Super Mario RPG: Legend of the Seven Stars

From The Cutting Room Floor

(Difference between revisions)
Jump to: navigation, search
m (Unused battle formations)
m (Added a plural to "menu" and reworded a caption.)
(13 intermediate revisions not shown)
Line 12: Line 12:
| enemy=Yes
| enemy=Yes
| graphics=Yes
| graphics=Yes
 +
| region=Yes
| items=Yes
| items=Yes
| abilities=Yes
| abilities=Yes
Line 26: Line 27:
This is nothing more than a single test map, featuring five exits, two raised areas, and what currently appears as part of an item shop sign. It more than likely used to be something different back then.
This is nothing more than a single test map, featuring five exits, two raised areas, and what currently appears as part of an item shop sign. It more than likely used to be something different back then.
{{clear}}
{{clear}}
 +
===Mountain area===
===Mountain area===
[[File:SMRPG-Map-MountainAreas.png|thumb|left]]
[[File:SMRPG-Map-MountainAreas.png|thumb|left]]
Line 33: Line 35:
The map actually appears in a prototype screenshot shown in a Nintendo Power issue. Surprisingly, the screenshot matches the unused map almost exactly.
The map actually appears in a prototype screenshot shown in a Nintendo Power issue. Surprisingly, the screenshot matches the unused map almost exactly.
{{clear}}
{{clear}}
 +
===Town area===
===Town area===
[[File:SMRPG-Map02-TownExterior-Collision.png|thumb|left]]
[[File:SMRPG-Map02-TownExterior-Collision.png|thumb|left]]
Sadly the tilemaps no longer exist for this area, therefore we can only judge its supposed appearance by the collision tiles and the tileset. The tileset makes it obvious this was supposed to be a town. The collision looks quite interesting as well.
Sadly the tilemaps no longer exist for this area, therefore we can only judge its supposed appearance by the collision tiles and the tileset. The tileset makes it obvious this was supposed to be a town. The collision looks quite interesting as well.
{{clear}}
{{clear}}
 +
===Mushroom Kingdom alternate exterior===
===Mushroom Kingdom alternate exterior===
[[File:SMRPG-Map04-MushKingdomExterior-Alt.png|thumb|left]]
[[File:SMRPG-Map04-MushKingdomExterior-Alt.png|thumb|left]]
Line 44: Line 48:
An early scan shows the castle's entrance, making it easy to tell how the tileset was changed.
An early scan shows the castle's entrance, making it easy to tell how the tileset was changed.
{{clear}}
{{clear}}
 +
===Mushroom Kingdom alternate interior===
===Mushroom Kingdom alternate interior===
[[File:SMRPG-Map0A-MushKingdomInteriors-Alt.png|thumb|left]]
[[File:SMRPG-Map0A-MushKingdomInteriors-Alt.png|thumb|left]]
This is an alternate interior for one of the Mushroom Kingdom houses, though it resembles the interior of Raz and Raini's house the most. It is easy to see how most things have been rearranged, like the beds or the tables (which are just a glitchy mess).
This is an alternate interior for one of the Mushroom Kingdom houses, though it resembles the interior of Raz and Raini's house the most. It is easy to see how most things have been rearranged, like the beds or the tables (which are just a glitchy mess).
{{clear}}
{{clear}}
 +
===Sewer areas===
===Sewer areas===
[[File:SMRPG-Map10-SewerAreas-Collision.png|thumb|left]]
[[File:SMRPG-Map10-SewerAreas-Collision.png|thumb|left]]
Line 55: Line 61:
However, an early screenshot shows what greatly resembles the top left area. Apparently, Mario and the Princess are imprisoned for some reason. The knights and the character facing Mario are not in the game at all. The cell doors and the bars still exist in the game but are unused.
