User:Splats

Hello there. You can call me Splats. Below are some ideas for updates that I've been kicking around, as well as some miscellaneous emulation-related things. A star means that the game already has a page here, by the way.

(To do: Maybe add sources for some of these. I know that a couple of them are from Rage Quitter 87's site. There are also some pictures and sound files that I'm planning to upload.)

Things to elaborate on
Contra (NES)*, Super C (NES)*, Operation C (Game Boy)*, Contra: Hard Corps (Genesis)*, and Contra: The Alien Wars (Game Boy): Regional Differences -Sprite and story changes between the original versions and the Probotector versions (Note: I see that someone did Contra 3 for the SNES. I'm mentioning this just to keep track.)

Cosmic Carnage (32X): Regional Differences -Changes from Cyber Brawl (cutscenes, logos, different names/appearances for the characters)

Dexter's Laboratory: Robot Rampage (Game Boy Color): Music, Regional Differences -One unused music track (#04 in GBS) -Changes from Elevator Action EX (the Japanese/European version of the game) (quite a few, similar to Spot below)

Final Fight (SNES)*: Regional Differences -Sprite changes for female enemies and Belger's chair -Miscellaneous changes (item and enemy names, skin colors for certain enemies, background details, etc.) (Note: According to Rage Quitter 87's site and SkedarJanitor's FAQ, this game has a *ton* of regional differences.) (Note 2: Most of the regional changes apply to the Sega CD version as well, along with some unique ones. Mostly the female enemies (but not as drastically) and the cutscenes.)

Microsoft Puzzle Collection (Game Boy Color)*: Music -Five unused tracks in GBS file (#05, #12, #14, #15, and #16)

Power Instinct 2 (Arcade)*: Playable Characters, Sounds -Playable Otane and a voice clip for her name (Note: There is a video on YouTube somewhere that shows both of these, but it's from a bootleg version. Some other form of proof would be nice.)

Street Fighter Alpha (Game Boy Color): Music -One song (#08) and two fanfares (#09 and #10) in GBS file

Drafts and such
Alex Kidd in the Enchanted Castle (Genesis): Regional Differences In the Japanese version, the loser of a rock-paper-scissors match will be stripped of their clothes. This is replaced with a giant weight crushing the loser in the other versions.

Combatribes (SNES): Regional Differences In the Japanese version, the bosses' defeat portraits are all bloodied up. They were cleaned up for the international versions.

Fatal Fury Special (SNES): Regional Differences The Japanese and American versions have all 16 of the playable characters from the Neo Geo version. Due to having to use a smaller cartridge, the European version omits Big Bear, Cheng, Axel, and Laurence from the roster. On the flip side, though, the European version makes Ryo playable from the start, while he must be unlocked in the other regions (as well as in the Neo Geo version).

Mai Shiranui's underwear was redrawn to be less revealing in the non-Japanese versions.

Finally, the Japanese version doesn't show the word "PAUSE" when the game is paused, unlike the other versions.

(To do: Do the sprite edits for Mai apply to FF2 as well? I think that's the case, but I'm not sure.)

Final Fight One (Game Boy Advance)*: Music (under unused music) There's also this fanfare, which is original to this version and absent from the sound test. (Note: It's "99 Hidden" in the GSF set.)

Golden Axe (Arcade): Regional Differences In the Japanese version of this game, blood drops fall from the words "SELECT PLAYER" on the character select screen. This effect was removed from the international versions. The Japanese version also has an extra scene in the demo, consisting of Ax Battler decapitating an enemy, complete with his head flying towards the screen (!).

(To do: Exactly how long does it take for that cutscene to appear, anyway? The page below, which mentions both of these, doesn't say.) (Note: According to the MAME catalog, "Japan, Set 4" (also mentioned in the same page) appears to be the only version intended only for Japan.)

http://dreamandfriends.com/2010/05/14/another-golden-axe-discovery/

Groove on Fight (Arcade): Playable Characters There is one unplayable character known as Damian Shade. Normally, he accompanies Gartheimer during the battle with the latter, but the player never gets to fight Damian himself.

