Dummied content refers to game elements that exist in the game data, but are inaccessible in the actual game. Dummied content may be content used exclusively by the game developers during development, such as for testing various features, or may be content that at one point was meant to feature in the game, but for some reason was cut from the final version.
In the Final Fantasy I & II: Dawn of Souls version, cheating will allow access to the "Angel's Ring", a "Ring fashioned after an angel's feather", another item one could otherwise never have received through any normal gameplay.
The Killer Bow was never meant to be accessed in the game, but can be obtained via a cheating device. The developers make note of this in the item's description.
There is no animation associated with the Killer Bow, and the equipped character will attack as if unarmed.
The Captain was set to appear as the toughest Goblin type enemy of the game, and the Terrible D. was a dragon with three colored sprites that only appeared in the data, but couldn't be fought through normal means. The Fury and Lost Gold enemies were in the game memory complete with sprites, but could not be fought through normal means.
Both enemies appear as normal enemies with set locations in the Nintendo DS version, and thus in the mobile versions based on the DS version. Other enemies dummied out include the Phoenix, Fury Eye, Hobgoblin, and Spriggan.
In the DS version of Final Fantasy III, the dummied out Adaman Sword is apparently fire-elemental, with an attack power of 138, and grants +20 to Strength. It cannot be equipped by any Jobs, nor can it be obtained by normal circumstances, but can be thrown by Ninjas.
In the North American version of Final Fantasy IV on the Super Nintendo, nearly all the items that could invoke magic spells were removed from the game and Easy Type, with the exceptions being the Red Fang (FireBomb) and Blue Fang (Lit-Bolt), shown in the opening battles. The Blue Fang item cannot be found in the game itself.
Additionally, all of the items intended to cure a single status ailment have been removed, replaced by the Remedy (Heal). The rare Cockatrice summon spell and the Alert item would both be referred to as Dummy in the item menus, and all dummied out items retain their original effects. The only way to access these items is with a Game Genie, specifically the code that rotates the item ID of the first item slot in the inventory whenever a character is healed.
A few enemy formations that involve regular monsters went unused, and can never be encountered normally. Such formations include a group of three Goblins and three Domovois; they are arranged the same like the three Domovoi and three Gatlinghog formation. There is also a Centaurion appearing with two Eukaryotes. There are quite a few unused formations in the Tower of Zot, Sealed Cave, and inside the Giant of Babil locations.
There is at least one unused monster; one of them, the Imp, has an attack script. Found within the data of the game, this monster is a dark purple and red palette swap of the Gremlin and Mini Satana monsters. It is not to be confused with the translation used for the Goblin monster in the early English versions, or the DS and mobile version's name of Mini Satana. The Imp's name was changed to Dummy in the Super Nintendo release of the English Final Fantasy IV and the Easy Type version in Japan. Based on its stats, it was probably intended to be encountered on the surface of the moon. In the Final Fantasy IV: The Complete Collection release, the Imp was cut and replaced with a distorted sprite using the Wii version graphics, just like numerous other enemies that were cut from the list.
The four summon items have a missing item description not viewable in-game, even though the text exist in the game's data. There was suppose to be a message displayed when one of Rydia's summon monster items is highlighted. The SNES description is as follows: Caller's Magic Orb.
There is a two-handed Ragnarok in the item list within the game's data, found between the Lamia Harp and the Poison Axe. It does not have a sword icon, but is named None (Spare in the original Japanese version). It cannot be equipped by anyone; If the data is modified to allow it to be equipped, the player will find that it is a two-handed weapon. If force-equipped to a character, its weapon graphic is the same as the Ragnarok's, and its attack and sound effect are also the same. It has the same Holy attribute with an attack power of 200, the same attack power as the single-handed Ragnarok. This sword is not obtainable in any version of the game, but exists in all versions of Final Fantasy IV including Final Fantasy IV: The After Years.
In the SNES version, the Assassin Dagger was dummied out. The dagger has an attack power of 29, accuracy of 55%, +5 Strength, +5 Agility, +5 Stamina, -10 Intelligence, and -10 Spirit. The weapon can also inflict instant death. It can still be found within the data of future Final Fantasy IV versions. This is not the same Assassin's Dagger introduced in the Finest Fantasy for Advance version; the latter is substantially more powerful, with its stats buffed up for its appearance at the end of the game.
All of Cid's hammers use a wrench icon, but there is also a hammer icon that goes unused. Note that the light blue color is the background.
There is an unused command within the game's data, but it's only named in the original Japanese version, Airship (ひくうてい, Hikuutei?). The command is configured to target all enemies, but crashes the game when used. Given the name and positioning in the command list, it was intended for Cid. The Gameboy Advance version introduces another unused command called Dbl Mtr (Double Meteor). This was likely intended to replace the Twincast command when the Twin Stars were equipped on both Palom and Porom.