However, an early screenshot shows what greatly resembles the top left area. Apparently, Mario and the Princess are imprisoned for some reason. The knights and the character facing Mario are not in the game at all. The cell doors and the bars still exist in the game but are unused.
{{clear}}
{{clear}}
 +
===Forest areas===
===Forest areas===
[[File:SMRPG-Map15-ForestAreas.png|thumb|left]]
[[File:SMRPG-Map15-ForestAreas.png|thumb|left]]
These are removed areas for the Forest Maze. The top left one was most likely intended to have a treasure box. The others simply have tree stumps, giving this a real "maze" feel. They were removed though, maybe because the developers thought the Forest Maze is extensive enough as is. Note also the strange ground, suggesting the ground tiles were changed in the forest tileset.
These are removed areas for the Forest Maze. The top left one was most likely intended to have a treasure box. The others simply have tree stumps, giving this a real "maze" feel. They were removed though, maybe because the developers thought the Forest Maze is extensive enough as is. Note also the strange ground, suggesting the ground tiles were changed in the forest tileset.
{{clear}}
{{clear}}
 +
===Bowser's Keep 1===
===Bowser's Keep 1===
[[File:SMRPG-Map25-BowserKeep-1.png|thumb|left]]
[[File:SMRPG-Map25-BowserKeep-1.png|thumb|left]]
The tiles are seriously messed up, which suggests a lot of switching around was done for the castle tileset. You can, however, barely make out a donut-shaped platform in the middle of a pit. This could have very well been intended as a battlefield.
The tiles are seriously messed up, which suggests a lot of switching around was done for the castle tileset. You can, however, barely make out a donut-shaped platform in the middle of a pit. This could have very well been intended as a battlefield.
{{clear}}
{{clear}}
 +
===Bowser's Keep 2===
===Bowser's Keep 2===
[[File:SMRPG-Map26-BowserKeep-2.png|thumb|left]]
[[File:SMRPG-Map26-BowserKeep-2.png|thumb|left]]
These are quite simply some passageways for Bowser's Keep which are not used, possibly because the developers considered them pointless.
These are quite simply some passageways for Bowser's Keep which are not used, possibly because the developers considered them pointless.
{{clear}}
{{clear}}
 +
===Bowser's Keep 3===
===Bowser's Keep 3===
[[File:SMRPG-Map2B-BowserKeep-3.png|thumb|left]]
[[File:SMRPG-Map2B-BowserKeep-3.png|thumb|left]]
Line 80: Line 90:
Another area which only has the collision left, but which was most likely meant to be some sort of town interior area. The rightmost structure is especially interesting - it appears to be much larger than a normal interior area.
Another area which only has the collision left, but which was most likely meant to be some sort of town interior area. The rightmost structure is especially interesting - it appears to be much larger than a normal interior area.
{{clear}}
{{clear}}
 +
===Cave areas===
===Cave areas===
[[File:SMRPG-Map3A-CaveAreas.png|thumb|left]]
[[File:SMRPG-Map3A-CaveAreas.png|thumb|left]]
Some cave areas which were not used. They may have been intended for the Forest Maze - the two uppermost ones have no apparent exits, and probably had springboards to launch you outwards like the cave areas in the game. No idea about the other two ones.
Some cave areas which were not used. They may have been intended for the Forest Maze - the two uppermost ones have no apparent exits, and probably had springboards to launch you outwards like the cave areas in the game. No idea about the other two ones.
