Spaceworld ’97 Demo Play Account

Almost twenty years ago, a dedicated fan named Kouichi Hiwasa attended Spaceworld ’97, a trade show at which the latest Nintendo games and hardware were exhibited. He was thoughtful enough to record his observations on the first publicly playable demo of Pokémon Gold & Silver.

Because the Spaceworld ’97 demo predated the games’ Japanese release by exactly two years, Kouichi’s detailed account is a fascinating time capsule that gives fans a peek at how they looked at this point in development.

In addition to translating his writeup, I went ahead and added some commentary with the help of a friend named Sanqui. Without Sanqui’s insight, knowledge, and input, this article wouldn’t be nearly as rich. Kouichi’s account is in green, while my observations are in black. I also interspersed images, video, and formatting throughout the text to make for a more engaging viewing experience.

A Japanese fan’s recreation of the Rival and title screen.

Note: Among the images are several Japanese fan recreations of early Pokémon designs, the source for which I haven’t been able to track down. A number of English fan pages erroneously claim that they’re official art. While the images do not seem to be connected to or originate from Kouichi, the accuracy and level of detail suggests that they may have been created by another Japanese fan who recreated the designs from memory shortly after attending Spaceworld. Because their origin is unknown, I can’t guarantee their authenticity. However, they do largely line up with Kouichi’s descriptions.

Introduction

I visited Nintendo Spaceworld on November 22nd.

Spaceworld ’97 ran from November 21st to 23rd and was held at Tokyo’s Makuhari Messe convention center.

I arrived around 8:20 AM. The doors opened ahead of schedule, at about 8:30, but due to the congestion, I didn’t get in till around 8:50. The wait time was 20 minutes, and you could play the demo for about 10 minutes at a time. There was still some space, so I played Pokémon Gold and Pokémon Silver once each. Afterwards, I left around noon to get Mew, before coming back and staying till the end of the show. Just before it closed for the day, the kiosks freed up again, so I got to play Silver twice more.

People lined up around the block for the Mew giveaway.

The 1997 trade show featured a 100,000-Mew giveaway sponsored by Nintendo. Pokémon fans who attended Spaceworld queued up for the opportunity to insert their Gen I cartridge into a machine that would upload the legendary Pokémon into an empty slot in their party.

When I wasn’t busy playing, I gathered information by watching others play and viewing the promotional video. The N64 titles were really supposed to be the main attraction for me, but Gold and Silver caught my interest, which meant I had to line up for both, so I spent lots of time doing recon. I didn’t really understand what was different between the two versions.

Specifications

The games are apparently 80% complete, and will be released in March, 1998 for ¥3,500.

Gold & Silver didn’t end up being released in Japan until November 21st, 1999. The American version was even more delayed, hitting U.S. shelves on October 11th, 2000.

Game Intro

The opening movie had a similar feel to the one in the previous games. It went like this:

Game Freak Logo

⬇︎

Lapras Surfing

⬇︎

Jigglypuff Singing & Pikachu Giving Chase on All Fours

⬇︎

Something I Forget & Charizard Using Flamethrower

⬇︎

Title Screen with Ho-Oh

As usual, you could skip the intro by button-mashing.

Seems like the intro movie’s design was already pretty much finalized by this point. The title screen, however, differed from the final:

While very little footage of the Spaceworld ’97 demo has been discovered to date, a short clip of the title screen is available on YouTube in the form of an excerpt from a Polish television program.

Beginning the Game

Like in the previous games, when you chose “New Game”, Professor Oak would appear and explain the game to you. Before this, you could use the settings to change the message speed to “Fast”. This is normally where the name entry screen would appear, but since it was a demo version and not an actual version of the game, my character ended up being named Satoshi.

Satoshi, known to English fans as Ash, is the name of the main character in the Pokémon anime. The default names in the Japanese games are Gold, Hiroki, Tetsuo, and Takashi in Gold, and Silver, Kamon, Tooru, and Masao in Silver. However, Satoshi and Ash are default names in the remakes.

The game started inside the player’s house. At this time, you already had a level 8 Pokémon (which might mean that the event where you receive a Pokémon from Professor Oak was removed for the demo). This could be one of three Pokémon, depending on the ROM:

A Japanese fan’s recreation of Honooguma.

Honooguma

Type: Fire
Moves: Scratch, Leer

Honooguma, which translates to “Fire Bear”, appears to have been either replaced by or converted into Cyndaquil. Cyndaquil starts out knowing Leer, but can’t learn Scratch.

A Japanese fan’s recreation of Kurusu.

Kurusu

Type: Water
Moves: Tackle, Growl, Water Gun
Notes: This one looked like a seal.

Likewise, Kurusu, whose name can translate to “Cross”, appears to have been either replaced by or converted into Totodile. Totodile can’t learn Tackle or Growl, but it does learn Water Gun at level 13. (It actually starts out knowing Leer and Scratch, making its moveset closer to Honooguma’s than Kurusu’s.)

A Japanese fan’s recreation of Happa.

Happa

Type: Grass
Moves: Tackle, Growth, Leech Seed
Notes: This one looked kind of like a radish…?

Happa, which translates to “Leaf”, seems to be an early name for the grass starter Chikorita. Chikorita starts out knowing Tackle, but it can only learn Leech Seed via breeding, and it never learns Growth.

No official artwork or screenshots of these original starter Pokémon are known to exist, save for one exception: In October 2013, a Japanese user by the name of Katsu_Nagao uploaded the photograph above to Twitter. In answer to a question from a foreign fan regarding the authenticity of the image, Nagao had this to say:

“This is a photo I took of the Pokémon Gold & Silver demo that was being exhibited at the 7th annual Next-Gen World Hobby Fair, which was held at Makuhari Messe beginning in January 1998. The Pokémon you see from behind is Honooguma, and the Pokémon it’s fighting is a Metapod.”

In any case, let’s return to Kouichi’s account.

The Pokémon you got came equipped with a Berry. When its health dipped below 50%, it would automatically use the Berry to heal itself at the end of its turn. (I believe the amount of HP that Berries heal is fixed, but because my max HP was pretty low to begin with, using one always brought my Pokémon back to full health.)

You also started off with 5 Pokéballs, 10 Potions, 10 Full Heals, 1 Stimulus Orb, and 1 Fire-Up Orb. (When equipped by a Pokémon, the Stimulus Orb would occasionally prevent it from falling asleep, and the Fire-Up Orb would occasionally prevent it from fainting.) Pokémon could equip one item at a time.

There’s actually unused Held Item code that corroborates the existence of the Stimulus Orb.

# Effect
14 Holder cannot be poisoned.
15 Holder cannot be burned.
16 Holder cannot be frozen.
17 Holder cannot be put to sleep.
18 Holder cannot be paralyzed.
19 Holder cannot be confused.

It’s possible that there was once a full set of Orbs that corresponded to these unused effects. However, it’s interesting that no “prevent fainting” effect is present.

The Special stat, which was kind of confusing in the last games, has been split into two separate stats: Special Attack and Special Defense. Instead of types being divided into Type 1 and Type 2, there’s only a Type category, with some Pokémon being dual-type. Maybe there are even some tri-types!

Alas, no tri-type Pokémon yet.

The player’s room featured stuff like an Nintendo 64, a radio, a PC, and a doll. The news was playing on the radio. It went something like this:

Professor Oak has disappeared from Kanto. Some say he left in search of new Pokémon, while others suggest that he may have become embroiled in something. Regardless, there is some concern for his well-being.

That might mean that the new games are set in the area where Oak ended up.

There’s no mystery behind Professor Oak’s departure from Kanto in the final games. He’s just visiting his friend Mr. Pokémon at his home on Johto’s Route 30, where the player first encounters him and obtains the Pokédex.

The player’s bedroom doesn’t start with an N64, but Red’s does!

Additionally, at the start of the game, the player’s bedroom is sparsely furnished, holding only a radio and a PC. Other decorations, such as the Nintendo 64 and various dolls, are obtained by using the Mystery Gift function, linking your game to Pokémon Stadium 2, or opting to send half your battle earnings to Mom, who will occasionally buy things for you with your own money. (Isn’t she sweet?)

The PC was open to a webpage that said the following:

A new Pokémon called Yoroidori has been discovered. Its type is Flying/Metal.

Official art of Skarmory.

This Pokémon, whose name translates to “Armor Bird”, was likely an early version of Skarmory. Skarmory’s Japanese name is エアームド (Eāmudo), but it’s classified in the Pokédex as an “Armor Bird Pokémon”. The Metal type is now known as はがね (Hagane), meaning “Steel”.

The protagonist and the rival are different from the previous games.

In the demo version, it wasn’t possible to enter Oak’s Lab in the starting town. You also couldn’t rest at the Pokémon Center, which was staffed by a character who looked like Nurse Joy from the anime.

Early Final

An earlier version of New Bark Town still exists among Gold & Silver’s unused maps. As you can see, it actually did once contain a Pokémon Center. In the final games, the lab in New Bark Town belongs to Professor Elm, not Professor Oak. Unfortunately, all that remains of the early New Bark Town is graphical data, so it’s unclear what the sign in front of the lab read at this point in time.

Heading Out of Town

When you left town via the western exit, you found some tall grass.

The route west of New Bark Town is Route 29, but the list of wild Pokémon our narrator provides doesn’t match up particularly well with the present-day encounter list for this area, nor the encounter list for any other location in the final games.

I ran into a number of wild Pokémon, including Pidgey, Rattata, and Pikachu. Below are the new ones I found:

A Japanese fan’s recreation of an early Marill.

Marill

Number: 179
Notes: A water mouse.

Marrill is, indeed, classified as an “Aqua Mouse” in the Pokédex. However, its regional Pokédex number is #130, and its national Pokédex number is #183.

A Japanese fan’s recreation of an early Girafarig.

Girafarig

Type: Dark/Normal
Moves: Double Kick
Notes: Like the name suggests, its body resembled a double giraffe, with a head at each end and no tail.

