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Golden Sun
Golden Sun |
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Also known as: Ōgon no Taiyō: Hirakareshi Fūin (JP) This game has unused areas. This game has a prerelease article |
Golden Sun is what happens when Camelot takes a break from making Mario sports games and creates their own RPG series. It did well enough to receive two sequels.
Contents
- 1 Sub-Pages
- 2 Debug Mode
- 3 Hidden Menus
- 4 Debug Rooms
- 5 Maps
- 6 Unseen Cutscene
- 7 Unused Menu Options
- 8 Unused Graphics
- 9 Unused Items
- 10 Unused Psynergy
- 11 Unused Characters
- 12 Unused Music
- 13 Unused NPC
- 14 Dummy Abilities
- 15 Unused and Dummy Character Classes
- 16 Dummy Enemies
- 17 Dummy Djinn
- 18 Regional Differences
Sub-Pages
Prerelease Info |
Debug Mode
Golden Sun contains a debug mode that can be enabled by changing the value at 3001F54 to 01 (for the German version, the address is 3001F64). 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. The German and Spanish localisations have text overflow issues.
- 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.
- Pressing L + R during a cutscene skips all dialogues.
Japanese | English | French |
---|---|---|
German | Italian | Spanish |
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.
The two debug rooms, "Increase item and level" (id 199) and "Menu test" (id 200) can be reached from this 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.
Turn on flag 16D in the Flag menu, go in battle, and during the Attack Sequence (or during fleeing) you can do the following:
- Press R to destroy the enemy's team.
- Press Select + R to destroy your own team.
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.
Hidden Menus
Psynergy Menu
This menu cannot be accessed by the debug mode mentioned above, so you should replace the pause menu by doing 08015374:0801C49D. Most of these text strings don't make sense, but there are two options in this list that you can set. The top one is for setting the Psynergy Shortcut of the L button. The bottom one is for the R button. All psynergies that your characters have are listed, not just the ones used on the field. When this menu is accessed, some basic abilities are given to you, but note that the character must be in your party to see them in the list.
Isaac: Move Garet: Move Ivan: Move, Mind Read, and Whirlwind Mia: Ply Jenna: Move
The sequel has a different version of this menu that lists all the field psynergy in the game.
Music Menu
To do: Explain the menu. |
This menu lacks a GUI. The Lost Age has this menu too, as well as a GUI version that this game might lack, so use it as a reference.
Replace the Pause menu with 08015374:080F9051 to access.
Debug Rooms
Access these debug rooms through the Warp menu, or enter the following master code and one of the debug room codes, then walk through a door to enter the debug room.
Action Replay V1 |
Action Replay V3 |
GameShark (Codebreaker) |
---|---|---|
Must Be On [M] | ||
72CB4343 F0C15E4F 6F5E501F 7FE05A78 |
D06E067F 8055B26F E0CE785B D8990E3E |
00009B1A 000A 100036E6 0007 |
Room 199: Increase item and level | ||
DCAC7712 58F48E11 FB09392F 3A30CC7D |
60FF6450 D96B96FB 4553DE0F 0913E722 |
32000400 00C7 32000408 00C7 |
Room 200: Menu test | ||
32D269FA 3ED79985 19CB68FA 1D7923F2 |
92B5130F 1B7FA51A 0DFA4AD9 3B7A93E7 |
32000400 00C8 32000408 00C8 |
Rooms 191 to 198: Test0-Test7
These are seemingly identical copies of the same empty room. To the right side of the map, there are four Djinn (one of each element), though only two are visible (Venus and Mercury); the other two are outside the bounds of the map, but can be interacted with anyway. Talking to each Djinni will grant the first Djinni of its element (i.e., Flint, Forge, Gust and Fizz).
Room 199: Increase item and level
Room 200: Menu test
In this Debug Room, you control a full party of Adepts, with them all level 30, except for Isaac, who is level 50.