Certain weapons can cast magic when selecting to equip a weapon from the item menu during battle. These require three pieces of data to function properly: a spell effect, a spell's visual to use, and a spell power value. Some of this data is not written in the code, making their spells non-functional. The Power Staff apparently was supposed to cast the Berserk spell, and the player can hear its sound effect when used on a reflected party member. The other is the Wooden Hammer, which was meant to cast Thundara, and its sound effect can be heard the same way. It has no spell power associated with it. Fire Whip has a spell power of 4, but it has no spell effect.
There is one empty and unused magic menu found within the game's data which, based on the internal character order, it was intended for Kain. He is the only character to have an unused two-frame animated sprite for casting spells. The Final Fantasy IV Settei Shiryou Shuu shows a screenshot of Kain with a White Magic command.
When Rydia rejoins the party as an adult in the Dwarven Castle after beating Golbez, she automatically learns Fira, Blizzara, Thundara, along with Cura. At this point, she no longer has a White Magic command and thus cannot use her White Magic spells, meaning Cura can never be cast. If the White Magic command is hacked into adult Rydia's command menu, she'll cast Cura along with the other three White Magic spells.
One piece of unused dialogue exists: "You are entering into my realm, the Zemus-Zone. No one can ever escape from my minions! Perish in the Darkness before you reach me". This is most likely a speech given by Zemus, taunting the party telepathically. This was probably intended to be displayed upon entering the Lunar Subterrane or the Lunar Core. The "Zemus-Zone" is also an unused location name.
During the battle against Yang in Baron, he was originally intended to specifically target Cecil with physical attacks every turn, provoking responses from Cecil. This is never executed because the developers mistakenly had Yang target Dark Knight Cecil instead of Paladin Cecil. Cecil's responses to Yang's attack are as follow: "Come on, Yang!" and "...... It's me!" Yang's script in the 3D remake version was fixed, and Cecil will say his two lines but Yang will Kick in-between them instead of simply attacking.
Enemies can use elemental physical attacks, but none of the monsters actually have an element set up for their physical attack. Physical weaknesses, unlike magical, override resistances and a character with a piece of fire resistant armor and a piece of ice resistant armor equipped will take double damage from an enemy attacking physically with either of those elements. Much of the late game equipment provides both fire and ice resistance, which would make it a hindrance when facing enemies that attack physically with either element.
There are two Add Status effects that do not make an appearance within the game; the Mini and Toad. However, there is text for both of them for when a weapon was successful in inflicting these statuses on the enemy. A player can see these if these statuses are hacked onto a weapon.
Final Fantasy IV: The After Years has plenty of dummied out items and weapons, a majority of them being from the Gameboy Advance version of Final Fantasy IV. It also includes debug items such as the Tokita Sword, which gives characters maximum stats, and allows them to break the damage limit of 9,999. The Tokita Sword is named after Takashi Tokita, who worked as a scenario writer for the original Final Fantasy IV and directed The After Years.
There are quite a few dummied out commands within the game's data:
- Knowledge: Harley's dummied command; it seems to increase the attack of offensive items.
- Omni: Attacks all enemies with a normal attack; it is far superior to the Kick command.
- Double Item: Allows the user to use two items in a row.
- Double Throw: Allows the user to throw two items in one turn. Possibly an early upgrade to the Eblan Four, but dummied out before completion.
- Blue Magic: The last dummied out command, it is incomplete and doesn't have any spells.
Two Bands were left out from the final version of the game, and they will not activate even if the correct commands are entered, unless one hacks into the game to enable them. They are Blizzara Storm (Palom and Tsukinowa) and Flame Zapper (Palom and Cecil).
In the Final Fantasy IV: The Complete Collection release, some cut enemies bear names taken from other enemies but have distorted sprites using the Wii version graphics, implying they were cut early in development as they don't have proper sprites or names. These distorted sprites indicate the enemies were palette swaps of Baron Guardsman, Sorcerer, and a generic "Dragon" enemy palette swap of the Green Dragon. There is also a set of four more Imp palette swaps, each denoting a Moon Phase, implying that, like other enemies, they would only have appeared under certain phases of the moon.
There are also other enemies that do not appear within the final product of Final Fantasy IV: The Complete Collection. They have proper names, but it is unknown if these monsters were supposed to appear in Final Fantasy IV, Interlude or The After Years.
The Big Boss, Chimera and Neo Goblin are enemies hidden as dummied enemies in the RPGe and Final Fantasy Anthology versions, complete with sprites. Melusine and Golem, while already appearing in the game, each have another set of stats that remain unused.
There are three unused items, and all of them are present in all three versions of the game: the Mythril Staff (attack power of 19), Hematic Shield (defense power of 15 and evade boost of 1%), and Sabre (categorized as a dagger, attack power of 0). An item called "Final Fantasy" appears within the game's data as well.
The game has several unused commands; !Dummy01 and !Dummy02 appeared in the Super Nintendo version, while !Dummy02 was modified for the Gameboy Advance version.
Four more commands were added to the original two in the Gameboy version:
- !Dummy01 has no effect in either the SNES or GBA version.
- !Dummy02 (SNES) has the same effect as enchanting a character's sword with the Fire spell via the Magic Sword command.
- !Dummy02 (GBA) is a non-functional duplicate of the Oracle's third rank ability of the Predict command. It shows the animation, but it does not actually produce an effect.