{{clear}}
{{clear}}
 +
===Grassland area 1===
===Grassland area 1===
[[File:SMRPG-Map34-Grassland-1.png|thumb|left]]
[[File:SMRPG-Map34-Grassland-1.png|thumb|left]]
Line 89: Line 101:
A typical grassland passageway. It doesn't suggest a lot about where it was supposed to be, but the shadows of the treasure boxes are easily visible. This area can also be seen in an early screenshot.
A typical grassland passageway. It doesn't suggest a lot about where it was supposed to be, but the shadows of the treasure boxes are easily visible. This area can also be seen in an early screenshot.
{{clear}}
{{clear}}
 +
===Grassland area 2===
===Grassland area 2===
[[File:SMRPG-Map3C-Grassland-2.png|thumb|left]]
[[File:SMRPG-Map3C-Grassland-2.png|thumb|left]]
Two dead-ends, or maybe one continuous area. Either it had treasure boxes, or was meant as a trap of some kind.
Two dead-ends, or maybe one continuous area. Either it had treasure boxes, or was meant as a trap of some kind.
{{clear}}
{{clear}}
 +
===Mountain area===
===Mountain area===
[[File:SMRPG-Map48-MountainAreas-2-Collision.png|thumb|left]]
[[File:SMRPG-Map48-MountainAreas-2-Collision.png|thumb|left]]
Another mountain area where only the collision is left.
Another mountain area where only the collision is left.
{{clear}}
{{clear}}
 +
===Sewer areas===
===Sewer areas===
[[File:SMRPG-Map4D-SewerAreas-2.png|thumb|left]]
[[File:SMRPG-Map4D-SewerAreas-2.png|thumb|left]]
Some sewer passageways which didn't end up being used. The area at the lower left corner, again, may have been intended to have a treasure box.
Some sewer passageways which didn't end up being used. The area at the lower left corner, again, may have been intended to have a treasure box.
{{clear}}
{{clear}}
 +
===Early Melody Bay===
===Early Melody Bay===
[[Image:Betatadpolepond.png|thumb|left|Early version of Melody Bay]]
[[Image:Betatadpolepond.png|thumb|left|Early version of Melody Bay]]
Line 106: Line 122:
{{source|Mattrizzle}}
{{source|Mattrizzle}}
{{clear}}
{{clear}}
 +
 +
===Mushroom Kingdom===
 +
{{compare
 +
|leftt  = Actual map
 +
|left  = [[File:SMRPG Mk map final.png|320px]]
 +
|rightt = Collision map
 +
|right  = [[File:SMRPG Mk map collision.png|320px]]
 +
}}
 +
The collision map of the Mushroom Kingdom exterior is much larger than what is normally seen in the game, and even larger than the alternate Mushroom Kingdom exterior seen above. This would've made the castle much more menacing.
 +
 +
{{source|Matrizzle}}
 +
== Unused Enemies ==
== Unused Enemies ==
There are quite a few unused enemies in this game. Most of them 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 back then, as some of the unused enemies attack themselves and power up you.
There are quite a few unused enemies in this game. Most of them 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 back then, as some of the unused enemies attack themselves and power up you.
Line 198: Line 226:
|{{hex|20}}
|{{hex|20}}
|Goomba <br />Shy Ranger x4
|Goomba <br />Shy Ranger x4
-
|rowspan=4|Packs {{hex|20}} and {{hex|21}} were intended for the Pipe Vault, which instead uses the Goomba packs from Bandit's Way.<br />It's possible that the Shy Rangers replaced a different, Super Mario Bros.-themed enemy.
+
|rowspan=4|Packs {{hex|20}} and {{hex|21}} were intended for the Pipe Vault, which instead uses the Goomba packs from Bandit's Way.
|-
|-
|{{hex|041}}
|{{hex|041}}
Line 364: Line 392:
|{{hex|7E}}, {{hex|7F}}
|{{hex|7E}}, {{hex|7F}}
|Pounder
|Pounder
-
|rowspan=3|Unlike the Mad Mallet packs, none of these sets are unused.
+
