Javascript required
Skip to content Skip to sidebar Skip to footer

Super Mario Rpg Legend of the Seven Stars Box Art Pal

Title Screen

Super Mario RPG: Legend of the Seven Stars

Too known every bit: Super Mario RPG (JP)
Developers: Nintendo, Square
Publishers: Nintendo, Hyundai (KR)
Platform: SNES
Released in JP: March 9, 1996
Released in Us: May thirteen, 1996
Released in EU: August 22, 2008 (VC)
Released in AU: Baronial 22, 2008 (VC)
Released in KR: 1996


AreasIcon.png This game has unused areas.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging cloth.
SoundtestIcon.png This game has a hidden audio test.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

Super Mario RPG: Legend of the Seven Stars is a unique collaboration between Nintendo and Square which gave birth to the first in a line of Mario part-playing games.

Contents

  • ane Sub-Pages
  • 2 Developer Bulletin
  • iii Debug Menu (Battle)
    • 3.1 Spell Effect Test Carte
  • 4 Debug Menu (Overworld)
  • 5 Debug Room
  • 6 Unused Cutscenes
  • 7 Unused NPC Data
  • viii Unused Battle Formations
  • ix Unused Items
  • 10 Unused Attacks
  • 11 Unused Battle-Related Code
    • xi.1 Unused Condition Ailment
    • 11.2 Unused Item Behavior
    • 11.3 Unused Equipment Parameters
    • 11.four Unused Spell Harm Parameters
    • 11.5 Unused Political party Member Leftovers
    • 11.vi Mushroom Ailment Oddities
  • 12 Unused Graphics
    • 12.1 Unused Palettes
    • 12.2 Unused Sprites
  • 13 Unused Text
    • 13.1 Debug Messages
    • xiii.two Psychopath Messages
    • 13.3 Enemy Names
    • 13.4 Miscellaneous Text
  • 14 Regional Differences
    • 14.1 Intro
    • xiv.two Title Screen
    • 14.iii File Select
    • 14.4 Menu Screens
    • fourteen.5 Battle Buttons
    • fourteen.6 Geno's Truthful Proper name
    • 14.7 Bowser'due south Victory Pose
    • 14.8 Easter Egg
    • 14.9 Bowser's Poem
    • 14.10 Hugger-mugger Code
    • xiv.11 Script Behavior
    • 14.12 Exor
  • 15 Virtual Console Changes

Sub-Pages

SMRPGBabaYaga.png

Unused Enemies
They didn't bother putting in proper stats for these guys.

Programmer Message

Hmmm...

To do:
What is the character floating on the right?

A hidden message from Mitsuo Yoshioka, credited in the game equally the menu programmer, which is located at 0x30010 (CPU accost C30010 ) in all versions of the ROM:

JP version US version
JAPANESE VER.    by Chiliad.YOSHIOKA   ' 大滝秀治命
ENGLISH  VER.    past Chiliad.YOSHIOKA   ' 大滝秀治命

大滝秀治命 roughly translates to "The Honorable Hideji Ootaki".

The Debug Menu

Not just does this game have a debug menu, but information technology is a very circuitous i, at that. To enable it, utilise Pro Activity Replay (PAR) code C106AF80 , enter whatever battle, and simply press First on your turn. The unlike options it contains are as follow:

  • SCENE - Battle select. Allows you to select whatever battle/formation in the game, including ones which become unused.
  • OBJ - Allows yous to view all the uncompressed sprites in the game!
  • BG - Allows y'all to change the current battle background.
  • HPMAX - Only refills your HP to its current maximum. It won't max out your HP to 999.
  • MUSIC - Lets you heed to all music tracks.
  • SE - Allows you to mind to all the sound effects in the game.
  • LINE - Used to measure out the CPU usage of what it would use on the SNES, nada besides fancy. Can just be turned on or off.
  • Effect - Used to show the background blitheness of objects similar the Star used for Mallow's Star Rain or the stone from Bowser's Crusher attack.
  • EVT 1 - Leads directly to the first fight to salve Peach from Bowser.
  • EVT two - Leads directly to the fight with Boomer at Bowser'southward Keep.
  • EVT 3 - Leads directly to the Smithy fight.
  • TEST - But shows the animation used when Smithy transforms into his true class, later which the game hangs.

The Debug Menu

This menu tests several HDMA and translucency effects used in magic attacks. To enable information technology, add the above debug menu code, in addition with PAR codes C106D2F3 and C106D307 . Once that is done, simply enter a battle, and then press Get-go on your turn.

  • MAGIC - Lets y'all cull from several spell furnishings that employ translucency.
  • LASTER - Well-nigh certainly pregnant "Raster" given Japanese phonology, this option displays an image of the Big Boo from Bowser's Terrorize special. Pressing Left and Correct lets you manipulate the image.
  • BGLASTER - Same office equally the one above, but this 1 tests vertical scaling. Pressing Up and Down scales the epitome.