Maps
Link Lobby
Unseen Cutscene
Please elaborate. Having more detail is always a good thing. Specifically: A comparison between the used and unused versions (with screenshots?) might be nice here. |
After reaching Biliblin, the player is free to either go the Mercury Lighthouse or to Kolima. Because of this, the cutscenes in Kolima can either happen with or without Mia in the party, so each one is programmed to have two versions accordingly. But while the cutscene after the party gives Tret the Hermes' Water can normally only happen with Mia in the party, because the Mercury Lighthouse has to be completed beforehand, there's still a version of it without Mia programmed in.
To trigger the cutscene without Mia, unset bit 02000040:08 before giving Tret Hermes' Water.
Unused Menu Options
There are a few unused entries in the internal list of menu options, which indicate Golden Sun was originally planned to have all out-of-battle actions be selected from a menu like in Shining Force. The names for all of them are still intact in the string table, and a couple of them even have unused icons:
ID | Icon | Name |
---|---|---|
8 | — | Check |
9 | Use | |
10 | — | Give |
11 | Drop | |
12 | — | Speak |
13 | — | Equip |
Notably, the icon for 'Drop' is also used for the extra options added to the Start menu when Debug Mode is active.
Unused Graphics
To do: Add unused menu divider tiles. |
Upward Text Prompt Crystal
Graphics for an unused upward-pointing version of the text prompt crystal, located directly after the graphics for the downward-pointing one.
Used | Unused |
---|---|
Early Menu Option Box
This was used with an early version of the menu option graphics which were much more similar to the ones from the Shining Force games, which can be seen in early screenshots. It also has a graphic for flashing red when selected, again like in Shining Force.
There's also an unused graphic for the item boxes used in the final game to do the same animation.
Unused Range Indicators
These are ability range indicators, with columns representing ranges of 1, 3, 5, 7, 9, and 11 targets, which can be used in menus that show Psynergy abilities. The top row is used for abilities with diminishing effectiveness ratios, while the bottom would likely be used for abilities without these ratios. However, the game does not have any means of using the bottom row except in cases where abilities have a set range of "All" targets (for example, Break); the bottom right-most indicator is used in these cases. While the top row is fully implemented, ability ranges 9 and 11 are not assigned to any abilities that appear in these menus so they also go unused.
Each indicator uses two tiles, with the second being mirrored horizontally.
Placeholder Icon
All moves the player can't legitimately have in their Psynergy or Summon menu are given this icon. This icon is ID 0 for move icons and status effect icons, so it's used as a fallback for all moves and status effects with invalid or undefined icons. Strangely though, for items the icon with ID 0 is a coin, so items will use that as a fallback icon instead.
Early Equipment Icons
Early versions of the icons for a few of the basic armor items still exist in the ROM, but were overwritten in The Lost Age.
Item | Early | Final |
---|---|---|
Iron Helm | ||
Knight's Helm | ||
Knight's Shield |
Character Portraits
This portrait of child Felix goes unused, since he has no speaking lines during the prologue. The portrait can be seen in the debug room's portrait viewer, though, as portrait No. 51.
This portrait of Alex goes unused too. It's somewhat different to his actual used portrait. It's absent from the debug portrait viewer and it can only be seen under specific conditions (read the Unused Characters section). Evidence suggests that Alex was planned to be a playable character earlier in development.
Unused Items
Dummy Items
Among the 269 items in the game, there are 78 dummy ones, which use the coin icon and have the "?" name. Some of them become actual items in The Lost Age. Item No. 0 is a placeholder named "???".
Dummy item in GS | Becomes this in GS:TLA |
---|---|
No. 190 "?" | Mist Potion |
No. 198 "?" | Lash Pebble |
No. 199 "?" | Pound Cube |
No. 208 "?" | Tremor Bit |
No. 209 "?" | Scoop Gem |
No. 210 "?" | Cyclone Chip |
No. 213 "?" | Burst Brooch |
No. 214 "?" | Grindstone |
No. 215 "?" | Hover Jade |
No. 217 "?" | Teleport Lapis |
No. 245 "?" | Mythril Bag |
No. 246 "?" | Jupiter Star |
No. 247 "?" | Mars Star |
Other
There are also a few more complete unused items in this game, obtainable only through GameShark codes or the debug rooms. All of them became proper, fully-coded items in the second game.
