Many thanks to Sevon, Delta_Inferno, Mendinso, the SaGa Wiki Discord, and The Cutting Room Floor for assisting with this project.
UPDATE 3/7/2022: Updated the Content Differences document with the information obtained from my scans of Weekly Famitsu, issues 400 and 411 (8/16/96 and 11/1/96)
TODO: Scan every single magazine I got and upload them to archive
This page is dedicated to documenting everything I can find about the SaGa Frontier demo that was present at the Tokyo Game Show in 1996 and the state of the game from 1996 to early 1997. The purpose of this is to further document the development process of the game and attempt to make a reconstruction of what the TGS ’96 demo could have entailed. Obviously, it will be flawed to a certain degree because it’s basically impossible for anyone to ever get their hands on these demo discs beyond Square employees and volunteers who worked with 2nd Division on getting the demo ready and onto the show floor.
If you want to contribute what you have/know or just get updates as soon as they happen, you can join the Discord server: https://discord.gg/AjGdSJyTSu
OR, you can join my forum! https://www.ffvdgames.com/community/
Here is a list of things that are currently being shipped to me, either through Amazon, eBay, or White Rabbit Express:
- Nothing at the moment…
And here is a list of the things that I am currently analyzing and getting scanned (extremely slowly) for uploading to archive.org:
- Tokyo Game Show 1996 pamphlet
- THE PlayStation Volume 34 + a smaller TGS ’96 pamphlet
- 1996 Famitsu issues:
- 398
- 400
- 403
- 411
- 419
- 1996 Famitsu PS issues:
- 10
- Famitsu Bros., Jan 1997 issue
- Almost every issue of Famitsu from 1997
- Famitsu – SaGa Frontier: Official Player’s Guide
- Famitsu Bros. Strategy Guide
- Tomomi Kobayashi’s SaGa Series Artworks
- This one I can’t do because a) I don’t want to ruin the spine, and b) it’s freakishly huge
- SaGa Frontier: Ultimate Hits edition
If you want updates on these packages as soon as they happen, please join the Discord server. I will post updates as I get them in #shipping-updates
Here is a Google Doc of a list of magazines, catalogues, videos, etc. that I still need to purchase and/or photograph: https://docs.google.com/document/d/1l5wSDw0tLiM7Yp5szxP2JRXBdA0dUFYTJSB3wc1LnUI/edit?usp=sharing
Here’s a list of documentation projects I’m doing right now:
- Demo’s items
- Working up the willpower to document like 300 items
- Release’s EVENT.BIN and comparing it to demo’s EVENT.BIN
- Working up the willpower to document 255 battles
- REGION.OUT
- Figuring out formatting and comparing what’s in release to what’s in remaster
Here is a Google Doc of a list of things I have found so far. All the stuff shown here is from the various screenshots and footage I have found from advertisements, magazines, and the game itself. More information can be found in The Essence of SaGa Frontier:
https://docs.google.com/document/d/1_z8-zYdoX0gfoTbNnbng6OLWosextPxOwC1hQayVHpI/edit?usp=sharing
Here are beta assets and other interesting things that have been found in the remaster’s files.
- Fuse's beta design. This is the complete overworld sprite sheet for Fuse's 1996 design that was featured in the initial reveal trailers and demo at Tokyo Game Show 1996.
- The foreground pieces for the unknown cave area that was featured in the game's reveal trailer. It's unknown which arena(s) this belongs to. In the remaster, this is part of the first arena for Baccarat Cave.
- The main stage pieces for the unknown cave area that was featured in the game's reveal trailer. It's suspected that this belonged to beta Natural Cave. In the remaster, this is part of the first arena for Baccarat Cave.
- The background pieces for the unknown cave area that was featured in the game's reveal trailer. It's suspected that this belonged to beta Natural Cave. In the remaster, this is part of the first arena for Baccarat Cave.
- The first screen of Yorkland. As you can see, the sprite layering doesn't match the current appearance of the map. Rather, it matches the appearance of this map that was featured in Famitsu issue 444, page 69.
- IMF36A
- Baccarat's splash screen. Renders of the Cygnus and the Bug Ship can be seen here, which are never used in the game.
- The entrance to Lord's Manor lower section. This room includes a render of the unused trap door opening.
- Luminous' splash screen. The bridge is separate from the islands and the backgrounds, implying that it was added to the render later in development.
- Scrap's port. It's possible for the Bug Ship to not be present in the area, which is not seen in the final game.
- Central Gate. A tram-looking thing can be seen on the right of the image, which does not appear in the final game.
- The Magatama room of Sei's Tomb. A skull treasure can be seen here, implying that the extra treasures of Sei's Tomb were cut at the last minute.
- Hell'sLord's room. Hell'sLord can be clearly seen, meaning that there's a shadow effect applied to him in the final game. The design of Hell'sLord is not different fromthe final design.
- A room in Despair. One of the otherwise unopenable doors is featured being opened, proving that there used to be more to Despair at one point in time.
- A room in Despair. One of the otherwise unopenable doors is featured being opened, proving that there used to be more to Despair at one point in time.
- Owmi's main screen. The locked blue door is featured being opened. The current theory about it is it was the original entrance to the port, but it was disabled and moved to the bottom-right corner at some point.
I’m working on a patch that reconstructs what the game could have looked like on March 25th, 1997. You can find more info on that here: https://www.ffvdgames.com/community/postid/25/
Here is my current progress on making all the prototype enemies from the demo working in the US release of the game. My ultimate plan with this is to get every single enemy working, then create a patch that adds these enemies into the game so everyone else can also experience these guys for themselves.
Current progress as of 3/13/2021:
Here is my current progress on making non-functional rooms functional in the US release of the game. My ultimate plan with this is to make these cutscenes fully “blend in” with the final cutscenes, then create a patch that adds this functionality so everyone else can also experience these cutscenes for themselves.
Current progress as of 4/9/2021:
And here’s a bunch of misc things that I’ve documented from all versions of the game that are prototype but aren’t really deserving of an embed:
Here are scans of things from magazines that I personally own. They are ordered in chronological order; that is, the oldest publications are shown first.
Every page was scanned at 720dpi with an Epson Perfection V750. I did not de-bind any of these magazines since I want to keep them.
- Weekly Famitsu, issue 398, page 114. A beta version of presumably Natural Cave is shown off along with beta Lute's House and the Outdoor Shingrow arena with VermilionSand.
- Weekly Famitsu, issue 398, page 115. Beta renders of Blue, Emelia, T260G, and Riki are shown along with two wireframe models for Blue showcasing how CG models are created. Of note, Red had not been named publicly yet.
- Weekly Famitsu, issue 398, page 116. A wireframe model of the lower Koorong market is shown alongside concept art for Koorong (then called Kowloon in English). Chateau Aiguille is also shown with the opening render of the castle and an unseen room with an opened coffin and a portrait of Count (beta Orlouge). The unseen Shingrow hallway and the beta Shingrow Arena are also shown in their entirety. Prior to 8/26/2021, the beta Shingrow Arena had not been seen in HD outside of the first teaser trailer for the game.
- Weekly Famitsu, issue 398, page 117. A beta version of the lower Koorong market is shown in its entirety along with a picture of Blue in it. Screenshots of beta Junk are also shown. Concept art for Lute's House is shown alongside an in-game screenshot of it. Another picture of presumably beta Natural Cave is shown along with two empty areas that could be where the HideRune is in the final version. This is where the now Magic Example arena would have been used.
- Weekly Famitsu, issue 398, page 118. A picture of Crimson Flare being used is shown. An arena with trees is also shown with multiple stills of the battle beginning. It is presumed that this arena could belong to either Margmel, Swamp, or Junk. Its exact location is unknown. Blue sparking is also shown, with the magazine drawing a parallel to Romancing SaGa 3.
- Weekly Famitsu, issue 398, page 119. Various frames of Blue using VermilionSand from the teaser trailer are shown. T260G using Crimson Flare along with Emelia comboing with what could be VermilionSand is also shown along with 5 renders of Blue.
- Weekly Famitsu, issue 398, page 120. This page shows off the combo system with StarlightHeal, Crimson Flare, and VermilionSand. The combo finishes on the next page. Blue is also shown in Junk.
- Weekly Famitsu, issue 398, page 121. The combo from the previous page finishes here, with a final damage total of 13574. It's unknown how much Crimson Flare contributed to that total, but it can be assumed that it did as much damage as VermilionSand would have done alone. Riki is also shown using StarlightHeat. A wireframe model of Blue using a sword attack is also featured.
