Mickey to Donald: Magical Adventure 3

The last game in the Magical Quest series. Never released outside of Japan because it was too awesome.

Debug Flag


Use the PAR code to bring up this screen. The debug flag can toggle a variety of features:

Sample Mode


As long as the debug flag is a non-zero value, the game will be in Sample mode. This will display a build date on the title screen and give the player access to all costumes at the start of the game.

Stage Select (01)



 * This enables a stage select. This stage select is accessed before the map screen. Note that if any other debug flag is set, this will enable a room select instead.

Display Position (02)



 * This flag will display both the coordinates of both 1P and 2P.

Disable Music (04)

 * Simply disables music. Sound effects will still play.

Debug Menu (08)



 * Takes the player to a debug menu before the game starts.

1 Player: Starts a game with 1P controlling Mickey.

2 Player: Starts at game with 2P controlling Donald.

2 Players: Starts at two-player game with 1P controlling Mickey and 2P controlling Donald.

Object Viewer


An object viewer is accessible from the Debug Menu. Controls are as follows:

1P Left/Right: Manipulate values.

1P Up/Down: Choose between options.

1P B Button: Starts / stop animations.

1P Select: Brings up a VRAM viewer (see below). Unfortunately, the game crashes when exited.

2P Start: Toggles Atari_Data. This brings up a flashing box.

2P Up/Down: Moves box up / down.

2P Left/Right: Changes X value of box, but the actual position of the box does not change.

2P B Button + Left/Right: Changes width of box.

2P B Button + Up/Down: Changes length of box.

Sound Test


This sure is a sound test.

CPU Usage Meter #1 (10)



 * Enables a CPU usage meter, displayed as a collection of black lines.

Free Movement Mode (20)



 * Enables a free movement function. Press X to toggle free movement on/off. Hold B while pressing X to get 999 coins!

CPU Usage Meter #2 (40)



 * Enables a CPU usage meter, displayed as a silver and gold coin. This seems to correspond with the lowest black bar of the first CPU Usage Meter.

Slow Motion (80)

 * Enables slow motion features. Hold R to slow down the game. Press L while in slow motion to freeze the screen.

Debug Menu #2


A second debug menu can be accessed when debug flag is set and Select is pressed. However, for this menu to function properly, SRAM must be enabled. Change in the ROM from  to  to enable the appropriate amount of SRAM.

V-Ram Dump


This is a basic VRAM Viewer. Press Up/Down to cycle through different chunks, Left/Right to change the current palette, and X Button to change the palette to a default grayscale scheme. Press Select to exit.

Color Check


View / modify values of all available palettes.

B Button: Increase selected value.

Y Button: Decrease selected value.

A Button: Increase all values in column.

X Button: Decrease all values in column.

L/R Buttons: Move color window left / right.

Select Button: Exit screen.

Map Atari


Displays data on tiles. Press the A Button to toggle between tile solidity and tile properties.

Map Write


A map editor!

Controls:

B Button: Place tile.

Y Button: Copy selected tile.

X Button: Displays data on tiles.

A Button: Toggles between tile solidity and tile properties.

Other Options
Shori Disp: Enables CPU Usage Meter, like debug flag.

1P/2P Damege: Enables / Disables player damage.

Posi Hyouji: Display both the coordinates of both 1P and 2P, like debug flag.

Shori Obj: Enables CPU Usage Meter #2, like debug flag.

Corn Enemy


The corn enemy from Stage 1 has an unused attack: Exploding into popcorn!

Mickey Log


An unused object of unknown function. This might have been the first design of the climbable steel drums used in the game.

Debug Room


Standard debug room. This is room in the room select. The brown tiles scattered throughout the area don't seem to have any function, and the green lines act like vines. Interestingly, this room uses block graphics from The Great Circus Mystery!

Unused Level 4 Room


Room. This is a different version of the room used for the Stage 4 ending scene. Unfortunately, it doesn't work properly -- the player will be pushed back to the first screen before they get a chance to jump off the ship.

The only other difference is that the version used in the game is more compressed.