Golden Sun

See also the sequel, Golden Sun: The Lost Age.

Debug Mode
Golden Sun contains a debug mode that can be enabled by changing the value at to. This enables several hidden features:
 * In the File Select screen, all saved games display the text "Continue from a Sanctum," and when loaded, the player will start out from the sanctum they last visited before saving the game.
 * Three new options appear in the Start menu, none of which do anything when selected. All of them have an otherwise-unused trashcan icon.
 * Holding L allows the player to walk through anything.
 * Pressing Start + Select pauses the game. In this state, you can press any button to advance frame by frame. Pressing Start returns the game to normal.

Warp Menu
Press B + Start to open the warp menu, which allows you to warp instantly to any map in the game. Press Up and Down on the D-Pad to switch between selecting the map or the destination point, and Left and Right to increment/decrement the currently-selected one. The menu displays the selected map's name, internal codename, and number. Pressing A warps you to the currently-selected map and destination point, and B closes the menu.

Flag Menu
Press B + Select to open the flag editing menu. In this menu, you can use the D-Pad to select a flag, press A to toggle it between 1 and 0, and R and L to move through the different "pages" of flags. Pressing B closes the menu.

Palette Debug
Press L + Start to open the palette editing menu. The menu displays the RGB values of the selected palette. Use the D-Pad to select a value, A and B to increment/decrement it, and R and L to switch palettes. Holding Start makes the currently selected color flash, and pressing Select closes the menu.

Debug rooms
Enter the master code and one of the debug room codes and walk through a door to enter the debug room.

Unused items
There are a few unused items in this game, obtainable only through GameShark codes or the debug rooms. Most of them became proper, fully-coded items in the second game.


 * Masamune A Long Sword-class Artifact weapon, increases base attack by 115 and has no unleash effect. Can be bought for 13400 coins and sold for 10050 coins.It has a unique graphic that is not seen legitimately in either game, and unlike The Lost Age ' s Masamune, shows it as being a counterpart to the Muramasa. In the second game, this item does not exist; it was replaced with the Fire Brand.


 * Sol Blade A Long Sword-class Artifact weapon, increases base attack by 138 and has no unleash effect. Can be bought for 19000 coins and sold for 14250 coins. Its 138 attack power is the highest out of any weapon in this game, surpassing even the 135 attack power of the Gaia Blade, this game's ultimate weapon. This item reappears in The Lost Age as the ultimate weapon, with 200 attack power and a proper unleash effect.


 * Kusanagi A Light Blade-class Artifact weapon, increases base attack by 135 and has no unleash effect. Can be bought for 19000 coins and sold for 14250 coins. In The Lost Age this becomes the Masamune, which keeps the Kusanagi's icon and is a Light Blade with 161 attack power.


 * Mysterious Robe An Artifact robe, increases base defense by 40 and has no secondary effect. Can be bought for 11000 coins and sold for 8250 coins. In The Lost Age, this becomes an actual, obtainable piece of equipment.

Unused Psynergy
There are several unused Psynergy attacks left in the game. Some of them are fully-coded status-inflicting moves that were never assigned to any class's moveset, while others indicate scrapped status effects that were never implemented. You can access them with the code (replace xxx with the Psynergy's ID number), which hacks them into the first slot of Isaac's moveset.

Taint
(Identifier ) An in-battle Psynergy with a range of one target. When used, it displays an unused animation and has a chance of inflicting Poison on the targeted enemy. Costs 4 PP to use, and is of the Venus element.

Poison
(Identifier ) An in-battle Psynergy with a range of one target. Basically a stronger version of Taint - when used, it has the same animation as well as a chance of inflicting Deadly Poison on the targeted enemy. Costs 6 PP to use, and is of the Venus element.

Confuse
(Identifier ) An in-battle Psynergy with a range of three targets. When used, it displays Delude's animation and the game has a chance of saying that each enemy was confused. This doesn't have any effect, though the game will say "[Enemy] regained consciousness!" when the unused status condition wears off. Costs 6 PP to use, and is of the Jupiter element.

Charm
(Identifier ) An in-battle Psynergy with a range of one target. When used, it has no animation and if successful, the game will say "[Enemy]'s heart was stolen!" Just like Confuse, this does absolutely nothing except say "[Enemy] regained consciousness!" when it wears off. Costs 9 PP to use, and is of the Jupiter element.

Paralyze
(Identifier ) An in-battle Psynergy with a range of one target. When used, it displays its own unique, unused animation and has a chance of inflicting Stun on the targeted enemy. Costs 7 PP to use, and is of the Jupiter element.

Regenerate
(Identifier ) An in-battle Psynergy that can be used on a single ally. When used, it displays Wish's animation on the targeted ally, then inflicts around 50 damage on them. For several turns after this, they will automatically recover around 60% of their maximum HP at the end of every turn. The game will say "[Ally] stopped recovering HP!" when it wears off. Costs 6 PP to use, and is of the Mercury element.

Reflect
(Identifier ) An in-battle Psynergy that can be used on a single ally, and the only unused Psynergy to have its own icon. When used, it displays Wish's animation and the text "[Ally] feels the effects of Reflect!" Does not have any effect, however. Costs 5 PP to use, and is of the Mercury element.

Unused characters
Dummied-out character positions for Felix and Sheba are in the first game, though never playable. They are in the sequel, though.