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Secret of Evermore

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This page details one or more prototype versions of Secret of Evermore.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Anything else of note?

Present among a collection of loose EPROMs recovered by the Video Game History Foundation (and released by SNES Central in 2021) was a partial prototype of Secret of Evermore, more specifically chip 2 of 6. While none of the other chips have turned up as of this writing, there's enough correspondences between the data available and the second sixth of the final ROM to get a partial picture of the game as it neared completion.

NPC Differences#

The final game features two "Alchemist" NPC types differing only by palette (one with a purple sash and white toga, the other with a yellow sash and green toga). Only one is present in the prototype. Though the palettes themselves haven't been found, the proto alchemist shares a palette pointer with many other sprites, like the purple-sashed variety in the final.

Considered together with the unused "Modronius" NPC, it seems that Strong Heart and Madronius were originally intended to have distinct appearances, with all other unnamed alchemists wearing the purple sash.

Enemy Differences#

There are five enemies in the final game which are completely absent in the prototype: the Rat, Mechaduster, Tentacle, Tiny Tentacle, and Dark Toaster. The Mechaduster and Dark Toaster appear during the final boss battle. The Rat and Tentacles are actually unused, but were surely intended to be used in Omnitopia instead of the weaker versions present there.

There are seven enemies with stat changes, all of which are in Omnitopia. It seems clear that this was the last section of the game to be worked on.

Enemy

HP

Attack

Defense

Magic Defense

Hit Rate

Experience

Red Jelly Ball

Proto

100

45

120

0

50

600

Final

100

110

240

0

50

600

Neo Greeble

Proto

300

117

200

0

0

300

Final

300

117

200

0

0

500

Mechaduster

Proto

50

85

160

57

25

50

Final

600

85

160

57

25

50

Raptor

Proto

4000

245

400

51

75

24

Final

4000

225

400

51

75

24

Eye of Rimsala

Proto

10000

205

400

0

60

1050

Final

6000

175

400

0

100

1050

Magmar

Proto

30000

170

360

59

100

50000

Final

25000

170

360

0

110

50000

Carltron's Robot

Proto

20000

220

360

59

100

100000

Final

30000

220

360

60

110

100000

Only three differences have been found outside of Omnitopia so far:

  • The Mad Monk's attack in the prototype has no special properties, whereas in the final it can induce the Confound status. In fact, it seems that the script for an enemy attack to inflict confounding had not yet been implemented at all.
  • Both types of rat used in the final can inflict plague, but in the proto only the lighter-colored ones found in Ebon Keep can. (At least, the data says that some rats can inflict plague, though I could never get this to happen...)
  • Finally, in the prototype Aquagoth drops 1000 jewels. For whatever reason, in the final this was changed to a scripted event awarding the player 5000 jewels and some honey, introducing a minor bug: no check is made for whether the player can hold more honey, allowing the usual maximum to be exceeded.

Other#

The following text appears at 0x4F173:

Here, have some ingredients! Fine, have all the spells too... Jerk!

It is not clear whether there was some way to trigger this snippy reward in the prototype.