Super Mario RPG (Nintendo Switch)
Super Mario RPG |
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Developer: ArtePiazza This game has unused graphics. |
Super Mario RPG is the Nintendo Switch remake of the original 1996 game of the same name (minus the "Legend of the Seven Stars" subtitle).
Incredibly faithful to the SNES classic in style, wit, and story, it nonetheless adds quite a few changes, gameplay mechanics, post-game challenges, and in this site's interest, pieces of unused content.
To do:
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Contents
Unused Graphics
Early Bomb Designs
Within program\romfs\Data\StreamingAssets\aa\Switch\d_assets_\cg_data-effect-tex.bundle exist these simplistic images which appear to be early versions of the Fire, Ice, and Sleepy Bombs, and what may be similarly early versions of the Earlier Times or Lamb's Lure items. The textures are reminiscent of the original game's designs for these items.
Material Capture Test
Found within program\romfs\Data\StreamingAssets\aa\Switch\d_assets_\cg_data-common-textures.bundle, among multiple matcap shader images, is this test image of several multicolored intersecting lines, simply called matcap_test.
Early Door Puzzle Graphics
Within program\romfs\Data\StreamingAssets\aa\Switch\d_assets_\cg_data-common-system-door.bundle, there exist six different early number graphics intended for use on the doors in the Bowser's Keep door puzzle. Notably, the graphic for the number "1" is missing.
Unused Palm Tree Texture
To do: Find a way to apply this to the corresponding tree model (1300_tree) and post an image. |
Found in program\romfs\Data\StreamingAssets\aa\Switch\d_assets_\cg_data-common-plant-tree.bundle is this early rough texture for the generic palm tree model found across the game.
Booster Tower Portraits
Found in program\romfs\Data\StreamingAssets\aa\Switch\d_assets_\cg_data-common-komono-picture.bundle are these early placeholders for the portraits in Booster Tower. It would seem as though this image functioned as a placeholder until all the final artwork was complete.
Nimbus Castle Floor Layouts
To do: Document the other ~20 images; many of them have similar number grids and (currently) unknown developer writings on them. |
Found within program\romfs\Data\StreamingAssets\aa\Switch\d_assets_\map-m-m08-in.bundle are a series of about 22 different grids and floor layouts for Nimbus Castle. Though used, most of these images feature unseen developer writing and numbers on them - however, out of the aforementioned ~22 images, yk_m08c1f1p_01 and yk_m08c1f1e_01 are the most notable for featuring screenshots of the developer's desktop. From yk_m08c1f1e_01, we can see a fuller shot of the desktop, as well as a full excerpt of an internal tool for the apparent placement of modular assets and environments called FLDMAKER.
The full taskbar with other development programs like Blender can also be seen in the picture.
Monstro Town Unused Wall Texture
A large grid pattern, found in program\romfs\Data\StreamingAssets\aa\Switch\d_assets_\map-m-m06-out.bundle, alongside the rock wall textures for the outside area of Monstro Town. Judging by its filename being nearly identical to the used rock wall textures, it's possible this image was used as a placeholder before the final textures were added.
Early Rose Town Roads
Found in program\romfs\Data\StreamingAssets\aa\Switch\d_assets_\map-m-m02-out.bundle is this early rough layout for Rose Town's roads, fittingly named road_test in the files.
Weapon World Floor Layout Text
Bundled within program\romfs\Data\StreamingAssets\aa\Switch\d_assets_\map-d-d19-in.bundle are the floor layout textures for the Weapon World, all used. However, in a similar manner to the Nimbus Castle floor layout textures, there exists a texture (d19b2e_3a_yk_01a) for one of the rooms in the Weapon World that features developer handwriting, marking the floor numbers for that specific area. Interestingly, the developer handwriting would end up baked into this room's corresponding normal map (d19b2e_3a_yk_01a_nml).
Unused Text
Debug Floor Text
Present in every localized file for the game's menu text are strings referring to debug rooms, implying the game may have once had a debug menu. Although there are strings for up to ten debug floors, there is a single string suggesting there may have been a 99th floor, meaning more floors and text strings might've been cut at some point in development.
Strings for the debug rooms were cut from the European Spanish file, though their entries still exist.
menu_text_eng.tbl menu_text_eng_us.tbl menu_text_deu.tbl menu_text_esp.tbl menu_text_esp_us.tbl menu_text_fra.tbl menu_text_fra_us.tbl menu_text_ita.tbl menu_text_nld.tbl |
menu_text_jpn.tbl menu_text_twn.tbl menu_text_chn.tbl menu_text_kor.tbl |
menu_text_eps.tbl |
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- Pages missing developer references
- Games developed by ArtePiazza
- Pages missing publisher references
- Games published by Nintendo
- Nintendo Switch games
- Pages missing date references
- Games released in 2023
- Games released in November
- Games released on November 17
- Games with unused graphics
- Games with unused text
- To do
- Mario series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by ArtePiazza
Games > Games by platform > Nintendo Switch games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2023
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 17
Games > Games by series > Mario series