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Final Fantasy VIII

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Title Screen

Final Fantasy VIII

Developer: Square Product Development Division 1
Publishers: Square (JP), Squaresoft (EU), Square EA (US), SCE Australia (AU)
Platform: PlayStation
Released in JP: February 11, 1999
Released in US: September 7, 1999
Released in EU: October 27, 1999
Released in AU: October 29, 1999

AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article
NotesIcon.png This game has a notes page

Final Fantasy VIII is, as its name suggests, the eighth game in the Final Fantasy series.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Miscellaneous tidbits that are interesting enough to point out here.
Debug Room
I'm poor worker.
Unused Text
My bother's an excellent swimmer, too!

Unused Spell Data

Slot Spells

There are a pair of spells intended for Selphie's "Slot" Limit command that weren't used. Both can be obtained as normal spells with a GameShark (as can the four that are used), and work as advertised, though they weren't given unique animations, and instead use Fire's animation, most likely as Fire is the first spell animation in the game's code. No "Slot" spells can be junctioned, however.

  • Percent - This drops the HP of all enemies to critical levels.
  • Catastrophe - Deals heavy non-elemental damage to all enemies.

It's also possible for Griever to draw and cast the "Slots" spells if you hack them into your stock. This includes The End, which will kill your entire party. As the spell was never meant to be used on the player's side of the battlefield, the animation will look very odd, showing a black void that is behind the usual flower field.

Apocalypse Junction Values

The Apocalypse spell itself isn't unused at all; Ultimecia can cast it in the very last battle, and it can be drawn from her and even stocked. However, one aspect of it isn't available normally: This spell can be junctioned as normal, and has a full set of stat boosts, as follows.

(Note: All increases assume 100 of the spell are junctioned to the respective stat.)

  • HP: +4200
  • STR: +80
  • VIT: +80
  • MAG: +80
  • SPR: +90
  • SPD: +30
  • EVA: +12%
  • HIT: +30%
  • LUCK: +30
  • Elemental Defense: All elements +100%

These boosts tend to be, by and large, second only to those granted by Ultima. It's a shame that there's no way to junction this spell normally.

Unused GF Compatibility Values

Every junctionable Guardian Force (GF) in the game has unique base compatibility values set for each party member. However, because Seifer and Edea are only available temporarily, their compatibility values for GFs that are only made available after they leave the party go unused.

Seifer Edea
Siren 440
Brothers 400
Diablos 380
Carbuncle 360
Leviathan 340
Pandemona 320
Cerberus 300
Alexander 280
Doomtrain 260
Bahamut 240 700
Cactuar 220
Tonberry 200
Eden 180 540
(Source: Final Fantasy Wiki)

Unused Song

Famously, the Final Fantasy 8 demo bundled with Brave Fencer Musashi featured a completely different song for the Dollet attack mission than what was used in the final version. This song is still present in the final version, but is never used, and can only be heard in the debug room. A widespread theory is that it was removed for legal reasons due to heavy similarities with the song "Hummel Gets the Rockets," composed by Hans Zimmer from the movie The Rock released in 1996.

Unused Enemies


Dummy is a test enemy who can only be fought in the debug room or through other cheats. He has 410 HP regardless of level. His chest (mouth) has the katakana text 'dummy', mirrored. He also has "ゴメンネ"(I'm sorry, gomenne) written on his back.


Again via the debug room, you can fight a gunblade. It appears in place of GeroGero after defeating the Fake President in the Battle scene test number 2380. This enemy is not actually unused, and is present and visible in all battles against Seifer Almasy. Because Seifer uses a player model, his weapon, the gunblade, is a separate model but is just made untargetable.

Hidden Text And Drawings

The texture sheets for some monsters have little bits of text and drawings occupying the blank spaces.

Unused Images


Alongside the images used in the Chocobo World introduction are these concept drawings. The kanji visible in each picture means "temporary".


This grid of hex numbers is unused in the normal game. It does appear though as the floor to battle number 4670 in the Girls Debug Room battle scene test.


An image with some unused (possibly development) fonts, also containing a logo and the used menu "pointer finger" cursor.


A further image simply contains handwritten Japanese text. The text translates to:

For localization of battle explanation

Unused Areas

To try and visit the areas listed, use the following GameShark codes replacing xxxx with the listed code. Then press all four shoulder buttons during gameplay to activate.

D00705E8 000F
800704A8 0001
D00705E8 000F
800704AA xxxx
D006F308 000F
8006F1C8 0001
D006F308 000F
8006F1CA xxxx
D0070A98 000F
80070958 0001
D0070A98 000F
8007095A xxxx

0048 — Grouped with the debug rooms is this, named testno. It exists in non-JP versions though the text associated with it was not translated. The text seen in this image translates to "This map can not be entered. Please report this bug." Trying to enter it crashes the game.