Girafarig’s type is Normal/Psychic, not Normal/Dark. It can’t learn Double Kick.

Official art of Sunflora.

Sunny

Notes: A flower.

Sunny may have been an early name for Sunflora, whose Japanese name is Kimawari.

Official art of Hoppip.

Haneko

Number: 214
Type: Grass/Flying
Notes: This one looked like a small mouse, with ears like radish leaves.

Haneko seems to have been an early name for Hoppip, whose Japanese name is Hanekko. Hoppip’s regional Pokédex number is #067, and its national Pokédex number is #187.

A Japanese fan’s recreation of an early Ledyba.

Ledyba

Number: 202
Notes: A ladybug.

Ledyba’s regional Pokédex number is #030, and its national Pokédex number is #165.

When I caught a Pokémon, it was registered in my Pokédex, but it seemed like this feature wasn’t finished yet. Pokédex entries for Pokémon that appeared in the previous games used descriptions taken from Blue, while entries for new Pokémon read “This Pokémon has just been discovered. It’s currently under investigation.”

The early screenshot above depicts this generic description being used in the Pokédex entry for Slowking.

When you encountered an opponent, a big Pokéball would appear on the screen, which would be covered by a series of patterns, turn black, and change over to the battle screen.

There are actually quite a few variations on this Pokéball effect, as exemplified in the video above.

The character and move graphics were totally new. In the last games, the backsprite for your Pokémon was zoomed-in. In contrast, this time, the backsprite had the same resolution as the sprite of the Pokémon you’re battling. There was a gauge below your Pokémon’s HP bar that seemed like a progress bar indicating how much EXP it needed to reach the next level. Earning EXP caused the gauge to increase. When you threw a Pokéball, the ball would split into two, and an animation would play that made it look like the wild Pokémon was getting wrapped up. This part lasted a bit longer than in the previous games. Some wild Pokémon held Berries, which made trying to catch them annoying. Also, wild Pokémon would sometimes flee after performing an action. (At the end of their turn?)

In the retail version, if a wild Pokémon is set to flee, that’s the only action it can perform. None of the Pokémon that the player encounters in the demo flee of their own accord. The moves Roar and Whirlwind can also be used to escape from a battle, but the Pokémon mentioned aren’t capable of learning them.

To the west of this area was a plateau, and in the middle was a dungeon that resembled Viridian Forest from the previous games, containing tall grass and trainers. The wild Pokémon I encountered here were Caterpie and Metapod. The trainers had Paras, Venonat, Clefairy, Meowth, and Slowking. It seems like trainers’ Pokémon now have PP, which gets depleted. (Maybe wild ones, too?) The trainers in this area had names like Bug Catcher Junichi, Lass Hidzuki, and Beauty Megumi.

Ilex Forest

The only “forest dungeon” that exists in Johto is Ilex Forest, which has a grand total of one trainer: A Bug Catcher named Kenichi (Wayne). All three trainer names appear in the final games, but their classes and locations differ from the demo:

JP Name EN Name Class Location
Junichi Vincent Guitarist Vermillion Gym
Hiduki Gwen Cooltrainer Union Cave B2F
Megumi Beverly Pokéfan National Park

At the end of the forest dungeon was a gate, where your rival was waiting for you. However, in the demo version, talking to him would cause the game to end.

You first encounter your rival acting shady by peering into the windows of Professor Elm’s laboratory. He soon steals one of Elm’s remaining starter Pokémon, and you subsequently encounter him in the wild standing before the gate to Cherrygrove City. That being said, there’s some unused loss and win text that could be construed as evidence that the rival would have originally chosen a Pokémon from the starters at the laboratory, rather than resorting to theft:

Offset (J) Japanese Offset (U) English
0x03b5b8 [Rival]『あれー?
おまえのポケモンに
すりゃあ よかったのかなあ?
0x101417 [Rival]: Huh? I
should’ve chosen
your POKéMON!
0x03b5f1 [Rival]『やった!
いいポケモン えらんだかも!
0x10145b [Rival]: Yes!
I guess I chose a
good POKéMON!

On the topic of attributes, Gust is now a Flying-type move. Also, it seems like Normal is strong against Dark. The move Stun Spore had no effect on Honooguma or Caterpie. (I don’t know if this was due to an attribute, or something else.)

Gust did indeed become a Flying-type move, but the hallmark of the Normal type is that it isn’t super effective against anything. It’s unclear why Stun Spore wouldn’t have been effective against these two Pokémon.

I also got to experience something akin to a clock function. The overworld began to get dark around 4 PM, and in the plateau dungeon, I started encountering Pokémon I hadn’t seen before, despite my previous careful observations:

Night doesn’t fall until 6 PM, and the transition from day to night is instant.

Official art of Hoothoot.

Hoothoot

Type: Flying
Notes: An owl.

Hoothoot’s type is Normal/Flying.

Official art of Sentret.

Pukuu

Notes: A flying squirrel?

The description of this Pokémon suggests it refers to Sentret. However, Sentret’s Japanese name is Otachi, and it doesn’t appear at night.

There might have been others, too. Maybe Schoolboy trainers would also start to appear there around this time.

Schoolboys are known as ジュクガエリ (Jukugaeri) in Japanese, which translates to “coming home from cram school”. This is the reason that our narrator speculates that these trainers might begin to appear around 4 PM, on their way home from school.

The Promo Video

Official art of Smeargle.

In the promo video, I saw Yoroidori, Painter, Buruu (a fairy Pokémon, but maybe a Dark one), and a Poliwhirl using a new move called Rain Dance. It sounds like the new version of the Pokédex will allow you to search Pokémon by type. The Pokédex in the video confirmed the existence of the following Pokémon, albeit in name only: Aqua, Aquaria, Animon, Unown, and Ikari.

As mentioned above, Yoroidori was likely an early name for Skarmory. Painter may have been an early name for Smeargle, whose final Japanese name is Dooburu. Buruu is the Japanese name for Snubbull, which was a Normal-type Pokémon until it became Fairy-type in Gen IV.

Official art of Unown.

Unown has an important role in the games, but there have never been Pokémon named Aqua, Aquaria, Animon, or Ikari. The last name is somewhat curious, however: First off, Ikari is the Japanese name for the move known as Rage, which was introduced back in Gen I. Secondly, the word also appears in the Japanese name for the Lake of Rage – いかりのみずうみ (Ikari no Mizuumi).

Also, Professor Oak mentioned the existence of eggs in the video. As for gender, you could view whether a Pokémon was ♂ or ♀ by checking its status after you caught it, but I didn’t really understand what it was about.

While gender is displayed next to Pokémon names in the final games, it’s not visible on the battle screen in early screenshots.

Conclusion

That’s all for now! My apologies once again for the sporadic updates. These articles always take a ridiculously long time to do!

If you’d like to read more about Pokémon Gold & Silver, I recommend the links below:

Prerelease Info

• TCRF’s Prerelease Article (In-Progress)
My Translations & Articles

Unused & Debug Content

TCRF’s Page on the Games

Code Disassembly

pret’s Crystal Disassembly (On-Going)
PikalaxALT’s Gold Disassembly (On-Going)

As usual, you can follow me on Twitter, Facebook, or RSS for updates! If you’re interested in supporting my work, I can also be found on Patreon.

If you’d like to commission or hire me, check out my work profile. I’m currently seeking employment!

Till next time!

SNES CD-ROM – Flash Interview With Shigeru Miyamoto

Remember the “Nintendo Playstation” prototype that was unearthed in late 2015? My friend einstein95 is preparing an article on the development process of this Super NES CD-ROM, from its birth to its cancellation, and I thought I’d help him out by translating some old Japanese magazine articles that have been archived around the web.

The article featured in this post was originally published in the January, 1992 issue of Famitsu magazine. It was scanned and posted to a Japanese site called Game Jouhou & Blog in 2008.

Page 1 Page 2

Once again, there’s more to come, so I hope you enjoy!

Zelda and Mario to be first on the CD-ROM?!

At last, the Super Famicom CD-ROM Adapter has been unveiled. The Famitsu news crew tracked down Shigeru Miyamoto at the CES convention centre in America and tried for an on-the-spot interview. What happened next…?! Read on to find out…!

Now that the specs have been revealed, game development will be easier.

At last, the Super Famicom CD-ROM Adapter has been officially unveiled. It had a simultaneous announcement in America, which took place within Nintendo of America’s pavilion at the Consumer Electronics Show in Las Vegas. There, Famitsu’s team of American correspondents tried for an on-the-spot interview with the one-and-only Shigeru Miyamoto. Could we get anything notable out of him?!

The ’92 Winter CES was held at a convention center in Las Vegas, Nevada. This biannual celebration of consumer electronics is also a game console carnival.

Famitsu: Let us jump right in by asking you a few questions about Nintendo’s newly-announced CD-ROM adapter.

Miyamoto: Basically, everything is hush-hush right now. To be honest with you, I’ve been forbidden to say anything but “No comment,” in response to questions about the CD-ROM… So, no matter what I’m asked, there won’t be any new information about the console’s abilities. On top of that, I’ve been busy since the moment I arrived in the U.S., so I don’t even know how much Nintendo has revealed about the CD-ROM’s specs. If I’m not careful about what I say, it’s possible that I’ll accidentally tell you something that hasn’t been announced yet. Just how much did they actually reveal about it, anyway? [Miyamoto looks puzzled.]

*Note: The reversal of the situation caught the Famitsu team a bit off guard. Now we had Miyamoto asking us about the CD-ROM’s official presentation!

Famitsu: According to the announcement, it will go on sale in January of next year, and the price will be ¥27,000. They said that the buffer capacity is 8 Mbits, and they talked about the dimensions of the console, even though the design itself hasn’t been revealed yet. Also, it will attach to the bottom of the Super Famicom… Were the specs at all influenced by your aspirations?

Miyamoto: Well, console development and game development are two different beasts. There was some tentative back-and-forth between me and the console developers, though. Now that we’ve decided on a 1993 release, it will be easier to solve some of the issues that come up during game development, as it means the specs have been finalized. On that note, what else can I answer for you that isn’t related to the console specs? [He laughs.]

