In this series of articles I will try to list and describe all unused and cut content from GBA, NDS, 3DS and SW/PS4/XOne versions of the first Phoenix Wright Ace Attorney trilogy.
Here we will look into Phoenix Wright: Ace Attorney. Things you will see below were, for the most part, discovered by me when I was fan-translating the first game, though there are things that were first uncovered by folks at court-records.net and tcrf.net (some unused sprites, music, etc.).
Unused English dialogs are from the game scripts, and since they are unused, they contain some spelling mistakes. Japanese dialogs are given for the sake of comparison.
Generally, most unused content mentioned here could be found in GBA, NDS and 3DS versions. There are exceptions thought, for instance, the GBA version does not feature unused English dialogs since it was released in Japan only. 3DS re-release has some unique unused graphics, not found in any other version.
This article contains spoilers.
2020.12.15 update: added one new entry to the Unused Animations section (Phoenix Wright (2)), one new entry to the Unused Sprite section (Phoenix Wright), added new info to the Miles Edgeworth and Maya Fey entries in the same section and removed one entry in the Unused Graphics (DS) section (turns out the tape icon appears when the CCTV footage video reaches its end).2022.04.12 update: added one new entry to the Unused Graphics (DS) section (Early Fingerprint Minigame UI).
2022.07.11 update: added one new entry to the Unused Graphics (DS) section (Unused Lunchbox).
Place: Mia's office.
Time: The beginning of the game, when Phoenix examines Mia's body and the crime scene.
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
No way to tell how
I wonder if someone was |
Naruhodo:
いくら入っているのかは 誰か持ち出そうとしたのだろうか。 |
Commentary: Although there is no safe to be found at that location in the final game, it was originally part of the background — it was situated to the right of the broken glass stand. It is not clear what part it played in the story — if any. This scene also has another unused image, see the "Unused Evidence — Portable Safe" and "Unused Graphics (3DS) — Portable Safe and Clock" sections for more information.
Place: Outside Mia's office, where the player meets Gumshoe for the first time.
Time: The day after Mia had been murdered.
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
The police are in there I'd better not go in. |
Naruhodo:
ドアの向こうでは、警官たちが ・・・・入らない方がいいな。 |
Commentary: It seems that originally, during the day when police investigated Fey & Co Law Offices, the player had access to the location outside Mia's office — the one that we see during the episode intro and where we meet Gumshoe for the first time. Judging from the text, Mia's office at that point was not accessible to the player — perhaps the whole conversation with Gumshoe occurred outside it.
Place: Fey & Co Law Offices.
Time: The conversation with Gumshoe, after he gives the player "Maya's Cellphone".
Commentary: When you receive "Maya's Cellphone" you can present it to Gumshoe. Doing so will trigger the following text:
Regular Dialog |
Phoenix: |
Basically, Phoenix repeats the last words he, em, "thought" after he received the cellphone. And that's it — the game switches back to the four-buttons-menu without a word from Gumshoe.
It seems the developers simply forgot to change the game logic to the following dialog, because there is no reason whatsoever to cut it:
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
Gumshoe:
Phoenix: |
Naruhodo:
Itonokogiri:
Naruhodo: |
Place: Detention center.
Time: Before receiving Maya's Cellphone.
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
Maya:
It has a recording of the Say...
If I listened to that, |
Naruhodo:
Mayoi:
あれには、お姉ちゃんと そうか・・・・考えてみたら、
あれがあれば、またお姉ちゃんの |
Commentary: This dialog probably occurred when you showed Maya her memo. The final game has this dialog instead:
Regular Dialog |
Phoenix:
Maya:
Phoenix:
(I'll have to try to |
Actually, it creates a contradiction. This dialog can occur before meeting Gumshoe at the office. When the player runs across him there, his name box has "???" instead of "Gumshoe", and after this the player is asked to choose the detective's name. Update: this error is fixed in the Japanese NDS version. When the game was ported to the NDS the scripts were updated, but it looks like the localization team received the older scripts from the GBA version.
Place: District Court, Courtroom No. 1.
Time: When the player presses April May during her second cross-examination.
Commentary: The following unused dialog was supposed to occur during the second cross-examination of April May. It would engage after the player pressed her at this statement:
Regular Dialog |
May: |
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
Edgeworth:
The area that can be
The killer was here.
Now, if the victim were to
Phoenix:
Judge:
Will the witness please |
Naruhodo:
Mitsurugi:
ホテルから目撃できる
犯人はここ、
被害者が壁ぞいに、出口のドアへ
Naruhodo:
Judge:
・・・・証人? |
In the final version the game uses this dialog instead:
Regular Dialog |
Phoenix:
May:
Um... which hand do I
Right! It was my right
Edgeworth: |
Note that in the unused dialog the fact that Mia runs to the right is pointed out by Edgeworth.
In the final version of the game this contradiction is mentioned by Wright, and it is now part of the objection dialog that occurs during White's cross-examination on the following day, when you present the "May Testimony" evidence to him (the dialog is long, so below is just a relevant snippet):
Regular Dialog |
Phoenix:
Mr. White, you've
White:
Phoenix:
But that directly contradicts
She clearly stated that the
White:
Oh hoh hoh. It is simple.
Phoenix: Look at the floor plans... The killer was here. And the victim, here.
If the victim ran to the
She would have been running
She would have been running Don't you find that odd? |
Place: Grossberg Law Offices.
Time: When the player returns to Grossberg Law Offices after obtaining White's photo.
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
I guess Grossberg |
Naruhodo:
センセイ、ー度は |
Place: Grossberg Law Offices.
Time: When you return to Grossberg Law Offices after obtaining White's photo.
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
Hmm... I wonder if someone |
Naruhodo:
1枚、借りていること、 |
Commentary: In the final game the player sees only this commentary:
Regular Dialog |
Phoenix:
(Huh? No more photos |
This script file is somewhat unique compared to other script files. All the unused dialogs, bar the Dialog #8, are grouped together in one section in the script. Actually, this is how dialogs from investigation parts are usually stored in game files: all text blocks related to a particular location and time are placed one after another, preceded by the time and the location name (displayed when you visit a location). And all the unused dialogs below belong to such sections.
Dialogs here depict the encounter with Gumshoe quite differently — basically they were scraped and rewritten from scratch. Who knows, maybe that's why some of the dialogs that could have worked in the game were omitted altogether.
Judging from all those unused dialogs, the story in this chapter (and possibly in the whole episode) would have had significant differences compared to the final game.
This section also contains a regular dialog from the final game, but the game uses its copy from another section instead.
I have managed to restore this early encounter, you can see most of the dialogs below in this video. Note that the question "Your name" is not used in the game. For more info see the "Unused Questions" section.
Place: Outside Studio One (the road with the "Welcome" sign).
Time: When you talk to Gumshoe at that location.
Commentary: This dialog occurred when you met Gumshoe outside Studio One, and supposedly it was a separate question (those appear when you press the "Talk" button on the bottom screen).
Unused English Dialog | Unused Japanese Dialog |
Maya:
What was your name
Gumshoe:
Phoenix:
Maya:
Phoenix:
Still, I like "Gumshoe."
Gumshoe:
Maya:
Phoenix:
(Got to remember, Detective |
Mayoi:
名前、何でしたっけ。
Itonokogiri:
Naruhodo:
Mayoi:
Naruhodo:
イトノコギリ・・・・。
Itonokogiri:
Mayoi:
Naruhodo:
(・・・・ちょっと、気をつけた |
I guess the developers just didn't like the jokes or the way the whole exchange sounded. And, as Rubia sad in her blog, the dialog breaks the 4th wall, so maybe they cut it because of that.
Place: Outside Studio One (the road with the "Welcome" sign).
Time: When you talk to Gumshoe at that location.
Commentary: Judging from the text, it was the answer to the question "The investigation", just like in the final game:
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
Gumshoe:
Maya:
You might try being a little
Gumshoe:
We have hard proof!
Phoenix:
Gumshoe:
A photo of the Steel Samurai
Maya:
Gumshoe:
Phoenix:
Maya:
Phoenix:
Only one person went to the
If they can prove that was
Maya: Maybe he's lying to us? |
Naruhodo:
Itonokogiri:
Mayoi:
さすがに、そんなにストレ一トに
Itonokogiri:
こっちには、決定的な証拠写真が
Naruhodo:
Itonokogiri:
あのトノサマン野郎が、
Mayoi:
Itonokogiri:
Naruhodo:
Mayoi:
Naruhodo:
事件が起こるまでに、現場に行った
それが荷星さんだと立証されたら、
Mayoi:
あたしたちに、 |
Note how Gumshoe says to Phoenix "Yessir!". In the final game the question remained the same, but the dialog itself changed a lot:
Regular Dialog |
Phoenix:
Gumshoe:
Maya:
Maybe you need to be a little
Phoenix:
Gumshoe:
Phoenix:
Gumshoe:
Sorry about what happened
Autopsy Report added to |
In the retail game Gumshoe mentions the photo in another dialog, "Decisive evidence":
Regular Dialog |
Phoenix:
Gumshoe:
The photo of the Steel Samurai
Maya:
Gumshoe:
Maya:
Gumshoe:
Maya:
Nick, he has evidence!
Phoenix:
Gumshoe: |
Place: Outside Studio One (the road with the "Welcome" sign).
Time: When you talk to Gumshoe at that location.
Commentary: This one was also a question to Gumshoe:
Unused English Dialog | Unused Japanese Dialog |
Maya:
Gumshoe:
Phoenix:
(I'm cursed.)
Maya:
I was wondering something
You know Edgeworth from
Gumshoe:
Phoenix:
Maya:
Gumshoe:
Phoenix: |
Mayoi:
Itonokogiri:
Naruhodo:
(なんか、宿命みたいなものを
Mayoi:
この前の裁判で思ったんだけど、
なるほどくんて、
Itonokogiri:
Naruhodo:
Mayoi:
Itonokogiri:
Naruhodo: |
The omission of this dialog is pretty strange. Either they forgot to add it back to the new script block or they didn't want to reveal who was going to be the player's opponent in that case.
Place: Outside Studio One (the road with the "Welcome" sign).
Time: When you talk to Gumshoe at that location.
Commentary: It is not clear whether this dialog was a separate question or it occurred when the player investigated the location. In the script file the cut dialog is placed between the other two deleted questions, so it is highly likely that originally it was a question:
Unused English Dialog | Unused Japanese Dialog |
Maya:
Do you know what's
Gumshoe:
Some of the big wigs from
They're working out a strategy |
Mayoi:
その道の先には、
Itonokogiri:
警察のエラい人たちが、 対策を練ってるッス。 |
Note the "see" in Gumshoe's speech. In the final game a similar dialog flows like this (it engages when the player examines the road that leads to Studio Two):
Regular Dialog |
Phoenix:
It looks like a tree
Gumshoe:
There's nothing down
That's where Studio Two They don't use it now, though. |
It seems that in the early version that road led to some place other than Studio Two.
Place: Studio One Entrance (the road with the "Welcome" sign).
Time: Upon examining an old signpost (in the final game it would be replaced by the Monkey mascot).
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
"Right: To Studio One |
Naruhodo:
《右 ・・・・ 第1撮影スタジオ |
Commentary: It seems that in the early version there was no mascot, at least at that location. Instead there was just "an old signpost". In the final game this dialog was replaced by a longer one:
Regular Dialog |
Phoenix:
I guess it's a monkey
But what kind of monkey has
He's holding a sign
"Right: To Studio One
Maya:
Gumshoe:
It took that tree down |
And if there was no Monkey mascot it means its head didn't block the path between Studio Two and Studio One... which in turn means the whole story in this episode might have been much different than in the final game — the fact that the road is blocked affects the whole case.