(Source: Giangurgolo - Creator of the LazyShell editor)

Overworld Debug Menu

A dissimilar debug menu, this one intended for the overworld, which can be accessed with PAR codes D4AFC100 D4AFC226 DF000001 , and talking to the lamp in Mario's Pipehouse (please annotation that you have to enable the codes before entering the pipehouse).

Beneath is a tree showing the page menses in the debug carte. Options shown in bold are blank in-game:

  • Next
    • Side by side
      • Side by side
        • Next
        • Booster Loma, Booster chase
        • adjacent page-->
          • Next Booster Hill, beetle hunt
          • Booster Hill, bloom search
          • Booster Hill, beetle hunt no box*
      • Moleville from minecart
      • Midas River waterfall
    • leads to Sky Bridge
    • leads to Land'due south Terminate Desert
  • next page-->
    • Next
      • Side by side
        • Adjacent
        • INTRO: Jumping on Wiggler
        • INTRO: Bowser troops at Moleville
      • INTRO: Brigand's Style
      • INTRO: Booster Hill, Snifit chase
    • INTRO: Midas River tunnel
    • INTRO: Midas River Barrels
  • Option
    • Next
      • Adjacent
        • Adjacent
        • Moleville, Item Trade Shop
        • restart from first menu
      • 99 flowers
      • Max level up
    • 500 coins
    • 1 level upward

Debug Room

This game contains non but two debug menus, only also a debug room, found at map 00 ), which plays the Mushroom Kingdom theme and uses the standard grassland tileset. The map itself is quite big, though all relevant objects are only establish in the kickoff part, leaving the rest of the map completely vacant. To admission this map, enable PAR codes 7FF40400 7FF40501 and walk through a loading zone.

Upon entering the surface area, the post-obit bulletin will be displayed:

The Earth Map Talk to the person of the place you wish to go.        


All the NPCs in this map bring up unlike functions, with the only exception being Mario, who is a useless NPC:

  • Toad (top-left) - Saves your game, enables all political party members and world map locations, gives you a Betoken Ring, and brings you straight to the credits.
  • Toad (top-center) - Warps you to Nimbus Land.
  • Toad (pinnacle-correct) - Warps you to Barrel Volcano.
  • Toad (heart) - Warps you to Bean Valley.
  • Toad (lesser-eye) - Warps you lot to Monstro Town.
  • Toad (lesser-right) - Warps you to Land's Cease.
  • Bowser - Warps you to Bowser's Keep.

All of these locations announced late in the game, suggesting that these were the concluding ones the developers tested.

(Source: Map originally ripped by Peardian from The Spriters Resource)

Unused Cutscenes

There exist 2 unused alternate versions of the scenes where Princess Peach is trapped in Booster Belfry. Both of these scenes can be viewed through the aforementioned debug menu, the first one existence plant nether BG: 11 SCENE: 150 , and the second under BG: xi SCENE: 151 .


Offset Scene
The scene that plays after Mario arrives at Booster Tower for the first time, with Princess Peach overhearing him from the top of the tower. Namely, the early on version of this scene is a scrap more emotional, as well as existence longer.

Early Scene Final Scene
Peach on the ground, shaking and crying.

I'll never become out...

Shakes and cries for a bit and so gets up.

Did I just hear voices?

Looks left and correct.

Could... could it be Mario?...

Walks upward to the balcony, so looks downwardly and jumps in surprise.

Mario!! You did come to save me!

Excitedly sends kisses Mario's way.

Mario! I'one thousand upward here!

Peach standing upwardly, crying.

Oh?

Stops crying and looks left and right.

Did I only hear some voices?

Jumps and looks toward the camera.

Information technology couldn't be...!

Runs toward the balustrade, then looks downward and recoils in surprise.

I can't believe information technology!
It'due south Mario!

Reaches out with her artillery and jumps a few times.

Mario~!!!
I'thou upwards here!


2d Scene
The scene that plays after Mario start tries to access the balcony area of Booster Tower. Namely, the early version of this scene is shorter, and has less dialogue from the Princess.

Early on Scene Final Scene
Mario looks through the door'southward window, Peach recoiling with surprise upon seeing him.

Mario!! You did come to save me!

Peach runs toward the door.

Thank you so much, Mario.

Nods and so looks left and right.

Merely the door's locked...

Mario looks through the door's window, Peach jumping with excitement upon seeing him and and so running toward the door.

TOADSTOOL: Mario!
Yous DID come to rescue me.
I was and so frightened and lonely.
Simply now that you're here...

Mario shakes his head.

TOADSTOOL: The door won't open up?
I remember nosotros need Booster's spell
To undo the lock on information technology.
Oh, what should we do?