- Weekly Famitsu, issue 398, page 122. An interview with Akitoshi Kawazu, Koichi Ishii, and Koji Tsuda is conducted here, along with a blurb at the bottom showing the inspirations for the Blue-Rouge concept art from Kobayashi. The interview primarily talks about some of the general changes the team is making from Romancing SaGa 3 to SaGa Frontier and the Super Famicom to the PlayStation.
- Weekly Famitsu, issue 398, page 123. An interview with Akitoshi Kawazu, Koichi Ishii, and Koji Tsuda is conducted here, along with a blurb at the bottom showing the differences between SaGa boxarts and a mockup of what Famitsu thinks SaGa Frontier's could be. The interview primarily talks about some of the general changes the team is making from Romancing SaGa 3 to SaGa Frontier and the Super Famicom to the PlayStation. The pictures of Kawazu, Ishii, and Tsuda just state their experience in the industry (Kawazu with FF1/2, Ishii with Mana as a series, and Tsuda with Secret of Mana).
- Weekly Famitsu, issue 398, page 124. An interview with Akitoshi Kawazu, Koichi Ishii, and Koji Tsuda is conducted here, along with a blurb at the bottom discussing the planning meeting they had in Izu. The interview primarily talks about some of the general changes the team is making from Romancing SaGa 3 to SaGa Frontier and the Super Famicom to the PlayStation. A screenshot of Blue in beta lower Koorong market is also shown.
- Weekly Famitsu, issue 398, page 124. An interview with Akitoshi Kawazu, Koichi Ishii, and Koji Tsuda is conducted here, along with a blurb at the bottom discussing general things about SaGa Frontier and its release date of Spring 1997. Of note, Ishii discusses how SaGa Frontier was originally planned to be the next Mana game, but they couldn't make it work since they couldn't decide on making it real-time or turn-based. Ishii did not want to talk about what that Mana game could have been, but odds are those plans made it into Legend of Mana.
- Weekly Famitsu, issue 400, page 24. Some nice screenshots are here, though THE PlayStation has preserved them in a much higher quality about three weeks later.
- Weekly Famitsu, issue 400, page 25. Of note, there is a weird evolution thing with an unused Kobayashi drawing of Red.
- Weekly Famitsu, issue 400, page 26. Of note, FlashFire is named correctly, meaning THE PlayStation made a typo.
- Weekly Famitsu, issue 400, page 27. Of note, the bottom text blurb mentions that each playable character has 50+ unique poses.
- THE PlayStation, vol. 34, page 44. Of note, Blue's clone is shown in Softimage (this could also be a texture not rendering correctly).
- THE PlayStation, vol. 34, page 45. This is the first time we've seen an overhead view of beta Junk and the beta model of Riki.
- THE PlayStation, vol. 34, page 46. Another unique pose for beta Riki is shown along with a mysterious Mystic. The current theory is this Mystic is beta Zozma.
- THE PlayStation, vol. 34, page 47. Even more poses for beta Riki are shown along with an interesting detail for Red. He may have been planned to have two transformations instead of just one, with his base form being a piece of art that Kobayashi now says is just a random drawing of Red she finished.
- THE PlayStation, vol. 34, page 48.
- THE PlayStation, vol. 34, page 49. Of note, FlashFire is mistyped to be something like Flashize, FlashEyes, or FlashIce.
- Famitsu PS, 10/1996, pages 54-55. An ad for SaGa Frontier featuring several high-resolution screenshots.
- Famitsu PS, 10/1996, page 77. A high-resolution of a fight with Blue and Rose Blue is featured.
- Famitsu PS, 10/1996, page 78. A high-resolution of a fight with Blue and Rose Blue is featured along with models of a beta version of Riki and concept art of Margmel. Two versions of Red are shown, same as what was featured in THE PlayStation.
- Famitsu PS, 10/1996, page 79. High-resolution renders of various areas are present. Of note, beta versions of Nelson, the entrance to Shingrow's Ancient Ruins, and Margmel are shown. The smaller images are areas shown in other scans.
- Famitsu PS, 10/1996, page 80. More fights with Blue and Rose Blue. An explanation of the party and race systems are shown with beta Riki and beta T260G, with the blacked-out Mystic appearing to be a beta version of Zozma, though it could be anyone.
- Famitsu PS, 10/1996, page 81. Various beta attacks are shown, including Crimson Flare.
- Weekly Famitsu, issue 411, page 100. Of note, there is a concept sketch of Blue and a high-definition render of the beta Scrap Pub.
- Weekly Famitsu, issue 411, page 101. Several concept sketches are shown here, including beta Fuse. The character synopses are either speculation on Famitsu's part or match release. Fuse is referred to as "Crazy Fuse."
- Weekly Famitsu, issue 411, page 102. Riki is shown wandering around the crater in Junk, along with his anthro form experiencing his introductory cutscene. Concept art of the main Yorkland area is shown, although in a somewhat low resolution.
- Weekly Famitsu, issue 411, page 103. Riki is shown in the unseen Shingrow hallway (it's noted as being in the basement?) alongside in Overt Academy. The text blurb mentions Riki being surprised to find a Ring there, and wondering how many times Blue might have prayed to it. A beta version of the Junk Combat Arena is shown with an oversized Vulkan.
- Weekly Famitsu, issue 411, page 104. Several attack animations are shown. Of note, Blue is shown using Fascination and MirrorShade and beta Fuse is shown in a previously unseen pose using ShadowNet.
- Weekly Famitsu, issue 411, page 105. The sparking system is shown here with StunSlash, DoubleSlash, Heaven/Hell, and StillStream. Beta fuse is using StunSlash in a previously unseen pose.
- Weekly Famitsu, issue 419, page 24. Beta renders of the Cygnus are shown in sunset and over a body of water. Two more are also shown to showcase how it looks from multiple angles. A beta version of Riki's opening section with the elder is also shown, with Riki sporting his beta humanoid design. A screenshot of Emelia using SharpShot in Crater is also shown.
- Weekly Famitsu, issue 419, page 25. Various battle screenshots are shown. Fuse uses TurbidCurrent, Blue uses EnergyChain, Red uses GiantSwing, and Emelia uses Crosshair. The arena locations are beta Despair and Crater. This page mostly discusses new attacks and the combo system. The party system is also discussed, with Thyme being in Party 2 for some reason and Party 3 being entirely made up of T260G.
- Weekly Famitsu, issue 419, page 26. T260G is shown being revived, but Taco is not present. Emelia is shown wandering around beta Despair, Blue in beta Swamp, and Riki at the entrance of Sei's Tomb sporting his final humanoid design along with the tail waggle animation that only plays before he enters Scrap for the first time. Red is also featured wandering around Crater, with Thyme not too far behind.
- Weekly Famitsu, issue 419, page 27. Red is shown entering the Pub from a beta version of its entrance. He's also shown on an empty stage and talking to T260G next to beta Lute, beta Riki, and Rose for some reason. The Junk Pub is also shown with no design changes from when it was the Scrap Pub. Red is featured in Taco's home, Blue in a never-before-seen entrance to the Shingrow Ruins, Red in Yorkland before sprite scaling was created, beta Riki in Overt Academy, and T260G in Junk and Devin. A render of T260G's chest without the extra light source is also present.
- Weekly Famitsu, issue 419, page 28. Blue is shown using HideRune (which increased all of his stats) and Red using LocomotionG, Backfist, and Fist. Blue is also shown using GiantSwing and Implosion.
- Weekly Famitsu, issue 419, page 29. Emelia is shown using Paralyzer and SharpShot and T260G is shown using Graviton (the magazine calls it GammaBlaster) and Bit. A beta version of the in-battle stats screen is shown along with Red sparking with the final animation.
- Weekly Famitsu, issue 422, page 138. Of note the elders aren't present in the graduation hall.
- Weekly Famitsu, issue 422, page 139. It appears that the fortune tellers outside the Rune Palace was once a single NPC that served as a hint system for where to find the magic you're looking for. Of note, Doll is present for some reason and there is an hourglass in the Rune Palace, which is a remnant of the cut time limit mechanic.
- Weekly Famitsu, issue 422, page 140. Of note, Blue is in the entrance to Nomad's Hideout for some reason and there appears to be some more stuff going on with Fei-On.
- Weekly Famitsu, issue 422, page 141. Of note, Fuse is here with his final design and a very early version of the Scrap Pub is shown.
- Weekly Famitsu, issue 422, page 142. Of note, Shield Card used to be a single-target buff
- Weekly Famitsu, issue 422, page 143. Of note, VitalityRune used to literally only give you a VIT buff and Blue is shown gaining what appears to be JP.
- Famitsu Bros., January 1997, page 42.
- Famitsu Bros., January 1997, page 43. Large renders of Gen, Red, Blue, Emelia, Rose, Riki (Lummox), Thyme, Silence, beta Fuse, and T260G are shown.
