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SaGa Frontier/Unused Items and Skills

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This is a sub-page of SaGa Frontier.

Unused Items

Many of these are not so much "unused" as they are "hidden", and used internally by the game for various things. In addition, there are numerous hidden attributes attached to items that can never be viewed in-game.

Swords

  • IronPipe - This is equipped on Gen during the fight with SirDemon early in T260G's chapter, and summarily lost afterwards. It has an attack power of 15, and has an odd yellowish color.
  • NotUse - There are several items with this name, much like how the majority of the dummied-out items in the US SNES release of Final Fantasy IV were simply named "Dummy". The first of these is a sword with 39 attack power and no special effects. This is actually called "Miracle Blade" in the Japanese version.
  • RaySword - Equipped on Red whenever he transforms into Alkaiser. Attack power of 45, raises all stats and max HP, and is responsible for the learning of - but not the use of - Alkaiser's special skills (i.e. a character can learn Alkaiser techs with this equipped if hacked in, but cannot use them).
  • LightSword - Granted by using the Light Magic of the same name. Has an attack power of 80 and raises all stats by 10.

Guns

  • NotUse - Another one of these, and the game's only unused gun. This is a gun with 44 attack power and an ammo capacity of 2. This is named "Derringer" in the Japanese version.

Armor

  • JerryArmor - Several pieces of equipment are automatically equipped on by monsters but hidden from the player, and this is the first of them. This weak suit of armor, worn by Unknown and Gelatin monsters, has a base defense of only 6 but gives a +102 DEF bonus to Blunt attacks (physical) and a +38 DEF bonus to Slash and Pierce-type attacks. It also makes the wearer immune to the following status ailments: Angry, Blind, Charm, Faint, Knockback, Mess, Palsy, Sleep, Stun, and Venom.
  • SlimyArmor - Similar to the JerryArmor above, except this one has a base defense of 8, gives a +32 DEF boost to Blunt attacks, and +16 DEF to Pierce attacks. It's used by many enemies, primarily for the modest Blunt defense boost.
  • SkeleMail - Used mostly by undead enemies, and stronger ones tend to have several equipped. +32 Pierce DEF, +16 Slash/Cold/Electric DEF, and +4 DEF to all other Elements. The wearer also becomes immune to Angry, Blind, Charm, Faint, LP Damage, Mess, Palsy, Sleep, and Venom.
  • WhiteDress - This is listed with the "suit"-type armor for whatever reason. It has 40 around-the-board defense, but unlike other suit-types it doesn't stop Blind status. Rather, it stops Angry, Charm, Faint, Mess, Palsy, and Sleep instead. This item truly appears to be unused; no monsters are equipped with it, and is not stealthily equipped on Emelia during her final battle, where she's wearing the wedding dress. This is the only gender-specific item in the game, and was probably removed precisely for that reason; every piece of equipment can be equipped by any human or mystic, and it would have seemed rather odd for males to be equipped with a dress.

Accessories

  • JunkPart - This is a distinctly different item from the normally-accessible "JunkParts" item. This is an accessory with 1 defense, no special effects, and can't be unequipped. Rather useless.
  • FovosGrail - Yet another piece of monster-exclusive equipment. This is equipped on the following monsters: KylinJr, MaskCat, Straysheep, Suzaku, SuzakuJr, Cyclops, Chariot, Giant, Jotnar, Gargoyle, Lamia, Siren, Wormbrood, and by the special UnicornJr and Tidi that accompany MasterRing. It has a base of only 1 defense, but +25 Status FX DEF, and grants immunity to a number of status ailments: Angry, Charm, Faint, Mess, Palsy, and Sleep.

Mec Parts

  • TrainingGun - Used by Emelia in the Gradius training room. Classified as a mec part rather than a gun, for some odd reason.
  • V-Special - A part of the V-System, which is what enables Type-8 T260G to use StarlightShower and CosmicRave after using V-Max. This can be hacked in to give the wearer permanent access to those skills without the stat drain that comes when V-Max wears off, but be aware that this does not grant V-Max's stat boost either.
  • JunkVulcan - This produces an effect similar to RangeFire. Probably intended to be equipped on Type 6 mecs, but the effect was changed to a skill instead.
  • SatelliteBeam - Not really unused, just "ninja-equipped" on Type 2 mecs after using BitSystem combined with SatelliteLinker to produce the SatelliteBeam effect. This can't be used on its own, however.
  • MinorLaser - Doesn't seem to be usable, but the game says it has an attack power of 10.
  • DragonCannon - The name and listed 50 attack power suggests this was a weapon, but it isn't. It's equipped by Thundragons, RedDragons, and BlackDragons, and makes them immune to Angry, Blind, Charm, Faint, Mess, Stone, LP Damage, Palsy, Stun, and Venom. It's possible this was going to be a weapon at one point in development, but was scrapped, given another effect, and never renamed.
  • LastRing - Equipped by bosses and grants full status protection. Another item that may have been something different earlier in development.

