These skills are not found in any enemy AI scripts, are not used by any Rages, and Relm cannot produce them with either Sketch or Control. Three enemy attacks are not used in any way. It could also be that one of the characters would have endless summoning capability of their Esper as their special command, given the state Summon was left in menu-wise. The previous three games had Summon magic as its own command set, and it could be that the same was planned for this game sometime during development. It was likely always meant to simply be part of this background process and nothing more, but the fact that Summon has a name, along with the series' history, creates some doubt as to whether that's true. Everything else is found to be identical under either command. This is done in order to show the spell's name instead of the Esper's, for example "Bolt Fist" instead of "Ramuh".
However, Summon is actually the command the game switches to from Magic when the order is given to cast an equipped Esper's spell.
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When used from the command menu, it can summon the currently equipped Esper as many times as you want, MP permitting, but due to a glitch in the code it can only target the caster. In addition to the plethora of commands at your disposal, one of them, "Summon", appears on the surface to have gone unused. Judging from the AI script, he was once used as a dummy enemy with the sole purpose of switching the tiers in the "Tower of Gods" before the actual Kefka fight, but apparently this did not quite work the way the developers intended it to, so the final game uses a hardcoded battle event for the tier switch instead.
This enemy is present in the Game Boy Advance version, where it was called by its original Japanese name of "Giant", but is still unused and does not have a Bestiary entry.Ī dummy version of Kefka can be found in the game's data, using the Guard sprite (sprite ID 00). This combination of triggers suggests that it was probably originally planned to be fought at some point during Sabin's portion of the "Return to Narshe" sequence early on, but its abnormally high HP (18,000, which is ridiculous for that point) doesn't seem to fit with that. The Colossus is programmed to counter Blitz and SwdTech attacks, and also targets Gau if he's in the party.
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Yes, the Colossus has a full attack script! It uses Fire Wall, Lode Stone, or the aforementioned "Hit", and when defeated it uses the boss death animation.
Namely, it uses the same palette as the Hades Gigas, and has the default "Special" attack, "Hit", which would not be unusual except it actually uses the attack, unlike all other enemies left with said default command. This is the closest of the three unused enemies to being complete, but it still has a few signs of being unfinished. It was originally released in North America under the title Final Fantasy III, but few people call it that anymore. It later saw a PlayStation port, and also a Game Boy Advance port with extra content. It's one of the finest RPGs ever released for the SNES, if not the entire 16-bit console era. Released in US: October 11, 1994 (SNES), September 30, 1999 (PS1)įinal Fantasy VI really needs no introduction.
Also known as: Final Fantasy III (US SNES)