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Mother 3

From The Cutting Room Floor
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Title Screen

Mother 3

Developer: Brownie Brown, HAL Laboratory
Publisher: Nintendo
Platform: Game Boy Advance
Released in JP: April 20, 2006


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


Mother 3 had a very long history: originally planned for the Super Famicom, development moved to the N64DD and finally the N64 before being cancelled. A decade later, it was released for the GBA...but not outside of Japan, leaving a group of dedicated fans to eventually translate and localize the game into English.

Unless otherwise noted, the content on this page can be found both in the original version and the English translation.

Hmmm...
To do:
Almost everything... Use this; it's a preview, but it lists what kind of unused stuff there is. Most importantly, this.

Subpages

Blank.png
Unused text

Unused Rooms

Debug Room

Mother3DebugRoom.PNG

On a GameShark (v.3) or emulator, use the following codes during gameplay: CA1D8DB3 689FDAFA, 9CC263F2 68DE0537, and 1DCAC2C5 4FCA9184. Enable these codes while playing the game. Hold down the L button while entering a new screen, and the player will be redirected to the debug room.

  • Each Mr. Saturn allows the player to start playing from the beginning of a select chapter. The Mr. Saturn to the left begins Chapters 1-3, while the Mr. Saturn to the right begins Chapters 4-8.
  • Flint allows the player to select during which event they should begin Chapter 1.
  • Duster allows the player to select during which event they should begin Chapter 2.
  • Salsa allows the player to select during which event they should begin Chapter 3.
  • Lucas allows the player to select during which event they should begin Chapter 4.
  • The Clayman allows the player to select during which event they should begin Chapter 5.
  • Ionia allows the player to select during which event they should begin Chapter 7.
  • The Mecha-Porky robot allows the player to select during which event they should begin Chapter 8.
  • There are two Hinawas in the room. Speaking to her top-row sprite allows the player to view the game's ending cinematic. Speaking to her lower-row sprite allows the player to save their progress.
  • The projector allows the player to select whether Lucas and Kumatora use their kid or adolescent sprites.
  • "CAST" causes the character and production credits to roll. If this is viewed before the player has entered names for Duster and Kumatora, their names default to "Duster" and "Kumatora" (it is plausible that the same would apply to Lucas, Claus, Flint, Hinawa, and Boney, however it is not possible to enter the Debug Room before naming them, rendering the notion moot); however, if viewed before the player's name has been entered, the name is left blank at the end of the credits.
  • The Pigmask allows the player to configure the current party members, being able to put Flint, Lucas, Duster, Kumatora, Boney, Salsa, Wess, Thomas, Ionia, Fuel, Alec, Fassad, and Claus into the party, and may select up to five characters (as opposed to the usual limit of four). Interestingly, it's possible to set a level value for Wess, unlike all other NPC party members. It doesn't do anything, though.
  • The Pigmask Captain allows the player to configure the level of a party member. They may set between levels 1 through 60 at intervals of 5, and level 99.
  • The Navy SQUEAL allows the player to fill his/her inventory with Nuts.
  • The Pigmask Major allows the player to view several screen transitions.
  • The Pigmask Colonel allows the player to turn on all memo flags and obtain every regional map.
  • Losing to the Firefly in the corner of the Debug Room is the only method of direct exit, although starting a chapter by consulting one of the appropriate characters in the top row is an alternative method of leaving the room. You can actually sneak up on it from behind and see its back sprite, even though this is normally impossible. Note that it will never turn around and just will keep fighting as normal, because it is a mini-boss.
(Source: Earthbound Wiki)

Debug Warp NPCs

It seems there are four Magypsy NPCs which are used as instant warps to any given location, changing your party configuration in the process. They can be accessed in Chapter 2 after getting into the castle through the graveyard passage and using the walk through walls cheat 0200C492:FFFF to go through the drawbridge while it is still locked. The available warps are for Chapter 7 locations.