While he is a normal character in the Saturn version, the only way to play as him in the arcade version is through emulator cheats. In the arcade version, he is in a very unfinished state, being unusually slow and having very few attacks. In addition, if his teammate is anyone other than Gartheimer, he will have only a single frame of "animation" if he is on the sidelines. This suggests that he was intended to be a playable teammate for Gartheimer, who usually doesn't have one.

http://www.youtube.com/watch?v=u2CieL4uNi0

Monsters, Inc. (Game Boy Color)*: Music

Unused music
While this song (#18 in the GBS) is used as the introduction theme, it is a fair bit longer than what can normally be heard in-game.

(To do: Figure out exactly how long #18 is. It's kind of tricky.)
 * 1) 13 and #19 in the GBS, on the other hand, are simply never used at all.

Power Instinct (SNES): Regional Differences In the Japanese version of this game, all of the characters have proper endings. The North American version removes these, instead "rewarding" the player with a generic congratulations screen.

Rival Turf! (SNES)*: Regional Differences When an enemy is defeated, their portrait changes to the Japanese symbol for "death" in the Japanese version, as opposed to a generic X in the North American version.

Space Invaders (Game Boy Color)*: Music, Level Select "This game is more or less the same Space Invaders you know and love, except much more colorful."

Unused Songs
This track, #02 in the GBS, is never used anywhere.

The Game Over theme (#08 in the GBS, if you're curious) has about three excess seconds at the end. The game always returns to the title screen before it can finish.

Stage Select and Invincibility
On the main menu, highlight Play and press Left (x2), Right (x2), Left, Right, Left, Right, Left (x2), Right (x2). A new menu item called Test will appear, with two options: Note that setting it to 151 or above will take you to the "classic" Space Invaders minigame.
 * Stage: As it says, this lets you start from any stage in the game.
 * Invul: Set this to S for infinite health.

(To do: The Invul option has three other settings (X, C, and L), but none of them seem to do anything. Is it just me?)

Spot: The Cool Adventure (Game Boy): Regional Differences (and plenty of 'em) Developer: Visual Concepts Publisher: Ocean (Europe), Virgin Interactive (United States, Japan) Europe: 1992 United States: January 1993 Japan: February 11, 1994

"Spot: The Cool Adventure is a thoroughly mediocre platformer loosely based on M.C. Kids for the NES. The only remarkable thing about it is how it's another one of those games that went through a lot of changes while being localized."

Regional Differences
This game was originally released in Europe as McDonaldland. For reasons unknown, Virgin Games reskinned it as a game about Spot, mascot of 7up soda, for its American and Japanese debuts. The differences are as follows:

-First off, the title screens are naturally completely different, as are the legal disclaimers. -The main character sprites are different. -On the difficulty select screen, McDonaldland has a block with a moon on it, which you can hit to change between the two playable characters. This feature was removed in The Cool Adventure. -McDonaldland has short cutscenes that appear before each world, as well as upon finishing the game. These are absent from The Cool Adventure. The text for the first cutscene is still hidden in The Cool Adventure, though. -The stage icons are M icons in McDonaldland. They have been replaced with 7up logos in The Cool Adventure. The worlds also have different names between versions:

Grimace's Forest	Carbonated Forest Birdie's Mountain	Uncola Mountain Ronald's Funhouse	Cool Funhouse

-Similarly to the above, the 100-for-a-free-life items are more M icons in McDonaldland. The Cool Adventure changes them to coins.

(To do: Several things... -Assemble a proper Bob template, for one. -The page will need pictures. Lots of them. Some animated GIFs wouldn't hurt, either. -Are there any McD leftovers in Spot? Also, is there any completely unused content in either game? -There are probably a couple of differences not mentioned. I may as well finish both versions to find them. It would help to double-check this while I'm at it, as most of this stuff is from memory.)

Street Fighter 2: Special Champion Edition (Genesis)*: Regional Differences In the Japanese version, the person getting punched in the introduction has dark skin. His skin was lightened and his hair was redrawn for the international versions.

In addition, the Champion and Hyper modes are called Dash and Excite in Japan, respectively.

Street Fighter Alpha 2 (SNES): Regional Differences, Playable Characters In the non-Japanese versions of this game, Sodom is referred to as Katana, just like the SNES version of Final Fight (SNES).

Shin Akuma appears in most versions of this game as both a hidden playable character and a boss. In the SNES version, he only appears as a boss. However, it is possible to play as him with Action Replay codes. Use for player 1 or  for player 2.

