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		<id>http://tcrf.net/index.php?title=Special:Contributions/BMF54123&amp;feed=atom&amp;limit=50&amp;target=BMF54123&amp;year=&amp;month=</id>
		<title>The Cutting Room Floor - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://tcrf.net/index.php?title=Special:Contributions/BMF54123&amp;feed=atom&amp;limit=50&amp;target=BMF54123&amp;year=&amp;month="/>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Special:Contributions/BMF54123"/>
		<updated>2013-05-25T04:27:55Z</updated>
		<subtitle>From The Cutting Room Floor</subtitle>
		<generator>MediaWiki 1.16.0</generator>

	<entry>
		<id>http://tcrf.net/Air_Rescue</id>
		<title>Air Rescue</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Air_Rescue"/>
				<updated>2013-05-24T20:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: I think you meant this?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
|bobscreen=  Air_Rescue_SMS_Title.png&lt;br /&gt;
|screenwidth=256px&lt;br /&gt;
|title=      Air Rescue&lt;br /&gt;
|developer=  SIMS&lt;br /&gt;
|publisher=  Sega&lt;br /&gt;
|system=     Sega Master System&lt;br /&gt;
|europe=     {{date|1992}}&lt;br /&gt;
|soundtest=      y&lt;br /&gt;
|levelselect=y&lt;br /&gt;
}}&lt;br /&gt;
==Test Mode==&lt;br /&gt;
[[File:Air_Rescue_SMS_TestMode.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
To access the game's Test Mode, at the title screen, press '''Up, Right, Down, Left, Up, Right, Down, Left, I'''. If done correctly you'll be sent to this screen, which has a sound test, a level select, and a controller test. You can also modify the amount of lives you start with. The &amp;quot;Inertia&amp;quot; option changes the speed and inertia of your helicopter as it flies around the stage.&lt;br /&gt;
{{source|[http://www.smspower.org/Cheats/AirRescue-SMS SMS Power]}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T07:49:46Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei&lt;br /&gt;
 | publisher = Bandai&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
 | code = Yes&lt;br /&gt;
 | levelselect = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|64px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy in a race car, found amongst the stage 1 enemy graphics.&lt;br /&gt;
&lt;br /&gt;
===Music Notes===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
&lt;br /&gt;
This musical note is stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
[[File:Monster_party_notes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
These notes are both stored with the punk rocker boss of stage 4. In the final game, he only shoots eighth notes at you.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental, item-based powerup system (similar to that of arcade shooters like ''Raiden'') for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png|32px]]&lt;br /&gt;
&lt;br /&gt;
It's...a key. While you do receive keys after defeating certain bosses in the final version, you never actually see them as collectable items, and the key graphic that appears in the status bar looks very different.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Boss===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png|96px]]&lt;br /&gt;
&lt;br /&gt;
A bunch of totem pole faces for a scrapped boss, stored with the graphics for the giant rolling caterpillar boss of stage 7.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T07:48:05Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: I don't think this is needed anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
 | code = Yes&lt;br /&gt;
 | levelselect = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|64px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy in a race car, found amongst the stage 1 enemy graphics.&lt;br /&gt;
&lt;br /&gt;
===Music Notes===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
&lt;br /&gt;
This musical note is stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
[[File:Monster_party_notes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
These notes are both stored with the punk rocker boss of stage 4. In the final game, he only shoots eighth notes at you.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental, item-based powerup system (similar to that of arcade shooters like ''Raiden'') for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png|32px]]&lt;br /&gt;
&lt;br /&gt;
It's...a key. While you do receive keys after defeating certain bosses in the final version, you never actually see them as collectable items, and the key graphic that appears in the status bar looks very different.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Boss===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png|96px]]&lt;br /&gt;
&lt;br /&gt;
A bunch of totem pole faces for a scrapped boss, stored with the graphics for the giant rolling caterpillar boss of stage 7.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Contra_4</id>
		<title>Contra 4</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Contra_4"/>
				<updated>2013-05-24T07:27:19Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: whyyyyyy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sucks|Three years later, and we '''still''' have almost nothing!}}&lt;br /&gt;
{{Bob&lt;br /&gt;
| bobscreen=    Contra_4_title.png&lt;br /&gt;
| title=        Contra 4&lt;br /&gt;
| aka= Contra Dual Spirits (Japan)&lt;br /&gt;
| developer=    WayForward&lt;br /&gt;
| publisher=    Konami&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
| usa=          {{date|2007|November|13}}&lt;br /&gt;
| japan=        {{date|2008|March|13|nocat=true}}&lt;br /&gt;
| graphics=Yes&lt;br /&gt;
}}&lt;br /&gt;
==Unused Graphics==&lt;br /&gt;
Contra 4 has two graphic files which were most likely left over from early testing:&lt;br /&gt;
&lt;br /&gt;
{{todo|Assemble them.}}&lt;br /&gt;
===TEST_LEVEL_1.TS8===&lt;br /&gt;
&lt;br /&gt;
[[file:Contra 4 Test Level 1.PNG|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
This image contains what appear to be early placeholder sprites from [[Operation C]]. It also contains somewhat garbled soldier and player sprites. The background featured at the bottom is also a prototype cave background.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===UNKNOWN_IMAGE.TS8===&lt;br /&gt;
&lt;br /&gt;
[[file:Contra 4 Unknown Image.PNG|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
Some strange object which obviously is not used in game.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Contra series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Contra_4_Test_Level_1.PNG</id>
		<title>File:Contra 4 Test Level 1.PNG</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Contra_4_Test_Level_1.PNG"/>
				<updated>2013-05-24T07:26:06Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: moved File:Test Level 1.PNG to File:Contra 4 Test Level 1.PNG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{replaceimage|UI! Resampling! What is this jumbled garbage?}}&lt;br /&gt;
Contra 4 Test Level 1&lt;br /&gt;
{{rippedgraphic|system=Nintendo DS}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Contra_4_Unknown_Image.PNG</id>
		<title>File:Contra 4 Unknown Image.PNG</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Contra_4_Unknown_Image.PNG"/>
				<updated>2013-05-24T07:25:58Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: moved File:Unknown Image.PNG to File:Contra 4 Unknown Image.PNG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{replaceimage|UI! Resampling! What is this jumbled garbage?}}&lt;br /&gt;
Contra 4 Unknown Image&lt;br /&gt;
{{rippedgraphic|system=Nintendo DS}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Contra_4_Unknown_Image.PNG</id>
		<title>File:Contra 4 Unknown Image.PNG</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Contra_4_Unknown_Image.PNG"/>
				<updated>2013-05-24T07:25:47Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: WHY&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{replaceimage|UI! Resampling! What is this jumbled garbage?}}&lt;br /&gt;