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 82000558 0xxx (replace xxx with the Psynergy's hex number), which hacks them into the first slot of Isaac's moveset.
Unused Characters
Dummied-out character positions for Felix and Sheba are in the first game, though never playable. They are in the sequel, though. There's also a dummied-out character position named "PC07". They can be put in a party by editing the savefile. All of them have zeroed stats for everything and have "NPC" as their class. Felix and PC07 have no small sprite, but Sheba does (although she's looking sideways). Only Felix and Sheba have a portrait in the Status menu; PC07 will show the last portrait seen. During battle, PC07's portrait is visible in the Status menu: it's an otherwise unused Alex portrait. In battle, they all use the Vermin battle sprite and will be incapable of fighting even if given positive stats.
Unused Music
Within the ROM lies an earlier version of The Lost Age's title screen music. Besides the instruments (which are slightly different between GS and GS:TLA), it seems the volume for some tracks is different from the final. Both songs are in the same position, since GBA Mus Riper names them both as "song040".
Unused track (GS):
Used track (GS:TLA):
The main menu theme has an 11th "instrument", a delayed copy of the music box to give it an echo effect, but the sound engine only plays the first 10.
Unused NPC
In Link Lobby, there is an NPC who is out of bounds. If you talk to him, you can pick a party setup by number, though you can't see what they are before choosing them. His dialogue has been localised in every language the game is available. His first line of dialogue will have the Karagol ship captain portrait.
If you choose a number which is too high, the NPC will say that the parameter doesn't exist, and that you should ask “Mr. Sugimoto” (the Spanish, Italian, German and French localisations curiously omit this last part), presumably Yūsuke Sugimoto who is listed as "Assistant Director" and "Game Design" in the credits . The last message appears when pressing B in the number selection screen.
Dummy Abilities
Abilities encompass everything a player or enemy can do in battle: from normal attacks, Psynergy, unleashes, unique enemy attacks, and even doing nothing (ability No. 0). Among the 519 abilities programmed in the game, there are 128 dummy slots (named "?"), as well as some repeated abilities. Some of those dummy slots become actual, used abilities in The Lost Age. Other 52 dummy abilities (named "=") are linked to dummy Djinni (discussed below), and some of them become actual programmed abilities linked to the new programmed Djinni in The Lost Age. Dummy abilities and those which are only used by enemies are represented with an "X" icon when hacked into a player's Psynergy list.
Dummy ability in GS | Becomes this in GS:TLA |
---|---|
No. 39 "?" | Cool |
No. 40 "?" | Supercool |
No. 41 "?" | Megacool |
No. 60 "?" | Fume |
No. 61 "?" | Serpent Fume |
No. 62 "?" | Dragon Fume |
No. 63 "?" | Beam |
No. 64 "?" | Cycle Beam |
No. 65 "?" | Searing Beam |