004C — Another one grouped with the debug rooms. It's named test6 in the game's files though hidden text in it and the main debug room identify it as Kitase-san's page. Its text has been translated though it also crashes trying to enter it.

00D8 — A bizarre scene in the training centre. Accessible only on Disc 4, the game will crash if you press any buttons other than D-Pad Right, action, or party menu. The bat like black shape in the middle is a rotated Squall sprite and the blobs moving left and right are the relief features (trees, walls) on a scrolling copy of a grayscale version of the background.


0149 — This rocky outcrop is where a forced battle against the XATM-092 takes place in the demo, but it is unused in the actual game. Its description in the game's files is Timber - TV Screen, and the only text associated with it are the Japanese for 'Test' and 'Battle Battle'.


0283 — A car with an animated background. It's labelled as Winhill - Car and the scene only exists on Disc 2.


02A0 — Overhead shot of some Winhill backstreets only visitable on Disc 2. The room has scripts for Laguna, Kiros & Ward, but only text is "Test". When playing, the above car is visible through the houses.


0326 — The back of the arm control room in the D-District prison. There is no associated text or description so this is very much 'what you see is what you get'.

FF8Room538.png FF8Room538a.png
021A — Esthar's presidental palace with a normal sky and blue lighting and an alternate state showing the back of the room as well. In the actual game it is replaced with room 021B, which is identical save for a red sky and purple lights. Its only associated text is untranslated Japanese for 'Test'. It is described as Edea's House - Flower Field and is only visitable on Disc 3.

FF8Room718.png FF8Room718a.png
02CE — Alternate viewpoints for the initial Laguna-Julia cutscene. The game eschews these and the untranslated Japanese text contained within for the angles in room 02CF.

FF8Room671.png FF8Room671Car.png
029F — An enlarged shot of Raine's house in Winhill. When playing, the car above is visible through the closed garage doors. Entering and actioning the car displays the "Test" dialog box. Disc 2 only.

Development Text

Build dates can be found in the FF8DISC*.img archives:

Jan 10 1999 19:00:03
Jul  4 1999 21:03:43
Jul 15 1999 11:24:53
To do:
See if whatever this is can be displayed. The PC port has the same strings but the function they're passed to contains only a return statement. As that came after this version, it may be enable-able.

Next to the build dates are strings indicative of a debug menu/overlay:



To do:
Detail this stuff.

There is a unique feature which allows the player to download a mini-RPG called Chocobo World to the PocketStation. This allowed the player to collect items and power-up certain Guardian Forces. Although the game was localized, the PocketStation itself was not released outside of Japan, thus making the mini-game inaccessible without importing a PocketStation. This is available in both the Steam re-release of the game and the 2013 re-release of the 2000 PC version.

Oddly enough, the American release's manual has an entire section on Chocobo World! However, it begins with the text:

(*NOTE: Chocobo World requires the PocketStation™ personal game unit, which may not be available for purchase outside Japan.)

Regional Differences

Some gameplay changes were made when the game was localized:

  • At the Fire Cavern in the Japanese version, the player has to defeat Ifrit and return to the entrance before time runs out. In the English versions, the player just needs to defeat Ifrit to stop the timer.
  • Some Guardian Forces can be re-obtained in Ultimecia Castle if the player missed them. This is not possible in the Japanese version.
  • Torama, Iron Giant, Elnoyle, and Behemoth have different HP formulas.
  • Tutorials show up automatically in the game's storyline.

Some censorship was also made when the game was localized:

  • In the original Japanese version, the boss Gerogero's organs were red. The change to blue for the localized versions was probably made because the red makes the organs protruding from the creature look far more real.
  • The Ultimecia Castle's armory has red blood on the wall in the Japanese version, but in the localized versions it has turned green.
  • Selphie's nunchaku and any references to it were renamed to "shinobu" (meaning "master priest") in the European version due to laws at the time that banned any references to ninjas and their weaponry.
(Source: CensoredGaming)

Italian PAL Version

Hardly a localization change, but the Italian translation differs from its PAL peers in that it got an actual Scan message for the Dummy enemy, and it's nothing less than a note of frustration sneaked in by the translator himself! He apparently knew it wasn't going to show up.

Picture Translation
FF8 Dummy Italian TMessage.png
This translation is killin’ me.
It’s almost two in the morning.
I’m sleepy!!!!
I’m sleepy!!!!