- Famitsu Bros., January 1997, page 44. Beta Riki at T260G's "grave" is shown along with cute custom artwork to go along with.
- Famitsu Bros., January 1997, page 45. A mantis-like creature is shown in one of the battle screenshots. I'm unsure if this enemy is in the final version of the game. Cute custom artwork of Silence and beta Fuse are also shown.
- Weekly Famitsu, issue 424, page 66. Of note, we see beta screens from Margmel and Scrap.
- Weekly Famitsu, issue 424, page 67. Of note. we see a beta version of the Scrap Pub and beta Lute alongside Kobayashi's drawing of Lute.
- Weekly Famitsu, issue 424, page 68. Of note, we see a version of Margmel with Undines roaming around, more beta Scrap Pub screenshots, beta Lute's victory animation, a beta version of the monster absorb menu, and a beta version of Rocky.
- Weekly Famitsu, issue 424, page 69. Of note, it appears that Riki is using a removed animation for Needle and Blue is in a beta version of the Palm Reader's place in Devin.
- Weekly Famitsu, issue 426, page 66. A beta version of Margmel is shown along with Blue in the Combat Arena for some reason.
- Weekly Famitsu, issue 426, page 67. Of note, Caballero's office is empty for some reason and there's what appears to be some kind of relationship mechanic with Fei-On's village.
- Weekly Famitsu, issue 426, page 68.
- Weekly Famitsu, issue 426, page 69.
- Weekly Famitsu, issue 429, page 122. Of note, human Leonard is shown in the Factory for some reason.
- Weekly Famitsu, issue 429, page 123. Of note, the Bug Ship is shown atop Baccarat, presumably sometime after T260G escapes Junk, T260G is in Shuzer Base for some reason, and the beta Scrap Pub became repurposed to be the Junk bar.
- Weekly Famitsu, issue 429, page 124.
- Weekly Famitsu, issue 429, page 125. Of note, two versions of the same screen are shown side-by-side, a beta version of the Vulcan fight cutscene is shown, and a beta version of the Combat Arena waiting room is shown.
- Weekly Famitsu, issue 429, page 126. Of note, the Bug Ship is shown to be able to visibly leave Scrap.
- Weekly Famitsu, issue 429, page 127. Of note, beta Lute is shown singing to T260G.
- Weekly Famitsu, issue 429, page 128.
- Weekly Famitsu, issue 433, page 118. Of note, concept art for the Region Map is shown alongside some prototype map designs.
- Weekly Famitsu, issue 433, page 119.
- Weekly Famitsu, issue 433, page 120. Of note, the single NPC is replaced with the Rune Palace fortune tellers
- Weekly Famitsu, issue 433, page 121. Of note, T260G is shown at the end of Shuzer Base and a never-before-seen render of beta Lute's back is shown.
- Weekly Famitsu, issue 433, page 122. Of note, Red (not Alkaiser) is shown atop the bridge leading to the arena and Blue is shown at one of the MORI statues.
- Weekly Famitsu, issue 433, page 123. Of note, it appears that some new treasures are shown in Sei's Tomb.
- Weekly Famitsu, issue 433, page 124. Of note, a unique cutscene of Blue and Fuse in IRPO is shown, presumably for Fuse's scenario, and some never-before-seen cut areas of Despair are shown. Notably, a screenshot of Mr Million's area is shown with a look inside one of the cells and a third unique area is shown, which proves the location of the blue-ish dark arena to be from this part of Despair.
- Weekly Famitsu, issue 433, page 125. Of note, a beta version of the Swamp is shown and a never-before-seen render of the front of beta Lute is shown.
- Weekly Famitsu, issue 433, page 104. Of note, it appears that the background of the Rune Palace used to change depending on the Rune the guy was talking about as a hint of where each Rune was located.
- Weekly Famitsu, issue 433, page 105. Of note, a beta version of Nusakan's event from Mystic Visit is shown.
- Weekly Famitsu, issue 433, page 106. Of note, human Leonard is shown in the party in an unused area of Shingrow and there's a normal fight going on in the Training Room, essentially semi-confirming that this used to be the Koorong Shooting Gallery.
- Weekly Famitsu, issue 433, page 107. Of note, Asellus' party is shown in Shuzer Base and even more fights are shown in the Training Room, confirming that it had a purpose outside of Emelia's scenario.
- Weekly Famitsu, issue 441, page 70.
- Weekly Famitsu, issue 441, page 71. Of note, Riki and Mei-Ling are shown on the Cygnus and there appears to be a cut cargo room shown. Hawk is also seen in a room he normally never goes to
- Weekly Famitsu, issue 441, page 72. Of note, the screenshot of the pause screen says they're in Margmel, most likely because the location wasn't set yet for this area of the Cygnus.
- Weekly Famitsu, issue 441, page 73. Of note, the Nelson gold salesman is shown right outside the Koorong bank.
- Weekly Famitsu, issue 443, page 109. In the lower-right corner, a prototype version of the goblin encounter room is shown along with a beta Giant sprite.
- Weekly Famitsu, issue 443, page 110. Alkaiser is shown in the swamp with an impossible party.
- Weekly Famitsu, issue 443, page 111. A version of Shuzer's sprite model with a normal skin tone is shown along with a beta version of the second Shuzer encounter. This version of the Shuzer encounter is present in the FFTactics demo.
- Weekly Famitsu, issue 443, page 112. Red is shown in the Shingrow Arena in a spot that's impossible in the final game. A potentially debug party is also shown in Roufas' room of the Cygnus, despite the menu saying it's Shuzer Base. The tan pants variant of Lute is shown.
- Weekly Famitsu, issue 443, page 113. More beta screenshots of the Shingrow Arena are shown, with Alkaiser staring down MaskCat and Shadow. The beta version of the goblin encounter is also shown again, this time with more frames of the encounter.
- Weekly Famitsu, issue 444, page 68. Of note, the final version of Lute's model is shown alongside his April sprite. He also is only equipped with a Knife, Cure, and YolkHat for some reason. Some button directions are shown.
- Weekly Famitsu, issue 444, page 69. Of note, a beta version of Manhattan is shown, more NPCs are shown in the Shopping Mall, and Lute is shown in the Golden Gate alongside some speculation as to what Tartaros and Nirvana could be. Also of note is the screen right before the Yorkland brewery screen is wildly different and appears to have a debug Slime present.
- Weekly Famitsu, issue 444, page 70. Of note, another beta pause screen is shown alongside Lute in Shuzer Base and a beta version of Lute's opening cutscene is also shown.
- Weekly Famitsu, issue 444, page 71. Of note, the final version of Nelson is shown and Lute in the Training Room is shown.
- Weekly Famitsu, issue 445, page 70. Of note, Blue, Riki, and T260G are shown fighting Cyclops and Asellus, Rei, Nusakan, White Rose, and Mesarthim are shown in Despair, both of which are impossible in the final release.
- Weekly Famitsu, issue 445, page 71. Of note, it appears that Blue would have started with PsychicPrison alongside a beta version of the RegionMap that could possibly pre-date the FFTactics demo.
- Weekly Famitsu, issue 445, page 72.
- Weekly Famitsu, issue 445, page 73. Of note, Lute is shown moving Blue's spells around in Shuzer Base.
- Weekly Famitsu, issue 448, page 24. Of note, it features a screenshot of T260G's Type 2 stats that was taken in a beta version of Nakajima Robotics
- Weekly Famitsu, issue 448, page 25. Of note, beta versions of T260G's bodies are shown in combat (they're basically just the characters they're derived from).
- Weekly Famitsu, issue 448, page 26. Of note, a random fight in Berva's throne room is shown.
- Weekly Famitsu, issue 448, page 27. Of note, a strange Living encounter is shown in the Baccarat caves.
- Weekly Famitsu, issue 448, page 28.
- Weekly Famitsu, issue 448, page 29. Of note, a random monster encounter is shown in Shuzer Base.
And here’s scan’s from Famitsu’s SaGa Frontier – Official Player’s Guide. It has a lot of prerelease screenshots in it, despite releasing on August 15, 1997, so I figured it would be best for it to have its own section.
- This page features screenshots of a prototype battle in Shuzer Base against an Axebeak (presumably from Red's scenario) and a screenshot of the combo history menu in Shuzer Base, presumably from Lute's scenario.
- This page features a prototype version of Ancient Ruins (the room before GaeaToad) and a prototype battle in Shuzer Base against 3 Trisaurs.
- This screenshot features a prototype version of Scrap's Pub with Lute's beta design and a presumably beta fight in Ancient Ruins against some Pickbirds and Rabbats.
- This screenshot features a prototype render of Shingrow's splash screen and the Scrap port.
