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Final Fantasy VII

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Title Screen

Final Fantasy VII

Developer: Square Product Development Division 1
Publishers: Square (JP), SCEA (US), SCEE (EU), SCE Australia (AU)
Platform: PlayStation
Released in JP: January 31, 1997
Released in US: August 31, 1997
Released in EU: November 14, 1997
Released in AU: November 17, 1997


AreasIcon.png This game has unused areas.
DevMessageIcon.png This game has a hidden developer message.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


Final Fantasy VII may be the single most divisive game in RPG history. There are those who think of it as the best RPG ever, still having no equal, while others consider it the most overrated piece of trash ever. Either way, both sides agree: it is definitely one of the games of all time.

Hmmm...
To do:
  • Revision differences between the original release and the re-release, such as censorship.

Sub-Pages

FF7-Pyramid.png
Debug Room
Silly. Didn't you know? This is Hades!
FF7-text.png
Unused Text
Lots of unused dialogue from various versions of the game.
NotesIcon.png
Regional Differences
The original Japanese version is pretty unpolished compared to the International versions.

Unused Key Items

There are a few unused key items in the game. Note that there is no "Unlimited Money Card" here. Old rumor: proven false.

  • Letter to a Daughter - A letter for a daughter that lives in Kalm.
  • Letter to a Wife - A letter for a wife that lives in Kalm. There is an unused conversation in Gongaga for a travelling salesman who asks you to deliver this letter for him.
  • Mysterious Panties - This was intended for the Wall Market cross-dressing sequence, but the sequence where you'd have obtained it was cut (see below). There are three of just about every item obtainable here, in ascending order of quality, but there are only two lingerie items. This would have been the third.
(Source: FF7 Citadel)

Unused Materia

There are a handful of unused materia in the game's code. It's unknown what they were intended for (testing purposes?), but it's worth noting that they're only named in the Japanese version; they're nameless in the western release.

  • BUUSUTAA (Booster) - Blue materia, 5 stars. Does nothing. 90000 AP. It's speculated that this would have boosted AP gain on the attached materia.
  • HOUSOKU (Law) Yellow materia, 2 stars. Teaches the Gil Toss command. This materia was unused in the original Japanese version, but was redesigned and released as part of the Throw command for international releases. This was a joke on the programmer's behalf (To hire lawyers, you throw money away). 20000 AP.
  • MABARIA (MaBarrier) - Green materia, 3 stars. Teaches MBarrier at each level. 20000 AP.
  • RIFUABU (Refurbish) - Green materia, 3 stars. Level 1 is blank, level 2 teaches Wall. 60000 AP.
  • RIFUEKU (Reflect) - Green materia, 4 stars. Level 1 teaches Reflect, level 2 teaches Wall. 20000 AP.
  • SUICHUU KOKYUU (Underwater Respiration) - The purple materia the man in Kalm gives you to fight Emerald Weapon. This was unused in the initial Japanese version, as Emerald Weapon did not exist.

Unused Character Portrait

Now Printing!

A placeholder character portrait, reading "Now Printing" in Hiragana. "Now Printing" is a common placeholder used by Japanese media when a picture isn't ready at the time of press. To see this, add an undefined character to your party.

Unused Status

There is an unused status effect called "Dual" in the game's code. It does nothing. It is possible that this would have been similar to the Double status from Final Fantasy VIII (which allowed the player to cast magic twice in one turn) but was cut in favor of W-Magic.

Unused Element

In addition to an unused status effect, an entire element was dummied out... or, the programmers attempted to remove it, anyhow, as it's still connected to several attacks, although most of these deal no damage, so their element is wholly unimportant. The only damage-dealing attack this "element" is used by is Ultimate Weapon's powerful "Ultima Beam", which can be helpful to know, as it's possible to halve/nullify/absorb this "element" if any non-elemental materia (such as Restore) is paired with an "Elemental" materia in a character's armor.