- !Hishou is a duplicate of the Dragoon's Jump command.
- !Excite brings up the message "Entranced!", but seems to have no other effect.
- !Patarillo teleports the user to random areas across the battlefield where they remain there for the rest of the battle. It doesn't appear to hinder the character in any way.
- !Command shows up on the menu, but is displayed as a blank slot during battle.
In the Finest Fantasy for Advance version of the Japanese game, Eggman is a secret summon associated with the Magic Lamp. When summoned, it will use the Egg Chop attack. As a dummied enemy, it will have a blank name.
The Berserker job is constantly berserked; due to this, three sprites can never be seen, and they go unused. They are the Defend or ready stance (after confirming an action and target) and the two-frame animation sprites for casting magic spells. Berserked character(s) ignores the ready stance completely and players cannot select and use magic during battle while using the Berserker job.
The SNES version of Final Fantasy VI has a lot of dummied content, ranging from dummied sound effects, dummied actors, and dummied graphics (such as a graphic for a single die rolling), to a few enemies that can never be battled, key items that can never be obtained and storyline scenes that can never be viewed.
The CzarDragon boss was dummied, and a game script for it exists on the cartridge. The Dragon later appeared as the Kaiser Dragon, a superboss in the Gameboy Advance version exclusive Dragons' Den. Colossus is another dummied enemy who possesses a working battle script, so it is unknown why the enemy was never used in the finalized version.
A different Umaro battle exists in the game data, likely meant for the World of Balance after Kefka's raid on Narshe. Even if this Umaro has its own stats, it has no battle script. An enemy named "Kefka" appears in the game's coding, but not in-game. Its original intention was to help switch between the phases of the final battle, but a different method was used in the final game. The enemy had the Guard sprite, the default sprite, as its representation.
In addition to the actual dummied enemies, other enemies have attacks they never perform, making them dummied features. Angel Whisper posesses Impmare, which was meant to inflict a target with Imp, and Typhon's Imp Goo was supposed to be used at the Coliseum; instead, he only Snorts every turn.
There are three unused enemy spells that do not appear in any monster AI scripts, Rages or through the Sketch or Control command. They are Confusion (inflict Confuse on all enemies), Digestive Juices (non-elemental damaging spell), and Vanish (places numerous status ailments on the caster).
Some status ailments are "not named in-game", meaning they have no name entries shown within battle. They are Magitek (while riding the Magitek Armor), Dance (while Mog is dancing), Interceptor Guard (Interceptor), Hidden, Chanting (while Relm or Gogo controls a monster), Morph (while Terra is in esper form), Freeze, and Normal (no status inflicted on character). All these status conditions were left unnamed, probably due to some of them being either character-specific or rarely used (e.g. Magitek and Freeze).
In the finalized game the player can summon espers via the Magic command, but an actual command called "Summon" exists in the game data, dummied out. The Summon command would have allowed the player to summon their equipped esper as long as they have enough MP, and it has no limits during battle. The Summon command can be given to characters by hacking the ROM or editing a save state. The Summon command summons the esper the character currently has equipped, but due to a glitch in the code it can only target the caster; the only espers that can be summoned through this command are those that target the party.
There is a bugfix patch that players can use to make the command work on the Super Nintendo version, but players will have to edit their ROM or save state to give their characters the command.
Some Rages exist for Gau that can never be obtained due to the enemies never appearing on the Veldt, such as Siegfried and Typhon. While a Rage for the Tonberries exists, leaping to the Tonberries on the Veldt will not give Gau this Rage due to a programming error (this does not apply to the monster called "Tonberry" in the singular, however).
Shop Price Modifiers exist within the game, but they remain unused. They are similar to the modifier used when the party leader is Edgar, which halves the price in both Figaro Castle and South Figaro. These price modifiers are: 1.5x normal price, 2x normal price, half if male lead and everyone else is 1.5x normal price, and half if female lead and everyone else is 1.5x normal price. These price modifiers can be hacked into the game, and work perfectly. These modifiers consider Gogo to be male.
Various lines of dialogue were dummied out in the final version. For instance, during Terra's flashback to when Kefka placed the Slave Crown on her, there was originally text where she said "No! Stay Away!" as Kefka was placing it on her, further reinforcing Kefka placed it on her against her will. There is also dummied dialogue between the player party and Owzer in Jidoor, in which the party convinces him to let Relm join the party.
The Super Famicom version had Character Classes viewable in the main and Character Status menus; this was removed from the SNES version, but restored in the Finest Fantasy for Advance release.
Within the game's code, one map tag called Esperville links to the esper world map, where the player can explore via Maduin during Terra's flashback sequence. Since the place cannot be entered properly due to being sent there via an event, the name tag never appears.
There is a number of unused equipment protection such as protection from Magitek status, Invisible, Doom, Image, and there is also the condition associated with equipment: Once Critical, always Critical. Once a character falls into Critical state, he/she will stay in Critical state regardless of the amount of HP the character currently has. The player can make a fully healed character have the Critical status once he/she achieved it normally, allowing a chance to form a Desperation Attack without putting the character in danger of being KOd.