Games themselves will be improved by the expanding market!

Famitsu: Don’t worry, we’re well aware that you can’t tell us anything about the console specs. [We laugh.] How about commenting from the perspective of a Nintendo game designer?

Nintendo of America had their own exhibit. This is where the announcement of the Super Famicom CD-ROM Adapter took place. It’s also where we did our interview with Miyamoto.

Miyamoto: Fair enough. So, the price has been announced. I think that the capabilities we’re offering for that price guarantee that the console will satisfy. If that information has been revealed, then I think it’s safe for me to talk a little about the games we have planned for it. I’d like to say something first, though. Well, really, I’m always saying this, but…

When the Super Famicom appeared on the market, it changed the world of gaming. I don’t mean that hardware itself changes gaming, but advances in technology certainly do. For example, at this year’s CES, we’re seeing a lot of smaller PC software developers entering the 16-bit market. [Referring to the Super Famicom and the Sega Genesis]. Back in the days of 8-bit consoles [such as the Famicom and the Master System], developers of computer software couldn’t realize the ideas they wanted to implement on consoles due to their low capabilities. As a result, they weren’t entering the market. With the advent of 16-bit consoles, however, they were able to do the things they wanted to do.

So, the more software companies that we have putting out titles, the greater the chances are that we’ll see some interesting games.

What’s a good fit for the CD-ROM?

Famitsu: So, can you give us some specifics on what kind of interesting games we can expect to play on the CD-ROM?

Miyamoto: Hmmm… Well, let’s just say that the word “interesting” comes with its own set of problems. The industry has oversized dreams for the CD-ROM. Illusions, you could say. We’re going to run into trouble if people think that any genre of game will be enjoyable, just because it’s on the CD-ROM. I believe that some game genres will suit the system, while others won’t be a good fit at all. If we say that there are a hundred genres of video games, I think only 15~30 of them will be a good match for the CD-ROM.

Famitsu: And what would you say those genres would be?

Miyamoto: Actually, you could say I’m still looking into that… [He laughs.] Or you could say that it’s not something I can tell you. [He laughs again.] I do think I can tell you this, however: Imagine there’s a game. Originally, the plan is to release it on cartridge, but then a new system called the CD-ROM comes out, so it gets released on CD, instead. Something like that would make me sad. If developers release CD games that don’t actually need to be on CD, will consumers really be happy to buy them? For example, a Mario game with 1000 stages would just be cruel. I’d like creators to take some time to think these things through.

A 1000-level Mario game would be cruel.

Famitsu: So, you’re saying that you’ve narrowed your focus down to certain genres, and completed development on a CD title?! That means there’s going to be brand-new launch titles for the CD-ROM, though!

Miyamoto: Yes, that’s why I mentioned a Mario game with 1000 stages… [He laughs.] I’m kidding, obviously. Naturally, launch titles for the system are currently in development.

Famitsu: Hmm… Well, knowing Nintendo, we can probably expect the first title to be a Mario game. Can you tell us a bit about it, for the sake of our 5,000,000 readers nationwide?

Miyamoto: Uhm… [He lets out a strained laugh, looking flummoxed.] Well, alright. But only a little! We’ve got plans for a game with Mario in it. We want it to be a “Mario” that players can only experience on the CD-ROM, but what that might actually look like is a difficult question. [He chuckles.] If we can’t develop something like that, maybe we should just release a 1000-level Mario game. [He laughs.]

Famitsu: That’s awesome that we’ll be able to look forward to a Mario game for the CD-ROM!! But one Mario game isn’t all you’ll be releasing, right?

Miyamoto: Uhmmmm… [He really drew this one out.] Let’s just say that you’ll be seeing Mario and Zelda…

Famitsu: Heh heh, so that means that there are currently two titles in the lineup. By the way [Aren’t we persistent!], when the Super Famicom was released, Nintendo unveiled F-Zero as the ace up their sleeve. Naturally, this time around, there’s sure to be another secret weapon in development that will really make use of the console’s capabilities… We’d assume, anyway…

Miyamoto: Yes, of course; there’s sure to be a game like that. It’s just something you’ll have to look forward to… Maybe we should leave things at that, for now.

Famitsu: Right… Perhaps we should. Bit of a shame, though. Thank you very much for talking with us for so long!

What kind of title is it that will make full use of the system specs, and rival F-Zero, the launch title for the Super Famicom? And what can we expect from Mario and Zelda games that leverage the 540 Mbit capacity of the console? There’s no way we’ll be able to tear our eyes away from the goings-on at Nintendo now!!

SNES CD-ROM – Famimaga Article

Hey, guys! It’s been awhile, hasn’t it.

Remember the “Nintendo Playstation” prototype that was unearthed in late 2015? My friend einstein95 is preparing an article on the development process of this Super NES CD-ROM, from its birth to its cancellation, and I thought I’d help him out by translating some old Japanese magazine articles that have been archived around the web.

The article featured in this post was originally published in an unspecified volume of Family Computer Magazine. It was scanned and posted to a Japanese blog called Game Tsumitate Meijin in 2012.

There’s more to come, so I hope you enjoy!

New Chip-Equipped Cartridges

Cartridge Specs
• Main Memory
RAM – 8 Mbits
• Sub-Memory
RAM – 1 Mbit
(Battery Backup)
• System ROM
2 Mbits
• Co-Processor Included

• New 8 Mbit cartridges!

There are two aspects to the CD-ROM: an adapter that reads CDs (the CD drive), and a new type of cartridge. Data read from the CD is streamed to the cartridge, allowing it to function on the Super Famicom like a ROM cart. With an 8 Mbit storage capacity, ROM carts just can’t compete.

• Plus, battery backup!

In addition, the new cartridges come equipped with 1 Mbit of backup memory for games that utilize save data, like RPGs. That’s enough to store 16 files in Final Fantasy IV (initially released as Final Fantasy II in North America), or 4 files in SimCity.

• A co-processor? What’s that?

What’s more, the carts also feature a brand-new chip called the co-processor that boosts the Super Famicom’s processing capabilities. That means a variety of image processing potential: from giant, swiftly-moving bosses, to 3D displays that rival arcade machines, to the utilization of the CD-ROM’s capacity for animations that run at 20 frames per second, and beyond.

• So, it goes under the console?

A look at the adapter’s measurements reveals that it’s the same size as the Super Famicom itself. With that in mind, it appears that the console will sit on top of the adapter, as depicted in our artistic interpretation. Naturally, this means that you’ll insert CDs from the front.

You mean, it connects to the bottom of the system?

• Will it connect neatly?

You won’t use cables to connect the CD-ROM adapter to the Super Famicom. Instead, it appears that the systems will connect via extension ports at the bottom of the console. Unlike a disk drive, the RAM adapter will never get in the way. As long as you insert and remove cartridges like usual, you’ll be OK.

Jewelry Master Twinkle – Special Interview

The following interview was retrieved from Arika’s homepage. It was translated as a commission.

For those unfamiliar, Jewelry Master Twinkle is a puzzle game.

Jewelry Master Twinkle Series – Special Interview

Today, we present a special interview in commemoration of the release of an indie game for the Xbox 360 known as Jewelry Master Twinkle – Jewelry Master Twinkle Light.

This game is Arika’s first self-marketed Xbox 360 title. We put a variety of questions to the development staff.

Why don’t you start by telling us the events that lead up to the development of Jewelry Master Twinkle (JMT) and Jewelry Master Twinkle Light (JMTL)?

The original version (Jewelry Master, a download game for PC published on Arika’s homepage)* was released as a web game targeted towards the international market.

Its game system was solid, but, unfortunately, the rules were too difficult. Therefore, we started planning the game by trying to arrange it in a modern style.

This time around, we developed the interface simultaneously, so it was decided that we would add characters.

It was around that time that we were investigating in-house whether or not we could make a game that used character assets from Netto de Ron. Koike put his hand up and said “Let my team handle it!”, and he let us use his characters.

At the time of the new version’s release, it was presented as an XNA (indie game). Why was that?

We’d previously been requested by the company’s sales department to do periodic releases of game software overseas in order to acquire and preserve the Arika trademark outside of Japan.

It would’ve been a big project for us to do a regular packaged product, something we wouldn’t have been able to realize. However, it was suggested that using an XNA system that players all over the world would be able to download would allow us to do periodic software releases. That’s how it became what it is today.

What points did you fuss over during the development of the new game?

Regarding the arrangement of the game system, we had trouble devising rules that would be easy for the majority of players to understand while preserving the synthesis of gemstones according to the trichromatic light rule found in the original game.

Rules are the core of puzzle games. You can’t just make compromises on them, can you. What else?

Regarding the character and scenario system, in early development, we received a request from Nishitani, the president of the company. “Since we’re going to the trouble of using characters, I want you to put in variations in gameplay based on the character chosen.” It would be boring if all they did was change expressions, so we put in a system that diverged to match the girls’ moods.

We put a huge amount of fuss into creating a system that unfolded from Normal mode to Hard mode to Another mode, which involved several hundred lines from the girls while making sure we had no inconsistencies.

I’m sure there were a lot of things you fussed over and had trouble with, but if there was anything in particular that caused you a ton of headaches, please share it with us!

Like I mentioned above, adjusting the scenarios and game system caused us some trouble, naturally. As for something you wouldn’t expect, it was hell doing the appearance tests for each character’s hidden scenario.

We introduced the hidden scenarios in Normal mode during the sales campaign, so I’m sure there were a lot of people who knew about them already. Actually, we also did hidden scenarios for Hard and Another mode. That being said, getting them to appear is outrageously difficult. When I finally got them to appear after hours upon hours of playtime, I immediately locked the replay data so I wouldn’t accidentally screw up and delete it.

…In any case, the requirements for getting them are really tough, so we encourage truly dedicated players to give it a try.

There are three female characters that appear in JMT. Which did you like in particular?

