This game has unused areas.
This game has a prerelease article
Mother 3 has a long history: originally planned for the SNES, 64DD, and then the N64 before being cancelled. A decade later, it was finally released for the GBA...but only in Japan, leaving a group of dedicated fans to eventually translate and localize the game into English.
- 1 Sub-Pages
- 2 Debug Room
- 3 Hidden NPCs/Objects
- 4 Inaccessible Areas
- 5 Hidden Details
- 6 Unused Cutscenes
- 7 Unused Events
- 8 Unused Party Members
- 9 Unused Menus
- 10 Unused Items
- 11 Unused Audio
- 12 Revisional Differences
| Unused Text|
Unused dialogue from menus, characters, and more.
An unused feature that shows some previous development ideas.
| Unused Enemy Battles|
Battles that either explain previous development intentions or raise a lot of questions.
| Unused Graphics|
Unused graphics for characters, enemies, and backgrounds.
| Unused Tables|
Who needs Bronson when we have Jonel?
| Debug Menu|
Give yourself some coupons.
NOTE: No matter what Chapter you choose from, some of the story events will be ignored as if it hasn't been triggered yet or already has; it will possibly softlock the game. Addition to that, if you enter the Debug Room again during any post-timeskip Chapters, the pre-timeskip ones will be set on that timeline. To prevent this, you must start a new game.
On a GameShark (v.3) or emulator, use the following codes during gameplay: CA1D8DB3 689FDAFA, 9CC263F2 68DE0537, and 1DCAC2C5 4FCA9184. Enable these codes while playing the game. Hold L while entering a new screen, and you'll be redirected to the debug room.
Alternatively, use 0200B578:037D and enter a new screen.
- The Mr. Saturns allow the player to start playing from the beginning of a select chapter. The Mr. Saturn to the left begins Chapters 1-3, while the Mr. Saturn to the right begins Chapters 4-8.
- Flint allows the player to select during which event they should begin Chapter 1.
- Duster allows the player to select during which event they should begin Chapter 2.
- Salsa allows the player to select during which event they should begin Chapter 3.
- Lucas allows the player to select during which event they should begin Chapter 4.
- The Clayman allows the player to select during which event they should begin Chapter 5.
- Ionia allows the player to select during which event they should begin Chapter 7.
- The Mecha-Porky robot allows the player to select during which event they should begin Chapter 8.
- There are two Hinawas in the room. Speaking to her top-row sprite allows the player to view the game's ending cinematic. Speaking to her lower-row sprite allows the player to save their progress.
- The projector allows the player to select whether Lucas and Kumatora use their kid or adolescent sprites.
- "CAST" causes the character and production credits to roll. If this is viewed before the player has entered names for Salsa, Duster, and Kumatora, their names default to "Salsa", "Duster", and "Kumatora" (it is plausible that the same would apply to Lucas, Claus, Flint, Hinawa, and Boney, however it is not possible to enter the Debug Room before naming them, rendering the notion moot); however, if viewed before the player's name has been entered, the name is left blank at the end of the credits.
- The Pigmask allows the player to configure the current party members, being able to put Flint, Lucas, Duster, Kumatora, Boney, Salsa, Wess, Thomas, Ionia, Fuel, Alec, Fassad, and Claus into the party, and may select up to five characters (as opposed to the usual limit of four).
- The Pigmask Captain allows the player to configure the level of a party member. They may set between Levels 1 through 60 at intervals of 5, and Level 99. Interestingly, it's possible to set a level value for Wess, unlike all other NPC party members. Wess' stats are unaffected, but his damage output is affected due to Level affecting the damage dealt. (However, his Secret Thief Art Technique is unchanged, due to it working akin to a PSI move.)
- The Navy SQUEAL allows the player to fill their inventory with Nuts.
- The Pigmask Major allows the player to view several screen transitions.
- The Pigmask Colonel allows the player to turn on all memo flags and obtain every regional map.
- Losing to the Firefly in the corner of the Debug Room is the only method of direct exit, although starting a chapter by consulting one of the appropriate characters in the top row is an alternative method of leaving the room. You can actually sneak up on it from behind and see its back sprite, even though this is normally impossible. Note that it will never turn around and just will keep fighting as normal, because it is a mini-boss.
Debug Warp NPCs
It seems there are four Magypsy NPCs which are used as instant warps to any given location, changing your party configuration in the process. They can be accessed by being at Osohe Castle during the beginning of Chapter 2 and using the cheat codes 02004BE4:FF to load the correct table and 02004BF7:19 to enable the characters.