A number of character sprites, such as Merchants, the two Ghosts, Biggs and Wedge, and General Leo, have a complete set of sprite animations like the main party, such as turning their heads, wagging their fingers, and so forth, most of which cannot be seen in the normal game - for example, they all have sprites for casting magic, even though none of them can do so normally. The game's PlayStation port includes a menu portrait of Terra in her esper form, which later appeared in the Gameboy Advance version.
Dummy character data exist: these go by the name of Tork, Jade, Custer, Fabian, Drake, Sara, Case, Siele, Ray, Reiker, Lance, Bob, Pepper, Tau, Victor, and Ho. All their values such as Speed and Stamina are set to zero, but they all have an escape success rate of 5. They all come equipped with Daggers in all four equipment slots and both relic slots. They also all have four Attack commands assigned to their battle menu, and there is no way these characters can be used, as no sprites are associated with them.
Because the development of Final Fantasy VII took place in such a short period of time, there was a large amount leftover data in the ROM that went unused. Because the size of the ROM would change once unused data was removed, all the debug work done up to that point would become useless, meaning that if a glitch occurred, the staff's efforts would be unrecoverable. Therefore, some flawed or stored data was left in place, just to be safe.
The Tonberry and Ho-chu are both enemies found exclusively in the Battle Square, but evidence exists they were originally part of formations in other places in the game. The Tonberry was set to appear in the Northern Cave on the first visit (after passing through Whirlwind Maze), and the Ho-chu was part of an inescapable formation in the final cave of the Ancient Forest. Because they only appear on the Battle Square in the finalized game, the player can never fight the enemies' "true" forms, as all Battle Square opponents have more HP than their regular counterparts. The player can also never receive any item drops from these enemies, even if they were programmed with items to drop.
There are ten test enemies, the most famous one being Test 0 (テスト０(ガードハウンド), Tesuto 0 (Gādo Haundo)?, lit. "Test 0 (Guard Hound)"), and as êúô0 (äñ) in English-releases. While Test 0 could be fought in the original Japanese release, it cannot in other versions. A number of the Test enemies can be fought in debug rooms, while the majority cannot be fought at all without editing the game or directly entering formations of specific battles.
In the Japanese version the test enemies were named as "Test", followed by a number, and then followed by the model the enemy used. In the English releases, the Japanese-characters were converted into unreadable strings, and appear with the Pyramid battle model instead of the ones used in the Japanese release.
There are a number of unused enemy IDs in the game; however, despite them being unused IDs there are still models corresponding to them. Some of these may have been fillers, or planned for the game. There was one additional Pyramid after the test enemies, indicating there was another test enemy. An ID with the Bullmotor model appears close to other IDs relating to the Gold Saucer, possibly suggesting another enemy (whose model had not been created) was going to appear there. Two IDs with the Toxic Frog model (one of which is broken) appear with the enemies related to the Temple of the Ancients. Four additional Chocobo enemy models appear alongside the existing Chocobo IDs, and three unused Corneo's Lackey models also exist. An ID with the model of Turks:Rude appears.
There is an ID that appears with a completely unused model: a cyan sphere. The sphere has two floating animations, neither of which loop, nor connect directly onto each other, making it an unusable enemy. The ID of the enemy appears near the enemies fought on the Mako Cannon on Disc 2. It can be seen as a palette-swap of the Waterpolo and Mover enemies; however, the cyan sphere is not semi-transparent like the aforementioned enemies.
A nameless attack included in the Dual Horn enemy's AI script is never used. The attack has no stats attributed to it, and therefore inflicts 0 damage and attacks an entirely random target, in the player or enemy party. While the attack was programmed to be used by the Dual Horn, the attack costs 65,535 MP, and therefore the Dual Horn will not use it under normal circumstances. The attack was supposed to be used when Dual Horn enemy's HP falls below 50%. If the attack is used with sufficient MP, the battle message bar will be blank.
In the races at the Chocobo Square, each chocobo is given a name. The system used in the English version is different to the Japanese; in the English version there are 46 chocobo names coded into the game (excluding Teioh which is treated separately). However, the game only ever uses the first 45; this means the name "Julia" is a dummied chocobo name.
Within the game data, there are eighty shop menus; however, the final thirteen remain unreferenced within the game's field code. None of these shops hold anything particularly interesting, and they are almost entire duplicates of each other; multiple leftover entries at the end of a series is normal within the game. One other shop remains unused, however. Judging by the game's system, this shop was meant to be the second version of the Materia store in Junon.
After a specific story advance in the game, the shops in Junon update, except for the Materia shop. The Materia shop is coded like other shops, but instead of calling for the second version of the shop after the plot advancement, it calls for the original one. The unused shop is unique, as it would have sold Magic Plus Materia, a Materia not sold by any accessible store in the game. It also contains Revive, MP Plus, Barrier, and Exit.
