Final Fantasy VI
From The Cutting Room Floor
|Final Fantasy VI|
Also known as: Final Fantasy III (US)
This game has unused enemies.
This game has a prototype article
Final Fantasy VI really needs no introduction. It's one of the finest RPGs ever released on SNES. It later saw a PlayStation port, and also a Game Boy Advance port with extra content. Released originally in the west as "Final Fantasy III", but few people call it that anymore.
There are three enemies in the game that are not used anywhere, and are in various stages of completeness:
The most well-known of FF6's dummied monsters, there isn't much to the CzarDragon; it has no battle script, so all it does is attack repeatedly. As it stands, the only noteworthy thing about it is that it uses a different palette from the similar-looking Blue Dragon and Doom Dragon.
There also exists a line of in-battle dialogue related to this enemy, so it was definitely intended to be fought somewhere:
Mwa, ha ha... Humans and their desires! I'm free at last! I bring you destruction... I bring you terror... I am Czar... Prepare yourselves!
Given its incredible likeness to Shinryu from Final Fantasy 5, as well as its pre-battle dialogue, it's almost certain that the Czar Dragon was intended to be a similar optional endgame mega-boss. And indeed, that idea was revisited in the Game Boy Advance port, where it was called by its original Japanese name of "Kaiser Dragon", given a unique sprite (similar to the original design, but much more elaborate), a full battle script, and made into the ultimate boss of the new bonus dungeon.
This is the closest of the three unused enemies to being complete, but it still has a few signs of being unfinished. Namely, it uses the same palette as the Hades Gigas, and has the default "Special" attack, "Hit", which would not be unusual, except it actually uses the attack, unlike all other enemies left with said default command. Yes, the Colossus has a full attack script! It uses Fire Wall, Lode Stone, or the aforementioned "Hit", and when defeated, it uses the boss death animation.
The Colossus is programmed to counter Blitz and SwdTech attacks, and also targets Gau if he's in the party. This combination of triggers suggests that it was probably originally planned to be fought at some point during Sabin's portion of the "Return to Narshe" sequence early on, but its abnormally high HP (18,000, which is ridiculous for that point) doesn't seem to fit with that.
This enemy is present in Final Fantasy 6 Advance, where it was called by its original Japanese name of "Giant", but is still unused, and does not have a bestiary entry.
Yes, Umaro can be fought normally late in the game, but there also exists an alternate, much weaker version of him in the database. It has only 1,000 HP, and a much simpler script (just attacks, uses its special, "Tackle", or casts Blizzard), which hints at a possibility that he was intended, at one point, to be fought in the World of Balance, possibly as early as the first time in which you can freely explore Narshe.
In addition to the plethora of commands at your disposal, one of them, "Summon", appears on the surface to have gone unused. When used from the command menu, it can summon the currently equipped Esper as many times as you want, MP permitting, but due to a glitch in the code, can only target the caster. However, Summon is actually the command the game switches to from Magic when the order is given to cast an equipped Esper's spell. This is done in order to show the spell's name instead of the Esper's, for example, "Bolt Fist" instead of "Ramuh". Everything else is found to be identical under either command.
It was likely always meant to simply be part of this background process and nothing more, but the fact that Summon has a name, along with the series' history, creates some doubt as to whether that's true. Final Fantasy 3-5 had Summon magic as its own command set, and it could be that the same was planned for this game sometime during development. It could also be true that one of the characters would have endless summoning capability of their Esper as their special command, given the state Summon was left in menu-wise.
Unused Enemy Attacks
There are three enemy attacks that are not used in any way, shape, or form: These skills are not found in any enemy AI scripts, they are not used by any Rages, and Relm cannot produce them with either Sketch or Control. None of these skills made any appearances in Final Fantasy 6 Advance, either.
As its name suggests, this spell causes Confuse status on all enemies. This is one attack that it's for the best never appeared in-game, given that the Confuse status is incredibly dangerous in FF6, and this would be the only mass confusion spell in the game (barring a very unlucky hit by L.3 Muddle) that could be used against you. It uses the same "swirling birds" animation as other confusion spells.