•Go how far into Murasaki Forest?
  ←END SELECTION→
  ←Chimera Lab→
  ←Spec. Room→
  ←Ult. Chimera→
  ←Doria's Gate→
  ←Pump Chimera→
  ←Heart Needle→
  ←Doria's Gate 2→
	
•Go how far into Snowcap Mountain?
  ←END SELECTION→
  ←Lydia's House→
  ←Uninv. Guest→
  ←Riding Sled→
  ←Cemetery→
	
•Go how far into Saturn Valley?
  ←END SELECTION→
  ←Saturn Bean→
  ←Saturn Valley→
  ←Phrygia→
  ←Volcano→
  ←Tunnel Destr.→
  ←Birdcage→
  ←Ceru. Beach→
	
•Go how far into Tanetane Island?
  ←END SELECTION→
  ←Tanetane Beach→
  ←Funky Beach→
  ←Missy's House→
  ←Island Hill→
  ←Defeated→
  ←Octopus Ride→
  ←Ceru. Beach→

Inaccessible Areas

Mother3-finalboss.png

The final boss room has some areas on the very top which are never seen during normal gameplay.

Mother3-UnusedRoom1.png

There is a locked room in the Toilet Dungeon, in Chapter 8, which has water leaking from under its door. It is never accessible during normal gameplay, and the door is non-functional, but if you use a walk through walls code in the next room, you can actually access the flooded room. There are no NPCs inside, and no solidity is programmed.

There is also a room in another corridor that is rendered inaccessible when a man rushes in and prevents you from entering. Walking through the walls here reveals that it is filled with toilet paper.

Unused cutscenes

Using the code 0200B578:00XX, one can access a few cutscenes the game never uses. This is done by replacing XX with one of the values seen below, then go to a new room to see the cutscene.
E5 – Fassad's Interpreter flying in the sky. Her lack of animation suggests she is a placeholder sprite.
F5 – Lucas and Claus playing and swimming (flashback)
F6 – Lucas and Claus are playing janken, Lucas wins, Claus and Lucas get into a fight, Lucas cries, Flint gets angry while trying to take care of the sheep, Claus runs off (flashback)
F7 – Lucas and Claus with Hinawa (flashback)

It seems like F5, F6, and F7 were intended to be shown during the final battle, since the game drops the player off at the final battle with the Masked Man after playing those movies. Also, notice that the three cutscenes have static flickering throughout, likely to indicate Claus's mental status.


(Source: RGBA_CRT)

Unused Menus

Memo

The Japanese version has an unused menu which contains different gameplay tips and background info from the Japanese manual, but it also mentions some features which never made it to the final game. This menu has been restored in the English fan-translation, by pressing L+R while selecting "Status". Still, many memos never get triggered, rendering them unused.

  • Coupon Exchange: This very long memo is helpful at describing a lost game mechanic.
•Let's say an enemy drops a 
coupon when it is defeated in 
battle.

•In your case, what would you 
do with it?

•Use it as a bookmark or 
something? That may be a 
wonderful way to make 
use of it.

•But take it to a redemption 
center, and they will actualy 
cash it in for m-m-money!

•Each shop has a different rate, 
so be sure to think about it 
before you trade.

•You can redeem up to 100,000 
Porkyupons at a time.
  • Magical Creatures: This memo on the other hand is painfully short. It could be referencing the Barrier Trio, but the Trio never trigger the unlocking of the memo. Also notice the inconsistency/typo in the spelling of the Magypsies.
•Magical dolls crafted by the 
Magypies.
  • Chupichupyoi: Nothing wrong here, but this memo never gets triggered.
•Deep, deep inside Mt. Oriander 
sits this temple with the 
unpronouncable name that 
not even the residents of 
Tazmily know about.
  • Bird of Light: Interesting is the only word to describe this memo. No "Bird of Light" is ever mentioned in the game.
•That of the Dark Dragon is in 
the anithesis.
•Darkness and light.
•Despair and hope.
•Destruction and creation.

•That is what it is.
  • Dark Dragon: SPOILER ALERT... It isn't.
•It is said that once the 
Dark Dragon awakens, 
the world will perish...