A sidequest was removed from the game involving a Traveling Salesman in Gongaga. The character would ask the player to deliver two key items, the "Letter to Wife" and the "Letter to Daughter". He was meant to give a hint on the location of the Titan Materia, and since no other indication is given in the game, the Titan Materia can be difficult to find without a guide. Information in the game data indicates the locked chest in Kalm was meant to contain the Titan Materia, which implies it was moved for the Traveling Salesman sidequest before it was cut from the final game.
A further two items were at one point intended to be in the game: dialogue in Cosmo Canyon suggests that a Telpostone (a mistranslation of Teleport Stone) could be obtained in the Item Store. During the flashback in Kalm Cloud's mother would have given Cloud a "Homemade Potion!". The dialogue for this is still found in the game (See also: List of Final Fantasy VII Items#Trivia).
There are many scenes that have dialogue in the game data, but do not ever occur in the game, such as Cait Sith explaining to the party what Sephiroth Clones are, and a more detailed scene involving Johnny and his departure from the slums. When the player is at the Marshes each character present will have a line of text and despite not being available at this point, Yuffie has a line as well which will never be seen in a normal playthrough of the game. The speech can still be seen by utilizing the Skipping the Midgar Zolom Scene Glitch.
Many differences made in the North American and PAL release that didn't appear in the Japanese version were still present on the game disc. Though the Diamond Weapon battle doesn't take place in the Japanese version, the item stolen from it, the Rising Sun weapon for Yuffie, can be found hidden in the data.
A number of unused Materia are present on the original Japanese game disc. A Materia literally translated as Underwater Breath had no effect, and Booster is a blue Materia with unknown effects. The yellow Law Materia was a merge of Coin Toss and Throw. Designated green Materia existed for Barrier, MBarrier, and Wall, and the latter required the Materia to be Level 2 before learning the spell. Each of these Materia exist in the North American and PAL version, untranslated but still present in the data. The exception is the Underwater Breath Materia, given a use during the Emerald Weapon battle as Underwater to remove the 20 minute time limit.
The Mystery Panties key item exists in the game data, but cannot be obtained. It was intended to be one of three items the player could have obtained in the Honey Bee Inn sidequest. The Honey Bee Inn contains plenty of other dummied content as well (see the Honey Bee Inn article for details).
Many rooms use texts intended to be displayed in the menu that never get displayed, while others use them, but the menu can never be accessed in the area. This includes the area where Dyne is found, which is called "Dyne", and the area where Seto can be seen, which is called "Cet Wall". There are also two regions of the world map that have names in the menu, but can never be visited naturally: in the sea areas, the location name reads "Bottom of the Sea", while if the player were on the Great Glacier area, the location name would read "Glacier". The former, "Bottom of the Sea", can actually be read if the player uses a GameShark code to remove the water, and then run into where the ocean would be and open the menu.
Many rooms are never used. An area identical to the inside of the Cargo Ship exists without the cargo. A different angle of the place in Northern Crater where Sephiroth's body is found on the first visit in Part 2 also exists. The location has "Aeris's Theme" playing in the background, which helped fuel rumors of Aeris originally being intended to die at Northern Cave.
A debug room exists, accessible through Gameshark. There are ten rooms, with Room 1 to Room 8 going clockwise around the blue circles from the northern one. Moving off the top of the screen takes the player to Room 9, and the bottom to Room 10. On the left is just a "wall" and moving off the right of the screen takes the player outside Midgar. The names on the blue circles, starting from Room 1 and ending with Room 8 are: 北 (lit. North), 野 (lit. Field), 鳥 (lit. Bird), 松 (lit. Pine tree), 千 (lit. Thousand), 秋 (lit. Autumn), 古 (lit. Old), 京 (lit. Capital). Yuffie also appears in this room.
Each room has a practical testing use. Some of them send the player to particular points in the game, although many of them leave the player wedged in walls and unmovable. The player can also face a variation of the Pyramid enemy, which works well for grinding. Here, FMVs can be watched, and minigames can be played in both their original forms and their Wonder Square forms if applicable. There are also ways to get 99 of every item, a lot of gil, and a lot of GP.
Other dummied content:
- The "Loveless Ticket" key item, somehow linked to the Test 0 enemy.
- The Seizure status, which is the reverse of Regen, continually draining a target's HP. A similar status was used by Bottomswell, but the Seizure status itself is dummied out.
- The Dual status. There is no hint as to what the status may have been intended to do.
The Dummy is an enemy used as a test for developers that can be still found within the game code.
The track "Raid on Dollet" was used in the demo, but not in the actual game.
In the Information part of the menu, there is a section that can only be unlocked by hacking the game, called "Succession of Sorceress Power", which says: When a sorceress is about to die, she gives her power to the next person who 'inherits' her sorceress powers. According to Odine's research, the power tends to weaken with each succession. It is unknown if this section was disabled on purpose, or if it is a mistake; therefore, it is unknown if the hypothesis of the power weakening with each succession is canon or not.
There is a dummied out shop called Trabia Shop. It is possible to get this entry to the Call Shop menu by hacking the game, but there is no shop in Trabia in the actual game. If the player hacks the Trabia Shop to their Call Shop menu, it will have the same items as every other generic shop, as most item shops in Final Fantasy VIII have the exact same items.