Contra 4 Unknown Image&lt;br /&gt;
{{rippedgraphic|system=Nintendo DS}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Contra_4_Test_Level_1.PNG</id>
		<title>File:Contra 4 Test Level 1.PNG</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Contra_4_Test_Level_1.PNG"/>
				<updated>2013-05-24T07:25:15Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{replaceimage|UI! Resampling! What is this jumbled garbage?}}&lt;br /&gt;
Contra 4 Test Level 1&lt;br /&gt;
{{rippedgraphic|system=Nintendo DS}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Contra_4</id>
		<title>Contra 4</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Contra_4"/>
				<updated>2013-05-24T07:24:04Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: THIS PAGE IS TERRIBLE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sucks|Three years later, and we '''still''' have almost nothing!}}&lt;br /&gt;
{{Bob&lt;br /&gt;
| bobscreen=    Contra_4_title.png&lt;br /&gt;
| title=        Contra 4&lt;br /&gt;
| aka= Contra Dual Spirits (Japan)&lt;br /&gt;
| developer=    WayForward&lt;br /&gt;
| publisher=    Konami&lt;br /&gt;
| system=       Nintendo DS&lt;br /&gt;
| usa=          {{date|2007|November|13}}&lt;br /&gt;
| japan=        {{date|2008|March|13|nocat=true}}&lt;br /&gt;
| graphics=Yes&lt;br /&gt;
}}&lt;br /&gt;
==Unused Graphics==&lt;br /&gt;
Contra 4 has two graphic files which were most likely left over from early testing:&lt;br /&gt;
&lt;br /&gt;
{{todo|Assemble them.}}&lt;br /&gt;
===TEST_LEVEL_1.TS8===&lt;br /&gt;
&lt;br /&gt;
[[file:Test_Level_1.PNG|left|thumb|Test_Level_1.ts8]]&lt;br /&gt;
&lt;br /&gt;
This image contains what appear to be early placeholder sprites from [[Operation C]]. It also contains somewhat garbled soldier and player sprites. The background featured at the bottom is also a prototype cave background.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===UNKNOWN_IMAGE.TS8===&lt;br /&gt;
&lt;br /&gt;
[[file:Unknown_Image.PNG|left|thumb|Unknown_Image.ts8]]&lt;br /&gt;
&lt;br /&gt;
Some strange object which obviously is not used in game.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Contra series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Streets_of_Rage_3</id>
		<title>Streets of Rage 3</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Streets_of_Rage_3"/>
				<updated>2013-05-24T07:18:55Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Motorbiking Levels */ no need to show meaningless jumbles of garbage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sucks|This page needs a lot of cleanup/rewriting.}}&lt;br /&gt;
{{Bob&lt;br /&gt;
| bobscreen=    Sor3_title.gif&lt;br /&gt;
| title=        Streets of Rage 3&lt;br /&gt;
| aka=          Bare Knuckle 3 (JP)&lt;br /&gt;
| developer=    Sega&lt;br /&gt;
| publisher=    Sega&lt;br /&gt;
| system=       Genesis&lt;br /&gt;
| japan =  {{date|1994|March|18}}&lt;br /&gt;
| usa =    {{date|1994|March|17}}&lt;br /&gt;
| europe = {{date|1994|March|20}}&lt;br /&gt;
| areas=Yes&lt;br /&gt;
| graphics=Yes&lt;br /&gt;
| region=Yes&lt;br /&gt;
| music=Yes&lt;br /&gt;
| sound=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The final game in the ''Streets of Rage'' trilogy. Despite offering many new play mechanics over the previous sequel, such as running attacks, special moves with weapon and even a charge gauge that allows players to perform special attacks without penalty, this third entry was not as well received as the second. This is mostly due to the higher difficulty in the overseas versions that led to the game being considered too hard for the wrong reasons.&lt;br /&gt;
&lt;br /&gt;
The game as a whole seems pretty rushed, due to the amount of unused content within the game.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Unused Areas ==&lt;br /&gt;
=== Motorbiking Levels ===&lt;br /&gt;
&lt;br /&gt;
[[File:sor3_unfin_wasteland_sonic.gif|left|Now WHERE have I seen that blue hedgehog before?]]&lt;br /&gt;
&lt;br /&gt;
Two unused motorbike stages exist in the game: one where you are on a bridge trying to get to the city hall while trying to avoid Donovan and co., and the second, where you are riding in the wasteland to get to Mr.X's base while avoiding a biker and his petrol bomb. Surprisingly enough, both of these levels take you to where you're meant to go, depending upon whether you let the general die or not, suggesting that these came after the battle with Jet.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
Images of some of the unused stages, and of the actions of the enemies.&lt;br /&gt;
&amp;lt;gallery widths=320px heights=240px perrow=2&amp;gt;&lt;br /&gt;
File:sor3_unfin_wasteland_fire.gif|Oh look! A biker throwing petrol bombs!&lt;br /&gt;
File:sor3_unfin_wasteland_build.gif|A shot of a building that occasionally passes by in the background&lt;br /&gt;
File:sor3_unfin_bridge_barrel.gif|Donovan throwing barrels off the back of a van&lt;br /&gt;
File:sor3_unfin_bridge_knife.gif|The van slows down and Donovan throws knives at you&lt;br /&gt;
File:sor3_unfin_bridge_crash.gif|Then ends up crashing...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
However, in Streets of Rage 3, the unused levels are completely unplayable. The pointers for the graphics and the palettes are corrupted. The Wastelands ends almost immediately, whilst the Bridge crashes the game when it ends. There's no slowdown problem in Streets of Rage 3. If you make the characters visible, the reason for this soon becomes apparent: the riding graphics are no longer being used. Instead, the normal graphics are being used, which looks very strange.&lt;br /&gt;
&lt;br /&gt;
It is possible to restore the graphics by copying the relevant data from a BK3 savestate. However, on closer inspection it appears that large parts of the data for the levels, such as the graphics and palettes, were deleted entirely during the conversion from BK3, and other game data was moved to fill the space (for example, the position where the palette for the Bridge level should be is filled with code that appears after the palette in the BK3 ROM). This certainly explains the graphics corruption, and also means that editing the ROM to play the levels correctly (like in BK3) would be quite complex.&lt;br /&gt;
&lt;br /&gt;
The bugs where the Bridge crashes at the end of the level and the Wastelands ends as soon as it begins also appear to be due to this overwriting of data. If the graphics and other data are copied from a BK3 savestate into a SOR3 savestate, these bugs no longer occur.&lt;br /&gt;
&lt;br /&gt;
=== Round 6 Hidden Areas ===&lt;br /&gt;
Round 6 is one of the most innovative stages in Streets of Rage 3. Instead of moving from left to right, beating up punks as in standard stages, you must move around the various floors and rooms of the Syndicate building to release the Chief of Police in time. As it turns out, there's more to Round 6 than you'd think!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=320px heights=240px perrow=2&amp;gt;&lt;br /&gt;
File:sor3_hacking_r6wall.gif|What's beyond that wall?&lt;br /&gt;
File:sor3_r6hidden_0405.gif|An unused corridor!&lt;br /&gt;
File:sor3_r6hidden_scene2c.gif|An unused trap room from the unused corridor.&lt;br /&gt;
File:sor3_r6hidden_rightlift.gif|There's an unused elevator to the right. Your character tends to disappear a lot here&lt;br /&gt;
File:sor3_r6hidden_basement.gif|Head down in the right elevator to get here. There are unused graphics here. Defeating the robots allows you access to both elevators, showing that the basement was the connection between the final game areas and hidden areas. Using the normal elevator afterwards will not allow you to return to the basement.&lt;br /&gt;
File:sor3_r6hidden_exit.gif|This unused exit corner is accessed with the right elevator. It takes you to the boss scene as normal, but the game plays the &amp;quot;dead general&amp;quot; story-route. This could be brought up that you could have left the general for dead, or the game does a check to see if you rescued the general, which isn't possible in the final version because the boss scene takes place when you rescue the general.&lt;br /&gt;