•Is it really wise to continue 
pulling the Needles like this?
  • Mr. Saturn: This memo never triggers through normal game play. The memo Saturn Valley is triggered instead.
•Mr. Saturn?
•Mr. Saturn...
•Mr. Saturn!
  • Seven Needles: Another normal memo that cannot trigger through normal game play. the memo Needle Locations is triggered instead.
•Once all of the Needles are 
pulled, what will happen?

•The die is cast. There is no 
choice but to go on.
  • Pigmask Army: And another. The memo Pigmasks is triggered instead.
•The one called the king is in 
command of these troops.

•An outrageous gang who does 
stuff like set fire to forests, 
scientifically rebuild animals, 
and cause nothing but trouble.

•If you see them, call the police!
  • Porky: And another... Oh yeah, play Earthbound.
•A chubby little brat born near 
the end of the 20th century in 
a town called Onett, in Eagleland.

•Before long, he was plotting 
evil schemes and setting them 
into motion, one after another, 
wicked beyond imagination...

•... and a far cry from the mere
pranks of a childish bully.

•For those who would like more
details...

•Well, this is by no means an 
advertisement, mind you, it 
just boils down to a simple 
note for your adventure...

•...so if you don't mind my 
saying, you should try playing 
that one thing called 
EarthBound, dude!
  • Healer: Now this one is interesting. There are actually unused sprites for someone peeking out of the Item Guy's tent. This would be no more useful than a hot spring or revitalizer, which is probably why it was cut.
•The man who lives in the Item 
Guy's tent with him. When your 
body feels strange, one miracle 
from him will leave you feeling 
refreshed.
  • Comment Box: This is actually a comment board in the finished game but what ever.
•The residents of this world can 
leave their opinions, requests, 
and complaints in here.

•Whether someone is actually 
checking the box is anyone's 
guess.
  • Wooden Box: Originally, present boxes were supposed to be regular wooden boxes before the time jump.
•Anyone is free to use the items 
found in these wooden boxes.

•It's just the law of the land.
  • Charging Device: From here on, the memos are pretty boring and unremarkable.
•Evidently, Pork Beans run on 
something called "electricity".

•Pork Beans consume this 
electricity when in use, so 
use this charger to completely 
fill it back up.

•Actually, it's really no 
different from this Game Boy.
  • Stone Sheet Clippers: Chances are Duster is named whatever you named him as in your play through.
•It's a Stone-Sheet-Clippers 
match. In the case of a tie, 
go one more round.

•The condition for taking back 
Duster, otherwise known as 
Lucky of the DCMC, was the 
defeat of 5 opponents in a row.

•It was a tough game, but somehow 
it ended with the defeat of the 
fifth member, the leader of the 
DCMC.
  • Tickle Stick:
•Koochie koochie koo! Use this 
stick to tickle under the arms 
of your enemy and they'll
naturally drop their rock-solid 
guard.
  • Scary Mask
•Put this mask on, and no matter 
who you look at, you're sure to 
shock the "Ack!" right out of 
their attack.
  • Smoke Bomb
•Throw it against the ground to 
break it open and release smoke 
from within.

•The enemies may have a hard time 
attacking through the smokescreen.
  • Hypno-Pendulum
•Staring at this may induce a 
sleepy trance.

•Be careful to divert your own 
eyes when using it. 
  • Siren Beetle
•Raised by Wess. It isn't silent, 
it's a siren, and this stag 
beetle will give off a piercing 
sound.

•Perhaps some animals are 
weak to this sound.
  • Dash: Interestingly the third sentence describes something that never happens in game. Everyone crouches at once.
•Hold the B Button for a short 
time and the character will 
crouch.

•Upon release, the character will 
move at twice the normal speed.

•When several party members are 
present, wait until everyone 
has crouched.

•Use the D-Pad to direct the 
path of the characters' dash.
  • Ram:
•During a dash, try charging into 
different objects to see what 
happens.

•Ramming into an enemy that 
is weaker than you will stun 
it temporarily.

•However, if the enemy is 
stronger, you will be thrust 
into a battle as usual.

