Super Mario RPG: Legend of the Seven Stars

Super Mario RPG: Legend of the Seven Stars is a unique collaboration between Nintendo and Square: the first in a line of Mario role-playing games.

Unused Enemies
Quite a few. Most are simple palette swaps of existing enemies with a unique battle script, but no proper stats. It also shows how the battle script format was likely different during development, as some of the unused enemies attack themselves and power you up.

Baba Yaga
A palette swap of Fautso. Interestingly, it was this color variation that was made into one of the official art renders for the game. He even shows up on the cover of the game's Nintendo Power Player's Guide.

Psychopath thought: Feelin' kinda round... Attacks: (physical attack), Sand Storm, Mega Recover, Thornet (itself)

Chompweed
While they appear in the Pipe Vault, they normally just take some coins from you. Apparently, you were meant to engage in battle with them at one point in development.

Psychopath thought: (none) Attacks: (physical attack)

Crippo
A palette swap of Hippopo.

Psychopath thought: (none) Attacks: Lightning Orb, Doom Reverb, Thornet (itself), Vigor Up! (you)

Drill Bit
Drill Bit is alluded to in the Factory and only appears in a cutscene during the first Smithy battle. "Machine Made" versions of Drill Bit (or potentially Jabit) can also be fought while encountering a Machine Made Yaridovich, but there are no true battles with the actual Drill Bit. There are two values in the battle modifier mode (one for a single Drill Bit, and one for five of them). Their value appears between the Sea/Sunken Ship monsters and the Land's End monsters, and this placement, along with their Psychopath quote, suggests that Drill Bits were probably meant to be seen in the Yaridovich battle. Drill Bit actually has an entry in the Nintendo Power Player's Guide, where it is listed as being found in World 5 and in the "Bosses" section. However, Yaridovich is considered the final boss of World 4.

Psychopath thought: This is for Yaridovich! Attacks: (physical attack), Skewer

Harlequin
A palette swap of Jester.

Psychopath thought: Kekekekekekekekekeka! Attacks: (physical attack)

Juju
A palette swap of Reacher.

Psychopath thought: K-9 is after my bones! Attacks: (physical attack), Mush Funk, Scream, Knock Out, Silver Bullet

Lumbler
A palette swap of Stumpet.

Psychopath thought: Grrr! Attacks: (physical attack), (Birdo's three-egg attack), Crystal

Mastablasta
A palette swap of Mastadoom.

Psychopath thought: Life is tough, ain't it? Attacks: (physical attack), Crystal, Blast, Storm, Eerie Jig

Pile Driver
A palette swap of Corkpedite.

Psychopath thought: (none) Attacks: (physical attack), (Hammer throw), Fear Roulette

Pile Driver Body
It has no name, but this is Pile Driver's body.

Psychopath thought: ...... Attacks: (thorn attack used by Bowser)

Purple Bahamutt
An unnamed palette swap of Bahamutt.

Psychopath thought: (none) Attacks: Somnus Waltz, Flame, Bolt

Radish
A palette swap of Carroboscis.

Psychopath thought: (none) Attacks: (physical attack), (water droplet), Endobubble

Super Spike
Identical to a standard Spikey in every way but name. It was probably intended to accompany a boss.

Psychopath thought: (none) Attacks: (physical attack), (spike shot)

Yellow Gunyolk
A nameless palette swap of Gunyolk. Psychopath thought: (none) Attacks: (physical attack), Lightning Orb

Unfinished Enemy


Animations for an unfinished enemy are present in the game, with animations for standing, being hurt, attacking, and a special attack. No graphics in the game match the enemy's layout, nor does it resemble the design of any of the existing enemies. (Note: These animations were slowed down so the numbers are more visible.)

Unused Enemy Palettes


The unused enemies and other characters show by far not all of the unused palettes there are for the enemies in this game - there are many more palette swaps which are never used by any enemy in the game. Even Smithy's first form has an unused palette!

