contrast was increased between light and dark shades, which resulted in certain colors changing entirely. (Thanks to FlamePurge for bringing this to our attention!)

Breath of Fire: Ryuu no Senshi (GBA) with Color CorrectionBreath of Fire (GBA) with Color Correction




















GBA 4X ScalingGBA 4X Scaling
(Images: Capcom / Dragnier)
Breath of Fire: Ryuu no Senshi (GBA) with Raw Color PaletteBreath of Fire (GBA) with Raw Color Palette




















GBA 4X ScalingGBA 4X Scaling
(Images: Capcom / Dragnier)

Breath of Fire received an overhaul of its user interface in the Game Boy Advance version, including updated field and battle menus, new menu backgrounds, and new text boxes.

Text Box

Breath of Fire (SNES)Breath of Fire (GBA) with Color Correction
The SNES version’s text font and text box.In the GBA version, the text font and box are updated. A light beeping sound plays as text is drawn.
(Images: Capcom / Dragnier)

Save Menu

Breath of Fire (SNES)Breath of Fire (GBA) with Color Correction
The SNES save menu is simple, with a solid color background.In the GBA version, the text font and box are updated. “EXCHANGE” is added as an option for link cable usage. The background is updated with an ornate dragon emblem.
(Images: Capcom / Dragnier)

Field Menu

Breath of Fire (SNES)Breath of Fire (GBA) with Color Correction


The SNES field menu initially depicts the currency and level, HP, and AP of each character. Pressing ‘A’ then loads the menu icons.The GBA field menu features new windows, colors, text, background, and character portraits. Pictograph icons are replaced by abbreviated categories, and location name/current money are displayed at the top. A quick save option is added.
(Images: Capcom / Dragnier)

Item Menu

Breath of Fire (SNES)Breath of Fire (GBA) with Color Correction


In the SNES version, descriptions are shown after selecting the “?” icon and selecting an item. Items can be manually sorted one-by-one.In the GBA version, items and equipment have corresponding icons. Descriptions automatically appear at the top when an item is highlighted and are sometimes reworded. Items can be automatically sorted via the “SORT” command.
(Images: Capcom / Dragnier)

Vital (Key) Item Menu

Breath of Fire (SNES)Breath of Fire (GBA) with Color Correction


In the SNES version, key story Items are stored and sorted in the same space as normal/consumable items.In the GBA version, key items are kept in a separate “VITL” section. Selecting a key item will produce more details about the item. Some item descriptions differ slightly from the SNES descriptions.
(Images: Capcom / Dragnier)

Status Screen

Breath of Fire (SNES)Breath of Fire (GBA) with Color Correction
The SNES version status screen.In the GBA version, attributes are ordered differently. The experience points now show how many were needed to level up.
(Images: Capcom / Dragnier)

Shop Menu

Breath of Fire (SNES)Breath of Fire (GBA) with Color Correction
In the SNES version, attack/defense value of equipment is not shown until selecting it for trade in the Weapon Shop menu.In the GBA version, equipment now has corresponding icons. When highlighting equipment to buy, attributes are displayed. A red “up” arrow animates upward over a character’s icon if the equipment is an upgrade. A blue “down” arrow animates downward if the equipment is a downgrade.
(Images: Capcom / Dragnier)

Battle Menu

Breath of Fire (SNES)Breath of Fire (GBA) with Color Correction


The SNES version of the battle menu has pictograph icons. When selecting an enemy target, their name and health bar is displayed at the bottom.In the GBA version, the battle selection menu is completely remade with abbreviated text commands. Pressing ‘L’ shows a ‘CHNG’ command. Pressing ‘R’ shows a ‘DFND’ command.

The new top window displays the character’s portrait, name, and level.
On the bottom, a cropped portrait and HP / AP bars are shown.

When selecting an enemy target, a new HP bar atop the enemy is displayed. The enemy’s name appears in a window in the top-right.

Pressing and holding ‘B’ allows the battle to be viewed without any UI elements.
(Images: Capcom / Dragnier)

Battle Menu – Spells

Breath of Fire (SNES)Breath of Fire (GBA)
Spell descriptions are not available in battle.Icons that indicate spell type / element are displayed. Spell descriptions are shown in a top text box. Remaining AP is shown alongside the spell AP cost. “Cura” is now labeled “Cura1”.
(Images: Capcom / Dragnier)

Breath of Fire : Ryuu no Senshi (SFC)Breath of Fire : Ryuu no Senshi (GBA)
The SFC version’s original character portraits.In the GBA version, character portraits have been completely redrawn by Capcom artist Kazuya Nuri.
Breath of Fire (SNES)Breath of Fire (GBA)
The SNES version’s original character portraits.In the North American and European GBA releases, Karn’s character portrait and sprite maintain the same modifications as the SNES version. Nevertheless, the game’s North American and European manual still show Karn in the Japanese Danc style.

Breath of Fire (SNES)Breath of Fire (GBA)

Intro Cutscene

Intro Cutscene



Stone Robot Cutscene



Stone Robot Cutscene

Cort Cutscene

Cort Cutscene

Rudra Cutscene

Rudra Cutscene

Agni Cutscene

Agni Cutscene
The original SNES/SFC version’s cutscenes.In the GBA version, several cutscenes have been redrawn by Capcom artist Kazuya Nuri. In the intro cutscene, the dragon now animates, and in the Stone Robot cutscene, a background has been added and there are flashing effects as the Stone Robot fires its laser.
(Images: Capcom / Dragnier)
Endgame/Ending Cutscenes (Click to reveal)
Breath of Fire (SNES)Breath of Fire (GBA)

Sara Cutscene

Sara Cutscene

True Ending Cutscene


True Ending Cutscene

End (Japanese)


End (English)

End
(No SFC Equivalent)


To be Continued…
(No SNES Equivalent)


To be Continued…
The SFC/SNES version’s of cutscenes.A “To Be Continued” screen teasing Breath of Fire II is shown after “End”.
It features the portrait of Ryu Bateson from Breath of Fire II, with the animated blue flames of the Breath of Fire title screen changing into the fiery orange flames of the Breath of Fire II title screen.

The Game Boy Advance’s audio has a lower sampling rate in comparison to SNES audio. Some music instrumentation differs in the GBA version of Breath of Fire, with some samples utilizing the legacy Game Boy sound channels.

Under Construction!

The Game Boy Advance version of Breath of Fire adds a “dash” mapped by default to the ‘B’ button to allow the player to move Ryu and his companions at a much faster pace.

In the Options menu, the dash can be set to automatic so that it’s activated without pressing a button.

Under Construction!

Under Construction!

Under Construction!

Under Construction!

Under Construction!

Under Construction!

Under Construction!

Under Construction!

Under Construction!

Under Construction!

Under Construction!

Under Construction!

Under Construction!

Under Construction!

The Squaresoft logo and Squaresoft copyright information were removed and replaced with a blank, black screen. The first visual the player will see is the Capcom copyright text screen.

The SNES instruction booklet and cartridge scans on the site have all mentions of Squaresoft removed.