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** A [[UsefulNotes/WonderSwan WonderSwan Color]] port of the game was in development, but got scrapped. Considering that the [=WonderSwan=] Color ports of I and II influenced their later releases, one has to wonder how things would have been had the III port not been cancelled. Interestingly, when comparing screenshots with the cancelled port, while the Pixel Remaster uses a different art style from it (also opting for an SNES era-like style), it uses the same coloring as the cancelled port for the sprites previously color limited due the Famicom's technical limitations.

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** A [[UsefulNotes/WonderSwan [[Platform/WonderSwan WonderSwan Color]] port of the game was in development, but got scrapped. Considering that the [=WonderSwan=] Color ports of I and II influenced their later releases, one has to wonder how things would have been had the III port not been cancelled. Interestingly, when comparing screenshots with the cancelled port, while the Pixel Remaster uses a different art style from it (also opting for an SNES era-like style), it uses the same coloring as the cancelled port for the sprites previously color limited due the Famicom's technical limitations.
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* LateExportForYou: It took 16 years(!) for Creator/SquareEnix to release the game in the [=US=], while the rest of the original six were ported to the UsefulNotes/PlayStation. The 2D version is even worse, as it took ''31 years'' to see the light of day in international markets as the ''Pixel Remaster'' version.
* KillerApp: While the original game was Japan-exclusive, it sold nearly 1.5 million units on the Famicom, and is generally marked as the point where ''Final Fantasy'' started to become the juggernaut it is today, being a favorite among the Japanese audience of the series, along with ''V'', ''VII'', and ''X''. The UsefulNotes/NintendoDS remake continued this, selling around 2 million units and incentivizing the JRPG crowd to buy the handheld.

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* LateExportForYou: It took 16 years(!) for Creator/SquareEnix to release the game in the [=US=], while the rest of the original six were ported to the UsefulNotes/PlayStation.Platform/PlayStation. The 2D version is even worse, as it took ''31 years'' to see the light of day in international markets as the ''Pixel Remaster'' version.
* KillerApp: While the original game was Japan-exclusive, it sold nearly 1.5 million units on the Famicom, and is generally marked as the point where ''Final Fantasy'' started to become the juggernaut it is today, being a favorite among the Japanese audience of the series, along with ''V'', ''VII'', and ''X''. The UsefulNotes/NintendoDS Platform/NintendoDS remake continued this, selling around 2 million units and incentivizing the JRPG crowd to buy the handheld.



** The [[https://youtu.be/5XzkTS7pUj0 E3 2006 trailer]] shows that Luneth was blonde at one point in development. Additionally, Ingus' name changed during development as, outside of one instance, his name is shown to be [[SpellMyNameWithAnS "Freyrg"/"Freyg"]]. Given the other names' romanizations, his name was likely "Freyr"[[note]]It should be mentioned that "Inguz"/"Ingwaz", the probable source of his name, is the proto-germanic name for Freyr.[[/note]].

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** The [[https://youtu.be/5XzkTS7pUj0 E3 2006 trailer]] shows that Luneth was blonde at one point in development. Additionally, Ingus' name changed during development as, outside of one instance, his name is shown to be [[SpellMyNameWithAnS [[InconsistentSpelling "Freyrg"/"Freyg"]]. Given the other names' romanizations, his name was likely "Freyr"[[note]]It should be mentioned that "Inguz"/"Ingwaz", the probable source of his name, is the proto-germanic name for Freyr.[[/note]].
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I just learned about this.


*** An online PVP mode was considered with a slew abilities designed around it. However, the developers grew uncomfortable with the idea of Luneth and co fighting each other, so they shelved the concept.

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*** An online PVP mode was considered with a slew abilities designed around it. However, the developers grew uncomfortable with the idea of Luneth and co fighting each other, so they shelved the concept. It is worth noting that the DS remake of ''VideoGame/FinalFantasyIV'' would go on to feature a mode where players can customize an Eidolon named "Whyt" and pit them against each other.

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Guess who got more of the interview at the back of the strategy guide translated?


** [[https://tcrf.net/Final_Fantasy_III_(Nintendo_DS)/Unused_Text Plenty of text strings for conversations among the party members and companions]] exists in the remake's coding that are untranslated and go unused. Among other things, the text seems to suggest that the Castle Hein dungeon and Saronia would've played out entirely differently.

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** [[https://tcrf.net/Final_Fantasy_III_(Nintendo_DS)/Unused_Text Plenty of text strings for conversations among the party members and companions]] exists in the remake's coding that are untranslated and go unused. Among other things, the text seems to suggest that the Castle Hein dungeon and Saronia would've played out entirely differently. An [[WordOfGod interview]] suggests that these scenes are remnants of an earlier plan that got dropped out of potentially coming off as annoying or jarring in a remake.


