If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Secret of Mana (SNES)
| Secret of Mana |
|---|
|
Also known as: Seiken Densetsu 2 (JP)
|
Secret of Mana is one of Square's most well-regarded SNES offerings. A sequel to Final Fantasy Adventure on Game Boy, it's an action RPG for up to three players featuring bright, colorful graphics and quirky monsters, and one of the best soundtracks on the SNES.
Contents
- 1 Unused Items
- 2 Unused Sprites
- 2.1 White Sprite
- 2.2 Neko Back and Walking Frames
- 2.3 Watts Unused Tile
- 2.4 Sage Joch Walking Frames
- 2.5 Scorpion Leader Unused Tile
- 2.6 Dyluck Walking Frames
- 2.7 Geshtar Unused Frames
- 2.8 Unused Character
- 2.9 Sheex
- 2.10 Thanatos Walking Frames
- 2.11 Elinee Without Hood
- 2.12 Cannon Travel Man Back View
- 2.13 Truffle Walking Frames
- 2.14 Toppled Snowmen
- 2.15 Casting Boy
- 2.16 Laughing Boy and Girl
- 2.17 Unused enemy sprites
- 2.18 Mysterious NPC
- 2.19 Unused boss sprites
- 3 Unused Music
- 4 Debug Room
Unused Items
Mana Sword
Barring glitches or cheat codes, it's impossible to get the sword up to level 9, unlike every other weapon. However, if you do get an extra Sword Orb by whatever means, it can be upgraded, and comes complete with an icon that's never otherwise seen. Normally this sword is gained only in the final battle by having both the girl and the sprite cast Mana Magic on the hero, but it's applied more or less the same way as the elemental "Saber" spells, and thus doesn't change anything on the menu.
Unknown Item
There exists in the ROM an unused, dummied item that acts like a healing item upon use, but has no apparent effects. It is possible, judging from the way the object looks, that it was meant to be a sprite to show the Weapon Orbs in your inventory.
Ruby Armet
The ruby armet is a helmet for the girl with a defense of 46, unused for some reason... Use PAR code 7ECC240C to put it in a helmet slot.
"Max Candy"
Use the PAR code 7ECC3C3F to put this item in a arm protection slot, for example. It has no name, looks like a Candy and has a defense of 255! Maybe a test item?
Bare Head/Body
Value 00 for the armor modifier code gives a miscolored trashcan with the description "Bare head" (translated from French here), values 15 and 2A gives similar item with the description "nothing". These might have been intended to remove helmets, armors and arm protections respectively.
Unused Sprites
Secret of Mana contains a plentiful amount of unused sprites and animation frames and characters.
White Sprite
Using the PAR code 7EE18056 will change the Boy into a completely whited-out Sprite. There exists several duplicates of the Boy, Girl, and Sprite in the character data, some with alternate palettes (such as for the fight against the clones in Sage Joch's cave), but this white palette is unique to the Sprite and not used anywhere.
Neko Back and Walking Frames
The PAR code 7EE18099 will change the Boy into Neko. Neko never moves from any place where you find him standing in the game, but with this code, you can see that he has unused walking forwards and backwards sprites. He will blink his eyes as he walks. This is also the only way to see him from behind.
Watts Unused Tile
Watts has an unused tile. the right sprite shows how it could be used. The main difference is his beard color.
Sage Joch Walking Frames
The PAR code 7EE180A3 will turn the Boy into Sage Joch and you will see that he has walking forward sprites. Joch never moves from the spot he is standing on during normal game play. However, it's possible to activate this animation by standing behind him and talking to him. Characters are programmed to turn and face you when you talk to them from behind, but since Joch has no back view, his walking animation is called up in place of it. This was probably an oversight on the programmers' part.
Scorpion Leader Unused Tile
The Scorpion leader has also an unused tile. The right sprite shows how her head would look like, no match could be found with body tiles. Her hair is different and her cape seems closed over her shoulder.
Dyluck Walking Frames
Most NPC have a complete set of walking frames, but some do not use all of them. Here, Dyluck's downwards walking frames are unused.
Geshtar Unused Frames
Geshtar has downwards and sideways walking frames, which are unused, but no upwards walking frames. On the other hand, he has an alternate downward standing sprite, holding the Mech Rider helm. This can be seen by using the PAR code 7EE180B1 and walking upwards.