Place: Outside Studio One (the road with the "Welcome" sign).
Time: When the player examines something behind Gumshoe.
Unused English Dialog | Unused Japanese Dialog |
Phoenix: |
Naruhodo: |
Commentary: As far as I know, in the Ace Attorney series characters cannot physically block the player from examining a location. Funny that Gumshoe indeed blocks the crime scene, albeit in Case 2 (see the "Trivia" section, although it's just an oversight... but still).
Place: Outside Studio One (the road with the "Welcome" sign).
Time: Upon examining an infrared sensor (replaced by a security camera in the final game).
Commentary: Ever wondered how the security camera was able to snap the photos of those who passed through the gates at Global Studios? Well, originally the security camera was meant to be an infrared sensor:
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
This counts the number of
The data is probably stored
There's a number on the |
Naruhodo:
赤外線カウンタ一装置だ。
デ一タは、どこか別の場所で
装置に、プレ一トが貼ってある。 |
It appears the infrared sensor had the "ST1-CNT" number. Compare it to the final dialog:
Regular Dialog |
Phoenix:
Gumshoe:
All you have to do is look
Phoenix:
That must be the |
Place: Global Studios — Main Gate
Time: After the player uses the guard station computer.
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
No point fiddling with this |
Naruhodo:
事件当日のデ一タはいただいたし、 |
Commentary: This text would kick in upon examining the computer at the studio entrance. It suggests that originally the chapter continued after the main characters had obtained some "data" — in the final game it ends right after they get the security camera photo with Steel Samurai. Note the word "data": most definitely, it wasn't the photo Gumshoe was talking about in Dialog #2, since the security camera is never mentioned in the deleted dialogs. Exactly what it was remains unknown.
Place: Outside Studio One (the road with the "Welcome" sign).
Time: When you present Gumshoe any non-relevant evidence.
Unused English Dialog | Unused Japanese Dialog |
Gumshoe: |
Itonokogiri: |
Commentary: In the final version his reaction is different:
Regular Dialog |
Phoenix:
Gumshoe: |
Place: Studio — Main Gate.
Time: When the player examines the guard post after the rattle in the trailer.
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
I can see the computer that
Penny:
The security lady would
Phoenix: (Maybe next time...) |
Naruhodo:
セキュリティを管理する
Yumiko:
私、あのオバチャンに
Naruhodo: (どうも、今はムリみたいだな) |
Commentary: The game contains two instances of the dialog above — one is used and another is not; the only difference between them is the addition of this last line:
Additional Unused Line |
Phoenix: (Maybe next time...) |
This dialog occurred when the player examined the guard station after the main characters had heard a noise in the trailer. As you can see, the last line reflects that event, yet in the final game this dialog is not used. The most surprising thing is it was specifically added for the DS re-release, yet the English version doesn't use it. So, this is another oversight from the developers, I guess (I wonder if the Japanese version uses it).
Place: Employee area.
Time: When the player examines the drain with channeled Mia.
Unused English Dialog | Unused Japanese Dialog |
Mia:
Phoenix:
Mia:
Phoenix: |
Chihiro:
Naruhodo:
Chihiro:
Naruhodo: |
Commentary: Once again it's probably another instance of oversight. In the final game we get the same observation Phoenix does when he is followed by Maya:
Regular Dialog |
Phoenix:
He didn't waste any time |
It seems like a trend at this point — I mean, so many legitimate dialogs were omitted, either due to bugs or developers' oversight.
Place: Gourd Lake Park entrance.
Time: The first meeting with Gumshoe.
Unused English Dialog | Unused Japanese Dialog |
Gumshoe:
Gumshoe: |
Itonokogiri:
Itonokogiri: |
Commentary: This reply was meant to occur when the player showed Gumshoe some non-relevant evidence upon their first encounter in Case 4, but since the player has only the Attorney's badge (which has its own unique dialog) at that point in time, and Gumshoe promptly leaves afterwards, it goes unused. It must be noted that the player does meet Gumshoe later in the game, but instead of this reply we get a completely new one.
Place: Caretaker's Shack.
Time: When the player presented the "Safe" evidence which was later cut to the Old Man.
Unused English Dialog | Unused Japanese Dialog |
Oldman:
Maya:
Phoenix: |
Oldman:
Mayoi:
Naruhodo: |
Commentary: Originally the Old Man's safe was an obtainable evidence, and this conversation occurred when the player showed it to him. The "Safe" evidence is mentioned in the "Unused Evidence" section.
Place: District Court, Courtroom No. 3.
Time: When the player objects to Larry's statement during his first cross-examination.
Commentary: Originally, the following statement...
Regular Dialog |
Larry: |
...activated the following "fake" objection dialog, supposedly triggered by the "Lake Photo" evidence (I've depicted it in this video):
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
Look at this picture, Larry!
There was a boat on the
Judge:
Larry:
I wasn't really paying that
I'm not saying there
von Karma:
The defense has pointed
Judge:
Judge:
Mr. Butz, you may continue
Phoenix:
Maya:
Phoenix: |
Naruhodo:
しかし、この写真を
銃声があったとき、
Judge:
Yahari:
オレ、そんなに注意して
ボ一トが“なかった”とは
Karuma:
弁護人の指摘は、
Judge:
Judge:
証人。・・・・証言に
Naruhodo:
Mayoi:
Naruhodo: |
As you can see, it was sort of a red herring. If I recall correctly, this trick is rarely used in the main series. Most likely the developers decided to ditch it because they didn't want to confuse the player. Or it is just another bug/oversight...
Three dialogs in this section are early versions of the regular dialogs that appear in the game, but it is only true for the English script — in the Japanese script there are no differences between them. By looking at the English dialogs it becomes clear that they are not an early translation attempt — there are some crucial differences between the unused and regular dialogs. I guess, the Japanese script file was changed after it had been sent to the translation team. Because of it a regular English dialog will be given for comparison instead.
