If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

PaRappa the Rapper (PlayStation)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

PaRappa the Rapper

Developers: NanaOn-Sha, Nemesys[1], Japan Vistec[1]
Publisher: Sony Computer Entertainment
Platform: PlayStation
Released in JP: December 6, 1996
Released in US: October 31, 1997
Released in EU: September 26, 1997


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


DevelopmentIcon.png This game has a development article
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

PaRappa the Rapper is one of the first rhythm-based games, starring a rapping puppy.

It would later be ported to PlayStation Portable, and PlayStation 4 even later to commemorate the 20th anniversary of its release.

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Unused Stage

Viewed via PSXPrev.

The S8 directory is what was to be an unused encore sequence that would take place after clearing Stage 6 in Cool Mode. While it no longer has any functionality in-game, the audience would join PaRappa on-stage, copying whatever the player inputs. This would later be incorporated in PaRappa the Rapper 2 when completing the final stage on Cool Mode.

Unused Graphics

S0/COMPO00.INT

In the Japanese version are unused legal graphics.

PaRappa1 SONY.png

SONY.TIM is a generic Sony copyright with no specific date.

RODNEY.TIM (Unused) RODNEY2.TIM (Used)
PaRappa1 RODNEY.png PaRappa1 RODNEY2.png

RODNEY.TIM is a slightly larger Rodney A. Greenblat / Interlink graphic.

S1/COMP01.INT

PaRappa1 YU GRD.png

YU_GRD.TIM, found only in the Japanese version, is the sky seen in cool mode. However, the sky actually seen is rendered in-engine. It was removed in all subsequent releases.

S3/COMP03.INT

PaRappa1 SALE.png

SALE.TIM is an unused sale sign.

S5/COMPO05.INT

Unused graphics of Cheap Cheap facing completely forward with her beak open and closed. There are also graphics for the back of her head where the beak is unviewable due to Cheap Cheap facing forwards. It's possible that she was meant to face towards the screen whenever she was in the TV while the player was at a "Good" rating.

Footage of these in action can be seen here.

S6/COMP06.INT

I wanna let you know of my desire.

HOT_H.TIM is out of view in during gameplay, but can be seen in the cutscene before this level starts. This appears behind the G sign in the level.

Parappa ENTOTU.png

While ENTOTU.TIM is technically used, it is completely unseen due to the camera angle, and while the camera does move to where it is, the screen is covered in a rainbow background. This can be seen if the player gets cool and uses a rank changing cheat to change the rank back down to good.

PaRappa1 CAKE2.png

CAKE2.TIM, while used in stage 4, for some reason is among stage 5's textures in the Japanese version.

S8/COMPO08.INT

The aforementioned unused S8 stage contains some unique assets.

PJ Berri, the bear seen only in cutscenes and in stage 6 (albeit in his DJ outfit), has his normal appearance in-game with facial expressions.

Joe Chin and a unique generic audience member are found here but not in S7.

  • In addition, every audience member seen in KT & The Sunny Funny Band are present, albeit at a slightly lower resolution.


Unused Audio

Stage 2 has an odd quirk with its Bad/Awful ending since, while most Bad/Awful stage music have endings (which don't usually play because the game already has those endings as separate VB files), the ending for Stage 2's Bad/Awful music is slightly different.

Unused Used

The raw track's ending starts with "That's because". What plays in the actual game replaces that with a seamlessly rerecorded "You" for the VB file, and turns the start of the piano instrumental into a short loop. It was likely changed because losing prior to the end of the song would have been strange had this quote been used.

Ripped In-game

A much cleaner "Oops!" sound for PaRappa when he messes up. The unused one is found in the files, but because of the inferior quality of the PlayStation's audio, it's slightly bitcrushed. The unused one would later be heard clearly in PaRappa the Rapper 2 and later in the 20th anniversary Remaster.

Regional Differences

Hmmm...
To do:
There's definitely more, but this is all I can find so far.

The game had a few minor alterations from the original Japanese release.

North America Europe
Masaya Masuura Presents: PaRappa the Rapper! We produce what?
  • In the European version "Masaya Matsuura Produce", the game's creator, comes up after the Sony copyright. In the North American version, it says "Masaya Matsuura Presents,". Neither of these screens are seen in the Japanese version.
Japan (PlayStation) North America (PlayStation) Europe (PlayStation)
PaRappa Rappa! PaRappa the Rapper! Was it really necessary for the title screen to be different in each version?
  • The Japanese title screen has a stylized Japanese rendering of the title, reading PaRappa Rapper. The international versions remove the subtitle. The North American title screen also has more copyright information which causes the subtitle "The Hip Hop Hero" to cover PaRappa's feet.
Japan Europe North America
A moment... A moment... Hold On
  • The Japanese loading screen text has solid colors, while in the international versions, they're translucent. In the North American version, the message was changed from "A moment" to "Hold on".
Europe North America
It took more than a second! Hang On!
  • The message "A second" to "Hang on".
  • The “TRY AGAIN!!” screen continuously plays the duck noises without stopping in the Japanese version, the North American version only plays it twice before stopping. This was not changed in the PSP release.
  • PaRappa’s walking animation is disrupted when the player makes any inputs during Stage 5’s COOL sequence in the original Japanese version, this would be fixed in all future releases.
  • The European version of the game uses an image of PaRappa's head as the memory card icon. In all other versions, it is an animation of PaRappa's beanie bouncing. In the PSP version, it is an image with PaRappa himself next to a huge icon that reads "SYSTEM DATA"

References

  1. 1.0 1.1 GDRI