![]() ![]() The limit bars were later moved to the left of the Active Time Attack bar, no longer leaving room for the Max MP to be displayed. Limit bars are situated in the left menu window. The spells that correspond in the the final product to Barrier and MBarrier gauges are placed below and partially obscured by the character names. More shots of what, as far as we’ve seen, are the earliest battle models and menus. Final Cloud, first playable in the original Japanese game. Playable in the Tobal No.1 FFVII sampler disc.ģ. Seen in early footage but never playable.Ģ. We can conclude that there were at least three versions for world-roaming Cloud.ġ. Some primitive NPCs are seen in the shot as well. At this stage the developers were still experimenting with making the walkmesh match the pre-rendered backgrounds, trying to make Cloud’s steps match how far he should walk on the background (which doesn’t match at all). Judging from Cloud’s model, this is from the development stage seen in the early part of the “Making of FFVII” ( 1, 2) video found on the 4th disc of FF7 International. In addition, no NPC is that much bigger than Cloud in the final game. ![]() Neither of those two NPCs are seen in-game. Notice the photo of the Beginner’s Hall in Junon, field file JUNPB_2. They look pretty much identical to the final product, from what can be seen, though the walls of PSDUN_4 may have received some very small retouches. Notice Cosmo Canyon ( COSMO) and Mythril Mine ( PSDUN_4). It is unknown why the localization staff settled on Barret in the end. “Bullet”, likely the origin of Barret’s name, is an acceptable romanization of Baretto and is used for the English translation here. The sharp edge of the Buster Sword is held to the opposite side.Īs many know, the first characters created for FFVII were Cloud, Aerith and Barret. – Cloud’s Buster Sword only has one Materia slot in the beta shot unlike in the final shots where the sword has two. In proportion to Cloud the beta Buster Sword looks longer. ![]() In the beta the Materia slot takes up a larger percentage of the sword’s width. The proportions of Cloud’s Buster Sword are different. See this shot from Unseen64 for comparison. The beta shows us Cloud’s earlier “realistic CG self”. (For a clearer view of this image, see the picture that was once found on the now-deleted Japanese site for the original FFVII, a beta version of this well-known CG shot.) The “Finished” game is released in Japan. The last files of the first Japanese release of FFVII are modified. (It is unknown to me if any differences aside from the language exist in the English FFVII Tobal demo.) The English version of Tobal and the demo is released in North America. The last English FFVII demo file is modified. Tobal No.1 is released in Japan, along with a Sampler Disc containing a demo for FFVII. The last Japanese FFVII demo file is modified. GameFan Volume 4 Issue 5, which contains the interview analyzed here, is released. “Development of Final Fantasy VII resumed in late 1995, and required the efforts of approximately 120 artists and programmers, using PowerAnimator and Softimage|3D software and a budget of more than US$30 million.” – Unseen64 Click on the interview scans to enlarge! Timeline Editing and additional notations by GlitterBerri. Shademp comments on the differences between the final game and these Final Fantasy VII prerelease screenshots seen in an FFVII teaser that appeared in the May, 1996 issue of GameFan magazine. ![]()
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