Place: The Evidence Room.
Time: When the player sprays Marshall's locker with luminol.
Early English Dialog | Regular English Dialog |
Ema:
Phoenix:
(This could be a big clue!)
Gumshoe:
Ema:
It's called Luminol Testing
Gumshoe:
Ema:
Gumshoe:
I'll go borrow $50 from
Phoenix:
Ema:
Phoenix: |
Ema:
Phoenix:
(This just might be something
Gumshoe:
That's some pretty amazing
Ema:
It's called "Luminol Testing
Gumshoe:
Ema:
Gumshoe:
I'll just borrow 50 bucks from
Phoenix:
Ema:
Phoenix: |
Place: The Evidence Room.
Time: When the player sprays Gumshoe's locker with luminol.
Early English Dialog | Regular English Dialog |
Ema:
It's a handprint!
Gumshoe:
Phoenix:
Gumshoe:
Ema:
Gumshoe:
I want you to testify for me,
Phoenix:
Gumshoe:
Ema: |
Ema:
Gumshoe:
Phoenix:
Gumshoe:
Ema:
Gumshoe:
You have to help me...
Promise you'll testify that I
You'll do that for me, won't
Phoenix:
Gumshoe:
Ema: |
Place: The Evidence Room.
Time: When the player sprays the area near the broken vase shards.
Early English Dialog | Regular English Dialog |
Phoenix:
What's your opinion, Detective
Gumshoe:
Maybe, just maybe...
Ema:
Phoenix:
Gumshoe: |
Phoenix:
I'm not a professional.
Gumshoe: Maybe Detective Goodman...
was actually an alien?
Ema:
Phoenix:
Gumshoe: |
Place: Gant's Office.
Time: When the player examines a piece of paper found inside Gant's table.
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
Gumshoe:
Phoenix: No, it's nothing.
Ema:
Phoenix: |
Naruhodo:
Itonokogiri:
Naruhodo: い、いえ。なんでもありません。
Akane:
Naruhodo: |
Commentary: This is an early version of the dialog that appears in the final game:
Regular Dialog |
Phoenix:
Ema:
Phoenix: Huh? Oh. No, it's nothing.
Ema:
Phoenix: |
Note that in the unused dialog Gumshoe had a line, while in the final version he was replaced by Ema, but the line itself remained the same.
Just a small note: there are two types of 3D Evidence dialogs: the first one engages when Phoenix is with Ema and the other when he is alone. Both types of dialogs occur when the player examines any evidence in 3D mode in Case 5. Since the player can do this anywhere and at any time during Case 5, there is no need to mention the place and, well, the time.
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
At least for once he's got a |
Naruhodo:
めずらしく、ヒゲがつるつるに |
Commentary: This dialog was meant to occur when the player examined Gumshoe's ID card without Ema. In the final game the player has his card for a short period of time, and since Ema never leaves Phoenix while he has the card, it is not possible to activate this dialog.
Unused English Dialog | Unused Japanese Dialog |
Ema:
Phoenix:
Ema:
Phoenix:
Ema:
Phoenix:
Ema:
Phoenix: |
Akane:
Naruhodo:
Akane:
Naruhodo:
Akane:
Naruhodo:
Akane:
Naruhodo: |
Commentary: Originally the player could examine the tape with the security footage of the Evidence Room in 3D — it's model and texture can be found in the game files (see the "Unused 3D Models" section). In the final game the developers either forgot to activate it or intentionally disabled it.
Unused English Dialog | Unused Japanese Dialog |
Phoenix:
I wonder what the 12 steps |
Naruhodo:
この事件が解決したら、 |
Commentary: This description of the tape occurred when Ema was not with Phoenix.
Unused English Dialog | Unused Japanese Dialog |
Ema:
Phoenix:
Are you absolutely sure this
Ema:
Phoenix:
Phoenix: |
Akane:
Naruhodo:
このマフラ一・・・・ まちがいなく、
Akane:
Naruhodo:
Naruhodo: |
Commentary: This dialog occurred when the player examined Lana's muffler (scarf) in 3D, which was later removed from the game (see the "Unused 3D Models" section).
For some unknown reason every English version of the game, with the exception of iOS and Java2ME ports, is missing the following lines at the beginning of the first case (asterix indicates a removed line):
English Dialog | Japanese Dialog |
Mia:
(*)So, this is it...
Phoenix:
Mia:
Phoenix: (*)Y'know, Chief...
(*)I'm sorry you had to come
Mia:
Mia:
Not everyone takes on a |
Chihiro:
どうかしら? 初めての法廷は。
Naruhodo:
Chihiro:
Naruhodo: あの‥‥所長。
今日は、すみません。
Chihiro:
Chihiro:
初めての法廷で殺人事件をあつかう |
Note 1: this line is a mistranslation: actually, Phoenix talks about his junior school trial with Edgeworth and Larry.
Note 2: this line is still missing in the iOS port.
Note 3: this line has different translations between several versions. The iOS port uses the DS translation.
English Dialog | Japanese Dialog |
Phoenix:
(*)I passed the bar three months ago. Here's the story:
My first case is |
Naruhodo:
3ヶ月前に弁護士になったばかり。 さて。
今回の事件は、 |
Note 4: this line is still missing in the iOS port.
The reason those lines appear only in Java2ME and iOS ports (see the Java2ME Port section for more info) is due to the fact that all the script files for these versions were completely redone from scratch (that is why the iOS port has so many typos and still has some missing text), while all other versions used the DS scripts as the basis.
Despite the fact the all the European localizations are derived from the English translation, they still retain all the missing lines.
The following Japanese lines that appear after Phoenix accuses Karma of murder in Case 4 were present in the GBA version, but were removed in subsequent ports starting from the DS re-release (asterix indicates a removed line):
English Dialog | Japanese Dialog |
Karma:
Judge: ...
Judge:
Karma:
Judge:
Karma:
I see no need.
