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Prerelease:Phantasy Star Online

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This page details pre-release information and/or media for Phantasy Star Online.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Teaser Trailer

The first trailer for the game. While no gameplay footage is shown, it does give a small glimpse at some of the game's environments and the Dragon boss.

A later video would show extended versions of many of the shots shown in this trailer, particularly the Dragon's early intro animation and more of the early Forest and Pioneer 2.

Tech Demo and Early Build

An internal video of unknown origin was shared by PSO-World from December 2005 which contains footage of prototype elements.

The video starts with the Phantasy Star Universe opening movie. Content relating to Phantasy Star Online starts around 0:53.

Unknown Character

The Phantasy Star Online segment of the video starts with a demonstration of a model of a character that is not possible to create in the final game's character creator nor is present as an NPC.

Dragon Animations

This segment of the video shows the Dragon's various animations, all of which are present in the final game.

Character Morph Test

This segment of the video shows very early, almost featureless, 3D models of what appears to be a Newman character being morphed in all sorts of ways, most likely being part of a tech demo showcasing the body morphing technology used in the final game's character creator. Interesting to note is that in the demo, the ear sizes could be morphed, a feature that isn't present in the final game.

Environment Flyovers and Dragon Intro

This segment of the video consists of a flyover of Forest, Pioneer 2, and the full early version of the Dragon's boss intro.

The Forest flyover looks almost identical to the final game texture-wise but still exhibits some major differences: The path the camera flies through shows what appears to be log fences on the sides of the path, and the gate towards the end of the path looks very different from those seen in the final game, having a more traditional and tribal appearance. This tribal appearance carries over to much of the area shown past this gate, with a large wooden structure and log-stairs built into the side of the walls in the area. It should be noted also that during this segment, there is a flying fish; it is unknown if this was originally part of the Forest to give it a more alien feel or if it's just present as a sort of tech demo.

The video cuts to a flyover of the early version of Pioneer 2, which at this stage was much larger: in addition to the main walkway seen in the final game, there appear to be various other walkways and corridors around what is believed to be the Shop/Bank area or perhaps the Clinic/Hunter's Guild area. These floors and corridors also have different floor textures with a more stone-like appearance and a checkerboard floor. There are several other buildings that all have a more modern-day aesthetic as opposed to the final game's sci-fi aesthetic.

Lastly, a full version of the early Dragon's introduction, which was shown briefly in the segment with the Dragon's animations as well as the teaser trailer. As opposed to flying down, the Dragon bursts from within a rock wall and lets out a roar.

Footage from this segment was most likely used in the teaser trailer and magazine screenshots. Due to the video's unclear origins, either the whole video or this segment could have been part of a press kit.

The following are higher-quality images of what is shown in the footage, first revealed in September 1999:

Gameplay

The last segment of the video, from a build that shares similarities with the E3 AutoDemo as a lot of the differences noted before with the Forest area and Dragon boss throughout the video aren't present in this segment but unlike the E3 builds, we do see an actual UI never before seen in any early screenshots or public gameplay footage. The minimap at the top-right is drawn over a grid, while the status bar at the top-left appears to have a different shape from that seen in the final game. There's also a UI element at the bottom-left, purpose unknown.

As shown in the footage, and confirmed in one of the boards shown throughout the video, the early version of the game didn't allow players to run. In addition, a different design for the targeting cursor is present, looking more like an aiming crosshair.

E3 2000 AutoDemo

During E3 2000, Phantasy Star Online was unveiled with a trailer and a non playable prototype known as an "autodemo". The title screen marks this build as being "00.3.31 Ver." and has several major differences compared to the final game. To demonstrate the game's networked capabilities, the E3 booth had four displays allowing viewers to see the game from the point of view of four different players all in the same session.

The demo starts with an opening cinematic with lots of text appearing and sliding slowly on-screen, somewhat similar to the trailer shown at E3. This is followed by the animation of the explosion on Ragol from the final game's opening (albeit with the recording effect also present in the trailer) which then transitions into the game's title screen. The title screen is very much the same as the final version except with the presence of the version number and the "Press Start" text being replaced with "Autodemo".

From here the game goes into a loading screen. Whereas the final game has 3D animated loading screens, the ones used in the demo are static and consist of the text 'NOW LOADING..." and the game's name overlaid over artwork of the character used on that particular display. This loading screen is used throughout the demo:

The demo starts on Pioneer 2, which is still looking like it did earlier on but now has the portal to Tyrell's office. Of note is the other side of the walkway has what appears to be several other player characters gathered around. While these were most likely NPCs using the player models as placeholder, this fact as well as how much larger Pioneer 2 was had led to the potential theory that initially the purpose of the Lobby and Pioneer 2 were combined, much as it would be in future titles.