Debug Menus
A very complex one, at that. To enable it, use PAR code, enter any battle, and simply press Start on your turn.
 * SCENE - Battle select. This option allows you to select any battle/formation in the game, including some that aren't used.
 * OBJ - View all the uncompressed sprites in the game!
 * BG - Allows you to change the current battle background.
 * HPMAX - This simply refills your HP to its current maximum. It won't max out your HP to 999.
 * MUSIC - This option lets you listen to all the music that's in the game!
 * SE - Allows you to listen to all the sound effects in the game.
 * LINE - This is used to measure the CPU usage of what it would use on the SNES. Nothing too fancy about this. You can simply turn it on or off.
 * EFFECT - This is used to show the Background Animation of objects like the Star used for Mallow's Star Rain or the rock from Bowser's Crusher attack.
 * EVT 1 - Leads directly to the first fight to save Toadstool from Bowser.
 * EVT 2 - Leads directly to the fight with Boomer at Bowser's Keep.
 * EVT 3 - Leads directly to the Smithy fight.
 * TEST - This option just shows the animation used when Smithy transforms into his true form, after which the game hangs.

Spell Effect Test Menu
This menu tests several HDMA and translucency effects used in magic attacks. To enable it, add the above debug menu PAR code, in addition with PAR codes and, enter a battle, and press Start on your turn.


 * MAGIC - Lets you choose from several spell effects that utilize translucency.
 * LASTER - Shows an image of the Big Boo from Bowser's Terrorize special. Pressing Left and Right lets you manipulate the image. (Probably should have said "RASTER".)
 * BGLASTER - Same image, but this one tests vertical scaling. Pressing Up and Down scales the image.

Debug Room
This game contains not only a debug menu but also a debug room (MAP: ), which plays the Mushroom Kingdom theme. To access it, enable PAR codes and take any exit.

Once you arrive in there, this message will appear: The World Map Talk to the person of the place you wish to go.

The map itself is quite large, however all relevant objects are only found in the first part, leaving the rest of the map completely vacant. This suggests this debug room once contained much more things which were removed later on. Except for the Toad at the top-left corner, all the Toads in the map allow you to go to specific areas of the game: namely, Land's End, Monstro Town, Bean Valley, Nimbus Land, and Barrel Volcano. If you go to the right, you can talk to Bowser to get to Bowser's Keep. All of these locations appear late in the game, suggesting that these were the last locations developers tested.

The Toad at the top-left corner is interesting, as he provides you with many useful things using message box options. Besides saving your game, you can add all the party members here, turn on the entire world map, grant yourself the Signal Ring, get 999 Coins, and go directly to the credits.

Debug Menu (Overworld)
The overworld Debug Menu can be accessed with the PAR codes, and talking to the lamp in Mario's Pipehouse (NOTE: enable codes before entering the pipehouse).

Here is a tree showing the page flow in the debug menu; Options shown like this are blank in-game.


 * Next
 * Next
 * Next
 * Next
 * Booster Hill, Booster chase
 * next page-->
 * Next Booster Hill, beetle chase
 * Booster Hill, flower search
 * Booster Hill, beetle chase no box*
 * Moleville from minecart
 * Midas River waterfall
 * leads to Sky Bridge
 * leads to Land's End Desert
 * next page-->
 * Next
 * Next
 * Next
 * INTRO: Jumping on Wiggler
 * INTRO: Bowser troops at Moleville
 * INTRO: Bandit's Way
 * INTRO: Booster Hill, Snifit chase
 * INTRO: Midas River tunnel
 * INTRO: Midas River Barrels
 * Option
 * Next
 * Next
 * Next
 * Moleville, Item Trade Shop
 * restart from first menu
 * 99 flowers
 * Max level up
 * 500 coins
 * 1 level up

Unused Scene
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There are two longer variants of the Peach tower scenes, accessible through the debug menu. The first is BG:, SCENE:. The second is BG:, SCENE:.