Unused NPC Data

The exterior of Grate Guy Casino is located on the aforementioned physical map equally Seaside Town. While this in itself is non specially unusual, there are some NPCs on the Seaside Town portion which are loaded with the Casino but cannot unremarkably be seen, nor interacted with:

  • Male person Toad - Is assigned the cord used past this map's Geno NPC. Is programed to bob upwards and downwardly repeatedly, for some odd reason.
  • Geno - Walks back and forth repeatedly. When interacted with, he'll exclaim "Allow's become this show on the road." earlier resuming his countless walk cycle.
  • Terrapins – Two Terrapins which are stationary simply play their walking animation still. Touching them triggers a battle confronting two Goombas, with the boxing background used existence the Mushroom Kingdom one.

Unused Battle Formations

Group ID Pack ID(s) Enemies Notes
010 08 1000-9 Part of an unused, easier version of the K-9 enemy pack in Bandit's Mode.
03F N/A Sparky x4
040 20 Goomba
Shy Ranger x4
Packs 20 and 21 were intended for the Pipe Vault, which instead uses the Goomba packs from Bandit's Mode.
041 xx , 21 Goomba x2
Shy Ranger x2
042 20 , 21 Goomba x2
Piranha Plant x2
043 21 Goomba
Piranha Plant x2
Sparky
054 2A Lakitu Role of an unused, easier version of the Lakitu enemy pack in Booster Pass.
06B 35 Lakitu Role of an unused, harder version of the Blaster enemy pack in Booster Tower.
06C 35 Torte Both packs are unused. Either you were intended to fight chefs in Marrymore, or Torte replaced a dissimilar enemy.
06D 35 , 36 Torte x2
06E 35 , 36 Torte x3
06F 36 Torte x4
08B N/A Bandana Red x2
Dry out Bones x2
Straw Head
This is an easier version of some other unused enemy group that is office of a pack.
08C 46 Bandana Blueish Another ii enemy packs that are never seen. Bandana Dejection are only seen with Johnny.
08D 46 , 47 Bandana Blue x2
Greaper
08E 46 , 47 Bandana Blue x4
08F 47 Bandana Blueish x2
Harbinger Caput
Greaper x2
09B 4D Greaper
Gorgon
Straw Head x2
Office of an unused, harder version of the Greaper enemy pack in the Sunken Send.
09C 4E Drill Bit Two unused enemy packs with 4 unused enemy groups populated past an unused enemy.
09D 4E , 4F Drill Scrap x2
09E 4E , 4F Drill Scrap x3
09D 4F Drill Bit x4
0A8 54 Chomp Chomp Part of an unused, easier version of the Chomp Chomp enemy pack in Bean Valley.
0BC 5E Bluebird x2 Part of an unused, easier version of the Chomp Chomp enemy pack in Nimbus Castle.
0BE 5E Bluebird x4
0C3 61 Pinwheel x3
Sling Shy x2
Part of an unused, easier version of the Pinwheel enemy pack in Nimbus Castle.
0DF 6F Terra Cotta x2
Gu Goomba x2
Forkies
Office of an unused, harder version of the Terra Cotta enemy pack in Bowser's Keep.
0EB 75 Big Bertha x2
Terracotta
Office of an unused, harder version of the Large Bertha enemy pack in Bowser's Keep.
0EC 76 Magikoopa
Terra cotta x4
An interesting set! Either the Magikoopa in one case behaved differently or it replaced a different enemy. Since the Magikoopa is coded as a dominate, the other enemies don't show upwardly. Maybe the Magikoopa was in one case a regular enemy.
0ED 76 , 77 Magikoopa
Malakoopa x2
Tub-O-Troopa
0EE 76 , 77 Magikoopa
Gu Goomba x2
Star Cruster
0EF 77 Magikoopa
Forkies
Star Cruster
0F5 North/A Springer
Ameboid
Ninja
This was likely intended for pack 7A , which has two copies of the "Leap, Glum Reaper" group.
0F8 Northward/A Ameboid Intended for packs 82 and 83 , which instead contain 3 copies each of the 5x Ameboid group.
These are sometime enemy groups, and Gunyolk and Boomer replaced whatever the original enemies were.
0F9 N/A Ameboid x2
Gunyolk
0FA N/A Ameboid
Gunyolk
Boomer
104 7C , 7D Mad Mallet x2 Mad Mallets were supposed to announced in big groups as random enemies.
But the 3x Mad Mallet group is used in the game, simply information technology's used in a different pack.
106 7C , 7D Mad Mallet x5
107 N/A Mad Mallet x4
Clerk
Another old group, likely intended for pack 7D . Clearly the Clerk wasn't part of the game's earlier pattern.
108 7E , 7F Pounder Unlike the Mad Mallet packs, none of these sets are used.
109 7E , 7F Pounder x3
10A 7E , 7F Pounder x5
10B Due north/A Pounder x4
Clerk
Like group 107 , but with Pounders.
111 N/A Axem Rangers An odd group. Whatever this one enemy was, the Axem Rangers enemy now appears in its enemy ID slot.
117 A5 (Croco #3) A third boxing with Croco. The Croco in this battle doesn't take an activeness script and just has x HP.
11A N/A Correct Eye, Bandana Cherry-red Another coded-over dominate. The Right Eye clearly wasn't supposed to be in these groups...
11B N/A Correct Eye, Bandana Carmine x2
11C Northward/A Correct Eye, Bandana Ruddy x4
120 N/A (Belome #3) A third battle with Belome! Similar Croco #three, he only has 10 HP and no action script.
123 Due north/A Microbomb A very intense boss battle confronting...oh, a Microbomb. More dominate overwriting!
128 Due north/A Axem Yellowish Yet another boss battle with a dominate that's no longer in the game.
12C N/A Rex Flop, Mezzo Flop This boss duo was overwritten with the two largest Bob-ombs. They sure become effectually.
140 80 , 81 Poundette Ill of unused hammer enemy groups yet?
141 fourscore , 81 Poundette x3
142 lxxx , 81 Poundette x5
143 Due north/A Poundette x4
Clerk
Similar group 107 , just with Poundettes. Yep.
160 BE Super Fasten x3 Possibly used to test the game'southward random group code.
161 Be Super Spike x4
1FD N/A Bundt, Raspberry, Terrapin x2 A very strange set that appears right before the Bowser battle'southward catastrophe grouping.