Some backgrounds exist in the game data but can never be seen in a normal play-through, such as the Great Salt Lake when it was still a lake (from Laguna's time period), and many scenes in Winhill, including a close-up view of Ellone's parents' old house and a green truck. A background where Ragnarok is stationed in Esthar Air Station before the Lunar Cry (the sky is blue) exists in the game data, but it can never be seen in-game, as the player can access Ragnarok only after Lunar Cry as already occurred, and the sky is always tinted pink.
In Triple Triad, there was originally going to be a rule called Retry. It is unknown what this rule was meant to be used for; however, from the name it could be assumed that it is a variation of Sudden Death, where the player re-uses their original cards.
The game data of Final Fantasy IX is far cleaner than the previous two main series games released on PlayStation. There are no debug rooms, and little in the way of dummied content.
Cinna has a menu portrait that can never be seen in a normal playthrough of the game. While the portrait is used at times where Cinna is in the party, in none of these instances can the menu be accessed to see it.
A list of senders and recipients in the game's text show a number of unused names. These are Mogpi, Mogrody, and Mogribs. Unused texts for World Map locations include "Dummy" and "Landing Site".
In the menu there are two options in the menu that are blanked out and can never appear in a normal playthrough, the "Save" option and the "Debug" option. The description for both of these options is "This menu won’t appear in the actual game.", and they were both used for debug purposes. In the actual game, saving is done via Save Moogles.
An additional item, "open 255", exists in the data, the 256th item (FF). If the item is hacked into a player's inventory, it will not appear in the Items menu, but can be seen and sold in the shop. It uses the same icon as Hammer and sells for 0 Gil.
The Buster Sword exists as a sword for Tidus in the game data. There is also a debug menu with many options. Some things that can be done are: jump to any point in the story, fight specific enemy encounters, control the enemy party, and make friend or foe invulnerable to damage.
In the original Japanese version, there is also a dummied set of lines between Balthier and Doctor Cid, but there is no animation or voices, therefore suggesting it was left out early, as it was completely removed for the English version (most likely because it wasn't translated). The scene is a slight flashback of Balthier as a judge being spoken to by Cid.
The game disc for Final Fantasy XIII-2 has content that is never utilized in the game. They might be part of cut content, or simply for using them as placeholders.
The game data includes Final Fantasy XIII's high resolution model of Lightning that is never used anywhere, and was likely the primary place-holder throughout production. A young version of Hope Estheim is found in the game data, wearing the same clothes he did in Final Fantasy XIII. It is never used, and its purpose is unknown. Hope also seems to have some combat data, and even a chocobo riding animation.
The game also has a model for a crystallized Serah, similar to how she appeared while in crystal stasis in Final Fantasy XIII. As Serah is not a l'Cie in Final Fantasy XIII-2, it is unknown what purpose the model was made for, although it may have been intended for a flashback scene. A further oddity is that a crystallized Cid Raines's model is also found in the game data.
There are many upgrade components from the previous installment left in the game's data which are not used in the actual game. There are also items which seem to be item drops for several bosses like Gogmagog Nail, Gogmaggite, Giant Knuckle, Ripened Flanjuice, and Faeryl Fang.
Some Paradigm Pack monster allies are also present in the game's data for Phosphoric Ooze, a flan Commando, and Glyptodon, an armadillon Sentinel, both with Auto-Haste at level 1 and completed Crystaria. Phosphoric Ooze caps at level 45, and naturally learns red-locked Resist Physical: +26%, Feral Speed II, and Resist Deprotect: +10% as well. Glyptodon caps at level 99 has Resist Magic: +36%, Resist Physical: +26%, and Resilience: +15% as well.
While it is well-known that much of the game has undergone drastic changes, it is not common knowledge that many features, including additional Disciplines and monsters, were found via data mining. Skills that were meant to be learned all the way up to a level cap of 99 are present in the data files, and in particular a Reraise spell meant to be learned by Thaumaturges at level 36 is also on the data files but never been used.
Several unused underground areas, presumably planned to be made into dungeons at some point, can also be explored using certain game exploits. Data miners have also found text related to storyline quests that would be unlocked at levels 52 and 56.
Unused sound clips related to Ul'dah also exist in the data files, including voice acting for dialogue that was cut from the final release, and an introductory narration about the city state.
Entire Primal battles for Titan and possibly Leviathan were completed in early 2011, but were unreleased because Square Enix felt they would be insensitive due to the earthquake and tsunami that ravaged parts of Japan that same season.
Many things were left out from Final Fantasy Tactics or are unobtainable during normal gameplay, such as two Artefacts that can never be obtained without a Gameshark, the Leo and Virgo Zodiac Stones. Also, all Spellblade quotes were left disabled for some reason, but the data for them exist within the game. Two enigmatic statuses are left unused, the first being called Wall. The second, called Dark/Evil Looking, colors the afflicted unit in a dark shading and freezes the unit's animation as if it were afflicted by Stop.