File:sor3_r6hidden_map.gif|A map of what round 6 should look like&lt;br /&gt;
File:Round 6 full map.png| What the real map looks like when put completely together.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Unused Graphics ==&lt;br /&gt;
=== Round 2 Barrier ===&lt;br /&gt;
[[File:sor3_unfin_bridge_barrier.gif]]&lt;br /&gt;
&lt;br /&gt;
If you view the graphics loaded into RAM during the level, you'll find this barrier (used in the first scene of Round 2). Although it is not present in the final version of the game, it's possible that earlier versions required you to dodge these barriers. &lt;br /&gt;
&lt;br /&gt;
===Motorbike Riding Sprites===&lt;br /&gt;
The motorbike Riding sprites for Axel, Blaze, Sammy/Skate, and Zan are still in the ROM. The pointers for loading the graphics were altered and the data in the levels wasn't updated. This results in the game trying to load graphics no longer in that spot of the ROM, causing the game to slow down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=320px heights=120px perrow=2&amp;gt;&lt;br /&gt;
File:Motorbike sprites axel.png|Alex's motorbike sprties&lt;br /&gt;
File:Motorbike sprites Blaze.png|Blaze's motorbike sprites&lt;br /&gt;
File:Motorbike sprites Skate.png|Skate/Sammy's motorbike sprites&lt;br /&gt;
File:Motorbike sprites Zan.png|Zen's motorbike sprites&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Early Zan===&lt;br /&gt;
Zan actually went through a huge change in his sprites through production. These can be seen in some prerelease scans. The following five frames are found in the Bare Knuckle III ROM, uncompressed: &lt;br /&gt;
&lt;br /&gt;
[[File:SoR3 Early Zan Sprite sheet.png]]&lt;br /&gt;
&lt;br /&gt;
One of these frames isn't unused. For some reason, one of Zan's early sprite frames made it into the final game. That's the second one from the left. Frames of this earlier version of Zan are significantly different from what's usually shown. The early Zan is more muscular, anime-like, and has sprite shading similar to [[Streets of Rage 2]]'s sprite style. Early Zan's feet look more like boots, while Final Zan's look more like loafers. &lt;br /&gt;
&lt;br /&gt;
The aforementioned used frame can be seen if the player does a frontal hold attack while holding forward. It's the move that knocks down the opponent. However, if the player pays close attention, it's clear that this frame looks out of place compared to the others in terms of design. His other early frames that go unused have more in common. &lt;br /&gt;
&lt;br /&gt;
The first frame from the left is most likely the first frame of Early Zan's Dashing animation. This is indicated by the little lines next to his feet. The second frame from the left has already been covered. The other three frames appear to be part of the same animation. It may not be a complete animation, though. It is quite possibly a jumping attack of some sort, or an air throw, suggesting that he is the replacement of Max.&lt;br /&gt;
&lt;br /&gt;
===Unused Sammy Sprites===&lt;br /&gt;
[[File:UnusedSammy.png]]&lt;br /&gt;
&lt;br /&gt;
Apparently, Sammy/Skate has a couple of sprite frames seeming to relate to the same animation in the ROM. What these would have been used for is unknown.&lt;br /&gt;
&lt;br /&gt;
===Unused Final Zan Sprite===&lt;br /&gt;
[[File:Zan_unused.gif]]&lt;br /&gt;
&lt;br /&gt;
Final Zan also has an unused animation, which would have replaced the early Zan frame. It isn't used due to an oversight, but this animation can be seen with the [[Game Genie]] code {{hex|CJLB-ENCL}}.&lt;br /&gt;
&lt;br /&gt;
{{source|gsaurus}}&lt;br /&gt;
&lt;br /&gt;
===Hidden Bare Knuckle III Title Screen Animation===&lt;br /&gt;
[[File:BKIII Title screen flashing animation.gif]]&lt;br /&gt;
&lt;br /&gt;
Bare Knuckle III actually has an animation for the title screen that can't be seen by normal means, due to the fact that the game cycles quickly into the demos. It can be viewed with the PAR code {{hex|FFF6B0:0001}}.&lt;br /&gt;
&lt;br /&gt;
{{source|Cabo Hicks|PAR code}}&lt;br /&gt;
&lt;br /&gt;
== Regional Differences ==&lt;br /&gt;
===Pallete Changes===&lt;br /&gt;
Apparently, Sega of America thought it would be a good idea to change the character's palette mappings to create &amp;quot;gender-neutral&amp;quot; colors. It was one part of the massive censorship done by the localization team at Sega of America.&lt;br /&gt;
&lt;br /&gt;
The following are the gender-neutral color changes, and the original Japanese colors:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Axel BKIII.png]]&amp;lt;br&amp;gt;[[File:BKIII Blaze.png]]&amp;lt;br&amp;gt;[[File:BKIII Skate.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:SOR_3_Axel.png]]&amp;lt;br&amp;gt;[[File:SOR 3 Blaze.png]]&amp;lt;br&amp;gt;[[File:SOR_3_Skate.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Zan and the secret playable characters were the only ones to not get gender-neutral colors, perhaps because most perverted people wouldn't be turned on by an old man cyborg. There is a prototype dumped by drx of hidden-palace.net during his February 23rd, 2008 release,  of the US version of Streets of Rage 3 that has Axel still in his original Bare Knuckle III colors. His portrait however, has already been altered to his gender neutral colors. His voice effect has also already been altered as well. The build after this one has him in his US colors with his palette remapped to different parts of his sprites like the final US version.&lt;br /&gt;
&lt;br /&gt;
In addition to the above, other palettes and graphics were affected or altered.&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Break BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Break aka Axel clone SOR 3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The boss Break, for example, not only had his name changed to Axel in the US, but his color palette was also altered as well. His gloves are now purple instead of blue and the rest of his outfit was changed to match Axel's new US palette:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Axel BKIII 2p.png]]&amp;lt;br&amp;gt;[[File:Blaze BKIII 2p.png]]&amp;lt;br&amp;gt;[[File:Sammy BKIII 2p.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Axel sor3 2p.png]]&amp;lt;br&amp;gt;[[File:Blaze SOR3 2p.png]]&amp;lt;br&amp;gt;[[File:Skate SOR3 2p.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Axel, Blaze, and Sammy/Skate's player 2 palettes for Duel/Battle mode were altered in the US release. &lt;br /&gt;
&lt;br /&gt;
It should be noted that in the early US prototype with Axel in his BKIII colors mentioned earlier in this article, that his two player palette was already changed to the one in the final. &lt;br /&gt;
&lt;br /&gt;
However, the mappings for what color goes where in the palette are different and he ends up with a blue shirt and red pants instead of a lime shirt with dark blue pants. His hair has instances of lime color in it, and his gloves are green. Also, Blaze's 2P sprite looks identical to her BK3 one, just with more shine on her clothes.&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| title= Electra&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Electra BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Electra SOR3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| title= Garnet/Soozie&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Garnet BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Soozie SOR3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The female punks, Electra and Garnet (who is called Soozie in the western releases), showed a lot more skin in Bare Knuckle III. Sega of America took the time to edit the sprites to cover things up. Garnet's pose was also changed to be less provocative.&lt;br /&gt;
&lt;br /&gt;