|rowspan=3|Unlike the Mad Mallet packs, none of these sets are used.
|-
|-
|{{hex|109}}
|{{hex|109}}
Line 464: Line 492:
This partially glitched battle background looks very similar to the Forest battle background, but this one has windows. Therefore, it must have been planned for some indoor area with a large flora, of which there is none in the final game.
This partially glitched battle background looks very similar to the Forest battle background, but this one has windows. Therefore, it must have been planned for some indoor area with a large flora, of which there is none in the final game.
{{clear}}
{{clear}}
-
== Debug Menu ==
+
== Debug Menus ==
[[Image:SMRPG Debug Menu.png|right|The Debug Menu]]
[[Image:SMRPG Debug Menu.png|right|The Debug Menu]]
Super Mario RPG has a very [http://smrpgsecrets.tripod.com/debugmenu.html complex debug menu]. To enable it, use the PAR code {{hex|C106AF80}}, enter any battle, and simply press Start on your turn.
Super Mario RPG has a very [http://smrpgsecrets.tripod.com/debugmenu.html complex debug menu]. To enable it, use the PAR code {{hex|C106AF80}}, enter any battle, and simply press Start on your turn.
Line 487: Line 515:
*'''MAGIC''' - Lets you choose from several spell effects that utilize translucency.
*'''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.
+
*'''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.
*'''BGLASTER''' - Same image, but this one tests vertical scaling. Pressing Up and Down scales the image.
Line 585: Line 613:
[[Image:SMRPG-Banana.png|Caution: Slippery!]]
[[Image:SMRPG-Banana.png|Caution: Slippery!]]
-
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.[[Image:SMRPG-UnusedPipePlacement.png|thumb|right|How the wall pipes might look like in game.]]
+
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.[[Image:SMRPG-UnusedPipePlacement.png|thumb|right|How the wall pipes look when placed in game.]]
[[Image:SMRPG-Urchin.png|You filthy little urchin!]]
[[Image:SMRPG-Urchin.png|You filthy little urchin!]]
Line 666: Line 694:
[[File:SMRPGCasinoNPC.png|thumb|left]]
[[File:SMRPGCasinoNPC.png|thumb|left]]
The map of the Grate Guy Casino's outside is on the same physical map as Seaside Town. There are also some NPCs there which cannot normally be seen, including a pair of Terrapins, a mushroom guy and Geno. Maybe this map was originally part of Seaside Town, and this was a canned scenario?
The map of the Grate Guy Casino's outside is on the same physical map as Seaside Town. There are also some NPCs there which cannot normally be seen, including a pair of Terrapins, a mushroom guy and Geno. Maybe this map was originally part of Seaside Town, and this was a canned scenario?
 +
{{clear}}
 +
 +
==Version differences==
 +
 +
===File select===
 +
{{compare
 +
|leftt  = Japanese
 +
|left  = [[File:SMRPGFileSelectJ.png]]
 +
|rightt = American
 +
|right  = [[File:SMRPGFileSelectU.png]]
 +
}}
 +
The file select screen looks completely different in the Japanese version. It was probably changed to allow long place names like "Mushroom Kingdom" to fit in there.
 +
 +
===Battle buttons===
 +
The buttons in the North American release were changed to reflect the controller. The same happened to Bowyer's buttons, though they all become one color.
 +
 +
===Bowser's victory===
 +
Bowser's victory pose in the Japanese version resembled an obscene gesture, so it was changed in the American release.
 +
 +
===Secret code===
 +
The secret button code to get advice from Toad was removed from the American version.
 +
 +
{{todo|figure out what it was again}}
{{mario series}}
{{mario series}}

