Proto:Illusion of Gaia
This page details one or more prototype versions of Illusion of Gaia.
Document the later prototype.
This prototype is documented on Hidden Palace.
|Download Illusion of Gaia Prototype
File: Illusion_of_Gaia_USA_Beta.zip (1.57 MB) (info)
A localization prototype of Illusion of Gaia released by the Numbers leaking group. It's dated May 19, 1994, roughly 3 months before the final release. This localization is more faithful to the original Japanese release and was before Nintendo made their own changes to the game.
| Text Differences|
Various changes were made for the international release.
There is no "Nintendo Presents" screen in the prototype or the Japanese version, as Nintendo didn't touch the former yet and didn't publish the latter.
|Japan||US Prototype||US Final|
The Enix screens differ between revisions. The prototype has the same colors as the final USA version but lacks the extra words, similar to the Japanese version.
|Japan||US Prototype||US Final|
The prototype's title screen is the same as the Japanese version and is titled Soul Blazer: Illusion of Gaia. The copyright year has been updated to 1994, and some of the star formations in the background have been moved or changed to make way for the larger title.
- Almost all text scrolls very slowly in the prototype rather than instantly appearing for most dialogue like in the final. Scrolling text in the final USA release outputs a character every 2 frames whereas the prototype outputs one every 4 frames, making it 2x slower. This makes text boxes cumbersome to deal with in the prototype.
- There is no sound in the prototype during the cutscene that plays when placing a Statue of Hope in a Room of Hope.
- All sound cuts off in the prototype when choosing to cut the red or the blue wire when saving Erik in Mu. This includes text boxes. It returns when the party shows up and the town music plays.
- In the cutscene with Lance and Lilly at the end of the Great Wall of China, the cutscene music starts when Lance asks if Lilly will take the necklace. This contrasts to the final, where it plays after you leave them and the cutscene starts.
- When arriving to play Russian Glass, all sound, including music, cuts out completely when you talk to the man who asks if you want to play. It starts back up again when the Opponent takes his turn.
- You can move while the man is moving out of the way after choosing to play the game in the prototype. In the final, you have to wait for him to finish walking before you can move.
- When hitting snakes in the Snake Panic minigame, they flash white in the prototype (as if you're hitting a normal enemy) and gold in the final.
- When failing the Snake Panic minigame, you can choose to play again immediately by talking to the man. In the final, you have to leave the building and re-enter to play again.
- The reason for this might be once you start the minigame, the snakes never stop popping out until you leave the building. This allows you to get a free point in the prototype by hitting a jar with a snake to start the game.
- The credits sequence changes the credits text at a slower rate due to having fewer people to credit.
- The rematch with Castoth in the Tower of Babel is the same as the fight in the original Japanese release, meaning you can freely hit his head.
- Luke is always outside his house in Watermia in the prototype.
- The opponent you play against in Russian Glass is in his house on the night of the full moon in the prototype.