Tag Archives: squaresoft

Final Fantasy 3 Remake [WonderSwan Color - Cancelled]

October 11, 2012 by
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Bandai‘s Wonderswan was an handheld system released exclusively in Japan in 1999. This console was especially sought after because around December 1999 Bandai struck a deal with Squaresoft to bring their games to the console. The first projects announced were the remake of the first three Final Fantasy, a chocobo game, Romancing SaGa and a port of Seiken Densetsu 2 (known as Secret of Mana in the west).

However not all of these games would seen a release at retail as Seiken Densetsu 2 was never seen again. Final Fantasy III shared the same destiny although it was shown on the official Squaresoft site: Final Fantasy III Wonderswan archieved site

This cancellation was especially notable because the Final Fantasy remakes , which were bundled with the system, were the biggest sellers on Wonderswan Color. Later, after a brief rumor on a possible remake on PlayStation 2, Final Fantasy 3 was unveiled as new 3D remake for Nintendo DS that eventually sold around 2 million units worldwide. This 3D remake, very different from the 2D remake proposed for Wonderswan, would be made available on PSP, iOS and Android years after the original DS release.

In 2007 Hiromichi Tanaka explained why the Wonderswan remake was canned:

When we developed FF3, the volume of content in the game was so huge that the cartridge was completely full, and when new platforms emerged, there simply wasn’t enough storage space available for an update of FF3, because that would have required new graphics, music and other content. There was also a difficulty with how much manpower it would take to remake all of that content.

The strange thing is that Final Fantasy I and II remakes and Final Fantasy IV were all deployed on a 4MB cartridge and Wonderswan theoretical biggest cartridge size was 16MB in fact a few games (even Squaresoft own Front Mission) were stored on 8MB cartridge, with Konami’s Beatmania being the only game weighting 16MB so storage space limitation is unlikely to be the main culprit.

It’s very likely that the shaking Wonderswan market in 2001/2002 (the system was discontinued by Bandai in 2003) along with the costs in developing a 2D remake sealed the fate of this project.

Scan from Playmag issue 52.

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Dice De Chocobo [WonderSwan Color - Cancelled]

September 25, 2012 by
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Dice de Chocobo (ダイスdeチョコボ) is a video game originally released in 1999 for the PlayStation in the Chocobo Collection. A new remake for WonderSwan Color was announced in September 2001, but it was later cancelled. The project was finally remade for the Game Boy Advance in 2002 and given the title Chocobo Land: A Game of Dice. Squaresoft even released a brief trailer at TGS 2001 and had a page on their official site: Dice DE Chocobo for Wonderswan archived page

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Video: (@2:07)

Grand Champion’s Rally [PSX - Cancelled]

December 4, 2010 by
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Grand Champion’s Rally is a cancelled racing game that was in development by Aques. In mid nineties Squaresoft, known for its mastodontic RPGs, created Aques (Advanced QUality of Entertainment and Sports ), a label under which release game based on thoughts and sports. At the japanese PS Expo in late 1996 they announced the first three titles for the Aques brand: a baseball game named Super Live Stadium, a mahjong simulation and a racing game known as Grand Champions Rally, the latter of which would never been released for unknown reasons.

At the time a single screenshot (below) of the rally game was shown in various western magazines like for example Edge 40 and Player One 70. Article about Aques from EGM issue 90.

Thanks to Celine for the contribution!

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Squaresoft Mode 7 Demo [SNES - Tech Demo]

October 28, 2010 by
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Squaresoft Mode 7 Demo is a “tech demo” made by Sunsoft for testing the system hardware of the Super Nintendo…

Squaresoft Mode 7 starts with Squaresoft logo and appears a exclusive “panda” on the screen:

The name of this character has been discovered with the ROM IMAGE, Panda Squaresoft Mode 7 Demo (PD) showed up on an SuperNintendo Emulator. You can read more about this cartridge at SNES Central!

Back in the mid 90s, Square set up a studio in Redmond, Washington, and produced the game Secret of Evermore. Keith and another person named Craig Bergman got to tour Squaresoft’s office as part of a high school job shadowing activity. While there,  Squaresoft scanned and put two drawings made by Keith happened to have into a Mode 7 demo (the other had a caricature of Craig).

