the cutting room mirror

Unused Content

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#

To do:
Explain the menu.

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#

Unseen Cutscene#

Please elaborate.
Having more detail is always a good thing.
Specifically: A comparison between the used and unused versions (with screenshots?) might be nice here.

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#

To do:
Add unused menu divider tiles.

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

Early Menu Option Box#

GS_Early_Item_Box.png GS_Early_Box_Anim_Mockup.gif 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.
GS_Final_Box_Anim_Mockup.gif 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#

GS_InvalidAbilityIcon.png

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

GS_Knight's_Helm_Early.png
GS_Knight's_Helm_Final.png

Knight's Shield

GS_Knight's_Shield_Early.png
GS_Knight's_Shield_Final.png

Character Portraits#

GS_UnusedPortrait_ChildFelix.png

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.

GS_UnusedPortrait_Alex.png

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#

GS_CoinIcon.png

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

GS_Item007_Masamune_EN.png

Masamune

Long sword artifact weapon

Long Sword

Attack+115 (no unleash)

13400

10050

GSTLA_Item007_FireBrand.png

Fire Brand

10

GS_Item010_SolBlade_EN.png

Sol Blade

Long sword artifact weapon

?

Attack+138 (no unleash)

19000

14250

GS_Item010_SolBlade_EN.png

Sol Blade

26

GS_Item026_Kusanagi_EN.png

Kusanagi

Light blade artifact weapon

?

Attack+135 (no unleash)

19000

14250

GS_Item026_Kusanagi_EN.png

Masamune

111

GS_Item111_MysteriousRobe_EN.png

Mysterious Robe

Artifact robe

Robe

Defense+40

11000

8250

GS_Item111_MysteriousRobe_EN.png

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

GS_InvalidAbilityIcon.png

Taint

?

Venus

4

1 enemy

May inflict poison.

115

073

GS_InvalidAbilityIcon.png

Poison

?

Venus

6

1 enemy

May inflict venom.

117

075

GS_InvalidAbilityIcon.png

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).

GS_UnusedPsynergy_Confuse_EN.gif
GS_UnusedPsynergy_Confuse_2_EN.png

118

076

GS_InvalidAbilityIcon.png

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).

119

077

GS_InvalidAbilityIcon.png

Paralyze

?

Jupiter

7

1 enemy

May inflict stun.

128

080

GS_InvalidAbilityIcon.png

Regenerate

?

Mercury

6

1 ally

Inflicts ~60 damage on ally, then regenerates 60% of HP for 5 turns.

129

081

GS_UnusedPsynergy_Reflect_Icon.png

Reflect

?

Mercury

5

1 ally

Target "feels the effects of Reflect" (does nothing).

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:

(Source: https://www.youtube.com/watch?v=-tLESgRGPLk)

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
あとはお前のセッティングしだいだ

そんなパラメータないぞ
すぎもとさんにきいてみなさい

なんだ ひやかしかい

English

Choose your parameters here.

0

The settings are made.
The rest is up to you.

There's no such parameter.
Ask Mr. Sugimoto.

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#

GS_InvalidAbilityIcon.png

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
130% PP
140% Attack
140% Defense
130% Agility
120% Luck

14

Hero

Guard

190% HP
120% PP
140% Attack
150% Defense
110% Agility
100% Luck

24

Sorcerer

Wind Seer

150% HP
180% PP
120% Attack
130% Defense
170% Agility
110% Luck

34

Angel

Water Seer

160% HP
170% PP
130% Attack
140% Defense
120% Agility
130% Luck

44

Protector

Swordsman (Mercury/Venus)

190% HP
140% PP
150% Attack
150% Defense
140% Agility
120% Luck

54

Radiant

Swordsman (Mercury/Venus)

190% HP
140% PP
150% Attack
150% Defense
140% Agility
120% Luck

61

Templar

Dragoon

180% HP
140% PP
150% Attack
150% Defense
120% Agility
130% Luck

62

Paladin

Dragoon

200% HP
150% PP
160% Attack
160% Defense
130% Agility
130% Luck

74

War Adept (Venus/Jupiter)

Apprentice

190% HP
170% PP
150% Attack
140% Defense
170% Agility
90% Luck

84

War Adept (Mars/Jupiter)