Phoenix: |
Karuma:
Judge:
(*)・・・・・・・・
Judge:
Karuma:
Judge:
Karuma:
(*)その必要はあるまい。
Naruhodo: |
They were left in the English version though. It is another telltale sign that the English localization is based on the original GBA scripts, rather then the updated DS ones (see the Trivia section).
In the Japanese version of Ace Attorney for Nintendo DS/3DS each item in the Court Record is comprised of two icons and two separate boxes (images) that contain caption/age and description data respectively.
In the English version icons and captions are stored in the same way, but due to the fact that English text requires more space, descriptions got completely new boxes, while the original description boxes where repurposed to contain the age data and additional info not found in the Japanese version.
Items that only appear on the upper screen have the smaller versions of their icons too (smaller icons are only used to represent evidence in the Court Record), but they were never meant to be used actually: the developers just batch converted all big icons into the smaller ones and never bothered to remove them afterwards.
Commentary: Most likely those are the remnants of the Portable Safe evidence mentioned in the "Unused Dialogs: Case 2, Day 1, Investigation" and "Unused Graphics (3DS) — Portable Safe and Clock" sections.
Do not confuse it with a similar evidence from Case 4 (see below): this one uses kanji, while that one is written in katakana.
This caption has no English translation in the DS and 3DS versions, but in the Trilogy HD re-release it was translated as "safe".
Commentary: Quite possibly, in the earlier drafts of the script the player could obtain the Empty Steak Plate from outside the trailer in addition to the Steak Plate from the Employee Area.
This caption has no English translation in the DS and 3DS versions, but in the Trilogy HD re-release it was translated as "Steak Plate", which is a clear mistranslation.
Commentary: Originally the Old Man's safe was an obtainable item. Judging from this description, by that point in the story the main characters had already known the code of the safe. Although the evidence has been cut, its big icon remained in use.
The Japanese name of this item uses katakana, probably to differentiate it from the above mentioned Case 2 Portable Safe, which had the same name, but was written in kanji instead.
The game script contains an unused dialog related to this evidence (see the "Unused Dialogs: Case 4, Day 2, Investigation" section).
Commentary: This caption could only be found in the GBA version. It refers to the icon where Missile has her angry look.
Commentary: In the DS version all evidence have two captions: for the upper and bottom screens respectively. The English "Contradiction Award" title is only found among the upper screen captions.
Most likely it is the original name of the "King of Prosecutors" trophy. In the Japanese version it is called "Kenji of the Year" (kenji — prosecutor). In the English version they localized it as "King of Prosecutors" in order to explain the "K" letter on the trophy. Later in the story Edgeworth explains why the trophy consists of a shield and a halberd (actually it is a spear, don't know why they mistranslated it as halberd). It is revealed that it symbolizes a "contradiction". A fitting name for this trophy.
Caption (ENG/JAP):
Description (ENG/JAP):
Note: The description graphics is already misaligned, it is not due to incorrect extraction.
Commentary: It seems this was an earlier version of the Goodman's Lost Item Report evidence. Apparently it was also viewable by the player.
The big and small dummy icons from Case 5 containing the word 血痕 (Bloodstain) — see the "Trivia" section.
The screenshots of the unused 3D models were taken from Ace Attorney Trilogy (3DS), while textures were extracted from the DS version. The 3DS re-release uses 3D models and textures taken directly from the DS version. And while the 3D models faired fine, due to the image format used by the Trilogy re-release, the textures became ridden with horrible compression artifacts. This is why the textures below are from the DS version.
Note: for some reason the DS version contains two instances of the muffler texture.
Note 2: this evidence has no caption graphics, but in the game it is referred to as Lana's muffler or simply muffler/scarf.
Commentary: The game contains an unused 3D model of Lana's muffler. It has three additional images: two big icons for the top and bottom screens (they are the same) and a small icon for the Court Record menu — only the top screen icon is used in the final game.
The muffler has a bloody spot on its inner side that probably activated the above mentioned dialog.
I guess, the player received this evidence alongside the "Switchblade Knife" brought by Gant, and since it served no purpose further in the story the developers decided to remove it.
There is also a corresponding dialog related to this item — see the "Unused Dialogs during 3D Evidence examination" section.
Commentary: Originally it was possible to examine the tape with the security camera footage in 3D mode. It had two related dialogs (see here and here). In the final game it is only possible to view the corresponding video.
Note: the 3D objects below are from another set of files, but they are part of the main 3D model since they all share the same set of textures.
Commentary: It seems the "SL-9 Incident Files" evidence had its own 3D model. In the final version the player can only read the summary of the SL-9 incident. It must be noted that the overall look of the 3D model varies from the evidence icon used in the final game:
As you can see, the icon depicts a stack of documents with Paper 1 on top of it, while the 3D model has some sort of package at the top. The screenshot above shows that Paper 1 is actually part of the package. Maybe the player had to examine the package to reveal Paper 1?
There is also Paper 2, but it is not clear were it was placed in the stack of documents and whether it was used at all — it could just be a prop object.
Questions appear on the bottom screen when you talk to characters during investigations.
Note: graphics of the same type are usually grouped together. Questions and Answers graphics are for the most part sorted based on their appearance in the game, but there are exceptions to this rule.
This is the only unused question. There are two instances of it in the game resources — the first one appears at the beginning of the Questions graphics section, right before the "What happened" and "You and the chief" questions. They appear during the first encounter with Maya, and that means that originally the player could ask Maya three questions, instead of two. Looks like it was removed to streamline the game: in the end she mentions her name right before the player is able to talk to her.
Its second instance can be found between the "The director, at al." and "The producer" questions from Case 3. Some of the preceding questions are from the conversation with Penny Nicols and the following questions appear when you meet Sal Manella. "Your Name" could fit both events, but most likely it is the remnant of the early version of the encounter with Gumshoe (see the "Unused Dialogs: Case 3, Day 1, Investigation" section): one of the dialogs begins with the words "Um, Detective? What was your name again? Bobby, was it?".
