-If Squall doesn't give in during the torture scene in the prison (he should choose "just let me die"), there are more moombas in the room when the party gets there. Presumably because they can smell/taste Laguna on his blood. I'm not sure if Zell sticking up for himself has the same effect or not.
-When Zell's escaping, if you try to run towards the guards that are chasing you, you respawn near your starting point. You can't talk to the guard who is sending galbadian soldiers in your direction.
-This is around the time where Squall starts acting in a way where he cares about his comrades. Definitely not through words, but through actions. Rushing forward faster than Quistis or Selphie to save Zell from gunfire.
-It's interesting where they decide to place "hidden save points" that you can locate with move-find. You'd figure the one on top of the prison would be regular given its location, but you have to find it.
-There wasn't really a reason to fire missiles at Trabia first. Not only was Balamb the one to attack the sorceress, but Trabia's students get transferred there to become SeeD. The only reason I can think of is you need enough time to save Balamb for story purposes.
-When the two groups get split up between the missile base and Garden, I always put Zell and Quistis with Squall, because it's their home. Though you do get an impromptu tour of Garden with Rinoa, if she comes with you.
-You can even break the money in this game. Buy 100 tents, refine them into mega-potions, then sell the mega-potions. 25,000 G profit each time.
-General Caraway was dismissed from his duties after being involved with the assassination plan, but he still had enough pull to get Rinoa out of being captured? Friends in high places, I guess.
-One of the big reasons Galbadia infiltrates Timber (and elsewhere) is because they're afraid of Esthar, and want as much support as possible.
-If you drive to Deling City before the Missile Base, they make you leave in the same Galbadian vehicle if you try to leave on foot. Presumably because vehicles disappear if they don't belong there, and you need that specific one.
-One of the soldiers in the base has commentary about the way you all walk single file, which I thought was humorous considering how a meme about this game is how everyone walks identically. I think it helps that you're military members, and it makes sense to be in unison.
-Seeing Selphie in uniform reminds me that there's probably women in the Galbadian Army. It's hard to tell, since they're all Wedge clones.
-I set 10 minutes at the missile base and blew it out of the water. The BGH251F2 always sort of struck me as sentient like the X-ATM092, probably because of the big eye on the front, but really it's just a big vehicle. I like how the group hides inside it like a fridge in nuclear fallout, another feature I'd like to see more often in future games is hiding in/controlling big tank bosses.
-The dialogue you get for sending certain characters certain places is under appreciated, I think. If you send Irvine with Selphie, he's sad because he thinks Squall doesn't trust him. A lot of the dialogue between characters depends on who you choose for your party, so if someone complains that so and so didn't get enough screen time, maybe they need to use them more.
-When you gain control of Squall again, you can still leave and play cards in Balamb despite the urgency of the plot. I took this opportunity spread "all" again. Yet later, if you challenge Cid, he says "This is no time for cards".
-You don't have to mix card rules when you got to a new place. When they ask if you want to play with their rules and yours, keep saying no. Eventually they'll just ask if you want to play without prefacing it with anything. Then you'll just play with the regions rules. However, mixing does end up being important if you want to abolish rules later.
-Some people don't know this, but if you fail to stop the missiles, you get a full fledged cutscene showing the Garden being destroyed.
-By the way, at this staircase:
-The square sticking out at the top always looked like a fat credit card to me. Also, I always walk up and down the left side. It's not even a conscious decision. Sitting here now, almost 20 years since release, I just thought "Hey, why don't I see if I can walk up the right side"?. Never even thought about it til now.
-Too bad you can't strike the Garden Master minions (with the yellow hats). They're probably the only characters that appear in battle but can't be touched. They're just there to introduce the monster.
-I like that the Garden battle color schemes stay true in a fight. I.e. When you fight a Grat in the library hallway, the stripe down the middle of the floor is still blue.
-It also helps to bring Zell with you to Garden because talking to the pigtail girl that has a crush on him will net you a mega-phoenix instead of a remedy.
-I'm on disc 2 and the draw point in the library STILL can't be used after the first time I used it in disc 1.
-I wonder what Seifer thinks of Fujin and Raijin being in the Garden while missiles head to demolish it.
-Even with a turbo controller, you'd be unable to open the valve in the Garden basement with just Squall. At least one party member needs to join you.
-You know, this game isn't hurt by not having any treasure chests. There's enough to explore, and enough to steal and draw, that you don't really feel like you're missing anything by not having boxes around.
-Despite changing the error ratio on the missiles, it appears in the cutscene that if Balamb didn't fly away, it would have got hit anyway despite what the missile group did?
-Part of this game's charm, and a reoccurring theme, is "If you just smash a control panel randomly, the thing you want to happen will happen".
-Let it be known to all haters that this game has a flying school with dinosaurs on it.
-Some games don't even have 1 airship (sorry, flying car) but this one has 2. Although I guess technically for world map purposes Garden is more of a boat that can hover.
-Until the first time you have to go outside on the balcony on 2F, I don't know if I ever really knew you could go further on down that hallway past the classroom. Some of the screens are hard to tell which direction you're allowed to go to find a new room.
-Found this and thought it was a great use of green screen: