Rance IV:Cut Content

This page details content cut from Rance IV.

Type 100 Spy Plane
A key object called the "Type 100 Spy Plane" exists in the game's data, with the following description, fully translated into English by the English patch.

A debug fighter the imperial army uses to scout out maps. With this, the map can be explored freely. (Equipped with two 20mm cannons.) If used, Rance will claim he is riding the fighter, at which point the game will softlock. If the code involved is corrected, the game will make an equally faulty attempt to get key input from the user (which will fail), at which point Rance will return from "scouting" with no changes. There is no attempt to actually use the input from the user, even if it were correctly handled.

It is possible that the plane was used as a teleportation or level select tool at some stage, but all code related to its function was removed (or never implemented).

Unused Equipment
Several unused equipment items are present in the game's code. These include:
 * Darkness Stick: A Dark-Aligned staff with 12 ATK and 20 STR. Notably, this would be the most powerful Staff in the game if it had been included (Freak's Rocket Punch, technically a Staff, has higher ATK but much lower STR).
 * Sefran Clothes: 10 DEF.
 * Priest Clothes: 8 DEF. Resist Dark.
 * Steel Armor: 27 DEF.

Mysterious Paper
While not cut content, this "feature" is easily missed. The "Map" option available from the dungeon right-click menu is actually tied to the "Mysterious Paper" item given to Rance by Sill at the start of the game, which the Item menu hints is a map. Sure enough, if Rance tosses the paper, not only will he never get it back, but the Map feature will cease to work without any explanation from the game (the menu item essentially does not function).

In an oversight of sorts, throwing away the paper also makes it impossible for the player to check the current time, as the time is only displayed when you check the map.

Unused Monster
Tucked in alongside the monster combat sprites is a sprite of a girl holding a pair of shoes and chuckling. No data exists for this enemy in the code. Given the difference in art style, this was either intended as a rough sketch or doodle, or as a bonus enemy similar to Shivan (who not only stylistically resembles her, but is stored right next to her on the sprite sheet).

This appears to be an early version of the Shoe Thief (くつとり女) enemy, best known from the nyo series.

Unused Targeting Messages
An unused section of code would have given the player special messages if they Attacked an ally or an empty square, telling them that they can't do that. The game would then act as though the player had cancelled their action, allowing them to select again in the case of Shoot attacks, but potentially ending their turn in the case of moving and then using a Weapon Attack. In the final game, allies and empty squares cannot be selected during targeting, rendering the messages unused.

Character-specific, ally targeting messages exist for attack magic, but these are technically used, since they also appear if you cancel out of an attack spell. Another unused message exists for Assaulting an ally, but Assaulting an empty square would simply return the player to the menu. Similar checks exist, but without any message, for Merrim's monster encyclopedia.

Removed Statistic
The original release of Rance IV up through version 1.01e included an additional entry in the Stats page for each character: "Monsters Killed." This data was removed in a certain unknown version (the version included in Rance VI Special Edition?) and remains missing in the English release and in TADA's version 2.05A.

Error Messages
The game includes several inaccessible error messages, which were left untranslated. The recurring movement code includes error handlers that read "だめだーーーーＸが大きい" or "Ｙが大きい" or in other words, "It's no goodX is too big." The menu code includes 'この選択肢はＸ方向が大きすぎます. ' and 'この選択肢はＹ方向が大きすぎます. ' for creating a menu off-screen. 'Processing error, bug.'

Version 2.05A
TADA's version 2.05A includes two debug functions that are inaccessible in the finished game. One is a code to give the player a single copy of every item in the game. Unfortunately, there isn't enough room to store every unique item in the game, so even in later chapters (when the inventory is expanded), the player will be stuck discarding item after item, making the code less useful than it sounds. The other debug function (the only occupant of the otherwise inaccessible file EXTRADBGDBG.adv, is a function to output the status of the IM (mouse input) command.

Version 2.05A circumvents several blocks of code instead of outright replacing them, leaving them dummied. This includes a section of combat code and every instance of the code that used to present a Yes/No menu when trying to exit a room.