The Death and Return of Superman (Genesis)

The Death and Return of Superman is a game that is supposed to have some kind of connection with Superman #500.

Unused text

 * Located at is the unused string MUSIC TEST.  In the options menu, the music and sound effects are together in the SOUND TEST.
 * Located at is the unused string STEREO MODE.  Its settings MONO and STEREO are stored at  and, respectively.

Uncompiled source code
Located at is  bytes worth of uncompiled source code.

wait_until_0;

// zone 4 next_zone((166*8));

make_banjo_rgt(0); make_molatav_lft(0); wait_until_0; make_bike_lft(0); make_banjo_rgt(20); wait_while_3; make_molatav_rgt(-20); wait_until_0;

// zone 5 next_zone((226*8));

make_molatav_rgt(0); make_banjo_lft(0); wait_while_2; make_molatav_lft(0); make_banjo_rgt(0); wait_while_3; make_molatav_rgt(0); wait_until_0;

// zone 6 next_zone((278*8));

make_banjo_lft(0); make_molatav_rgt(0); wait_until_0; make_bike_rgt(0); make_banjo_lft(20); wait_while_3; make_molatav_rgt(-20); wait_until_0;

sleep((20)); l.msg = MSG_EXIT_STAGE; nap_loop; }

t_coast3 {	g.break_offset = 17; g.glass_offset = 0;

g.floor = ((38*8)-1); //goto skip;

// zone 1 next_zone((10*8)); choose_guard_left; make_robot_rgt(0); wait_while_2; make_tick_ship1; wait_until_0;

// zone 2 next_zone((54*8));

choose_guard_left; make_robot_rgt(30); wait_while_2; choose_guard_left; choose_guard_right; wait_while_3; wait_while_2; sleep(1); make_tick_ship1; wait_until_0;

// globes next_zone((84*8)); do_globes(25); wait_until_0;

// zone 3 next_zone((130*8)); choose_guard_left; make_tick_ship1; wait_while_3; make_robot_rgt(-30); wait_while_3; choose_guard_left; wait_until_0;

// zone 4 next_zone((218*8));

make_robot_rgt(30); choose_guard_left; choose_guard_right; wait_while_3; make_tick_rgt(30); wait_while_3; choose_guard_left; wait_until_0;

// zone 5 next_zone((272*8)); skip: sleep(10); boss_song; make_object(CYBR_BOSS_OBJ, RIGHT_SIDE, g.floor, 0, 0, 0); wait_until_0;

land_man;

g.start_combat = 1; l.msg = MSG_EXIT_STAGE; l.parm = o.child; nap_loop; }

t_missile {	g.script_collide_pad = 24;

g.floor = 0; g.break_offset = 21;

o.local = 0xfffe;

o.local3 = 0;

g.orbs_killed = 0; o.health = 0;

sleep((20*3));

do { reg = g.orbs_killed + 2; if (reg >= o.health) o.health = g.orbs_killed; o.local2 = 2; do { make_object(ORB_OBJ, RIGHT_SIDE, (VISIBLE_HGT/2), 0, 0, o.local3); sleep(7); o.local2--; } while (o.local2 != 0); o.local3++;

sleep(40); reg = o.health + 2; if (reg == g.orbs_killed) { o.health = reg + 12; if (l.top < (112-16)) o.local2 = (112+33); else o.local2 = (112-32); make_object(HEALTH_POWERUP_OBJ, (VISIBLE_WDT), o.local2, 0, 0, 2); }		else o.health = 0; } while (g.missile_parts != -1); nap_loop; }

t_level8a {	g.break_offset = 40; g.mode = FLYING; o.local = 0xfffe;

g.low_z_bound = l.in; g.high_z_bound = l.out;

if (g.current_map == LEVEL08B_MAP) { do { if (o.health == 0) { sleep(50); make_object(EYE_OBJ, RIGHT_SIDE, 112, 0, 0, 0); }			sleep(1); } while (g.mscroll_pixel_x != g.map_pixel_rgt);

sleep(10); boss_song; g.missile_parts = 1; play_sound(SFX_DOOM_LAUGH);

do { make_object(EYE_OBJ, RIGHT_SIDE, 112, 0, 0, 0); sleep(10); do sleep(1); while (o.health == 3); } while (g.missile_parts != -1); g.disable_joypad = 1; }	nap_loop; }

t_default {	g.floor = 0;

next_zone(g.map_pixel_rgt - 9); teleport; }

public next_zone(o.local) {	reg = g.map_pixel_rgt + 322;	//because map_pixel_rgt is left edge of rightmost screen if (reg < o.local) teleport;

next_zone_no_teleport::

g.open_door = 0;

o.timer = ARROW_DELAY; o.local3 = o.local - 8; do { sleep(1); } while (o.x < o.local3 || o.health != 0); o.timer = 0; }

�_default); /*****/	switch (g.current_map) {		case LEVEL01A_MAP: init_thread(t_factory1); break;		case LEVEL01B_MAP: init_thread(t_factory2); 				  break;		case LEVEL01C_MAP: init_thread(t_factory3);			g.teleport_map = TOON2_1_MAP; 			break;		case LEVEL02A_MAP: init_thread(t_city1); break;		case LEVEL02B_MAP: init_thread(t_city2);			g.teleport_map = TOON

Sound test cheat?
The game likely contains the same health refill and level skip cheat seen in the SNES version, which is activated by playing certain entries in the sound test. The word at memory address seems to be keeping a total of the entries played. The word at memory address contains the index of the current song/sound effect selected.

Unknown compressed data
Located at around is what appears to be 5 copies of compressed packets which include the (debug?) strings TURBO DOWNLOAD TEST STRING RETURN FROM. Does the programming still have references to this, and what is its purpose?