This is a sub-page of Golden Sun.
There is quite a lot of unused content in this game such as menus, abilities, enemies, and a whole lot of empty inventory slots.
Hidden Menus#
Psynergy Menu#
This menu cannot be accessed by the debug mode mentioned above, so you should replace the pause menu by doing 08015374:0801C49D. Most of these text strings don't make sense, but there are two options in this list that you can set. The top one is for setting the Psynergy Shortcut of the L button. The bottom one is for the R button. All psynergies that your characters have are listed, not just the ones used on the field. When this menu is accessed, some basic abilities are given to you, but note that the character must be in your party to see them in the list.
Isaac: Move
Garet: Move
Ivan: Move, Mind Read, and Whirlwind
Mia: Ply
Jenna: Move
The sequel has a different version of this menu that lists all the field psynergy in the game.
Music Menu#
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To do: |
This menu lacks a GUI. The Lost Age has this menu too, as well as a GUI version that this game might lack, so use it as a reference.
Replace the Pause menu with 08015374:080F9051 to access.
Maps#
Link Lobby#
Unseen Cutscene#
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Please elaborate. |
After reaching Biliblin, the player is free to either go the Mercury Lighthouse or to Kolima. Because of this, the cutscenes in Kolima can either happen with or without Mia in the party, so each one is programmed to have two versions accordingly. But while the cutscene after the party gives Tret the Hermes' Water can normally only happen with Mia in the party, because the Mercury Lighthouse has to be completed beforehand, there's still a version of it without Mia programmed in.
To trigger the cutscene without Mia, unset bit 02000040:08 before giving Tret Hermes' Water.
Unused Menu Options#
There are a few unused entries in the internal list of menu options, which indicate Golden Sun was originally planned to have all out-of-battle actions be selected from a menu like in Shining Force. The names for all of them are still intact in the string table, and a couple of them even have unused icons:
ID |
Icon |
Name |
|---|---|---|
8 |
— |
Check |
9 |
Use |
|
10 |
— |
Give |
11 |
Drop |
|
12 |
— |
Speak |
13 |
— |
Equip |
Notably, the icon for 'Drop' is also used for the extra options added to the Start menu when Debug Mode is active.
Unused Graphics#
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To do: |
Upward Text Prompt Crystal#
Graphics for an unused upward-pointing version of the text prompt crystal, located directly after the graphics for the downward-pointing one.
|
Used |
Unused |
|---|---|
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|
|
Early Menu Option Box#
This was used with an early version of the menu option graphics which were much more similar to the ones from the Shining Force games, which can be seen in early screenshots. It also has a graphic for flashing red when selected, again like in Shining Force.
There's also an unused graphic for the item boxes used in the final game to do the same animation.
Unused Range Indicators#
These are ability range indicators, with columns representing ranges of 1, 3, 5, 7, 9, and 11 targets, which can be used in menus that show Psynergy abilities. The top row is used for abilities with diminishing effectiveness ratios, while the bottom would likely be used for abilities without these ratios. However, the game does not have any means of using the bottom row except in cases where abilities have a set range of "All" targets (for example, Break); the bottom right-most indicator is used in these cases. While the top row is fully implemented, ability ranges 9 and 11 are not assigned to any abilities that appear in these menus so they also go unused.
Each indicator uses two tiles, with the second being mirrored horizontally.
Placeholder Icon#
All moves the player can't legitimately have in their Psynergy or Summon menu are given this icon. This icon is ID 0 for move icons and status effect icons, so it's used as a fallback for all moves and status effects with invalid or undefined icons. Strangely though, for items the icon with ID 0 is a coin, so items will use that as a fallback icon instead.
Early Equipment Icons#
Early versions of the icons for a few of the basic armor items still exist in the ROM, but were overwritten in The Lost Age.
Item |
Early |
Final |
|---|---|---|
Iron Helm |
||
Knight's Helm |
||
Knight's Shield |
Character Portraits#
This portrait of child Felix goes unused, since he has no speaking lines during the prologue. The portrait can be seen in the debug room's portrait viewer, though, as portrait No. 51.
This portrait of Alex goes unused too. It's somewhat different to his actual used portrait. It's absent from the debug portrait viewer and it can only be seen under specific conditions (read the Unused Characters section). Evidence suggests that Alex was planned to be a playable character earlier in development.
Unused Items#
Dummy Items#
Among the 269 items in the game, there are 78 dummy ones, which use the coin icon and have the "?" name. Some of them become actual items in The Lost Age. Item No. 0 is a placeholder named "???".
Dummy item in GS |
Becomes this in GS:TLA |
|---|---|
No. 190 "?" |
Mist Potion |
No. 198 "?" |
Lash Pebble |
No. 199 "?" |
Pound Cube |
No. 208 "?" |
Tremor Bit |
No. 209 "?" |
Scoop Gem |
No. 210 "?" |
Cyclone Chip |
No. 213 "?" |
Burst Brooch |
No. 214 "?" |
Grindstone |
No. 215 "?" |
Hover Jade |
No. 217 "?" |
Teleport Lapis |
No. 245 "?" |
Mythril Bag |
No. 246 "?" |
Jupiter Star |
No. 247 "?" |
Mars Star |
Other#
There are also a few more complete unused items in this game, obtainable only through GameShark codes or the debug rooms. All of them became proper, fully-coded items in the second game.