This is an alternate "spell" version of a similar attack used by Crawlies. This particular variant has the same animation, but can target all enemies, and does non-elemental damage rather than causing Seizure status.
This is a particularly strange, unfinished spell. When used, it puts a load of status ailments on the caster. It uses a strange wavy animation not seen anywhere else in the game.
There are seven unused key items lurking in the game. None of them have any effect, but are an interesting curiosity.
- Autograph - "An opera singer's autograph"
- Manicure - "Pretty, red manicure"
- Opera Record - "Has a small scratch"
- Magn.Glass - "A convex lens"
- Eerie Stone - "A stone never seen"
- Odd Picture - "A very curious picture"
- Dull Picture - "Quite a common picture"
The first three seem to relate to the Opera House sequence, while the "Eerie Stone" may have been a Magicite; it's possible you were intended to obtain one as a key item before you knew what they were. The possible usage of the rest is completely unknown; they're probably just leftovers from scrapped quests.
Inaccessible Fairy Ring
A very little-known fact about Final Fantasy 6 is that a Tent can be found by examining a completely inconspicuous spot on the floor in one of the small rooms aboard the Phantom Train. Even less known, however, is that a Fairy Ring is in this same room... and is completely unobtainable. In order to pick up the items on the floor in this room, you have to be facing, but not standing on the tiles they're hidden on. This can be done for the Tent in the upper left corner of the room, but not for the Fairy Ring on the floor right next to it, as the positioning of the sofa and table make actually facing this square impossible. Only via walk-through-walls codes (or modifying the room via an editor) can this item be obtained.
The two different versions of SrBehemoth (living and undead) are both supposed to drop a BehemothSuit 100% of the time, but due to a glitch in how the game switches from the formation with the living SrBehemoth and the formation with the undead version, this never actually happens, and you receive either a ThunderBlade or a Jewel Ring (in the original US release, at least; the latter items vary by release, but the point is that you don't get the other BehemothSuit). This is fixed in the Game Boy Advance release.
Unused Metamorph Sets
Ragnarok's "Metamorph" skill is one of Final Fantasy 6's oddest curiosities; it has a formula all its own, it behaves unlike any other skill in the game, and each enemy has a few bytes in its data relating to this one skill's effect. If successful, it kills an enemy instantly, and transforms them into one of four items in a preset package, which you then obtain. Each enemy is assigned one of these "packages", but despite the sheer number of enemies in the game, as well as the relatively small number of Metamorph packages, three of them went unused.
|Morph Set #12||Morph Set #13||Morph Set #15|
Of these, the only thing of any real note is that Metamorph Set 13 includes an X-Ether, of which there are otherwise only a few of in the game. It's not known why these Metamorph sets were left out.
Inaccessible Stolen Items
The Dullahan boss, fought early in the World of Ruin, has two items available to steal (common X-Potion, rare Genji Glove). However, it is absolutely impossible to steal from this particular boss, rendering these items inaccessible. You don't/can't have Locke or Gogo in the team, nobody in the current team can equip the Thief Knife, and there's simply no way to obtain a Merit Award at this point, due to the simple reason that none of the items that lead to it at the Coliseum can be obtained yet. The Dullahan appear in the Soul Shrine in the GBA port, however, and can be stolen from normally, but in the SNES and PSX versions, it's completely impossible.
It's a rather well-known fact, but there are four slots in Gau's massive Rage command that can't be filled:
- Siegfried - The mysterious swordsman who appears occasionally throughout the game, doing nothing important. This Rage is supposed to be for the stronger version that can be fought in the coliseum, not that silly weakling fought on the Phantom Train, but as the coliseum enemies are not programmed to appear on the Veldt, it's not possible to get it. Its special move is Flare, which while somewhat nice, is offset by the fact that this Rage makes Gau weak to all eight elements.
- Chupon - Ultros' friend with the serious allergy problems. This is basically the same deal as Siegfried: The Rage is of the stronger version in the coliseum, but again, coliseum enemies don't appear on the Veldt. Those who were hoping this Rage would use Sneeze are going to be extremely disappointed: The special skill here is W Wind, which is handily one of the most useless spells in the game. You're not missing out on anything by not being able to use this Rage, in other words.