No. 87 "?" | Aura |
No. 88 "?" | Healing Aura |
No. 89 "?" | Cool Aura |
No. 133 "?" | Lash |
No. 134 "?" | Pound |
No. 135 "?" | Tremor |
No. 136 "?" | Scoop |
No. 137 "?" | Cyclone |
No. 138 "?" | Parch |
No. 139 "?" | Sand |
No. 151 "?" | Burst |
No. 152 "?" | Grind |
No. 153 "?" | Hover |
No. 154 "?" | Blaze |
No. 155 "?" | Ma???? |
No. 156 "?" | Teleport |
No. 157 "?" | A?? |
No. 197 "?" | Diamond Dust |
No. 198 "?" | Odyssey |
No. 199 "?" | Liquifier |
No. 200 "?" | Plume Edge |
No. 201 "?" | Thunder Mine |
No. 202 "?" | Planetary |
No. 203 "?" | Diamond Berg |
No. 204 "?" | Death Leap |
No. 205 "?" | Epicenter |
No. 206 "?" | Thorny Grave |
No. 207 "?" | Skull Splitter |
No. 259 "?" | Mist Potion |
No. 298 "?" | Aurora Field |
No. 299 "?" | Djinn Counter |
No. 307 "=" | Echo |
No. 308 "=" | Iron |
No. 309 "=" | Steel |
No. 310 "=" | Mud |
No. 311 "=" | Flower |
No. 312 "=" | Meld |
No. 313 "=" | Petra |
No. 314 "=" | Salt |
No. 315 "=" | Geode |
No. 316 "=" | Mold |
No. 317 "=" | Crystal |
No. 318 "=" | Earth18 |
No. 319 "=" | Earth19 |
No. 327 "=" | Fog |
No. 328 "=" | Sour |
No. 329 "=" | Spring |
No. 330 "=" | Shade |
No. 331 "=" | Chill |
No. 332 "=" | Steam |
No. 333 "=" | Rime |
No. 334 "=" | Gel |
No. 335 "=" | Eddy |
No. 336 "=" | Balm |
No. 337 "=" | Serac |
No. 338 "=" | Water18 |
No. 339 "=" | Water19 |
No. 347 "=" | Cannon |
No. 348 "=" | Spark |
No. 349 "=" | Kindle |
No. 350 "=" | Char |
No. 351 "=" | Coal |
No. 352 "=" | Reflux |
No. 353 "=" | Core |
No. 354 "=" | Tinder |
No. 355 "=" | Shine |
No. 356 "=" | Fury |
No. 357 "=" | Fugue |
No. 358 "=" | Fire18 |
No. 359 "=" | Fire19 |
No. 367 "=" | Breath |
No. 368 "=" | Blitz |
No. 369 "=" | Ether |
No. 370 "=" | Waft |
No. 371 "=" | Haze |
No. 372 "=" | Wheeze |
No. 373 "=" | Aroma |
No. 374 "=" | Whorl |
No. 375 "=" | Gasp |
No. 376 "=" | Lull |
No. 377 "=" | Gale |
No. 378 "=" | Wind18 |
No. 379 "=" | Wind19 |
No. 384 "?" | Zagan |
No. 385 "?" | Haures |
No. 390 "?" | Neptune* |
No. 391 "?" | Boreas* |
No. 396 "?" | Mars* |
No. 397 "?" | Kirin* |
No. 402 "?" | Daedalus |
No. 403 "?" | Daedalus |
No. 404 "?" | Iris |
No. 406 "?" | Jupiter* |
No. 407 "?" | Atalanta* |
No. 408 "?" | Procne* |
No. 409 "?" | Thor* |
No. 410 "?" | Flora |
No. 411 "?" | Eclipse |
No. 412 "?" | Catastrophe |
Note: Abilities in italics are unused/dummy abilities in GS:TLA. Abilities marked with an asterisk are Djinni summons present in GS that were assigned different slots in GS:TLA to accommodate the new summons.
Unused and Dummy Character Classes
The game contains 203 slots for character classes, of which 113 are dummy (named "?"). There's a placeholder class named "NPC" (class No. 0), which is only used by the unused characters (discussed above). The final classes from The Lost Age are almost fully coded here too, but they can't be obtained because they need more Djinn than you can acquire, and they don't grant any new Psynergy. Additionally, despite Jenna's level cap, her exclusive Flame User class is set to learn the further variations of Flare at the same levels Garet's Guard class learns them.