•If the enemy is simply no match 
for you, it will be defeated 
upon contact.
  • Push: A memo dedicated to a mechanic only used once, no, twice in the entire game? Strange.
•Sometimes, there are things in 
this world that are just 
begging to be pushed

•If you keep the D-Pad pushed 
down in the direction of one of 
these objects, there's a chance 
that it will move.
  • Arrow Lizard:
•A slightly odd lizard in the 
shape of an arrow.

•When you've lost your way, if 
you visualize your destination, 
it will somehow point you in 
the right direction.

•They have come in handy in 
Tazmily for generations

•They are a protected species, 
so don't tease them!
  • Battle Secrets:
•Press the button with the music 
rhythm, whaddya get? A feeling 
so enlivening you'll never forget!

Used Memos

Many memos have triggers that can unlock them through normal game play. This technically makes them used in game, at least in the English version. A few of these memos do mention old mechanics or scrapped features so they are still worth mentioning.

  • Money: Apparently you were supposed to find acorns to buy things in the earlier chapters instead of getting stuff free. The nuts were probably leftovers from this concept, seeing as you cannot find them after the time jump, when real money is introduced.
•Since Fassad's arrival in 
Tazmily, this has been used 
instead of acorns.

•It's round and shiny, but 
unlike acorns, it cannot be 
found in the forest.
  • Hot Springs: According to the memo, faint party members were to be found at hot springs ala Earthbound hospitals. Instead they just stay in your party, walking around with a sullen look and 0 HP.
•Every now and then, your friends 
who have lost consciousness 
will suddenly awake to find 
themselves in a hot spring.

•Perhaps some kind soul had 
carried them in?
•It's better not to ask.
  • PSI: This is interesting in that PSI teleport was planned, hence the part about assisting transportation. It was scrapped from the game after it became clear how badly it broke the story sequence.
•PSI is a mysterious and useful 
power that can replenish your 
energy or even assist in your 
transportation needs.
  • Kindness: The infamous kindness status vaguely introduced.
•This is one of the most 
important things for us humans, 
so let's be kind to others.

•If your "Kindness" goes up, 
something good is bound to happen.
  • Equip: Strange, but checking the memo never tells you about new items.
•Be sure to check here to see 
if a new item needs to be 
equipped.
  • Item Guy: Thankfully someone marked this memo for us.
•You know, the guy who lives in 
the tent you can take a rest 
in. (planned)

Battle Debug Menu

Some left-over text exists in the beginning of the text block used for the battle engine. It is safe to assume these were destined for a Debug Menu for the battle engine. Here are the lines from the fan-translated version. This Debug Menu is currently inaccessible.