I loved how ruthless Naoko was.

I see. [Laughs] Next, why don’t you tell us about some other tidbits from development?

When we were doing in-house play tests, we kept getting people who were crazy about cultivating giant gemstones, with no understanding of the rules. “Whoa! Putting them together and making them bigger is really fun. But how do we make them disappear?!”, they’d say.

I’d love to see the scenarios you really fussed over. Please share some tricks to getting better!

New players should be aware of the technique of placing red and green stones vertically. It will make things much better once gemstones disappear.

How about techniques for getting high scores?

Even if you make sliding long gem clusters, it will be difficult to get a high score.

You should try making large square clusters, around 5×5, and stringing them together. Try breaking 1,000,000 points in Normal mode.

Earlier, you mentioned some hidden scenarios. Can you tell us how to get them?

I’ll give you a little hint…

On Normal mode, if you try to get better, one will naturally appear.

On Hard mode and Another mode, there’s one that won’t appear if you don’t deviate completely from regular gameplay. The rest are secret!

Too bad! I’ll have to give those a try later. By the way, what would you say is the game’s chief selling point?

The fact that it’s a beautiful puzzle game.

Puzzle games tend to have gameplay that stoically follows theories to their logical conclusions, but in JMT, you can also enjoy the evil [laughs] goals of progressing the storyline and changing the characters’ costumes.

What’s the difference between the regular version and the light version?

As the name suggests, the light version’s rules are geared towards beginners. We hope that the players who find the game interesting will give the regular version (Twinkle) a shot.

What reactions did you see from players?

Koike’s characters had a big influence. It seems like people were crazier about progressing the storyline than the game itself.

This title is an indie game, and I’m sure it has players all over the world. Did you notice a difference in the reactions of Japanese players and foreign players?

I feel that the sense of difficulty greatly differs between the Japanese and international versions.

People have said the same thing since the days of arcade games, but the international audience are more permissive to greater levels of difficulty…

We heard a number of complaints from Japanese players regarding the difficulty of JMT, while on the other hand, we hardly had any from foreign players. This made us worry.

It’s not that our only goal is to make a difficult game, of course, but if all goes well, we do want a game that players feel they can sink their teeth into.

Thank you for answering all of our questions. How about we finish off with a message to the players?

Once you become proficient at the scenarios, please try to get a high score! The game will gradually become more interesting as you play through for additional challenge!

(C)ARIKA CO.,LTD. 2009,2010 ALL RIGHTS RESERVED.

Illustrations: Teimichi Koike

V-Jump Video Screenshots

The following screenshots are taken from the V-Jump Preview Video 2 section of the Chrono Compendium page.

Apologies for the slightly more amateurish translation in this post. I did this a long time ago, but I believe it was lost when my site when down. (Or perhaps never published in the first place?) I’ve filled in the blanks posted it here for posterity!

Chrono Trigger Alpha Screenshots

Left Panel
Akira Toriyama
Yuuji Horii
Hironobu Sakaguchi
Right Panel
Character Designer
Game Creator

Chrono Trigger Alpha Screenshots

Left Panel
Akira Toriyama
Works:
Dragon Ball
(A popular serialization in
Weekly Shounen Jump)
Right Panel
Character Designer
Game Creator
Bottom Panel
Akira Toriyama

Chrono Trigger Alpha Screenshots

Left Panel
Yuuji Horii
Works:
Dragon Quest
Itadaki Street
Right Panel
Character Designer
Game Creator
Bottom Panel
Yuuji Horii

Chrono Trigger Alpha Screenshots

Left Panel
Hironobu Sakaguchi
Works:
Final Fantasy
Right Panel
Character Designer
Game Creator
Bottom Panel
Hironobu Sakaguchi

Chrono Trigger Alpha Screenshots

Chancellor:
Hmph! You scum!
Common folk getting close to Princess Marledia?
The very thought is absurd!

Chrono Trigger Alpha Screenshots

On top of that, you tricked Princess Marledia
and took her from the castle!

Chrono Trigger Alpha Screenshots

Then we find him guilty!!
Take him to solitary confinement at once!
We will enforce the death sentence in 3 days!!

Chrono Trigger Alpha Screenshots

Lucca: It’s the Dream Project!

Chrono Trigger Alpha Screenshots

Left Panel
Masanori Hoshino
Robo Robo
Lucca Lucca

Chrono Trigger Alpha Screenshots

Left Panel
Masanori Hoshino
Right Panel
Masanori Hoshino
Position: Producer
Director
Programmer
Graphics

Chrono Trigger Alpha Screenshots

Upper Left Panel
Masanori Hoshino
Middle Left Panel
Comments
Bottom Left Panel
Toriyama’s characters
have more than 3000
animation patterns!
Right Panel
Masanori Hoshino
Position: Producer
Director
Programmer
Graphics
Works: FFIV

Chrono Trigger Alpha Screenshots

Great Combine~!!

Chrono Trigger Alpha Screenshots

Top Left Panel:
Keizou Kokubo
Middle Left Panel:
Comments
Bottom Left Panel:
Behind the creation of things
other than Square’s
compilations.
Right Panel:
Keizou Kokubo
Position: Producer
Director
Programmer
Graphics
Works: Romancing Sa・Ga

Chrono Trigger Alpha Screenshots

Top Left Panel
Yoshinori Kitase
Middle Left Panel
Comments
Bottom Left Panel
Events in unique situations
will appear consecutively.
Right Panel
Yoshinori Kitase
Position: Producer
Director
Programmer
Graphics
Works: FFV・VI

Chrono Trigger Alpha Screenshots

Frog: It’s Magus’ castle!

Chrono Trigger Alpha Screenshots

Top Left Panel
Takashi Tokita
Middle Left Panel
Comments
Bottom Left Panel
I want to convey the
silly but serious flavor
of a Toriyama creation.
Right Panel
Takashi Tokita
Position: Producer
Director
Programmer
Graphics
Works: FFIV

Chrono Trigger Alpha Screenshots

Boss: I am…
THE BLUE COMET, Johnny.
I’m the leader of THESE GUYS.

Chrono Trigger Alpha Screenshots

Partimer: Alright, the rest is on all you part-timers!

Chrono Trigger Alpha Screenshots

Temp: Sorry I’m late!

Chrono Trigger Alpha Screenshots

Alkali
Crater
Egger

Chrono Trigger Alpha Screenshots

The mountains are great, aren’t they…

Chrono Trigger Alpha Screenshots

We of Guardia Kingdom must also build a court or prison to ensure that sort are strictly judged!

Chrono Trigger Alpha Screenshots

Humans made them like that.
The robots’……hearts.

Chrono Trigger Alpha Screenshots

You’re a mysterious sort.
Different from us, somehow……

Chrono Trigger Alpha Screenshots

Top Left Panel
Kazuhiko Aoki
Middle Left Panel
Comments
Bottom Left Panel
The monsters
will be introduced
by way of
events.
Right Panel
Kazuhiko Aoki
Position: Producer
Director
Programmer
Graphics
Works: FFI~IV

Chrono Trigger Alpha Screenshots

Papa Bat

Chrono Trigger Alpha Screenshots

On Sale: Saturday, March 11th, 1995
Suggested Retail Price: 11,400 Yen (Tax Not Included)

Unused Dialogue & Script Retranslation

Art by cellar-fcp

In celebration of The Last Guardian’s official re-unveiling, let’s treat ourselves to a closer examination of the game designer Fumito Ueda’s acclaimed first release!

One of the primary hallmarks of Ueda’s creations thus far is the simplicity in their storytelling. In both ICO and Shadow of the Colossus, Ueda showcased his ability to express a sweeping story with a minimal amount of dialogue and exposition, allowing players to fill in the narrative backgrounds of his expansive game worlds with their own imaginations.

“How do you make a statue of an elephant? Get the biggest granite block you can find and chip away everything that doesn’t look like an elephant.” – Source Unknown

ICO, the director’s first game, was originally conceived in 1997. Its design process was similar to that of the elephant sculptor quoted above. Rather than constantly striving to add new content to their title, the development team instead concentrated on subtracting elements that distracted from the game’s focus and reduced the players’ sense of realism. It is for this reason that ICO lacks an interface, features only one class of enemy, and fixates entirely on the protagonists’ quest to escape from the castle.

However, while looking back on the game’s development during a Q & A session that followed an ICO development retrospective he participated in at the 2004 Game Developers Conference, Ueda noted that the team may have gone too far with this subtractive design process. (Accordingly, the approach was scaled back when his team began work on the game’s sequel, Shadow of the Colossus.)

Indeed, a recent examination of ICO’s script files allowed us to quantify just how minimal the game’s storytelling is. Both the Japanese and English versions of this title contain only 115 subtitle cards. Of these 115, a whopping 77 go unused – nearly seventy percent of the game’s text! These cuts eliminate vast swaths of exposition from the narrative, removing backstory, character development, and several major conflicts.

Luckily, thanks to the file extraction powers of einstein95, a member of The Cutting Room Floor wiki, we can now examine the unused dialogue and unearth its many secrets. First, however, there are a few things I should cover:

Before We Begin

The Subtitle Cards

Screenshot Courtesy of NomadColossus

Firstly, it’s important to note that none of ICO’s voice acting is in English, necessitating the use of subtitle cards. One of the game’s major motifs is the fact that Ico and Yorda don’t share a common tongue, and are thus unable to communicate, except via calls and gestures. As recounted by 1UP in an article covering the 2004 GDC retrospective:

Explaining why he opted not to include subtitles for Yorda’s dialogue, [Ueda] said that it was critical to the physical contact and “holding hands” concept that [the two characters] not be able to communicate and talk to each other all the time during gameplay.

The nameless language spoken by Ico and the villagers is subtitled into English, while the language spoken by Yorda, dubbed “Runic”, is subtitled into a pictographic cypher that corresponds to letters in the English alphabet. The Queen, the third major character, switches between languages depending on who she is talking to.

