squaresoft

Squaresoft Mode 7 Demo [SNES – Tech Demo]

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]

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]

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]

Final Fantasy 13 was released in 2009 for Playstation 3, but the first prototypes for the game were created on Ps2 even before FFXII release. 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]

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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