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- <body>
- <h2>Preface</h2>
- <p>
- On January 31st, 1997, Final Fantasy VII was released to the
- Japanese public. This single game both revolutionized and raised
- the bar of Japanese style console role playing games. It success
- was so staggering, it placed Squaresoft firmly on top the the the
- genre, displacing the Dragon Quest series created by the rival Enix
- company.
- </p>
- <p>
- The story of how this game came to be has a story more expansive
- than the game itself. It starts, as most stories do, with its
- prequel.
- </p>
- <h2>Squaresoft and the "Big N"</h2>
- <p>
- In 1994, Squaresoft released Final Fantasy VI in Japan through an
- exclusive contract with Nintendo. The game was for the Super
- Famicom, or more internationally known as the Super Nintendo
- Entertainment System. This game was a massive best-seller, and the
- powers that be decided to have the game "cross the pond" as it were
- for the U.S. audiences.
- </p>
- <p>
- Sadly, as Nintendo had exclusive distribution rights to all games
- in the United States, the decision was made to alter the game. The
- traditional Final Fantasy logo was changed to one American
- audiences were more used to. The sequel number was also dropped
- from VI to III. Nintendo had only released two Final Fantasy games
- in the states. Part I for the NES, and Part IV for the SNES (Part
- IV was actually going to be a NES game, but was ported up in the
- middle of it's development. That, however is another story). The
- game was also edited for content. Several silly things like a
- programmers room and a porno book were removed. All in all the
- sales were modest, but it was nowhere near the success that the
- game enjoyed in Japan.
- </p>
- <p>
- It was often said that the U.S. market was not appropriate for
- Japanese-style RPGs.
- </p>
- <p>
- After the release of FF6 in the U.S., Nintendo started work on a
- new video game system. Codenamed the "Ultra 64" it was boasting a
- new 3D graphics core and a CD-ROM format for it's games. At the
- time, Nintendo and Sony were working together to create the
- "PlayStation Expansion" (PSX) CDROM system as an add-on to the
- Super Nintendo. It was also rumored that this technology was going
- to be in the Ultra 64 system as well.
- </p>
- <p>
- Squaresoft decided that movie-like role playing games that took
- advantage of this new multimedia technology was the future. They
- invested billions of yen into SGI workstations when it was learned
- that the Ultra 64 was going to use a 64 bit R4300 MIPS
- architecture. A new threaded 3D engine was developed for the Final
- Fantasy series. A demo of the new technology was created on their
- new development systems. It was a simple battle engine using the
- characters from FF6. It was assumed that this would be the
- beginnings of FF7 for the Ultra 64.
- </p>
- <p>
- Then the rug was pulled out from under Square's feet by Nintendo.
- </p>
- <p>
- Nintendo and Sony had a falling out. An issue came about when both
- companies disagreed over who got to license the games for the new
- CD-ROM systems. Sony wanted control, but Nintendo balked. Nintendo
- also had problems as Sony was already making the sound chip for the
- SNES which was difficult to program for. Nintendo wanted more
- control.
- </p>
- <p>
- Nintendo went behind Sony and asked Phillips for assistance, as
- they also could license CD-ROM technology. When Sony found out that
- Nintendo was going to someone else, (and a foreign one at that!),
- it was the last straw and pulled their technology. They also
- convinced Phillips, Matsushita, NEC, and Pioneer not to license any
- optical drive technology to Nintendo either.
- </p>
- <p>
- Going alone, Sony decided to take their popular System 11 arcade
- boards, tack on a CD-ROM and called it the Playstation.
- </p>
- <p>
- Nintendo, without a drive system, quietly disclosed to their third
- parties that the Ultra 64 was going to be cartridge based. The
- maximum limit that any game could be was 32 megabytes. Squaresoft
- was now in a bind, they had invested millions of yen into creating
- a movie-like RPG experience and now had to cut it down to fit on a
- cartridge. When it was revealed that the PSX would also be using a
- MIPS CPU, Square abandoned Nintendo and gained an exclusive
- distribution contract with Sony. The groundwork for Final Fantasy
- VII was now laid and could continue unobstructed.
- </p>
- <h2>The Production</h2>
- <p>
- Halfway through the production of Final Fantasy VII, two very
- important things happened. First a second team was spun off to
- start production of Final Fantasy VIII. This allowed a staggered
- development cycle were when one game one done, another would be
- half done, cutting production time in half. Also half way through
- production, Hironobu Sakaguchi, the producer, learned that his
- mother Aki had died. Sakaguchi drew on this death and altered the
- story in a radical way. It now revolved around life and death and
- the earth.
- </p>
- <h2>The Release</h3>
- <p>
- The game was shipped to stores in Japan January 31, 1997, but not
- without a few problems. First, the game was incomplete. A few
- scenes were not able to run correctly before release. Also the
- extra bosses were not added in time. These were minor issues that
- no one missed, and were later fixed in the U.S. version.