Unused Items

At that place are a few unused items present in the game, though they're less proper ones and more forth the lines of developer items to speedily test status effects on characters. They are as follow:

  • Flop - Deals 255 damage to a single enemy.
  • Debug Bomb - Deals 255 impairment to all enemies.
  • Doom Flop - Deals 255 impairment to targeted ally.
  • Bane Bomb - Causes "Toxicant" condition on targeted marry.
  • Fear Bomb - Causes "Fear" status on targeted marry.
  • Sleep Bomb - Causes "Sleep" status on targeted marry.
  • Mute Bomb - Causes "Mute" condition on targeted ally.
  • S.Crow Bomb - Causes "Scarecrow" condition on targeted ally.
  • Secret Game - Information technology appears that the Protrude Mania game was as well supposed to be an item. Its description is "A super popular video game!", and it sells for 999 coins. In the concluding game, Beetle Mania adds itself to the menu, rendering this item unused.

Unused Attacks

There are a few unused enemy attacks, as well. The starting time 4 can be seen in action hither.

  • Toxicyst - Throws greenish spores at the political party. Causes Toxicant status.
  • Dahlia Dance - Turns 1 character into a mushroom.
  • Chain Saw - Same equally the Corona attack. Name isn't displayed.
  • Knock Out! - Deals 9999 to all party members.
  • Royal Flush - A physical attack, and the merely assault with an eight× modifier in the game. Based on his other moves (Full House and Wild Carte du jour, which are ii× and 4× respectively), it was almost certainly intended for Jester, but removed due to being a bit overpowered.
  • Sickle - Turns i character into a scarecrow, has a 1.v× modifier.

Under the hood rests unused code.

Unused Status Ailment

There exists an unused condition disquiet which, when cast on an ally, will cause the histrion to loses command of said grapheme, with them continuously physically attacking random targets, including other party members and themselves, until the ailment is cleared. May take been intended every bit a sort of "Confused" or "Berserk" status ailment, both of them being standards in RPGs. Interestingly, when bandage on an enemy, they will too lose command and select random targets, including themselves, but the attacks will miss 100% of the time. In addition, if both the enemy and an marry character have this status effect on them, enemies will use "Scream" and "Hammer Time" randomly with 100% miss risk, but it is unclear equally to why they use these attacks in particular.

Other noteworthy tidbits are the portrait does modify to an unused index, sequence 6. If the ally attacks themselves and they autumn/are wounded, they will revert back to their continuing position when transferring dorsum to their original coordinates. The byte for this status ailment is 10 .

This condition would reappear, still unused, in Newspaper Mario.

Unused Item Behavior

All items (weapons, armors and consumables) are made upwardly of 18 bytes. Consumable items are the only ones to make use of byte 17 for Assail Flags. Setting this to 03 will enable an unused string of code to add stats to a character upon use. Stats that can be modified are Speed, Attack, Defence force, Magic Assault, and Magic Defence force.

The code can exist establish at C2:C074 - C2:C0B1 .

Unused Equipment Parameters

Weapons, items, armors and accessories are akin in that they are all made upwards of 18 bytes for parameters for various functions, with byte i setting the blazon of item or equipment it will exist.