- Allo Ver - The odd skeleton monster guarding the Tiger Fangs in the Cave on the Veldt, this one's exclusion was clearly a coding mistake. For some inexplicable reason, there is a duplicate formation containing this thing in the battle formation data, far beyond what's coded to appear on the Veldt, so Allo Ver never makes a repeat appearance. The Rage itself makes Gau undead, weak to fire, and its special move is Quake. Not bad, but not really an important loss, either. However, it's worth noting that you can get this Rage in the Game Boy Advance port. While the formation in the cave is still incorrect, it's possible to encounter this monster in the GBA-exclusive Soul Shrine, where it does use the correct formation, and can as such appear on the Veldt.
- Pugs - Or, Tonberries, as they're more commonly known. This is the monster-in-a-box variation with a group of three, not the individual random encounter variation. You can technically get these as a Rage, and on the Game Boy Advance port, they can even be viewed on the Rage menu, but they occupy the final slot on the Rage list, which, due to the way the command is set up, can't be selected. And it's a shame, too, as their special is Knife, a physical attack that's even more crazy powerful than Catscratch. Although since that attack usually does 9999 damage, anyhow, this may be a tad redundant.
Unused Field Dialogue
SHADOW: ...... Why am I here...? For the money, I guess.
Strangely enough, despite it not being possible to have him in your party at this point in the game by normal means, Shadow has his own space on the World of Balance version of the airship, with a bit of dialogue if you talk to him.
CELES: Kefka's sure to come up with another demented plan. We need to do something FAST! SHADOW: I think Kefka's out for General Leo's hide! STRAGO: ...I've never seen anyone so sleazy as Kefka. RELM: I'm sure those Espers are all very kind!
Lines intended to be used when the airship crashes after the Sealed Gate events. Thing is, none of these characters are in your team at the time.
TERRA: No! Get away from me!
Mixed in with the dialogue from Terra's flashback of Kefka putting the slave crown on her head. While it could have belonged to an early version of the sequence, she is silent and shows no visible restraint in the final game.
CID: This is my finest work. These Magitek converters combine the power of magic with machines...
In the same place as the above text. Cid is not even in this sequence, so there's no way his line here could have even been delivered. It's possible he was present here in earlier versions of the game.
EDGAR: Come find me when you feel rested.
Found early in the Figaro Castle dialogue. It's pretty generic, but Edgar doesn't say this.
Error. Contact a supervisor. From: Development Team.
Oddly, this too is found in the Figaro Castle text. Could be a legit error message, or it could be some kind of developer in-joke. There's no real way of knowing for sure.
Well! Such manners! This is mixed in with the dialogue for the old man who you deliver cider to. Seems he was a bit ruder earlier in development.
EDGAR: He must have gone to pay his respects to his mentor, Duncan...
This line was supposed to be delivered right after talking to the old man outside of Sabin's house, and learning about Sabin, Duncan, and Vargas. It's not, though.
TERRA: YOU! You're the coward who murdered Master Duncan!
Among the text during the meeting with Vargas. It's for the best that this line was cut, as it just doesn't work. While technically true, there's no way Terra would know this, since it's not until Sabin appears that the idea of Duncan having been murdered is even brought up.
BANON: Terra... Talk to everyone here, heed their advice.
Probably supposed to be spoken by Banon when Terra is given free run of the Returners' Hideout... but Banon doesn't appear until you've spoken with everyone, and then doing so starts an entirely different discussion.
TERRA: He's badly wounded!
Meant to be used when the wounded soldier stumbles into the Returners' Hideout. Probably left out as it's pretty redundant.
(Please choose a scenario.) Banon and Co. SABIN LOCKE
Apparently, you were, at one point, just supposed to pick a scenario from a standard menu, which was later changed to the current setup of using Mog as a "living cursor", if you will.
TERRA ... Where's Gau...? LOCKE: He hates ships. We must...leave him behind!