Apprentice

190% HP
170% PP
150% Attack
140% Defense
170% Agility
90% Luck

91

Disciple

Ninja

180% HP
150% PP
160% Attack
130% Defense
180% Agility
80% Luck

92

Master

Ninja

200% HP
160% PP
170% Attack
140% Defense
190% Agility
80% Luck

104

Oracle (Mercury/Venus)

Seer (Mercury/Venus)

170% HP
180% PP
140% Attack
140% Defense
160% Agility
100% Luck

114

Oracle (Venus/Jupiter)

Seer (Venus/Jupiter)

170% HP
180% PP
140% Attack
140% Defense
160% Agility
100% Luck

121

Dark Mage (becomes Conjurer in GS:TLA)

Medium

150% HP
180% PP
130% Attack
130% Defense
160% Agility
90% Luck

122

Death Mage (becomes Dark Mage in GS:TLA)

Medium

170% HP
190% PP
140% Attack
140% Defense
170% Agility
90% Luck

134

Guru (Mercury/Mars)

Pilgrim (Mercury/Mars)

170% HP
170% PP
140% Attack
150% Defense
170% Agility
120% Luck

144

Guru (Mars/Jupiter)

Pilgrim (Mars/Jupiter)

170% HP
170% PP
140% Attack
150% Defense
170% Agility
120% Luck

151

Bard

Ranger

150% HP
170% PP
130% Attack
130% Defense
170% Agility
120% Luck

152

Warlock

Ranger

170% HP
180% PP
140% Attack
140% Defense
180% Agility
120% Luck

165

Chaos Lord

Brute

200% HP
120% PP
170% Attack
140% Defense
160% Agility
70% Luck

171

Ronin

Samurai

210% HP
140% PP
160% Attack
150% Defense
150% Agility
90% Luck

185

Wizard

Hermit

170% HP
190% PP
130% Attack
140% Defense
180% Agility
120% Luck

191

Pure Mage

White Mage

170% HP
190% PP
140% Attack
140% Defense
160% Agility
130% Luck

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
02825

お おそろしいヤツらだ
オレたちには とても
はが 立たない・・・。

Th-They are terrifying guys. We can't possibly stand a chance against them…

message
10371

お おそろしいヤツらだ
オレたちには とても
はが 立たなかった・・・・。

T-They were terrifying guys. We never stood a chance against them…

message
09978

They were{pause_20_skippable} terrible!
We were absolutely
no match for them.

message
02826

こうげきしてくるのは
6人のうちふたりだけだ

だけど そのふたりだけで
こっちは ぜんめつさ・・・。

Only two out of the six are attacking, but just those two are enough to wipe us out…

message
10372

こうげきしてくるのは
6人のうちふたりだけだ

だけど そのふたりがまた
めっぽう うでがたつから
こっちは ぜんめつさ・・・。

Only two out of the six were attacking, but those two are extremely skilled, so we were wiped out…

message
09979

Only two of those six
ever attacked anyone...

but just those two
completely overwhelmed
us!

EN version seems closer to the unused line.

message
02829

オレが こうげきしたのに
こっちがダメージをうけた

ヤツらとの戦いは・・・ まるで
まほうでもかけられてるみたいだぜ。

We attacked, but we were the ones who took damage. Fighting against those guys… felt like they casted magic on us.

message
10375

オレが こうげきしたのに
こっちがダメージをうけた

あんなヤツらと戦うなんて
オレたち どうかしてたぜ。

We attacked, but we were the ones who took damage. To even fight against guys like that… we were out of our minds.

message
09982

We're the ones who
attacked, but we took
all the damage.

What were we thinking,
trying to fight those
guys?

message
02833

たしかに ヤツらは・・・
この とびらのむこうへ
行ったのか?

Are you sure they… went through this door?

MsgBabiYoureSureTheyWentThrough
10379

たしかに ヤツらは・・・
とびらの むこうへ
行ったというのか?

So you're saying that they really did… go through the door?

MsgBabiYoureSureTheyWentThrough
09986

You're sure they went
through this door?

message
02834

はい まちがいなく・・・
ヤツらは この岩のとびらの
むこうに 行きました!

Yes, without a doubt… They went through this stone door.

message
10380

はい 岩のとびらをひらき
このむこうへ 行きました!

Yes, they opened the stone door and went through it.

message
09987

Yes, they opened the
stone door and entered!

message
02835

どうだ そのとびらは
まだ 動かぬか!

