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Super Mario RPG: Legend of the Seven Stars

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Title Screen

Super Mario RPG: Legend of the Seven Stars

Also known as: Super Mario RPG (JP)
Developers: Nintendo, Square
Publisher: Nintendo
Platform: SNES
Released in JP: March 9, 1996
Released in US: May 13, 1996
Released in EU: August 22, 2008 (VC)
Released in AU: August 22, 2008 (VC)


AreasIcon.png This game has unused areas.
CopyrightIcon.png This game has hidden developer credits.
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.
Carts.png This game has revisional differences.


Super Mario RPG: Legend of the Seven Stars is a unique collaboration between Nintendo and Square: the first in a line of Mario role-playing games.

Subpage

SMRPG-TestMap.png
Unused Maps and Battle Backgrounds

Unused Enemies

Quite a few. Most 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 during development, as some of the unused enemies attack themselves and power you up.

Baba Yaga

SMRPGBabaYaga.png

A palette swap of Fautso. Interestingly, it was this color variation 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

While they appear in the Pipe Vault, they normally just 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 Bit is alluded to in the Factory and only appears in a cutscene during the first Smithy battle. "Machine Made" versions of Drill Bit (or potentially Jabit) can also be fought while encountering a Machine Made Yaridovich, but there are no true battles with the actual Drill Bit. There are two values in the battle modifier mode (one for a single Drill Bit, and one for 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 Drill Bits were probably meant to be seen in the Yaridovich battle. Drill Bit actually has an entry in the Nintendo Power Player's Guide, where it is listed as being found in World 5 and in the "Bosses" section. However, Yaridovich is considered the final boss of World 4.

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

Pile Driver Body

SMRPGbuddy.png

It has no name, but this is Pile Driver's body.

Psychopath thought: ......
Attacks: (thorn attack used by Bowser)

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

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

Unfinished Enemy

StandingHurtAttackSpecial

Animations for an unfinished enemy are present in the game, with animations for standing, being hurt, attacking, and a special attack. No graphics in the game match the enemy's layout, nor does it resemble the design of any of the existing enemies. (Note: These animations were slowed down so the numbers are more visible.)

(Source: Mattrizzle)

Unused Enemy Palettes

The unused enemies and other characters 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!

Sprite Enemy Based On
SuperMarioRPG AltCrook 28.png Amanita
SuperMarioRPG AltCrook 27.png Ameboid
SuperMarioRPG AltCrook 35.png Arachne/Spinthra
SuperMarioRPG AltCrook 06.png Artichoker/Kriffid
SuperMarioRPG AltCrook 33.png Bandana Red/Bandana Blue
SuperMarioRPG AltCrook 05.png The Big Boo/Li'l Boo
SuperMarioRPG AltCrook 18.png Birdy/Bluebird
SuperMarioRPG AltCrook 04.png Bob-omb/Rob-omb
SuperMarioRPG AltCrook 03.png Buzzer/Stinger
SuperMarioRPG AltCrook 07.png Carroboscis
SuperMarioRPG AltCrook 32.png Corkpedite + Body
SuperMarioRPG AltCrook 01.png Crook/Sackit
SuperMarioRPG AltCrook 08.png Crusty/Star Cruster
SuperMarioRPG AltCrook 02.png Enigma/Gorgon
SuperMarioRPG AltCrook 16.png Fautso
SuperMarioRPG AltCrook 14.png Forkies/Jawful
SuperMarioRPG AltCrook 37.png Frogog/Ribbite
SuperMarioRPG AltCrook 23.png Gecko/Geckit
SuperMarioRPG AltCrook 31.png Greaper/Glum Reaper
SuperMarioRPG AltCrook 10.png Guerilla/Chained Kong
SuperMarioRPG AltCrook 20.png Hippopo
SuperMarioRPG AltCrook 19.png Hobgoblin/Straw Head
SuperMarioRPG AltCrook 21.png Jester
SuperMarioRPG AltCrook 39.png K-9/Chow
SuperMarioRPG AltCrook 22.png Lakitu
SuperMarioRPG AltCrook 25.png Mastadoom
SuperMarioRPG AltCrook 38.png Orb User/Orbison
SuperMarioRPG AltCrook 11.png Pinwheel
SuperMarioRPG AltCrook 29.png Piranha Plant/Chewy
SuperMarioRPG AltCrook 15.png Reacher
SuperMarioRPG AltCrook 30.png Remo Con/Puppox
SuperMarioRPG AltCrook 17.png Shadow/Doppel
SuperMarioRPG AltCrook 24.png Shaman
SuperMarioRPG AltCrook 09.png Shogun/Armored Ant
SuperMarioRPG AltCrook 34.png Smithy (First Form)
SuperMarioRPG AltCrook 13.png Snapdragon/Fink Flower
SuperMarioRPG AltCrook 12.png Sparky/Fireball/Pyrosphere
SuperMarioRPG AltCrook 36.png Stumpet
SuperMarioRPG AltCrook 26.png Terrapin/Jagger/Terra Cotta
SuperMarioRPG AltCrook 40.png Wiggler