No. |
Name |
Type |
Description |
Effect |
Buy price |
Sell price |
GS:TLA equivalent |
|---|---|---|---|---|---|---|---|
7 |
Masamune |
Long sword artifact weapon |
Long Sword |
Attack+115 (no unleash) |
13400 |
10050 |
Fire Brand |
10 |
Sol Blade |
Long sword artifact weapon |
? |
Attack+138 (no unleash) |
19000 |
14250 |
Sol Blade |
26 |
Kusanagi |
Light blade artifact weapon |
? |
Attack+135 (no unleash) |
19000 |
14250 |
Masamune |
111 |
Mysterious Robe |
Artifact robe |
Robe |
Defense+40 |
11000 |
8250 |
Mysterious Robe |
Unused Psynergy#
There are several unused Psynergy attacks left in the game. Some of them are fully-coded status-inflicting moves that were never assigned to any class's moveset, while others indicate scrapped status effects that were never implemented. You can access them with the code 82000558 0xxx (replace xxx with the Psynergy's hex number), which hacks them into the first slot of Isaac's moveset.
No. |
Hex |
Name |
Description |
Element |
PP cost |
Target |
Effect |
Animation |
|---|---|---|---|---|---|---|---|---|
114 |
072 |
Taint |
? |
Venus |
4 |
1 enemy |
May inflict poison. |
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115 |
073 |
Poison |
? |
Venus |
6 |
1 enemy |
May inflict venom. |
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117 |
075 |
Confuse |
? |
Jupiter |
6 |
3 enemies |
May inflict confusion (unused condition; has no effect on enemies, but will disable action/turn input when used against player characters; unfinished effect). |
|
118 |
076 |
Charm |
? |
Jupiter |
9 |
1 enemy |
May steal an enemy's heart (unused condition; has no effect on enemies, but will disable action/turn input when used against player characters; unfinished effect). |
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119 |
077 |
Paralyze |
? |
Jupiter |
7 |
1 enemy |
May inflict stun. |
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128 |
080 |
Regenerate |
? |
Mercury |
6 |
1 ally |
Inflicts ~60 damage on ally, then regenerates 60% of HP for 5 turns. |
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129 |
081 |
Reflect |
? |
Mercury |
5 |
1 ally |
Target "feels the effects of Reflect" (does nothing). |
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Unused Characters#
Dummied-out character positions for Felix and Sheba are in the first game, though never playable. They are in the sequel, though. There's also a dummied-out character position named "PC07". They can be put in a party by editing the savefile. All of them have zeroed stats for everything and have "NPC" as their class. Felix and PC07 have no small sprite, but Sheba does (although she's looking sideways). Only Felix and Sheba have a portrait in the Status menu; PC07 will show the last portrait seen. During battle, PC07's portrait is visible in the Status menu: it's an otherwise unused Alex portrait. In battle, they all use the Vermin battle sprite and will be incapable of fighting even if given positive stats.
Unused Music#
Within the ROM lies an earlier version of The Lost Age's title screen music. Besides the instruments (which are slightly different between GS and GS:TLA), it seems the volume for some tracks is different from the final. Both songs are in the same position, since GBA Mus Riper names them both as "song040".
Unused track (GS):
Used track (GS:TLA):
The main menu theme has an 11th "instrument", a delayed copy of the music box to give it an echo effect, but the sound engine only plays the first 10.
In-Game:
Playback from agbplay:
Unused NPC#
In Link Lobby, there is an NPC who is out of bounds. If you talk to him, you can pick a party setup by number, though you can't see what they are before choosing them. His dialogue has been localised in every language the game is available. His first line of dialogue will have the Karagol ship captain portrait.
If you choose a number which is too high, the NPC will say that the parameter doesn't exist, and that you should ask “Mr. Sugimoto” (the Spanish, Italian, German and French localisations curiously omit this last part), presumably Yūsuke Sugimoto who is listed as "Assistant Director" and "Game Design" in the credits. The last message appears when pressing B in the number selection screen.
Japanese |
パラメータセットのせんたくをするんだな |
0 |
せっていできたぞ |
そんなパラメータないぞ |
なんだ ひやかしかい |
English |
Choose your parameters here. |
0 |
The settings are made. |
There's no such parameter. |
What is this, just a tease? |
Spanish |
Cambia aquí la configuración. |
0 |
Las opciones están fijadas. |
No hay dicha opción. |
¿Qué es esto, una broma? |
Italian |
Qui puoi scegliere i parametri. |
0 |
Impostazioni completate. |
Questo parametro non esiste. |
Che fai, perdi tempo? |
French |
Choisissez vos paramètres ici. |
0 |
Le paramétrage est fait. |
Ce paramètre n'existe pas. |
Qu'est-ce? Une vanne? |
German |
Wähle deine Einstellungen. |
0 |
Die Einstellungen sind getroffen. |
Diese Einstellung gibt es nicht. |
Was soll das? Veräppelung? |
Immediately after these lines, there's another pair of unused messages, which currently can't be seen in-game:
Japanese |
English |
French |
German |
Spanish |
Italian |
|---|---|---|---|---|---|
ここではきろくできません |
You can't save here. |
Vous ne pouvez pas sauver ici. |
Du kannst hier nicht speichern. |
No puedes guardar aquí. |
Imposs. salvare qui. |
ほんとはね |
Really. |
Vraiment. |
Wirklich. |
En serio. |
Davvero. |
It is unknown if these are related to the same NPC, but their proximity suggests it is at least related to Link Lobby (where you can't save).
