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 |
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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
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!
Protected: SNES CD-ROM – 50 Companies to Develop Games
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.
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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!

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

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

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

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

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

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

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

| Lucca: It’s the Dream Project! |

| Left Panel Masanori Hoshino Robo Robo Lucca Lucca |

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

| 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 |

| Great Combine~!! |

| 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 |

| 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 |

| Frog: It’s Magus’ castle! |

| 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 |

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

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

| Temp: Sorry I’m late! |

| Alkali Crater Egger |

| The mountains are great, aren’t they… |

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

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

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

| 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 |

| Papa Bat |

| 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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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

| Location: | Nickname: |
| Colossus 1’s Area | Temple |

| Location: | Nickname: |
| Colossus 2’s Area | Proto |

| Location: | Nickname: |
| Colossus 3’s Area | Arena |

| Location: | Nickname: |
| Colossus 4’s Area | Kirin’s Hill |
Kirin is the Japanese word for giraffe, and the developer nickname Colossus 4.

| Location: | Nickname: |
| Colossus 5’s Area | Canyon |

| Location: | Nickname: |
| Colossus 6’s Area | Canossa |
Canossa is the name of a ruined castle in Italy.

| Location: | Nickname: |
| Colossus 7’s Area | Lakeside |

| Location: | Nickname: |
| Colossus 8’s Area | Underground |

| Location: | Nickname: |
| Colossus 9’s Area | Geyser |

| Location: | Nickname: |
| Colossus 10’s Area | Gravewind |

| Location: | Nickname: |
| Colossus 11’s Area | Leo’s Cave |
Leo is the developer nickname for Colossus 11.

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

| Location: | Nickname: |
| Colossus 13’s Area | Desert |

| Location: | Nickname: |
| Colossus 14’s Area | Ruins |

| Location: | Nickname: |
| Colossus 15’s Area | Parthenon |
The Parthenon is a well-known ruined temple in Greece.

| Location: | Nickname: |
| Colossus 16’s Area | Sanctuary |
Save Shrines
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












