Super Mario RPG [SNES – Beta / Unused Characters]


Looking into the coding of Super Mario RPG: Legend of the Seven Stars reveals several unused enemies (most of which seem to be unused sub-species), including a notorious one known as the Drill Bit. In fact, Drill Bit appears in the game, but does not fight in any battle like a normal enemy.

Material from an early Nintendo Power shows that the Chancellor was once designed differently, being a more elderly-looking, gray-spotted Toad with a beard. It also showed that at least one Buzzer would be in Mushroom Way, and that Frogfucius’s island at Tadpole Pond would be closer and therefore accessed differently. A fishin’ variety of Lakitu would be a helper in Booster’s Tower, which possessed Magikoopa door guards. (It is notable that no fightable Magikoopas other than the red one thought to be Kamek would appear in the final game.) Mario would also encounter Bowser at an unknown time in Bowser’s Keep, and would be pitted against two Shy Aways during this scene. Other material shows that Booster’s Tower would also feature Boos, Dry Bones, and less organized pictures.Nimbus Castle would have a longer walkway and more plants.


A beta version of Super Mario RPG was also seen at a 1995 V-Jump Festival, which also focused on the game’s programming and therefore showed off several features and various other things not meant to be accessible by normal players even by the game’s release.

The presentation of this beta showed that Nimbus Land (which was seen in entirety, even including the Nintendo Power beta Nimbus Castle, at the presentation’s opening) would have differently styled doorways, being simple open holes labeled with a word seeming to be “HOLLOW” or “HOLLOH” rather than the curtains seen in the final version. The V-Jump presentation also featured an animation of a normal, blue-colored Magikoopa attacking and showed Mario running through Mushroom Way (or perhaps Bandit’s Way, as a K-9 was visible) and being chased by several Buzzers, indicating that they would indeed be found en masse in that area in the beta Super Mario RPG: Legend of the Seven Stars.

The presentation also briefly showed a beta Yo’ster Isle, which was much larger and oddly seemed to feature no racetrack. The beta version seen in the presentation also gave Moleville a cloud-filled foreground and removed the blue static seen in the Factory’s foreground. The majority of Nimbus Castle’s interior seen in this beta would appear to simply be more green than that of the final version, although the room where Dodo cleaned Valentina’s statues was depicted as different shades of pink (or perhaps red with pink walls), looking nothing like it did in the final version. This room was also completely flipped horizontally for the final version.

Melody Bay’s composition area also seemed to be longer, and Mario’s Pad was depicted as much larger, and Mario’s house itself even changed in appearance– Much like it was in the final version of Super Mario RPG’s intro, the V-Jump beta depicted Mario’s in-game house as being labeled “Pipe House”. A Treasure Box was also seen in the beta Mario’s Pad; upon being hit by Mario, this box produced a green, 1-Up Mushroom-like mushroom that in itself was not present in the final game. A pair of Terrapins were also seen guarding an exit from Mario’s Pad in this beta.

Lastly, the beta even featured three unused battlegrounds, one of which was a dark, musty castle similar in appearance to Belome Temple, A underwater Battle Stage (which appeared to be from in the Sea Area), the other being a star-labeled circle that may have been a simple testing area.Source

Two unused cutscenes regarding a distressed Princess Peach on the balcony of Booster’s Tower were left in the game’s coding, but did not make the final cut. Interestingly, both were very similar to (but longer than) scenes in the final game.

A translation of the original V-Jump 1995 presentation of Super Mario RPG can be found at Glitter Berri’s website!

Finally, Luigi was believed to be in, as he appeared in a screenshot.

Info from Mariowiki & www.smrpgsecrets.tripod.com



Chrono Trigger [SNES – Beta / Unused Stuff]

A few months prior to Chrono Trigger‘s market release, a beta version was given to magazine reviewers and game stores. An unfinished build of the game, it contains numerous differences from the final version, such as unused music tracks and a location called “Singing Mountain”. Curious fans later explored the ROM image through various methods, discovering two unused world map character sprites and presumed additional sprites for certain non-player characters. This has led some to rumor that an eighth playable character exists or was intended for play, but there is no evidence to this claim. [Info from Wikipedia]

As we can read from the translation of the Seiken Densetsu Music Complete Book:

Soon enough, it became the time in which the Super Famicom was completed and released. During that time, we were still seeking a higher capacity media for our games, and upon getting word from Nintendo that they were developing a CD-ROM adapter for the Super Famicom, we decided to start a project in a different direction from Final Fantasy IV, which at the time was in the middle of development and was touted as a next-generation RPG fitting the large storage capacity the new cartridges had. The development codename for the new project was Maru Island, and we were making it as a collaboration work with Akira Toriyama-sensei after we established contact through Shueisha. I frequently ran back to the office just to receive and look at the screen mock-ups that Toriyama-sensei did in the initial stages of the project.