- This screenshot features prototype versions of Koorong's lower and upper markets and Skulldrake's room in Mu's Tomb.
- This page features a render of Golden Gate and a prototype version of Luminous' splash screen.
- This pages features the Warden's secret area of Despair, a prototype room that was meant to be used in the final game, but is only used as an easter egg in the final Japanese release.
- This page features prototype screenshots of each protagonist's opening section. Lute is using his demo sprite sheet, placing these screenshots sometime before April of 1997. Margmel is using its beta render, placing these screenshots around the beginning of 1997. This is just an educated guess, however, and not a fact.
- This page features prototype screenshots from Lute's opening sections, including the Manhattan mall with some IRPO officers. A high definition render of Thunder is also present.
- This page features prototype screenshots from Blue's opening sections. It also features prototype battle screenshots with Lute's beta design in Crater and in beta Despair.
- This page features even more screenshots from Blue's scenario. One in the IRPO going after the Shield Card, the other in the Scrap Pub talking to Gen, presumably for the Saber Card.
- This page features prototype screenshots from Riki's opening section, the most notable being in a beta version of Margmel sometime before the demo was completed. A high definition render of Margmel's Elder is also present.
- This page features a very early prototype version of the monster absorb system.
- This page features prototype screenshots from T260G's opening section. I believe the only differences here, if any, are in dialogue.
- This page features prototype screenshots from Asellus' opening section, including a prototype version of what would become Gozarus' house. This was presumably before she received a sprite sheet in her human clothes post-blood transfusion.
- This page features prototype battles in Koorong featuring Lute's beta design.
- This page features various prototype screenshots from several different points in development. The first is of Riki in Nakajima Robotics with ZEKE uncovered. The second is a prototype version of Red's scenario in Shuzer Base. The fourth is presumably a prototype battle against a Valkyrie in Despair from Emelia's scenario. The sixth and seventh screenshots are of prototype battles in Red's scenario at Shuzer Base; one against the Cyclops, another after a presumably random encounter. The final screenshot is of a prototype battle in beta Despair.
- This page features a render of Lute's beta design.
- This page features a prototype battle in Natural Cave of Blue learning LightSword.
- This page features a prototype battle in the Koorong Shooting Gallery.
- This page features screenshots of several prototype battles, including one in the Koorong Shooting Gallery.
- This page features several screenshots of prototype battles, including one in an undiscernible location.
- This page features a screenshot of a prototype battle in the Baccarat Caves, somewhere before Gargantu's area.
- This page features several screenshots of a battle in Koorong's sewers.
- This page features several screenshots of several prototype battles.
- This page features a presumably prototype fight somewhere in the Shingrow Palace.
- This page features some prototype fights where Red is transforming into Alkaiser.
- This page features screenshots of a few prototype battles, presumably all from Asellus' scenario. One is in Shuzer Base, the other two are somewhere in Koorong's Backstreets.
- This page features a prototype version of Devin, where Doll is present for some reason.
- This page features a strange render of the Bug Ship.
- This page features a screenshot of Blue in the 4th Dimension Magisphere, meaning it's from a prototype version of Red's scenario.
- This page features several prototype screenshots of T260G's scenario in Junk.
- This page features several prototype screenshots of T260G's scenario in Junk's Combat Arena.
- This page features several prototype screenshots of T260G's scenario in Scrap.
- An interview from Kawazu, the producer and director of the SaGa series. In it, he discusses his philosophy when developing SaGa games and how he came to enjoy the Free Scenario System. He also reveals that Regions were designed as parallel universes of sorts. It also features a prototype battle in Trinity Base (bottom screenshot).
- An interview from Tonooka, a programmer for the game. In it, he discusses various aspects about programming for SaGa Frontier. There are 3 departments in the broader programming division: Main, Battle, and RegionMap. Tonooka was Main, meaning he worked on events, dialogue, character movement, etc. He also revealed that data is read from the disc the second you touch an enemy on the overworld and that getting text to display on top of the map for Riki's introduction sequence was extremely difficult.
- An interview from Ishii, a planner (Emelia) and producer. Ishii was in charge of planning, battle design, monster and character design, and map management. He designed all 4 races such that each could be played in a different way. He also designed the characters and the world such that there would be more emotion in the game as opposed to making the world more realistic-looking.
- An interview from Takai, a head programmer in charge of battle effects. Early on in development, they planned on making attack animations as simple as possible so that when they were linked in a combo, they would be grander and prettier. He also reveals that data is read off the disc for an attack just before the animation is played for said attack.
- An interview from Tsuda, a background artist primarily in charge of Margmel, Yorkland, and Owmi. For each region he worked on, he worked from the basic instructions provided by Kawazu. For example, when he and the other artists worked on Omble, Kawazu's instructions were to make "a region of shadows." He used many different techniques to fully realize Kawazu's vision for each region; some unorthodox, others not.
- An interview from Kenji Ito, the composer of the game's entire OST of 70+ songs. Due to concerns of CD-ROM load times and drive strain, he chose to use sounds built into the PlayStation instead of using live recordings. He also didn't think live music fit the style of SaGa Frontier.
- This page features a beta render of the Cygnus against a sunset and a presumably prototype version of the Cygnus' party room.
Here is a YouTube playlist of all the videos I have found that feature SaGa Frontier pre-release footage. The older the footage, the more valuable it is. And yes, I have backed all of these trailers up locally:
Here are images of things from magazines, both Japanese and English, that I have found floating around the internet so far (not including things I already own). They are ordered in chronological order; that is, the oldest publications are shown first:
- 电子游戏与电脑游戏 (Electronic and Computer Games), 1996 08. I got this scan from archive.org. This page features both the beta Margmel first seen with GameFan, a development drawing of Margmel to accompany it, HD renders of the beta versions of Riki and T260, Blue striking an unseen pose, a beta render of Chateau Aiguille, a screenshot of a bridge only previously seen in Game Archive 2 that was removed from the final games, and creenshots we've seen before from other magazines and the teaser trailer but in higher resolutions. The text next to the bridge confirms this is an area that was supposed to accompany the removed outdoor Shingrow arena. This is the most important discovery in terms of 1996 content as of March 20, 2021.
- Super Game Power, number 31. I got this scan from archive.org. This page features only one screenshot that we've seen before. The rest are entirely unique as of March 20th, 2021. There are different angles of the Cyclops fight in Shingrow and the unknown cave, an early beta render of a destroyed Margmel, and 3 beta renders of T260.
- Comic BomBom, September 1996 (idk the issue num). I got this picture from HeronNobody in the TCRF Discord server. The only notable pictures from this page are an unseen image of Blue in beta Junk and a higher resolution of the zoomed out version of beta Lute's House.
- EDGE, number 37. I got this scan from archive.org. Beyond the blue render from the trailer, it features a smaller version of this Yorkland screenshot with Blue and Emelia that has been preserved in a much higher quality along with a screenshot of most of a beta screen in Junk that was seen in the teaser trailer.
- A cropped and brightened version of the previous scan's Junk render. I've done my best with Windows' Photo app's limited image correction tools to make it look as close to what is seen in the trailer as possible.
- Computer and Video Games Magazine, October 9, 1996. I got this scan from Sega Retro. Both screenshots shown here have been preserved separately in higher quality. Notably, this feature for some reason refers to SaGa Frontier as "Romancing Sa Ga 4 on the Super Famicom."
- Video Games, October 1996. I got this scan from archive.org. This image only features screenshots from the teaser trailer.
- GameFan, volume 4, issue 10. I got this scan from archive.org. All of the screenshots in this page are taken from the initial reveal trailer, which has been preserved in a much higher quality than this scan.
- Game Informer, issue 42. I got this scan from archive.org. All of the screenshots in this page are taken from the initial reveal trailer, which has been preserved in a much higher quality than this scan.
- Weekly Famitsu, volume 411. Upscaled with waifu2xcaffe
- Weekly Famitsu, volume 411. Upscaled with imglarger
- 电子游戏与电脑游戏 (Electronic and Computer Games), 1996 08. I got this scan from archive.org. This page features HD renders of beta versions of Fuse, Thyme, Rose, and Gen, along with several beta versions of attacks that I won't list here. It also features a screenshot of Riki in the Shingrow Arena hallway, which is something that was also featured in the footage shown at TGS '96. This is the most important discovery in terms of 1996 content as of March 21, 2021.
- The PlayStation, volume 42. Upscaled with waifu2xcaffe
- The PlayStation, volume 42. Upscaled with Vertex Share
- PlayStation Magazine, 1997-5. Upscaled with waifu2xcaffe
- PlayStation Magazine, 1997-5. Upscaled with Vertex Share
- GameLand, March, 1997. I got this scan from archive.org. This magazine doesn't really have anything beyond unobstructed screenshots of beta Lute's House and beta Scrap.