Dummy Abilities#
Abilities encompass everything a player or enemy can do in battle: from normal attacks, Psynergy, unleashes, unique enemy attacks, and even doing nothing (ability No. 0). Among the 519 abilities programmed in the game, there are 128 dummy slots (named "?"), as well as some repeated abilities. Some of those dummy slots become actual, used abilities in The Lost Age. Other 52 dummy abilities (named "=") are linked to dummy Djinni (discussed below), and some of them become actual programmed abilities linked to the new programmed Djinni in The Lost Age. Dummy abilities and those which are only used by enemies are represented with an "X" icon when hacked into a player's Psynergy list.
Dummy ability in GS |
Becomes this in GS:TLA |
|---|---|
No. 39 "?" |
Cool |
No. 40 "?" |
Supercool |
No. 41 "?" |
Megacool |
No. 60 "?" |
Fume |
No. 61 "?" |
Serpent Fume |
No. 62 "?" |
Dragon Fume |
No. 63 "?" |
Beam |
No. 64 "?" |
Cycle Beam |
No. 65 "?" |
Searing Beam |
No. 87 "?" |
Aura |
No. 88 "?" |
Healing Aura |
No. 89 "?" |
Cool Aura |
No. 133 "?" |
Lash |
No. 134 "?" |
Pound |
No. 135 "?" |
Tremor |
No. 136 "?" |
Scoop |
No. 137 "?" |
Cyclone |
No. 138 "?" |
Parch |
No. 139 "?" |
Sand |
No. 151 "?" |
Burst |
No. 152 "?" |
Grind |
No. 153 "?" |
Hover |
No. 154 "?" |
Blaze |
No. 155 "?" |
Ma???? |
No. 156 "?" |
Teleport |
No. 157 "?" |
A?? |
No. 197 "?" |
Diamond Dust |
No. 198 "?" |
Odyssey |
No. 199 "?" |
Liquifier |
No. 200 "?" |
Plume Edge |
No. 201 "?" |
Thunder Mine |
No. 202 "?" |
Planetary |
No. 203 "?" |
Diamond Berg |
No. 204 "?" |
Death Leap |
No. 205 "?" |
Epicenter |
No. 206 "?" |
Thorny Grave |
No. 207 "?" |
Skull Splitter |
No. 259 "?" |
Mist Potion |
No. 298 "?" |
Aurora Field |
No. 299 "?" |
Djinn Counter |
No. 307 "=" |
Echo |
No. 308 "=" |
Iron |
No. 309 "=" |
Steel |
No. 310 "=" |
Mud |
No. 311 "=" |
Flower |
No. 312 "=" |
Meld |
No. 313 "=" |
Petra |
No. 314 "=" |
Salt |
No. 315 "=" |
Geode |
No. 316 "=" |
Mold |
No. 317 "=" |
Crystal |
No. 318 "=" |
Earth18 |
No. 319 "=" |
Earth19 |
No. 327 "=" |
Fog |
No. 328 "=" |
Sour |
No. 329 "=" |
Spring |
No. 330 "=" |
Shade |
No. 331 "=" |
Chill |
No. 332 "=" |
Steam |
No. 333 "=" |
Rime |
No. 334 "=" |
Gel |
No. 335 "=" |
Eddy |
No. 336 "=" |
Balm |
No. 337 "=" |
Serac |
No. 338 "=" |
Water18 |
No. 339 "=" |
Water19 |
No. 347 "=" |
Cannon |
No. 348 "=" |
Spark |
No. 349 "=" |
Kindle |
No. 350 "=" |
Char |
No. 351 "=" |
Coal |
No. 352 "=" |
Reflux |
No. 353 "=" |
Core |
No. 354 "=" |
Tinder |
No. 355 "=" |
Shine |
No. 356 "=" |
Fury |
No. 357 "=" |
Fugue |
No. 358 "=" |
Fire18 |
No. 359 "=" |
Fire19 |
No. 367 "=" |
Breath |
No. 368 "=" |
Blitz |
No. 369 "=" |
Ether |
No. 370 "=" |
Waft |
No. 371 "=" |
Haze |
No. 372 "=" |
Wheeze |
No. 373 "=" |
Aroma |
No. 374 "=" |
Whorl |
No. 375 "=" |
Gasp |
No. 376 "=" |
Lull |
No. 377 "=" |
Gale |
No. 378 "=" |
Wind18 |
No. 379 "=" |
Wind19 |
No. 384 "?" |
Zagan |
No. 385 "?" |
Haures |
No. 390 "?" |
Neptune* |
No. 391 "?" |
Boreas* |
No. 396 "?" |
Mars* |
No. 397 "?" |
Kirin* |
No. 402 "?" |
Daedalus |
No. 403 "?" |
Daedalus |
No. 404 "?" |
Iris |
No. 406 "?" |
Jupiter* |
No. 407 "?" |
Atalanta* |
No. 408 "?" |
Procne* |
No. 409 "?" |
Thor* |
No. 410 "?" |
Flora |
No. 411 "?" |
Eclipse |
No. 412 "?" |
Catastrophe |
Note: Abilities in italics are unused/dummy abilities in GS:TLA. Abilities marked with an asterisk are Djinni summons present in GS that were assigned different slots in GS:TLA to accommodate the new summons.