Revision as of 12:24, 26 April 2012

Featured article

Title Screen

Super Mario RPG

Developer: Nintendo, Squaresoft
Publisher: Nintendo
Platform: SNES
Released in JP: March 9, 1996
Released in US: May 13, 1996


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
RegionIcon.png This game has regional differences.


Super Mario RPG: Legend of the Seven Stars is a role playing video game designed by Squaresoft and released for the Super Nintendo in 1996.

Contents

Unused maps

Test map

SMRPG-TestMap.png

This is nothing more than a single test map, featuring five exits, two raised areas, and what currently appears as part of an item shop sign. It more than likely used to be something different back then.

Mountain area

SMRPG-Map-MountainAreas.png

These mountain areas demonstrate how a lot of the mountain tileset was changed, moved or removed. This leads to lots of broken tiles when viewing this map in a map editor.

Early promotional magazine scan showing the top of this map

The map actually appears in a prototype screenshot shown in a Nintendo Power issue. Surprisingly, the screenshot matches the unused map almost exactly.

Town area

SMRPG-Map02-TownExterior-Collision.png

Sadly the tilemaps no longer exist for this area, therefore we can only judge its supposed appearance by the collision tiles and the tileset. The tileset makes it obvious this was supposed to be a town. The collision looks quite interesting as well.

Mushroom Kingdom alternate exterior

SMRPG-Map04-MushKingdomExterior-Alt.png
Early screenshot from GamePro showing the castle entrance.

This is an alternate version of the Mushroom Kingdom exterior area. The most obvious changes involve the weird "gate" in front of the castle and the lack of the exit to Bandit's Way. The Item Shop is also in the lowermost building in this version which got two doors for this purpose (in the final game, the Item Shop is in the rightmost building). The exit to Mushroom Way has also been rearranged.

An early scan shows the castle's entrance, making it easy to tell how the tileset was changed.

Mushroom Kingdom alternate interior

SMRPG-Map0A-MushKingdomInteriors-Alt.png

This is an alternate interior for one of the Mushroom Kingdom houses, though it resembles the interior of Raz and Raini's house the most. It is easy to see how most things have been rearranged, like the beds or the tables (which are just a glitchy mess).

Sewer areas

SMRPG-Map10-SewerAreas-Collision.png
SMRPGmap10 videogames nov95.png

These sewer areas sadly do not have tilemaps either. They look rather interesting, judging from the collision.

However, an early screenshot shows what greatly resembles the top left area. Apparently, Mario and the Princess are imprisoned for some reason. The knights and the character facing Mario are not in the game at all. The cell doors and the bars still exist in the game but are unused.

Forest areas

SMRPG-Map15-ForestAreas.png

These are removed areas for the Forest Maze. The top left one was most likely intended to have a treasure box. The others simply have tree stumps, giving this a real "maze" feel. They were removed though, maybe because the developers thought the Forest Maze is extensive enough as is. Note also the strange ground, suggesting the ground tiles were changed in the forest tileset.

Bowser's Keep 1

SMRPG-Map25-BowserKeep-1.png

The tiles are seriously messed up, which suggests a lot of switching around was done for the castle tileset. You can, however, barely make out a donut-shaped platform in the middle of a pit. This could have very well been intended as a battlefield.

Bowser's Keep 2

SMRPG-Map26-BowserKeep-2.png

These are quite simply some passageways for Bowser's Keep which are not used, possibly because the developers considered them pointless.

Bowser's Keep 3

SMRPG-Map2B-BowserKeep-3.png
The area in question. The box says "Kamek".

No idea. It uses a different tileset than the other two Bowser's Keep areas, though, maybe it was intended as some sort of basement. However, it does contain 8 x 8 tile pieces of the Nimbus Royal Bus / Jugem's Bus.

This could also be an area seen in the V-Jump presentation in 1995 (Video). The palettes both share resemblances with each other.

Town interiors

SMRPG-Map28-TownInteriors-Collision.png

Another area which only has the collision left, but which was most likely meant to be some sort of town interior area. The rightmost structure is especially interesting - it appears to be much larger than a normal interior area.

Cave areas

SMRPG-Map3A-CaveAreas.png

Some cave areas which were not used. They may have been intended for the Forest Maze - the two uppermost ones have no apparent exits, and probably had springboards to launch you outwards like the cave areas in the game. No idea about the other two ones.

Grassland area 1

SMRPG-Map34-Grassland-1.png
SMRPG-Grassland-GamePro-Dec95.png

A typical grassland passageway. It doesn't suggest a lot about where it was supposed to be, but the shadows of the treasure boxes are easily visible. This area can also be seen in an early screenshot.

Grassland area 2

SMRPG-Map3C-Grassland-2.png

Two dead-ends, or maybe one continuous area. Either it had treasure boxes, or was meant as a trap of some kind.

Mountain area

SMRPG-Map48-MountainAreas-2-Collision.png

Another mountain area where only the collision is left.

