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Tales of Symphonia (GameCube)

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Title Screen

Tales of Symphonia

Developer: Namco
Publishers: Namco (JP/US), Nintendo (EU)
Platform: GameCube
Released in JP: August 29, 2003
Released in US: July 13, 2004
Released in EU: November 19, 2004

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
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.

Tales of Symphonia was one of the first Tales games to be in 3D and to get a worldwide release. It later got a Japan-only PS2 port which added some of the missing content, like a casino minigame, and some worthless additional techniques, and of course long loading times.

To do:
  • Look at textures.
    • The Steam version has a texture with a digital signature of a developer that dates 2003. See if that is in here along with other texture oddities.
  • Debug versions of both USA discs have been leaked onto the internet, go find early localization differences if possible.
  • Are there any more notable unused models available in the Testfield_02 character editor?

Unused Graphics

Unused Cut-ins

Upon performing Hi-Ougi (Mystic Artes) with Lloyd, Genis and Colette, cut-ins appear over the screen with that character's face. Oddly enough, there are unused cut-in graphics for the rest of the party members (Presea even gets two), plus Abyssion and Mithos, on the GameCube version disk. They were used in the PS2 port. You can see them here.

Unused Model

One of the character models in the game is that of Rutee Katrea, one of the protagonists of Tales of Destiny. Considering one of the battles at the Coliseum has the party face off against two characters from Tales of Eternia (Farah Oersted and Meredy) and one from Tales of Destiny (Garr/Woodrow Kelvin), this is likely where her cameo would have appeared.

Rudy? No, Rutee!

Debug Rooms

On the NTSC version, after enabling the following Action Replay codes, you can press Z when on any area to teleport to the following locations, although there is the risk of your character getting stuck in the scenery. You can also save and load for quick access to these areas.



There are two NPCs here, and a bunch of airships lacking collision detection. The area's 3D model itself abruptly cuts off at some point. It seems to be meant for testing camera angles:

  • The female NPC will say "Meow?" and trigger a cutscene where one of the airships take off (but stays suspended at a certain height), then a close-up of you and her. You can move while in the cutscene.
  • The male NPC has two options; the first one will trigger a cutscene where the camera pans very far away from the whole area but approaches with a panoramic view. The whole area model and even the skybox borders are visible. The second option spawns some monsters.





This is by far the most interesting area: it features a row of blue NPCs which, when talked to, allow you to freely edit their characters' 3D models! The available options are:

  • Character: here you can choose from all the PCs and NPCs in the game, including some dummied-out and glitchy ones. Most of the values of the other options ("filthy dogs" and "registered character") crash the game.
  • You can change the mouth and eyes, too.
  • EN makes manga-style emoticons appear above their heads.
  • Motion makes them do a specific animation, although you need to go to the loop options to prevent it from abruptly stopping.
  • Bones options enables you to rotate any bone in the 3D model by any angle you wish. Video.
  • There are Skin, In-between frame and Option (?) settings.
  • The last option enables you to revert the character to their original appearence.


There are also three pink NPCs, one of which is obstructed initially by the camera view, which changes after talking to the blue NPCs:

  • The bottom pink NPC has four options: Titles, Techniques (showing "Under Development"), Recipes, and Weapon Test. While the first and the third options are the most interesting, allowing you to unlock all of the Titles/Recipes, the fourth one simply causes your character to draw their weapons as if they were in battle mode.
  • The hidden pink NPC has the same options as the blue ones, except it changes YOUR character's appearance.
  • The top pink NPC has options from 000 to 010, which seem to just crash the game.

Unused Techniques


Some techniques are only available with Action Replay codes. Some deal no damage, they often glitch the game, especially when used in Unison attacks, and there are ones which outright crash the game.

  • Raine
    • Bloody Lance: Dark-element palette swap of Holy Lance, which is otherwise exclusive to enemies.
    • Dark Sphere: Dark-element palette swap of Photon.
    • Sacred Light: Has its own incantation, dubbed in English to boot! ("Life, be thy sustenance and destroy the enemy!") An animation also plays, but no damage is dealt. This move was later finished up and used in the PS2 version as Raine's first Mystic Arte, and in the English release of the PS3 Chronicles version, which uses the PS2 version as a base, the formerly unused English dub incantation plays when performing it.
  • Zelos
    • Judgement: CPU Zelos uses this on you in his boss battle, but it isn't available for the player to use. The PS2 version and PS3 Chronicles version later allowed players to use this technique.
  • Regal
    • Heel Kick
    • Dragon Fang: A possible early version of his Dragon Claw tech.


  • Colette
    • -????-: Non-functional. Colette just remains in casting mode until it is cancelled. The name used for this move is also displayed when triggering her Holy Judgment Mystic Arte.
    • Grand Fall: The description claims that it drops a gigantic hammer on the enemy, but it simply crashes the game when used.

Sound Only

The Sound Test has some battle cries recorded for scrapped Artes (though most of them were seemingly removed from the English version). Many were implemented in the Japanese PS2 version, but some went ultimately unused.


  • Fairy Circle: Banbutsu ni yadorishi, seimei no ibuki o koko ni. Sohite, warera ni kago o. Fairy Circle! (Offer us life essence nurturing all creatures, then bestow us your protection: Fairy Circle!) - It's still unused in the PS2 version.
  • ...


  • This particularly...lewd callout for minor boss Kvar is found amongst his attack name callouts but is unused ingame. Unless he actually had an attack named Booty Call, this was likely a joke.

To do:
  • Add the remaining PS2 version leftovers.

Unused Music

Within the "sound" directory of the game's files, there are six unused music tracks.


A single, quiet piano key.


A very fast-paced, high-energy tune. Sounds like a battle theme.


A laid-back track that sounds very much like a town theme.


A somber rearrangement of Zelos' theme.


Another single piano key, slightly longer than temp1.song.


Sad-sounding cutscene music.

Regional Differences

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Edit Playable Characters Names

In the Japanese version only, you can edit the names for all of your party members. For some reason, this option was made unavailable in localized versions, rendering the naming screen unused in the process. You can still access it in said versions by editing the save file directly.

Voice Acting

All sound files for the voice acting of the Z button skits have been deleted from the localized versions, akin to all Tales games until recently. The timing of the English text is still unchanged from the Japanese version: for instance, Sheena spends a lengthy time saying "I..." in the English version, accounting for the longer Japanese equivalent of the sentence. Undub versions re-enabled said voice acting.

Sound Test

In the Japanese version, a Sound Test is unlocked upon completing the game, available on the title screen. It was made unavailable in English versions, much like in Phantasia's GBA port, but is still fully functional, featuring a very early translation that retains the Japanese names (Refill for Raine, for example). It can be accessed on Disc 1 in the US version with Action Replay codes, by selecting Customize on the title screen.


(Source: Freeza, Ice Mario)

Opening Song

The Japanese version's opening song is "Starry Heavens" by Day After Tomorrow. This was changed to an instrumental song in the international versions.

Japan International

Text Fonts

The US and European versions have completely different fonts for dialogue and other text.