===Removed Miniboss: Ash===&lt;br /&gt;
In Bare Knuckle III, there's a miniboss you fight at the pier passing through the level a few times on a speedboat before dropping off punks to attack the player. However, after defeating the last load of punks, Ash will jump out of the speedboat and attack the player.&lt;br /&gt;
&lt;br /&gt;
Ash is a homosexual stereotype miniboss who prances around and can move quite fast. He also laughs girlishly after throwing the player and cries when he's beat. He has his own music track, which is still in the US version, albeit unused. If the player holds down the '''A''' button when Ash is defeated and loses a continue later on, Ash will be selectable as playable from the continue menu. Ash's attacks are very powerful and his punches inflict devastating damage on all enemies, including bosses. His speed is also incredible as well.&lt;br /&gt;
&lt;br /&gt;
His removal from the US version was due to his controversial nature. A playable version of him is still coded into the US ROM, but his miniboss coding was removed. In the US version, Shiva (the round 1 boss and yet another secret playable character) will be driving the boat. Instead of jumping out of the boat for a fight, he'll drop off a group of punks at the end of the pier and then drive away to where you confront him for the boss Battle in the next part of the stage.&lt;br /&gt;
&lt;br /&gt;
To play as Ash in the US version of Streets of Rage 3, use the Game Genie code {{hex|BAWA-AAA0}}.&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Miniboss Palette&lt;br /&gt;
| left= [[File:Ash Miniboss.png]]&lt;br /&gt;
| rightt= Player Palette&lt;br /&gt;
| right= [[File:Ash playable.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{todo| Get other localization changes listed here eventually. There are many more.}}&lt;br /&gt;
&lt;br /&gt;
===Round 2===&lt;br /&gt;
&lt;br /&gt;
{{compare|&lt;br /&gt;
| leftt = Bare Knuckle III&lt;br /&gt;
| rightt = Streets of Rage 3&lt;br /&gt;
| left = [[File:BKIII Round 2.png]]&lt;br /&gt;
| right = [[File:SOR3 Stage 2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The table that contains an apple was removed, and the third Garnet was moved to the same group as the other two Soozie's.&lt;br /&gt;
&lt;br /&gt;
===Round 3===&lt;br /&gt;
&lt;br /&gt;
In SOR3, the barrels drop more frequently based on the difficulty setting and another place where barrels drop was added - the one that appears after the container that has the first chicken in the level.&lt;br /&gt;
&lt;br /&gt;
The bulldozer takes one hit to retreat in BKIII, while in SOR3 it requires several hits to back off. Also, you can destroy the second wall before the screen starts scrolling - in SOR3 it was set further away. The barrel that hits the Donovan driving the bulldozer remains on screen - in SOR3 it doesn't.&lt;br /&gt;
&lt;br /&gt;
===Round 5===&lt;br /&gt;
&lt;br /&gt;
SOR3 ends on Round 5 under Easy (and also on Very Easy if hacked to choose that difficulty setting).&lt;br /&gt;
&lt;br /&gt;
===Round 6===&lt;br /&gt;
&lt;br /&gt;
{{compare|&lt;br /&gt;
| leftt = Bare Knuckle III&lt;br /&gt;
| rightt = Streets of Rage 3&lt;br /&gt;
| left = [[File:BKIII General.png]]&lt;br /&gt;
| right = [[File:SOR3 Chief.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
General Ivan Petrov is known as the Chief of Police in SOR3. The general wears brown and has a beard, while the chief is clad in gray and has no beard.&lt;br /&gt;
&lt;br /&gt;
===Round 7A===&lt;br /&gt;
&lt;br /&gt;
In Round 7A's factory, BKIII has 3 crates at the beginning (containing points &amp;amp; 2 chickens). In SOR3, only the points crate remains.&lt;br /&gt;
&lt;br /&gt;
After Neo-X is defeated, BKIII apparently doesn't let the players enter their initials. In SOR3, however, you can enter your initials after defeating Neo-X.&lt;br /&gt;
&lt;br /&gt;
{{source|[http://soronline.net/sor3_sor3vsbk3.htm Streets of Rage Online]}}&lt;br /&gt;
&lt;br /&gt;
{{Streets of Rage series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T06:56:48Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Music Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
 | code = Yes&lt;br /&gt;
 | levelselect = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|64px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy in a race car, found amongst the stage 1 enemy graphics.&lt;br /&gt;
&lt;br /&gt;
===Music Notes===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
&lt;br /&gt;
This musical note is stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
[[File:Monster_party_notes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
These notes are both stored with the punk rocker boss of stage 4. In the final game, he only shoots eighth notes at you.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental, item-based powerup system (similar to that of arcade shooters like ''Raiden'') for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png|32px]]&lt;br /&gt;
&lt;br /&gt;
It's...a key. While you do receive keys after defeating certain bosses in the final version, you never actually see them as collectable items, and the key graphic that appears in the status bar looks very different.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Boss===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png|96px]]&lt;br /&gt;
&lt;br /&gt;
A bunch of totem pole faces for a scrapped boss, stored with the graphics for the giant rolling caterpillar boss of stage 7.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Monster_party_notes.png</id>
		<title>File:Monster party notes.png</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Monster_party_notes.png"/>
				<updated>2013-05-24T06:53:58Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Monster party notes.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rippedgraphic|system=NES}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T05:27:52Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
 | code = Yes&lt;br /&gt;
 | levelselect = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy in a race car, found amongst the stage 1 enemy graphics.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
&lt;br /&gt;
A musical note, stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental, item-based powerup system (similar to that of arcade shooters like ''Raiden'') for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png|32px]]&lt;br /&gt;
&lt;br /&gt;
It's...a key. While you do receive keys after defeating certain bosses in the final version, you never actually see them as collectable items, and the key graphic that appears in the status bar looks very different.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Boss===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png|96px]]&lt;br /&gt;
&lt;br /&gt;
A bunch of totem pole faces for a scrapped boss, stored with the graphics for the giant rolling caterpillar boss of stage 7.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T05:17:30Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Wolf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy in a race car, found amongst the stage 1 enemy graphics.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
&lt;br /&gt;
A musical note, stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental, item-based powerup system (similar to that of arcade shooters like ''Raiden'') for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png|32px]]&lt;br /&gt;
&lt;br /&gt;
It's...a key. While you do receive keys after defeating certain bosses in the final version, you never actually see them as collectable items, and the key graphic that appears in the status bar looks very different.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Boss===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png|96px]]&lt;br /&gt;
&lt;br /&gt;
