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July 13th, 2009 | EarthBound, Uncommon Knowledge, Videos

The other day, master programmer Rufus decided to take a look at how the EarthBound intro stuff was programmed. He found a lot of useful info for people who are wanting to hack the game, but he also found two parts of the intro animation that went left unused. So I made a video showing the final animation + the two unused ones:

The reason the party walks through a character and walks into a fence is probably because these intro segments were ditched before they could be fine-tuned. Plus, we know that the final version of Threed is different from the original version, so it’s possible that the animation was originally meant for the old version of Threed’s map.

If you want to see these two animations for yourself, use these two Game Genie codes. They’ll change the first two animation segments into the unused ones.


Anyway, it’s cool that even after all these years, we’re finding neat, unused stuff like this deep in the game. I wonder what else is hiding in there 😀


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18 Comments to Unused EarthBound Intro Stuff

Userofdoom said on Jul. 13, 2009

It would be pretty awesome if we could find an unused boss sprite 😛


santiagoff said on Jul. 13, 2009

The first one just seemed plain boring. And in the second one, the party went through a beach guy. So yeah, that justifies their unusedNESS.

chimera said on Jul. 13, 2009

Well, I can see why they were left out, they were stupid and glitchy, but this really is interesting, we have to do more hacking to examine more closely on the game.

Mato said on Jul. 13, 2009

I think you’re both mistaken – like I mentioned, they seem glitchy BECAUSE they were left out, not the other way around. It would’ve been trivial for the programmers to fix that stuff. Probably the game’s director felt they didn’t belong or maybe they needed to take some out to match the song’s length, if the song was made ahead of time, which is possible. Or maybe they were just early tests to test the intro system.

Elobo said on Jul. 13, 2009

Cool stuff. Yeah, seems obvious that they were ditched before completion.

Rufus said on Jul. 13, 2009

Mato’s right. From what I found, it definitely would’ve been a trivial matter to adjust how the demoes played out. They’re not as hard-coded as people thought, and they certainly wouldn’t be hard-coded to the people who actually designed the game.

Not to mention, it only seems like the party isn’t walking through anything during the real demo. With how the demo is processed, the party walks through anything – walls, enemies, people, map boundaries. It took some fine tuning to get some of those scenes to look real.

Another cool thing I found is that there’s no time limit to a demo sequence, so if people wanted to make an extraordinarily long scene, they would be free to do that.

Spitball Sparky said on Jul. 13, 2009

All these years and we’re still finding new stuff…one of my favorite things about EarthBound.

It would be fun if somebody one day made a patch to put in all of this unused stuff…

santiagoff said on Jul. 13, 2009

It would be fun if we found some really early unused stuff.
Oh wait, it just happened XD

JamesBond007 said on Jul. 13, 2009

Is there other codes to replace other animations with unused ones?
Fox example – Replace the bicycle part with the first one (bicycle have almost no use), and replace the final part (Ness at the Giant Step sanctuary at night) with the second one – without using game glitches, there’s no way to access that area at night with Ness alone.

Ice Sage said on Jul. 13, 2009

It looks like maybe the first scene with the sailor replaced that unused one from Summers. If the Threed one had enemies in it as well, that would have looked better and made more sense (to me anyway).

MORE UNUSED STUFF!! First King’s ladder tricks, now this! Keeping my fingers crossed for more soon! 😀

Callin said on Jul. 13, 2009
zelgreywards said on Jul. 14, 2009

It’s been forever since I’ve viewed the intro…

I’m kind of glad that those two scenes were left unused, because they just seem too plain when compared to the others. Sure, they are two environments that stand out a bit to the player, but the ones left in did that well enough.

hollow leviathan said on Jul. 15, 2009

Well, when the designers whipped up a bunch of intro segments, the better ones got rough cuts in-engine, and the best ones of those got implemented into the intro.

I’m floored that every bit of the gamedata hasn’t been pored over and had all the secrets plucked out by now.

Claus said on Jul. 15, 2009

It’s obvious why they were unused.

-S- said on Jul. 16, 2009

I’m thinking the Threed animation is actually done… just missing enemy sprites to accent the scene.

If you look at how active the animation is, you can see that Ness and Paula stop and then start turning back and forth as if they were being surrounded by something from the right and then left, etc. – this makes sense as Threed is clustered with undead enemies and given what actually happens story-wise in the town, I’d say it’s a pretty safe theory.

…I have nothing for Summers though, it might of just been another point in the intro where the characters are walking around and it’s showing off the atmosphere of the area.

NessBound3 said on Oct. 29, 2010

Well,when they were making this, they didn’t like it too much, removed it, and they forgot to wipe it out of the data.

BusterTheFox said on Jun. 14, 2012

Am I the only one who noticed that the party’s walking speed didn’t slow down at all in the Deep Darkness part? That’s a pretty big oversight there. 🙂

TyBlood said on Sep. 25, 2012

That’s because, as stated earlier, the intro’s party movement have no restrictions what-so-ever.


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