0000-E: Debug Text[END]
0001-E: BATTLE DEBUGGER[END]
0002-E: Player[END]
0003-E: PSI[END]
0004-E: Goods[END]
0005-E: Monster[END]
0006-E: Status[END]
0007-E: Other[END]
0008-E: PLAYER DEBUGGER[END]
0009-E: Name[END]
000A-E: Kill Off[END]
000B-E: Level[END]
000C-E: EXP[END]
000D-E: HP[END]
000E-E: PP[END]
000F-E: ATK[END]
0010-E: DEF[END]
0011-E: IQ[END]
0012-E: SPD[END]
0013-E: Kindness[END]
0014-E: PSI DEBUGGER[END]
0015-E: Target[END]
0016-E: PSI[END]
0017-E: Add[END]
0018-E: Remove[END]
0019-E: GOODS DEBUGGER[END]
001A-E: Target[END]
001B-E: Goods[END]
001C-E: Add[END]
001D-E: Remove[END]
001E-E: MONSTER DEBUGGER[END]
001F-E: Name[END]
0020-E: ID[END]
0021-E: Kill Off[END]
0022-E: Attack Sound[END]
0023-E: Direction[END]
0024-E: Level[END]
0025-E: HP[END]
0026-E: PP[END]
0027-E: ATK[END]
0028-E: DEF[END]
0029-E: IQ[END]
002A-E: SPD[END]
002B-E: Kindness[END]
002C-E: Weak No-Element[END]
002D-E: Weak Fire[END]
002E-E: Weak Ice[END]
002F-E: Weak Thunder[END]
0030-E: Weak Explosion[END]
0031-E: STATUS DEBUGGER[END]
0032-E: Target[END]
0033-E: Status[END]
0034-E: Add[END]
0035-E: Remove[END]
0036-E: MISCELLANEOUS[END]
0037-E: Full Party Recovery[END]
0038-E: Full Party Death[END]
0039-E: Field[END]
003A-E: Effect[END]
003B-E: BGM[END]
003C-E: CPU Load[END]
003D-E: Memory Load[END]
003E-E: Status Name[END]
003F-E: [END]
0040-E: Poison[END]
0041-E: Paralysis[END]
0042-E: Sleep[END]
0043-E: Strange[END]
0044-E: Crying[END]
0045-E: Forgetful[END]
0046-E: Nauseated[END]
0047-E: Fleas[END]
0048-E: On Fire[END]
0049-E: Paralyzed, Frozen[END]
004A-E: Smell[END]
004B-E: DCMC[END]
004C-E: Staple Stopped[END]
004D-E: Apology Stopped[END]
004E-E: Laugh Stopped[END]
004F-E: Guard[END]
0050-E: No EXP[END]
0051-E: OFF Down Weak[END]
0052-E: OFF Down Strong[END]
0053-E: DEF Down Weak[END]
0054-E: DEF Down Strong[END]
0055-E: Shield[END]
0056-E: Counter[END]
0057-E: Shocked[END]
0058-E: PSI Shield[END]
0059-E: PSI Counter[END]
005A-E: OFF Up Weak[END]
005B-E: OFF Up Strong[END]
005C-E: DEF Up Weak[END]
005D-E: DEF Up Strong[END]
005E-E: Escape Failure[END]
005F-E: Dance[END]
0060-E: OFF Down Mid[END]
0061-E: DEF Down Mid[END]
0062-E: Time Bomb[END]
0063-E: Parameters Up[END]
0064-E: Parameters Down[END]
0065-E: Refresh[END]
0066-E: Fell Over[END]
0067-E: Dance OFF Up[END]
0068-E: Dance DEF Up[END]
0069-E: Dance SPD Up[END]
006A-E: Dance IQ Up[END]
006B-E: Dance OFF Down[END]
006C-E: Dance DEF Down[END]
006D-E: Dance SPD Down[END]
006E-E: Dance IQ Down[END]
006F-E: Endure[END]
0070-E: OFF Up Mid[END]
0071-E: DEF Up Mid[END]
0072-E: No Back Sprite[END]

0681-E: SOUND MONITOR TEXT[END]
0682-E: ???[END]

Overworld Debug Menu

Like the aforementioned Battle Debug Menu, this menu hasn't a known method of access. It would be used for the overworld testing.

01-E:Collision Detect[END]
02-E:Battle[END]
03-E:OBJ Data ID[END]
04-E:Obstacle Evasion[END]
05-E:Process Load[END]
06-E:Gamma Correction[END]
07-E:Control Mode[END]
08-E:World Map[END]
09-E:Encounter BGM[END]
0A-E:Default[END]
0B-E:Sound No.[END]
0C-E:Current Coords[END]
0D-E:Money On Hand[END]
0E-E:Coupon[END]
0F-E:Leder Counter[END]
10-E:Respawn Location[END]
11-E:Current BGM[END]
12-E:Do[END]
13-E:Don't[END]
14-E:On[END]
15-E:Off[END]
16-E:Display[END]
17-E:No Display[END]
18-E:Advance  [END]
19-E:GB Player[END]

Unused Stat: Kindness

Alongside the OFF, DEF, IQ and SPD stats, there is an unused stat called Kindness, which is mentioned in the unused Memo menu. It is hinted in the Memo menu that this stat might trigger alternate story events. It says: “This is one of the most important things for us humans, so let’s be kind to others. If your “Kindness” goes up, something good is bound to happen.” Some sprites of Porky's death, Flint killing the Mecha-Drago and a "HAPPY END" graphic might evidence this.