Unused Items
There are a few present in the game, but they're more along the lines of developer items to quickly test status effects on characters.


 * Bomb - Deals 255 damage to a single enemy.
 * Debug Bomb - Deals 255 damage to all enemies.
 * Doom Bomb - Deals 255 damage to targeted ally.
 * Bane Bomb - Causes "Poison" status on targeted ally.
 * Fear Bomb - Causes "Fear" status on targeted ally.
 * Sleep Bomb - Causes "Sleep" status on targeted ally.
 * Mute Bomb - Causes "Mute" status on targeted ally.
 * S.Crow Bomb - Causes "Scarecrow" status on targeted ally.
 * Secret Game - It appears that the Beetle Mania game was also supposed to be an item. Its description is "A super popular video game!", the item sells for 999 coins. In the final game, Beetle Mania adds itself to the menu, rendering this item unused.

Unused Attacks
There are a few unused enemy attacks, as well. The first four are shown in this YouTube video.


 * Toxicyst - Throws green spores at the party; causes Poison status.
 * Dahlia Dance - Turns one character into a mushroom.
 * Chain Saw - Same as Corona attack; name isn't displayed.
 * Knock Out! - Deals 9999 to all party members.
 * Royal Flush - Physical attack with an 8x attack modifier, making it the only attack with an 8&times; modifier in the game. It was possibly intended for Jester, but removed as overpowered. (He has Full House and Wild Card, which are 2x and 4x respectively, so this would fit in perfectly)
 * Sickle - Turns one character into a scarecrow, has a 1.5x modifier.

Unused Objects
There are a number of graphics present in the game that are visible on the debug menu or accessible through tools, but do not appear in the game normally.

Alternate Item Palettes


It seems that every item graphic was given a green, yellow, blue, and red palette. A few items, such as bombs, made use of all four palettes. Most items, however, did not. Not a single one of the above item palettes are used.



Unused red and blue palettes for the hammer. These may have been intended as elemental hammers, or just as a way to distinguish the various hammers in the game.



An unused bluish palette for Mallow's Cymbals.

Unused & Early Graphics


It's...a banana peel, not unlike the ones seen in Mario Kart games. It could probably have worked just about anywhere, although the most likely places would have been Booster Hill (probably while chasing Booster himself) or the sequence at Marrymore where you have to gather Peach's lost accessories.



A spiny sea urchin. Probably intended as a trap of sorts for the Sea or Sunken Ship areas.



This graphic appears many times in the debug menu, and is almost certainly a generic placeholder.



These are pipes that go into walls. These actually have metatiles defined for them in an unused version of the sewer tileset (L1/L2 tileset setting 59 in Lazy Shell). The used version of the tileset replaces these with the gargoyles from Belome Temple.



Graphics, a palette, and metatiles are loaded in the Grate Guy's Casino lobby for what appears to be an early blackjack table. This table is a lot less detailed than the one used in the final, and has a more curved shape. The graphics set's assignment to the lobby could either mean that the main area of the casino once used the same graphics, or that this room was the main area at one point.



Within the game's data, there lies graphics for an early version of the sunken ship. The full ship is present, instead of just the mast, sails, and crow's nest. The ship faces in the opposite direction (top-right instead of bottom-left). The crow's nest doesn't look like a pipe opening, which could mean there must have been another method of entry, or it wasn't intended to be entered.

There are two versions of the Mario doll in the game - only the right one's used in-game. The unused variant is pretty much a miniature version of Mario's regular sprite, while the used sprite more looks like early representations of Mario in magazines.



Teleportation graphics for the other four Axem Rangers, who normally use Red's teleportation graphic.

These "HOLLOW" signs are leftovers from an early version of the game, as evidenced by the scan at right.



A small version of Smithy's head. It is actually used in the transformation cutscene, in which this head morphs into the full-sized head, but Smithy is completely obscured by the beam of light, so it is never seen.



An attack animation for Smithy's normal head, which never attacks.