Unused and Dummy Character Classes#
The game contains 203 slots for character classes, of which 113 are dummy (named "?"). There's a placeholder class named "NPC" (class No. 0), which is only used by the unused characters (discussed above). The final classes from The Lost Age are almost fully coded here too, but they can't be obtained because they need more Djinn than you can acquire, and they don't grant any new Psynergy. Additionally, despite Jenna's level cap, her exclusive Flame User class is set to learn the further variations of Flare at the same levels Garet's Guard class learns them.
Unused classes
No. |
Class |
Base class |
Stat boosts |
|---|---|---|---|
5 |
Slayer |
Squire |
170% HP |
14 |
Hero |
Guard |
190% HP |
24 |
Sorcerer |
Wind Seer |
150% HP |
34 |
Angel |
Water Seer |
160% HP |
44 |
Protector |
Swordsman (Mercury/Venus) |
190% HP |
54 |
Radiant |
Swordsman (Mercury/Venus) |
190% HP |
61 |
Templar |
Dragoon |
180% HP |
62 |
Paladin |
Dragoon |
200% HP |
74 |
War Adept (Venus/Jupiter) |
Apprentice |
190% HP |
84 |
War Adept (Mars/Jupiter) |
Apprentice |
190% HP |
91 |
Disciple |
Ninja |
180% HP |
92 |
Master |
Ninja |
200% HP |
104 |
Oracle (Mercury/Venus) |
Seer (Mercury/Venus) |
170% HP |
114 |
Oracle (Venus/Jupiter) |
Seer (Venus/Jupiter) |
170% HP |
121 |
Dark Mage (becomes Conjurer in GS:TLA) |
Medium |
150% HP |
122 |
Death Mage (becomes Dark Mage in GS:TLA) |
Medium |
170% HP |
134 |
Guru (Mercury/Mars) |
Pilgrim (Mercury/Mars) |
170% HP |
144 |
Guru (Mars/Jupiter) |
Pilgrim (Mars/Jupiter) |
170% HP |
151 |
Bard |
Ranger |
150% HP |
152 |
Warlock |
Ranger |
170% HP |
165 |
Chaos Lord |
Brute |
200% HP |
171 |
Ronin |
Samurai |
210% HP |
185 |
Wizard |
Hermit |
170% HP |
191 |
Pure Mage |
White Mage |
170% HP |
Dummy classes that become functional ones in GS:TLA
No. |
Class |
GS:TLA equivalent |
|---|---|---|
200 |
? |
Flame User* |
201 |
? |
Witch |
Note: In GS, Flame User is class No. 202, the final class in the list. GS:TLA moves it to 200, and then expands the list further to add newer classes.
Unused Text#
Unused copies of in-game text#
The Japanese release has duplicates of several lines from the last part of the game. These seem to be earlier versions of the dialogues, with some having small differences versus the used, final lines. The differences include spaces, punctuation and wording. The following table only contains the lines that are different from the actual used dialogue.
Note: String IDs come from the Alchemy decompilation project.