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*** There were intended to be many new scenes, explaining the sheer amount of unused dialogue in the game's data. however, concerns about straying from the original led to the devs cutting most of the scenes, leaving the opening section and the ending to do the most heavy lifting in regards to the protagonists' personalities.
*** It was seriously considered to remove the Capacity Point system and just allow players to change jobs freely. However, it was decided that there needed to be ''some'' penalty for switching jobs and thus the Job Adjustment Period system came to be. It would not be until the ''Pixel Remaster'' release of ''Final Fantasy III'' that no penalty would be incurred for switching jobs.


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*** Interestingly, the interview also has one for the original Famicom version: The devs considered [[AvertedTrope averting]] the FeaturelessProtagonist aspect of the original Onion Knights and giving them distinct personalities, but dropped the idea as a reaction to ''Final Fantasy II'' (a more character-heavy game). The protagonists becoming more fleshed out characters would eventually [[RefittedForSequel be revisited in the remake]].
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* CreatorBacklash: The developers themselves have stated that they hate the Crystal Tower's difficulty just as much as everyone else does, and regret ever creating it.

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* CreatorBacklash: The developers themselves have stated that they hate the Crystal Tower's difficulty just as much as everyone else does, and regret ever creating it.making it so difficult.
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* CreatorBacklash: The developers themselves have stated that they hate the Crystal Tower just as much as everyone else does, and regret ever creating it.

to:

* CreatorBacklash: The developers themselves have stated that they hate the Crystal Tower Tower's difficulty just as much as everyone else does, and regret ever creating it.



** A [[UsefulNotes/WonderSwan Wonderswan Color]] port of the game was in development, but got scrapped. Considering that the Wonderswan Color ports of I and II influenced their later releases, one has to wonder how things would have been had the III port not been cancelled.

to:

** A [[UsefulNotes/WonderSwan Wonderswan WonderSwan Color]] port of the game was in development, but got scrapped. Considering that the Wonderswan [=WonderSwan=] Color ports of I and II influenced their later releases, one has to wonder how things would have been had the III port not been cancelled.cancelled. Interestingly, when comparing screenshots with the cancelled port, while the Pixel Remaster uses a different art style from it (also opting for an SNES era-like style), it uses the same coloring as the cancelled port for the sprites previously color limited due the Famicom's technical limitations.
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* TheWikiRule: The [[http://finalfantasy.wikia.com/wiki/Final_Fantasy_Wiki Final Fantasy Wiki]].

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* TheWikiRule: The [[http://finalfantasy.wikia.com/wiki/Final_Fantasy_Wiki Final Fantasy Wiki]].----
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** The [[NoExportForYou Japanese-only]] official strategy guide includes an interview with key members of the remake's development. The interview touches upon aspects of the game that didn't make it into the final.
*** The devs considered letting the player control which of the Evoker's White or Black Magic spells would trigger, before deciding to stick with the original randomized system.
*** One scrapped ability for the Dragoon was an "Abduction Jump", where the Dragoon would grab the opponent, carry them into the air, [[GroundPound and slam them into the ground]].
*** An online PVP mode was considered with a slew abilities designed around it. However, the developers grew uncomfortable with the idea of Luneth and co fighting each other, so they shelved the concept.
* UrbanLegendOfZelda: When the remake's [[NintendoHard difficulty]] is brought up, it's usually said to be a result of the devs overcompensating for only having three enemies on-screen during battles by jacking up the stats. While that is a factor, the official strategy guide reveals the difficulty bump was ''intentional'', born out of a desire to avoid letting the player spam the "fight" command and breeze through the game.
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*** Some of the scenes touch on character tics that are downplayed in the final game such as Luneth getting seasick/airsick (?) on airships, Arc's {{Height Angst}}, etc.

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*** Some of the scenes touch on character tics that are downplayed in the final game such as Luneth getting seasick/airsick (?) on airships, Arc's {{Height Angst}}, etc. Others focus on elements of the world such as the Flood of Light or Doga and Unei's thoughts and feelings about [[EvilFormerFriend Xande]]. Most notably, one scene with Unei explains the nature of apprentices' immortality, explaining how they were able to [[spoiler: gather everyone up during the climax despite previously being killed]], and heavily alludes to the concept of MonoNoAware, hinting that Noah gifted Xande mortality to give him a deeper appreciation of life.

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Old Shame is only for In Universe examples of old shames; real life examples of creators regretting past decisions were moved to Creator Backlash


* CreatorBacklash: The developers themselves have stated that they hate the Crystal Tower just as much as everyone else does, and regret ever creating it.



* OldShame: The developers themselves have stated that they hate the Crystal Tower just as much as everyone else does, and regret ever creating it.
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I discovered this a while ago.

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* DummiedOut: [[https://youtu.be/G7Ns8sBfi4k Unused Animations]] exist for most of the bosses in the 3D version. Given that bosses have animations for attacking, but not casting magic, it's possible that these animations were intended for the latter.

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