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.

Debug Menus

The Debug Menu

A very complex one, at that. To enable it, use 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), which plays the Mushroom Kingdom theme. To access it, enable PAR codes 7FF40400 7FF40501 and take 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, and Barrel Volcano. If you go to the right, you can talk to Bowser to get to Bowser's Keep. All of these locations appear late in the game, suggesting that these were the last locations developers tested.

The Toad at the top-left corner is interesting, as he provides you with many useful things 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 go directly to the credits.

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

There are two longer variants of the Peach tower scenes, accessible through the debug menu. The first is BG:11, SCENE:150. The second is BG:11, SCENE:151.

Unused Items

There are a few 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 - A physical attack, and the only attack with an 8× modifier in the game. Based on his other moves (Full House and Wild Card, which are 2× and 4× respectively), it was almost certainly intended for Jester, but removed due to being a bit overpowered.
  • Sickle - Turns one character into a scarecrow, has a 1.5× modifier.
(Source: SMRPG Secrets, Liliana)

Unused Status Ailment

There is an unused status ailment. When cast on an ally, the player loses control of the character and the character will continuously physically attack random targets (including other party members and themselves) until the ailment is cleared. When cast on an enemy, the enemy will do the same (lose control and select random targets, including themselves), but the attacks will miss 100% of the time. In addition, if the enemy and an ally character have this status effect on them, enemies will use "Scream" and "Hammer Time" randomly with 100% miss chance, but it is unclear as to why they use these attacks.

Other noteworthy tidbits are the portrait does change to an unused index, sequence 6. If the ally attacks themselves and they fall/are wounded, they will revert back to their standing position when transferring back to their original coordinates. The byte for this status ailment is 10.

(Source: Yakibomb)

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.

Stop, hammertime!SMRPG-BlueHammer.png

Unused red and blue palettes for the hammer. These may have been intended as elemental hammers, or just as a way to distinguish the various hammers in the game.

SMRPG-BlueCymbals.png

An unused bluish palette for Mallow's Cymbals.

(Source: Angry Sun)

Unused & Early Graphics

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.

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.pngSmrpgpipe right.png
How the wall pipes look when placed in game.

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 blackjack table. This table is a lot less detailed than the one used in the final, 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.


Unused Used
SMRPG-unused mario doll front.pngSMRPG-unused mario doll back.png SMRPG-used mario doll front.pngSMRPG-used mario doll back.png

There are two versions of the Mario doll in the game - only the right one's used in-game. The unused variant is pretty much a miniature version of Mario's regular sprite, while the used sprite more looks like early representations of Mario in magazines.

SMRPG-axem teleport yellow.pngSMRPG-axem teleport pink.pngSMRPG-axem teleport black.pngSMRPG-axem teleport green.png

Teleportation graphics for the other four Axem Rangers, who normally use Red's teleportation graphic.

(Source: Mattrizzle)
SMRPG-Hollow Sign Left.pngSMRPG-Hollow Sign Right.png
SMRPG-NimbusEarly.png

These "HOLLOW" signs are leftovers from an early version of the game, as evidenced by the scan at right.

(Source: The IT)

SMRPG-SmithyHeadSmall.pngSMRPG-SmithyHeadSmall.gif

A small version of Smithy's head. It is actually used in the transformation cutscene, in which this head morphs into the full-sized head, but Smithy is completely obscured by the beam of light, so it is never seen.

Smithy head attack.gif

An attack animation for Smithy's normal head, which never attacks.

SMRPGTrophyStands.png
SMRPGTrophyStandsScreen.png

Trophy stands used in early screenshots: one white (like the picture), the other a purple-ish color.

(Source: The IT)

SMRPGGraphics.png Two graphics for the Sunken Ship. The shark may have been for scenery, while the "30" is a developer's marking.