Unused Character
The PAR code 7EE180B3 will change the Boy into an unused character in a white cloak. This character is right between Fanha and Sheex in the character data, so he was most likely meant to be another servant of Emperor Vandole.
Sheex
Sheex uses downwards walking frames, but extra tiles can be seen around the sprite. Moreover, the shoulders seem off for two frames. Using the available tiles, the sprites can be corrected. In addition, the upwards walking frames are unused.
More interesting is another head for Sheex, with a helm. There is a version available for all his frames (first line is as observed in the game with extra tiles cleaned, second line corresponds to corrected sprites). The white spot on the helm makes it look unfinished.
Thanatos Walking Frames
Like other characters, Thanatos has unused frames, sideways in this case.
Elinee Without Hood
The PAR code 7EE180BA will turn the Boy into the witch, Elinee. Slide left or right to activate an unused sprite of Elinee without her hood. There is an additional sprite without her hood and with her mouth open. This can be seen by bringing her to an area with ennemies, but may freeze the game.
Cannon Travel Man Back View
File:Somana cannonguy complete.png
The PAR code 7EE180CE will turn the Boy into the Cannon Travel Man. You can hold up to turn him around and see an unused back view sprite. During normal gameplay, the Cannon Travel man is always situated against a wall or table so he cannot turn around.
Truffle Walking Frames
All walking frames of Truffle are unused. It is interesting to note that his sprites are obtained by adding a crown and moustache to the regular mushrooms sprites.
Toppled Snowmen
The PAR code 7EE180EE turns the Boy into a Snowman. Holding up or down reveals an unused sprite of the Snowman crumbling apart.
The PAR code 7EE180EF turns the Boy into the midget version of the snowman. It, too, has an unused frame of it slightly toppled over.
Casting Boy
Use code 7EE58001 to turn the Sprite into the Boy. Then cast a spell. The animation is available! Note that some sprites may be used by other animations.
Laughing Boy and Girl
Only the Sprite laughing animation is used in game. Use codes 7EE02F25 and 7EE22F respectively to display the animations.
Unused enemy sprites
These monsters do not seem to use these in game.
Mysterious NPC
You cannot use 7EE180xx codes to turn the Boy into this NPC. Its tiles are present in the ROM near the big-headed villager, which the Boy turns into for two consecutive values of the code. Maybe one of them was supposed to point to this one... Note that the palette of the Pandora guard was chosen for aesthetics reasons, but the actual palette might be found somewhere in the ROM.
Unused boss sprites
Even bosses have unused sprites or parts!
Neither Mantis Ant nor Metal Mantis turn their head like this, it always face directly down.
An unused part of sprite for the Gigas bosses. On the right is how the full sprite would probably look like.
Some unused sprites for the central eye of the Wall bosses contracting.
Two frames of animation for the wheel of Kilroy and Kettle Kin, with an oblique orientation. Sadly, no chain saw was found in RAM for the PAL version...
It would seem that Spring Beak or Axe Beak could have been able to run or kick. Their only moves in the game are jumps, and the feet stay the same.
According to this sprite part, Minotaur or Gorgon Bull could have fallen over, or maybe it is some sort of kick... It does not really fit with the rest of the sprites.
Unused parts of Aegagropilon sprite (actually on a background layer). On the bottom is how it would probably look like assembled. It seems that Aegagropilon could eat characters, like some other bosses...
An unused hand for Hexas, it would fit on the upper arms.
These are present with the sprites for the Dragon bosses. The shattering ice block was certainly made for Snow Dragon and the fire ball for Red Dragon. It is not clear what the third object would have been used for, or how to assemble it...
Unused Music
A pair of rather dramatic fanfares that are never heard at any point in the game. They don't sound much like the other music in the game, either, so it's pretty well impossible to place them anywhere.
Debug Room
Start a new game or load a saved game. Then turn on the code (7E00DC0F) and exit the screen to enter the Debug Room.
Unfortunately, none of the people in the room seem to do anything except for the King. However, his effect is most interesting - talking to him starts the Intro sequence again, sending you straight back to that fateful waterfall near Potos Village.
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused music
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Square Enix > Games developed by Square
Games > Games by platform > SNES games
Games > Games by publisher > Games published by Nintendo
Games > Games by publisher > Games published by Square Enix > Games published by Square
Games > Games by publisher > Games published by Square Enix > Games published by Squaresoft
Games > Games by release date > Games released in 1993
Games > Games by series > World of Mana series