A semi-famous little bit of "just in case" text found among the Albrook dock dialogue. The dummied scene depicting Terra, Locke, and Gau is complete with events and animation. In theory, it should be possible to have Gau here, if you left him on the Veldt and picked him up right before this sequence. In practice, however, there's no way to do this, as you can't leave the southern continent at this point.
"Some woman flew up to the top floor!" "Did you say..."flew..."? That must be Terra!!!!" Creepy monster's live up there. Look out fer 'em!
Unspoken Zozo text with a small grammar mistake ("monster's", in this context, should not have an apostrophe). Almost certainly intended for the town's single honest resident, though why this valuable piece of info would be left out is a mystery.
There's only one airship in the world. It's owned by a gambler, or should I say pirate...?
Intended for, but never spoken by, a Jidoor resident. Where he/she got the idea that Setzer is a pirate, the world may never know.
This Magicite can be yours for 10000 GP. (Buy it.) (Don't want it.) This Magicite can be yours for 50000 GP. (Buy it.) (Don't want it.)
Someone was apparently hawking Magicite at inflated prices. There are three Magicite which are buyable, and one does indeed cost 10,000G, but this dialogue isn't used, and none costs 50,000G. Right after these strings in the data are messages for obtaining the Palidor and Terrato Magicite, suggesting that these were the ones for sale.
Got "Super Ball." Got "Bolt Edge." Got "Fire Skean." Got "Shadow Edge." Got "?????."
These lines are mixed in with the other stuff you can find buried in the Cave to the Sealed Gate. None of these items can be found here, so obviously this text is never seen. The last one is most curious... In the Japanese version, the "item" found is a cicada.
Come to think of it... I saw some total geek when I last went south, to the Veldt. Watch yourselves in those parts!
This was stored among the lines that appear around the hut of GAU's father, but I can’t think of anybody there saying this (perhaps the Merchant, but all Merchant lines have "Merchant:" in it).
SABIN: The going is bound to be...pretty rough...
This is alongside the lines for recruiting Shadow at the old man's hut. It could be in reference to the Imperial Base, or to the Serpent Trench.
SOLDIER: Who in blazes're YOU?
Probably the last lines of a Soldier who has the unfortunate fate of running into SABIN and SHADOW.
Unused Battle Dialogue
Various bits of in-battle dialogue went unused. Most of it was seemingly left out either because an effect was added instead of dialogue, or because plans changed. Some of it, however, is a complete mystery.
Get away! Or I'll thrash ya!!
Generic villain dialogue. This is mixed in with Ultros' lines, and absolutely sounds like something he would say, so it was probably intended to be spoken by him at some point.
It can't be......! I...I'm invincible!!
Stock "defeated villain" dialogue that never ended up used. The demon Chadarnook's final line is similar, but this isn't it. Comes right after the above line, so very likely another Ultros boast.
When Dadaluma whistles for backup, a sound effect is played instead of this dialogue box appearing.
That's all it says. Could have been used for enemies that can cast revival spells, or in some sort of scripted battle, but it's too vague to place.
A... cyclone attack. Another vague line that's hard to place. While it's possible that it could relate to the Storm Dragon, in the Japanese version, this text (せんぷうきゃく) translates to "whirlwind kick", suggesting instead that it's an older, more generic version of the "Mortal Attack! Blizzard Fist!" line used in the Vargas battle.
Steal your GP!
A few enemies (Ursus, Harvester, Dadaluma) can steal money from you, but a more specific message showing how much was stolen is used instead of this generic blurb.
You bloody thief! I'll teach you a lesson!
This was probably either intended for something related to Locke (either in his mini-scenario at South Figaro early on, or possibly something that was cut entirely), or as an enemy's response to being stolen from.
Enemy's combat ability: A Enemy's combat ability: B Enemy's combat ability: C
These are separate dialogue entries, but are all basically the same thing. It's too generic to link to anything in particular; likely, it's just something a machine enemy would use when altering its script.
Adding up enemies' attacks!
Some sort of machine program? There isn't anywhere obvious this would fit.
Count 9! Count 8! Count 7!
Listed with the other "countdown" text bits. The Air Force's Wave Cannon attack counts down from 6. No other enemy counts down in this manner, so these three are unused.