(Source: The IT)
SMRPGCloud.png

Most likely an early Nimbus cloud. (Blue background added to show transparent eyes.)

SMRPGUnusedDirtMountain.png SMRPGDirtMountains2.png

What looks like smooth stone structures that may have belonged to a different style of cave tileset.

(Source: The IT)

SMRPGUnusedYo'sterIsleEndingGraphic.gif

These were meant to be played during the ending sequence on Yo'ster's Isle, but the animation was never implemented, going unused.

Unused Level Palettes

Alternate Cave Palette

SMRPGVolcanos.png

A darker, alternate palette for caves.

(Source: The IT)

Early Mushroom Kingdom

SMRPGMKBattlefield.png
SMRPGMKBattlefieldScreen.png

This early palette for the Mushroom Castle is the same one seen during the 1995 V-Jump presentation.

(Source: The IT)

Unused Text

Psychopath Messages

 I love my hammer!

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

I REALLY hate males...!

Unclear who was supposed to use this, but it's not used at all in the game.

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.

x's MAX HP up by y!

A battle message. Unknown what this was for, there is no way to raise one's maximum HP beyond leveling up.

Things are ALWAYS happening to her! What an UNLUCKY child!

This was supposed to be said by the Chancellor once Mario tells him that Peach has been kidnapped by Bowser.

(Unused Chancellor Text: Super Mario RPG Secrets)

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, and can occasionally be seen when using the Lamb's Lure or Sheep Attack on one of the hammer enemies which accompany the Clerk, Manager, and Director in battle.

Miscellaneous

SMRPGCasinoNPC.png

The map of the Grate Guy Casino's outside is on the same physical map as Seaside Town. While this in itself is not particularly unusual, there are some NPCs on the Seaside Town side loaded with the Casino which cannot normally be seen, including a pair of Terrapins, a Toad, and Geno.

Regional Differences

File Select

Japanese American
SMRPGFileSelectJ.png SMRPGFileSelectU.png

The file select screen was completely changed, probably to fit long location names such as "Mushroom Kingdom" in there.

Battle Buttons

Japanese American
Super Mario RPG JP Battle Buttons.png Super Mario RPG US Battle Buttons.png

The buttons in the Japanese version reflect the Japanese Super Famicom controller with the colored buttons. Since the American SNES has purple buttons instead, the game was changed to reflect this. While the same happened to Bowyer's buttons, those simply became one color.

Bowser's Victory

Japanese American
Super Mario RPG JP Victory.png Super Mario RPG US Victory.png

Bowser's victory pose was changed for the American version to not resemble the offensive Iberian slap/bras d'honneur.

Secret Code

The button code to get a scene with Toad is missing in the American version. Upon opening the menu, press Down, Up, Right, Left, Select, Start, Select, Start, B. Toad will show up and take you to your status screen, showing that none of your stats have changed. He then discourages you from looking for other cheats. Here is a translation:

Secret code found!

Now, let's take a look at your Status.


........Wow!

Nothing's changed at all.

But, what about your experience points......


Nope, nothing's changed.


There's no point in looking for other codes,

and the result will always be the same.

I'll play with you as many times as you like, though......

Secret Code END


(Source: Legends of Localization)

Script Behavior

Some of the text boxes behave slightly differently between the Japanese and American releases. For example, the lines after Exor crashes into Bowser's Keep and before Mario jumps into the Bowyer battle are automatic in the Japanese version. In the American release, they last until the player pushes the A button.

Neosquid

One unusual translation is how Exor's mouth is called Neosquid. It's merely called "Mouth" in the Japanese version.

Developer Message

There is a message from Mitsou Yoshioka (credited in the game as the menu programmer) located at 0x30010 (CPU address C30010) in all versions of the ROM:

US version JP version
ENGLISH  VER.   
by M.YOSHIOKA   ‘
大滝秀治命   
JAPANESE VER.   
by M.YOSHIOKA   ‘
大滝秀治命   

大滝秀治命 roughly translates to "The Honorable Hideji Ootaki".

Virtual Console Changes

The Virtual Console release of the game tones down certain spell animations, such as Flame Wall and Static-E!, due to such graphics originally featuring bright flashing colors that could trigger a fit of epilepsy. The European English VC release also alters one line spoken by Croco early on in the game, from "bugger" to "pest" - as "bugger" is a vulgarity in UK English.