Byte 5, Bits 4-seven: These bits, defended for the elements (Ice, Thunder, Burn, and Jump respectively), fix a weapon's damage type to that chemical element if applied to a weapon, armor or accessory. Judging by how weapons, armors and accessories are applied to the character, it was definitely intended for weapons to use elements at some signal, but for whatever reason it was never used. It even has a byte on the grapheme's RAM defended to it: 7E:004B , which can be set to 10, 20, twoscore, or fourscore to become that chemical element'southward effect.

Unused Spell Damage Parameters

Spells are made upwardly of 12 bytes for parameters, using bits to enable/disable certain functions. Interestingly, Byte 1, Scrap 0: Uses atk/def of caster/target to calculate final harm, instead of using mg.assault/mg.defence force. This completely ignores adding the spell's power.

Unused Political party Member Leftovers

There are leads within the lawmaking that indicate to what may have been an ultimately cut sixth party member. At a glance, there are unused specials commands and coordinates for the ABXY buttons on the battle screen if said character were to exist. All named "Dummy", these unused specials are most likely leftovers from how the game writes to a character'southward specials pool, withal they even so function as whatsoever marry special would. The animations themselves are actually incorrectly read pointers, due to how the code is organized. The animation code is placed merely afterward the pointers, and so when the code reads the pointers to play the animation for the Dummy specials, the game is actually reading the beginning of the animation script used by Mario's Bound special. Besides noteworthy, these Dummy specials all share the same timing every bit the specials Leap, Therapy, Crusher, HP Rain, and Shocker, considering the timings themselves (located at C2:CACB ) are all read by the aforementioned code.

The coordinates for the ABXY buttons for the battle screen do take bytes dedicated for the X/Y position for one more grapheme. The coordinates are the same exact as Mario's. It is loaded at C2:3461 (with the coordinates themselves at C2:3685 ).

Mushroom Disquiet Oddities

The Mushroom ailment is meant to immediately pass the character'southward turn if they are affected with it, nonetheless, disabling the turn skip past pointing the disquiet to practice something else reveals that it disables the three action commands for attacks, items and specials. Seeing how it leaves the defend/run command enabled, this could suggest the player one time had some control over the Mushroom, though this could also just be a leftover that has no significance any.

Additionally, the game checks to see if Mushroom or Fear are set to calculate final damage. If either are prepare, impairment is divided by 2.

Unused Graphics

Unused Palettes

Red, Green, Blue, Yellow...

It seems that every item graphic were given a red, light-green, blue and xanthous palette. A few items, such as bombs, made utilize of all four palettes. Most items, even so, did non. Non a single ane of the above particular palettes are used.

SMRPG-RedHammer.png SMRPG-BlueHammer.png

Unused red and blue palettes for the hammer. These may have been intended equally elemental hammers, or merely as a way to distinguish the various hammers in the game.

Smrpg unused noknokshell redpalette.png Smrpg unused noknokshell orangepalette.png

Two unused recolors for the NokNok Shell, i scarlet and the other orangish.

Smrpg unused troopashell palettegreen.gif Smrpg unused troopashell paletteorange.gif

2 unused recolors for the Troopa Shell, 1 green and the other orangish.

Smrpg unused lazyshell palettegreen.gif Smrpg unused lazyshell paletteorange.gif

Two unused recolors for the Lazy Beat, ane greenish and the other orangish.

SMRPG-BlueCymbals.png

An unused greyish blue palette for Mallow's Cymbals.

SMRPG-axem teleport yellow.png SMRPG-axem teleport pink.png SMRPG-axem teleport black.png SMRPG-axem teleport green.png

Private palettes for the teleportation animation used by the Axem Rangers, who in the final game inexplicably all use Red'due south red teleportation palette.

SMRPGVolcanos.png

A darker, unused alternating palette for the caves tileset.

(Source: The IT)

SMRPGMKBattlefield.png

SMRPGMKBattlefieldScreen.png

An early palette for the Mushroom Kingdom castle which could be seen in the game's 1995 5-Jump Festival presentation.

(Source: The Information technology)

Unused Sprites

+ marks the spot?

A generic placeholder which appears several times in the debug menu.

Use code

C1121CBD

to display them.

SMRPG unused numerals closeup.png

These are located in the same bank equally the other digits. They are merely dissimilar numbers, likely intended for the battle UI. These are actually very like to the numbers used for the in-battle folio scrolling number display.

SMRPG unused numerals 2.png

Even more unused digits, aslope another tiles, located but above the residuum of the battle UI GFX. Curiously, later on the 9 are two tiles that are just two 1, except one is solid and the other is hollow.

Poor lad...

Unused sprites which are establish right under the chandelier graphic in Bowser's Go on (at 01C000 in yychr). These sprites announced to lack a proper palette, and describe a Shy Guy idle, sitting, and knocked down, alongside a star and an unknown object. These sprites are rather intriguing, as they don't match the final game's artstyle, indicating that they must have been made rather early in development.