Doom Gaze became mute! Can't use Ice-elemental attack!! Doom Gaze was cured of injury! Ice-elemental attack recovered! Cut Doom Gaze's poisonous claw! Can't use "Poison" attack!! Doom Gaze became blind! Can't use "Doom"!! Doom Gaze was cured of injury! "Doom" recovered!
It seems like the fight with Doom Gaze was originally intended to be a considerably more strategic affair than it ended up being. None of the listed status effects even work on him, however, much less do what this dialogue suggests.
He's... coming to take control of us!
Pretty generic. Nobody "takes control of you", though, save for the female Chadarnook and Goddess, with their Charm and Love Token spell. And it goes without saying that neither one is a "he". The Wrexsoul fight is a possibility, if one considers possession to be a form of control.
My mission is
No idea what this was supposed to be for. The line just ends abruptly.
A fellow traveler!
Possibly intended for the merchants Locke can steal clothes from, as there doesn't appear to be any other instance in which this would work.
Someone posing as me has been stealing treasures! Beware of being tricked! Remember, rewards come to unavaricious people. Well, let's begin!
Almost certainly intended for a scrapped fight with Siegfried, which fits nicely with him inexplicably having a Rage, as well.
Such...strengh! Cyan...... Incredible......
There are two possible places this line could have fit: The first is the "Leader" Cyan fights shortly after he's introduced. The second would be the Colossus, which HP aside, seems to have been intended for Sabin's sub-scenario. And yes, "strength" was misspelled in-game.
What's wrong? You look ill. Can I be of assistance?
Could have been intended for battles with Magic Urns, to denote that they're not hostile and do nothing but heal you. Alternately, it could have been a boldfaced lie spouted by someone from Zozo, presumably Dadaluma.
Ice Dragon called its pal! Skull Dragon summoned! Storm Dragon called its pal! Dirt Dragon summoned! Dirt Dragon called its pal! Gold Dragon summoned! Gold Dragon called its pal! Storm Dragon summoned! Skull Dragon called its pal! Blue Dragon summoned! Blue Dragon called its pal! Dirt Dragon summoned! Red Dragon called its pal! Ice Dragon summoned! White Dragon called its pal! Red Dragon summoned!
More near-identical lines grouped together. It looks like the dragons once had some sort of "unity" planned, where one could call another for backup. This would have been an interesting idea, but it was probably deemed too difficult to implement properly (one of the challenges of the game, after all, is finding the dragons), resulting it being scrapped.
Storm Drgn undergoing changes! Dirt Dragon got mad! Skull Dragon lives on magic pwr!
More dragon-related tidbits. The Storm Dragon never undergoes changes and the Dirt Dragon is always mad, near as anyone can figure. The last one appears to be a clue that the Skull Dragon dies at 0 MP. Interestingly, these concepts, if not the lines themselves, appear to have been used in the Game Boy Advance port, in the Dragon's Den bonus dungeon, where stronger versions of the eight dragons are fought. The Storm Dragon's "changes" involve it cloaking itself in wind (which should give it Haste and Image, yet does nothing because of a glitch), the Dirt Dragon (renamed "Earth Dragon") gets furious and launches loads of incredibly powerful physical attacks when its HP hits a certain point, and the Skull Dragon can only be killed by depleting all its MP.
Guardian called his pal!
Guardian has no friends! Guardian needs no friends! Guardian is a machine, anyhow. Probably intended as part of its inexplicable "Ultros" battle program.
Absorbed by Hidon!
What was Hidon supposed to absorb? It's true that it absorbs Poison-elemental attacks, but it's unlikely that this message was intended for that purpose. Perhaps at some point in development, it was able to absorb the Hidonite to regenerate itself?
Hidonite changes into Hidon
Looks like Hidon was another enemy that was more interesting in the development stages than it ended up in the actual game. The Hidonites all die along with Hidon, so this scenario can never actually happen.
Pa, pai, Ouuuch! Bugobo...... Guwaaa!! Guwooo......! Guwooo!! Guwooo!
