> How does that happen?!
to be frank, carelessness.
in the sympathetic sense, this was decades ago, wear and tear happens, and coporate orgs are messy. When Squaresoft merged with Enix, there was inevitably going to have some stuff, important stuff even, lost in the move. Even if they were perfectly careful to keep things archived.
But From their own mouth, it was just a different time where archiving wasn't important: https://www.rockpapershotgun.com/square-enix-digital-preserv...
> The concept of games preservation is a relatively recent one, and as Matsuda admits: "It's very hard to find them sometimes, because back in the day you just made them and put them out there and you were done – you didn't think of how you were going to sell them down the road. Sometimes customers ask, 'Why haven't you released that [game] yet?' And the truth of the matter is it's because we don't know where it has gone."
The 80's was just a small wing of developers trying to put out a toy. They weren't thinking of the original Final Fantasy as the Sistene Chapel of gaming. They thought as much about preserving it as I did about preserving that game jam game I made almost a decade ago. If it wasn't as easy for me to preserve it as throwing it on dropbox, I probably woulda lost my source code too.
>Could the existing copies of the game out there be reverse engineered?
It's physically possible. But the effort to extract assets, scene data, and source code and re-configure that into a clean port is much more gargantuan than using the source from "a bad port" and working from there.
Even if they did manage to do that, that's another thing about video game code that's only now starting to be less true; it's an utter mess of spaghetti code. Games weren't made to be maintained for years by a revolving door of developers like a website, and few people will ever see the code. They get something working, and leave it there as long as its not bothering anyone. coding standards were very loose
I'm sure many small intricacies people come to appreciate were merely products of rushed development at the 11th hour, with non-important bugs that just stayed in the final product. Even if they preserved the code, those imperfections fans appreciate would likely be patched out anyways (See: Backwards long jump in Super Mario 64 being removed in subsequent releases).