JA ID (unused) |
JA (unused) |
Lit. translation of unused |
JA ID (used) |
JA (used) |
Lit. translation of used |
EN ID |
EN |
Notes |
|---|---|---|---|---|---|---|---|---|
message |
お おそろしいヤツらだ |
Th-They are terrifying guys. We can't possibly stand a chance against them… |
message |
お おそろしいヤツらだ |
T-They were terrifying guys. We never stood a chance against them… |
message |
They were{pause_20_skippable} terrible! |
|
message |
こうげきしてくるのは |
Only two out of the six are attacking, but just those two are enough to wipe us out… |
message |
こうげきしてくるのは |
Only two out of the six were attacking, but those two are extremely skilled, so we were wiped out… |
message |
Only two of those six |
EN version seems closer to the unused line. |
message |
オレが こうげきしたのに |
We attacked, but we were the ones who took damage. Fighting against those guys… felt like they casted magic on us. |
message |
オレが こうげきしたのに |
We attacked, but we were the ones who took damage. To even fight against guys like that… we were out of our minds. |
message |
We're the ones who |
|
message |
たしかに ヤツらは・・・ |
Are you sure they… went through this door? |
MsgBabiYoureSureTheyWentThrough |
たしかに ヤツらは・・・ |
So you're saying that they really did… go through the door? |
MsgBabiYoureSureTheyWentThrough |
You're sure they went |
|
message |
はい まちがいなく・・・ |
Yes, without a doubt… They went through this stone door. |
message |
はい 岩のとびらをひらき |
Yes, they opened the stone door and went through it. |
message |
Yes, they opened the |
|
message |
どうだ そのとびらは |
Well, is that door still not budging? |
message |
どうだ そのとびらは |
Well, is that door not budging, as expected? |
message |
Well? Does the door open? |
|
message |
そりゃ 動かないわけさ |
Well, of course it won't budge. This door hasn't moved since ancient times. |
message |
そりゃ 動かないわけさ |
Well, of course it won't budge. This door has never been opened since ancient times. |
message |
Of course not! |
Used version avoids repeating the same verb (動かない) in the same dialogue box. |
message |
このとびらが 動いていれば |
If it moved, the investigation of the ruins… would have progressed a lot more. |
message |
このとびらが あいていれば |
If it opened, the investigation of these ruins… should have progressed a lot more. |
message |
If it did open, we would |
Used version sounds more like a logical conclusion: it the door could be opened, it would be logical that they could investigate the ruins. |
message |
この者たちは {actor_name:7}様を |
These people are the ones who pursue those who took {actor_name:7} hostage. |
message |
この者たちは {actor_name:7}様を |
These people are the ones who have come pursuing those who took {actor_name:7} hostage. |
message |
They come from the far |
Final version emphasizes the pursue is more like a journey. |
message |
あのキケンなヤツらをおう者ですと? |
They are pursuing that dangerous group? |
message |
あのキケンなヤツらを |
They have been pursuing that dangerous group? |
message |
They've been chasing that |
Same as previous line. |
message |
ヤツらの力・・・ そして |
Their power… and what they are trying to do… all is dangerous. |
message |
ヤツらの もっている力と |
The power they possess and what they are trying to do, all of that is dangerous. |
message |
Such awful power... And |
EN version seems closer to the unused line, which has ellipses. |
message |
そして それをとめられるのは |
And we're the only ones who can stop that. |
message |
それをとめられるのは |
We're the only ones that can stop that. |
message |
We're the only ones who |
“そして” was removed. |
message |
たいした じしんだが・・・ |
You are very self-confident, but… just how much are you actually capable of doing? |
message |
じしんが あるらしいが・・・ |
You seem very self-confident, but… just how much are you actually capable of doing? |
message |
You seem quite sure of |
Unused line sounds like a recognition of their confidence. The used line sounds more skeptical. |
message |
なんだ けっきょく |
What! In the end, it seems you don't even have the confidence to stop them! |
message |
なんだ けっきょくのところ |
What! At the end of the day, it seems you don't even have the confidence to stop them! |
message |
Hmph! Not with that |
Unused line uses a shorter version (けっきょく) of the same expression (けっきょくのところ). |
message |
だいじな{actor_name:7}様がキケンなのですぞ |
Lady {actor_name:7} is in danger, it's natural to be severe. |
message |
だいじな{actor_name:7}様が キケンな時に |
When Lady {actor_name:7} is in danger, if you bring young warriors like these and tell us to leave it to them… |
message |
What do you expect when, |
Unused line is more vague regarding their worries. |
message |
ヤツらが とおったという |
That path they supposedly took… can you take it? |
message |
ヤツらが とおったという |
Can you take the path they supposedly took? |
message |
Can you follow the same |
Ellipses removed. |
message |
じしんが あるのだな |
So you have confidence. Very well, give it a try. |
message |
じしんがあると いうのだな |
So you claim to have confidence. Very well, give it a try. |
message |
Your confidence means |
Similar change to message 02857. |
message |
たのむぞ {actor_name:1}よ |
I'm counting on you, {actor_name:1}. Show us how you open that door splendidly. |
message |
たのんだぞ {actor_name:1}よ |
I'm counting on ya, {actor_name:1}! Show us how you open that door splendidly. |
message |
I am counting on you, |
Used line sounds more masculine/rough. |
message |
ざんねんだが この先に |
Unfortunately, Lady {actor_name:7} has not gone ahead of here. Because this door absolutely can't be opened. |
message |
ざんねんだが この先には |
Unfortunately, Lady {actor_name:7} has not gone ahead of here. Because this door absolutely can't be opened. |
message |
I am sorry, but not even |