- Ultra Game Players, issue 97. I got this scan from retromags.com. A lot of the screenshots shown here were scanned and re-uploaded by Next Generation.
- Electronic Gaming Monthly, issue 95. I got this scan from retromags.com. Notably, Leonard and Ildon are shown in the same party.
- GamePro, issue 109. I got this scan from retromags.com. This page appears to only feature screenshots from the demo included with Final Fantasy Tactics.
- PlayStation Monthly, issue 7. I got this scan from retromags.com. Only one screenshot, the FlashFlood one, appears to be of importance to the beta.
- Dengeki PlayStation's "an account of journey in Region." A beta render of Shingrow's splash screen is shown, which has been preserved both in video and screenshot form.
- Dengeki PlayStation's "an account of journey in Region." A beta version of Owmi is shown, with an NPC that's never seen in Owmi appearing by the entrance to Lord Manor. A beta render of Shingrow's splash screen is also shown, which has been preserved both in video and screenshot form.
- GameFan, Volume 7, Issue 5. I got this scan from archive.org. It's rather small, but they are featuring a seemingly beta version of Devin. Some NPCs have been either swapped out for others or are missing entirely.
Here are various screenshots I have found floating around the internet so far. These were all taken while the game was in active development. These screenshots were found from all corners of the web, though there are some corners that I haven’t checked yet Some of these screenshots are my own, but they are scarce and only present when relevant (e.g. the cut Shingrow arena). Images are in no particular order.
If you have any beta SaGa Frontier images that aren’t featured here, please feel free to email me at ffvdbusiness@gmail.com
Some of the images shown were scanned directly from The Essence of SaGa Frontier by Sevon. You can read his translation efforts of the guidebook here: https://essenceofsaga.wordpress.com/
- One of the first title screens ever created for the game. Originally, this game was pitched as Romancing SaGa 4, but was changed to a different title since the theme of this new entry didn't fit with the themes of the previous three Romancing SaGa games. Scanned by Sevon. Original image from Essence of SaGa Frontier.
- What would have been the true title screen if Fuse was finished on time. Scanned by Sevon. Original image from Essence of SaGa Frontier.
- The title screen just after Fuse was demoted from protagonist status. This same screenshot can be found several times in the Japanese instruction manual.
- An animated GIF of T260G attacking a skeleton in a seemingly unused battle arena.
- An animated GIF of T260G attacking a TrisaurJr. in Junk's Crater.
- A beta version of Margmel featuring two skeletons and an undine. Scanned by Sevon. Original image from Essence of SaGa Frontier.
- A seemingly high-definition beta render of the cliffside of Margmel. Notably, the position of the mountains in the back is different, the ground underneath the fog looks different, the lighting is slightly brighter, and the shape and textures of each structure look slightly different.
- A beta version of Riki's opening lines with the elder using a beta version of the text scrolling system. The room's appearance is slightly different; the lights aren't lit and the walls have slightly different textures.
- The first known development screenshot of the Sunset Bridge. Apparently, it was meant for Lute's original scenario in some fashion. It's a little hard to tell, but Lute's wearing plain-colored pants, which dates this screenshot to sometime before the demo was completed.
- Red in a beta version of Yorkland. The character sprites are larger than usual and NPCs are in different locations. The image looks funky because the source intended for the pure white of the image to be the background of the webpage.
- Blue at the bridge leading up to the beta version of Lute's house. For some reason, the map is mirrored, indicating that there may have been two versions present in the original demo.
- Blue wandering a beta version of Lute's home. In the 1996 demo, Emelia could presumably be recruited here.
- Proof that Emelia could at least be talked to in this area.
- More of Blue at Lute's House, this time Emelia is gone.
- A screenshot of a beta version of the Cyclops fight at the removed Yorkland battle arena. Blue and beta Rouge, beta Riki, and beta T260G are present. Rouge appears to be using StarlightHeal.
- Blue using VermillionSand on the Cyclops in the removed Yorkland battle arena.
- The Cyclops fight from one of the first trailers being played out at a removed Shingrow battle arena. Presumably, this was present at the TGS '96 booth or possibly press only showcases. Shingrow was originally called Colosseum.
- Blue sparking something at the removed Shingrow battle arena.
- Another shot of StarlightHeal, this time at the removed Shingrow battle arena.
- Beta Rouge attacking the cyclops in the removed Shingrow battle arena. This move was translated to be Crimson Flare by a journalist at Geisen News, a move that may have been removed from the final game.
- The cloning mechanic being featured at a removed Shingrow battle arena. Shingrow was originally called Colosseum.
- Here's a cut arena being shown off in 2nd Division. It was originally used to show off some beta combat, especially with the beta cloning mechanic. Screenshot is my own.
- Here's the arena being shown off in 2nd Division. Screenshot is my own.
- A battle deep in Shingrow's Ruins. Gen's old sprite set is present. The Gold card is being shown off, presumably being used by Blue.
- A battle in the entrance of Shingrow's Ruins. Gen's old sprite set is present. Blue appears to be using Vanish.
- Blue at the Cyclops fight. This may be for T260G's scenario as she was originally intended to visit Shuzer Base.
- A higher resolution version of the previous image. This image suggests that all the screenshots present may have been taken at a higher resolution initially and were compressed to be easily sent over dial-up connections. This image also suggests that Square may still have every screenshot taken for marketing in a high resolution.
- Fei-On and Lute finishing a combo at the Cyclops fight. Blue is also present. This may be for T260G's scenario as she was originally intended to visit Shuzer Base.
- A higher resolution version of the previous image. This image suggests that all the screenshots present may have been taken at a higher resolution initially and were compressed to be easily sent over dial-up connections. This image also suggests that Square may still have every screenshot taken for marketing in a high resolution.
- Two extra images from the Cyclops fight. It's unknown what moves are being used here.
- Red transforming into Alkaiser later on in the Cyclops fight.
- Various characters fighting the cyclops. Gen's old sprite set is present. This may be T260G's scenario as she was originally intended to visit Shuzer Base.
- Blue using a sword tech (I believe RosarioImpale) at Shuzer Base. There is video of this very screenshot from pre-release footage and a trailer.
- Red using Fist in Junk's Crater. Beta Fuse is also present. The image looks funky because the source intended for the pure white of the image to be the background of the webpage.
- Blue using Implosion in Junk's Crater. Beta Fuse is also present. The image looks funky because the source intended for the pure white of the image to be the background of the webpage.
- Beta Fuse using TurbidCurrent in a seemingly unused battle arena. The image looks funky because the source intended for the pure white of the image to be the background of the webpage.
- Beta Lute prepared to use a sword skill and gaining WP. Scanned by Sevon. Original image from Essence of SaGa Frontier.
- Beta Lute using WheelSlash. This screenshot was taken near Gargantu.
- Blue using EnergyChain at Shuzer Base. Beta Lute is also present. This was cut from T260G's scenario late into development.
- Beta Lute fighting a TrisaurJr. at Junk's crater. Blue, Roufas, Emelia, and Red are also present.
- A beta Golem fight in a seemingly unused battle arena. Riki has transformed into a skeleton. Blue and Roufas are also present.
- A beta version of the pause menu being shown off. Riki is in front of the CTC Building with various characters he shouldn't have access to (Red, Emelia and Gradius, Doll, and Asellus are visible).
- A higher resolution version of the previous image. This image suggests that all the screenshots present may have been taken at a higher resolution initially and were compressed to be easily sent over dial-up connections. This image also suggests that Square may still have every screenshot taken for marketing in a high resolution.
- A picture of Red's party aboard the Cygnus. Blue and Asellus are present, which could indicate that they were intended to be permanent party members for Red originally, which would explain why we see both of them in so many screenshots where it would otherwise be impossible.
- The Rune tent with what appears to be a room from Mu's Tomb in the background.
- A beta version of the Rune tent where every possible rune spell was purchasable. Scanned by Sevon. Original image from Essence of SaGa Frontier.
- A seemingly high-definition beta render of Scrap. Notably, there are no neon signs present.
- An old version of the Scrap Pub. Every character was able to enter it from the front instead of just Riki.
- A clearer version of the previous image.
- An earlier picture before Blue enters the pub.
- T260G recruiting Mei-Ling and Riki in an old version of the Scrap Pub. The band is not present and there are two additional NPCs underneath Mei-Ling's dialogue box.
- More text of the previous image.
- A better look at the scrapped NPC's at the Scrap pub. Beta Lute is featured standing next to Mei-Ling and T260G. Scanned by Sevon. Original image from Essence of SaGa Frontier.
- Leonard in the middle of the Factory in Scrap. This may have been part of some cut quests for T260G involving hunting down its origin or even Trinity.