Well, is that door still not budging?

message
10381

どうだ そのとびらは
やはり 動かぬのか!

Well, is that door not budging, as expected?

message
09988

Well? Does the door open?

message
02837

そりゃ 動かないわけさ
このとびらは むかしから
動かなかったんだ。

Well, of course it won't budge. This door hasn't moved since ancient times.

message
10383

そりゃ 動かないわけさ
このとびらは むかしから
あいたことなんかないんだ。

Well, of course it won't budge. This door has never been opened since ancient times.

message
09990

Of course not!
I told you, this
door doesn't open!

Used version avoids repeating the same verb (動かない) in the same dialogue box.

message
02838

このとびらが 動いていれば
遺跡の ちょうさは・・・
もっと すすんでたんだ。

If it moved, the investigation of the ruins… would have progressed a lot more.

message
10384

このとびらが あいていれば
この遺跡の ちょうさは・・・
もっと すすんでたはずさ。

If it opened, the investigation of these ruins… should have progressed a lot more.

message
09991

If it did open, we would
have gone in long ago
to study the ruins.

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
02851

この者たちは {actor_name:7}様を
人じちにとったヤツらを
おう者たちです。

These people are the ones who pursue those who took {actor_name:7} hostage.

message
10397

この者たちは {actor_name:7}様を
人じちにとったヤツらを
おってきた者たちです。

These people are the ones who have come pursuing those who took {actor_name:7} hostage.

message
10004

They come from the far
north.

They have chased the ones
who took {actor_name:7} all
the way here.

Final version emphasizes the pursue is more like a journey.

message
02852

あのキケンなヤツらをおう者ですと?

They are pursuing that dangerous group?

message
10398

あのキケンなヤツらを
おってきた者ですと?

They have been pursuing that dangerous group?

message
10005

They've been chasing that
fearsome group?

Same as previous line.

message
02854

ヤツらの力・・・ そして
ヤツらが行おうとすること
・・・すべてがキケンです。

Their power… and what they are trying to do… all is dangerous.

message
10400

ヤツらの もっている力と
ヤツらが行おうとすること
その すべてがキケンです。

The power they possess and what they are trying to do, all of that is dangerous.

message
10007

Such awful power... And
what they're trying to
do seems very dangerous.

EN version seems closer to the unused line, which has ellipses.

message
02855

そして それをとめられるのは
オレたちだけなのさ。

And we're the only ones who can stop that.

message
10401

それをとめられるのは
オレたちだけなのさ。

We're the only ones that can stop that.

message
10008

We're the only ones who
can stop them.

“そして” was removed.

message
02857

たいした じしんだが・・・
はたして どれだけのことが
できるというのかな?

You are very self-confident, but… just how much are you actually capable of doing?

message
10403

じしんが あるらしいが・・・
はたして どれだけのことが
できるというのかな?

You seem very self-confident, but… just how much are you actually capable of doing?

message
10010

You seem quite sure of
yourself, but what do you
think you can do?

Unused line sounds like a recognition of their confidence. The used line sounds more skeptical.

message
02858

なんだ けっきょく
ヤツらをとめるじしんなど
ないのではないか!

What! In the end, it seems you don't even have the confidence to stop them!

message
10404

なんだ けっきょくのところ
ヤツらをとめるじしんなど
ないのではないか!

What! At the end of the day, it seems you don't even have the confidence to stop them!

message
10011

Hmph! Not with that
attitude, you can't!

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
02860

だいじな{actor_name:7}様がキケンなのですぞ
きびしくても とうぜんだ。

Lady {actor_name:7} is in danger, it's natural to be severe.

message
10406

だいじな{actor_name:7}様が キケンな時に
こんな わかい戦士をつれてきて
まかせろと いわれたら・・・。

When Lady {actor_name:7} is in danger, if you bring young warriors like these and tell us to leave it to them…

message
10013

What do you expect when,
in the midst of such
dangers...

you ask me to leave
{actor_name:7}'s fate in the
hands of children?

Unused line is more vague regarding their worries.

message
02863

ヤツらが とおったという
その道・・・ とおれるかな?

That path they supposedly took… can you take it?

message
10409

ヤツらが とおったという
その道をとおれるかな?

Can you take the path they supposedly took?

message
10016

Can you follow the same
paths that they took?

