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Phantasy Star IV: The End of the Millennium

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Title Screen

Phantasy Star End of the Millenium

Developer: Sega
Publisher: Sega
Platform: Genesis


EnemyIcon.png This game has unused enemies.
ItemsIcon.png This game has unused items.
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.


NotesIcon.png This game has a notes page
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Phantasy Star IV is the fourth and final installment of the futuristic Phantasy Star RPG classic series. It's considerably more story-heavy than its predecessors with an intriguing plot, memorable characters, and an interesting battle system that included the ability to set up action macros and thus help expedite one of the more tedious aspects of any RPG. Later tiles featuring the Phantasy Star name would branch off into completely different continuities.

Debug Menu

Phantasy Star 4's Debug Menu

The game's debug menu can be accessed with one of two codes depending on the system the game is playing on. For games that need the Game Genie code use FFEC9F: 06 and for PAR it is FFEC9E: 06. While this code is active it sets the cursor position for the party and system menus - rendering them effectively unuseable until the code is deactivated. It also interferes with Yes/No options and the space travel menu. To access debugging functions press the Start button when outside of battle then Confirm. The screen displayed in the screenshot above should open. It can be closed at any time by pressing Start again.

  • Speed: The three options here can be selected using the Up and Down buttons on the D-Pad. They set the player's base movement speed and take effect immediately. The default is 2. 1 is slower and is used when characters need to walk slowly as part of events. 4 is the fastest speed and is used to make certain NPC sprites run faster then the player can follow. In Zosa, which requires the player maintain the default speed as part of a penguin walk, the game reverts to the 2 option if this is changed.
  • Enemy, Poison, Block: These are toggled on and off by the A, B, and C buttons respectively. The Enemy option toggles enemy encounters either on or off. In a few select areas this value is locked and cannot be changed. Toggling encounters on in an area where the game doesn't have formation data causes the game to crash when an encounter is triggered. Poison simply toggles on or off whether poisoned characters take damage while walking around. Block turns tile collision on or off allowing the player to walk through anything but other sprites.

All of the following values are display-only and cannot be manipulated via the debug menu.

  • Position and Scroll: These six values display the player's current X/Y position and scroll information in hexadecimal.
  • Map: These two hex values reference the two layers loaded into memory. If only one layer is being used the second number is FFFF.
  • Status and On: During debugging this would have been used to ensure collision and tile properties were set correctly. These nine numbers tell the viewer what type of tiles are adjacent to the player as well as what they are standing on at the moment. By default, ordinary passable tiles are 00 and impassable tiles are 08.
  • Dungeon: This value is a reference number for the dungeon the player currently occupies. If it is not zero the game cannot be saved.
  • Escape: When this is toggled on the Hinas spell and Escapipes transport the player to the current dungeon's entrance. This is used in places like Kuran where teleporting outside is technically impossible with the way the game is structured.

Sound Test

Japanese PS4 sound test

The sound test itself is a well-known bonus feature. It unlocks if the game detects a clear file during bootup and is accessed by pressing the B button from the Continue screen. Pressing Start while in the sound test reboots the game.

A transition effect was removed or disabled when the game was ported for North American release. An Example of this transition can be found below. This also left the track Dezoris de Don unused. Curiously, some graphics were removed as well. It is unknown why the text wasn't translated but according to Fringes of Algo it reads "One song right after another. Taken individually, the characters mean, one, song, at once, and happen."

(Source: Fringes of Algo)

Unused Items

There are 4 unused items in the game which are identical across versions.

Blood Axe

Nicknamed the 'Blood Axe' by fans, this nameless, description-less item can only be equipped by Gryz. It is a 2-handed axe with 36 attack power, 10 defense power, and has a listed Meseta value of 380. It also has a unique attack animation. This item was likely cut because Gryz has plenty of weapons for the early part of the game and this one didn't offer anything substantial.

Blood Axe in action screenshot

As can be seen from this screenshot the animation had bright red droplet-like sprites which are obviously unfinished. This might have been considered too gory for an otherwise bloodless RPG and work was halted in the early stages of animation.

NOTHING

This nameless item has a description of ???? in the Japanese version and would be equippable by anyone but Seth except the item type is set to 09 - a value used to mark plot-necessary items that cannot be equipped, discarded or sold. It offers 20 defense and 10 magic defense. Because it was not intended to be sold it has no Meseta value.

Spiral Slasher

The so-called 'Spiral Slasher' is a one-handed slasher that can be equipped by Alys and Kyra. Enemies hit with it may be put to sleep if they fail a strength check. This weapon offers 38 attack power, has a meseta value of 200, and an unfinished unique attack animation.

Spiral Slasher in action screenshot

This weapon has two problems with it. The first is that the sparkly animation that is supposed to trail the spinning slasher is instead above it. The second problem is that this particular animation uses the background palette instead of the weapon palette.

Algo Map

The fourth and final item is a map that, when used, brings up a representation of either Motavia or Dezolis. Both maps can be scrolled horizontally and Motavia's vertically using the D-Pad. When either are initially opened they are tiled in such a way that where the world appears to wrap around is centered. For example, this places Skure, the huge pit that marks the outer boundaries on Dezolis, in the center. This default orientation can make finding landmarks difficult and may have contributed to the decision to dummy out the feature.