A bunch of totem pole faces for a scrapped boss, stored with the graphics for the giant rolling caterpillar boss of stage 7.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T05:09:33Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Totem Pole Enemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy with two frames of wheel animation! He appears to be in a race car.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
&lt;br /&gt;
A musical note, stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental, item-based powerup system (similar to that of arcade shooters like ''Raiden'') for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png|32px]]&lt;br /&gt;
&lt;br /&gt;
It's...a key. While you do receive keys after defeating certain bosses in the final version, you never actually see them as collectable items, and the key graphic that appears in the status bar looks very different.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Boss===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png|96px]]&lt;br /&gt;
&lt;br /&gt;
A bunch of totem pole faces for a scrapped boss, stored with the graphics for the giant rolling caterpillar boss of stage 7.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Monsterparty-10.png</id>
		<title>File:Monsterparty-10.png</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Monsterparty-10.png"/>
				<updated>2013-05-24T05:07:39Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Monsterparty-10.png&amp;amp;quot;: still wrong, but slightly less bad palette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rippedgraphic|system=NES}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T04:59:47Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Powerups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy with two frames of wheel animation! He appears to be in a race car.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
&lt;br /&gt;
A musical note, stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental, item-based powerup system (similar to that of arcade shooters like ''Raiden'') for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png|32px]]&lt;br /&gt;
&lt;br /&gt;
It's...a key. While you do receive keys after defeating certain bosses in the final version, you never actually see them as collectable items, and the key graphic that appears in the status bar looks very different.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Enemy===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png]]&lt;br /&gt;
&lt;br /&gt;
And a stack of totem pole-like things with awesome expressions.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T04:58:08Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Music Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy with two frames of wheel animation! He appears to be in a race car.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
&lt;br /&gt;
A musical note, stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental powerup system for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png|32px]]&lt;br /&gt;
&lt;br /&gt;
It's...a key. While you do receive keys after defeating certain bosses in the final version, you never actually see them as collectable items, and the key graphic that appears in the status bar looks very different.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Enemy===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png]]&lt;br /&gt;
&lt;br /&gt;
And a stack of totem pole-like things with awesome expressions.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T04:57:55Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Key */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy with two frames of wheel animation! He appears to be in a race car.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
A musical note, stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental powerup system for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png|32px]]&lt;br /&gt;
&lt;br /&gt;
It's...a key. While you do receive keys after defeating certain bosses in the final version, you never actually see them as collectable items, and the key graphic that appears in the status bar looks very different.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Enemy===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png]]&lt;br /&gt;
&lt;br /&gt;
And a stack of totem pole-like things with awesome expressions.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T04:57:40Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Key */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy with two frames of wheel animation! He appears to be in a race car.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
A musical note, stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental powerup system for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png]]&lt;br /&gt;
&lt;br /&gt;
It's...a key. While you do receive keys after defeating certain bosses in the final version, you never actually see them as collectable items, and the key graphic that appears in the status bar looks very different.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Enemy===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png]]&lt;br /&gt;
&lt;br /&gt;
And a stack of totem pole-like things with awesome expressions.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T04:52:00Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Music Note */ the other notes are used by the punk rocker boss&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy with two frames of wheel animation! He appears to be in a race car.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]]&lt;br /&gt;
A musical note, stored with the graphics for the stage 1 plant boss. Prototype footage reveals that the boss originally spewed musical notes, back when it still had a microphone and amplifier; it's likely that one of the notes was overwritten with the bubble graphic seen in the final version.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental powerup system for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png]]&lt;br /&gt;
&lt;br /&gt;
A key! This is not the same graphic as the &amp;quot;you got the key&amp;quot; one on the bottom-right corner of the screen. Also grouped with the powerups. In the final game, items on screen are question marks.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Enemy===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png]]&lt;br /&gt;
&lt;br /&gt;
And a stack of totem pole-like things with awesome expressions.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T04:42:03Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Unused Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy with two frames of wheel animation! He appears to be in a race car.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]][[File:Monster_party_eighth_note.png|22px]][[File:Monster_party_notes.png|32px]]&lt;br /&gt;
&lt;br /&gt;
The one on the left is right next to the bubbles that the plant boss spits. As proven by prototype footage, they were its projectiles before the amp and microphone were taken out.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental powerup system for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png]]&lt;br /&gt;
&lt;br /&gt;
A key! This is not the same graphic as the &amp;quot;you got the key&amp;quot; one on the bottom-right corner of the screen. Also grouped with the powerups. In the final game, items on screen are question marks.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Enemy===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png]]&lt;br /&gt;
&lt;br /&gt;
And a stack of totem pole-like things with awesome expressions.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T04:41:43Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Monkey */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | aka= Parody World: Monster Party (JP)&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy with two frames of wheel animation! He appears to be in a race car.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]][[File:Monster_party_eighth_note.png|22px]][[File:Monster_party_notes.png|32px]]&lt;br /&gt;