Ellipses removed.

message
02864

じしんが あるのだな
よろしい やってみるがいい。

So you have confidence. Very well, give it a try.

message
10410

じしんがあると いうのだな
よろしい やってみるがいい。

So you claim to have confidence. Very well, give it a try.

message
10017

Your confidence means
nothing unless you show
that you can do it.

Similar change to message 02857.

message
02868

たのむぞ {actor_name:1}よ
みごとに そのとびらを
ひらいてみせてくれ。

I'm counting on you, {actor_name:1}. Show us how you open that door splendidly.

message
10414

たのんだぞ {actor_name:1}よ
みごとに そのとびらを
ひらいてみせてくれ。

I'm counting on ya, {actor_name:1}! Show us how you open that door splendidly.

message
10021

I am counting on you,
{actor_name:1}! Prove your worth
by opening that door!

Used line sounds more masculine/rough.

message
02870

ざんねんだが この先に
{actor_name:7}様は 行っていないよ

このとびらは ぜったい
ひらかないのだからな。

Unfortunately, Lady {actor_name:7} has not gone ahead of here. Because this door absolutely can't be opened.

message
10416

ざんねんだが この先には
{actor_name:7}様 行っていないよ

このとびらは ぜったい
ひらかないのだからな。

Unfortunately, Lady {actor_name:7} has not gone ahead of here. Because this door absolutely can't be opened.

message
10023

I am sorry, but not even
{actor_name:7} has ever passed
through here.

There is no way this
door will open.

The addition of “は” particle for emphasis. Sheba might have gone to other places, but, as for what lies ahead, she hasn't.

message
02872

お主が とびらをひらいたら
もういちど ヨデム殿のことを
しんようしてもよい。

If you open this door, I will consider trusting Lord Iodem once again.

message
10418

お主が とびらをひらいたら
もういちど ヨデム殿のことを
しんようしてもよい・・・。

If you open this door, I will consider trusting Lord Iodem once again…

message
10025

If you can open this door,
I will trust Iodem once
more...

Period replaced with ellipsis.

message
02874

とびらの むこうに行けない
・・・なんて いわれると
オレ じしんをうしなうなあ

そいつらの すがた・・・
見たわけじゃないからなあ。

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
10420

とびらの むこうに行けないと
あれだけ みんながいうから
オレ じしんがなくなってきた

そいつらの すがた・・・
見たわけじゃないからなあ。

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
10027

Nobody thinks the door
can be opened, and I'm
starting to doubt myself.

It's not like I
actually saw them go
through...

Used version makes it clear everyone believes the door can't be opened and adds the idea of cause-effect.

message
02876

こんなところに いたって
じかんの ムダなのに・・・

はやく {actor_name:7}様をさがさないと
いのちが あぶないぞ・・・。

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
10422

こんなところに いたって
どうせ じかんのムダさ

はやく {actor_name:7}様をさがさないと
いのちが あぶないぞ・・・。

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
10029

This is all a huge waste
of time!

If we don't find
{actor_name:7} soon, her life
may be in danger...

Unused version sounds more doubtful. Used version sounds more urgent and impatient.

message
02893

オレも そうおもうぜ
ヨデム様たちには ここで
まっててもらおうぜ。

I think so too. Lord Iodem and the others should wait here.

message
10439

オレも そうおもうぜ
この先は オレたちに
まかせて もらおうぜ。

I think so too. Let us handle what lies ahead.

message
10046

I agree! You'll have
to let us handle it
from here!

message
02896

行きたいなら とめないが
とびらも あけられない者に
先へすすむのはムリと・・・。

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
10442

行きたいなら とめないが
とびらも あけられない者に
先にすすむのはムリだと・・・。

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
10049

It won't stop you, but if
we can't open the door,
we can't go with you.

Potential grammar fixes (だと instead of just と, 先に instead of 先へ).

message
02897

かれらのいうこと
たしかに ただしいようだ。

What they say certainly seems correct.

message
10443

かれらの いうことは・・・
たしかに ただしいようだ。

As for what they say… it certainly seems correct.

message
10050

This is true...

message
02898

しかし ヨデム殿
かれらに{actor_name:7}をまかせて
いいものだろうか?

But Lord Iodem, is it really OK to entrust {actor_name:7} to them?

message
10444

しかしキケンだからといって
かれらに {actor_name:7}をまかせて
いいものだろうか?

