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Secret of Mana (SNES)

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Secret of Mana

Also known as: Seiken Densetsu 2 (JP)
Developer: Squaresoft
Publisher: Squaresoft
Platform: SNES
Released in JP: August 6, 1993
Released in US: October 3, 1993
Released in EU: November 24, 1994


GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

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.

Unused Items

Mana Sword

SOM-ManaSword.png

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.

(Source: ManaEdit (info), FlyingOmelette (images))

Ruby Armet

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"

A rare 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

Bare head Nothing

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

The Sprite, mid-supernova.

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

Somana neko complete.png

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

Somana watts.png

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

Somana joch-walk.png

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

Somana scorpio leader unused.png

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

Somana dyluck.png

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

Somana geshtar unused.png

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

Somana unused char complete.png

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

Somana sheex.png

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.

Somana sheex alternate.png

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

Somana thanatos.png

Like other characters, Thanatos has unused frames, sideways in this case.

Elinee Without Hood

Somana elinee.pngSomana elinee 2.png

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

Somana truffle.png

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

Somana snowmen.png

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.

(Source: Luis Contreras (info), Flying Omelette (images))

Casting Boy

Looks like Undine was wrong after all...

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

They have humor too

Only the Sprite laughing animation is used in game. Use codes 7EE02F25 and 7EE22F respectively to display the animations.

Unused enemy sprites

Rolling... It's making fun of you!

These monsters do not seem to use these in game.

Mysterious NPC

Who is that guy?

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!

Now turning around...

Neither Mantis Ant nor Metal Mantis turn their head like this, it always face directly down.

Shiny!

An unused part of sprite for the Gigas bosses. On the right is how the full sprite would probably look like.

Squinting?

Some unused sprites for the central eye of the Wall bosses contracting.

Not only limited by horizontals and verticals!

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...

Moving!

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.

It fell...

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.

Heroes are tasty...

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...

Giving a hand...

An unused hand for Hexas, it would fit on the upper arms.

Projectiles and more...

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

The 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.