Unused classes
No. | Class | Base class | Stat boosts |
---|---|---|---|
5 | Slayer | Squire | 170% HP 130% PP 140% Attack 140% Defense 130% Agility 120% Luck |
14 | Hero | Guard | 190% HP 120% PP 140% Attack 150% Defense 110% Agility 100% Luck |
24 | Sorcerer | Wind Seer | 150% HP 180% PP 120% Attack 130% Defense 170% Agility 110% Luck |
34 | Angel | Water Seer | 160% HP 170% PP 130% Attack 140% Defense 120% Agility 130% Luck |
44 | Protector | Swordsman (Mercury/Venus) | 190% HP 140% PP 150% Attack 150% Defense 140% Agility 120% Luck |
54 | Radiant | Swordsman (Mercury/Venus) | 190% HP 140% PP 150% Attack 150% Defense 140% Agility 120% Luck |
61 | Templar | Dragoon | 180% HP 140% PP 150% Attack 150% Defense 120% Agility 130% Luck |
62 | Paladin | Dragoon | 200% HP 150% PP 160% Attack 160% Defense 130% Agility 130% Luck |
74 | War Adept (Venus/Jupiter) | Apprentice | 190% HP 170% PP 150% Attack 140% Defense 170% Agility 90% Luck |
84 | War Adept (Mars/Jupiter) | Apprentice | 190% HP 170% PP 150% Attack 140% Defense 170% Agility 90% Luck |
91 | Disciple | Ninja | 180% HP 150% PP 160% Attack 130% Defense 180% Agility 80% Luck |
92 | Master | Ninja | 200% HP 160% PP 170% Attack 140% Defense 190% Agility 80% Luck |
104 | Oracle (Mercury/Venus) | Seer (Mercury/Venus) | 170% HP 180% PP 140% Attack 140% Defense 160% Agility 100% Luck |
114 | Oracle (Venus/Jupiter) | Seer (Venus/Jupiter) | 170% HP 180% PP 140% Attack 140% Defense 160% Agility 100% Luck |
121 | Dark Mage (becomes Conjurer in GS:TLA) | Medium | 150% HP 180% PP 130% Attack 130% Defense 160% Agility 90% Luck |
122 | Death Mage (becomes Dark Mage in GS:TLA) | Medium | 170% HP 190% PP 140% Attack 140% Defense 170% Agility 90% Luck |
134 | Guru (Mercury/Mars) | Pilgrim (Mercury/Mars) | 170% HP 170% PP 140% Attack 150% Defense 170% Agility 120% Luck |
144 | Guru (Mars/Jupiter) | Pilgrim (Mars/Jupiter) | 170% HP 170% PP 140% Attack 150% Defense 170% Agility 120% Luck |
151 | Bard | Ranger | 150% HP 170% PP 130% Attack 130% Defense 170% Agility 120% Luck |
152 | Warlock | Ranger | 170% HP 180% PP 140% Attack 140% Defense 180% Agility 120% Luck |
165 | Chaos Lord | Brute | 200% HP 120% PP 170% Attack 140% Defense 160% Agility 70% Luck |
171 | Ronin | Samurai | 210% HP 140% PP 160% Attack 150% Defense 150% Agility 90% Luck |
185 | Wizard | Hermit | 170% HP 190% PP 130% Attack 140% Defense 180% Agility 120% Luck |
191 | Pure Mage | White Mage | 170% HP 190% PP 140% Attack 140% Defense 160% Agility 130% Luck |
Dummy classes that become functional ones in GS:TLA
No. | Class | GS:TLA equivalent |
---|---|---|
200 | ? | Flame User* |
201 | ? | Witch |
Note: In GS, Flame User is class No. 202, the final class in the list. GS:TLA moves it to 200, and then expands the list further to add newer classes.
Dummy Enemies
The game contains 164 slots for enemies. Some of them are multiple instances of a same character (for example, Saturos appears three times, since you battle him that amount of times, and he has different stats each time), 3 are dummy (named "?"), 1 is a placeholder (enemy No. 0, "???"), and 2 are partially programmed enemies with proper sprites (also named "?").
- Enemy No. 104
A palette swap of the Chimera monster. This palette would be used later for the Grand Chimera monster in The Lost Age.
- Enemy No. 135
A palette swap of the Toadonpa monster. This palette would be used later for the Devil Frog monster in The Lost Age.
Dummy Djinn
The game contains 80 slots for Djinn, but only 28 are programmed and used in the game. The other 52 are dummy Djinn (named "="), several of which became programmed, usable Djinn in The Lost Age.