Despite that, the CD-ROM adapter was never completed. Once everyone learned that the CD-ROM adapter was never going to see a release, they decided to abandon everything that had been planned for development since the very start, including Toriyama-sensei’s contributions, and decided to revise the project in order to make it release into a ROM cassette. We said that we would wait for the CD-ROM to make a collaboration project with Toriyama-sensei, but when it was revised, it actually became an entirely different project with an entirely different direction. That was what later on was completed into the game we know as Chrono Trigger.


Source: www.chronocompendium.com



Phantasy Star IV [MD/G – Beta / Unused Stuff]


Originally, Phantasy Star IV was to have been designed for the Sega CD system, and would have been vastly different from its final incarnation. Features like 3-D dungeons (such as those featured in the first Phantasy Star), full motion video cutscenes, voice acting, and much more were planned. Unfortunately, poor sales and lack of support for the Sega CD platform caused a change of plans midway through development. Most of these features were scrapped from the final design, and the end result was a cartridge game that bore little resemblance to the original plans. [info from Wikipedia]

Some unused items and techniques can still be found in the game’s code: we can read more info about these at PS Algo!

Feeve was used during the debugging or the making of Phantasy Star IV, as a test to see if techniques worked properly. There is really no evidence to support this, save that the technique cannot be gained by playing the game normally.

The Blood Axe, the Spiral Slasher are strange items that were made inaccessible as part of normal game play, but never actually removed.

Two planet maps, one for Motavia and one for Dezoris, are coded into the game, and can be viewed using an edited saved game. Sega simply chose to not allow players to have access to the maps.

Thanks to Klinger Bea Arthur and Robert Seddon for the contributions!


New Phantasy Star (V?) Genesis: unreleased? No, it was Sorcerer’s Kingdom]


The scan that you can see in the gallery below is from on an old gaming magazine, in which it was assumed that the screenshot published in the page was from a new game in the Phantasy Star series of RPG. This “New Phantasy Star” for the Genesis / Mega Drive was never released.. because it was never a Phantasy Star game to begin with. Thanks to Oath we found out that this image is probably from another Genesis RPG, called “Sorcerer’s Kingdom”, developed by Treco Corporation and released in 1992. If you compare the original scan with the other 2 Sorcerer’s Kingdom screens, you can notice that the main character sprite is almost the same and the trees are identical.

Thanks to Oath and Klinger Bea Arthur for the contribution!


Seiken Densetsu: The Emergence of Excalibur [NES – Cancelled]

Seiken Densetsu: The Emergence of Excalibur [NES – Cancelled]

This was to be a massive RPG which would encompass an impressive, Riven-esque five disks for the Famicom Disk System (a floppy drive add-on for the Japanese NES). By that point, though, the FDS was waning in popularity and Square lacked the resources to develop such an ambitious epic for a fading peripheral. The game was reportedly killed before it even got underway, and Square apologetically informed consumers that perhaps they should spend their money on the upcoming Final Fantasy instead. The company then slapped the Seiken Densetsu name on an upcoming GameBoy adventure — to save the expenses of registering a new trademark and hiring someone to do up a new logo, perhaps?

The first Seiken sold well enough to warrant the creation of a sequel, which was planned as Square’s debut title for Nintendo’s PlayStation CD-ROM system being developed in collaboration with Sony. But once again, the medium spoiled the message; when Nintendo pulled the rug out from under Sony’s feet and decided to axe the idea of a Super NES CD-ROM add-on altogether, SD2 was hastily repurposed as a standard SNES cartridge game. Presumably, this accounts for the rather noticeable game glitches which plague the game and its US counterpart, Secret of Mana. A different Seiken Densetsu appeared on the Gameboy in 1991. – [info from GAF?]