There are six unused battlefields, but three of them were left unfinished. Hospital in Slums, Warjilis Trade City, and Gate of Limberry Castle are all fully playable without glitches. Hospital in Slums has four rooms, but only one room at a time is displayed. One must rotate the map to see the other rooms, and again, only one room can be seen per direction. This map appears right in between Dorter's two maps and Sand Rat Sietch within the game's data; the hospital could be located in Dorter.
Inside Castle Gate at Lesalia, Outside Castle Gate at Lesalia, and Main Street of Lesalia are partially finished maps, and glitches occur when used, but they are still somewhat playable. The move and effect ranges are not displayed properly at certain angles, and the map will not display properly. They can all be accessed via a Gameshark through the World Debug Mode.
In addition, four checkerboard-like maps appear in the game which are not used anywhere, and may have been used for testing battle mechanics.
The Main Street of Lesalia is the only map where the terrain Road can be found. Since the map cannot be accessed normally, the tile has been dummied out. The description for it states: A man-made thoroughfare. If a Geomancer stands on this tile, they will use the Sinkhole ability.
There are quite a few unused skillsets, and most of them have blank names and are duplicates of existing skillsets. Nevertheless, there are a few that are worth a mention: the Esper skillset belonging to a Nether Shaman job class, a blank named skillset that has all the Lucavi's Dread abilities, plus a dummied ability called Embrace that inflicts the Immobilize ailment, which doesn't appear in any Lucavi's Dread skillsets.
Another blank skillset condenses the "best" abilities in the game under one skillset: Unholy Darkness (Sorcerer), Dispelna (Cleric), Celestial Stasis (Astrologer), Petrify (Assassin), Shadowbind (Assassin), Suffocate (Assassin), Vengeance (Byblos), Manaburn (Byblos), Vampire (Ark Knight), Charm (Assassin), and Aegis (Cleric). The last blank named skillset contains all of Lucavi Ultima's abilities, minus Grand Cross.
The remaining blank named skillsets are duplicates of already existing skillsets, such as Bio (Reaver), Planar Magicks minus Meteor (Bringer of Order), Ja Magicks (Death Seraph), Spellblade minus Vengeance (Templar), and Dragon (Dragonkin).
There are three abilities that are dummied out. The first is a support ability named CT 0, means an ability requires no Charge Time and can be executed immediately. The two others are unfinished abilities, Reflect (reaction ability) and Stealth (movement ability). Neither has any effect, but the description of both suggests that Reflect was supposed to grant Reflect status upon being hit, and Stealth suggests that the player was suppose to have Invisible status by default until taking an action.
There are quite a few Job classes that are unused in battle, which have a description and stats. Some of them work perfectly in battle, while others glitch. The game assumes that every character that shows up has a job. That means that even some plot characters who never participate in battle secretly have a job assigned to them by the game's engine. More information on these jobs can be found in their respected pages. They are: Cardinal, Duke, Duke, Elder, False Saint, Grand Duke, High Confessor, Viscount, and Witch of the Coven.
Three entries in the Events can neither be viewed nor accessed normally, and can only be accessed via a Gameshark. They are the last three scenes of the game. The titles to these Records are: The Necrohol Gate (the cutscene of being teleported to Necrohol of Mullonde), Good-byes (Orran and Valmafra at Alma's funeral), and The Fruits of Endeavor (epilogue scene of Ovelia and Delita).
An unused chapter 1 background of the Poachers' Den was made, hinting that poaching at one point during development was intended to be available right at the start. Poaching only becomes available in chapter 3, so this picture is never used.
The location (dot) of Necrohol of Mullonde is never explicitly stated within the game nor shown on the map, but it is located within the game's data. The dot on the game's map is directly located in the middle of the sea above Midlight's Deep and below Lake Poescas. There is no road leading to the dot, and the dot cannot be accessed under normal circumstances.
The four Sound Novels were completely ignored in international releases and left untranslated. They are Mesa's Musings, Nanai's Histories, Veil of Wiyu, and Enavia Chronicles.
The name Rofocale (or Rofokare in the PlayStation version) appears between Cúchulainn and Adrammelech in the game's data. It would appear to be a dummied Lucavi that would have been associated with the Sagittarius Zodiac Stone. His name was given to a undead Time Mage who fights at Yuguewood.
Saint Ajora's original portrait and sprite are never used in the game and can only be accessed via cheats or ripping data from the game. It is possible there was plan to feature the flashback scene or even the battle involving the young Ajora during his time.
Tietra's roster menu sprite does not depict the correct sprite, yet it isn't the default chapter 1 Ramza found on countless non-player characters either. It's a sprite that isn't used anywhere in the game, only appearing on the party roster menu. Tietra's roster sprite looks like a dark-skinned foreign girl, with brown hair in pigtails.
There was going to be a battle with Folmarv alone in the Airship Graveyard. In the scene before the transformation, he has Save the Queen, Kaiser Plate, Crystal Helmet, Crystal Mail, and Sprint Shoes equipped. His battle skillset is still his base job's Unyielding Blade and his secondary skillset is Magicks which contains Quake only. His reaction, support, and movements are randomized. His appearance in Mullonde Cathedral Sanctuary has him strip of all his equipment, this happens when units are not suppose to fight, highly suggesting that Folmarv was suppose to be battle before his transformation in Airship Graveyard. For one reason or another, this was scrapped in the final product.
