Ninja Gaiden Trilogy

Pretty much the first three games with updated music and very minor graphic updates (and the occasional graphic downgrade!), all in one cartridge.

Unused Music
Coinciding with the unfinished staff rolls, there are unused songs for both Ninja Gaiden 2 and 3 present in the ROM, unused staff roll music for Ninja Gaiden is not present so maybe parts of the staff rolls were handled by different programmers at different stages during development cycles. ROM address will play any song at the title screen.

Unused Song
ID

Unused Jingle
ID

Unused Sound
ID

Ninja Gaiden 2 Staff Roll
ID

Ninja Gaiden 3 Staff Roll
ID

Debug Mode
Located at SNES address is a set of 4 debug flags that correspond to joypad buttons. All 4 bytes were set to (disable) in the final version of the game. Use these Game Genie or Pro Action Replay codes to toggle the flags on again:

DFE4-3DD7 DFE4-3D07 DFE4-3D67 DFE4-3DA7

80FF2001 80FF2101 80FF2201 80FF2301

80FF20 - Y button
If you don't hold Y when the game boots, CPU usage meter is enabled ( set in ). It appears as a thin horizontal line.

80FF21 - B button
If you don't hold B when the game boots, freeze frame is enabled (bit set in ). At any time, press Start to freeze the current frame. Press Start again to resume.

80FF22 - A button
Hold A during bootup to set disable collision detection (bit set in ). Then, bit is set in  (Ninja Gaiden),  (Ninja Gaiden 2), and  (Ninja Gaiden 3).

80FF23 - X button
Holding X button when the game boots sets bit in. In Ninja Gaiden 3, debug info is displayed in the upper left corner of the screen at all times.

A check for this memory address and bit also exists in Ninja Gaiden 2, but the branch distance after the check is, suggesting that the debugging function was removed.

Ninja Gaiden 2 - broken sound test?
The button code for NES version is also the same here. But for some reason, the sound test menu automatically exits after a few seconds, and it doesn't seem possible to play a song/effect even in the time allowed. Is it broken?

Credits
Upon completing a game, the player is returned to the main menu. However, the credits that were supposed to appear at this point are still in the ROM. It may be safe to say these were all just cut-and-pasted from the original games.

Ninja Gaiden
Stored at address. S T A F F

STORY SAKURAZAKI

SCREENPLAY SAKURAZAKI FAW

IMAGE ILLUST RUNMARU

ART WORKS RUNMARU PARCO UMA

ART WORKS NAGA WILD TAGOU NIWAKAMARU

PROGRAM WORKS MADOKA SOUTHERNAMI MASITA

ASSISTANT NOSUKE

NES TRANSLATOR KEVIN & DANIEL

SOUND DESIGN MORE YAMASAN B.B  HAKASE

DIRECTOR SAKURAZAKI

AUDIO VISUAL COPYRIGHT MCMLXXXIX TECMO LTD. ALL RIGHTS RESERVED.

THANK YOU FOR PLAYING. AND SEE YOU NEXT.

Ninja Gaiden II
Stored at address.

TECMO THEATER VOL. 2

PROJECT NINJA-II — THE DARK SWORD OF CHAOS —

—— CINEMA DISPLAY UNIT ——

STORY BY SARAH*H. S.SAKURAZAKI

SCREENPLAY BY RUNMAL

ART WORK RUNMAL HARUMI♥OKADA

ART WORK IZUKI KATAOKA MASAMI TAKIZAWA

PROGRAM WORK NOSUKE

DIRECTED BY RUNMAL

—— ACTION UNIT ——

BG ART WORK YOSHIAKI GOTOH D.H.MAX HARUMI♥OKADA

ENEMY DESIGN RUNMAL YOSHIAKI GOTOH NAGA

PROGRAM WORK MADOKA SOUTHERAMI

DIRECTED BY S.SAKURAZAKI

—— SOUND STAFF ——

MUSIC COMPOSED BY S.KAJIYA MAYU

SOUND EFFECTS MIYA

SOUND DIRECTOR S.KAJIYA

—— DESIGN STAFF ——

ILLUSTRATION BY SHINOBU IWABAYASHI

ED.DESIGNER TAKASHI SAITO

SPEACIAL THANKS TO AKIHIKO FAW KEIJI YAMAGISHI

ENGLISH TRANSLATION BY DANIEL KAHL

EXECUTIVE PRODUCER HIDEO YOSHIZAWA

AUDIO VISUAL COPYRIGHT MCMXC TECMO,LTD. ALL RIGHTS RESERVED

The credits for Ninja Gaiden III are present as well, but because of how words are stored/loaded in that game, only fragments of the text are visible in the game's hex.