Choices mostly appear on the bottom screen during court proceedings and affect the course of actions.
"Don't disturb the scene" has no corresponding Japanese graphics.
It seems they were used during Mike Meekins' cross examination. I guess those answers appeared around the time when Edgeworth asked Wright whether there was something wrong with the security video. "Prove with evidence" could have been a red herring.
At the end of the game, during the last trial day, Gant appears in the court and informs everyone that Lana has something important to say. She then goes to the stand and asks the court to allow her to make a statement and the judge agrees. Those answers suggest that it was up to the player to allow her to speak or not to
Those hints appear at the top screen during certain events, for example when you have to choose between two or three answers ("Choose your answer").
Note: The GBA release features all the unused content from the DS version. The images below are only found in the GBA version.
The lefover title and end game images from the demo version.
The DS version also contains the ending screen from the demo version, albeit in English. Note Maya's mouth, which is closed now — this is how she appears on the actual artwork.
The Japanese version allows to unlock all cases if the GBA version of Gyakuten Saiban is present in the GBA cartridge slot. Since the DS version is the first release of the game outside Japan, this feature was removed but the corresponding images were not.
Japanese bubbles from the GBA version. Stored as a single image rather then tiled sprites. It lacks any palette, so I had to use the GBA bubbles palette. This image also appears in the 3DS version.
GBA button icons and GBA UI "Press" and "Present" buttons.
Those buttons are used only in the Japanese version: they allow you to switch the language of the game just like in Ace Attorney Trilogy for 3DS.
An empty black image that only contains the Case 5 title, "Rise from the Ashes", at the center. Strangely, the Japanese version of this image contains no text at all.
An unused lunchbox image that features white rice without any topping. It is not clear whether it was meant to be a separate lunchbox or was just used as the basis for other lunchboxes like "Salmon Swirl", however the game code features an unused lunchbox slot between "First Love" and "Quarter pound of roast beef" lunchboxes.
This graphics also appears in the HD re-release, but unlike its peers, this one has not been remastered for higher resolution - instead it is a basic upscale of the DS image.
The images above could be located in the DS version resources using any Tile editor. One might think those are legit sprites since they look totally the same, but the real ones are divided into tiles (chunks) which are further compressed, so there is no other way to view them other than decompressing and rebuilding them first.
It turns out those images were meant to appear on the lower screen during various game events:
Perhaps the other character images were used to reflect the current state of court affairs. For instance, when Phoenix were losing, he would appear holding his head during the "Cross Examination" animation, while the prosecution would have their "smug" image shown instead — and vice versa if Phoenix were in the lead.
Surprisingly, those images could also be found in the second and third game, and in the 3DS port of Ace Attorney Trilogy.
Shoutout to Jau_CR for finding those screenshots in the first place — without him I would never solve this mystery.
The final game contains a number of so-called "labels" that were used to denote certain game modes in the earlier UI:
Even thought the つきつける label says "Present" in Japanese, it was incorrectly translated as "Press" in the English version of this graphics.
There are several screenshots that show where those labels would appear — see below for more info.
It seems at one point in development the Nintendo DS port featured a different UI design — most notably, it had a radically different color scheme.
In the following pre-release screenshots the UI looks pretty similar to the final game, but it has some slight differences here and there.
Kudos to Jau_CR for finding those screenshots.
The E3 2005 trailer contains a short footage of fingerprint detection minigame, which at that point had a different UI design.
Curiosly, the trailer also contains an image which shows the main characters on the lower screen (see Lower Screen Character Images section for more info).
Kudos to Worst Aqua Player for noticing all of this.
Note: The following images do not appear in the DS version.
Note 2: Many regular images/sprites have multiple duplicates — they are not mentioned here since they look the same and are basically garbage leftovers.
The leftover demo version logo (it's almost a tradition now).
The images from the demo version that appeared after completing it.
Another image from the demo version that explains the bottom screen controls.
The notice screen from the demo version.
Phoenix is sitting under a spotlight, with his back to the viewer, embracing his knees. Note the low resolution nature of the image. This picture is directly related to the next one.
Sabaiban (or Surviban) was the original title of the game — it is a portmanteau of "Survival" and "Saiban" (trial).
This could be the original logo from that time, though there is no reason whatsoever for it to appear in the 3DS re-release. This image certainly does not appear in the DS and GBA versions. Maybe it's some kind of in-house joke?
It seems this image was meant to be placed over the glass pane in the detention center's visitor room as an additional overlay. It depicts glass highlights and a "speaker hole" that allows a visitor and defendant to talk to each other.
The first image has already been mentioned in the "Unused Dialogs: Case 2, Day 1, Investigation" section — it is an unused image of a portable safe that was present at the crime scene in Mia's office. It is not clear what part it played in the story — if any.
The second item appears to be a clock. As you may know, the "Turnabout Sisters" episode was supposed to be the first case, and this clock was the original murder weapon (in the final game Mia was killed with The Thinker statue introduced in the first episode, "The First Turnabout").
For some time I had no hard evidence on whether those two items where part of the night office scene, but in 2018, while I was perusing the Gyakuten Saiban Fan Book scans, I accidentally stumbled across the following images which proved my theory beyond any doubt:
The clock appeared at the same spot as The Thinker statue in the final game, while the safe was situated to the right of the broken glass stand. Surprisingly, the lower left image (an early draft of that location) features some unknown object to the left of the stand.
There is also a concept art of the undamaged office that, for the most part, resembles the office from the final game:
The item on the table on the left is actually the aforementioned clock — the table even appears on the early draft image. And the object near the light stand is probably that rectangular thing featured on the early draft — an aquarium perhaps?
The 3DS version also features the following two images:
In the final game Mia's body and the broken stand are part of the background, while these two images suggest that at one point in the game they were meant to be removed — the bottom right drawing above also lacks Mia's body. All this means that the night office location was intended to be visited by the player again — but under different circumstances.
