Super Mario RPG: Legend of the Seven Stars
|Super Mario RPG: Legend of the Seven Stars|
Also known as: Super Mario RPG (JP)
This game has unused areas.
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.
- 1 Subpage
- 2 Unused Enemies
- 3 Unused Enemy Palettes
- 4 Unused Battle Formations
- 5 Debug Menus
- 6 Debug Room
- 7 Debug Menu (Overworld)
- 8 Unused Scene
- 9 Unused Items
- 10 Unused Attacks
- 11 Unused Status Ailment
- 12 Unused Code
- 13 Unused Objects
- 14 Unused Level Palettes
- 15 Unused Text
- 16 Miscellaneous
- 17 Regional Differences
- 18 Developer Message
- 19 Virtual Console Changes
| Unused Maps and Battle Backgrounds|
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.
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)
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)
A palette swap of Hippopo.
Psychopath thought: (none)
Attacks: Lightning Orb, Doom Reverb, Thornet (itself), Vigor Up! (you)
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
A palette swap of Jester.
Psychopath thought: Kekekekekekekekekeka!
Attacks: (physical attack)
A palette swap of Reacher.
Psychopath thought: K-9 is after my bones!
Attacks: (physical attack), Mush Funk, Scream, Knock Out, Silver Bullet
A palette swap of Stumpet.
Psychopath thought: Grrr!
Attacks: (physical attack), (Birdo's three-egg attack), Crystal
A palette swap of Mastadoom.
Psychopath thought: Life is tough, ain't it?
Attacks: (physical attack), Crystal, Blast, Storm, Eerie Jig
A palette swap of Corkpedite.
Psychopath thought: (none)
Attacks: (physical attack), (Hammer throw), Fear Roulette
Pile Driver Body
It has no name, but this is Pile Driver's body.
Psychopath thought: ......
Attacks: (thorn attack used by Bowser)
An unnamed palette swap of Bahamutt.
Psychopath thought: (none)
Attacks: Somnus Waltz, Flame, Bolt
A palette swap of Carroboscis.
Psychopath thought: (none)
Attacks: (physical attack), (water droplet), Endobubble
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)
A nameless palette swap of Gunyolk.
Psychopath thought: (none)
Attacks: (physical attack), Lightning Orb
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.) The index for this sprite animation set in hexadecimal is 30, between Mukumuku and Enigma.
Prerelease screenshots show a green, cactus-like enemy with a crown of spines on its head and a pacifier sticking out of its mouth. From the screenshots and the animations above, it can be inferred that this enemy would have stuck its spines out for its physical attack, and stuck out the pacifier for special attacks.
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!
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.|
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
Piranha Plant x2
|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|
|08B||N/A||Bandana Red x2
Dry Bones x2
|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|
|08E||46, 47||Bandana Blue x4|
|08F||47||Bandana Blue x2|
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.|
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
|Part of an unused, harder version of the Terra Cotta enemy pack in Bowser's Keep.|
|0EB||75||Big Bertha x2
|Part of an unused, harder version of the Big Bertha enemy pack in Bowser's Keep.|
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.
Gu Goomba x2
|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.
|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
|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|
|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|
|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.|
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.
Spell Effect Test 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.
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)
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.
- 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-->
- 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
- Moleville, Item Trade Shop
- restart from first menu
- 99 flowers
- Max level up
- 500 coins
- 1 level up
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.
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.
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.
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.
Under the hood rests unused code.
Increase Stats Through Items
All items (weapons, armors and consumables) are made up of 18 bytes. Consumable items are the only ones to make use of byte 17 for Attack Flags. Setting this to 03 will enable an unused string of code to add stats to a character upon use. Stats that can be modified are Speed, Attack, Defense, Mg.Attack, and Mg.Defense.
The code can be found at C2:C074 - C2:C0B1.
Remnants of a 6th Party Member?
There are leads within the code that point in the direction that at one time, there may have been a 6th party member to join Mario.
At a glance, there have unused specials commands and coordinates for the ABXY buttons on the battle screen if said character were to exist.
All named "Dummy", these unused specials are most likely leftovers from how the game writes to a character's specials pool, however they still function as any ally special would. The animations themselves are actually incorrectly read pointers, due to how the code is organized. The animation code is placed just after the pointers, so when the code reads the pointers to play the animation for the Dummy specials, the game is actually reading the beginning of the animation script used by Mario's Jump special. Also noteworthy, these Dummy specials all share the same timing as the specials Jump, Therapy, Crusher, HP Rain, and Shocker, because the timings themselves (located at C2:CACB) are all read by the same code.
The coordinates for the ABXY buttons for the battle screen do have bytes dedicated for the X/Y position for one more character. The coordinates are the same exact as Mario's. It is loaded at C2:3461 (with the coordinates themselves at C2:3685).