While it is never talked about during normal gameplay, it is used in the final game:

  • Whenever the message "you feel a warm feeling in your heart" appears, it increases by 1 for the whole party. However, it never exceed the single digits due to such opportunities being rare. It has some effects on the game: When hacking higher values for it, it directly influences the amount of HP restored whenever Lucas use PK Life Up, but no other known effects appears for the other characters.
  • The message "Your Kindness increases by ..." is stored among the Battle engine text block, specifically inside the Level-Up messages. Obviously, this message never appears normally in-game because the Level-Up data is set up so that this stat always increases by "0". However, under some rare glitches (or heavy EXP cheating), when you level-up above Level 100 (The level cap being normally 99), this causes the game to read data from other sectors as level-up data: the Kindness stat increases as well and this message appears.
  • Here are some Kindness adresses, which must be set between 00 and FF (Max 255):
    • Lucas: 02004214:XX
    • Claus: 020046B8:XX
    • Duster: 02004280:XX
Hmmm...
To do:
Find Those Of Kumatora, Salsa and Flint (although I know that Flint always has it set as 0 by the time he fights the Mech-Drago)
(Source: Courtesy of Earthboundcentral.com)

Unused Battle Action: Consider

Among the special battle actions script, like the ones used by Salsa, Flint, and Duster, at the very end of the text block, there is a Battle Action called "Consider". It is unknown how this command might have functioned. It may be related to a similar action, "Pray", which has been a recurrent feature in the previous games but oddly absent in the third game.

Unused Graphics

Unused Battle Backgrounds

There are many unused enemies in the game, and most of them also have unused backgrounds.

The most notorious ones, shown in the video at the left, are a series of placeholder enemies with glitched names who use a sequence of morbid backgrounds, reminiscent of the battle against the final boss Giygas in the two previous games. Itoi mentioned he originally intended the Final boss battle as a nightmarish sequence without any dialogue, but later changed it because it was too terrifying; so the graphics shown above might have been remants of the original plan. Also notable is the Tiny Forest enemy, who only lacks an overworld sprite - this enemy is complete in all other aspects.

These background graphics are not used with any enemy in the game. There are some more, most of them being variations of the skinny Pigmask guy.

These are left-overs of the scrapped final boss battle Itoi mentioned in his interviews. To view how these graphics were supposed to appear in-game, refer to the video above.

Unused Character Sprites

Use these [1] [2]

Hmmm...
To do:
Sprites for Flint clinging on the plane (Chapter 5 End) which matches a trailer for the scrapped N64 Version, The Masked Man and Kid Drago have fully working animations for Wess Dance, and Kumatora alternate clothes, NPC from snowy locations, and a happy end graphic...

Mother3 MechaGorillaBack.pngAlmost Mecha-Lion Back.pngMaster Eddy Back.png

This is an unused battle graphic of the Steel Mechorilla from behind. It never appears in the game because the Steel Mechorilla, being a boss, cannot be approached from behind. Other bosses, like the Almost-Mecha Lion and Master Eddy, also have back sprites that never appear in normal play.

Mother3 MaskedMan Back.png

The Masked Man also has a "back sprite" which shows him unmasked, but while still holding weapons.

M3 Alkaline Man.gif Mother3 Alkaline Manbattle.PNG

This enemy, called Alkaline Man, is an extremely interesting and original palette swap of Battery Man. He is still unused, and thus we never get to see his wonderful sprites.

Mother3tinyforestfront.pngMother3tinyforestback.png

As seen in the video above, the Tiny Forest is an unused enemy and the only other enemy to have unique sprites.

M3 Barrier Trio Walking.gifM3 Dancing Barrier Trio.gif

In the final game, the Barrier Trio never leave their spot. You walk up to them and the battle quickly begins. Because of this, a large set of sprites go unused. This includes full walking graphics and a very awkward dance, which would not be entirely out of nature for the Trio to do.

Mother3-mm-explode.gifMother3-mm-float.gifMother3-mm-repair.pngI'm the Masked Man, I'm grey and orange~

A set of graphics of the Masked Man exploding, floating, being repaired and firing his arm cannon Mega Man style.