Much like in Shadow of the Colossus, these subtitles are stored in the game’s files as images that are overlaid across the screen, rather than in plain text. For the purposes of this article, I’ve dubbed these image files “subtitle cards”. There are 115 unique cards in all. However, 77 of these are unused, and do not correspond to any voice acting that appears in the game.

Because they went unused, these subtitle cards never received a translation, and had their contents blanked for the North American release. Fortunately, the text in 74 of these images was left untouched in the Japanese version, allowing me to provide you with a translation. The remaining 3 cards are blank in every release.

New Game Plus & Translating Runic

Runic Chart From Team Ico Wiki’s Article on Runic

ICO was released in North America on September 24, 2001, over two months earlier than its December 6th debut in Japan. Because of the rushed Western release, the North American version of the game is missing several features that were incorporated into the Japanese version, including a New Game Plus.

During this powered-up second play-through, Yorda Runic subtitles (as well as the Queen’s) are translated into English. As a result, for each line in Runic, there are two corresponding subtitle cards: an Runic copy and an English copy.

Evaluating the Official Translation

While I was translating the unused cards, I noticed that the English translation of the game was, in parts, somewhat lacking. This is a shame, for it gives foreign players an even more tenuous grasp on the game’s already-barebones story. As such, I have also retranslated the used subtitle cards. Hopefully the extra details unveiled will contribute to fans’ knowledge of ICO.

Ready to Go?

Well, that about covers it. The rest of this article is chalk full of spoilers, so avoid reading further if you’d still like to play through the game yourself. If you don’t have access or doubt that you’ll ever get around to finishing your play-through, you can experience the entire narrative of the game by watching the HD remaster’s cutscenes here.

The Villagers Part the Statues

The game opens with Ico being transported in chains by a group of villagers to the foot of a mist-cloaked castle. Their leader uses a pulsating sword to gain access to a chamber in the interior.

File Char. EN Script JP Script Retranslation
000 Man Get the sword. 剣を Bring me the sword.

Ico Imprisoned

Ico is then locked inside a sarcophagus, left to an uncertain fate. Alas, his captors’ parting words offer little in the way of comfort.

File Char. EN Script JP Script Retranslation
001 Man Do not be angry with us.
This is for the good of the village.
我々を恨むでない
すべては村の為なのだ
Do not think ill of us.
This is all for the good of the village.

Ico Discovers Yorda

After escaping from his sarcophagus, our horned protagonist begins wandering around the castle, and soon encounters a mysterious girl in a cage.

File Char. EN Script JP Script Retranslation
002 Ico Is anybody there? Who are you? だれ?だれかそこにいるの? Who is it? Is someone there?
003 Ico

Unused

おーい Oi–!
004 Ico What are you doing in there? なにしてるの?そんなところで What are you doing up there?
005 Ico Hold on. I will get you down. ちょっとまってて
いま 下ろしてあげる
Hang on a minute.
I’ll get you down!

Ico once had an additional line in which he called out to Yorda.

Yorda Is Freed

After employing some acrobatics, the boy succeeds in freeing the mysterious caged girl from her imprisonment. However, in the conversation that follows, it’s established that neither of the protagonists can speak each other’s language. A vexing turn of events!

File Char. EN Script JP Script Retranslation
009 Yorda Who are you?
How did you get in here?
あなた だれ?
どこから入ってきたの?
Who are you?
How did you get in here?
010 Ico ?? ?? ??
006 Ico They… They tried to sacrifice me
because I have horns.
ぼ ぼく イケニエなんだ
ツノがはえたから
I, I’m a sacrifice.
Because I have horns, see?
007 Ico Kids with horns are brought here. ツノのはえたこどもは
ここに連れてこられるんだ
Children who grow horns
get taken to this place.
008 Ico Were they trying to
sacrifice you too?
きみもイケニエなの? Are you a sacrifice, too?

The subtitle cards in this article are presented in the order in which they appear during the game. However, there are a handful of occasions where the subtitle cards’ file numbers do not match their chronological order, such as the scene above.

In this instance, reading the cards in the order of their file numbers results in a nonsensical conversation, with Ico answering Yorda’s question before she even asks. This may suggest that the dialogue for this scene was rewritten. (Indeed, we’ll soon see more evidence of script revisions in the unused lines.)

Ico Rescues Yorda From the Shadow

The duo’s first meeting takes a sudden turn for the worse when introductions are interrupted by a horned and shadowy monster. Popping out of a portal in the floor, it scoops up Yorda, apparently aiming to depart with the damsel. Ico, however, is not so keen on this idea. Wielding a wooden stick, he fends off the beast and rescues his new friend.

File Char. EN Script JP Script Retranslation
011 Ico What was that creature
that came after you?
今のなに?
きみを狙ってた?
What was that just now?
Was it after you?
012 Ico It’s too dangerous for us
to be here!
きみも こんなところにいると
あぶないよ
It’s dangerous for you
to be here, too.
013 Ico We need to get out of here. とにかく ここから出ようよ Anyhow, let’s get out of here!
014 Ico

Unused

あ きみのなまえは? Oh yeah, what’s your name?
015 Ico

Unused

きみのなまえは? What’s your name?
016 Yorda

Unused

ヨルダ… Yorda…
017 Ico

Unused

よろしく ヨルダ Nice to meet you, Yorda!
018 Ico

Unused

また さっきのがでてくるかも
急ごう
That thing might come back
again, so let’s hurry.

Due to the developers scrapping Yorda’s introduction scene, Ico only learns her name secondhand, when the Queen addresses her later in the game.

Yorda Parts the Statues

Yorda uses a crackling power to part the four statues that bar the way out of the tower.

File Char. EN Script JP Script Retranslation
019 Ico How did you do that? どうやったの? How did you do that?
020 Yorda

Unused

わたしは ここを
はなれられないの…
I can’t leave
this place…
021 Yorda

Unused

あなた ひとりでいって You go on alone.
022 Ico

Unused

だいじょうぶ さっきみたいな
やつなら ぼくがやっつけるから
It’s OK! If it’s those things you’re
worried about, I’ll take care of them.
023 Ico

Unused

だから安心して…ね? So, don’t be afraid… alright?
024 Ico

Unused

だいじょうぶだって
ぼくにまかせて
It’s fine, I told you!
Just leave it to me.

It seems that Yorda originally hesitated to accompany the horned boy on his quest to escape from the castle. Her unused dialogue would have provided an earlier hint towards the fact that it wasn’t only the iron bars of the cage that prevented her from leaving. Ico, as usual, is sweetly reassuring.

Ico & Yorda Make a Run For It

In this scene, Yorda and Ico employ the least ninja-like strategy ever in an attempt to bail out the front gate.

File Char. EN Script JP Script Retranslation
025 Ico Look, the gate is open!
Now we can get out of here!
みて 門があいてる!
そとに出られるよ!
Look! The gate’s open!
We can get out!
026 Ico Let’s go! いこう! Let’s go!

Caught by the Queen

Unfortunately, this mad dash for the exit is blocked by the castle’s ruler, who is unimpressed by the children’s plan to abscond from the fortress. Despite her sinister appearance, however, the Queen is surprisingly merciful towards the pair. She chides them for their antics, but ultimately allows Yorda to stay with Ico, and even encourages the boy to leave the castle himself, albeit this time without her daughter in tow.

File Char. EN Script JP Script Retranslation
031 Queen Come back, Yorda. さぁ 帰っておいでヨルダ It’s time for you to come home, Yorda.
032 Queen

Unused

ヨルダ
なぜ だまっているのだ?
Yorda…
Why do you say nothing?
033 Ico

Unused

オマエはだれだ! Who’re you?!
034 Queen So, you’re the one aimlessly
leading my Yorda around.
おまえだね わたしのかわいい
ヨルダを連れまわしているのは
So, you’re the one who’s been
leading my little Yorda around.
035 Queen Do you know who this girl is? その娘が誰か
わかっているのかい?
Do you have any idea
who she is?
036 Queen That girl you’re with is my one
and only beloved daughter.
おまえと一緒にいるのは
わたしのたったひとりの愛娘――
The girl who stands beside you
is my beloved daughter and sole heir.
037 Queen Stop wasting your time with her. ――いずれはこの城を継ぐもの Someday, she will inherit this castle.
038 Queen She lives in a different world
than some boy with horns!
あたまにツノのはえたおまえとは
すむ世界がちがうのだ
You and my daughter inhabit
different worlds, horned boy.
039 Queen

Unused

すむ世界がちがうのだ You and my daughter inhabit different worlds.
040 Queen

Unused

おまえは 崇高なるわれわれに
ただ仕えていればよい
To give your life in service
to nobility such as we…
041 Queen

Unused

その 命を賭けてな Such is your lot.
042 Queen

Unused

だからこそ この城に
連れてこられたのではないのか?
That is why you were brought
to this castle, is it not?
043 Queen Now, know your place
and leave here.
さぁ 身のほどをわきまえて
ここから 立ち去るがよい
Now, remember your place,
and begone from here.
044 Queen

Unused

さぁ 身のほどをわきまえて
その娘のことは あきらめろ
Now, remember your place,
and give up your designs on my daughter.
045 Queen

Unused

さぁ おいで ヨルダ Come along, now, Yorda.
046 Yorda

Unused

あなたなんか
わたしの母さんじゃないわ
You are not
my mother!
047 Queen

Unused

ききわけのない子だ… Disobedient child…

This scene’s unused dialogue reveals the first of several plot points that are either omitted, or deviate from, the story as it appears in the final game.

Firstly, the Queen discloses that Ico was brought to the castle to serve its masters with his life. Secondly, an outspoken Yorda actively objects to the Queen calling her “daughter”, bringing the true nature of their relationship into question. Is Yorda’s denial of her parentage simply an act of rebellion? Or is it evidence that, like Ico, Yorda may herself have once been brought to the castle unwillingly? Sadly, the issue is never revisited.

We also see more evidence of script rewrites:

There are two similar messages in which the Queen dismisses Ico. In the first message, which was used in the game, she tells the boy to go away. In the second, unused message, she orders him to leave her daughter alone.