Growls and other monster sounds, or possibly alternate "dialogue" for Gau. These lines are actually scattered throughout the text data haphazardly, but they're all basically the same thing.
Unused Shop Price Modifiers
It's common knowledge that the prices of the shops in Figaro Castle and South Figaro are halved if Edgar is in the lead of the party. However, there exist two other bits of code to modify shop prices that weren't used anywhere. One straightforwardly doubles prices, while the other adjusts prices based on the current party leader's gender: females get half prices, and males get a 50% markup.
These price modifiers can be hacked into the game via editors, and work perfectly. It's not known why they weren't used or where they even could have been used.
Unused Esper Level Up Bonuses
There are four level up bonuses granted by Espers that went unused.
- Speed +2 - No big mystery as to what this one does. Odin raises your speed by one point at level up, but no Espers boost it by two. This effect was later used in the Game Boy Advance port, as Cactuar's level up bonus.
- HP +100% - This works the same as the other HP+XX% bonuses, except, well, it's +100% instead of +10/30/50%. Simply put, if your max HP went up by 60 points at level up, this bonus would boost it to 120. This is also used in the Game Boy Advance port, by Diabolos.
- LV +30% - No clue how this would have worked, as it has no (useful) description and doesn't seem to do anything.
- LV +50% - A stronger version of the above bonus, presumably, but it still does nothing.
Normally, when Terra gets KO'ed in Esper form, she immediately reverts to human form, seemingly rendering this sprite unused. However, there is one instance in which it can be seen: during the final Phunbaba fight, when Terra is permanently in Esper form, she does not revert when killed.
Magic chanting animations for Umaro, General Leo, brown and green imperial soldiers, and a wandering merchant. Umaro is uncontrollable, and as such cannot learn magic; Leo, Vicks/Biggs, and Wedge have no magic (or magic-based commands) during the brief time they're playable; and magic does not come into play until long after the scenario in which Locke can dress as a soldier or merchant.
It's possible, however, to see one of the frames of Umaro's chanting stance normally in at least one place. When collecting the Palidor Magicite, the lead character will stand in his/her chanting pose until the text box disappears, and as a result, if Umaro is in the lead at this time, he, too, will use this otherwise unseen stance.
Not only do Chupon and Hidon have the same sprite (palette differences aside), it's also fully animated! Normally, only a single left-facing frame of Chupon is visible as he approaches the airship during the air attack as you're heading for the Floating Continent, while only the forward-facing sprite of Hidon is seen (and even that is obscured slightly by the darkness). The upward-facing sprite is unused entirely.
This book graphic is included in the sprite data, but isn't used anywhere in the game. Several palettes look decent with it, but no one palette looks perfect.
The graphic of Locke's bandana, with the correct palette applied to it. Present in the ending normally, but as the entire ending sequence is in greyscale, its actual appearance is never seen.
It's... some kind of hole, with what appears to be a rope leading down it. This is present in the "ruined" village tileset (used in Kohlingen and Thamasa), but does not appear to have actually been used anywhere.
Mixed in with the fence tiles in the two village tilesets is this closed gate. It's pretty obvious where it would have been used, but all the gates you'll come across in villages are opened, and stay that way. This graphic is actually two tiles, and only in the "normal" village tileset (Mobliz, among other places) does the whole thing appear; the top part of the gate is missing in the "ruined" village tileset mentioned above.
These chain graphics are located in the "mountain cave" tileset, but are never used. Given there are two frames, and they're located right below the floor switches in the tileset, it's a safe guess these were going to be wall switches, not unlike the ones with the skull motif in the standard caves.
The skull switches themselves also have an unused frame! This graphic should be used when the switches are flipped, but for some reason, this never actually happens.
An item shop sign found in the Zozo tileset. Despite not actually having any shops, signs for weapon, armor, and relic shops, as well as inn and cafe signs, are present around Zozo, but there's no item shop sign to be found. A graphic similar to this one is used in the Zozo battle background, but the tile never appears in the town itself.
Some kind of crude fence found in the desert camp tileset. The Imperial Camp near Doma is the only place in the game that uses this particular tileset, and this particular type of fence is never seen there. If not a fence, it could also be a pike rack.