Dummy Djinn that become functional in GS:TLA
No. | Name | GS:TLA equivalent |
---|---|---|
7 | = | Echo |
8 | = | Iron |
9 | = | Steel |
10 | = | Mud |
11 | = | Flower |
12 | = | Meld |
13 | = | Petra |
14 | = | Salt |
15 | = | Geode |
16 | = | Mold |
17 | = | Crystal |
27 | = | Fog |
28 | = | Sour |
29 | = | Spring |
30 | = | Shade |
31 | = | Chill |
32 | = | Steam |
33 | = | Rime |
34 | = | Gel |
35 | = | Eddy |
36 | = | Balm |
37 | = | Serac |
47 | = | Cannon |
48 | = | Spark |
49 | = | Kindle |
50 | = | Char |
51 | = | Coal |
52 | = | Reflux |
53 | = | Core |
54 | = | Tinder |
55 | = | Shine |
56 | = | Fury |
57 | = | Fugue |
67 | = | Breath |
68 | = | Blitz |
69 | = | Ether |
70 | = | Waft |
71 | = | Haze |
72 | = | Wheeze |
73 | = | Aroma |
74 | = | Whorl |
75 | = | Gasp |
76 | = | Lull |
77 | = | Gale |
Dummy Djinn that change name in GS:TLA, but remain dummy
No. | Name | GS:TLA equivalent |
---|---|---|
18 | = | Earth18 |
19 | = | Earth19 |
38 | = | Water18 |
39 | = | Water19 |
58 | = | Fire18 |
59 | = | Fire19 |
78 | = | Wind18 |
79 | = | Wind19 |
Regional Differences
Text input screen
The English, French, German and Italian versions have the same characters available. This means German, French and Italian players cannot name their party using language-exclusive characters (like ß, ç, etc.).
The Spanish version replaces some symbols in the last row with Spanish accented letters and Ñ. Interestingly, ü is missing (it is used in words like “pingüino” [penguin]), and the uppercase version Ü (though no native Spanish word begins with Ü).
The Japanese version has a “きりかえ” (Switch) option that switches between two modes: hiragana/katakana and latin characters.
Japanese | English, French, German and Italian | Spanish |
---|---|---|
? and ! characters
For some reason, the Spanish version has a different glyph for the “?” and “!” characters.
English, French, German and Italian | Spanish |
---|---|
Title Screen
The Japanese game had a subtitle, much like the sequel: 黄金の太陽:開かれし封印 (Ōgon no Taiyō: Hirakareshi Fūin; “Golden Sun: The Broken Seal”).
The English version only has “2001” as copyright date, while the European localisations have “2001,2002”
Japanese 黄金の太陽:開かれし封印 |
English Golden Sun |
French Golden Sun |
---|---|---|
German Golden Sun |
Italian Golden Sun |
Spanish Golden Sun |
Translation Errors
In addition to story edits to remove references to death (such as Mia's father), and religion (such as the nature of the Wise One and "Healers") and make dialog wordier, the translations have several outright errors.
- Breath/Bless (EN/ES/IT/DE)
Certain breath-related abilities were mistranslated from Japanese into English. The English localisation team interpreted ブレス as "bless" instead of "breath". The mistake carried over to the Spanish, German, and Italian localisations, which were based on the English version (the Spanish localisation got quite creative with them, though). The errors were corrected in the English version of the sequel (except “Evil Blessing”, which is an ability for a GS1-only bossfight), but the other localisations kept the wrong translations.
Japanese | English (GS, incorrect) | English (GS:TLA, correct) | Spanish (incorrect) | French (correct) | Italian (incorrect) | German (incorrect) |
---|---|---|---|---|---|---|
ファイアブレス | Fire Blessing | Fire Breath | Fuego sagrado | Pyrosouffle | Fuoco sacro | Feuersegen |
ウォーターブレス | Water Blessing | Water Breath | Agua bendita | Hydrosouffle | Acqua sacra | Wassersegen |
ブリザードブレス | Ice Blessing | Ice Breath | Nieve eterna | Cryosouffle | Gelo sacro | Eissegen |
ブラックブレス | Dark Blessing | Dark Breath | Fosco sacro | Nécrosouffle | Buio sacro | Dunkelsegen |
アシッドブレス | Acid Blessing | Acid Breath | Anatema ácido | Corrosouffle | Acido sacro | Säuresegen |
サンダーブレス | Storm Blessing | Storm Breath | Cellisca divina | Electrosouffle | Tuono sacro | Sturmsegen |
デーモンブレス | Evil Blessing | N/A (not corrected) | Estigma | Entrosouffle | Bacio demone | Böser Segen |
- Cerberus (EN)
The enemy found in floor 9 of Crossbone Island is incorrectly named "Cerebus" instead of "Cerberus". The sequel corrected the error, although the enemy went unused.