To have Doria near the grate, use 02004BE2:10 too. This one is a byproduct of the routine that places Nyppolite near the grate after Duster retrieves the Noble Spitoon. Since the loaded table is wrong, it will place Doria there instead.
The available warps are for Chapter 7 locations.
•Go how far into Murasaki Forest? ←END SELECTION→ ←Chimera Lab→ ←Spec. Room→ ←Ult. Chimera→ ←Doria's Gate→ ←Pump Chimera→ ←Heart Needle→ ←Doria's Gate 2→ •Go how far into Snowcap Mountain? ←END SELECTION→ ←Lydia's House→ ←Uninv. Guest→ ←Riding Sled→ ←Cemetery→ •Go how far into Saturn Valley? ←END SELECTION→ ←Saturn Bean→ ←Saturn Valley→ ←Saturn Ladder→ ←Phrygia→ ←Volcano→ ←Tunnel Destr.→ ←Birdcage→ ←Ceru. Beach→ •Go how far into Tanetane Island? ←END SELECTION→ ←Tanetane Beach→ ←Funky Beach→ ←Missy's House→ ←Island Hill→ ←Defeated→ ←Octopus Ride→ ←Ceru. Beach→
•It used to that Tazmily's villagers were the only people you saw around here, but these days, visitors from far away have been growing in number. •And these visitors are us! •Hahahahaha!
A policeman hidden in the top-left corner of one of the New Pork City maps. His dialogue is the following:
•Master Porky referred to you as very dear and captivating guests. •You're dear? And captivating? •You don't seem so special to me.
In the map with Flint's house, there is a hidden sign in the top-right corner. The text on the sign varies depending on how far you are in the game.
|Fan Translation||Original Japanese|
•The contents of these boxes belong to everyone. •Use them however you wish.
•ハコの なかのものは ゆうりょうです。 •かってに つかうのは やめましょう。
•The contents of these boxes cost money. •Please refrain from using them without paying.
Chapter 4 and beyond
|Fan Translation||Original Japanese|
•Be sure to talk to frogs once in a while.
•たまには カエルに はなしかけよう。
Two Pigmasks can be found at the top-right corner of the factory's map. They have no dialogue.
A save frog at the DCMC bathroom area in the bottom-right corner. He has no dialogue. Also, the door that leads to the area has an unused warp to the left of it which takes you near Alec's house. This warp will also put the unused "Favorite Food" item in your inventory, along with some other items.
The final boss room has some areas on the very top which are never seen during normal gameplay.
The room used for Mixolydia's needle is storing the Pigmask mothership stored outside of the player's view. Normally in gameplay only a small section of it is shown.
There is a locked room in the Toilet Dungeon, in Chapter 8, which has water leaking from under its door. It is never accessible during normal gameplay, and the door is non-functional, but if you use a walk through walls code in the next room, you can actually access the flooded room. There are no NPCs inside, and no solidity is programmed.
There is also a room in another corridor that is rendered inaccessible when a man rushes in and prevents you from entering. Walking through the walls here reveals that it is filled with toilet paper.
This room can be accessed with the cheat code 0200B578:003B. Use the walk-through-walls cheat with it (00200C492:FFFF). It is very similar to the Tazmily Railway.
An unused early variation of the Tazmily Village Twins' House. It lacks the gift box on the cliff, the inaccessible right edge of the map, and various trees. It does, however, sport some messed up tiles, a mailbox, a lantern, and a few Item Guys, strangely enough. The Item Guys lack collision and move akin to how one does on the Highway. It is map 37E and can be viewed with MOTHER 3 Funland.
An unused bathroom that was most likely going to be in Club Titiboo. The exit takes you to the bathroom door in Violet's room, suggesting it's an early version of her bathroom from before the decision was made to place a hot spring inside.
An empty room with the music "Blessing (Baldy's Recommend.)". When you pull up the menu, it will be glitched. This room can be accessed with the cheat code 0200B578:0084 when you enter a new screen.
This room is just like the one before, but instead it has two empty gift boxes and plays the cave music. Access it with 0200B578:0085.
Just another empty room, this time with no music. Access it with 0200B578:0088.
When you access a hidden warp in Club Titiboo that's in the far left of the lobby, you will be warped outside of Alec's house. The palette will be different to create a sunset effect and your inventory will be replaced with a new one that contains some unused items.
Graphics Hidden by Layers
While these maps are used, certain tiles are not visible due to other layers blocking them.