When the game was translated into English the planet names were left with their original Japanese table values and thus appear as gibberish with bits of remnant Japanese.

Motavia as seen through the Japanese map

No labels were placed on either map to mark locations although large towns like Aiedo did get bigger squares. One item of note, on the lefthand side between the two large squares are six small squares marking items of interest. Four of these are valid locations: Miles, Zio's Tower, Kadary, and the cave to Aiedo. The other two ended up as destroyed towns that exist only as ruin tiles on the overworld map. (Neither the Machine Center nor the Space Port are marked as they are initially subterranean and only rise to the surface via plot events.)

Dezolis as seen through the Japanese map

Dezolis's map is still in a rough, alpha state with noise as the game fills in the defined boundaries with data around the map image itself. This map cannot scroll vertically. It lacks four site markers (excluding the hidden Space Port for the same reasons the Motavia map did) which are Meese, Reshel, the Esper Mansion, and the Musk Cat cave. Although the cave is entirely optional the other three are not.

Animation Sample Video

This short YouTube video shows (with some additional explanation) animations for the Blood Axe and Spiral Slasher along with what the original Japanese sound test looks and sounds like in action.

Unused Monsters

When the game was being localized for the North American audience two enemies were disabled from appearing as part of enemy formations. They still exist in the English version and their names were translated but all formations containing them were removed from the final retail release. They can still be encountered in early localization prototypes.

Akasha/Acacia Shadow Mirage
screenshot of Akasha in the sword cavern screenshot of Shadow Mirage in The Edge

On the left is the Akasha (translated as Acacia in the English version). This spirit appears in groups of one to four when Chaz is alone in the sword cavern. The only thing they can do is physically attack. On the right is The Edge's darker palette swap who has a unique ability as seen below. They also appear in groups of one to four and are common enemies early in The Edge.

Shadow Mirage starting to use its Star Dust ability

The Star Dust spell assails the player's party with pillars of bright white energy. While the Shadow Mirage is controversial enough by design Star Dust causes the screen to flash and may have just added to the localization team's decision to disable this encounter.

The enemy name list contains a number of dummy entries which ended up translated as NOTHING. There are seven between Lashiec and Sand Worm and one sits at the end of the list before enemy abilities begin (making it unclear which list it belongs to).

Hmmm...
To do:
codes for manipulating formations and/or encounters are needed to find out if these are placeholders or not

Unused Text

There are several bits of dialogue and system text that went unseen. Some of it is simply an error of design, others were left unused because the system didn't need them.

Examing Elsydeon's stand in the Japanese version.

In both versions of the game it is impossible to examine the statue of Alis and read the attached description because doing so as part of the events that put Chaz there triggers a cutscene. After the cutscene the party is returned to the Esper Mansion and the door to the sword cavern is sealed again. It is thus only possible using a method to walk through walls. Below is what this line says in the English version.

'Those Who Protected Algo, Along with the Sacred Sword, Elsydeon'...

Shopkeepers present a particular case. Most of them have text despite being unreachable behind their counters yet of these the majority repeat a line from someone else in the same town. A few have blank text and the remaining handful don't even have a trigger associated with their sprite. The following two lines are exceptions to all of the above.

Reshel innkeeper: "At last we can breathe easy. We're going to rebuild Reshel back to its original splendor!
No, even better than that!
Jut innkeeper: Oh my, a Parmanian guest, how rare. So is it that interesting to you to go see a Dezolisian temple?
Chaz then says: I wonder if this person wants any business?

Raja's Missing Line

Template:NeedsTranslation

Part 1 of the joke Part 2 of the joke
Raja's sense of humor, part 1 Chaz/Rudy doesn't appreciate this stuff

When the team first exits to the Dezolisian overworld a bit of dialogue pops up that ends with Raja telling a joke. In the North American version this bit of dialogue was bungled and Raja's text consists solely of one empty text box.

The Party Perished!

In earlier Phantasy Star games it is possible to end up with a ghost party by manipulating events. However the developers of Phantasy Star 4 averted this by having the game check each step to find out if the party is dead or near death and display a corresponding message. This is necessary because poison was changed from its earlier form of preventing healing to dealing damage over time while on the overworld. When the game was translated into English the "party is all dead" line ended up partially illegible due to a programming error. The line does not have a terminator and so the game keeps printing what it finds until it gets to one obscuring part of the message with text meant for the menu.

The line should read:

Chaz and his Companions have perished.
Hmmm...
To do:
thoroughly check the entire Kuran sequence as DF1 may have a hidden dialogue trigger

Unused Music

The following tracks can be heard using the in-game sound test.

Dezoris de Don

File:DezorisdeDon.ogg

This short track is used in the Japanese version but only when opening the sound test itself. It is track 36.

Pao-Pao!

File:Pao-Pao.ogg

Pao-Pao occupies the final track slot in the sound test at 48. It appears to be a bonus track.