The party goes towards the portal and the game transitions to the Forest Area.

Early screenshots

Most of these screenshots were uploaded onto the old Phantasy Star Online website as a showcase for the game and the game features, they were removed after the site was redesigned for Phantasy Star Online Episode 1&2. These screenshots do not show damage numbers because promotional material has them disabled.

Earlier screenshots

These screenshots are from an earlier build than the rest and feature multiple changes from the final game.

The differences include:

  • The round chat bubbles seen in footage above are still in use.
  • The player status bar has an early design, featuring a slight gradient background instead of the striped background seen in the final. It is also missing a section at the bottom of the left side, which in the final lists the players level and your name to the right of it.
  • The teammate status bar is missing the player level as well, having the player name displayed in the empty area. In the final game, the HP bar was moved to the top and the player name below the status bar.
  • Shadows are an octagon shape, instead of the circle texture like in the final game.
  • In the first few screenshots, the players are shown in the visual lobby, specifically visual lobby 9 in the final game, which has decorations in the side area on the floor and above it, which were removed from the final game.
  • Additionally, the UI shows the player being in a party, though in the final game, you cannot be in the visual lobby while in a party, and in the first screenshot, the text bubble talks about joining a party. The UI showing what lobby and ship the player is in is also missing.
  • In the Hunter's Guild, the lady at the desk is using a model that in the final game is used for a Pioneer 2 resident.
  • Visible in the first Pioneer 2 screenshot, the signs in the back of the players at the edge just has 4 icons, instead of the shopping district sign and other signs.
  • The lines above Pioneer 2 are just straight bright lines, while in the final they're moving dotted lines.
  • The mini map has a white border instead of the light blue like in the final and is also missing the compass from the bottom right.
  • The action palette is the same as final, except there is a selection reticle on the A button normally seen only in the action palette customization menu in the final.
  • The enemy status bar is very different, it shows that the booma's attribute is 火 (fire), and under that, it says 正常 (normal/regular) in the place where status effect icons show up in the final.

Later screenshots

These screenshots have a similar build of the game, though some things are closer to the final.

  • These screenshots have the player fully alone, unlike early footage and the above screenshots.
  • The player status and mini map are the same as the above screenshots, though the action palette cursor is not there like in the final, and the enemy status window is more like the final.
  • The enemy status window shows that like in the Network Trial Edition, A.beast attribute is called Beast, though unlike that and the final, the coloring of the attribute is red instead of a muted yellow.
  • Nano Dragon in japanese is called ナノノドラゴン instead of ナノノドラゴ like in the final, they also don't have an attribute yet.
  • Pan arms does not have an attribute yet like in the Network Trial Edition.
  • The monomate icon on the action palette is missing the number for how many monomates you are holding

Early character creator

Shown off is also an early version of the character creator, showing off features that were removed and some changes.

  • Shown in all screenshots is a removed box that shows a control guide and a brief text explanation. In the final game, only the controls are displayed, though the L and R to rotate the player model guide was removed, and going back from the character creation main menu was changed from B to Start.
  • All of the customization menus show off a OK button to select which was removed from the final, though like the final, the button guide shows you can press A to confirm. The OK button is still used at the end to confirm everything, though in the final the OK text was moved to the left instead of the center.
  • All of the choice option windows (for choosing hairstyle/face/costume/skin color) are slightly different than the final. The numbers for the selection is at the edge of the box instead of slightly to the left of it and the numbers are much closer to the slash separating them.
  • HUmar originally had only 3 face options, and 10 hair options. in the final game, all classes have 5 face options, and all male non-android classes have 7 hair options. Though there is room for 5 face options, as the other menus are fitted to be very close together.
  • The hair customization menu has shorter RGB bars and shows off a cut icon that would show the exact color you currently have picked.
  • The blue HUmar costume shown off is different from the final, as the gray circles on the lower half as seen in the red costume are missing.
  • The proportion customization menu has cut numbers for measurement on the measurement graphic, the graphic itself is also thinner, brighter, taller, and has an extra line in the middle of the bottom gray area. The lines for adjusting proportions also do not reach outside the box like in the final, and are thinner.
  • The character name menu shows off that the name you enter starts more in the center and that the keyboard opens up more to the right.
  • The keyboard shown here shows that it used to have a white border unlike the light blue in the final, and the keys themselves had gray lines separating them instead of black. The keyboard is also using a lighter on the inside/darker on the outside look for the special buttons. It also shows that despite the game being in japanese, the keyboard opened is the english one, which is using a version of the double width keyboard.
  • The character models have a slight gray lighting on them, which isn't there in the final.