(Note: The usual name changes apply to this version as well (SF Zero 2 -> SF Alpha 2, Vega -> Bison, Gouki -> Akuma, Nash -> Charlie). But I think that this would be more suited for the page on the arcade version.)

Street Fighter Alpha 3 (Game Boy Advance): Music The introduction theme from the arcade version is hidden in the game. The GBA version has no introduction at all. (To do: Going through the GSF set for the game, there seems to be at least one other unused track.) (Note: In the GSF set, the introduction theme is 0B. The other suspect tracks are 0E and 0F.)

World Heroes (Arcade/Neo Geo): Music

Incomplete Music Tracks
This game has two songs that are technically used, but cannot be heard in full normally.

This is the song that plays when Dr. Brown congratulates you after you defeat the other seven main characters. You only hear a few seconds of it before it is interrupted by...

...the song that plays when Geegus appears to challenge you. This song, in turn, is interrupted a few seconds in when the battle screen appears.

Worms Armageddon (PC): Text The enemy teams that appear in Deathmatch mode have the usual eight members defined, but all of them except ROYALTY have members that never appear in-game. Below is a chart with all of the teams in question. The unused names are those after the pipe in each list.

ROYALTY: The Queen, Prince Charles, Prince Andrew, Prince of Persia, Queen Mum, Henry 8th, King Canute, Sal TEAM17: Lambo, Zelda, Boggy B, Spadge, Satan, Rob | PC, Randalism NASTY CREW: Vinny Jones, Cilla Black, Old Spice, George Graham | Bob Monkhouse, Alex Ferguson, Vera Lynn, Spotty Spice DODGY8: El Presidente, The Intern | Tony Blair, Maggie T, Dodgy Bloke, Prince Charles, Hector Flushwit, Stub VENOM: Noggin, Tebbitbreath | Foul Stench, Y Front, Peuce, Mucus, Pustulous, Spanner

(Note: This is courtesy of worms2d.info.) (To do: I'm not sure if this is necessary, but a quick explanation of Deathmatch mode might help clear things up.)

Worms World Party (PC): Graphics There are icons for a few unused WormPOT modes in the game's files.

Music rip errors and oddities
Combatribes (SNES) (SNESmusic.org) -Most of the songs are missing a second or two at the beginning

Fatal Fury (Genesis) (Project 2612) -Duck King's theme is too short

Fatal Fury 2 (a.k.a. Nettou Garou Densetsu 2) (Game Boy) (gbs.joshw.info) -Laurence's and Krauser's themes are missing -A couple of tracks are just "garbage" beeping noises

Fatal Fury 2 (Genesis) (Project 2612) -Krauser's theme ("Germany Stage") is too short

Mega Man (Game Gear) (SMS Power) -The second Wily theme (orig. Dr. Cossack's second theme from MM4) is missing -The Game Over theme (orig. Wave Man's theme from MM5) is missing

Mega Man: The Wily Wars (Genesis) (Project 2612) -The Game Clear theme from Mega Man 3 is missing (it is not in the sound test, but *is* used in the actual game)

Pokemon Puzzle Challenge (Game Boy Color) (gbs.joshw.info) -The set should be updated with the three Panel de Pon tracks (possibly similar method to old DKL2 rip?)

(To do: More details.)

Curiosities
[various games] (Neo Geo) -There are many games with bosses that can be selected by either messing with the DIP switches or using emulator cheats. What would qualify them as "unused playable characters"? Most of them weren't intended to be used by the player, after all. There are also a few bosses that are usable, but cause the game to become screwed up or freeze in certain places such as cutscenes (i.e. Rugal in KoF '94).

Street Fighter 2 (Arcade)* -In The World Warrior, does Blanka have sprites for being shocked? He's the only character with an electric attack, and WW doesn't allow mirror matches. -Should the page for Super Street Fighter 2 cover changes from the CPS1 games? It's not really clear whether it would count as a "revision" under TCRF's rules. -In some revisions of this game, Zangief's headbutt (jump straight up, then U+MP or U+HP) almost always stuns the opponent. Should we mention which revisions this applies to? Likewise his "magic throw" glitch from SSF2.

WWF Wrestlemania (Arcade) -A persistent and recently-confirmed rumor says that an incomplete version of Bryan "Adam Bomb" Clark is in the game. How would we go about digging him up?