- A beta fight featuring Gen's old sprite set in a seemingly unused battle arena.
- Another fight featuring Gen's old sprite set. Another beta revision of Rouge also appears to be present, using SunRay. Notably, Riki is using his final battle sprite set.
- A Beta version of Rouge using an Arcane spell against Golem. Beta Lute is also present.
- A beta render of the Junk ship in what appears to be Baccarat. This render was not used in the release version.
- A beta version of the Bug Ship travel screen. there are particle effects on the thrusters.
- Blue wandering around a beta version of Junk. This area is virtually the same as the release version, the only difference being the color palatte.
- A seemingly high-definition beta render of one of the Junk maps. This area didn't change much from the time this image was created to the release of the game.
- A seemingly high-definition beta render of Nelson. Captain Hamilton's ship is present in the background. The lighting is also slightly different.
- Blue in a beta version of Koorong. The region's signature blue glow isn't present yet, the signs use an entirely different language than the release version, and the ground appears to be made of cobble. Notably, the inn is present and hasn't changed much from the time this image was created to the release of the game.
- A bustling beta Koorong. Dr. Nusakan is present with Asellus, pointing to a possible cut sequence for Asellus' scenario.
- A bird's-eye view of Koorong's lower streets. No extra NPCs are present.
- Three different screenshots. The first image is a nearly finished version of Riki's intro sequence. The second image is a beta version of Devin. There were almost no NPC's initially, and the fortune teller was different. The third image is a battle scene that is shown in a GIF earlier in this carousel,
- A beta version of Devin, though is is very close to the release version. The only notable things missing are some NPCs.
- A beta version of the attic in Lord's Manor. This area didn't change much from the time this image was created to the release of the game.
- A fan-made image featuring the hero decree of all heroes from Santario, the cut hero region.
- A beta fight with Alkaiser transforming. Blue is present for some reason.
- Asellus using MysticGlove in Yorkland's Swamp. Blue is present for some reason.
- A beta Alkaiser fight against five RedFighters. Blue is present for some reason.
- A battle in Yorkland's Swamp. Gen's old sprite set is present.
- A seemingly beta version of a Berva fight.
- Berva facing towards the camera, which isn't seen much in retail. Notably, this image is in a fairly high quality compared to the sprites.
- Originally, Shingrow's palace had less foliage and more palm trees.
- Lute sparking a move in a test Shingrow palace fight.
- A fight with an impossible party. This may be for Fuse's cut scenario considering Riki, Blue, and Red are shown in the same party and Fuse is present as well.
- A beta version of the room where two YellowFighters drop from the ceiling after pushing a button. The room's layout is completely different and there are three YellowFighters.
- Alkaiser talking to what appears to be Shuzer. Shuzer: "You're looking for Dr [Klein]? What are you, with IRPO?" | Alkaiser: "That doesn't matter--you're in the way!"
- A beta version of Alkaiser's arena fights, featuring your favorite MaskedCat.
- A beta render of Manhattan's map. Small structures around the area are different.
- Lute wandering around a beta version of Manhattan's Shopping Mall. Lute's wearing plain-colored pants, which dates this screenshot to sometime before the demo was completed.
- More of Lute wandering around a beta version of the Manhattan Shopping Mall. Leonard is here for some reason instead of in the restaurant, and there are some more NPCs than usual. Lute's wearing plain-colored pants, which dates this screenshot to sometime before the demo was completed.
- A beta version of one of the menus, featuring Annie.
- A beta version of one of the menus, featuring Liza.
- A beta version of one of the menus, featuring Emelia.
- Emelia, Liza, and Annie in a seemingly removed cutscene in Despair before the escape begins.
- A bird's-eye view of one of Despair's maps.
- Talking to Fuse with one of the beta text box systems.
- Later on in the same conversation.
- The entrance to Shuzer's Base in Koorong. This area basically didn't change from the time this image was created to the release of the game.
- A silhouette of what appears to be Dr. Okonogi. It is unknown if any renders of Dr. Okonogi exist outside of the one used in Red's opening cutscene.
- This is most likely just a high-definition version of the image featured in magazines, but it features the strange, unused battle arena with brighter lighting. I wonder where it could be?
- Emelia post-tournament without her Pink Tiger costume on. I wonder why?
- A seemingly beta version of the North American box art. It's using an unseen render of Shingrow. In addition, the game is rated E for everyone.
- A seemingly beta version of the North American box art. It's using an unseen render of Shingrow. In addition, there are some other weird things, such as a random yellow line at the top, Blue and the logo being shifted slightly to the left, and the ESRB rating using the solid black lettering instead of the stencil lettering.
And here are images that were given to me from other readers:
- Via Ryo Saito (@Subeaki on Twitter). Weekly Famitsu, issue 383. This is a job advertisement for Square. The only piece of artwork that we already have is the piece with Asellus, The Count, and Itako. The only recognizable characters shown in the new pieces of concept art are Mesarthim, ZEKE, Red/Alkaiser(?), and Emelia. The shell thing is a cut Region Ship that received a model from Tony. The mec next to Itako also received a model. Concept art for Lute's House, Chateau Aiguille(?), Margmel, and a couple houses in Devin are also shown. The identities of the concept enemies is unknown.
- Via Ryo Saito (@Subeaki on Twitter). PS Expo pamphlet, January, 1997. The only available PCs at the time are shown on the first page. Of note, the exit to the map of Junk wasn't made yet, Uncle Taco didn't exist yet, Riki is wandering around the graduation hall of Overt Academy, and the bar that's now in Junk was once the Scrap Pub. The conversation Fuse is having is about how Blue isn't bothered by his fate and Riki's asking something like "What are you guys talking about?" The attacks being shown off are Headwind, PhantasmShot, and ChaosStream.
- Via Ryo Saito (@Subeaki on Twitter). Tokyo Game Show 1997 Spring - Square Enix pamphlet, April, 1997. The only unique screenshot is the screenshot of T260G in Crater.
Here are various pictures of beta areas and fights from guide books that I personally own that aren’t The Essence of SaGa Frontier. They are in no particular order.
- A picture of a battle inside the Ruins in what appears to be Fuse's scenario as Fuse, Red, Asellus, and Blue are present. Fuse is defending while Asellus is going nuts. Taken from "SaGa Frontier: How to Walk in Regions"
- A picture of a battle in BioLab in what appears to be Fuse's scenario as Fuse, Red, Blue, and Lute are present. All but the unknown attacker are defending. Taken from "SaGa Frontier: How to Walk in Regions"
- A render of Luminous' splash screen without the bridge. Taken from Complete
- The Bug Ship in a weird version of Chaos with its thrusters turned off and the Cygnus flying over what appears to be a sea, which could be another rendition of Chaos. Taken from "SaGa Frontier: How to Walk in Regions"
- What appears to be a beta pause menu. Taken from "SaGa Frontier Hypertext"
Here are various gameplay videos that I have downloaded and re-uploaded to YouTube. They are in no particular order. Do note that none of these videos are unique and are used in other trailers that have been preserved in a much higher quality:
Here are various internal documents from SCEA and Squaresoft/Square Enix I have found floating around the internet that are not from officially released media. They’re in no particular order.
- Final Fantasy VII Marketing Plan, April 16th, 1997. I got this scan from archive.org. This image seems to confirm that the game was originally supposed to launch in February in North America. This image also suggests that the game was potentially going to be featured at E3, but due to the delayed release in Japan, never came to fruition.
- Final Fantasy VII Marketing Plan, April 16th, 1997. I got this scan from archive.org. This image seems to confirm that the game was originally supposed to launch in March in Japan and February in North America. This image also suggests that the game was potentially going to be featured at E3, but due to the delayed release in Japan, never came to fruition.
- ST Report No.1336, September 12th, 1997. I got this scan from archive.org. I don't know if this image is an internal document or not, but since it's rather plain-looking and associated with Atari for whatever reason, I decided to include it here. The main takeaway from this document is that Sony received publishing and distribution rights along with first rights of refusal for a number of Squaresoft titles, including SaGa Frontier, sometime in December of 1996. The report is from September 9th.
Here are various screenshots of areas that made it into the final build of the game, but were never used. They are in no particular order. The majority of these screenshots were taken from The Cutting Room Floor and my own personal experimentation, with descriptions being an amalgamation of theirs and my own as the TCRF page has some inaccuracies. I have also included the room IDs so you can see them for yourself if you know how to edit entrance values.
Some of these screenshots have been scanned from The Essence of SaGa Frontier by Sevon. You can read his translation efforts of the guidebook here: https://essenceofsaga.wordpress.com/
- Room ID = 352. This is a cutscene of a ship flying towards the land then exploding. This is presumably T260's death before landing in Junk. A video of this is shown earlier on this website.