A few mountains in the background, some foliage, and most of the sheep pen are obscured by two boxes.
Most of the Forest Prayer Sanctuary is obscured by a hill with trees, as well as the stone 'bed' near it.
The far ends of the castle walls and some flowers are obscured by the foreground balcony.
Using the code 0200B578:XXXX (where "XXXX" is one of the below), one can access a few cutscenes the game never uses. Enter the code, then go to a new room to see the cutscene.
- 00E5 – Fassad's Interpreter flying in the sky. Her lack of animation suggests she is a placeholder sprite. Probably made for the post-Miracle Fassad fight?
- 00F5 – A flashback of Lucas and Claus playing and swimming; Boney wants to join in the fun too, but he's afraid to dive in as what it seems. Note that this one takes you to the start of the second phase, suggesting its placement.
- 00F6 – The second flashback shows Lucas and Claus are playing janken, Claus wins. Getting frustrated over losing the game of janken, Lucas kicks Claus as his brother then pushes him down to the ground hardly. Lucas cries as it cause Flint to get angry while trying to take care of the sheep. Claus tried to explain to Flint what happened. Flint said something that made Claus ran off. This takes you to the first phase of the final battle.
- 00F7 – The last flashback shows Lucas and Claus wanted Hinawa to show something, but don't know where it is. So the brothers decided to look for an object in the grass to show it to her. Note this is the only cutscene that uses the unused transition at the end; maybe this was for right after the battle?
- 00E7 - Salsa and Samba's unused scene in the final cutscene with no music or sounds. Here, this scene is unique as it includes two dead Dogfishes with their unused suffocated sprites as well as this section in Murasaki Forest are on fire. This cutscene continues the ending as normal.
- 0196 - Alec's unused scene in the final cutscene. Like the Salsa unused cutscene, this one also lacks a music or sounds while being slightly unfinished. It uses a unique sunset palette. This takes you to a random corner in the Last Cave.
- 00CB - An alternate version of "A Letter for You, Honey.". This takes you the inside of Alec's home afterwards.
It seems like F5, F6, and F7 were intended to be shown during the final battle, since the game drops the player off at the final battle with the Masked Man after playing those movies. Said three cutscenes have static flickering throughout, likely to indicate Claus' mental status.
Map 0x0F features an early (but very incomplete) version of the "F-F-Fire!" cutscene at the beginning of the game, but that can't be seen through normal gameplay.
Unused scenes that would have appeared in an attract mode similar to the one seen in EarthBound. Like in EarthBound, they would have played on the title screen after waiting for a set period of time. While mostly functional, it's still clear that these scenes were cut fairly early into the game's development. Residual code reveals that music "Adolescence (Toilet Cow's Recommendation)" was originally meant to have played during these sequences.
By inserting org $913CCA7; db $00 into m3hacks.asm using the MOTHER 3 Translation Tools, one can restore a few unused events for Flint in Chapters 4 and 7 at the Twins' House. He was to have a handful of unique lines of dialogue depending on game progress, and he would give the player a Mosquito Charm once the Duster Search event is triggered by talking to Wess after he gets caught by the bug net. Note that even after returning to Flint with Duster in tow, he has no change in dialogue referencing this. Also note that Flint disappears from this spot permanently once Ionia leaves the party.
Dialogue changes occur once the following events trigger:
Chapter 4 Start | Chapter 4 Duster Search | Chapter 7 with Ionia
If you use a Walk Through Walls code to bypass the Pigmask guarding the Chimera Lab entrance in Chapter 4, you can talk to the receptionist of the lab to trigger a cutscene involving the mini theater, which is never used during the final game. Only 3 party members are allowed to partake in the cutscene. Note that the Secrebot's dialogue on the way out of the theater incorrectly uses the name tag "Woman".
Unused Party Members
Bronson has unused graphics not found in any other non-Party NPCs, including full pre-running & idle sprites, which are only reserved for party members. His graphics work perfectly when loaded in game, though unfortunately no other data exists. It’s unknown where he would’ve been, but seeing how Chapter 1 had a lot of roles swapped (including Bronson originally not the one to tell Flint about his Hinawa’s passing), it’s most likely that Bronson was to accompany Flint somewhere in Chapter 1, probably being replaced by Thomas in the final game.
