List of Super Mario RPG: Legend of the Seven Stars pre-release and unused content

This is a list of beta elements for the game Super Mario RPG: Legend of the Seven Stars.

Nintendo Power
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 beta 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 a 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 beta depicted Mario's in-game house as being labeled "Pipe House". A Treasure Box was also seen in the beta 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 beta.

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.

Enemies
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:


 * A green Jester-like enemy named Harlequin (An archaic term for Clown); it's psychopath thought is "Kekekekekekekekekeka!"
 * A Blue colored Fautso named Baba Yaga, capable of using Sand Storm, Mega Recover, and self-inflicting Thornet; it's psychopath thought is "Feelin' kinda round..."
 * An enemy that resembels a purple Bahamutt with sunglasses, capable of using Somnus Waltz, Flame, and Bolt.
 * A red Spikey named Super Spike.
 * A white version of Carroboscis named Radish, capable of using Endobubble.
 * A blue version of Stumpet named Lumbler; Lumbler has a move set (which points to it probably being taken out later in production). It has the moves Crystal and an egg shooting attack it shares with Birdo; it's psychopath thought is "Grrr!"
 * A blue, glitchy Corkpedite named Pile Driver, capable of using Fear Roulette and a hammer-throwing attack similar to that of the Hammer Bros. An example glitch is during the body's only turn, it will suddenly turn into Bowser using the claw move, then become a strange white line, and then die; while the head has no psychopath thought, it's body's thought is "......"
 * A blue version of Reacher named Juju, capable of using Mush Funk, Scream, Knock Out, and Silver Bullet; it's psychopath thought is "K-9 is after my bones!"
 * An unused brown version of Gunyolk that was never named, capable of using Lightning Orb.
 * A brown palette swap of Hippopo named Crippo, capable of using Lightning Orb, Doom Reverb, self-inflicting Thornet, and Vigor Up on Mario and co.
 * Chompweeds were originally going to be enemies that Mario would have fought, but they were changed to obstacles.
 * A blue colored Mastadoom named Mastablasta, that could summon Goombas, capable of using Crystal, Blast, Storm, and Eerie Jig; its psychopath thought is "Life is tough, ain't it?"
 * A Drill Bit capable of using Skewer; it's psychopath thought is "This is for Yaridovich!" As mentioned before, Drill Bit does appear in the game, but only as an NPC.
 * An "unfinished enemy" that consists of various script boxes.

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.

Others

 * Two unused cutscenes regarding a distressed Princess Toadstool on the balcony of Booster's Tower were left in the game's coding, but did not make the final cut. Both were very similar to scenes in the final game.