&lt;br /&gt;
The one on the left is right next to the bubbles that the plant boss spits. As proven by prototype footage, they were its projectiles before the amp and microphone were taken out.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental powerup system for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey/Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png|64px]] [[File:Monsterparty-6.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A cheeky monkey and bone projectile, stored with the other stage 1 boss sprites.&lt;br /&gt;
&lt;br /&gt;
===Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-6.png]]&lt;br /&gt;
&lt;br /&gt;
These bones are packed in with the monkeys.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png]]&lt;br /&gt;
&lt;br /&gt;
A key! This is not the same graphic as the &amp;quot;you got the key&amp;quot; one on the bottom-right corner of the screen. Also grouped with the powerups. In the final game, items on screen are question marks.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Enemy===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png]]&lt;br /&gt;
&lt;br /&gt;
And a stack of totem pole-like things with awesome expressions.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Monsterparty-6.png</id>
		<title>File:Monsterparty-6.png</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Monsterparty-6.png"/>
				<updated>2013-05-24T04:39:20Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Monsterparty-6.png&amp;amp;quot;: correct palette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rippedgraphic|system=NES}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Monsterparty-5.png</id>
		<title>File:Monsterparty-5.png</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Monsterparty-5.png"/>
				<updated>2013-05-24T04:38:51Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Monsterparty-5.png&amp;amp;quot;: closest match I could find amongst the stage 1 boss palettes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rippedgraphic|system=NES}}&lt;br /&gt;
MONKEYS.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T04:12:55Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: Frankly, that was a terribly-written edit. I'm in the process of cleaning this page up; please refrain from adding anything for the time being.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy with two frames of wheel animation! He appears to be in a race car.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]][[File:Monster_party_eighth_note.png|22px]][[File:Monster_party_notes.png|32px]]&lt;br /&gt;
&lt;br /&gt;
The one on the left is right next to the bubbles that the plant boss spits. As proven by prototype footage, they were its projectiles before the amp and microphone were taken out.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental powerup system for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png]]&lt;br /&gt;
&lt;br /&gt;
Fun fact: these are loaded along with all the other Stage 1 bosses. Hm.&lt;br /&gt;
&lt;br /&gt;
===Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-6.png]]&lt;br /&gt;
&lt;br /&gt;
These bones are packed in with the monkeys.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png]]&lt;br /&gt;
&lt;br /&gt;
A key! This is not the same graphic as the &amp;quot;you got the key&amp;quot; one on the bottom-right corner of the screen. Also grouped with the powerups. In the final game, items on screen are question marks.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Enemy===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png]]&lt;br /&gt;
&lt;br /&gt;
And a stack of totem pole-like things with awesome expressions.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-24T03:57:17Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Unused Objects */ starting to clean up some things; first off, the unused powerups&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
===Wolf===&lt;br /&gt;
[[File:Monster_party_race_car.gif‎|62px]]&lt;br /&gt;
&lt;br /&gt;
A little wolf guy with two frames of wheel animation! He appears to be in a race car.&lt;br /&gt;
&lt;br /&gt;
===Music Note===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png|16px]][[File:Monster_party_eighth_note.png|22px]][[File:Monster_party_notes.png|32px]]&lt;br /&gt;
&lt;br /&gt;
The one on the left is right next to the bubbles that the plant boss spits. As proven by prototype footage, they were its projectiles before the amp and microphone were taken out.&lt;br /&gt;
&lt;br /&gt;
===Powerups===&lt;br /&gt;
{{todo|Try to identify all of these.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png|32px]] [[File:Monsterparty-4.png|32px]] [[File:Monsterparty-7.png|16px]] [[File:Monsterparty-3.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A series of unused powerups, made to resemble those from popular arcade games of the time. Unused code reveals that the game once utilized an incremental powerup system for Bert's shots, as opposed to the stage-based powerup system used in the final version.&lt;br /&gt;
&lt;br /&gt;
===Monkey===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png]]&lt;br /&gt;
&lt;br /&gt;
Fun fact: these are loaded along with all the other Stage 1 bosses. Hm.&lt;br /&gt;
&lt;br /&gt;
===Bone===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-6.png]]&lt;br /&gt;
&lt;br /&gt;
These bones are packed in with the monkeys.&lt;br /&gt;
&lt;br /&gt;
===Key===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png]]&lt;br /&gt;
&lt;br /&gt;
A key! This is not the same graphic as the &amp;quot;you got the key&amp;quot; one on the bottom-right corner of the screen. Also grouped with the powerups. In the final game, items on screen are question marks.&lt;br /&gt;
&lt;br /&gt;
===Totem Pole Enemy===&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png]]&lt;br /&gt;
&lt;br /&gt;
And a stack of totem pole-like things with awesome expressions.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Monsterparty-4.png</id>
		<title>File:Monsterparty-4.png</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Monsterparty-4.png"/>
				<updated>2013-05-24T03:38:13Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Monsterparty-4.png&amp;amp;quot;: fixed palette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rippedgraphic|system=NES}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Monsterparty-7.png</id>
		<title>File:Monsterparty-7.png</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Monsterparty-7.png"/>
				<updated>2013-05-24T03:37:56Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Monsterparty-7.png&amp;amp;quot;: fixed palette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rippedgraphic|system=NES}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Monsterparty-8.png</id>
		<title>File:Monsterparty-8.png</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Monsterparty-8.png"/>
				<updated>2013-05-24T03:37:30Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Monsterparty-8.png&amp;amp;quot;: fixed palette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rippedgraphic|system=NES}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Monsterparty-9.png</id>
		<title>File:Monsterparty-9.png</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Monsterparty-9.png"/>
				<updated>2013-05-24T03:37:14Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Monsterparty-9.png&amp;amp;quot;: fixed palette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rippedgraphic|system=NES}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Monsterparty-3.png</id>
		<title>File:Monsterparty-3.png</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Monsterparty-3.png"/>
				<updated>2013-05-24T03:36:43Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Monsterparty-3.png&amp;amp;quot;: fixed palette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rippedgraphic|system=NES}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Monster_party_race_car.gif</id>