Items

  • BlackXKey - This was almost certainly intended for a sequence late in Red's chapter in which he's given a key deep within the BlackX Base. You still technically "get" the key, and the corresponding door opens afterwards, but it doesn't appear in your inventory.
  • NotUse - There are five of these listed as items. Three have no known function, one restores the HP of non-mecs in battle, and the last of them can be used in the menu, but appears to have no effect.
(Source: Zaraktheus (item effects))

Unused Skills

As there are unused items, there are also a huge number of unused skills.

Gun Techs

  • TestShot - This is the effect of the TrainingGun used in Emelia's scenario. It just does 1 damage to a single target.

Magic

This is where things get interesting. Each of the 12 spell types consist of up to eight spells. However, while only Rune and Arcane magic actually have the full eight spells, the remaining magic slots are not actually empty. Many of them are filled with secondary spell effects, enemy attacks, and even a few entirely unused skills.

Note that most of these skills are not actually wholly unused. They're included here solely to show the game's odd hidden classifications of them.

  • Light Magic Salamander - This is a monster attack that deals heat-based damage to a single target. It works fine, and given it has an actual WP cost (5; most other unused skills don't cost anything at all, and spells require JP, not WP, to use), it seems like playable monsters were supposed to be able to absorb this skill, but as it's classified in-game as magic, it's just not possible.
  • Light Magic Kyon'sSmile - There are quite a few skills with this name hidden throughout the data, and it appears they're just filler, as none of them do anything. Any attempts to use this skill will just result in a normal attack.
  • Shadow Magic Macumba - Another skill used by enemy monsters. It causes status ailments on a single target. Unlike Salamander, however, there's no reason to believe this was ever intended to be obtainable.
  • Shadow Magic FireySpirit - This skill causes the user to lose one LP. The effect of SoulRune wearing off.
  • Shadow Magic Kyon'sSmile - Completely identical to the other such named skill, except this is listed as Shadow magic.
  • Time Magic Revolution9 - This is MasterRing's ultimate attack, and it comes in two forms here: one that's the charging animation, which causes the attack to be used at the end of the round, and one which is just the attack.
  • Space Magic SatelliteBeam - Yeah, it's that flashy Type 2 mec laser blast. This one is normally usable, just in a different way, so there's little to say here.
  • Space Magic Graviton - As there are two distinctly different attacks by this name, it should be pointed out that this is the much flashier monster variation (used by BossX, among others), not the mec skill granted by the FortBody.
  • Realm Magic Regeneration - This skill doesn't do anything if hacked into the magic menu; it's simply something used internally for the incremental HP/WP restoration provided by MaxwellProgram, VitalityRune, SelfRepair, Deathsynthesis, and Photosynthesis.
  • Realm Magic BackFire - This is the effect of a spell getting trapped by PsychicPrison. If hacked in, it damages the user, so there's really no point in doing so.
  • Mystic Magic PhantasmShot - There exists a duplicate of this normally obtainable spell within the list of Mystic Magic, though this version is the one used by Orlouge and targets all enemies.
  • Mystic Magic Selection - Orlouge's special attack. This causes a whole mess of status ailments to a single target.
  • Mystic Magic BrokenGlass - The effect of someone hitting a target protected by GlassShield. There are two separate "skills": one is the simple "glass breaking" animation shown when hit by an indirect attack, while the other is the effect of the glass shattering and dealing damage to the attacker.
  • Mind Magic IronPole - Seen in the fight against Spriggan, this attack hits all enemies but isn't particularly powerful.
  • Mind Magic Yell - An oddball skill used only in the battle against BlackGarb midway through Red's chapter. Raises the entire team's speed.
  • Mind Magic Drunk - The effect used when you're stumbling drunk through the Yorkland Swamp trying to obtain the Grail Card. Causes random status ailments on all enemies.
  • Evil Magic MagiDefense - This spell is technically perfectly valid, uses the correct spell-casting animation, and even costs 1 JP. However, as only one character in the game can use Evil Magic, and he lacks the Gift (which allows all spells of a type to be learned and used), this remains enemy-only. It deals damage to all enemies, doing extra damage to those with a higher PSY stat.
  • Evil Magic RavaBarrire - Another valid spell that you simply can't learn, and is only used by enemies (such as Arachne). This appears to raise the user's defense, followed by an attack on all enemies. It also costs 1 JP.
  • Evil Magic Possession - A strange skill used by a few living artifact enemies. Normally used by those creatures to essentially force themselves onto you in various ways, if hacked in and used by a character, all it does is kill that character and drain all of their HP, JP, WP, and LP. Avoid.
  • Life Magic DirtyFang - Most of the rest of these attacks are built-in special effects of various weapons. This single-target, regeneration-nullifying attack is used by the JackalSword.
  • Life Magic ElementDissolve - Deals instant death to a single target. Inherent skill of the SplashSword.
  • Life Magic BraveHeart - Raises one ally's attack power. Inherent skill of the Lordstar.
  • Life Magic Enemy Fire - This isn't a weapon effect, but rather an "ambush" effect seen in certain battles. Hits all enemies, but is rather weak.
  • Life Magic CounterMagician - This is the effect of an enemy getting hit by the Arcane magic "Magician", and getting sucked into another dimension or something.
  • Mirage Magic MillionDollers - A meteor attack that hits all enemies for significant damage. This mistranslated and misspelled skill is inherent to the CometBlade.
  • Mirage Magic ShadowHold - Paralyzes a single target, but has a low hit rate. Inherent skill of the ShadowDagger.
  • Mirage Magic SilverFang - Hits a single enemy. Hidden skill of the SilverSpread.