For some reason the portable safe and the clock images appear only in the 3DS version.
Those two pieces of paper were to appear outside Mia's office. Their purpose is unclear. Perhaps they are somehow related to the receipt with Maya's name? The Gyakuten Saiban Fan Book contains an image of the location with those papers present:
Those images are also exclusive to the 3DS version.
This looks like an early version of the Parking Lot Floor Plans from Case 5.
Lower part of the safe from Case 5, but without a keypad.
In the final version you can quit a game only after making a save — at that point you see the image with the word "Save" like in the DS version. In the mobile ports though the player can choose between saving and going to the main menu or saving the game without quitting. I guess this feature was planned to appear in the 3DS port, but in the end it was cut for whatever reason.
This placeholder is based on the image from the DS version of the game.
This placeholder is basically a screenshot from the DS version. For some reason the hint features bigger font and blue background. It was probably used for test purposes.
Another placeholder, this time featuring the gavel animation frame. What is interesting about it is that it has motion blur — this effect is used in the original GBA trilogy, but with the exception of the iOS port not present in any other subsequent re-release.
Sprites from the DS version that were probably used for testing during the early porting phase:
Dummies and miscellaneous images:
Throughout this and the following section I will refer to a certain release called Gyakuten Saiban Jiten, which deserves some explanation.
Gyakuten Saiban Jiten is a bonus Nintendo DS "encyclopedia" cartridge, that was gifted to those who pre-ordered the Japanese Nintendo DS version of Gyakuten Saiban 3. It contains info on all the series characters and allows to playback music, sprite animations and intro sequences from all the three games released up to that point. As a nice bonus, it also has all the unused animations mentioned bellow, but as you will see later, the title's ROM contains even more unused sprites.
First he moves from side to side, as usual, but all of a sudden stops and becomes serious.
The animation is actually composed of two sequences, and you can clearly see where the second one starts — where the bottom part cuts off. It also points to the fact that this animation was meant to be used only during court proceedings. The same goes for Edgeworth's and Butz's unused animations — they both lack the bottom part, because it would be covered by the witness stand.
In Gyakuten Saiban Jiten it is listed as ダメージ(ゲーム未使用) / Damage (unused).
This animation is similar to the one used in the game, save for one thing: in the unused animation Jake eventually bites the piece of dried meat off.
In Gyakuten Saiban Jiten it is listed as 噛み切る(ゲーム未使用) / Biting off (unused).
He just stares and moves his head in a funny way while standing still.
For some reason this animation has no separate entry in Gyakuten Saiban Jiten. Instead it is the idle part of another animation called 敬礼 (salutation). And while the salutation part is prominently featured in the game, the idle part is not used at all.
Phoenix Wright has throbbing hearts in place of his eyes.
Originally his first meeting with April May happened during the trial, but at some point in the development their encounter was moved to the investigation day, and thus this animation lost its original purpose.
In Gyakuten Saiban Jiten it is listed as ハート(ゲーム未使用) / Hearts (unused).
Originally Phoenix's finger-pointing pose had an extra detail in the Japanese GBA versions of Gyakuten Saiban 1 and 2: during the talking phase he waived his hand and finger up and down, similar to what Edgeworth does in his respective animation. However, in Gyakuten Saiban 3 the developers removed the hand waving animation, making both talking and non-talking phases pretty much similar.
It was probably removed due to artistic, rather then technical reasons.
This is basically the same Edgeworth damage animation but from a full face angle.
The sprite lacks the bottom part which means that it was used when Edgeworth took the witness stand at the end of Case 4. I guess it wasn't used because his cross-examination doesn't take that much time in the game.
In Gyakuten Saiban Jiten it is listed as ダメージ(ゲーム未使用) / Damage (unused).
Larry moves his jaw up and down in quick successions. This is his reaction upon being caught lying.
In Gyakuten Saiban Jiten it is listed as ダメージ(ゲーム未使用) / Damage (unused).
These never before seen sprites are similar to the iconic finger-pointing pose, save for one detail: instead of being dead serious, Phoenix has a smug smile on his face. Most likely they were part of some yet unknown smiling Phoenix animation, possible recreation of which you can see on the GIF above.
While these frames are not found in any version of the game, they for some reason appear in one of Phoenix's tile sheets inside the Gyakuten Saiban Jiten ROM.
My guess is the developers wanted to include more unused animations into this release, but for some reason had to include only these unused animations that were fully implemented in the retail games.
It also must be noted that while the DS and GBA versions store all their sprites as a row of individual tiles, Gyakuten Saiban Jiten unites them into the so-called tile sheets — huge images that contain all the sprite's tiles. Since the developers converted them into the new format, probably to test waters for similar sprite format in the next installment, it might explain why some unused tiles appeared in this release, but not in the GBA/DS versions.
Kudos to Guiguiba for those findings.
The following two sprites were part of Edgeworth's "bowing" animation, which originally consisted of 5 unique frames, but was reduced to just 3 frames in the final game. Interestingly, in the TGS 2005 Special Court promo video this animation uses 4 unique frames. Those two sprites also appear in the Gyakuten Saiban 3 Fanbook and Art of Gyakuten Saiban.
Those two sprites are not included in neither version of the game, but thanks to the keen eye of Guiguiba it was discovered, that they too appear inside the Gyakuten Saiban Jiten ROM. Even though they can be found among one of Edgeworth's tile sheets, the bowing animation featured in the animation player does not include them. The GIF animation above shows how it would look like in the game if those two sprites were actually used. Most likely they were omitted to streamline the animation or save some space on the cartridge.
The second sprite (or rather pose) eventually appeared in Ace Attorney Investigations spin-off.
Similar to the previous ones, those two sprites — or rather tiles overlaying the mouth area — do not appear in any game, but they once again can be found in Maya's tile sheet in the Gyakuten Saiban Jiten ROM. One of them also makes an appearance in the Art of Gyakuten Saiban under the name うなずき — nodding.