In July 2010, this cartridge has appeared on Ebay, the curious about it, this demo have an similar controls to the airship parts of FFIV. This tech demo has been dumped years ago, and posted at the Internet

About the controls, you can flip the camera, zoom in, and stop the animation with start button… That’s all

Also, the scanned “panda” character made by Keith:

Chrono Cross [PSX - Beta]

June 4, 2010 by
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Chrono Cross is a RPG developed and published in 1999 by Squaresoft for the original PlayStation. As we can read on Wikipedia, Square began planning Chrono Cross immediately after the release of Xenogears in 1998. Chrono Trigger’s scenario director Masato Kato had brainstormed ideas for a sequel as early as 1996, following the release of Radical Dreamers.

Developers brainstormed traits and archetypes during the character-creation process, originally planning 64 characters with unique endings that could vary in three different ways per character. As production continued, the length of Cross increased, leading the event team to reduce the number of characters to 45 and scrap most of the alternate endings.

More info about the Chrono Cross beta can be found in the Chrono Compendium:

Before the official release of Chrono Cross, Square Enix marketed a PlayStation release of Chrono Trigger and attached a demo of the game to it and Legend of Mana.[...] This demo has allowed a short look into the late stages of the development of Chrono Cross, offering a few prizes such as a scrapped facial portrait of Kid and missing playable characters.

Serge’s Swallow is tinted green and looks like the Mastermune.

Once the Fort Dragonia sequence is concluded, Serge wakes up in Arni and is instructed to find Leena as usual. Una has no portrait, hampering the suggestion that she was once planned to be a playable character.

The most glaring difference is the presence of a seemingly new character in Pierre’s slot. Since Pierre’s dialogue icon was already in its final state, it’s probable that this was an earlier design for Pierre.

There’s a different Viper Manor Study window.

There’s a different Lucca drawing.

Yasuyuki Honne is the artist of the Chrono series, and made some background art that was never used in the final game.

There’s also an incomplete debug room in the beta demo and some unused characters can be seen in the Chrono Cross artbook.

Also, GlitterBerri translated the Chrono Cross Ultimania interview in which we can read about some ideas that were never used in the final game. You can read the full interview at BerriBlue or in the Chrono Compendium.

Thanks to ace.dark and Megalol for the contributions!

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Final Fantasy 13 (XIII) [PS3 X360 - Beta]

April 30, 2010 by
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Final Fantasy XIII is an RPG developed and published by Square Enix for the PlayStation 3 and Xbox 360 in 2009 / 2010. First appearing at E3 2006, FF13 runs on the Crystal Tools engine, a seventh generation multiplatform game engine built by Square Enix for its games.

Final Fantasy 13 was originally in development for the PlayStation 2 but it was later moved to the PlayStation 3, as we can read in an article at  IGN:

Toriyama, director of FFXIII, commented a bit on the differences between the PS2 and PS3 versions of the game. FFXIII was originally in development for the PS2, but underwent a platform change following May 2005.

There is apparently very little shared between the two versions. The graphical elements that were prepared for the PS2 couldn’t be used, explained Toriyama. “The areas that we kept are the Fabula Nova Crystallis world, the pieces of the mythology related to FFXIII, and the character details. On the other hand, the battle and gameplay systems were restarted from scratch when production moved to the PS3.”

The development staff also underwent some changes. “During development for the PS2, the staff was centered on the Final Fantasy X-2 team. However, in an effort to work with the new PS3 hardware, many new staff members are now taking part.”

As reported by Siliconera and Kotaku, according to art director Isamu Kamikokuryou, many additional areas that were functioning in an unreleased build, from Team Nora’s secret base, to Lightning’s home and even a zoo, were cut from the game owing to concerns about the game’s length and volume. Kamikokuryou additionally remarked that the volume of content cut was, in itself, enough to make another game. [Info from Wikipedia]

Zero7 noticed some beta differences in the early screens released (preserved in the gallery below):

  • Mock up HUD, completely changed in the final
  • Fang at one hour in? You cannot meet her so soon in the final
  • Snow had a slightly different coat
  • The black-haired girl has a different outfit

If you can notice more differences in the early screens and videos, please let us know!

Thanks to Robert Seddon, Zero7 and Anonymous for the contributions!

Thanks to Jason for the english corrections!