The addition of “は” particle for emphasis. Sheba might have gone to other places, but, as for what lies ahead, she hasn't. |
message |
お主が とびらをひらいたら |
If you open this door, I will consider trusting Lord Iodem once again. |
message |
お主が とびらをひらいたら |
If you open this door, I will consider trusting Lord Iodem once again… |
message |
If you can open this door, |
Period replaced with ellipsis. |
message |
とびらの むこうに行けない |
When I am told we can't go through the door… I start to lose my confidence. It's not like… I actually saw these guys with my own eyes, after all. |
message |
とびらの むこうに行けないと |
I'm starting to lose my confidence because everyone tells me we can't go through the door. It's not like… I actually saw these guys with my own eyes, after all. |
message |
Nobody thinks the door |
Used version makes it clear everyone believes the door can't be opened and adds the idea of cause-effect. |
message |
こんなところに いたって |
Even if we stay in a place like this, it's just a waste of time… If we don't hurry and look for Lady {actor_name:7}, her life will be in danger… |
message |
こんなところに いたって |
Staying in a place like this is a waste of time anyway! If we don't hurry and look for Lady {actor_name:7}, her life will be in danger… |
message |
This is all a huge waste |
Unused version sounds more doubtful. Used version sounds more urgent and impatient. |
message |
オレも そうおもうぜ |
I think so too. Lord Iodem and the others should wait here. |
message |
オレも そうおもうぜ |
I think so too. Let us handle what lies ahead. |
message |
I agree! You'll have |
|
message |
行きたいなら とめないが |
If you want to go, I won't stop you, but they say those who can't even open the door can't go ahead. |
message |
行きたいなら とめないが |
If you want to go, I won't stop you, but they say those who can't even open the door can't go ahead. |
message |
It won't stop you, but if |
Potential grammar fixes (だと instead of just と, 先に instead of 先へ). |
message |
かれらのいうこと |
What they say certainly seems correct. |
message |
かれらの いうことは・・・ |
As for what they say… it certainly seems correct. |
message |
This is true... |
|
message |
しかし ヨデム殿 |
But Lord Iodem, is it really OK to entrust {actor_name:7} to them? |
message |
しかしキケンだからといって |
But is it really OK to entrust {actor_name:7} to them just because it's dangerous? |
message |
But we can't leave {actor_name:7} |
|
message |
これは まだまだ |
This still does not seem to be a particularly significant power. |
message |
いま 見せてもらった力は |
The power we were just shown seems to be nothing more than a fraction of the power they truly possess. |
message |
The power they just |
|
message |
その力がなければ |
Without that power, we would be a burden, wouldn't we? |
message |
あのような力がなければ |
Without a power like that, we would be a burden, wouldn't we? |
message |
Without that sort of |
|
message |
いそいで行くのだ {actor_name:1} |
Hurry along, {actor_name:1}. I believe in you all! |
message |
いそいで行くのだ {actor_name:1} |
Hurry along, {actor_name:1}. I believe in you all! |
message |
Make haste, {actor_name:1}. |
Change in second-person pronoun (お主たち vs. お前たち). |
message |
この先に なにがあるか |
I'm really curious about what lies beyond here… Ah, but I can't go beyond this point until this incident is resolved and peace returns! |
message |
この先に なにがあるのか |
I'm really curious about what lies beyond here… That's it! If I want to go beyond this point, I just need to wait until this incident is resolved… Yeah, that's what I should do. |
message |
I'm very interested in |
|
message |
ただキケンなだけなら |
If it were simply a matter of danger, I would like to go with you to rescue {actor_name:7}. However, I shall leave rescuing {actor_name:7} to you. Please, take care of {actor_name:7}. |
message |
ただキケンだと いうだけなら |
If it were simply a matter of danger, I would like to accompany you, but that would only make me a hindrance. I leave rescuing {actor_name:7} to you. Please, take care of {actor_name:7}. |
message |
I am not afraid of |
Unused version mentions {actor_name:7} three times. |
message |
ここらだってモンスターが |
Even around here monsters appear, so going beyond this point is… Let's leave dangerous places like this to the warriors. |
message |
ここらだってモンスターが |
Even around here monsters appear, so going beyond this point is out of the question. Let's leave dangerous places like this to the warriors. |
message |
I bet the monsters around |
|
message |
わたしが いっしょに行って |
If I were to go along and become a burden in rescuing {actor_name:7}… Let's leave everything from here to these warriors… |
message |
わたしが いっしょに行って |
I must not become an obstacle when it comes to going along and rescuing {actor_name:7}. Let's leave everything from here to these warriors… |
message |
I don't want to hinder |
|
message |
そうだ もうお前たちの |
That's right. Your wish is already approaching right before your eyes. |
message |
そうだ お前たちののぞみは |
That's right. Your wish is now right before your eyes. |
message |
That's right. Your dreams |
|
message |
{actor_name:6}たちは |
I sent {actor_name:6} and the others ahead to the ship docked at Idejima. |
message |
もう {actor_name:6}たちは |
I've already sent {actor_name:6} and the others ahead to the ship docked at Idejima. |
message |
I've already sent |
|
message |
それぞれの灯台には |
It is that at each lighthouse, the element corresponding to it is needed. |
message |
それぞれの灯台には |
It is that at each lighthouse, an Adept corresponding to it is needed. |
message |
In order to enter each |
Unused version has an error corrected in the used version. |
message |
ともかく いまが |