Caution: Slippery!

A assistant peel with eyes, not unlike the ones seen in the Mario Kart games. It could probably accept worked just well-nigh anywhere, although the most likely place would have been Booster Loma (probably while chasing Booster himself).

Caution: Spiky!

A pocket-size sea urchin, which appears to be based on the Urchin enemy from Super Mario World. Probably intended as a trap of sorts for the Sea or Sunken Ship areas. Oddly enough, two instances of this object are really loaded upward in-game, existence plant out of premises during the scene where Mario has to gather Peach's belongings during her makeshift marriage with Booster.

Unused Used
SMRPG-unused mario doll front.png SMRPG-unused mario doll back.png SMRPG-used mario doll front.png SMRPG-used mario doll back.png

There are 2 versions of the Mario doll in the game, with simply the i on the right existence used in-game. The unused variant is pretty much only a miniature version of Mario's regular sprite, while the used sprite conveys a more toy-like esthetic.

Smrpgpipe left.png Smrpgpipe right.png

How the wall pipes look when placed in-game.

Pipes that go into walls, which really have metatiles defined for them in an unused version of the sewer tileset (L1/L2 tileset setting 59 in Lazy Shell). The used version of the tileset replaces these with the gargoyles from Belome Temple.

Smrpg unused bouquet.png

Institute in the Marrymore tileset, these are merely two bouquets of flowers which never get used anywhere.

Smrpg unusedbelomestatue.png

A Belome statue, unsurprisingly meant for Belome Temple. Due to the statues always being placed on the left walls, this right-facing sprite ultimately went unused.

Smrpgearly blackjack table.png

An early version of the blackjack table from Grate Guys Casino, this 1 a lot less detailed and having a more curved shape. Seeing how this sprite is only found in the foyer, this could either mean that the principal area of the casino once used the same graphics, or that this room was the primary area at one point.

Smrpgunused ship.png

Within the game's information, at that place lies graphics for an early version of the Sunken Ship. There, the total send is nowadays, instead of only the mast, sails, and crow'south nest. The send also faces the opposite direction (top-right instead of bottom-left), and the crow's nest doesn't wait similar a pipe opening. The latter point is interesting, as it could mean that early on in development there must have been another method of entry, or that the ship wasn't originally intended to be explored.

Interestingly, this ship pattern can be seen in the ending parade, with the early crow's nest fully intact.

SMRPGGraphics.png

Two graphics for the Sunken Ship. The shark is likely a placeholder sprite for the Bandana sharks, while the "thirty" is a developer'southward mark.

(Source: The IT)

SMRPGUnusedDirtMountain.png SMRPGDirtMountains2.png

What looks like shine rock structures that may have belonged to a different style of cave tileset.

(Source: The Information technology)

SMRPGCloud.png

A rather crude drawing of a typical Mario-styled cloud. Most likely an early version of the clouds from Nimbus Kingdom's sky.

SMRPG-Hollow Sign Left.png SMRPG-Hollow Sign Right.png

SMRPG-NimbusEarly.png

Signs proverb "HOLLOW" which were once used in Nimbus Country, and can be seen in early on game screenshots.

SMRPGTrophyStands.png

SMRPGTrophyStandsScreen.png

An early version of the trophy stands plant in Nimbus Castle. The grey one tin can be seen in early on game screenshots.

SMRPGUnusedYo'sterIsleEndingGraphic.gif

An animation for the flowers which just appear during the ending sequence on Yo'ster'due south Isle. They are completely stationary during said sequence, rendering this animation unused.

Smrpg effect spiderweb.gif

An unused boxing event which depicts a spiderweb expanding and then disintegrating. While it'south not really clear what this may have been intended for, it'south possible this was meant for Arachne and/or Spinthra, both of them spider-like enemies.

Smrpg effect unknown.gif

An unused battle issue which isn't hands seen listed in the game, instead needing a footling earthworks. To view this blitheness in this game's principal editor, Lazy Beat out, change the Image to 131 and Animation to 198. While it's not actually clear what this may have been intended for, it's possible this may take been intended to exist used for Mallow when he uses his cymbals.

Smrpg unused elder1.png Smrpg unused elder2.png

These are constitute paired with the rest of the elder graphics, and would take been used during Bowyer'due south reign on Rose Town.

Smrpg unused genoanimation bonk.gif

An unused animation of Geno belongings his caput. A like animation plays when Geno first comes to life and bonks against the staircase, though there he is seen from the back.

Smrpg unused peachanimation cry.gif

An unused animation of Princess Peach crying profusely on the floor. This animation is used in the early version of the cutscene where Mario beginning arrives at Booster Belfry, the concluding one instead using the animation of Peach crying while standing up. Moreover, the first frame of this animation is actually used during Peach and Booster'south wedding after Peach gets knocked downwards by Mario and Bowser's impromptu entrance.

