List of Super Mario RPG: Legend of the Seven Stars pre-release and unused content
This is a list of pre-release and unused content for the game Super Mario RPG: Legend of the Seven Stars.
The developers had originally planned to simulate the Super Mushroom's "Small Mario to Super Mario" mechanic from the platforming games, explaining that it was ultimately dropped because "Partly it was hardware limitations, but it just looked weird for Mario to be walking around the map in different sizes (laughs)." Chihiro Fujioka further stated that had this been implemented into the game, some dungeons would've only been accessible as Small Mario.
Material from an early Nintendo Power shows that the Chancellor was once designed differently, being a more elderly-looking, gray-spotted Toad with a beard. It also showed that at least one Buzzer would be in Mushroom Way, and that Frogfucius's island at Tadpole Pond would be closer and therefore accessed differently than the Tadpole Bridge used in the final game. A fishing variety of Lakitu would assist Mario in Booster's Tower, which had at least one Magikoopa as an enemy. Mario would also encounter Bowser at an unknown time in Bowser's Keep, and would fight against two Shy Aways during this scene.
Other material shows that Booster's Tower would also feature Boos, Dry Bones, and Thwomps. It also shows that the pictures in the tower would be less organized, Nimbus Castle would have a longer walkway and more plants, and that Luigi was planned to appear at some point.
1995 V-Jump Festival
An early version of Super Mario RPG was also seen at a 1995 V-Jump Festival, which also focused on the game's programming and therefore showed off several features and various other things not meant to be accessible by normal players even by the game's release. The presentation of this build showed that Nimbus Land would have differently styled doorways, being simple open holes labeled with a word seeming to be "HOLLOW" or "HOLLOH" rather than the curtains seen in the final version. The V-Jump presentation also featured an animation of a normal, blue-colored Magikoopa attacking and showed Mario running through what seems to be either Mushroom Way or Bandit's Way and being chased by several Buzzers, indicating that they would indeed be found in large groups in that area in the early Super Mario RPG: Legend of the Seven Stars. The presentation also briefly showed an early Yo'ster Isle, which was much larger and seemed to feature no racetrack. The early version seen in the presentation also gave Moleville a cloud-filled foreground and removed the blue static seen in the Factory's foreground.
The majority of Nimbus Castle's interior seen in the early version would appear to simply be more green than that of the final version, although the room where Dodo cleaned Valentina's statues was depicted as different shades of pink, looking nothing like it did in the final version. This room was also completely flipped horizontally for the final version. Melody Bay's composition area also seemed to be longer, and Mario's Pad was depicted as much larger. Mario's house itself even changed in appearance; much like it was in the final version of Super Mario RPG's intro, the V-Jump build depicted Mario's in-game house as being labeled "Pipe House". A treasure chest was also seen in the early Mario's Pad; upon being hit by Mario, this box produced a green, 1-Up Mushroom-like mushroom that in itself was not present in the final game. A pair of Terrapins were also seen guarding an exit from Mario's Pad in this build.
Lastly, the early version even featured three unused battlegrounds, one of which was a dark, musty castle similar in appearance to Belome Temple, an underwater Battle Stage (which appeared to be from the Sea Area), and the other being a star-labeled circle that may have been a simple testing area.
The coding of Super Mario RPG: Legend of the Seven Stars reveals several unused enemies (most of which seem to be unused sub-species), including Drill Bit, who appears in the game, but does not fight in any battle like a normal enemy. These unused enemies include the following:
Note that if a physical attack isn't listed, it will usually be that of an enemy in the final game which was palette-swapped for its corresponding unused enemy.