Anyway, now is the perfect chance, isn't it? |
message |
ねがってもないチャンスが |
The best chance we could ask for has just rolled in! |
message |
Looks like the perfect |
|
message |
ヤツらが いいあらそってる |
While those guys are arguing, why don't we go over there now and defeat them? |
message |
このチャンスをいかして |
Let's take advantage of this chance and close in on them before the lighthouse is lit, what do you say? |
message |
Now's our only chance to |
|
message |
そうだ{pause_20_skippable} マゴマゴしてたら |
That's right! If we dilly-dally, the beacon will be lit. Come on, let's head over where those guys are! |
message |
そうだ{pause_20_skippable} マゴマゴしてたら |
That's right! If we dilly-dally, the beacon will be lit. Come on, let's hurry up and close in on them! |
message |
There's not a moment to |
|
message |
まよってなんかいたら |
If we go on hesitating like this, the beacon will be lit. Come on, let's head over where those guys are! |
message |
ここで まよっていたら |
If we hesitate here, the beacon will be lit. Come on, let's head over where those guys are! |
message |
Don't chicken out now! |
|
message |
ヘスペリアに かんけいする |
About the rod related to Hesperia? |
message |
ヘスペリアに かんけいする |
About the rod related to Hesperia…? |
message |
The Rod of Hesperia? |
Ellipsis added. |
message |
たぶん・・・{pause_20_skippable} たぶんだと! |
“Maybe”… “Maybe”, you said!? |
message |
たぶん・・・{pause_20_skippable}たぶんだと! |
“Maybe”… “Maybe”, you said!? |
message |
"Perhaps..."{pause_20_skippable} |
A space was removed. |
message |
えっ{pause_20_skippable} でもそれは |
What? But Hammet gave that to {actor_name:3}! |
message |
えっ{pause_20_skippable} でもそれは |
What? But Master Hammet gave that to {actor_name:3}! |
message |
What?{pause_20_skippable} But Hammet gave |
Unused version missed the honorific さん. |
message |
なにをいっている{pause_20_skippable} |
What are you talking about? I said I would spare {actor_name:7}, but I never said I would let her go. |
message |
ごかい しないでほしいな{pause_20_skippable} |
I'd prefer you not misunderstand. I said I would spare {actor_name:7}, but I never said I would let her go. |
message |
You seem to have{pause_20_skippable} |
|
message |
戦いの おわったあと |
There's no guarantee we'll have any power left to protect {actor_name:7} after the battle is over. |
message |
戦いの おわったあと |
There's no guarantee we'll have any power left to protect {actor_name:7} after the battle is over. |
message |
We may not have the |
Verb form is different. The used version is more literary/archaic (かぎらぬ instead of かぎらん). |
message |
オレが・・・ ヤツらに |
Do you think I… would lend them a hand? |
message |
ヤツらに このオレが・・・ |
Do you think that someone like me… would lend them a hand? |
message |
Do you really think |
|
message |
われわれの ほんとうの力 |
Our true power… prepare to realize it! |
message |
われわれの ほんとうの力 |
Our true power… prepare to realize it! |
message |
It's time you learned{pause_20_skippable} |
A space was removed. |
message |
やばい・・・ やつら |
Oh no… They are fusing! |
message |
やばい ヤツら・・・ |
Oh no, they… are fusing! |
message |
Uh-oh... |
|
message |
うわっ やつらがひとつに |
Yikes! Those guys became one! Everyone, be careful! |
message |
うわっ ふたりがひとつに |
Yikes! Those two became one! Everyone, be careful! |
message |
They've merged into one |
Unused uses “those guys”, while the used version specifies they are two. |
message |
なぜだ・・・{pause_20_skippable} なぜ |
How… How did we lose? |
MsgVinasuPairDefeated |
なぜだ・・・{pause_20_skippable}なぜ・・・ |
How… How… did we lose? |
MsgVinasuPairDefeated |
How...{pause_20_skippable} How... |
|
message |
なにもかも お前たちに |
There should have been nothing in which we were inferior to you, and yet… |
message |
なにもかも われわれが |
We should have surpassed you in every way, and yet… we were defeated… |
message |
We are superior in |
|
message |
下を見て・・・{pause_20_skippable}{pause_20_skippable} |
Look down… The land around the lighthouse is crumbling! |
message |
下を見て下さい・・・{pause_20_skippable}{pause_20_skippable} |
Please look down… The land around the lighthouse is crumbling! |
message |
Look down...{pause_20_skippable}{pause_20_skippable} The |
The request in the used version is more polite due to the addition of 下さい. |
message |
それをおって {actor_name:5}まで |
And chasing her, {actor_name:5} took a dive from the lighthouse! |
message |
まさか {actor_name:5}までが |
I can't believe {actor_name:5} ended up diving into the sea! |
message |
{actor_name:5} didn't dive into |
|
message |
のこりの灯台をともすなんて |
Even though {actor_name:5} was saying things like lighting the remaining lighthouses… {actor_name:5} is such a fool. |
message |
のこりの灯台をともすなんて |
Even though… he was saying things like lighting the remaining lighthouses… {actor_name:5} is such a fool. |
message |
You idiot, {actor_name:5}!{pause_20_skippable} I can't |
|
message |
あのままだったら{actor_name:5}と |
If things had stayed the way they were, we might have ended up fighting {actor_name:5}, but instead, it turned into this… |
message |
あのままだったら {actor_name:5}と |
If things had stayed the way they were, we might have ended up fighting {actor_name:5}, but instead, it turned into this… |
message |
We would have had to |
A space was removed. |
message |
いったい どうなってるんだ |
What on Earth is going on with this lighthouse? |
message |
いったい どうなってるんだ |
What on Earth is going on with this lighthouse…? |
message |
That was odd... |
Added ellipsis. |
Jenna Link Lobby text#
When visiting Link Lobby, your party members will be there, with varying dialogue options depending on conditions like winning/losing a link battle, being present/absent from the party (linked battles only allow 3 members), and so on.