Art by unhai

Once again, the subtitle cards’ file numbers do not match their chronological order. During the game, the scene where the monarch makes her first appearance, which I’ve dubbed Caught by the Queen, directly follows the scene in which Ico and Yorda attempt to escape through the castle gate, referred to in this article as Ico & Yorda Make a Run For It. As such, you’d expect their dialogue to be ordered accordingly.

In reality, however, there is a small gap in numbering from the last subtitle card of Ico & Yorda Make a Run For It (card 26) to the first card in Caught by the Queen (card 31). The missing cards, 27 to 30, instead comprise the scene that follows Caught by the Queen: a sequence I’ve dubbed The Queen Disappears.

As it stands, the dialogue in The Queen Disappears only makes sense if it follows the dialogue in Caught by the Queen. However, the numbering of the cards in The Queen Disappears suggests that they originally appeared between the previous two scenes.

Artist Unknown; Retrieved From 2ch

On the topic of the used cards, the game’s official English translation completely omits the Queen’s description of Yorda as her heir. There’s no way the original Japanese text could be interpreted as “Stop wasting your time with her,” which makes me wonder whether the change in meaning was a deliberate decision on the localization team’s part, or whether it was simply the result of a translator phoning it in at 4:59 pm on a Friday, and then never going back to recheck their work.

The Queen Disappears

Once the Queen has taken her leave, Ico rushes over to help Yorda up.

File Char. EN Script JP Script Retranslation
027 Ico Are you okay? だいじょうぶ? Are you alright?
028 Ico

Unused

いまの…だれ? Who… was that?
029 Yorda I have angered her… あの人を
怒らせてしまったわ…
I’ve gone and made
her angry…
030 Ico

Unused

だいじょうぶ きっと出られるさ
もう少しがんばってみようよ
Don’t worry. I know we can escape.
Let’s keep going a little longer.

In the omitted lines, Ico inquires as to the angry Queen’s identity. He also offers Yorda some encouragement.

As mentioned in the previous section, the card numbers for this sequence place it between Ico & Yorda Make a Run For It and Caught by the Queen, which no longer makes sense chronologically.

The Queen’s Voice Echoes

Ico helps Yorda up from the ground. Meanwhile, ever the helicopter parent, the Queen employs the handy skill of telepathy to wonder aloud why her daughter is going along with the horned boy’s harebrained schemes.

File Char. EN Script JP Script Retranslation
048 Queen Yorda, why can’t you understand? なぜわからぬ Why do you not understand?
049 Queen You cannot survive in the
outside world.
おまえは外の世界では
生きていけないのだよ
You cannot survive
in the outside world.

This scene contains the first of three lines that suggest Yorda would not be able to survive in the world beyond the castle walls. How literally this is meant is unclear.

Following the Confrontation (Deleted Scene)

Artist Unknown; Retrieved From 2ch

Despite being able to understand only a portion of the Queen’s admonishments, Yorda sweetly apologizes to Ico for his tongue-lashing by the woman who claims to be her mother.

File Char. EN Script JP Script Retranslation
050 Yorda

Unused

きっとひどいことをいわれたのね
わたしの所為でごめんなさい…
I’m sure she said horrible things to
you. And it’s all my fault… I’m sorry.
051 Ico

Unused

ぼくなら だいじょうぶ
さぁ 行こう
Don’t worry about me.
Come on, let’s go.

Luckily, Ico doesn’t seem to hold it against her, and the two set off on their way.

Yorda’s Rebellion (Deleted Scene)

Art by sammy-art

What follows is an entirely unused confrontation between the Queen and Yorda. In it, the Queen attempts to appeal to Yorda’s emotions, while the latter stands her ground. In an attempt to neutralize what she sees as the catalyst for the troubling changes in her daughter, the monarch doles out a harsher punishment to Ico than the sharp words of their last encounter.

File Char. EN Script JP Script Retranslation
052 Queen

Unused

ずいぶんと 待ちくたびれたよ I have had enough of waiting.
053 Queen

Unused

ヨルダ わたしの気持ちも
わかっておくれ
Yorda, please try to
understand.
054 Queen

Unused

おまえを 苦しめたくないんだよ I do not wish to hurt you.
055 Queen

Unused

こんなにおまえのことを
想っているのに
You have always been at
the forefront of my thoughts, and yet…
056 Queen

Unused

そんなわたしをおいて
どこへ行こうというのだい?
You say you intend to leave me
and run off to who-knows-where?
057 Queen

Unused

おまえはここでしか
生きられないのだよ
You cannot live
outside these walls.
058 Yorda

Unused

わかってるわ… I know that…
059 Queen

Unused

では なぜ わたしのそばにいない Then why aren’t you here by my side?
060 Yorda

Unused

わたしは戻らない I’m not coming back.
061 Yorda

Unused

母さん
あなたは 間違ってるわ
You’ve got it
all wrong, Mother.
062 Yorda

Unused

わたしは 自分の
生きたいように生きる
I’m going to live the way
I want to.
063 Yorda

Unused

その代償として わたしの
命が失われようとも
Even if I have to
pay for it with my life.
064 Yorda

Unused

罪のない種族の犠牲のうえに
生きながらえるよりずっとマシだわ
It’s far better than surviving on the
sacrifices of an innocent people.
065 Queen

Unused

なにをいいだすのだ? ヨルダ What are you saying, Yorda?
066 Queen

Unused

あれほど素直だったおまえが… You have always been so obedient…
067 Queen

Unused

これだけいっても
わからないのかい?
Do you still not
understand?
068 Yorda

Unused

ええ
わたしの気持ちはかわらない…
That’s right.
I’m not going to back down.
069 Queen

Unused

おまえをそこまでかえたのは
そのツノの はえた子供かい?
Is it the horned boy who has
caused you to change so?
070 Yorda

Unused

この子は関係ないわ! He has nothing to do with this!
071 Queen

Unused

いずれにせよ その子には
すこしお仕置きをしないとね
In any case, I shall have to
issue him a little punishment.
072 Queen

Unused

おのれの種族の
立場をわからせるためにも
It will also serve to put his people
in their place.
073 Queen

Unused

ハハ
おまえのそのツノは飾りかい
Ohoho. Are those horns of yours
mere ornament?
074 Queen

Unused

さぁ 邪悪者はいなくなった
いっしょに帰ろう ヨルダ
There, the wicked one is gone.
Now, let’s go home, Yorda.

In this deleted scene, Yorda receives some significant character development, outlining her reasons and motivations for wanting to be free of the castle.

Had the unused lines not been axed, the seed of defiance Yorda planted by denying her parentage and refusing to go with her mother in Caught by the Queen would have bloomed into a full-scale rejection of her mother’s way of life, gradually building up to her outright rebellion in the game’s final act.

Yorda’s dialogue also suggests that the ruler of the castle is prolonging her life by feeding off the life force of the sacrificed horned children, who continue to serve under her as shadows.

The nature of the punishment inflicted upon Ico is lost to time.

Unknown (Deleted Scene)

Artist Unknown; Retrieved From 2ch

From this little snippet, it appears something ill was to befall Yorda, too.

File Char. EN Script JP Script Retranslation
075 Ico

Unused

おや まだ息があるみたいだね
いま楽にしてあげよう
Whew. Looks like she’s still breathing.
I’ll let her rest for now.

The Queen Punishes Ico (Deleted Scene)

Artist Unknown; Retrieved From 2ch

This scene seems to take place directly after Yorda’s Rebellion. In it, Yorda entreats the Queen to stop hurting Ico, then rushes to check on her friend’s welfare.

File Char. EN Script JP Script Retranslation
076 Yorda

Unused

やめて! Stop!
077 Yorda

Unused

だいじょうぶ? Are you alright?
078 Ico

Unused

う うん Y, yes…
079 Yorda

Unused

ごめんなさい
わたしのせいでこんなことに
I’m sorry…
It’s my fault that this happened to you.
080 Ico

Unused

アイツは!? Where is she?!
081 Yorda

Unused

いないよ 消えちゃった…
もうだいじょうぶよ
She’s not here… She vanished.
Everything’s alright now.
082 Ico

Unused

いま 言葉がつうじたよね? You understood what I said just now, didn’t you?
083 Yorda

Unused

うん… Yes…
084 Ico

Unused

とにかく いそがないと… In any case, we have to hurry…

Yorda Opens the Gate

This time, Yorda uses her own power to reopen the castle’s main gate, sapping her strength in the process.

File Char. EN Script JP Script Retranslation
085 Ico

Unused

ヨルダ! Yorda!
086 Yorda A little more. あともう少しよ Just a little further…
087 Ico

Unused

あともうすこしだよ がんばろう Just a little further! Let’s keep going!
088 Ico Are you okay? だいじょうぶ? Are you alright?
089 Ico

Unused

あともうすこしだよ Just a little further!

Contrary to the file order, Ico’s “Are you alright?” precedes Yorda’s response in-game.

Yorda’s line of encouragement has two unused revisions that were intended to be spoken by Ico.

Yorda Releases Ico’s Hand

Yorda and Ico make it out the gate and halfway across the stone bridge connecting the castle to the mainland. Suddenly, the bridge starts retracting as the Queen shows up to foil the duo’s second attempt at escape. Ico attempts to jump back across the gap to Yorda, and slips. Fortunately, he is saved from falling when the girl grabs his hand.

Our protagonist’s luck is short-lived, however: the Queen quickly exerts a dark sphere control over the castle’s heir. Sensing what is about to happen, she thanks the horned boy for trying to help her, before the Queen’s powers cause her to release her grip, and send Ico plummeting towards the dark waves below.

File Char. EN Script JP Script Retranslation
090 Ico

Unused

ヨルダ! Yorda!
091 Yorda Thank you… ありがとう・・・ Thank you…
092 Ico

Unused

ヨルダーー! Yorda––!

Ico would have originally called out for Yorda; first as the Queen’s powers began to overcome her, and then a second time as he fell.