		<title>File:Monster party race car.gif</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Monster_party_race_car.gif"/>
				<updated>2013-05-24T03:29:06Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Monster party race car.gif&amp;amp;quot;: I think you messed that up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rippedgraphic|NES}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Streets_of_Rage_3</id>
		<title>Streets of Rage 3</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Streets_of_Rage_3"/>
				<updated>2013-05-24T03:05:53Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: todo -&amp;gt; sucks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sucks|This page needs a lot of cleanup/rewriting.}}&lt;br /&gt;
{{Bob&lt;br /&gt;
| bobscreen=    Sor3_title.gif&lt;br /&gt;
| title=        Streets of Rage 3&lt;br /&gt;
| aka=          Bare Knuckle 3 (JP)&lt;br /&gt;
| developer=    Sega&lt;br /&gt;
| publisher=    Sega&lt;br /&gt;
| system=       Genesis&lt;br /&gt;
| japan =  {{date|1994|March|18}}&lt;br /&gt;
| usa =    {{date|1994|March|17}}&lt;br /&gt;
| europe = {{date|1994|March|20}}&lt;br /&gt;
| areas=Yes&lt;br /&gt;
| graphics=Yes&lt;br /&gt;
| region=Yes&lt;br /&gt;
| music=Yes&lt;br /&gt;
| sound=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The final game in the ''Streets of Rage'' trilogy. Despite offering many new play mechanics over the previous sequel, such as running attacks, special moves with weapon and even a charge gauge that allows players to perform special attacks without penalty, this third entry was not as well received as the second, mostly due to an increased in difficulty for the overseas versions that led to the game being considered too hard for the wrong reasons.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Unused Levels ==&lt;br /&gt;
[[File:sor3_unfin_wasteland_sonic.gif|left|Now WHERE have I seen that blue hedgehog before?]]&lt;br /&gt;
&lt;br /&gt;
There exist two unused motorbike stages still in the game: one where you are on a bridge trying to get to the city hall while trying to avoid Donovan and co., and the second, where you are riding in the wasteland to get to Mr.X's base while avoiding a biker and his petrol bomb. Surprisingly enough, both of these levels take you to where you're meant to go, depending upon whether you let the general die or not, suggesting that these came after the battle with Jet.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Motobiking Caper ==&lt;br /&gt;
Images of some of the unused stages, and of the actions of the enemies.&lt;br /&gt;
&amp;lt;gallery widths=320px heights=240px perrow=2&amp;gt;&lt;br /&gt;
File:sor3_unfin_wasteland_fire.gif|Oh look! A biker throwing petrol bombs!&lt;br /&gt;
File:sor3_unfin_wasteland_build.gif|A shot of a building that occasionally passes by in the background&lt;br /&gt;
File:sor3_unfin_bridge_barrel.gif|Donovan throwing barrels off the back of a van&lt;br /&gt;
File:sor3_unfin_bridge_knife.gif|The van slows down and Donovan throws knives at you&lt;br /&gt;
File:sor3_unfin_bridge_crash.gif|Then ends up crashing...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Unused Graphics ==&lt;br /&gt;
[[File:sor3_unfin_bridge_barrier.gif|right]]If you view the graphics loaded into RAM during the level, you'll find this barrier (used in the first scene of Round 2). Although it is not present in the final version of the game, it's possible that earlier versions required you to dodge these barriers. &lt;br /&gt;
&lt;br /&gt;
===Motorbike Riding Sprites===&lt;br /&gt;
The motorbike Riding sprites for Axel, Blaze, Sammy/Skate, and Zan are still in the ROM. The pointers for loading the graphics were altered and the data in the levels wasn't updated. Thus resulting in the game trying to load graphics no longer in that spot of the ROM. Hence the slowdown. Here's the Motor Bike riding sprites for Axel and Blaze:&lt;br /&gt;
[[File:Motorbike sprites axel.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Motorbike sprites Blaze.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Motorbike sprites Skate.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Motorbike sprites Zan.png]]&lt;br /&gt;
&lt;br /&gt;
===Early Zan===&lt;br /&gt;
Zan actually went through a huge change in his sprites through production. These can be seen in some prerelease scans. The following five frames are found in the Bare Knuckle III ROM, uncompressed: &lt;br /&gt;
&lt;br /&gt;
[[File:SoR3 Early Zan Sprite sheet.png]]&lt;br /&gt;
&lt;br /&gt;
One of these frames isn't unused. For some reason, one of Zan's early sprite frames made it into the final game! That's the second one from the left. Why is it here on this page if it's used? Well, for starters, this earlier version of Zan, is significantly different from &amp;quot;Final Zan&amp;quot;. Early Zan is more muscular, anime-like, and has sprite shading similar to [[Streets of Rage 2]]'s sprite style. Early Zan's feet look more like boots, while Final Zan's look more like loafers. &lt;br /&gt;
&lt;br /&gt;
The frame mentioned above that's used can be seen if the player does a frontal hold attack while holding forward. It's the move that knocks down the opponent. However, if the player pays close attention, it's clear that this frame looks out of place against the others in terms of design. His other early frames that go unused have more in common. &lt;br /&gt;
&lt;br /&gt;
As for what frames are what in the above image, the first frame from the left is most likely the first frame of Early Zan's Dashing animation. This is indicated by the little lines next to his feet. The second frame from the left has already been covered. The other three frames appear to be part of the same animation. It may not be a complete animation, though. It is quite possibly a jumping attack of some sort, or an air throw, suggesting that he is the replacement of Max.&lt;br /&gt;
&lt;br /&gt;
===Unused Final Zan Sprite===&lt;br /&gt;
Final Zan also has an unused animation, oddly enough: &lt;br /&gt;
&lt;br /&gt;
[[File:Zan_unused.gif]]&lt;br /&gt;
&lt;br /&gt;
Perhaps the creators were intending on replacing the used early frame and replacing it with this one but ran out of time. Bare Knuckle III seems pretty rushed, due to the unused stages and many more unused things that didn't make the cut in the final ROM either used or unused, so it's possible, but there's no true way of knowing for sure. This animation can be seen with the code '''CJLB-ENCL''', thanks to gsaurus.&lt;br /&gt;
&lt;br /&gt;
===Hidden Bare Knuckle III Title Screen Animation===&lt;br /&gt;
[[File:BKIII Title screen flashing animation.gif]]&lt;br /&gt;
&lt;br /&gt;
Bare Knuckle III actually has an animation for the title screen that can't be seen by normal means, due to the fact that the game cycles quickly into the demos. It can be viewed with the PAR code {{hex|FFF6B0:0001}}.&lt;br /&gt;
&lt;br /&gt;
{{source|Cabo Hicks|PAR code}}&lt;br /&gt;
&lt;br /&gt;
===Unused Sammy Sprites===&lt;br /&gt;
[[File:UnusedSammy.png]]&lt;br /&gt;
&lt;br /&gt;
Apparently, Sammy (aka Skate in the Western World.) has a couple of sprite frames seeming to relate to the same animation in the ROM. What he's doing is unknown. Some people think it's an unused hold of sorts. Others think it is him using a weapon but it was changed for a better animation. Other think that it's an idle animation of Sammy giving the finger. &lt;br /&gt;
&lt;br /&gt;
== Regional Differences ==&lt;br /&gt;
&lt;br /&gt;
===Motorbike Stage Corruption===&lt;br /&gt;
[[File:sor3_unfin_sor3wastelands.gif|left|thumb]][[File:sor3_unfin_sor3bridge.gif|right|thumb]]In addition to the corrupted graphics and palettes, there are other differences. Firstly, the Wastelands ends almost as soon as it begins - this was programmed in for some reason - whilst the Bridge crashes the game when it ends. Secondly, there is no slowdown problem in Streets of Rage 3. If you make the characters visible, the reason for this soon becomes apparent: the riding graphics are no longer being used. Instead, the normal graphics are being used, which looks very strange.&lt;br /&gt;