Hinawa has her own entry in “Level-Up Stats Table” at entry 0E, appearing after Claus in 0D. Unfortunately, all her stats & data are completely empty, with only her ID remaining. Just like all other assist-only characters, she has no possible battle actions, except for “Run” if she’s the only party member alive. Her name appears as “Empty” in the status screen, but appears in the Battle Screen, has no character menu, although her name is mis-aligned to the left, using post-timeskip Lucas’ portrait. Note her out-of-battle data is deleted every time you save the game, but in battle her name becomes more mis-aligned. Seeing how she lacks pre-running, running, & idle sprites, she was probably meant for a battle, like Claus is in the final game.
"Unused" Stat: Kindness
Alongside the OFF, DEF, IQ, and SPD stats, there is a mostly-unused stat called Kindness, which is mentioned in the unused Memo menu. This stat was a carry over from the N64 version of the game, according to notes from EXCELSIOR's blog on the Spaceworld '99 demo.
While it is never talked about during normal gameplay, it is used in the final game:
- Whenever the message "You felt something warm inside your heart" appears, it increases by 1 for the whole party. However, it never exceeds the single digits, due to such opportunities being rare. It has some effects on the game: when hacking it to a higher value, it directly influences the amount of HP restored whenever Lucas uses PK Life Up, but no other known effects appear for the other characters.
- The message "Your Kindness increases by ..." is stored among the Battle engine text block, specifically inside the Level-Up messages. Obviously, this message never appears normally in-game because the Level-Up data is set up so that this stat always increases by 0. However, some rare glitches (or heavy EXP cheating) can cause you to level-up above Level 100 (the cap normally being 99), which causes the game to read data from other areas as level-up data, which in turn increases the Kindness stat and displays this message.
- Here are some Kindness addresses, which must be set between 00 and FF (max 255):
- Flint: 020041A8:XX
- Lucas: 02004214:XX
- Duster: 02004280:XX
- Kumatora: 020042EC:XX
- Boney: 02004358:XX
- Salsa: 020043C4:XX
- Claus: 020046B8:XX
Unused Battle Action: Consider
Among the special battle actions script, like the ones used by Salsa, Flint, and Duster, at the very end of the text block, there is a Battle Action called "Consider". It is unknown how this command might have functioned. It may be related to "Sing" and/or "Pray", which share an endgame purpose in Mother and EarthBound respectively, but have no equivalent in this game.
Nothing happens when using this battle action as far as we know and it seems its data has been removed.
Unused Status Effects
Status effects 0x2B and 0x2F (both labelled "MonkeyDanceIQ" by the fan translation) are unused by the game. 0x2B increases the target's IQ (non-stackable), similar to Salsa's Dance's stat-boosting effect (which either affects Offense, Defense, or Speed, though the third is rarely, if ever, seen). 0x2F has the opposite effect; it decreases the target's IQ in a similar manner instead. Both of them use the same animations and sound effects as the rarely-seen Speed-altering effects, but there is an unused variant of the stat up/down animations that is colored purple, which might have fit with these effects.
Price of the Courage Badge
The Courage Badge actually has a sell price of 1 DP. This can never be seen as the Courage Badge is a Key Item and cannot be sold.
By using the code 02004224:XX (where "XX" is one of the below), the first item in Lucas' inventory will be replaced with an unused item.
Description: A family favorite. Restores 300 HP.
Heals 300 HP to a single party member, making it the best healing item in the game alongside the Beefsteak. It has its own icon and description, indicating that it was planned for inclusion at some point in development. It can be bought for 200 DP.
Description: A doorknob from a front door.
Although the Doorknob is acquired during the post-ending scene, the player cannot access the inventory during the scene and see it. If it is used in battle, the selected enemy eats the Doorknob (?!) and takes a single point of damage.
Description: A snake that's generally quite good at determining the lengths of things.
The Memory Snake, possibly related to the Rope Snake, is weird. The snake itself does nothing and can't be thrown away, yet the description mentions it as being good at determining the length of things. It could have been an early version of Stinkbug's Memory or similar to the Ruler from EarthBound.
Description: Made by a disgruntled employee. It looks like it could contain something... unpleasant.
Deals 75-85 HP of damage to a single enemy, and can be bought for 20 DP. Based on the description, which mentions that the tea was made by a disgruntled employee, it might have been served at the Dur-T Café on the Highway.
Description: A favorite among ghosts. Not recommended for the living.
The Rotten Bavarois is similar to the Rotten Éclair in every way except name and icon. It's most likely that the Bavarois was an early version of the Éclair.