Sewer areas

SMRPG-Map4D-SewerAreas-2.png

Some sewer passageways which didn't end up being used. The area at the lower left corner, again, may have been intended to have a treasure box.

Early Melody Bay

Early version of Melody Bay

A rough early version of the "Melody Bay" at Tadpole Pond. The graphics are considerably simpler in design, and there appears to be no way to walk around the pond, although the small island appears to be where Toadofski would have stood.

(Source: Mattrizzle)

Mushroom Kingdom

Actual map Collision map
SMRPG Mk map final.png SMRPG Mk map collision.png

The collision map of the Mushroom Kingdom exterior is much larger than what is normally seen in the game, and even larger than the alternate Mushroom Kingdom exterior seen above. This would've made the castle much more menacing.

(Source: Matrizzle)

Unused Enemies

There are quite a few unused enemies in this game. Most of them 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 back then, as some of the unused enemies attack themselves and power up you.

Baba Yaga

SMRPGBabaYaga.png
A palette swap of Fautso. Interestingly, it was this color variation and not Fautso 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

SMRPGChompweed.png
Chompweeds appear in the Pipe Vault, but normally only 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

SMRPGCrippo.png
A palette swap of Hippopo.

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

Drill Bit

SMRPGDrillBit.png
Drill Bits appear in cutscenes during the first Smithy battle, and you can fight "Machine Made" versions of them in the Factory, but there are no actual fights with normal Drill Bit. There are two values in the battle modifier mode (one for a single Drill Bit, and one for to 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 they were probably meant to be seen in the Yaridovich battle.

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

Harlequin

SMRPGHarlequin.png
A palette swap of Jester.

Psychopath thought: Kekekekekekekekekeka!
Attacks: (physical attack)

Juju

SMRPGJuju.png
A palette swap of Reacher.

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

Lumbler

SMRPGLumbler.png
A palette swap of Stumpet.

Psychopath thought: Grrr!

Attacks: (physical attack), (Birdo's three-egg attack), Crystal

Mastablasta

SMRPGMastablasta.png
A palette swap of Mastadoom.

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

Pile Driver

SMRPGPileDriver.png
A palette swap of Corkpedite.

Psychopath thought: (none)

Attacks: (physical attack), (Hammer throw), Fear Roulette

Purple Bahamutt

SMRPGPurpleBahamutt.png
An unnamed palette swap of Bahamutt.

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

Radish

SMRPGRadish.png
A palette swap of Carroboscis.

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

Super Spike

SMRPGSuperSpike.png
This enemy is 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

SMRPGYellowGunyolk.png
A nameless palette swap of Gunyolk.

Psychopath thought: (none)
Attacks: (physical attack), Lightning Orb

Unused palettes

Unused enemy palettes

The unused enemies 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!