But is it really OK to entrust {actor_name:7} to them just because it's dangerous?

message
10051

But we can't leave {actor_name:7}
in their hands just
because it's dangerous.

message
02902

これは まだまだ
たいした力では ないようです。

This still does not seem to be a particularly significant power.

message
10448

いま 見せてもらった力は
かれらのもつ力の中の
いちぶに すぎぬようです。

The power we were just shown seems to be nothing more than a fraction of the power they truly possess.

message
10055

The power they just
displayed is but a fraction
of their true might.

message
02903

その力がなければ
あしでまといになるのですね。

Without that power, we would be a burden, wouldn't we?

message
10449

あのような力がなければ
あしでまといになるのですね。

Without a power like that, we would be a burden, wouldn't we?

message
10056

Without that sort of
power, we would just
get in their way.

message
02906

いそいで行くのだ {actor_name:1}
お主たちをしんじているぞ!

Hurry along, {actor_name:1}. I believe in you all!

message
10452

いそいで行くのだ {actor_name:1}
お前たちをしんじているぞ!

Hurry along, {actor_name:1}. I believe in you all!

message
10059

Make haste, {actor_name:1}.
All our hopes lie with
you!

Change in second-person pronoun (お主たち vs. お前たち).

message
02910

この先に なにがあるか
すごく 気になるぞ・・・

あっ オレがこの先に行くのは
このじけんが かたづいて
へいわになってからだぜ。

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
10456

この先に なにがあるのか
すごく 気になるぞ・・・

そうだ オレがこの先に行くのは
このじけんが かたづいてから
・・・そうすればいいんだよ。

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
10063

I'm very interested in
what lies beyond here.

I know! Once this is
over, I'll go see
for myself!

message
02911

ただキケンなだけなら
わたしは {actor_name:7}をたすけに
いっしょに行きたいのだ

だが{actor_name:7}をたすけることは
お主たちに まかせよう
どうか {actor_name:7}をたのむ。

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
10457

ただキケンだと いうだけなら
いっしょに行きたいところだが
それは あしでまといになろう{actor_name:7}をたすけることは
お主たちに まかせよう
どうか {actor_name:7}をたのむ。

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
10064

I am not afraid of
danger, but I do not
want to hinder you.

I am counting on you
to save {actor_name:7} for us.

Unused version mentions {actor_name:7} three times.

message
02914

ここらだってモンスターが
あらわれるっていうのに
この先なんて・・・

こういうキケンなばしょは
戦士たちに まかせよう。

Even around here monsters appear, so going beyond this point is… Let's leave dangerous places like this to the warriors.

message
10460

ここらだってモンスターが
あらわれるっていうのにさ
この先なんて とんでもない

こういうキケンなばしょは
戦士たちに まかせよう。

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
10067

I bet the monsters around
here are nothing
like what lies ahead!

I'm happy to leave such
dangers to these
warriors.

message
02916

わたしが いっしょに行って
{actor_name:7}をきゅうしゅつするのに
あしでまといになったら・・・

ここは この戦士たちに
すべてをまかせよう・・・。

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
10462

わたしが いっしょに行って
{actor_name:7}をきゅうしゅつするのに
じゃまになっては いけない

ここは この戦士たちに
すべてをまかせよう・・・。

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
10069

I don't want to hinder
{actor_name:7}'s rescue!

From here on out,
I'm leaving everything
to these warriors...

message
02922

そうだ もうお前たちの
のぞみは目前にきている。

That's right. Your wish is already approaching right before your eyes.

message
10468

そうだ お前たちののぞみは
いまや 目前にある・・・。

That's right. Your wish is now right before your eyes.

message
10075

That's right. Your dreams
are within your grasp
now.

message
02925

{actor_name:6}たちは
出島にとめてある船へ
先に行かせたさ。

I sent {actor_name:6} and the others ahead to the ship docked at Idejima.

message
10471

もう {actor_name:6}たちは
出島にとめてある船へ
先に行かせたさ。

I've already sent {actor_name:6} and the others ahead to the ship docked at Idejima.

message
10078

I've already sent
{actor_name:6} and the others to
the dock at Idejima.

message
02939

それぞれの灯台には
その灯台のエレメントが
なければならないことさ。

It is that at each lighthouse, the element corresponding to it is needed.

message
10485

それぞれの灯台には
その灯台のエナジストが
いなければならないことさ。

It is that at each lighthouse, an Adept corresponding to it is needed.

message
10092

In order to enter each
lighthouse, you needed an
Adept of that clan.