It's supposed to be used for a trade in the Osohe Kitchen, but because of a coding error, the characters must also have a Rotten Éclair in their inventory for the trade to trigger.
As a result of said error, a Rotten Éclair trade from the same ghost can never be triggered.
A debug item, Test is equippable to any party member's body. If it is equipped, Test makes the player incredibly weak to every ailment and PSI move, and doesn't give any defense.
The game's GSF rip has heartbeat versions of nearly every battle theme in the game, even boss themes. Record the unused heartbeat themes and upload them here.
Any piece of audio in the game can be heard using the code 0201B910:????, where "????" is one of the below (shown in this section inside parenthesis, in bold, which are in decimal). These values are unsigned and 2-bytes long. To hear them, open the sound test and play to the first song. If you don't press the stop button, it'll automatically play the next song on top of it after around 1 minute, which is how long Let's Begin! takes.
(413) A sad variation of His Highness' Theme. It has been stated by Shigesato Itoi in a Nintendo Dream interview that the theme was once the main theme of the game instead of Love Theme, which was created during the end of the game's development. This piece may be a remnant of that original plan. Weirdly, fans believed this music has something to do with Porky's fate.
(1966) An alternative version of the Love Theme that didn't get used. It's similar to the bit of the said music from 16 Melodies with it's length being more shorter with different instrumental sounds and ending.
(1649) This is the music used when the player talks to the Sanctuary guardians or alien bosses in EarthBound. The unique background from the Sanctuary guardians also exist in MOTHER 3, albeit unused, suggesting that this unused music and the unused background went together.
(436) An early version of Try Kinda Hard.
(437) An early, unused version of And... Stop!.
(1148) A variant of Fight With Mecha-Drago. At 0:14 and 0:28, some weird buzzing noise is inserted for around 1 second. During this period, there are no combo beats. After the loop, some timpani extend the music's duration, but even with their upbeat nature, the BPM does not change.
(397) A shorter version of Etude for Ghosts. This was one of the battle themes in the unreleased EarthBound 64.
(1936) A weird song, that when sped up, is revealed to be OJ from the DCMC saying "One, Two, Three, Five!" Fans mistakenly called this music "Giygas Theme", which is totally unrelated.
(202) Some eerie creature's breath. It loops endlessly. It sounds like a nod to the "breathing" sounds in Giygas's lair from EarthBound. The sound suggests that it could've been used for the final boss room.
(157) An underwater variation of Good Morning! This piece suggests there may have originally been a place to rest somewhere in the Seafloor Dungeon.
(1939) A heartbeat, with ominous background noise. It's just the same thing over and over. It has no BPM data, so it couldn't have been a battle theme. It does, however, sound similar to the intro of the Masked Man's battle theme.
(1911) An alternate version of Run, My Dog, Run!, sometimes called Fetch, My Dog, Fetch! It's a bit shorter.
(81) An alternate, slightly calmer version of The Green Train's Fun, Too!
(402) An alternate version of the Tazmily theme, based on A Railway in Our Village!. It was meant to be played in the unused flashback cutscenes.
(1162) An alternate version of Formidable Foe called Formidable Foes. The BPM is halved at 0:23, 0:48, and 0:59.
Duster's Unused Melodies
(376 - 390) Due to a bug, Duster's chosen attack melody isn't randomized like everyone else's, being 00 all the time. Turns out he actually has five more melodies, just like everyone else. In this file, each melody part plays individually, and there are three melody parts per melody as usual.
A video of Duster's attack melodies is here. Version 1.2 of the English fan-translation patch fixes this bug.
Unused Beat Data
- The pause menu, file load/save menu, and the Pigmask radio's song on the training grounds have associated BPM data, even though that data's only used for the rhythm combos in battles. (Example)
The 2015 re-release for Wii U Virtual Console changed a few things:
- The flashes of lightning in the cutscene where Boney is sent to retrieve Duster in Chapter 1 are less frequent, likely to reduce the risk of seizures. This also applies to the flashes of lightning during Porky's dialogue in Chapter 8 after the fight with the Mecha-Porkies.
- The bolt of electricity that strikes Lucas in Chapter 5 is given yellow highlights, likely to make it more visible.
- The maximum brightness of the Top Dogfish's battle background is slightly brighter.
The Mother/EarthBound series
|SNES||EarthBound (Localization Prototype)|
|Game Boy Advance||Mother 1+2 • Mother 3|
- EXCELSIOR MOTHER 3 Spaceworld Demo Report - Nintendo Spaceworld '99, August 27th 1999