Unused battle formations

Group ID Pack ID(s) Enemies Notes
010 08 K-9 Part of an unused, easier version of the K-9 enemy pack in Bandit's Way.
03F N/A Sparky x4
040 20 Goomba
Shy Ranger x4
Packs 20 and 21 were intended for the Pipe Vault, which instead uses the Goomba packs from Bandit's Way.
041 20, 21 Goomba x2
Shy Ranger x2
042 20, 21 Goomba x2
Piranha Plant x2
043 21 Goomba
Piranha Plant x2
Sparky
054 2A Lakitu Part of an unused, easier version of the Lakitu enemy pack in Booster Pass.
06B 35 Lakitu Part of an unused, harder version of the Blaster enemy pack in Booster Tower.
06C 35 Torte Both packs are unused. Either you were intended to fight chefs in Marrymore, or Torte replaced a different enemy.
06D 35, 36 Torte x2
06E 35, 36 Torte x3
06F 36 Torte x4
08B N/A Bandana Red x2
Dry Bones x2
Straw Head
This is an easier version of another unused enemy group that is part of a pack.
08C 46 Bandana Blue Another two enemy packs that are never seen. Bandana Blues are only seen with Johnny.
08D 46, 47 Bandana Blue x2
Greaper
08E 46, 47 Bandana Blue x4
08F 47 Bandana Blue x2
Straw Head
Greaper x2
09B 4D Greaper
Gorgon
Straw Head x2
Part of an unused, harder version of the Greaper enemy pack in the Sunken Ship.
09C 4E Drill Bit Two unused enemy packs with four unused enemy groups populated by an unused enemy.
09D 4E, 4F Drill Bit x2
09E 4E, 4F Drill Bit x3
09D 4F Drill Bit x4
0A8 54 Chomp Chomp Part of an unused, easier version of the Chomp Chomp enemy pack in Bean Valley
0BC 5E Bluebird x2 Part of an unused, easier version of the Chomp Chomp enemy pack in Nimbus Castle.
0BE 5E Bluebird x4
0C3 61 Pinwheel x3
Sling Shy x2
Part of an unused, easier version of the Pinwheel enemy pack in Nimbus Castle.
0DF 6F Terra Cotta x2
Gu Goomba x2
Forkies
Part of an unused, harder version of the Terra Cotta enemy pack in Bowser's Keep.
0EB 75 Big Bertha x2
Terra Cotta
Part of an unused, harder version of the Big Bertha enemy pack in Bowser's Keep.
0EC 76 Magikoopa
Terra Cotta x4
An interesting set! Either the Magikoopa once behaved differently or it replaced a different enemy.
Since the Magikoopa is coded as a boss, the other enemies don't show up.
Perhaps the Magikoopa was once a regular enemy.
0ED 76, 77 Magikoopa
Malakoopa x2
Tub-O-Troopa
0EE 76, 77 Magikoopa
Gu Goomba x2
Star Cruster
0EF 77 Magikoopa
Forkies
Star Cruster
0F5 N/A Springer
Ameboid
Ninja
This was likely intended for pack 7A, which has two copies of the "Spring, Glum Reaper" group.
0F8 N/A Ameboid Intended for packs 82 and 83, which instead contain 3 copies each of the 5x Ameboid group.
These are old enemy groups, and Gunyolk and Boomer replaced whatever the original enemies were.
0F9 N/A Ameboid x2
Gunyolk
0FA N/A Ameboid
Gunyolk
Boomer
104 7C, 7D Mad Mallet x2 Mad Mallets were supposed to appear in large groups as random enemies.
Only the 3x Mad Mallet group is used in the game, but it's used in a different pack.
106 7C, 7D Mad Mallet x5
107 N/A Mad Mallet x4
Clerk
Another old group, likely intended for pack 7D. Clearly the Clerk wasn't part of the game's earlier design.
108 7E, 7F Pounder Unlike the Mad Mallet packs, none of these sets are used.
109 7E, 7F Pounder x3
10A 7E, 7F Pounder x5
10B N/A Pounder x4
Clerk
Like group 107, but with Pounders.
111 N/A Axem Rangers An odd group. Whatever this one enemy was, the Axem Rangers enemy now appears in its enemy ID slot.
117 A5 (Croco #3) A third battle with Croco. The Croco in this battle doesn't have an action script and only has 10 HP.
11A N/A Right Eye, Bandana Red Another coded-over boss. The Right Eye clearly wasn't supposed to be in these groups...
11B N/A Right Eye, Bandana Red x2
11C N/A Right Eye, Bandana Red x4
120 N/A (Belome #3) A third battle with Belome! Like Croco #3, he only has 10 HP and no action script.
123 N/A Microbomb A very intense boss battle against...oh, a Microbomb. More boss overwriting!
128 N/A Axem Yellow Yet another boss battle with a boss that's no longer in the game.
12C N/A King Bomb, Mezzo Bomb This boss duo was overwritten with the two largest Bob-ombs. They sure get around.
140 80, 81 Poundette Sick of unused hammer enemy groups yet?
141 80, 81 Poundette x3
142 80, 81 Poundette x5
143 N/A Poundette x4
Clerk
Like group 107, but with Poundettes. Yep.
160 BE Super Spike x3 Possibly used to test the game's random group code.
161 BE Super Spike x4
1FD N/A Bundt, Raspberry, Terrapin x2 A very strange set that appears right before the Bowser battle's ending group.

