There are perhaps hundreds of items of the naming scheme "Not Used #" in the game, covering each category of items and beyond into magic and attacks not usually encountered as items by the end-user. Spawn point 03 places the player right in front of Galdes as expected. Spawn points 01 and 02 will drop players in space "on the way" to Galdes on a path which no longer exists in Echoes of Time. Players can either jump down and fight Carniflower as usual, or use spawn point 02 for the standard position. Spawn point 01 drops players on this wooden plank high above the arena. Edit the code digits next to ? to 02 to appear at spawn point 2 in the middle of the arena normally. At the top is a massive jump to reach the usual area, impossible to reach for most races. Spawn point 01 drops players on this staircase leading to the Garuda fight, which notably does not appear on the map. As before, press Start + Select/ 1 + 2 to load. Most of the unused spawn points are relatively unexciting (generally spawning the player nearer the entrance) but a few show remnants of areas that otherwise wouldn't be visited. The original spawn points for these battles were left in this game unused-in Echoes of Time, characters spawn immediately before the bosses instead of entering via each area's door. The same code ported to the DS version will simply display a black screen, but doesn't freeze the game.Įchoes of Time included a variety of the previous game's bosses as a bonus challenge inside the Library dungeon, with each boss fought in their Ring of Fates arenas. That said, the video remains on the Wii disc at /movie/caster.thp and can be displayed with the following code for the US version (press 1 + 2 to play): Included in the Japanese Wii version is a Japanese-language trailer for the then-upcoming Wii sequel The Crystal Bearers, a video which is not in any of the DS versions and was disabled from viewing on the Wii releases outside Japan. Placeholder cutscene at the Gate with player character(s) as above only dialogue is "ev0620". Placeholder cutscene at Ice Mountain with player character(s) only dialogue is "ev0160", likely for "event". 06 and many others are similar but have the characters walking a few steps before exiting to test map 01.ĭialogue test with Larkeicus saying "… …" several times. They can be accessed with the codes below, using Start + Select (DS)/ 1 + 2 (Wii).ĭummy cutscene with the player character(s) in test map area, will run forever unless skipped. Still, a few slightly more interesting scenes remain. Some of these are dummies which take place in test map 01, described above, while others were deleted outright and crash the game. One of each Sahagin (normal, Ghost), a Seedspitter, a Chimera and a Cloud Bee.Ī small number of the game's 100 (!) cutscenes go unused. One of each Mandrake (normal, Red), one of each Spikes (red, yellow, orange), one of each Daedalus (yellow, blue) and a Lizardman. One of each Skeleton (normal, Ghost), one of each Bomb (normal, Ice, Thunder), one of each Flan (normal, Fire, Ice). One of each Mu (normal, Snow, Vulcan, Icarus), one of each Bat (normal, Fire, Ghost) and a Goblin. A portal appears outside of the map visiting it with a walk-through-walls code causes the usual white-out effect but goes nowhere-the battle continues with the white-out remaining until the area is exited (through a code, there are no normal exits). One of each Mini Mover (normal blue, Red, Green).īuffasaur (boss). One of each Golem (normal orange, Green, Purple), one of each Ahriman (normal yellow, Green), an Electric Jellyfish and a Magic Pot. One of each Elemental (Red, Blue, Yellow, Dark), a Mimic and an invincible Adamantoise. They will respawn if thrown off the edge, but not if blown up (using fire). These maps can be accessed with the following Action Replay (DS)/Gecko (Wii) code by pressing Start + Select on DS or 1 + 2 on Wii to warp to the selected map, but use only one code at a time.Įmpty but for two explosive barrels. The exceptions to this are the boss battles, which use their original arenas. There are several test areas left in the ROM, and for the most part only the contents vary: each room is the same checkerboard square and unlike in the previous game, you can fall off the edges.
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