Unused version has an error corrected in the used version.

message
02969

ともかく いまが
ぜっこうのチャンスだな。

Anyway, now is the perfect chance, isn't it?

message
10515

ねがってもないチャンスが
ころがりこんできたぜ!

The best chance we could ask for has just rolled in!

message
10122

Looks like the perfect
opportunity has just
fallen into our laps!

message
02970

ヤツらが いいあらそってる
いまのうちに あそこへ行って
ヤツらをたおそうぜ?

While those guys are arguing, why don't we go over there now and defeat them?

message
10516

このチャンスをいかして
灯台がともされないうちに
ヤツらに ちかづこうぜ?

Let's take advantage of this chance and close in on them before the lighthouse is lit, what do you say?

message
10123

Now's our only chance to
prevent them from
lighting the beacon!

message
02971

そうだ{pause_20_skippable} マゴマゴしてたら
灯台に火をともされちゃうぜ
さあ ヤツらのとこに行こう!

That's right! If we dilly-dally, the beacon will be lit. Come on, let's head over where those guys are!

message
10517

そうだ{pause_20_skippable} マゴマゴしてたら
灯台に火をともされちゃうぜ
さあ いそいで ちかづこう!

That's right! If we dilly-dally, the beacon will be lit. Come on, let's hurry up and close in on them!

message
10124

There's not a moment to
spare!{pause_20_skippable} Let's move!

message
02972

まよってなんかいたら
灯台に火をともされちゃうぜ{pause_20_skippable}
さあ ヤツらのとこに行こう!

If we go on hesitating like this, the beacon will be lit. Come on, let's head over where those guys are!

message
10518

ここで まよっていたら
灯台に火をともされちゃうぜ{pause_20_skippable}
さあ いそいで ちかづこう!

If we hesitate here, the beacon will be lit. Come on, let's head over where those guys are!

message
10125

Don't chicken out now!
If we hesitate, they'll
light the beacon!

message
02988

ヘスペリアに かんけいする
ツエのこと?

About the rod related to Hesperia?

message
10534

ヘスペリアに かんけいする
ツエのこと・・・?

About the rod related to Hesperia…?

message
10141

The Rod of Hesperia?

Ellipsis added.

message
02996

たぶん・・・{pause_20_skippable} たぶんだと!

“Maybe”… “Maybe”, you said!?

message
10542

たぶん・・・{pause_20_skippable}たぶんだと!

“Maybe”… “Maybe”, you said!?

message
10149

"Perhaps..."{pause_20_skippable}
Perhaps what!?

A space was removed.

message
03009

えっ{pause_20_skippable} でもそれは
ハメットが{actor_name:3}にって!

What? But Hammet gave that to {actor_name:3}!

message
10555

えっ{pause_20_skippable} でもそれは
ハメットさんが{actor_name:3}にって!

What? But Master Hammet gave that to {actor_name:3}!

message
10162

What?{pause_20_skippable} But Hammet gave
that to you, {actor_name:3}!

Unused version missed the honorific さん.

message
03026

なにをいっている{pause_20_skippable}
{actor_name:7}をゆるすとは いったが
はなすとは いっていないぞ。

What are you talking about? I said I would spare {actor_name:7}, but I never said I would let her go.

message
10572

ごかい しないでほしいな{pause_20_skippable}
{actor_name:7}をゆるすとは いったが
はなすとは いっていないぞ。

I'd prefer you not misunderstand. I said I would spare {actor_name:7}, but I never said I would let her go.

message
10179

You seem to have{pause_20_skippable}
misunderstood. I said we
wouldn't harm {actor_name:7}...

but I never said
we'd let her go!

message
03072

戦いの おわったあと
{actor_name:7}をまもる力が
のこるとは かぎらん。

There's no guarantee we'll have any power left to protect {actor_name:7} after the battle is over.

message
10618

戦いの おわったあと
{actor_name:7}をまもる力が
のこるとは かぎらぬ。

There's no guarantee we'll have any power left to protect {actor_name:7} after the battle is over.

message
10225

We may not have the
strength to protect {actor_name:7}
after this.

Verb form is different. The used version is more literary/archaic (かぎらぬ instead of かぎらん).

message
03082

オレが・・・ ヤツらに
手をかすと おもってるのか?