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Final Fantasy 13 (XIII) [PS2 - Prototype]

February 23, 2010 by
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Final Fantasy 13 was released in 2009 for the Playstation 3, but the first prototypes for the game were created on the ps2 prior to the release of FFXII.In this page we can see some pics from the old-gen version that were recently published in two official japanese artbooks / guides. Unfortunately, it seems that Square did only some early testing of the battle system before switching the development to the Ps3. Even the characters (Yuna and Rikku from FFX) are placeholders, but, interestingly, in the last screenshots they appear to be cell-shaded.

Thanks to Proto1 for the contribution!

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Ambrosia Odyssey [PS2 - Cancelled]

January 23, 2010 by
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Ambrosia Odyssey is a cancelled Action RPG with online multiplayer that was in development for the Playstation 2 in 2003 by Rocket Studio with help from KAI Graphics (for CG movies) and Supersweep (for music), meant to be published by Square Enix. The game had a multiple branching storyline  in offline mode, in which you were able to create towns and foster their development to follow different plots, then connect online to share your game world with other players and visit their own towns and stories.

A video of the game was shown at the Tokyo Game Show 2003, but it only has some characters creation footage, blurred combats and a pre-rendered FMV (thanks a lot to CRC for preserving this video!).

An online beta testing was planned for spring 2004 (?), but we are not sure if it really happened before the cancellation. Ambrosia Odyssey was soon removed from Square Enix release list, maybe because of the popularity of their other online game, Final Fantasy XI.

Thanks to Userdante for the contribution!

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Final Fantasy IV (4) [SNES - Beta & Unused Stuff]

October 22, 2009 by
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As we can read in Wikipedia, Final Fantasy 4 was developed and published by Squaresoft in 1991 as a part of the Final Fantasy series. The game was originally released for the Super Famicom in Japan, but has been ported with minor changes to the Super Nintendo in USA, re-titled as “Final Fantasy II” due to it being the second of the series released there.

After completing Final Fantasy III for the Famicom (NES) in 1990, Square planned to develop two Final Fantasy games—one for the Nintendo Famicom and the other for the forthcoming Super Famicom (SNES), to be known as Final Fantasy IV and Final Fantasy V respectively.

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 Final Fantasy 4 for the Famicom / NES was produced for a Japanese magazine.

In the released Final Fantasy 4, fans of the saga found some unused stuff still hidden in the game. One of the characters you get at the beginning of the game, Kain, has an unused spell casting animation. In the Slick Productions Forums you can read a theory about where his magic spell list is and see Kain in game using the spell.

Yang, another character that you get and lose and get again, during the battle against him, has an attack text-script, and that includes a script for a character in your party, but it seems that the developers “Dummied” it out. The same script has Yang attack Kain, but at this point, you don’t HAVE Kain in your party, hinting at a possible different story event. Another unseen event was hinted at in the code with a character named “Anna”, she has battle animations and everything but they were never used. More info can be found in here.

Also, there’s a picture of the back of FFIV’s japanese case, shows something that doesn’t happen in the game itself anymore. And another beta picture was found in Nintendo power. As Deathlike2 explained in the GameFAQS forum:

It looks like DK Cecil, Kain, and Yang with Young Rydia and Rosa. None of that is normally possible.

1) Fire2/Fira cannot be learned by Young Rydia until she comes back as Older Rydia.

2) Kain leaves right after the Mist event.

3) That enemy formation does exist, but not in a castle environment (the battle @ Fabul never has such a formation).

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Kingdom Hearts 2 [PS2 - Beta]

September 24, 2009 by
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Kingdom Hearts 2 is an action RPG developed by Square Enix and published by Buena Vista Games and Square Enix in 2005 for the PlayStation 2. Superfun64 has noticed a beta screenshot from an old magazine article, in which we can see Donald and Goofy in the scene with the huge Heartless war battle, but they are not in there in the final game.

Also, in a beta video from Tokyo Game Show 2003 we can see a different Twilight Town, the removed Hollow Bastion Tower and various removed scenes, like one in which Donald freeze himself.

Yaz0r found out that there is a Woddy & Buzz (from Toy Story) model in the KH2 data. They are unfinished/untextured but it looks like they were planned as summons. They are in the middle of the other summons models, that’s why we can assume that they were planned as summons. During KH2 production, there were an issues between Disney & Pixar (especialy around Toy Story 3 and the deal they had signed together). It’s possible that Square scraped the Pixar stuff to prevent from beeing involved.

There are even more early screens at KH2 website, if you can find other beta images, let us know!

Thanks to Superfun64 and Yaz0r for the contributions!

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