The Link Lobby is unlocked after Jenna is permanently gone from the party, but the game has programmed messages for her (though these are very rough). These messages are programmed in the following order: Garet, Ivan, Mia, Felix (placeholder) and Jenna. In the case of Felix, the messages are just placeholders consisting of “?”.
The following are the messages for Jenna:
Japanese |
English |
French |
German |
Spanish |
Italian |
|---|---|---|---|---|---|
なんてところに つれてくんのよ。 |
Where are you taking me? |
Où m'emmenez-vous? |
Wohin bringt ihr mich? |
¿Adónde mellevas? |
Dove miporti? |
がんばってね! |
Go get 'em! |
Courage! |
Schnapp sie dir! |
¡A por ellos! |
Andiamo! |
なまけんなよ! |
Don't be lazy! |
Ne sois pas paresseux! |
Sei nicht faul! |
¡No seas perezoso! |
Non fare il pigrone! |
がんばるぞっと! |
I am going to win! |
Je vais gagner! |
Ich werde gewinnen! |
¡Voy a ganar! |
Vincerò! |
がんばってね! |
Go get 'em! |
Battez-les! |
Schnapp sie dir! |
¡A por ellos! |
Andiamo! |
かったぜ! |
We won! |
On a gagné! |
Wir haben gewonnen! |
¡Ganamos! |
Abbiamo vinto! |
かっちゃったの? |
You won? |
Tu as gagné? |
Du hast gewonnen? |
¿Habéis ganado? |
Hai vinto tu? |
まけたぜ! |
We lost! |
Nous avons perdu! |
Wir haben verloren! |
¡Hemos perdido! |
Abbiamo perso! |
まけてやんの。 |
Oh, no. We lost... |
Oh! Non. Nous avons perdu... |
Oh, nein!Wir haben verloren! |
Oh, no. Perdimos... |
Oh, no! Abbiamo perso... |
In the sequel, the structure is similar: Isaac, Garet, Ivan, Mia, Felix (placeholder, “?” as well), Jenna, Sheba, Piers.
Dummy Enemies#
The game contains 164 slots for enemies. Some of them are multiple instances of a same character (for example, Saturos appears three times, since you battle him that amount of times, and he has different stats each time), 3 are dummy (named "?"), 1 is a placeholder (enemy No. 0, "???"), and 2 are partially programmed enemies with proper sprites (also named "?").
- Enemy No. 104
A palette swap of the Chimera monster. This palette would be used later for the Grand Chimera monster in The Lost Age.
- Enemy No. 135
A palette swap of the Toadonpa monster. This palette would be used later for the Devil Frog monster in The Lost Age.
Dummy Djinn#
The game contains 80 slots for Djinn, but only 28 are programmed and used in the game. The other 52 are dummy Djinn (named "="), several of which became programmed, usable Djinn in The Lost Age.
Dummy Djinn that become functional in GS:TLA
No. |
Name |
GS:TLA equivalent |
|---|---|---|
7 |
= |
Echo |
8 |
= |
Iron |
9 |
= |
Steel |
10 |
= |
Mud |
11 |
= |
Flower |
12 |
= |
Meld |
13 |
= |
Petra |
14 |
= |
Salt |
15 |
= |
Geode |
16 |
= |
Mold |
17 |
= |
Crystal |
27 |
= |
Fog |
28 |
= |
Sour |
29 |
= |
Spring |
30 |
= |
Shade |
31 |
= |
Chill |
32 |
= |
Steam |
33 |
= |
Rime |
34 |
= |
Gel |
35 |
= |
Eddy |
36 |
= |
Balm |
37 |
= |
Serac |
47 |
= |
Cannon |
48 |
= |
Spark |
49 |
= |
Kindle |
50 |
= |
Char |
51 |
= |
Coal |
52 |
= |
Reflux |
53 |
= |
Core |
54 |
= |
Tinder |
55 |
= |
Shine |
56 |
= |
Fury |
57 |
= |
Fugue |
67 |
= |
Breath |
68 |
= |
Blitz |
69 |
= |
Ether |
70 |
= |
Waft |
71 |
= |
Haze |
72 |
= |
Wheeze |
73 |
= |
Aroma |
74 |
= |
Whorl |
75 |
= |
Gasp |
76 |
= |
Lull |
77 |
= |
Gale |
Dummy Djinn that change name in GS:TLA, but remain dummy
No. |
Name |
GS:TLA equivalent |
|---|---|---|
18 |
= |
Earth18 |
19 |
= |
Earth19 |
38 |
= |
Water18 |
39 |
= |
Water19 |
58 |
= |
Fire18 |
59 |
= |
Fire19 |
78 |
= |
Wind18 |
79 |
= |
Wind19 |






