Unlike its Wii counterpart, characters such as Zephyr, Nimbus, and the Wind Warrior use two separate models in the Xbox 360 and PlayStation 3 ports of the game.
The first model is used during fly-through cinematics while the second one is used in-game. The Wii version only used one model, presumably because of the lack of resources on the Wii's hardware.
The first model is used during fly-through cinematics while the second one is used in-game. The Wii version only used one model, presumably because of the lack of resources on the Wii's hardware.

Through the use of Action Replay codes, it's possible to die on the Level Select map. When this happens, Pac-Man will respawn on the game's title screen; moving around will reveal a stool and fishing rod off-screen, suggesting that he was originally planned to fish on the title screen instead of just standing and playing idle animations.

In 2021, the game's debug menu was discovered on a demo disc and was later executed in the retail version through the creation of a GameShark code. The menu contains four options featuring the surnames of four of the game's programmers (most likely to test out certain aspects of the game each one focused on more easily): Satoshi Kishiwada, Yasuhiro Yamamoto, Tamotsu Goto, and Naoto Uenaka.
Additionally, by selecting "Area 7 Action" and "Scene 06 - Last-Scene", you can access a beta version of the crumbling Soda Fountain, the final area of the game Spoiler:where Musashi battles against Dark Lumina, lacking textures and featuring an overhead camera compared to the sidescrolling camera in the final game.
Additionally, by selecting "Area 7 Action" and "Scene 06 - Last-Scene", you can access a beta version of the crumbling Soda Fountain, the final area of the game Spoiler:where Musashi battles against Dark Lumina, lacking textures and featuring an overhead camera compared to the sidescrolling camera in the final game.
NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
The game contains a lot of debug text, starting at offset 0xC6370 and mixing with the rest of the game's text. Of note, two dates appear in the debug text that may be the dates the game finished development in North America and Europe:
North America: Jun 6 1997.21:45:51
Europe: Nov 17 1997.20:23:27
The rest of this submission contains a few examples of the debug text scattered throughout the ROM. Most of it is routine stuff, but there are some interesting gems in there. The developers were certainly not in a good mood or this was "kinda" a joke from them. Note that "tell dave" likely refers to David Pridie, one of the programmers:
North America: Jun 6 1997.21:45:51
Europe: Nov 17 1997.20:23:27
The rest of this submission contains a few examples of the debug text scattered throughout the ROM. Most of it is routine stuff, but there are some interesting gems in there. The developers were certainly not in a good mood or this was "kinda" a joke from them. Note that "tell dave" likely refers to David Pridie, one of the programmers:
"*** GAME CRASH CONFIRMED!!! ***
ERRRRRRORRR
*** WARNING! generatelevel.c -> PlacePiece is going to plot z+1!
*** ERROR! generatelevel.c -> PlacePiece did not function to avoid breaking a piece!
Killing the player for destroying an evil crystal
ERROR! generatelevel.c -> CopyLevelPuzzle. Unkwnown Dest!
Setting Quest Background to: %d
*** ERROR!! drop.c -> PlacePieceGame was called with a non valid Piece!!!
Dragging a used Piece!!
Sending some foul blocks!
Inializing heart skull animation thing
********
******** NOT IMPLODING A PIECE BECAUSE IT IS BROKEN!
********
ERROR!!!!!1 DOES NOT EXIST!!!!!!!!!!!!!!!
*********** WRONG LEVEL INIT TYPE!!!!!!!! ***********
If you see this let ME KNOW!!!!!!!!!!!!!!!
*** ERROR!! drop.c -> PlacePieceGame was called with a non valid Piece!!!
*** THIS IS MAJOR FUCKING EVIL AND WILL CRASH THE GAME!!!!! TELL SOMEONE!!
*** (PREFERABLY SOMEONE SMART LIKE A CODER!)
evil piece: (%d) tell bailey
ERROR!! I Should NEVER Get Here in drop.c!!
I am a MEAN AI! Make XCount 21!!
I Have Sent enough black: %d, lets win!
PANIC!! LETS DIG TO WIN!
HMM, he is getting close to winning, lets send
Fuqing negative number!!!!
ABORT WIN CUZ ENDANIM
FUCK YOU %d
What the FUCK
BLOWPIECEGONNER!!
tell dave
***********************FREAQING DORQ.. LOAD GUI SFX FIRST
***********************FUQIN DORQ.. LOAD GUI SFX FIRST
Idiot!
Don't use HuffMan!
My God, That Musta Hurt! Memory available: %d"
ERRRRRRORRR
*** WARNING! generatelevel.c -> PlacePiece is going to plot z+1!
*** ERROR! generatelevel.c -> PlacePiece did not function to avoid breaking a piece!
Killing the player for destroying an evil crystal
ERROR! generatelevel.c -> CopyLevelPuzzle. Unkwnown Dest!
Setting Quest Background to: %d
*** ERROR!! drop.c -> PlacePieceGame was called with a non valid Piece!!!
Dragging a used Piece!!
Sending some foul blocks!
Inializing heart skull animation thing
********
******** NOT IMPLODING A PIECE BECAUSE IT IS BROKEN!
********
ERROR!!!!!1 DOES NOT EXIST!!!!!!!!!!!!!!!
*********** WRONG LEVEL INIT TYPE!!!!!!!! ***********
If you see this let ME KNOW!!!!!!!!!!!!!!!
*** ERROR!! drop.c -> PlacePieceGame was called with a non valid Piece!!!
*** THIS IS MAJOR FUCKING EVIL AND WILL CRASH THE GAME!!!!! TELL SOMEONE!!
*** (PREFERABLY SOMEONE SMART LIKE A CODER!)
evil piece: (%d) tell bailey
ERROR!! I Should NEVER Get Here in drop.c!!
I am a MEAN AI! Make XCount 21!!
I Have Sent enough black: %d, lets win!
PANIC!! LETS DIG TO WIN!
HMM, he is getting close to winning, lets send
Fuqing negative number!!!!
ABORT WIN CUZ ENDANIM
FUCK YOU %d
What the FUCK
BLOWPIECEGONNER!!
tell dave
***********************FREAQING DORQ.. LOAD GUI SFX FIRST
***********************FUQIN DORQ.. LOAD GUI SFX FIRST
Idiot!
Don't use HuffMan!
My God, That Musta Hurt! Memory available: %d"
NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
The last of the game's security switches, which is present in offset 0x8FB54 of a decompressed FIREBEAT.EXE, when read backwards, reveals a colorful message from a programmer.
"!uoykcuf"
"!uoykcuf"
NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
Located at offset 01F961 in the ROM is this cheery text:
"FUCK YOU"
This is copied into save RAM to mark the presence of saved game data.
"FUCK YOU"
This is copied into save RAM to mark the presence of saved game data.
In 2022, a pair of previously unknown cheat codes for the SNES version were discovered, presumably having been used for debug purposes:
•From the title screen, by holding the R and Y buttons on a second controller, and then pressing Start or A on the first controller, a new menu will appear showing Little Mac versus head profiles of all 16 fighters in the game, allowing you to select whoever you want for a one-off match. After the match is finished, you are sent back to the same menu.
•Also on this menu, an unbalanced two player-mode can be accessed if the second player holds B or Y on their selected opponent until the match starts. As the opponent, using A, B, X, or Y in tandem with Up and Down will allow you to pull off every basic and advanced attack in each boss's arsenal. This mode is unbalanced in that every boss is still more powerful than Little Mac and have pauses with "tells" for when they are about to attack, and if dodged successfully will leave them vulnerable to attacks.
•From the title screen, by holding the R and Y buttons on a second controller, and then pressing Start or A on the first controller, a new menu will appear showing Little Mac versus head profiles of all 16 fighters in the game, allowing you to select whoever you want for a one-off match. After the match is finished, you are sent back to the same menu.
•Also on this menu, an unbalanced two player-mode can be accessed if the second player holds B or Y on their selected opponent until the match starts. As the opponent, using A, B, X, or Y in tandem with Up and Down will allow you to pull off every basic and advanced attack in each boss's arsenal. This mode is unbalanced in that every boss is still more powerful than Little Mac and have pauses with "tells" for when they are about to attack, and if dodged successfully will leave them vulnerable to attacks.
Enabling free cam will reveal that a duplicate model of Zephyr is placed in the level's default position, which varies depending on the level.
In the game's data, found at the offset 0x32E of it's ROM are the strings "MINATO", referencing Minato Giken, the developer company that worked on the game.
When it comes to emulation, the Nintendo Wii port of the game struggles to maintain 30 FPS on a handful of levels due to the large amount of objects being rendered on-screen.