Smrpg unused peachanimation fakecry.gif

An alternate, every bit unused version of the aforementioned Princess Peach crying blitheness. This one is rather interesting, every bit at the end Peach is seen poking her heart out, as if to run into if whoever she was beside saw that she was crying. It's unknown where this "fake weep" animation would accept been used.

Smrpg unused leuko attack.gif

An assail which would have been used by the enemy Leuko, likewise as its palette-bandy Muckle. Due to them simply using magic, this physical attack animation goes completely unseen.

SMRPG-SmithyHeadSmall.png SMRPG-SmithyHeadSmall.gif

A small version of Smithy's caput. Information technology is actually used in the transformation cutscene, in which this head morphs into the full-sized head, but Smithy is completely obscured past the axle of low-cal, so information technology is never seen.

Smithy head attack.gif

An assail animation for Smithy's normal head, which never attacks. It does play repeatedly during Smithy'southward death animation if the player somehow defeats him before he changes his head.

Smrpg unused graphic pokeball.png

Dissimilar near graphics seen in this game, this is one is certainly the most bizarre. Having seemingly no identify anywhere to be shown in the game, this graphic, featuring Mario's principal colors, is curiously placed simply before Smithy'southward graphics, whose graphics are just earlier Mario's!

(Source: Yakibomb, The Information technology, LightsJusticeZ)

Unused Text

Debug Letters

SMRPGDebugText.png

Fault message        
Go, Earth!        

What are likely debug messages of some kind. The final one can bear witness up in-game under rare circumstances when glitching the game, and can occasionally exist seen when using the Lamb's Lure or Sheep Assault on ane of the hammer enemies which accompany the Clerk, Director, and Director in boxing.

Psychopath Messages

          I love my hammer!        

This is the Psychopath thought of the Hammer Bros., and it is fully functional. However, you simply get Mallow (and thus the ability to use Psychopath) after yous have defeated this enemy. As a result, there is no manner for you lot to read his thought without using the debug menu.

Yo! What'southward going on?        

This is the psychopath idea of the Terrapin, merely you only see them right at the first of the game and then never again, and then you cannot peradventure read his idea without the use of the debug carte du jour.

          Mario! It's fourth dimension!        

This is Bowser's idea from the starting time part, unused for the same reasons.

I REALLY detest males...!        

It'south unknown who was supposed to employ this line, though information technology could peradventure take been intended for Valentina, who is depicted every bit a very vile person with a lot of distastes. The Japanese version of the line implies that the enemy could exist based on a sheep. Keeping in line with the bevy of pop civilisation references in the Japanese version'south Psychopath lines, the dialogue here is a reference to the 1988 animated film Mobile Suit Gundam: Char'south Counterattack, in which the character Quess Paraya says that "I hate young guys because they say things like that!"

ツライ、、コレデジキュウ2コイン、、ヤリキレナイ。        

This is the Psychopath idea for Chandeli-ho in the Japanese version, it translates equally "Ah geez... This is NOT worth ii coins an hour." Oddly enough, in other versions, Chandeli-ho uses the same thought as Snifit.

Enemy Names

MAGIDRAGON        

An unused proper name for the Czar Dragon, specifically associated to the one shown in the game intro and is never seen through normal means.

MERLIN        

An unused name for the Magikoopa, specifically associated to the one shown in the game intro and is never seen through normal means. The Japanese version uses カメック (Kamek) instead, which is odd, as while this is the enemy's usual Japanese name, in this game they are known as カメザード (Kamezard).

BB-Flop        

The name of the tiny bombs that tin can be seen exploding in the intro.

THRAX        

This is the stalk of Smilax, which cannot exist targeted at all, thus making this name go unused. The Japanese version uses the aforementioned name as Megasmilax.

HANGIN' SHY        

The name of what Boomer calls "Chandeli-ho", the Shy Guys who hang downwardly from the ceiling to hold the chandeliers. They cannot exist targeted, then this proper noun is not shown during the game. The Japanese version has no name for either of them.

Miscellaneous Text

[PARTY MEMBER]'s MAX HP up by [NUMBER]!        

A battle bulletin. Unknown what this was intended for, as there is no way to raise i's maximum HP bated from leveling upwardly.

Things are ALWAYS happening to her! What an UNLUCKY child!        

This was supposed to be said past the Chancellor once Mario tells him that Peach has been kidnapped by Bowser. He uses a completely different line instead in the final game.

SMITHY: You kids should be ashamed of yourselves for making me so upset!        

This was supposed to be said by Smithy later beating his first grade. He uses a completely different line instead in the last game.