- Room ID = 01C. An unused hub of sorts for Despair. The prisoner with a 1 million-year sentence is present in the middle. He has some dialogue that can't be triggered without some ROM editing. Using the RegionMap to travel here takes you to this room.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Room ID = 149. The room suspended by chains, but the floor is in a different position. Initially, you would be required to lift the floor up before you could get to the other side.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Room ID = 0DC. A prison cell with some pipes. Although this map is visible in the final game, the prison cell normally isn't. A screenshot with just the prison cell can be found in Essence.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- A better view of the prison cell in the previous image. Scanned by Sevon. Original image from Essence of SaGa Frontier.
- The area with the static skeleton has more to it than is visible. Yes, the skeleton is a working encounter. Screenshot is my own.
- The area with the static skeleton has more to it than is visible. Yes, the skeleton is a working encounter. Screenshot is my own.
- More of the Despair cafeteria that isn't normally seen by the player. Another cutscene with the girls just before their escape was supposed to take place up here. Screenshot is my own.
- Room ID = 216. The initial hub world for Luminous. The path to the Shadow Magic area appears to be blocked by a chain-link fence. The shopping mart is in the middle, where the Light Magic salesman is in the final release. The far-left area appears to lead to the Labyrinth waiting area. The other two areas' purposes are unknown.
- Screenshot of the area in the US release of the game. No exit values exits and very little of the sprite layering is functional. Screenshot is my own.
- Screenshot of the area in the US release of the game. No exit values exits and very little of the sprite layering is functional. Screenshot is my own.
- Room ID = 21C. A house in Luminous. Exiting this room takes you directly behind the person at the port.
- Screenshot of the area in the US release of the game. Collision is wonky. Screenshot is my own.
- Room ID = 21E. A shopping mart in Luminous. Exiting this room to the south takes you to where exiting the Light Magic shop takes you, while exiting this room via the green door takes you to the Light Magic shop.
- Screenshot of the area in the US release of the game. There is no collision and basically no sprite layering. Screenshot is my own.
- Screenshot of the area in the US release of the game. There is no collision and basically no sprite layering. Screenshot is my own.
- Room ID = 330. A room that was scrapped from the Light Labyrinth in Omble. Attempting to exit the room leads you to a dark, empty room.
- Room ID = 218. A plain-looking path leading to Omble. Exiting from the south takes you to the Shadow Magic shop. Exiting from the north takes you to the next image.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Room ID = 219. A plain-looking path leading to Omble. Exiting from the south takes you to the previous image. Exiting from the north takes you to the next image.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Room ID = 21A. A detailed path leading to Omble. Strangely, the stepping stones are functional. No exit data exists for this room.
- Screenshot of the area in the US release of the game. The exit at the north side doesn't function. Screenshot is my own.
- Room ID = 033-0000. A building from Magic Kingdom. Essence describes this building as part of the newborn infant treatment facility, which was a plot point for blue that was heavily played down in the final game. Oddly enough, when loaded into this area, the player sprite isn't visible.
- Room ID = 033-0001. A building from Magic Kingdom. Essence describes this building as part of the newborn infant treatment facility, which was a plot point for blue that was heavily played down in the final game. Oddly enough, when loaded into this area, the player sprite isn't visible.
- Room ID = 033-0003. A building from Magic Kingdom. Essence describes this building as part of the newborn infant treatment facility, which was a plot point for blue that was heavily played down in the final game. Oddly enough, when loaded into this area, the player sprite isn't visible.
- Room ID = 033-0002. A building from Magic Kingdom. Essence describes this building as part of the newborn infant treatment facility, which was a plot point for blue that was heavily played down in the final game. Oddly enough, when loaded into this area, the player sprite isn't visible.
- Room ID = 0A3. A statue of an angel in what appears to be the Overt Academy. MORI is engraved in the statue, possibly referring to the Latin phrase "Memento Mori."
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Room ID = 0C8. A statue of an angel in what could quite possibly be the Covert Academy, though it's more likely a cut part of another area of Magic Kingdom. MORI is engraved in the statue, possibly referring to the Latin phrase "Memento Mori."
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Room ID = 31D. A statue of an angel in a bubble in some sort of space region. MORI is engraved in the statue, possibly referring to the Latin phrase "Memento Mori."
- Screenshot of the area in the US release of the game. Talking to the slime presents you with two options, the first taking you to the broken seal in Magic Kingdom (where Blouge hops onto before going to Hell), the second taking you to the entrance of Hell. Screenshot is my own.
- A scan of the previous image, this time with the slime sprite present. Scanned by Sevon. Original image from Essence of SaGa Frontier.
- Room ID = 164. A room that's similar to the weapon room in Shingrow. There appears to be a secret entrance leading to, but not from, this room.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Room ID = 165. A staircase leading to Berva's underground base in Shingrow.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Screenshot of the area in the US release of the game. Door is closed. Screenshot is my own.
- Screenshot of the area in the US release of the game. Door is open. Screenshot is my own.
- Some unused rooms in RB-3. These are still present in the game, though the lighting is darker. Scanned by Sevon. Original image from Essence of SaGa Frontier.
- Screenshot of a very similar area in the US release of the game. It might be the same area. Screenshot is my own.
- Screenshot of a very similar area in the US release of the game. It might be the same area. Screenshot is my own.
- Screenshot of a similar area in the US release of the game. Talking to the slime takes you to the forest area of Ultimate Weapon. Screenshot is my own.
- Room ID = 257. A different way to get to Tartaros. Originally, this area would have different lighting depending on the time of day.
- Screenshot of the area in the US release of the game. There is a variant of this area with the carts open, allowing you to travel to Tartaros. Screenshot is my own.
- Room ID = 27A. A different way to get to Tartaros. Originally, this area would have different lighting depending on the time of day.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Room ID = 258. A different way to get to Tartaros. Originally, this area would have different lighting depending on the time of day.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Room ID = 369. A ship deck. It appears to resemble Mondo's ship.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Screenshot of the area in the US release of the game. Screenshot is my own.
- Room ID = 36A. A seemingly unused area, potentially connected to Mondo's(?) ship deck. Screenshot is my own.
- Room ID = 36A. A seemingly unused area, potentially connected to Mondo's(?) ship deck. Screenshot is my own.
- More of the ending graveyard from Red's ending that can't be seen normally. This could potentially be placed in Santario, the cut hero region exclusive to Red's scenario. Screenshot is my own.
- An assumedly unused shot of the squid ship from below. Screenshot is my own.
- An unused shot of the Black Ray from underneath. Screenshot is my own.
- An unused shot of what appears to be T260 from the front. Screenshot is my own.
- An unused shot of Mondo's ship from the front. Screenshot is my own.
- A side shot of Mondo's ship. Screenshot is my own.
And here is video footage of me messing around with said rooms:
Here are various screenshots of arenas that made it into the final build of the game, but were never used. They are in order of their file name. I was able to access these by editing EVENT.BIN at offset 7C9, which is where the game references which arena to load for TimeLord.
- Arena s000. This arena is still used in the game, though now only as the arena for when you wanna try out new magic. This arena's location is unknown.
- Arena s001. This arena is still used in the game, though only for a few select fights in 2nd Div. This arena is for Shingrow
- Arena s002. This arena is for Yorkland.
- Arena s003. This arena is for a large cut section of Despair.
- Arena s022. This arena is Lord's Manor just outside of the basement.
- Arena s060. This arena is Mosperiburg's lobby.
- Arena s111. This arena is most likely for the Victoria.
- Arena s112. This arena is still used in the game, though only for a few select fights in 2nd Div. This arena is for Kylin's Paradise.
- Arena s139. This arena is for Dr. Nusakan's lab
- Arenas s145-148. This arena is used for Facinaturu Floor, but was used as a placeholder arena early in development.
- Arena s140. This arena is for inside the goddess statue at Magic Kingdom.
- Arenas s150-159. These are placeholder arenas for something.
And here is video footage of me messing around with said arenas:
Here are various screenshots of arenas that are in the demo version’s files, but were either cut from the final version of the game or were left unused. They are in order of their file name. I was able to access these by editing EVENT.BIN at offset 175B, which is where the game references which arena to load for Vulcan.
- Arena s000. This arena is still used in the game, though now only as the arena for when you wanna try out new magic. This arena's location is unknown.
- Arena s001. This arena is still used in the game, though only for a few select fights in 2nd Div. This arena is for Shingrow
- Arena s002. This arena is for Yorkland.
- Arena s003. This arena is for a large cut section of Despair.
- Arena s013. This is the arena used for the Gargantu fight in Baccarat.
- Showing more of the previous arena since there's so much.