M3bear.png

A unused bear sprite. In the game, a item named Honey Shower allows you to summon bees to hit enemies, but sometimes the narration says that a bear showed up instead.

M3 Porky Closing.gifM3 Porky Crash.gif

Two sets of sprites showing Porky in an early design. The first set shows Porky closing his pod and the second set shows said pod destroyed.

M3 Porky Flash.gif

Graphics of a Porky Bot or young Porky with bizarre flashing eyes.

Duster Magic.gifM3 Kumatora Magic.gif

In the game files, there lies two strange graphics of Duster and Kumatora in unused clothing. They appear to be teleporting, but it's very different from the PSI Teleport used in the Mother trilogy and is most likely unrelated. What the graphics could have been used for is anyone's guess.

M3 Kumatora Yelling.gif

Kumatora shouting out in her unused clothing.

M3 Kumatora PSI.gif

Another vague animation with Kumatora in her unused clothing, yet again.

M3squeal.png

A palette swap of a Navy SQUEAL.


(Jeff's Graphic Dump: http://mother3.fobby.net/blog/)

Other Graphics

Mother3 unusedsprite five.png

This is loaded while the game is showing Nowhere Islands in the intro. However, it's covered up by the body of water surrounding the islands, making it invisible unless the player uses an emulator's tile viewer.

M3cafe.png

A low quality picture of the Ostrich Burgers Historic Summit Inn Cafe on Route 66. It's possible that it was simply inserted into the game to test how the game displayed graphics.

M3pig.png

A giant grey pig attached to a ship; likely an early Pigmask zeppelin.

M3earlypigmask.png

A weird yellow Pigmask.

Unused Music

Hmmm...
To do:
The game's GSF rip has heartbeat versions of nearly every battle theme in the game, even boss themes. Record the unused heartbeat themes and upload them here.

Unused Music

The numbers inside parenthesis are the number of each song inside the game, in decimal. You can use the code 0201B910:???? and play the first song on the sound test to hear these.

(413) A sad version of the Pigmask Army theme. Although it is unknown where this piece was meant to be used, the developers have stated that the Pigmask theme was once the main theme of the game instead of the Theme of Love, so this piece may be a remnant of that original plan.


(1966) An alternative version of the love song that didn't get used.


(1649) This is the music used when the player talks to a Sanctuary boss in EarthBound.


(437) An unused version of "And... Stop!".


(1148) A variant of Fight With Mecha-Drago. At 0:14 and 0:28, some weird buzzing noise is inserted for around 1 second. During this period, there are no combo beats. After the loop, a small set of drums extend the song's duration, but even with their upbeat nature, the BPM does not change.


(397) A shorter version of Etude for Ghosts. This was one of the battle themes in the unreleased EarthBound 64.


(1936) A weird song, that when sped up, is revealed to be OJ from the DCMC saying "One, Two, Three, Five!"


(202) Some eerie creature's breath. It loops forever.


(157) An underwater version of Good Morning!


(1939) A heartbeat, with ominous background noise. It's just the same thing over and over. It has no BPM data, so it couldn't have been a battle theme.


(1911) An alternate version of Run, My Dog, Run!, sometimes called Fetch, My Dog, Fetch! It's a bit shorter.


(81) An alternate, slightly calmer version of The Green Train's Fun, Too!


(402) An alternate version of the Tazmily theme, based on A Railway in Our Village!.


File:Mother 3 heartbeat battle.ogg (30) A song with heartbeats that increase in tempo, somewhat reminiscent to the Ultimate Chimera. The combo's beats also increase in tempo, which indicates that this could have been a battle theme. The last five or so seconds loop over and over.


(1162) An alternate version of Formidable Foe called Formidable Foes. The BPM is halved at 0:23, 0:48 and 0:59.

Unused Beat Data

  • The pause menu, file load/save menu and the Pigmask radio's song on the training grounds have associated BPM data, even though that data's only used for the rhythm combos in battles. Example