There are a few NPC or townsfolk seen inside of towns during a few cutscenes when the player progresses through the story. These NPCs have basic animation, such as walking in all directions and standing sprites, and they also happen to have a portrait associated with them that goes unused. There's no way the player can interact with them in any shape or form for them to see these portraits. The only way for the player to see these portrait is to hack these characters into the party roster.
Three other portraits goes unused, and they don't appear anywhere within the game, except in the game's data where all the portraits are located. The first is the Priest who is present at Alma's funeral; this one has the priest without his hat. The second one is a man with black hair. The final one is a bald man with blond hair on the side of his head, who looks a lot like Zalmour. All three of them appear to be officials from the Church of Glabados, wearing either a priest's or celebrant's attire, judging from their portrait.
There are several unused battle sprites of "Prince" for Mewt found within the game's coding. This suggests that Mewt may have been considered as an opponent or ally at some point in game.
There also exists a dummied weapon, the Battle Scythe, which may have been intended to be equipped by the final boss. It is classified as a Mace weapon.
In the coding is an unused weapons set for Grenades which existed for similarly dummied job class of Transmuter.
There are some secret pieces of armor named "Not Used" which can only be received through hacking. Only male characters can wear the "Not Used", as it freezes the game if a female wears it. Some of the "Not Used" armors look like those of Sherlotta, Larkeicus, The Knight Templars, regular guards, and different NPCs. Some of the Not Used can cause the body to disappear, reducing the player character to a floating head.
In addition, the Shock Smaragdite jewel cannot be obtained in the game, and would have been the gem to grant Impact Boost to the player.
Many pieces of armor found within the game grants the player protection to one or many elements, but some elemental protections were dummied out, and thus the player can never have their protection against certain enemy attacks. Even so, these icons do have a picture and are coded within the game. The missing icons will only show up in the status screen alongside the other icons if the player use a Game Genie. They are Earth, Reverse Drain, Damage, and Shoot.
|Reverse Drain||Drain-elemental||If paired with Drain, it will reverse the effect of drain and the enemy will take damage and the character that was attacked will be healed.|
Reflectant is a incomplete and a dummied enemy ability. Judging from its name, it would have given the reflect status to a single party member, allowing White Magic spells to be reflected onto the enemy party.
The snowfield battle background located north of Wintry Temple can never be seen normally; the only way to reach this battlefield is by restoring the Crystal of Water which will open the path to this battlefield. Unfortunately, by restoring the crystal, the battle background will be replaced by a grassy plain, thus making this battle background unused and inaccessible by normal means.
A Gun icon can be found within the English version's game coding, but is left unused for the actual gun weapons.
The Talon unit Warp 2 is listed at the end of the Unit digits within the game's data, and it cannot be installed onto the ship so its function, if there is any, is a mystery.
There are four items named after the Talon Crew members. At one point, they must have been able to "install" the crew members like units in an earlier version of the game, but this was dropped in favor of the crew members joining voluntarily and walking aboard. Password, Pureland Keys, and Plutonium can also be found within the game's data, but many of these items are blank in the English version.
Three unused Battle Pieces exist in the data. The second shown piece returned in Dissidia 012 Final Fantasy as the Mirror Piece, while the third bears a resemblance to Dissidia 012's Moogle Chalice, with a slightly different coloring and lacking the moogle in the cup, but having the same shape and design patterns. The item looks similar to the Ether item, and may possibly have been an Elixir.
Cosmos may have been envisioned to be playable at some point during development, as she has three portrait images assigned to her. They appear as dark Zidane portraits, but in-game code indicates they belong to Cosmos.
The models for the two unknown map pieces shown above still exist in the game data, including the apparent proto-type Moogle Chalice. The Ether model is also still the data despite no longer being used along with some menu elements from the original Dissidia Final Fantasy.
Fragments of data suggest Aerith may have at one point been planned to be fully playable. There are three slots in the object list for the game's data where normally data for Aerith as a playable character in her three outfits would go, but the locations the list points to for loading data are blank. Through hacking it is possible to select her as a character in Quick Battle, but the game will either crash or fail to load when the battle is launched. She has data assigned to her to determine which equipment types she can equip, but it is possible some of this data was merely necessary to include for her to work properly as an Assist.
The game data has 255 blank slots for downloadable outfits for characters, potentially allowing each character to have several, and DLC music packs with five songs have a sixth blank slot. Through hacking, it is possible to assign additional character models and music tracks to these blank slots, and they will work in-game with mixed functionality.
Prologus contains a great deal of data never used in the demo, as it was likely made out of a simplified Dissidia 012 Final Fantasy engine. This includes artwork of characters as they appear on the character select screen, battle portraits and character models, and menu elements from Dissidia 012 such as character silhouettes and portraits for the tutors in the in-game help manuals.