Decompressing the tornadoalley.bsu file will reveal some hidden developer-related comments left by Scott Bilas, a programmer and audio engineer at Loose Cannon Studios
Within the data for every version of the game is a semi-functionable no-clipping mode that allows the player to freely explore maps without being stunned by the sunlight. The mode can be enabled by changing the value from "weatherphase1" to "weatherphase0". No-clipping mode doesn't work on Roadside Destruction, the tutorial portion of Chicken Con Carnage, and Showdown with Omegaton. Additionally, the player won't be able to destroy objects that are within the sunlight.

While New Horizons stands out from earlier games through the rebranding of male/female gender options as "styles," presumably to make the game more accessible for nonbinary audiences, the game still assigns hidden values to them that correspond to a gender binary. Specifically, picking the feminine style results in the player character bearing a dark stripe across their chest, apparently representing a bra. However, this cannot be seen in normal gameplay, as players of both styles wear a plain white tank top if they aren't wearing a shirt or a dress. At the time of the game's initial release, a glitch was present that allowed one to see the bra texture, but it's currently unknown if this can be replicated in later revisions of the game.

In the very first Japanese release of the game, at the bottom of the well in Corel Prison, a rare debug enemy known as "Test 0" that was accidentally left in the game on its initial release can be randomly encountered. This encounter does not require cheats or hacks to occur, although GameShark codes can be used to access every other debug enemy battle in the game. This battle was removed from all future releases of the game. "The Completely Unauthorized Final Fantasy VII Ultimate Guide" by Versus Books, released in 1997, features an entry on this enemy (note that the HP listing in the guide scan is incorrect; Type 0 has 30000 HP).

Simply named "player", two prototype 3D models of Kyouji Kuzunoha from Shin Megami Tensei: Devil Summoner can be found in the game's files. Not only has Kyouji never appeared in a 3D game, but his particular appearance here is only ever seen in Devil Summoner and its concept art. Additionally, this is before Kyouji's body has been possessed, since his possessed form features an entirely different hairstyle. The black-suited Kyouji model comes with a number of textured weapons and unique attack and death animations that can be viewed through the game's debug menu, suggesting that he was originally planned to be a playable character.
It is possible to grab and throw Nimbus with the tornado via modding. Since he doesn't have a death animation, his model will be stuck in an A-pose.
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