Unused Enemy Data

Enemy Encounters

  • Ho-chu: This giant plant monster can normally only be fought in the last round of the battle Square or round 2 of the special battle, but encounter data in the game indicates its use at one point in the Ancient Forest. This battle is tagged as inescapable, so this enemy would only have been seen in fixed encounters.
  • Tonberry: Another monster that can only be fought in the Battle Square. It has an unused encounter in the Whirlwind Maze section of the Northern Crater. He also has an almost unused attack called 'Time Damage', which has such obscure criteria for its use that no one likely ever saw it without explicitly trying to do so: the player must get three attacks in a row, something that likely requires hasting the attacker and slowing the Tonberry. The attack itself inflicts (100*hours played)+minutes played damage, making it potentially one of the most powerful attacks in the game.

Hidden Enemy Skills

  • Dual Horn: This enemy has a skill it will never use, as it costs 65535 MP. It targets a random combatant, friend or foe, has no name and inflicts no damage. Only the condition for its use exists: it will use the attack if its HP drops to 50% or below.
  • Acrophies: This hermit crab with a snake for an arm that you might fight in the forgotten capital has the unique almost-unused ability Isogin Smog (isoginchaku = sea anemone in Japanese) that inflicts damage and darkness on the entire party. The condition for its use is that the entire party already be under the darkness status.

Hidden Test Enemies

Some of the 256 battle scene data sets of the game contain dummied-out test enemies whose names have not been translated (or even re-encoded) for the international releases of the game, which is why they show up as garbage strings in battle. With the exception of scene 249, which can be started via the "BATTLE999" option in the debug rooms, none of these battles are accessible in-game.

Scene Enemy names (JP) Enemy names (US/EU) Enemy names (retranslated) Notes
0 テスト0(ガードハウンド)
テスト1(戦闘員)
テスト2(ディーングロウ)
êúô0(äñ)
êúô1()
êúô2(ñ)
Test 0 (Guard Hound)
Test 1 (Grunt)
Test 2 (Deenglow)
1 テスト4(ヘッジホックパイ)
テスト5(サーペント)
テスト6(アダマンタイマイ)
êúô4(ëöù)
êúô5(áñô)
êúô6(ñâ)
Test 4 (Hedgehog Pie)
Test 5 (Serpent)
Test 6 (Adamantaimai)
The Japanese name of the Hedgehog Pie is misspelled (it should have been ヘッジホッグパイ).
2 テスト0(ガードハウンド)
テスト2(ディーングロウ)
テスト4(ヘッジホックパイ)
êúô0(äñ)
êúô2(ñ)
êúô4(ëöù)
Test 0 (Guard Hound)
Test 2 (Deenglow)
Test 4 (Hedgehog Pie)
3 テスト7(グロスパンッアーA)
テスト8(グロスパンッアーB)
テスト9(グロスパンッアーC)
êúô7(úñA)
êúô8(úñB)
êúô9(úñC)
Test 7 (Grosspanzer A)
Test 8 (Grosspanzer B)
Test 9 (Grosspanzer C)
The Japanese name is slightly misspelled (it should have been グロスパンツァー).
4 ふせや かずまさクン
まつむら やすしクン
Fuseya Kazumasa-kun
Matsumura Yasushi-kun
Fuseya Kazumasa was one of the battle programmers of the game, Yasushi Matsumura was the battle plan director.
The enemy AI for this scene also contains the message "ふせや かずまさは死亡した." ("Fuseya Kazumasa has died.").
5 テスト0(ガードハウンド) êúô0(äñ) Test 0 (Guard Hound)
6 テスト0(ガードハウンド)
テスト1(戦闘員)
êúô0(äñ)
êúô1()
Test 0 (Guard Hound)
Test 1 (Grunt)
238 テスト0(ガードハウンド) êúô0(äñ) Test 0 (Guard Hound)
239 テスト0(ガードハウンド) êúô0(äñ) Test 0 (Guard Hound) This scene also contains a Tonberry enemy (see Enemy Encounters, above).
247 テスト2(ディーングロウ) êúô2(ñ) Test 2 (Deenglow)
249 テスト0(ガードハウンド)
テスト2(ディーングロウ)
êúô0(äñ)
êúô2(ñ)
Test 0 (Guard Hound)
Test 2 (Deenglow)
The second enemy is the famous pyramid which can be fought via the BATTLE999 debug option.