Regional Differences

Intro

Japan US
SMRPGIntroBowserJ.png SMRPGIntroPeachJ.png SMRPGIntroBowserU.png SMRPGIntroPeachU.png

During the intro cutscene, "Male monarch Koopa" was appropriately changed to "King Bowser", while "Princess Peach" was renamed "Princess Toadstool".

Title Screen

Nihon US
SMRPGTitleScreenJ.png Smrpg title us.png

The banner nether the game's logo was extended to fit the localized subtitle, and the copyright date was updated.

File Select

Japan Usa
SMRPGFileSelectJ.png SMRPGFileSelectU.png

The file select screen was completely reworked, probably then that long location names such as "Mushroom Kingdom" could fit in at that place.

Japan US
SMRPGMainMenuJ.png SMRPGEquipMenuJ.png SMRPGMainMenuU.png SMRPGEquipMenuU.png

The borders of some menu boxes were widened so they could fit more text, equally seen with the chief carte every bit well every bit the Equip sub-carte.

Battle Buttons

Japan The states
Super Mario RPG JP Battle Buttons.png Super Mario RPG US Battle Buttons.png

In the Japanese version, the boxing menu buttons, as well as the ones in Bowyer's boss fight, reflect the Japanese Super Famicom controller with the colored buttons. Since the American SNES has imperial buttons instead, all buttons but became one color. Oddly, the PAL Virtual Console release keeps the American SNES purple button layout.

Geno's True Name

Japan U.s.a.
Super Mario RPG JP Geno True Name.png Super Mario RPG US Geno True Name.png

Interestingly, Geno'southward true proper name is different between the Japanese and localized versions. The original release uses unique characters that are just used here, while the localized build went with standard characters seen all throughout the game.

Bowser's Victory Pose

Japan US
Super Mario RPG JP Victory.png Super Mario RPG US Victory.png

Bowser'south victory pose was changed for the American version to not resemble the offensive Iberian slap, too known as bras d'honneur.

Easter Egg

Japan United states
Super Mario RPG JP Peach Easter Egg.png Super Mario RPG US Peach Easter Egg.png

In Princess Peach's sleeping accommodation, interacting with the right-side of the fireplace will cause Mario to observe ane of the princess's hidden holding, prompting her to scold Mario and ordering him to put the item back where he found it. Originally called "Toadstool'southward XXX", this mystery item was renamed "Toadstool's ???" in the localized versions, likely to reduce any dirty connotation.

Bowser'southward Verse form

Japan US
Super Mario RPG JP Bowser Poem.png Super Mario RPG US Bowser Poem.png

The verse form Bowser composes in Smithy'south manufactory is dissimilar betwixt version. The original is a poem, which translates to "Why does everyone say 'Mario, Mario'? My middle is very sad.", meanwhile, the localized version replaces it with a self-congratulatory haiku where Bowser praises his undeniable intellect and undisputable musculature. Also worth noting is how the Japanese version ends the verse form with Bowser's name, while the localized version ends it with "~Haiku".

Secret Lawmaking

The Japanese version features a secret button combination, which, once inputted, will trigger a brusk humorous scene with Toad. Upon opening the menu, afterwards pressing Down, Upwards, Right, Left, Select, Commencement, Select, Starting time, B, Toad volition show up and take you to your status screen, showing that none of your stats have changed. He so discourages you from looking for other cheats, and afterward the game resumes as usual. This entire scene was inexplicably removed in the American version. Here is a translation of the dialogue spoken by Toad in this scene:

Secret code found!  Now, let's take a look at your Condition.        
...Wow!   Nothing's inverse at all.  Just, what virtually your experience points...        
Nope, zero's changed.        
There's no point in looking for other codes,  and the result will ever exist the same.  I'll play with you every bit many times as you lot like, though...   Secret Code Finish        

Script Beliefs

Some of the text boxes carry slightly differently betwixt the Japanese and American releases. For instance, the lines later Exor crashes into Bowser'south Proceed and before Mario jumps into the Bowyer boxing are automatic in the Japanese version. In the American release, they final until the player pushes the A push button.

Exor

For reasons notwithstanding unknown, Exor's mouth, which is simply known every bit "Oral fissure" in the Japanese version, was inexplicably renamed "Neosquid" in the localized version.

Virtual Console Changes

  • Certain spell animations, such equally Static-E! and Flame Wall, were toned down due to them originally featuring bright flashing colors that could potentially cause epileptic seizures.
  • For unclear reasons, the rocky floor and cliffs in Moleville, Booster Pass, and the beginning portion of Land's End was darkened significantly for the Virtual Console versions.
  • The European English VC release alters 1 line spoken by Croco early on in the game, changing the word "bugger" to "pest", equally "bugger" is a vulgarity in British English.

ligertwoodwhoustatich.blogspot.com

Source: https://tcrf.net/Super_Mario_RPG:_Legend_of_the_Seven_Stars