The Queen Appears on the Throne

Fortunately, Ico does not perish in his tumble towards the surf. His fall is broken by some hanging cages, across which he is able to navigate in order to re-infiltrate the castle. Unfortunately, he is too late: Yorda has been turned to stone. Ico makes his way to the Queen’s throne room, aiming to confront the antagonist. At first glance, the throne appears empty. As Ico turns to leave, however, he is brought up short by a voice.

File Char. EN Script JP Script Retranslation
093 Queen Wait. 待ちなさい Stop right there.
094 Ico

Unused

あの子になにをした! What did you do to her?!
095 Queen

Unused

ここからふたりで抜け出せるなどと
本気でおもっていたのか?
Did you really imagine that I would
let you two slip away from here?

Though the Queen never directly answers Ico’s question, her unused response suggests that she was in control of the situation all along, and never would have suffered the pair to escape.

Ico Confronts the Queen

Stayed by the voice, Ico turns and approaches the throne once more. This time, he sees that the chair is occupied by the monarch.

File Char. EN Script JP Script Retranslation
096 Ico What did you do to her? ヨルダをどうするつもりだ What do you want with Yorda?
097 Queen Silence boy. You’re too late. あきらめろ もう手遅れだ・・・ Give up your foolish ambitions. You are already too late…
098 Queen My body has become too old
and won’t last much longer.
わたしの この躰も
もう長くない
This body of mine
will not last much longer…
099 Queen But Yorda is going to grant me
the power to be resurrected.
ヨルダにはわたしの意志をついで
城の主として復活してもらう
I shall bind my will to Yorda,
and use her to reincarnate as master of this castle.
100 Queen To be my spiritual vessel is the
fulfillment of her destiny!
それがあの子の宿命 いわば
ヨルダはわが”魂の器”なのだ
That is the girl’s destiny.
She is the vessel for my soul.
101 Ico

Unused

そんなことはゆるさない! I’ll never let you do it!
102 Queen

Unused

おまえがクビをつっこむ
話ではない
This is none of
your affair.
103 Queen

Unused

おまえがどうあがいても あの子は
元には戻らないのだから
No matter how hard you struggle,
the girl will never return to normal.
104 Queen The next time her body wakes,
Yorda will be no more.
つぎに目覚めたそのときには
もはや おまえなど憶えてはいまい
The next time she wakes,
she will remember nothing of you or your time together.
105 Queen Now put down the sword
and leave.
さぁ
その剣をおいてたち去りなさい
Now…
Put down the sword and leave this place.
106 Queen That is what she would
want you to do.
あの子もそれを望んでいたぞ That is what Yorda wished you to do, too.
107 Ico

Unused

うそをつけ! Liar!
108 Queen

Unused

運良くたすかった命は
粗末にするもんじゃない
Luck has helped you survive this long.
It would be a shame to throw it all away now.

Surprisingly, the Queen is willing to give Ico one more chance for mercy. Her unused lines suggest a final offer to spare the boy’s life.

In addition, the retranslation of her used dialogue reveals a little more detail regarding her plans for her daughter.

Ico Attempts to Strike the Queen

With a yell of frustration, Ico lashes out at the Queen with her own luminescent sword, provoking the final battle.

File Char. EN Script JP Script Retranslation
109 Queen You’re a nuisance, boy.
Do you want to die that much?
悪い子だね
そうまでして死にたいのか
Foolish child.
Do you truly wish for death so badly?

The Queen is Defeated

Ico avoids the Queen’s waves of darkness and strikes at her shield, gradually weakening her to the point where he can strike a mortal blow.

File Char. EN Script JP Script Retranslation
110 Queen Yorda will never be able to
escape this castle…
あの子は けっしてこの城から
出ることができないのだ・・・
The girl will never be able to
leave the castle…
111 Queen Even if you take… my life… たとえ おまえが わたしの・・・
命を 奪ったとしても・・・
Even if…
you take my life…

Yorda’s Sendoff

Following the Queen’s death, Yorda is revived as a shadowy being. Unlike the monarch’s other shadowy servants, however, she acts with a will of her own. Gathering Ico’s limp body from the throne room floor, she carries him out of the crumbling castle to safety, and places him in a canoe. As Yorda pushes off the boat, she bids the the boy farewell.

File Char. EN Script JP Script Retranslation
112 Yorda Good-bye. さよなら Goodbye…

Blank Files

Artist Unknown; Retrieved From 2ch

As mentioned in the notes for this article, the last three subtitle cards are blank in every version of the game.

File Char. EN Script JP Script Retranslation
113

Unused

Unused

114

Unused

Unused

115

Unused

Unused

The End?

This is not the end, however. You may have noticed that there is one word of spoken dialogue at the end of the game for which there are no subtitles.

After the credits, there is a small sequence in which Ico regains consciousness, having washed up on a beach on the mainland in Yorda’s canoe. The player regains control temporarily, allowing them to walk down the beach for a ways and happen upon a figure lying prone in the surf. This is none other than the girl from the castle! An FMV begins, panning over Yorda, who flinches slightly and opens her eyes, which eventually catch sight of Ico. Upon seeing her friend, she says something that sounds like “Say…ee…?”, the final line of the game.

Art by FixelCat

True to form, Yorda is speaking her own language, nicknamed Runic. Runic is produced by writing Japanese words in the English alphabet, omitting several letters (mostly the vowels), reversing the spelling of each word, and pronouncing the result.

Well… for the most part. Runic does use one English word. It’s written “sey” and pronounced “say-ee”. Read backwards, that means Yorda’s last line translates to “Ye…s…?”

Read More

Art From ICO’s Chinese Fan Translation

Runic isn’t the only language in ICO that can be translated. It turns out that the common tongue used by Ico and the Queen can also be deciphered, though it’s a more complex process than decoding the simple Runic cypher used for Yorda’s lines.

Of particular interest is the fact that the spoken dialogue occasionally differs from the subtitles, perhaps hinting that the voice acting is based on an earlier version of the script. This also holds true when it comes to translating the Runic subtitles. In my next feature, I will cover both of these anomalies.

In the meantime, if you enjoyed this article, check out my Shadow of the Colossus content!

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Till next time, folks.

GlitterBerri out.

Save Shrines & Location Names

Hidden Location Names

Many of the resources of Shadow of the Colossus are categorized according to the area in which they are used. Peering into a list of the game’s files reveals hidden developer names for each area. These are often references to real-world locations that the in-game locations resemble, or are possibly based on.

Examples of File Names:

nmo/kirins_hill_kirins_hill_m03_m03_lyr1.nmo
nmo/poseidons_lake_poseidons_lake_m03_m03_lyr1.nmo
nmo/parthenon_parthenon_m03_m03_lyr1.nmo

Valus

Location: Nickname:
Colossus 1’s Area Temple

Quadratus

Location: Nickname:
Colossus 2’s Area Proto

Gaius

Location: Nickname:
Colossus 3’s Area Arena

Phaedra

Location: Nickname:
Colossus 4’s Area Kirin’s Hill

Kirin is the Japanese word for giraffe, and the developer nickname Colossus 4.

Avion

Location: Nickname:
Colossus 5’s Area Canyon

Barba

Location: Nickname:
Colossus 6’s Area Canossa

Canossa is the name of a ruined castle in Italy.

Hydrus

Location: Nickname:
Colossus 7’s Area Lakeside

Kuromori

Location: Nickname:
Colossus 8’s Area Underground

Basaran

Location: Nickname:
Colossus 9’s Area Geyser

Dirge

Location: Nickname:
Colossus 10’s Area Gravewind

Celosia

Location: Nickname:
Colossus 11’s Area Leo’s Cave

Leo is the developer nickname for Colossus 11.

Pelagia

Location: Nickname:
Colossus 12’s Area Poseidon’s Lake

Phalanx

Location: Nickname:
Colossus 13’s Area Desert

Cenobia

Location: Nickname:
Colossus 14’s Area Ruins

Argus

Location: Nickname:
Colossus 15’s Area Parthenon

The Parthenon is a well-known ruined temple in Greece.

Malus

Location: Nickname:
Colossus 16’s Area Sanctuary

Save Shrines

Save Shrine Location Map

By saving at the many shrines scattered around the world map, the name of the location you saved at will appear beside your game’s file name. The translations of these locations differ greatly between the preview version and final version of the game. The literal translation of the original Japanese name can be found under the “Translation” column.

Map ID: Japanese: Final Game: Preview: Translation:
C-1 北西端の盆地 Umbral Glade Northwestern Valley Northwestern Basin

Map ID: Japanese: Final Game: Preview: Translation:
D-2 穴岩の峡谷 Stone Arch Gorge Stone Arch Gorge Hole Rock Ravine

Map ID: Japanese: Final Game: Preview: Translation:
E-1 霧の沼 Dried Marsh Misty Marsh Foggy Marsh

Map ID: Japanese: Final Game: Preview: Translation:
F-2 北の橋脚 Northern Span Northern Pier North Bridge Pier

Map ID: Japanese: Final Game: Preview: Translation:
G-1 北の寺院 Desert Fortress Northern Temple Northern Temple

Map ID: Japanese: Final Game: Preview: Translation:
G-2 水がめの滝 Misty Falls Turtle Falls Water Jug Falls

Map ID: Japanese: Final Game: Preview: Translation:
E-3 峡谷の入口 Ravine Entrance Ravine Entrance Ravine Entrance

Map ID: Japanese: Final Game: Preview: Translation:
G-3 北東の平野 Half-moon Canyon Northeastern Plain Northeastern Plain

Map ID: Japanese: Final Game: Preview: Translation:
C-3 + 4 西の平原 Western Plain Western Plain Western Plain

Map ID: Japanese: Final Game: Preview: Translation:
E-3 丸岩の丘 Round Stone Hill Round Stone Hill Round Stone Hill

Map ID: Japanese: Final Game: Preview: Translation:
B + C-4 西の巣穴 Lair to the West Nest on the Plateau Western Burrow