Also found in the desert camp tileset is this... thing. No idea what it's supposed to be. Probably a decorative placard or sign, or even possibly a radio of some sort.
An incomplete set of off-palette shop signs found in one of the castle tilesets. The only castle that has shops of any kind is Figaro, and no signs are used to mark their presence. Furthermore, these signs only appear in the alternate tileset used for "dungeon" castles (such as the Ancient Castle and Figaro Castle's basement), and not the normal castle tileset, raising further questions about how they may have been intended to be used.
This strange object resembling a broken chimney is something of an enigma. It isn't actually unused, but is so obscure that it may as well be. This object only appears one time in the entire game, in Maranda, and is only visible in full if you stand in one very specific spot. It's just mere background decoration, however, and serves no purpose whatsoever, so why go through all the trouble to hide it?
There exists, mixed in with the game's music, a single unused fanfare. It's a short victorious cue, which is also present in Final Fantasy 1, 3, and 5. Why it was left out of Final Fantasy 6 is unknown.
This song is also present in the Game Boy Advance port. However, while it remains unused in-game, it can be heard on the music test unlocked after the game is beaten once, where it is titled "Fanfare 2".
Unused Character Data
Kefka is something of a curiosity, gameplay-wise. There are a handful of battles in which you fight him in "character sprite" form, rather than using an actual monster graphic. As a result, there exists some data for Kefka as a playable character. At any point where you're able to switch team members freely, input Game Genie code DD5C-740D to add Kefka, among other temporary characters such as General Leo and the ghosts/moogles, depending on when it's input, to the character select screen.
If added to the team, and placed in the lead, he'll display all the correct animations for any given situation, but he's not a fully complete character, as he uses Terra's face portrait on the menu, and worse, he has no commands at all, which will cause the game to freeze when his turn comes up in battle. The latter problem can be corrected with some clever hacking, however, and doing so reveals that he also has all the correct battle animations.
Data-wise, there are a surprising seven copies of Kefka mixed in with the rest of the characters. Two of them have no equipment at all, four are equipped with a Morning Star, Mithril Helm, Mithril Vest, and Ribbon, while one has a Morning Star, Paladin Shield, and Ribbon. The latter is clearly the version of Kefka that fights the Ifrit palette swap in Thamasa, while the ones with the weaker equipment are presumably the ones fought at the Imperial Camp and the Sealed Gate. The two with no equipment are likely used in cutscenes.
It's also possible to hack Maduin, from Terra's flashback, into the team using the same code (DD5C-740D) right after you get the airship, but unlike Kefka, there's not a whole lot to him. He causes massive graphic glitches on the team member select menu, for starters. If placed in the lead of the team, however, he will appear normally in the field, although he's missing frames for anything other than just walking. Moreover, his name is displayed as "BANON", his face portrait is a massively glitched version of Terra's, and his sprites in battle are random garbage.
Despite all this, he does actually work in battle, surprisingly, as unlike Kefka, he has a basic command set (Fight/Item). He also has a pair of Sprint Shoes permanently equipped.
One other odd character exists in the game's data, although it doesn't appear it can be hacked in. The character's name is nothing but a series of question marks, its equipment is a Blossom, Mithril Shield, Mithril Helm, and Ninja Gear, and its command set is simply Fight/Magic/Item. The Blossom and Ninja Gear point to this character being an alternate version of Shadow; perhaps at some point in development, it was possible to get him to join before actually naming him, although this would be odd given the Magic command being present. Alternatively, like Kefka, who has player character data associated with him because you fight him in "character sprite" form, it's possible this mystery character's data is used as the version of Shadow you fight in the Coliseum when you bet the Striker.
Unused Character Names
Listed at the very end of the character data is a set of sixteen unused names. They're probably just placeholders, although it's possible that these were meant for additional characters, or they could have been intended for another large-scale battle, such as the one early on in which the moogles help Locke protect Terra. However, as none of these characters were actually programmed into the game, it's completely unknown exactly what purpose they would have served. All of them have nothing but Dirks (a default value) in every equipment slot.
Various changes/censors from the Japanese version to the American version.