- </p>
- <p>
- In the States, a demo of FF7 was released with the game
- "Tobal No.1". It was a modified version of the first part of the
- game using characters not available until later. It was also the
- first release in the states that called the game by it's proper
- number. It was also the first time American audiences saw a true
- Final Fantasy logo. The game was released in the the states
- September 3rd, 1997. This release fixed several bugs, included the
- missing bosses, and the nonworking scenes were added properly.
- </p>
- <p>
- Later, Japan got a re-release of the expanded U.S. version, along
- with a scene viewer and other bonus content. This was called "Final
- Fantasy VII International"
- </p>
- <h2>The PC Port</span></h2>
- <p>
- With the wild success of FF7, Square's shareholders were beginning
- to pressure the company to start diversifying their products. At
- the time, Square was only making games exclusively for Sony, and
- limiting their market. It also became apparent that their older
- games were not suitable for more modern systems. Even Final Fantasy
- VI, the game previous, was fixed to a single platform and could not
- be adapted easily to other computer systems. Square made the choice
- to update their old games to modern programming languages and
- platforms. They also decided to port Final Fantasy VII to the PC.
- </p>
- <p>
- Square chose Eidos of the publisher for their PC ports. At the time
- Eidos has successfully handled the conversion and release of Core's
- widely popular "Tomb Raider" game from the PSX to PC. Having
- experience in marketing and distributing PSX to PC conversions, the
- company seemed to be the right choice.
- </p>
- <p>
- In the beginning, however, the PC port suffered many problems. When
- the contract programmers received the FF7 source code from Square,
- it was a horrible state of atrophy. When work started on the port,
- it was soon discovered that they had received an earlier, buggy
- version of the program. Work had to stop while Square accumulated a
- later version. It was also discovered that the people and equipment
- used to create the backgrounds for FF7, were now being used for FF8
- and FF9. There was no way to re-render the backgrounds and the port
- team was forced to use the original low color/low resolution PSX
- dependencies. The movies faired worse. Squaresoft never rendered
- high resolution versions of the movies. The movie format was
- incompatible with Microsoft's DirectX system, so it was decided to
- convert the compressed PSX movies to one more native to a PC
- platform. This caused disastrous results. The movies were now a
- copy of a copy of a low resolution render.
- </p>
- <p>
- Square also refused to have anything added. It was to be a straight
- port of the PSX version with the same exact interface. Concessions
- were only made to text input. The game could run in a "high
- resolution" mode of 640x480, which isn't really a lot in terms of
- PC resolution. It was also limited to 15-bit color.
- </p>
- <p>
- More problems arose. The PSX had the ability to use different color
- depths on the screen at the same time. Many graphical effects
- depended on this ability. Many PC graphic cards did not have the
- ability to use color look up tables when placed into high color
- modes. This caused the game to go into a low resolution software
- renderer if this functionality wasn't available. FF7 was also
- designed for 15 bit graphics. This caused noticeable color
- banding on a PC screen. The sound architecture is also wildly
- different and suffered as well.
- </p>
- <p>
- The PC port was released in June of 1998. It was late, buggy, and
- not very well ported. The game initially was incompatible with
- Cyrix and AMD CPUs, to which Eidos technical support simply refused
- to support at first. Many people with high-end graphic cards found
- themselves forced into a software renderer due to a lack of a color
- lookup system. Movies played upside down, or crashed the system all
- together, as it used a 3rd-party renderer. The only solution Eido
- came up with was to offer a save game past the crash point,
- destroying hours of work by the user. Many sound cards were not
- designed for MIDI playback and the software player used too much in
- the way of resources, slowing the whole system. The initial
- keyboard configuration was grossly unintuitive, using only the
- numeric keypad. Many laptops without one couldn't even use the game
- as you had to use the number pad to access the configuration
- menu... and the box was ugly.
- </p>
- <p>
- Eidos was dropped when Final Fantasy VIII for the PC was released.
- </p>
- <h2>Where are they now?</h3>
- <p>
- The PC port is now out of print and does not run on the Windows NT
- type kernels due to some farflung misallocated pointers. Many now
- play FF7 via PSX emulation. With this way of playing the game,
- graphic modes higher than 1024x768 resolution, 32-bit color, and
- texture filtering, can all be used. The PSX version is also stable
- and for the most part, bug free. The engine has continued to be
- built upon. It has also been used in other non-Final Fantasy games
- such as "Parasite Eve", which was the first to support full body
- textures before FF8. The PC port is still supported by a small band
- of users. Unofficial patches have also been released with varying
- degrees of success. Not bad for a little engine that could.
- </p>
- </body>
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