Spell Damage Parameters
Spells are made up of 12 bytes for parameters, using bits to enable/disable certain functions.
Byte 1, Bit 0: Uses attack/defense of caster/target to calculate final damage, instead of using mg.attack/mg.defense. This completely ignores adding the spell's power.
Weapons, items, armors and accessories are akin in that they are all made up of 18 bytes for parameters for various functions, with byte 1 setting the type of item or equipment it will be.
Byte 5, Bits 4-7: These bits, dedicated for the elements (Ice, Thunder, Fire, and Jump respectively), set a weapon's damage type to that element if applied to a weapon, armor or accessory. Judging by how weapons, armors and accessories are applied to the character, it was definitely intended for weapons to use elements at some point, but for what ever the reason it was never used. It even has a byte on the character's RAM dedicated to it: 7E:004B, which can be set to 10, 20, 40, or 80 to get that element's effect.
Oddities With Mushroom Ailment
The Mushroom ailment is meant to immediately pass the character's turn if they are afflicted. With a little digging however, it is shown that it had not always done that. By disabling the turn skip by pointing the ailment to do something else, it was found it disables the three action commands for attacks, items and specials, but leaves the defend/run command enabled, suggesting the player had some control over the Mushroom. This is likely a simple leftover that has no significance whatsoever.
Additionally, the game checks to see if Mushroom or Fear are set to calculate final damage. If either are set, damage is divided by 2.
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
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.
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.
An unused bluish palette for Mallow's Cymbals.
Unused & Early Graphics
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.
A spiny sea urchin. Probably intended as a trap of sorts for the Sea or Sunken Ship areas.
This graphic appears many times in the debug menu, and is almost certainly a generic placeholder.
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.
A Belome Statue, meant for Belome Temple. This graphic was meant to be placed on the other side of the wall, but due to the statues always being on the left side, this went unused.
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.
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.
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.
Teleportation graphics for the other four Axem Rangers, who normally use Red's teleportation graphic.
These "HOLLOW" signs are leftovers from an early version of the game, as evidenced by the scan at right.
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.
An attack animation for Smithy's normal head, which never attacks. It does play repeatedly during Smithy's death animation if you somehow defeat him before he changes his head.
An attack by the enemy Leuko (above) and Muckle. Due to it only using magic, this physical attack animation is completely unseen.
Trophy stands used in early screenshots: one white (like the picture), the other a purple-ish color.
Most likely an early Nimbus cloud. (Blue background added to show transparent eyes.)
What looks like smooth stone structures that may have belonged to a different style of cave tileset.
These were meant to be played during the ending sequence on Yo'ster's Isle, but the animation was never implemented, going unused.
These are found paired with the rest of the elder graphics. Likely used during Bowyer's reign on Rose Town.
Found in the Marrymore tilset, these are just bouquets of flowers that are unused.
These are located in the same bank as the other digits. They are just different numbers, likely intended for the battle UI. These are actually very similar to the numbers used for the page scrolling number display in battle.
Even more unused digits and some other tiles, located just above the rest of the battle UI GFX. Curiously, after the 0 through 9, there are two tiles that are just 1 but one is solid and the other hollow. There is also a star, and what can be assumed to be a shrunken star. It is unknown what these were used for, so far.
Unlike most graphics seen in this game, this is certainly the most bizarre. Having seemingly no place anywhere to be shown in the game, this graphic, featuring Mario's primary colors, is curiously put just before Smithy's graphics (whose graphics are just before Mario's!).
Unused Level Palettes
Alternate Cave Palette
A darker, alternate palette for caves.
Early Mushroom Kingdom
This early palette for the Mushroom Castle is the same one seen during the 1995 V-Jump presentation.
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.
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.
This is the name associated to the Magikoopa shown in the game intro, which is never shown.
The name of the tiny bombs that can be seen exploding in the intro.
This is the stem of Smilax. It cannot be targeted at all, so its name is never shown.
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.
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.
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.
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.
The file select screen was completely changed, probably to fit long location names such as "Mushroom Kingdom" in there.
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 pose was changed for the American version to not resemble the offensive Iberian slap/bras d'honneur.
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
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.
One unusual translation is how Exor's mouth is called Neosquid. It's merely called "Mouth" in the Japanese version.
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
Grab comparison screens
- 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 cause epileptic seizures.
- For unclear reasons, the color of the ground in Moleville, Booster Pass, and the rocky portion of Land's End was darkened significantly for the Virtual Console versions.
- The European English VC release alters one line spoken by Croco early on in the game, from "bugger" to "pest" - as "bugger" is a vulgarity in UK English.