Unused Areas

Hmmm...
To do:
Rip the maps

There are three unused maps originally intended for the Honey Bee Inn. These maps exist only on the original (non-International) Japanese version. There's a handful of dialogue associated with these maps that can be checked out here with the translations.

There's quite a lot of Japanese text scattered around in the main lobby. Below are translations of the text:

Location Original Translation
Sign above left door 今日の女の子 Today’s Girls
2nd sign above left door はいっちゃダメ No entry!
Sign above stairs お二階へどうぞ Go on up to the second floor.
Sign on reception desk 受付 Reception
Sign above right door 待合室 Waiting Room
Fans in foreground みつばち美人 Honey Bee Beauties
Various messages on the screen 美少女との語らい Chat with beautiful women!
蜜蜂の館

すぺしゃるコース
30分コース
150分コース

Honey Bee Inn

Special Sessions:
30 Minute Session
150 Minute Session

わたしの巣箱へいらっしゃい Come on in to my hive.
はちみつはいかが? How about some honey?
Sign on right wall (kanji difficult to make out) ???・同業者・スカウト・未成年

お断りします。
引き抜いた場合「10万ギル」
の罰金です。

???, owners of other brothels, scouts, and minors

not accepted.
Headhunters will be fined 100,000 gil.

Unused Music

This track is found in the original Japanese version and PC version (with the filename COMICAL.MID) but unused. It was intended for a scene in the alternate unused version of the Honey Bee Inn (seen in unused areas) involving Palmer.

Despite this, the track itself bears resemblance to a theme associated with Yuffie.

Unused Field Maps

Ffvii northerncave.pngFfvii-empty-cargoship.pngFfvii trap.png

Several field maps go unused, one for the Northern Cave, an empty Cargo Ship, and a hill named 'Trap' of unknown purpose.

Hidden Notes in Graphics

12/16/1996

The final image of the end credits of the Japanese release has the date "12/16/1996" scribbled in, which is not visible in-game.

FF7 SEN003G.png

In the German PAL release of the game, the HUD texture set of the submarine minigame carries the note 本当のドイツ用深度 ("real depth for German"). The pointed-to HUD element ("TIEFE" = German for "DEPTH") is specific to the German version of the game. The US and Japanese versions use the DEPTH indicator in the upper right corner of the image instead.

Programmer Message

A hidden message from a programmer to his wife can be found on Disc 3 in \SNOVA\LASBOSS3.BIN, starting at 0x0000A9AB. D'awwww.

great special thanx to you, ARIKO...from your husband, HIDEJI

Debug Text

The code of the PlayStation version contains strings which presumably belong to debugging functions used during the game's development. There is no known way to access these functions in released versions of the game.