- Arena s022. This arena is Lord's Manor just outside of the basement.
- Arena s047. This is the arena used when you first enter the upper floors of the CTC Building.
- Arena s048. This is the Duel between Blue and Rouge.
- Arena s053. This is a version of Forsaken Chapel that is entirely intact.
- Showing more of the previous arena since there's so much.
- Arena s056. This is the lower part of Mosperiburg's mountain.
- Arena s057. This is the upper part of Mosperiburg's mountain.
- Arena s059. This is GenocideHeart's primary arena
- Showing more of the previous arena since there's so much.
- Arena s060. This arena is Mosperiburg's lobby.
- Arena s061. This is Virgil's arena.
- Arena s073. This is the arena used when you're battling the giant on the bridge in Forsaken Chapel.
- Arena s074. This is the arena used when you're battling the first few enemies in Forsaken Chapel.
- Arena s075. This is the arena used when you're deep inside the BioResearchLab.
- Arenas s078-123. This arena is used for Facinaturu Floor, but was used as a placeholder arena early in development. For some reason, arena s123 crashes the game.
Here are various screenshots of enemies that are in the demo version’s files, but were either changed or cut from the final version from the game. They are in no particular order. I was able to access these by editing EVENT.BIN at offset 1767, which is where the game references which enemy to load for the scripted Vulcan fight.
- Enemy 19, Plant9. This is supposed to be Ironhopper.
- Enemy 1A, Plant10. This is supposed to be MecGod.
- Enemy 1B, Plant11. This is supposed to be Thundragon.
- Enemy 1C, Plant12. This is supposed to be Mei-Ling.
- Enemy 1D, Plant13. This is a prototype version of MasterRing.
- Enemy 29, Aquatic9. This is supposed to be PlatyKing.
- Enemy 2A, Aquatic10. This is supposed to be Platyhooks.
- Enemy 1B, Aquatic11. This is supposed to be DevilSquid.
- Enemy 2C, Aquatic12. This is a prototype version of Hell'sLord (Human).
- Enemy 2D, Aquatic13. This is a prototype version of Hell'sLord (Monster).
- Enemy 2F, TrisaurJr. This version is missing some animations.
- Enemy 37, Cosmic Devour. This is a beta version of Iceworm.
- Enemy 38, Shredder. This is a beta version of Zeroworm.
- Enemy 39, Insect9. This is a beta version of Flamefolk.
- Enemy 3A, Insect10. This is a beta version of Waterfolk.
- Enemy 3B, Insect11. This is supposed to be Shapeshifter.
- Enemy 3C, Insect12. This is supposed to be SonicBat.
- Enemy 3D, Insect13. This is supposed to be Straysheep.
- Enemy 3F, Virus. This is supposed to be Blue.
- Enemy 4A, Bird10. This is supposed to be UnicornJr.
- Enemy 4B, Bird11. This is a prototype version of GriffinJr.
- Enemy 54, Minotaur. This is supposed to be Goatgiant. This is also probably a prototype version of Minotaur.
- Enemy 55, Golem. This is a prototype version of Golem.
- Enemy 56, Cyclops. This is a prototype version of Cyclops.
- Enemy 57, Chariot. This is a prototype version of Chariot.
- Enemy 59, Jotnar. This is a prototype version of Jotnar.
- Enemy 5A, Rockbaboon. This is a prototype version of Yeti.
- Enemy 5B, Giant11. This is a prototype version of OgreLord.
- Enemy 68, Snowfolk. This is probably a prototype version of Snowfolk.
- Enemy 69, Flamefolk. This is supposed to be K9Mec.
- Enemy 6C, BigSlime. This is supposed to be RedDragon.
- Enemy 6D, BigSlime. This is supposed to be BlackDragon.
- Enemy 74, LivingSword. This is probably a prototype version of LivingSword.
- Enemy 75, LivingMusket. This is a prototype version of LivingMusket.
- Enemy 79, MagicalLife9. This is supposed to be Electrosheep.
- Enemy 7A, TrueBlackX. This is a prototype version of BossX.
- More of the previous enemy since it's so big.
- More of the previous enemy since it's so big.
- Enemy 7B, BlackX. This is a prototype version of BlackX.
- Enemy 7D, MBlackII. This is a prototype version of MBlackII.
- Enemy 89, Bone. This is a prototype version of Skulldrake before it awakens.
- Enemy 8E, Skulldrake. This is a prototype version of Skulldrake.
- Enemy 90, Dancer. This is supposed to be Battleaxe.
- Enemy 95, Gunbird. This is probably a prototype version of Gunbird.
- Enemy 96, Ladyblade. This is probably a prototype version of Ladyblade.
- Enemy 97, Grappler. This is supposed to be Shaman.
- Enemy 98, Male8. This is supposed to be Shaman.
- Enemy A0, Rabbat. This is supposed to be Rouge.
- Enemy A1, FireSage. This is probably a prototype version of FireSage.
- Enemy A2, WaterSage. This is probably a prototype version of WaterSage.
- Enemy A3, ShadowKnight. This is a prototype version of BatKnight.
- Enemy A4, BlackKnightWezen. This is a prototype version of BlackKnight.
- Enemy A5, CiatoHunterKnight. This is a prototype version of HunterKnight.
- Enemy A6, BlackKnight. This is supposed to be DragonLord.
- Enemy A7, BlackKnight. This is supposed to be Lunatic.
- Enemy A8, Female8. This is supposed to be Ladyhawk.
- Enemy A9, Female9. This is supposed to be LionPrincess.
- Enemy AB, Stand. This is a prototype version of one of the spirits that assist Orlouge.
- Enemy AC, Stand. This is a prototype version of one of the spirits that assist Orlouge.
- Enemy AD, Stand. This is a prototype version of one of the spirits that assist Orlouge.
- More of the previous enemy since it's so big.
- Enemy AF, Patient. This is a prototype version of Patient, specifically the variant that would appear in Dr. Nusakan's lab during the Mystic Visit event.
- Enemy B8, AbyssLord. This is a prototype version of Zyphon.
- Enemy B9, MysticMale9. This is supposed to be AbyssBat.
- Enemy BA, MysticMale10. This is supposed to be Minotaur.
- Enemy BB, MysticMale11. This is supposed to be Demongoat.
- Enemy C3, Banshee. This is a prototype version of Banshee.
- Enemy C4, Mellow. This is probably a prototype version of Mellow.
- Enemy C5, SpearValkyrie. This is a prototype version of SpearValkyrie.
- Enemy CA, MysticFemale10. This is supposed to be SwordValkyrie.
- Enemy CB, Dancer. This is a prototype version of Dancer.
- Enemy D4, BirdMec. This version is probably missing some animations.
- Enemy D6, R&R. This is supposed to be MecDobby100.
- Enemy D8, BigDigger. This is supposed to be R&R.
- Enemy D9, Mec9. This is supposed to be BigDigger.
- Enemy E0, GuardBot. This is supposed to be TimeLord.
- Enemy E6, StarBeast. This is supposed to be GreenSage. For some reason, this enemy freezes the game.
- Enemy EA, Ninja. This is supposed to be MegaTitan.
- Enemy EC, Mollasite. This is a prototype version of Mollasite. It's missing some animations.
- Enemy EE, Bed. This is a prototype version of Bed, specifically the variant that would appear in Dr. Nusakan's lab during the Mystic Visit event.
- Enemy F0, Virgil. This is probably a prototype version of Virgil.
- Enemy F1, Orlouge. This is a prototype version of Orlouge.
- Enemy F2, Diva. This is a prototype version of Diva (Aggresive).
- Enemy F3, Diva. This is a prototype version of Diva (Calm).
- Enemy F4, Diva. This is supposed to be DivaAppear.
- Enemy F5, Diva. This is supposed to be DivaSkull.
- Enemy F6, Boss6. This is a prototype version of GenocideHeart.
- A variant of the previous enemy.
- A variant of the previous enemy.
- A variant of the previous enemy.
- A variant of the previous enemy.
- Enemy F7, Boss7. This is supposed to be HQCore.
- Enemy F8, Boss8. This is supposed to be T-Walker.
- Enemy F9, Boss9. This is supposed to be Spriggan, phase 1. Enemy XX, smth. This is supposed to be smth.
- Enemy FA, Boss10. This is supposed to be Spriggan, phase 2.
- Enemy FB, Boss11. This is supposed to be Spriggan, phase 3.
- Enemy FC, Boss12. This is supposed to be Spriggan, phase 4.
- Enemy FD, Boss13. This is supposed to be Spriggan, phase 5.
- Enemy FE, Boss14. This is supposed to be Spriggan's death animation.
And here is video footage of me messing around with said arenas and enemies:
You must be logged in to post a comment.