Unused battle backgrounds

Sea

SMRPGSeaBG.png

This is a fully completed background and was likely intended for the outside area of the Sea, where the entrance to the Sunken Ship lies. But for some reason, it is never used.

Forest

SMRPGWindowBG.png

This partially glitched battle background looks very similar to the Forest battle background, but this one has windows. Therefore, it must have been planned for some indoor area with a large flora, of which there is none in the final game.

Debug Menus

The Debug Menu

Super Mario RPG has a very complex debug menu. To enable it, use the PAR code C106AF80, 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.
(Source: SMRPG Secrets)

Spell Effect Test Menu

The Debug 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 C106D2F3 and C106D307, 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.
(Source: Giangurolo)

Debug Room

Debug Map
This game contains not only a debug menu but also a debug room. (MAP: 00).

It can be accessed with the par codes 7FF40400 7FF40501, and taking 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, Barrel Volcano. If you go to the right you can also talk to Bowser to get to Bowser's Keep. All of these locations appear in late game, suggesting that these were the last locations the game developers tested.

Now, that one Toad at the top left corner is interesting, because he provides you with many useful options 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 also go directly to the credits.

Video of it in action.

Debug Menu (Overworld)

Overworld Debug Menu
The overworld Debug Menu can be accessed with the PAR codes D4AFC100 D4AFC226 DF000001, 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

In Booster's tower where you rescue Peach, there are two longer variants of the Peach tower scenes. You can access them from the debug menu. The first is BG:11, SCENE:150. The second is BG:11, SCENE:151.

Unused items

There are a few unused items 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.
(Source: SMRPG Secrets (bombs), Liliana (game))

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 8× attack modifier, making it the only attack with an 8× modifier in the game. It was possibly intended for Jester, but removed as overpowered. (He has Full House and Wild Card, which are 2× and 4× respectively, so this would fit in perfectly)
  • Sickle - Turns one character into a scarecrow, has a 1.5× modifier.
(Source: SMRPG Secrets, Liliana)

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

Red, Green, Blue, Yellow...

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.

Other stuff

Caution: Slippery!

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.
How the wall pipes look when placed in game.

You filthy little urchin!

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

+ Marks the Spot?

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

Smrpgpipe left.png Smrpgpipe right.png

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.

Smrpgearly blackjack table.png

Graphics, a palette, and metatiles are loaded in the Grate Guy's Casino lobby for what appears to be an early version of the blackjack table. This table is a lot less detailed than the one found in the final version, 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.

Smrpgunused ship.png

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.

(Source: Mattrizzle)

Unused text

Psychopath Messages

 I love my hammer!

This is the psychopath thought of the Hammer Bros., and is fully coded in the game. 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.

Debug messages

SMRPGDebugText.png
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

SMRPGCasinoNPC.png

The map of the Grate Guy Casino's outside is on the same physical map as Seaside Town. There are also some NPCs there which cannot normally be seen, including a pair of Terrapins, a mushroom guy and Geno. Maybe this map was originally part of Seaside Town, and this was a canned scenario?

Version differences

File select

Japanese American
SMRPGFileSelectJ.png SMRPGFileSelectU.png

The file select screen looks completely different in the Japanese version. It was probably changed to allow long place names like "Mushroom Kingdom" to fit in there.

Battle buttons

The buttons in the North American release were changed to reflect the controller. The same happened to Bowyer's buttons, though they all become one color.

Bowser's victory

Bowser's victory pose in the Japanese version resembled an obscene gesture, so it was changed in the American release.

Secret code

The secret button code to get advice from Toad was removed from the American version.

Hmmm...
To do:
figure out what it was again
Personal tools