- Death Size (EN/ES/FR/IT/DE)
The monster skill Death Scythe was translated as “Death Size” in the English version, which impacted the other localisations (which used “Sudden death” [ES/FR], “Fatal blow” [IT] or “Deathly grip” [DE] instead). It was corrected in the second game, but only in the English release.
Japanese | English | Spanish | French | German | Italian |
---|---|---|---|---|---|
デスサイズ | Death Size | Muerte súbita | Mort subite | Todesgriff | Presa fatale |
- Translation of “Champa” (ES)
“The Shampa who rule the seas are frightful people. Beware.” | “The Shampa are people from a coastal village in Angara.” |
The item shopkeeper in post-game Lalivero teasingly mentions Champa, a village that would appear prominently in both sequels (The Lost Age and Dark Dawn). However, the Spanish localisation uses an inconsistent translation here: “shampa”. It's worth noting that in Dark Dawn, the demonym for the Champas in Spanish became “champeño” instead of “champa”.
- Mia's relationship with Alex (EN/ES/FR/IT/DE)
In the Japanese version, when your party meets Mia at Mercury Lighthouse, she mentions Alex is part of her family (using the expression “同ぞく”, meaning “same family”). This information was omitted in the English localisation, and thus from all other versions. This seemingly fleeting piece of information is later relevant in Golden Sun: Dark Dawn.
Japanese | English | Spanish | French | German | Italian |
---|---|---|---|---|---|
このマーキュリーの灯台へ わたしいがいに 入れるのは 同ぞくのアレクスだけ・・・。 |
Alex is the only one other than I who can enter Mercury Lighthouse. |
Álex es el único que puede entrar al Faro de Mercurio además de mí. |
Alex est la seule autre personne à pouvoir entrer dans le Phare de Mercure |
Außer mir kann doch nur Alex den Merkur- Leuchtturm betreten. |
Oltre a me, Alex è l'unico che può entrare nel Faro di Mercurio. |
- Lighthouse Aerie (DE/FR)
The German and French localisations have a translation error in the place named “Lighthouse Aerie” (the top of Venus Lighthouse). The German version treats “Aerie” as a proper name, and the French version translated “aerie” as “area” or “nest”. The term “aerie” was later translated in GS2 as “Spitze des Leuchtturms” (DE) and “sommet” (FR), though the French text still keeps some references to “aire”.
Japanese | English | Spanish | French | German | Italian |
---|---|---|---|---|---|
灯台ちょうじょう | Lighthouse Aerie | Cima del faro | Aire du phare | Leuchtturm von Aerie | Cima del Faro |
The Golden Sun series
| |
---|---|
Game Boy Advance | Golden Sun • Golden Sun: The Lost Age |
Nintendo DS | Golden Sun: Dark Dawn |
- Pages missing developer references
- Games developed by Camelot Software Planning
- Pages missing publisher references
- Games published by Nintendo
- Game Boy Advance games
- Pages missing date references
- Games released in 2001
- Games released in August
- Games released on August 1
- Games released in November
- Games released on November 12
- Games with unused areas
- Games with unused characters
- Games with unused enemies
- Games with unused graphics
- Games with unused items
- Games with unused abilities
- Games with unused music
- Games with debugging functions
- Games with hidden level selects
- Games with regional differences
- To do
- Articles requiring elaboration
- Golden Sun series
Cleanup > Articles requiring elaboration
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Camelot Software Planning
Games > Games by platform > Game Boy Advance games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2001
Games > Games by release date > Games released in August
Games > Games by release date > Games released in August > Games released on August 1
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 12
Games > Games by series > Golden Sun series