Do you think I… would lend them a hand?

message
10628

ヤツらに このオレが・・・
手をかすと おもってるのか?

Do you think that someone like me… would lend them a hand?

message
10235

Do you really think
that I{pause_20_skippable} would help
them?

message
03091

われわれの ほんとうの力
・・・ おもい知るがいい!

Our true power… prepare to realize it!

message
10637

われわれの ほんとうの力
・・・おもい知るがいい!

Our true power… prepare to realize it!

message
10244

It's time you learned{pause_20_skippable}
what true power is!

A space was removed.

message
03094

やばい・・・ やつら
ひとつに なっていく!

Oh no… They are fusing!

message
10640

やばい ヤツら・・・
ひとつに なっていく!

Oh no, they… are fusing!

message
10247

Uh-oh...
They're fusing!

message
03095

うわっ やつらがひとつに
みんな ちゅういして!

Yikes! Those guys became one! Everyone, be careful!

message
10641

うわっ ふたりがひとつに
みんな ちゅういして!

Yikes! Those two became one! Everyone, be careful!

message
10248

They've merged into one
another! Everyone
get back!

Unused uses “those guys”, while the used version specifies they are two.

message
03096

なぜだ・・・{pause_20_skippable} なぜ
われわれが まけた?

How… How did we lose?

MsgVinasuPairDefeated
10642

なぜだ・・・{pause_20_skippable}なぜ・・・
われわれが まけた?

How… How… did we lose?

MsgVinasuPairDefeated
10249

How...{pause_20_skippable} How...
did we lose?

message
03097

なにもかも お前たちに
おとるところなど{pause_20_skippable}
なかったはずなのに・・・。

There should have been nothing in which we were inferior to you, and yet…

message
10643

なにもかも われわれが
まさっていたはずなのに{pause_20_skippable}
やぶれてしまった・・・。

We should have surpassed you in every way, and yet… we were defeated…

message
10250

We are superior in
every way{pause_20_skippable}, but still
we were defeated...

message
03132

下を見て・・・{pause_20_skippable}{pause_20_skippable}
灯台のまわりの
陸地がくずれていく!

Look down… The land around the lighthouse is crumbling!

message
10678

下を見て下さい・・・{pause_20_skippable}{pause_20_skippable}
灯台のまわりの
陸地がくずれていく!

Please look down… The land around the lighthouse is crumbling!

message
10285

Look down...{pause_20_skippable}{pause_20_skippable} The
foundations of the
lighthouse are crumbling!

The request in the used version is more polite due to the addition of 下さい.

message
03140

それをおって {actor_name:5}まで
灯台から ダイブを!

And chasing her, {actor_name:5} took a dive from the lighthouse!

message
10686

まさか {actor_name:5}までが
海へ ダイブするなんて!

I can't believe {actor_name:5} ended up diving into the sea!

message
10293

{actor_name:5} didn't dive into
the sea after her,
did he?

message
03142

のこりの灯台をともすなんて
いってた {actor_name:5}なのに{pause_20_skippable}{pause_20_skippable}
・・・バカだよ {actor_name:5}。

Even though {actor_name:5} was saying things like lighting the remaining lighthouses… {actor_name:5} is such a fool.

message
10688

のこりの灯台をともすなんて
あいつ・・・いってたのに{pause_20_skippable}{pause_20_skippable}
・・・バカだよ {actor_name:5}。

Even though… he was saying things like lighting the remaining lighthouses… {actor_name:5} is such a fool.

message
10295

You idiot, {actor_name:5}!{pause_20_skippable} I can't
believe he said he'd
light the other beacons.

message
03143

あのままだったら{actor_name:5}と
戦うことになったかもしれません
でも それが こんなことに・・・。

If things had stayed the way they were, we might have ended up fighting {actor_name:5}, but instead, it turned into this…

message
10689

あのままだったら {actor_name:5}と
戦うことになったかもしれません
でも それが こんなことに・・・。

If things had stayed the way they were, we might have ended up fighting {actor_name:5}, but instead, it turned into this…

message
10296

We would have had to
fight him if this hadn't
happened...

A space was removed.

message
03162

いったい どうなってるんだ
この灯台は?

What on Earth is going on with this lighthouse?

message
10708

いったい どうなってるんだ
この灯台は・・・?

What on Earth is going on with this lighthouse…?

message
10315

That was odd...
What's going on
around here?

Added ellipsis.

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