Map ID: Japanese: Final Game: Preview: Translation:
E-4 石橋の崖 Stone Bridge Cliff Stone Bridge Cliff Stone Bridge Cliff

Map ID: Japanese: Final Game: Preview: Translation:
G-4 崖沿いの小路 Cliff Path Cliff Path Path Along the Cliff

Map ID: Japanese: Final Game: Preview: Translation:
B-4 高台の巣穴 Lair on the Mesa Nest to the West Elevated Burrow

Map ID: Japanese: Final Game: Preview: Translation:
B-5 西の岬 Western Cape Western Cape Western Cape

Map ID: Japanese: Final Game: Preview: Translation:
C-5 反り橋の平原 Arch Bridge Plain Arch Bridge Plain Curved Bridge Plains

Map ID: Japanese: Final Game: Preview: Translation:
D-5 古跡臨む丘 Blasted Lands Hill Facing a Ruin Hill Overlooking Ruins

Map ID: Japanese: Final Game: Preview: Translation:
E-5 枯葉の森 Autumn Forest Autumn Forest Dead Leaf Forest

Map ID: Japanese: Final Game: Preview: Translation:
G-6 渓谷の平地 Valley Plain Valley Plain Ravine Plain

Map ID: Japanese: Final Game: Preview: Translation:
H-6 南東の断崖 Eastern Bluff Southeastern Cliff Southeastern Cliff

Map ID: Japanese: Final Game: Preview: Translation:
D-7 南西端の岬 Southwestern Cape Southwestern Cape Southwestern Cape

Map ID: Japanese: Final Game: Preview: Translation:
F-7 果ての平原 Southern Plain Plain at the Ends Endless Plains

Map ID: Japanese: Final Game: Preview: Translation:
G-7 + 8 緑の岬 Green Cape Green Cape Green Cape

Map ID: Japanese: Final Game: Preview: Translation:
F-8 閉ざされし門 The Broken Seal Closed Gates Closed Gate

Map ID: Japanese: Final Game: Preview: Translation:
F-4 古の祠 Shrine of Worship Shrine of Worship Ancient Shrine

Map ID: Japanese: Final Game: Preview: Translation:
N/A デバッグセーブ Debug saved N/A Debug Save

According to Nomad, “I don’t think that Debug Save is [the name of] a save shrine – I think that’s where the game list how many games you have played… but I can’t be sure.” The picture above is of a save shrine that appears only in the OPM Demo version of the game, but is never seen in the final. You can see it in this video.

Items

In addition to the basic items Wander uses in his adventure, players can gain an additional 16 items by defeating the Colossi in Normal Time Attack and Hard Time Attack modes. Each time a Colossus is defeated in these modes, an item appears in the pool at the back of the Shrine of Worship, as seen in the screenshot below.

This article also showcases two unused items, as well as some wielded by the Colossi and NPCs. Scroll down for descriptions, associated game text, and pictures!

Special thanks to Nomad, owner of the excellent Shadow of the Colossus discovery and analysis blog, for providing the screenshots and much of the descriptive text in this article.

Basic Items

Sword

Sheath

Bow

Regular Arrow

Stick

The stick is the only extra item Wander is able to pick up and use during a normal play through of the game. It is obtained in the battle with Colossus #11, the bull-like Colossus in the cliff top temple that must be driven back with fire.

Wander lights the stick to frighten the Colossus off the cliff, which breaks off the armour on the creature’s back, allowing the protagonist to jump astride it and stab at its weak spot.

There are actually four sticks in the game that float under the temple until the Colossus activates them by ramming one of the fire pedestals. Wander can take the stick and leave the arena, keeping it indefinitely until he drops it, which causes it to unload and disappear. Afterwards, he can obtain another stick via the same method by returning to the temple.

In the game’s Normal mode, Wander can make a stick appear by shooting an Exploding Arrow at a fire pedestal. This is possible even from far away, standing on the cliffs surrounding the canyon. This makes it possible to retrieve the stick and light it before beginning the battle with the Colossus, which makes the challenge much easier.

There is also a unique glitch associated with the stick. If the game is saved while Wander is holding it, he will still be holding it upon restart, but the inventory will show Wander’s sword icon.

The stick can only be lit during the battle with Colossus 11. It will not light at any other time, or in any other location.

Time Attack Items

Whistling Arrow

それは『鏑の矢』… That is a
“Whistling Arrow”…
それを使えば
巨像の注意を
他に移すことができるだろう…
By using it,
thou shalt be able to
avert the attention
of a colossus…

Cloak of Force

それは『活力の前掛け』… That is the
“Cloak of Force”…
それを身に付けることで
より深い傷を
巨像に与えることができるだろう…
By wearing it, thou shalt be able to
inflict more grievous injuries
upon a colossus…

Mask of Strength

それは『力の仮面』… That is the
“Mask of Strength”…
それを身に付けることで
より深い傷を
巨像に与えることができるだろう…
By wearing it,
thou shalt be able to
inflict deeper wounds
upon a colossus…

Lizard Detection Stone

それは『トカゲの感和石』… That is the
“Lizard Detection Stone”…
それを使えば
この大地にいるトカゲを
見つけることが容易くなるだろう…
By using it,
thou shalt be able to
find the lizards
throughout the world…

Fruit Tree Map

それは『果樹の地図』… That is the
“Fruit Tree Map”…
それを使えば
この大地にある果樹を
見つけることが容易くなるだろう…
By using it,
thou shalt be able to
find the fruit trees
throughout the world easier.

Mask of Power

それは『剛力の仮面』… That is the
“Mask of Power”…
それを身に付けることで
より大きいな傷を
巨像に与えることができるだろう…
By wearing it,
thou shalt be able to
inflict more grievous injuries
upon a colossus…

Cloak of Deception

それは『紛れの前掛け』… That is the
“Cloak of Deception”…
それを身に付けることによって
巨像からおまえは
見えなくなるだろう…
By using it,
thou shalt become
invisible to the colossus…

This item is not pictured, as it renders Wander completely invisible. Players can only determine his location by looking at his shadow.

Flash Arrow

『閃光の矢』か… That is a
“Flash Arrow”…
それは炸裂する矢
急所を狙わずとも
傷を負わせることができるかもしれん…
That arrow explodes…
Thou may be able to injure a colossus
without aiming for the vitals…

Hard Time Attack Items

Harpoon of Thunder

それは『いかずちの銛』… That is the
“Harpoon of Thunder”…
はなれた場所にいる巨像に
より大きな痛手を
負わせることができるだろう…
With it, thou shalt be
able to inflict
greater damage upon a
colossus from afar…

Sword of the Sun

それは『太陽の剣』… That is the
“Sword of the Sun”…
陽の光が届かぬ場所でも
光を集めることができる剣…
It is able to gather light even in
places sunlight cannot reach…

Fruit Tree Map

それは『果樹の地図』… That is the
“Fruit Tree Map”…
それを使えば
この大地にある果樹を
見つけることが容易くなるだろう…
By using it,
thou shalt be able to
find the fruit trees
throughout the world easier.

Shaman’s Cloak

それは『シャーマンの前掛け』… That is the
“Shaman’s Cloak”…
それを身に付けることで
受ける痛みを和らげることができるだろう…
By wearing it,
thou shalt receive less injuries…

Lizard Detection Stone

それは『トカゲの感和石』… That is the
“Lizard Detection Stone”…
それを使えば
この大地にいるトカゲを
見つけることが容易くなるだろう…
By using it,
thou shalt be able to
find the lizards
throughout the world…

Shaman’s Mask

それは
『シャーマンの仮面』…
That is the
“Shaman’s Mask”…
それを身に付けることで
痛みを和らげることが
できるだろう…
By wearing it,
thou shalt receive
fewer injuries…

Cloth of Desperation

それは『若しの布』… That is the
“Cloth of Desperation”…
巨像から落とされ
危険を感じたときに
使ってみるとよいだろう…
Use it when thou
hast fallen off a colossus
and thou art in peril…

Queen’s Sword

おお…
それは『女王の剣』…
Ahh…
That is the “Queen’s Sword”…
一撃で巨像の急所に
致命傷を負わせることができる剣…
It can inflict a mortal blow
with one strike to the vitals.

Unused Items

Eye of the Colossus

それは『巨像の眼』… That is the
“Eye of the Colossus”…
巨像の近くでそれを使えば
巨像の眼を
持つことができるだろう…
By using it
near a colossus,
thou shalt be able to
see what the colossus sees…

This item allows players to witness battles through the eyes of the Colossus they are fighting. Though removed from the final game, it is semi-functional in the Preview version, an unfinished demo of the title leaked online.

Players must be in range of a Colossus before they are able to use the item, activated by pressing R3 on the controller. If the giant is too far away, a low ‘beep’ will sound when the button is pushed, indicating that one must move closer. Full control the camera is impossible while using the Eye, but pressing R2 causes it to zoom in and out.

The Eye of the Colossus can even be used before a Colossus awakens, if players can get close enough to one without triggering the battle to start. Doing this results in a stationary frame of what the Colossus sees. Then, players can watch it come to life from its point of view.

If activated while a Colossus is dying, the Eye morbidly allows players to glimpse Colossus’s view of its own death. This also permits players control of Wander as the giant is dying, which normally isn’t possible.

Because the item is unfinished, it does not always function properly. It seems to work well in the battles with Colossi 1, 4, 5, 6, 13, and 15. When used in fights with the other Colossi, however, the camera sinks down into the creatures’ bodies, then rises back out again. Mysteriously, it does not function on Colossus 3 at all.

Mask of the Titans

それは『怪力の仮面』… That is the
“Mask of the Titans”…
それを身に付けることで
より深い傷を 巨像に
与えることができる力を持つだろう…
By wearing it, thou
shalt gain the power to
inflict deeper wounds
upon a colossus…

NPC Items

Guard’s Blowgun

Blowgun Arrow

A blowgun used by Emon’s guards during the final battle.

Colossi’s Items

Colossus 1’s Club

Colossus 15’s Sword