Field Module

Talk=
Push=
Acrs=
Toch=
TochON =
TochOFF=
=recieved
=ret
=ignored
ctrl:
RqLv=
 Tg=
Abst
line=
 off
man=
 dir=
B-R    X=
R-G    X=
G-B    X=
Offset X=
G cons=
G indx=
G glov=
G mapv=
G data err=
Bad Event arg!
S indx=
S glov=
S mapv=
S data err=
Bad Event code!
wait
wait_st=
wait_end=
wait=
set2
lbyte
hbyte
2byte
setx
getx
srchx
biton
bitof
bitxr
line
many lineobj!
sline
linon
slip
if=true
if=false
lif=true
lif=false
ope err=
if2=true
if2=false
lif2
lif2=true
lif2=false
key!
keyon
keyof
key now=
key chk=
key=true
key=false
reqsw
reqew
preq
prqsw
prqew
rqew=no one
rqew=wait
rqew=end
rq=skip
rqw=busy
rqw=busy*
ret=
retto
back
lback
skip
lskip
mjump
evt cmd=
pmjmp
mgame
batle
akao
akao2
music
musvt
musvm
cmusc
music=
bmusc
bmusic=
fmusc
tutor
data=
evt result=
mulck
bgmovie
scrlo
dskcg
btlon
mpdsp
mvcam
gmovr
char
dfanm
ccanm
anime
anim!
canim
canm!
animw
animb
move
fmove
cmove
fcfix
jump
lader
pmova
mova
dira
pdira
tura
ptura
ofstd
ofstl
ofstc
ofstw
turnw
turn
turnc
turnl
turnr
trnlc
trnrc
slidR
sldR2
talkR
tlkR2
msped
asped
gtdir
pgtdr
getai
getaxy
axyzi
pxyzi
visi
kon
xyzi
mpnam
wcls!
wsizw
wsize
wrow
wmove
wrest
wclse
wmode
and2
xor2
plus
plus!
plus2
pls2!
minus
mins!
mins2
mns2!
mul2
div2
remai
rema2
inc!
inc2
inc2!
dec!
dec2
dec2!
randm
rdmsd
bgon
bgoff
bgclr
bgrol
pmvie
movie
mvief
mpjpo
scr2d
scrlc
scrla
scrlp
scrcc
scr2dc
scr2dl
scrlw
stpal
stpls
ldpal
ldpls
cppal
rtpal
adpal
mppal
prtyp
p+ ef=
p+ lf=
prtym
prtye
sptye
gptye
prtyq
prty=TRUE
prty=FALSE
membq
memb=TRUE
memb=FALSE
mmb+-
mmblk
mmbuk
solid
vwoft
join
split
join p0=
join p1=
end setmove
split p1=
set move x=
set move y=
end move
set turn=
end turn
fade
nfade
fadew
idlck
gwcol
swcol
lstmp
shake
stitm
S item=
dlitm
G item=
ckitm
C item=
spcal
clitm
rsglb
spcnm
mvlck
btlck
flitm
flmat
smspd
gmspd
pname
arrow
?????
bgscr
bgdph
smtra
dmtra
cmtra
menu
getpc
mpara
mpra2
mhmmx
hmpmx
gold+
gold-
chgld
chmph
chmst
sttim
wspcl
wnumb
btlmd
btmd2
btrlt
btltb
blink
kawai
kawiw
mes reset=
win limit x=
win limit y=
No mes data!
mes busy=
mpara=
gstr=
glen=
Authr:
Event:
  Go
  Stop
  Step
  Actor OFF
  Info  OFF
Actor:
Word:

These look like remnants of a field event script debugger. Most of the strings are the mnemonics of script opcodes (e.g. "batle" which starts a scripted battle).

World Map Module

NEW  
OLD  
JUMP 
FROM 
SCR-H
mes reset=
win limit x=
win limit y=
No mes data!
mes busy=
mpara=
gstr=
glen=

Some text related to the windowing/message functions of the world map.

Oddities

The Prison Well

The well in the Corel Prison (officially called "Basement" in the menu) appears to be entirely useless... but there are two little oddities surrounding it.

The Red Man

The Red Man group weren't a big a success as they hoped.

This weird little guy is on the foreground layer of the pre-rendered graphic, but is masked out by the game code. There is an empty treasure chest roughly in the same location that one may think was only to cover him up, but that is not the case as the chest does not overlap the character. It may be a signature/cameo by one of the CG artists.

Test 0

Strangely, the original Japanese version forgot to remove a test monster from the random encounters in this room. テスト0(ガードハウンド)("Test 0 (Guard Hound)" in Japanese) uses the Guard Hound model and appears in formations of four, but otherwise is identical to the Pyramids in the Debug Room.

Inaccessible Cave

Ripped scene background showing the inaccessible cave on the right

In the last screen of Sleeping Forest leading to the Forgotten Capital, a prominent ledge with a cave can be seen with a vine hanging from it, obviously for the player to climb. Despite there being a detour to allow the player to approach the vine it cannot be interacted with, making the cave inaccessible. Pressing Select shows that the exit is nonfunctional regardless.