Trophy stands used in early screenshots: one white (like the picture), the other a purple-ish color.

Two graphics for the Sunken Ship. The shark may have been for scenery, while the "30" is a developer's marking.

Most likely an early Nimbus cloud. (Blue background added to show transparent eyes.)

What looks like smooth stone structures that may have belonged to a different style of cave tileset.

Alternate Cave Palette
A darker, alternate palette for caves.

Early Mushroom Kingdom
This early palette for the Mushroom Kingdom Castle is the same one seen during the 1995 V-Jump presentation.

Psychopath Messages
I love my hammer!

This is the psychopath thought of the Hammer Bros., and is fully coded. But the problem is you only get Mallow (and thus the ability to use Psychopath) after you have defeated this enemy. As a result, there is no way for you to read his thought.

Yo! What's going on?

This is the psychopath thought of the Terrapin, but you only see them right at the beginning of the game and then never again, so you cannot possibly read his thought.

Mario! It's time!

This is Bowser's thought from the beginning part, unused for the same reasons.

Enemy Names
MAGIDRAGON

This is an unused name for the Czar Dragon, associated to the Czar Dragon shown in the game intro. This name is never shown during the intro though.

MERLIN

This is the name associated to the Magikoopa shown in the game intro, which is never shown.

BB-BOMB

The name of the tiny bombs that can be seen exploding in the intro.

THRAX

This is the stem of Smilax. It cannot be targeted at all, so its name is never shown.

HANGIN' SHY

This is the name of what Boomer calls "Chandeli-ho", the Shy Guys who hang down from the ceiling to hold the chandeliers. They cannot be targeted, so this name is not shown during the game.

Other Text
SMITHY: You kids should be ashamed of yourselves for making me so upset!

This was meant for the Smithy dialog after beating his first form, but he doesn't say this in the game.

x's MAX HP up by y!

A battle message. Unknown what this was for, there is no way to raise one's maximum HP beyond leveling up.

Things are ALWAYS happening to her! What an UNLUCKY child!

This was supposed to be said by the Chancellor once Mario tells him that Peach has been kidnapped by Bowser.

Debug messages
Error message

Go, World!

These are probably debug messages of some kind. The last one can appear in the game under rare circumstances when glitching.

Miscellaneous
The map of the Grate Guy Casino's outside is on the same physical map as Seaside Town. While this in itself is not particularly unusual, there are some NPCs on the Seaside Town side loaded with the Casino which cannot normally be seen, including a pair of Terrapins, a mushroom guy and Geno.

File Select
The file select screen was completely changed, probably to fit long location names such as "Mushroom Kingdom" in there.

Battle Buttons
The buttons in the Japanese version reflect the Japanese Super Famicom controller with the colored buttons. Since the American SNES has purple buttons instead, the game was changed to reflect this. While the same happened to Bowyer's buttons, those simply became one color.

Bowser's Victory
Bowser's victory pose was changed for the American version to not resemble an obscene gesture.

Secret Code
The button code to get a scene with Toad is missing in the American version. Upon opening the menu, press Down, Up, Right, Left, Select, Start, Select, Start, B. Toad will show up and take you to your status screen, showing that none of your stats have changed. He then discourages you from looking for other cheats. Here is a translation:

Secret code found!

Now, let's take a look at your Status. ........Wow!

Nothing's changed at all.

But, what about your experience points...... Nope, nothing's changed. There's no point in looking for other codes,

and the result will always be the same.

I'll play with you as many times as you like, though......

Secret Code END

Script Behavior
Some of the text boxes behave slightly differently between the Japanese and American releases. For example, the lines after Exor crashes into Bowser's Keep and before Mario jumps into the Bowyer battle are automatic in the Japanese version. In the American release, they last until the player pushes the A button.

Virtual Console Changes
The Virtual Console release of the game tones down certain spell animations, such as Flame Wall and Static-E!, due to such graphics originally featuring bright flashing colors that could trigger a fit of epilepsy.