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.

Early ideas
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 have only been accessible as Small Mario.

Early builds
Moleville was planned to look slightly different than in the final game. Some rocks, artichoke, and the grass on the floor were removed. Nimbus Castle had more flora and flower-like towers.

Nintendo Power
Material from Nintendo Power Issue #77 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.

VideoGames - The Ultimate Gaming Magazine
Material from  #82 shows screenshots that were not present in Nintendo Power such as Knife Guy outside of Booster's Tower and Luigi inside Nimbus Castle.

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.

Coded
The coding of Super Mario RPG: Legend of the Seven Stars reveals several unused enemies (most of which seem to be unused variants), including Drill Bit, who appears in the game, but does not fight in any battle like a normal enemy. Unless otherwise specified, they all have 10 HP and give "Attack Up" Bonus Flowers. These unused enemies include the following: Note that if a physical attack is not listed, it will usually be that of an enemy in the final game which was palette-swapped for its corresponding unused enemy.
 * A green Jester-like enemy named Harlequin; its Psychopath thought is "Kekekekekekekekekeka!"
 * A blue-colored Fautso named Baba Yaga, capable of using Sand Storm, Mega Recover, and self-inflicting Thornet; its Psychopath thought is "Feelin' kinda round..." It gives a "Defense Up" Bonus Flower.
 * An unnamed enemy that resembles a purple Bahamutt with sunglasses, capable of using Somnus Waltz, Flame, and Bolt.
 * A red Spikey named Super Spike. It is listed among the Country Road enemies in the Shogakukan guide.
 * 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; its 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, its body's Psychopath thought is "......"
 * A blue version of Reacher named Juju, capable of using Mush Funk, Scream, Knock Out, and Silver Bullet; its Psychopath thought is "K-9 is after my bones!"
 * An unnamed brown version of Gunyolk, 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. It has 800 HP.
 * Chompweeds were originally going to be enemies that Mario would have fought, but they only appear as 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 enemy, capable of using Skewer; its Psychopath thought is "This is for Yaridovich!" It has 80 HP, 85 Attack, 70 Defense, 40 Mg.Attack, 56 Mg.Defense, 15 Speed, and gives 11 Exp. and 1 coin, and additionally resists Fear, Poison, Sleep, and Mute. Both the Shogakukan and Nintendo Power guides claim that it is a boss that gives no Exp. or coins, with the former placing it between the fake Yaridovich and second Belome and the latter placing it in World 5.
 * An enemy that consists of various script boxes; likely the remains of a cactus boss called "Sahon."

Palette only
Many others also have palette data, but are never assigned to any entity in-game, and as such have no names or attacks. In most cases, they are likely simply scrapped variants.

Lakitu
An animation of a Lakitu with an air pump. Likely from an unused scene involving the Royal Bus, or another NPC use of Lakitu.

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.