Dodge Techs

  • Kyon'sSmile - Three dummied-out dodge abilities that don't actually dodge anything. Their effects, oddly enough, are tied to the special skills usable by the RING/Healer, RING/Fighter, and RING/Lord, though they can't be used simply by hacking them into the skill list.

Mec Skills

  • Kyon'sSmile - The last one of these. This one is mixed in with the "supplemental" mec skills, meaning it would have had some sort of automatic effect.

Monster Skills

These monster attacks aren't actually unused in the standard sense that they don't appear in-game. They can be used by enemies, but despite being valid monster-type skills, cannot be absorbed and used by playable monsters.

  • DivingPress - Used primarily by Jotnar, this is just a decent strength physical attack with no special effects. Costs nothing to use.
  • SpinAttack - Most commonly used by Dancers and LivingSwords, this is a physical attack that can damage nearby enemies within a small radius. Costs 3 WP.
  • DeathGrip - This skill is used mostly by Liches and SickleBugs, and instantly deals 1 LP damage to the target, while doing no other damage. If hacked into a playable character's skill list, this acts as an instant-death attack that always works unless an enemy blocks it (via shields, Deflect, etc.) or is immune. This is due to the fact that all enemies (other than Rouge) only have 1 LP to begin with. Its description is simply "Paralyze", but this is incorrect, naturally. No cost to use it.

Others

A few other skills used internally by the game. For the latter two, they aren't unused at all, but their names are.

  • SpaceContact - Despite what the name would suggest, this is a "passive" skill used by Orlouge, his mistresses, and BossX, which has no animation and basically has the user "defend", reducing damage. But as it's a "low priority" skill, it'll very rarely actually activate in time to do anything, and generally just amounts to a wasted turn.
  • Salmonella - Just the effect of the RottenMeat item, which has a low chance of inflicting Red Mess/Venom/Palsy status on a single enemy.
  • HeavyRailCannon - Basically identical to the "RailCannon" attack, except with no name displayed. Can be used by LivingMuskets, R&Rs, the HunterKnight, and the second and fourth forms of Spriggan.
(Source: Zaraktheus (effects))

Inaccessible Mystic Boosts

There are at least three monsters in the game that can be absorbed into a mystic's MysticSword/Glove/Boots, yet are unable to be fought at any point in any chapter where you could possibly have a mystic in the team. They nevertheless grant proper skills and stats, as they should:

Monster Skill 1 (Sword) Skill 2 (Glove) Skill 3 (Boots) Stat Boosts
MaskCat Hypnotism GrapeShot MysteryTap WIL +30
Rabbat (Masked) BloodSucker GrapeShot Assist All Stats +5
Lummox MagicHeal Psych-out PowerKick All except CHA +10