* DummiedOut:
** Try using a UsefulNotes/GameGenie code (with a cartridge or an emulator) to no-clip through walls at the beginning. It is possible to walk back through the closed iris, ready the bazooka, and blow up Carltron. Doing so awards you with 10 EXP and 15 Talons. Omnitopia doesn't trade in Talons; presumably the game considers you to be in Prehistoria during the prologue, despite the graphics, since the developers never expected you to handle any money during it.
** Judging by the game's code, the Cameilla robot has an attack animation which wasn't used. She hurls herself at the player E. Honda-style, just like she does in the cutscene when you defeat Mungola.
* KeepCirculatingTheTapes: An SNES cartridge or an emulator is the only way you can play this game. It's never been re-released on any of Nintendo's Virtual Consoles or other online services.
* MarthDebutedInSmashBros: The appearances of [[VideoGame/FinalFantasyIV Cecil]] and several ''VideoGame/FinalFantasyVI'' characters for Europeans, since PAL releases of ''Franchise/FinalFantasy'' games were held back for years until ''[[VideoGame/FinalFantasyVII VII]]'' in '97.
* NoExportForYou: This game was never released in Japan; it was developed specifically in America for an American audience. However, this led to a long-standing UrbanLegendOfZelda that Americans got this game instead of ''VideoGame/TrialsOfMana''. In truth, ''Trials'' wasn't ported over to America [[{{Misblamed}} for reasons that had nothing to do with this game's development]].
* StillbornFranchise: Ted Woolsey wasn't involved in this game, but he did meet with the developers and assist with the marketing. Square hated the finished product so much, they fired the whole dev team. According to Woolsey, the team were actually ''grateful'' for being laid off, since they had already cut their teeth on a big Square game and could create their own franchises.
-->'''Woolsey''': "Unfortunately ''Evermore'' does not live up to the vision in Tokyo. They had hoped for a US-flavored, role playing-style game that would sell a million units. A million was really the catchphrase. If it wasn't a million it was a failure."
* UrbanLegendOfZelda: The many glitches, coupled with the abundance of [[PermanentlyMissableContent missable]] content, has resulted in many theories about the game: Stuff that wasn't properly documented, items that can't be accessed properly, and others that are very difficult to find.
** The Magic Gourd, according to WordOfGod, does nothing. Theories still abound though about what it was intended to do, or whether it does something but the developers just can't remember. The most common theory is that it boosts the power of offensive alchemy, as Magic Attack is the one stat which doesn't have a matching Charm to boost it; the problem with this theory is there is no Magic Attack stat.
** There are only two alchemy ingredients in the game you can't buy normally: Dry Ice and Meteorites. Meteorites can be purchased in small quantities in a roundabout way, but Dry Ice cannot. (They are used for precisely one formula, Call Up.) Cue rumors about the game having a hidden Dry Ice merchant, with the most widespread one being that there's a hidden alchemist in Ruffleburg's lab, but he only spawns under precise circumstances.
** The Oracle Bone is rumored to change what certain [=NPCs=] say to you. Only one confirmed instance of this occurs in the game, and it's just to make an alchemist give you a formula at the end of the game. Given how arbitrary this seems, cue speculation on other dialogue changes that haven't been documented yet.
** There was [[https://the-toast.net/2015/04/09/scare-yourself-silly-the-lost-works-of-ed-kann/ a rumor]] that the ''Secret of Evermore'' story was intended to be much darker than what was released, and that an author named Ed Kann was part of the writing team for the game until he was eventually let go for wanting to make things ''too'' dark. An examination of the dates involved (contained in the preceding article) however reveal that it's doubtful that Ed Kann even existed and that the whole story is likely a minor {{Creepypasta}}. Additionally, in comments on [[http://rainwoodworks.blogspot.com/2010/09/secret-of-evermore-was-one-of-my.html#comment-form this article]], ''Secret of Evermore'' producer Alan Weiss states that if the supposed Ed Kann ever worked for their team, he would have known, as he personally hired every member and there was no such person among them.
** [[NoExportForYou This game has never been released in Japan]]; it was developed specifically in America for an American audience. However, this led to a long-standing rumor that Americans got this game instead of ''VideoGame/TrialsOfMana'', which was released in Japan just one day before ''Evermore'' was released in America. In truth, ''Trials'' wasn't ported over to America at the time for reasons that had nothing to do with ''Evermore'' or its development. The SNES was already on the way out at the time that ''Trials'' and ''Evermore'' were released, with the announcement of the Platform/Nintendo64 just a few weeks away. And ''Trials'' had so many glitches which needed to be fixed before Square could even think of porting it to the West that they decided it just wasn't worth the trouble.
* WhatCouldHaveBeen:
** Pre-production materials and commercials imply that the game was supposed to be moodier than the final product, but this was changed near the end of development.
** According to Brian Fehdrau, they limited the number of playable characters to reduce complexity, as they felt discouraged by instances in ''VideoGame/SecretOfMana'' where they had to reload old saves due to characters getting [[ArtificialStupidity fatally stuck behind scenery!]] Looking back, Brian considers it a failure on Square USA's part that they didn't roll the dice and work out the bugs for two AI support characters.
** In a ''Nintendo Life'' [[http://www.nintendolife.com/news/2009/04/interview_with_brian_fehdrau_secret_of_evermore interview]] with Fehdrau, he stated that a sequel was briefly considered upon release, but corporate suits shot it down because the [[Platform/SuperNintendoEntertainmentSystem SNES]] was declining.
** According to the March 1995 issue of [=GamePro=], there was a planned Japanese release that was supposed to push through a few months after the North American release, but that got cancelled.
** In the official art and commercial, Omnitopia is depicted as a giant ring-shaped space station that encircles the world of Evermore. But due to time constraints and memory limitations, Omnitopia was simplified to a modest-sized moon colony.

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