As the name suggests, those two frames were at one point part of Maya's "bowing" animation, but it's not clear where they were placed exactly. The GIF above shows one of their possible places in the bowing sequence.
Kudos to Tox for finding them in the Gyakuten Saiban Jiten ROM.
This sprite can only be found in the Art of Gyakuten Saiban (where it's listed as 困惑 — bewildered), and not in the game itself.
It was likely omitted due to its redundancy, since there were already sprites that conveyed similar emotion.
First of all, it should be stated that the following images are definitely not character artworks — they were clearly intended to be used in the game. Their poses and general similarities to the sprites featured in the game further prove this point.
When doing a comparison keep in mind that the color hues do not match the way they originally appeared, due to the fact that those stills were obtained from imperfect paper scans.
The images below do not appear in the game files in any form.
The Art of Gyakuten Saiban lists it under the title フキゲン (Sullen). Despite appearing the same at first glance, it actually looks quite different to the final sprite. The fringe has more splits in it, the shape of the face is slightly elongated, the shoulders are less rounded, the beads on the necklace are a tad bigger, while the beads on the braids appear smaller, the bandage is wrapped in the opposite way, the robe side goes way below the bandage, the bow is smaller but wider and also appears in front of the arm rather than behind it.
Also you probably noticed that in this early sprite Maya is not smiling, but looks rather sad — in the final game she does not have this emotion when she stands in this pose.
This sprite also appears in The Art of Gyakuten Saiban under the title 真剣 (Serious). As you can see, it has the same changes as the previous sprite, but it also shows that Maya's sleeves are longer and more narrow.
I think it's safe to say that those changes were made because of artistic reasons and color limitations of the GameBoy Advance handheld.
Larry Butz's crying sprite had two versions of his eyes:
His "long sleeve" sprite also had a small detail removed:
Gyakuten Saiban 3 Fanbook contains an earlier version of Gumshoe's sprite:
It combines several expressions that in the final game are part of two separate sprites: Gumshoe's mouth and eyebrows appear similar to the first image, and his eyes stare at some point above like on the second image. The collar of his shirt looks more rumpled, while the coat and tie give different shadows. Moreover, it appears as if Gumshoe holds his hands behind his back.
Gyakuten Saiban 3 Fanbook also contains an earlier version of Mia's sprite:
In the earlier sprite she has a different pose and facial expression. Her hair strand does not cover the left eye, the attorney's badge is missing from the lapel, and the jacket covers her breasts a little less than in the final game. It is also worth to mention that the lighting and shadows appear in a different way to the final sprite.
An unknown track which might have been the original Case 4 ending theme. It could be found only in the DS version of the game.
This was supposedly Damon Gant's main theme, but it was ultimately replaced with the more pompous "Kaiji Ganto ~ Swimming, Anyone?" tune.
This track is not present in the game resources in any form — it first appeared in the "Gyakuten Saiban Yomigaeru Gyakuten — Yomigaeru Remix" album under the title "Kaiji Ganto ~ Sketch (Unused Tune)".
The Trilogy HD re-release contains an unused piece of music called "credit_test". This is the earlier version of the track "mayoi_short_inst" that plays out during the newly added Credits sequence (you can access it through "Options"). The intro part is almost the same as in "mayoi_short_inst", but the main part uses a chiptune-like instruments instead of acoustic guitar.
A rather obscure fact: the first game was also ported to Java2ME enabled mobile phones — before the Android/iOS smartphones became a thing. There is little info on this version, however. Supposedly, it was released around 2007 as a demo that contained only the first case. The other cases had to be downloaded from Capcom World service which is no longer functional, so nowadays there is only this demo left in the wild.
Despite the limits of the platform, it has all the text, some music, sprites and backgrounds from the original, although sprites have no animation (well, almost). It even has the speech for "Objection", "Hold it" and "Take That", but at the same time it lacks any audio effects — they are somewhat emulated by the newly added vibration function.
Here I will describe some small but interesting tidbits that do not belong elsewhere.
Case 5 has at least five unused evidence slots. There is a way to activate them — they contain dummy icons but reuse the description from Mia's profile.
Even though the Japanese version uses a black-and-white filter during most recollection scenes, it is not present in any regional ports of the game. Surprisingly, it does appear in the "Rise from the Ashes" episode made specifically for the DS re-release.
When the game was ported to the Nintendo DS the developers updated the Japanese scripts and in-game presentation to make them more in line with the following games. And it looks like some parts of the English scripts are based on the older GBA ones: this explains some of the differences and bugs between the English and Japanese versions (including the missing black-and-white filter mentioned above).
In Case 2 when you meet Gumshoe for the second time (when you get Maya's Cellphone) you can show him the glass shards:
During the conversation the background changes to the office with Mia's dead body. At the same time Gumshoe is present on screen and continues the conversation.
It's actually an oversight: this is a reminiscence scene and Gumshoe is not supposed to be there (his sprite covers the glass stand, rendering the whole scene pointless).
Will Power's sprite has one of its tiles on his right arm misaligned.
The US version contains the Japanese version of the game with the exception of the Japanese scripts which are replaced with dummy files (although the second and third game do contain them). It's not surprising since the Japanese version includes the English localization, which you can activate through the main menu (just like in Ace Attorney Trilogy (3DS)).
The sound of the gunshot in Case 4 intro is actually a reused sound of Berretta M92 from Resident Evil (PS1).
At the end of the last investigation day in Case 5, after Gant spots Phoenix, Ema and Gumshoe in his office, the game automatically moves you to the Detention Center and blocks you from leaving it. Judging from control codes in the script, originally the player weren't forced into that location — instead they could explore all the available places. The developers probably did it to avoid unnecessary wandering.
There is Maya's profile in Case 1 files — a remnant from the time when Case 2 was the first episode in the game.
There's also Mia's profile in Case 5 files — maybe originally she had a more prominent role in this case?