Several graphics were redrawn or modified for the western release, usually due to Nintendo of America's censorship policies at the time. Oddly, later versions of the game tended to mix and match the censored and uncensored graphics.
The "medal" that appears when the Mute spell is cast was a bit wider and rounder in the Japanese version, and read, appropriately enough, "Silence". Strangely, the Game Boy Advance port uses the Japanese version's graphic even in the English version.
The Esper Siren was naked from the waist down in the Japanese version. The censors made her put on some shorts in the western release. This change appears to have carried over into Final Fantasy 6 Advance.
The Esper Starlet/Lakshmi was more revealing in the Japanese version. The censors added some fabric for the western release.
The enemy Critic/Alluring Rider was naked from the waist down in the Japanese version. The censors made her put on a unitard in the western release. This change was not carried over into Final Fantasy 6 for PlayStation or Advance.
The object held by the "Madam" enemies in Kefka's Tower (along with their palette swaps "Dahling" and "Barb-e") was much more clearly a pipe/long fancy cigarette in the Japanese version. The western version removes the plume of smoke. Reverted in the PlayStation and Game Boy Advance ports, where these women are once again smokers.
The Goddess had a bit more skin exposed in the Japanese version, which was covered with additional fabric for North America. Reverted in the PlayStation and Game Boy Advance ports.
More censorship in action. The "goddess" half of Chadarnook had a bit more skin exposed in the Japanese version, which was covered with additional mist in subsequent versions. Somewhat odd, in that nothing is even showing, so why make a change like this? Whatever the reasoning, this change also appears to have carried over into Final Fantasy 6 Advance, but not the PlayStation.
In a move that should surprise nobody, given the censorship present in that era, the cafes around the world were pubs in the Japanese version, as the signs clearly show. Oddly enough, the sign inside the pubs/cafes, showing a wine bottle and some shot glasses, was not altered. The cafes were changed back to pubs in the Game Boy Advance port.
As can be seen in the upper left corner, the "PUB" sign was changed to a "CAFE" sign in the Zozo battle background, as well. This also saw a revert in the Game Boy Advance port.
Some glitches were fixed between versions:
In the Japanese version, it was possible to equip any item to any equipment slot for any character. If your inventory had none of any equipment (weapons, shields, armor or helmets) the character could equip, and the item was in the 256th slot, using the Optimize option would equip the item as an equipment for the character. Fixed in the English version by making the 256th item slot inaccessible.
Opera house glitch
A pretty serious bug could be found in the Opera House in the Japanese version, involving the rats in the rafters. If you don't kill some of them in the World of Balance, they will still be there in the World of Ruin. If you engage them in battle and (intentionally) lose to them, the game would throw you back outside the Opera House, but in the World of Balance, with no way to get back, rendering the game unwinnable. This was fixed in the English version by removing the rats once you reach the World of Ruin.
One of the most infamous bugs of the game, the original US release included a bug related to Relm's Sketch ability. If you used it and it missed its target, unpredictable effects would occur, including broken graphics, large-scale memory corruption or even an outright crash. A later release of the game fixed the bug.
|The Final Fantasy series|
|NES||Final Fantasy • Final Fantasy II (US Prototype) • Final Fantasy III|
|SNES||Final Fantasy IV • Final Fantasy V • Final Fantasy VI|
Final Fantasy: Mystic Quest
|Wii||Final Fantasy Crystal Chronicles: Echoes of Time|
|PlayStation||Final Fantasy IV • Final Fantasy VII • Final Fantasy VIII • Final Fantasy IX|
Final Fantasy Tactics
|PlayStation 2||Final Fantasy X (Prototype) • Final Fantasy X-2|
|Game Boy Advance||Final Fantasy IV Advance • Final Fantasy V Advance|
|Nintendo DS||Final Fantasy III • Final Fantasy Crystal Chronicles (Ring of Fates, Echoes of Time)|
|PSP||Dissidia Final Fantasy • Final Fantasy Type-0|
|Nintendo DS||Cid to Chocobo no Fushigi na Dungeon: Toki Wasure no Meikyuu DS+|