&lt;br /&gt;
The graphical differences initially appear to be due simply to the graphics used being in different locations in the SOR3 ROM (compared to the Bare Knuckle 3 ROM), and so the conversion team saw no need to update the code of unused levels. It is possible to restore the graphics by copying the relevant data from a BK3 savestate. However, on closer inspection it appears that large parts of the data for the levels, such as the graphics and palettes, were deleted entirely during the conversion from BK3, and other game data was moved to fill the space (for example, the position where the palette for the Bridge level should be is filled with code that appears after the palette in the BK3 ROM). This certainly explains the graphics corruption, and also means that editing the ROM to play the levels correctly (like in BK3) would be quite complex.&lt;br /&gt;
&lt;br /&gt;
The bugs where the Bridge crashes at the end of the level and the Wastelands ends as soon as it begins also appear to be due to this overwriting of data. If the graphics etc are copied from a BK3 savestate into a SOR3 savestate, these bugs no longer occur.&lt;br /&gt;
&lt;br /&gt;
===Gender Neutrality===&lt;br /&gt;
Apparently, Sega of America thought it would be a good idea to change the character's palette mappings to create &amp;quot;gender-neutral&amp;quot; colors. It was one part of the massive censorship done by the localization team at Sega of America.&lt;br /&gt;
&lt;br /&gt;
The following are the gender-neutral color changes, and the original Japanese colors:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Axel BKIII.png]]&amp;lt;br&amp;gt;[[File:BKIII Blaze.png]]&amp;lt;br&amp;gt;[[File:BKIII Skate.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:SOR_3_Axel.png]]&amp;lt;br&amp;gt;[[File:SOR 3 Blaze.png]]&amp;lt;br&amp;gt;[[File:SOR_3_Skate.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Zan and the secret playable characters were the only ones to not get gender-neutral colors, perhaps because most perverted people wouldn't be turned on by an old man cyborg. There is a prototype dumped by drx of hidden-palace.net during his February 23rd, 2008 release,  of the US version of Streets of Rage 3 that has Axel still in his original Bare Knuckle III colors. His portrait however, has already been altered to his gender neutral colors. His voice effect has also already been altered as well. The build after this one has him in his US colors with his palette remapped to different parts of his sprites like the final US version.&lt;br /&gt;
&lt;br /&gt;
===Other Changed Palettes and Graphics===&lt;br /&gt;
In addition to the above, other palettes and graphics were affected or altered. As before BKIII palettes and graphics are one the left and SOR 3 is on the right.&lt;br /&gt;
&lt;br /&gt;
The boss Break, who's a robotic clone of Axel, and therefore uses Axel's sprites with a palette swap. Not only was his name changed to Axel in the US, but his color palette was also altered as well. His gloves are now purple instead of blue and the rest of his outfit was changed to match Axel's new US palette:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Break BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Break aka Axel clone SOR 3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Axel, Blaze, and Sammy/Skate's player 2 palettes for Duel/Battle mode were altered in the US release:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Axel BKIII 2p.png]]&amp;lt;br&amp;gt;[[File:Blaze BKIII 2p.png]]&amp;lt;br&amp;gt;[[File:Sammy BKIII 2p.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Axel sor3 2p.png]]&amp;lt;br&amp;gt;[[File:Blaze SOR3 2p.png]]&amp;lt;br&amp;gt;[[File:Skate SOR3 2p.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It should be noted that in the early US prototype with Axel in his BKIII colors mentioned earlier in this article, that his two player palette was already changed to the one in the final. However, the mappings for what color goes where in the palette are different and he ends up with a blue shirt and red pants instead of a lime shirt with dark blue pants. His hair has instances of lime color in it, and his gloves are green. Also, Blaze's 2P sprite looks identical to her BK3 one, just with more shine on her clothes.&lt;br /&gt;
&lt;br /&gt;
The female punks, Electra and Garnet (who is called Soozie in the western releases), showed a lot more skin in Bare Knuckle III. Sega of America took the time to edit the sprites to cover things up. Garnet's pose was also changed to be less provocative:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| title= Electra&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Electra BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Electra SOR3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| title= Garnet/Soozie&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Garnet BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Soozie SOR3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Removed Miniboss: Ash===&lt;br /&gt;
Yet another piece of censorship by Sega of America. In Bare Knuckle III, there's a miniboss you fight at the pier on Round 1. He passes through the level a few times on a speedboat before dropping off punks to attack the player. However, at the end of the stage he'll drop off his last load of punks; once the punks are defeated, Ash will jump out of the speedboat and attack the player.&lt;br /&gt;
&lt;br /&gt;
Ash is a homosexual stereotype miniboss. He prances around and can move quite fast. He also laughs girlishly after throwing the player and cries when he's beat. He has his own music track which is still in the US version, albeit unused. If the player holds down the A button when Ash is defeated and loses a continue later on, Ash will be selectable as playable from the continue menu. Ash's attacks are very powerful and his punches inflict devastating damage on all enemies, including bosses. His speed is also incredible as well.&lt;br /&gt;
&lt;br /&gt;
His removal from the US version (Streets of Rage 3) was due to his controversial nature. His playable version's still coded into the US ROM, however, his miniboss version is removed so there's no way to play as him by normal means in the US and PAL versions. In the US version, Shiva (the round 1 boss and yet another secret playable character) will be driving the boat. Instead of jumping out of the boat for a fight, he'll drop off a group of punks at the end of the pier and then drive away to where you confront him for the boss Battle in the next part of the stage.&lt;br /&gt;
&lt;br /&gt;
To play as Ash in the US version of Streets of Rage 3, use the following Game Genie code: {{hex|BAWA-AAA0}}&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Miniboss Palette&lt;br /&gt;
| left= [[File:Ash Miniboss.png]]&lt;br /&gt;
| rightt= Player Palette&lt;br /&gt;
| right= [[File:Ash playable.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{todo| Get other localization changes listed here eventually. There are many more.}}&lt;br /&gt;
&lt;br /&gt;
==Round 1==&lt;br /&gt;
&lt;br /&gt;
==Round 2==&lt;br /&gt;
&lt;br /&gt;
{{compare|&lt;br /&gt;
| leftt = Bare Knuckle III&lt;br /&gt;
| rightt = Streets of Rage 3&lt;br /&gt;
| left = [[File:BKIII Round 2.png]]&lt;br /&gt;
| right = [[File:SOR3 Stage 2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The table that contains an apple was removed, and the third Garnet was moved to the same group as the other two Soozie's.&lt;br /&gt;
&lt;br /&gt;
==Round 3==&lt;br /&gt;
&lt;br /&gt;
In SOR3, the barrels drop more frequently based on the difficulty setting and another place where barrels drop was added - the one that appears after the container that has the first chicken in the level.&lt;br /&gt;
&lt;br /&gt;
The bulldozer takes one hit to retreat in BKIII, while in SOR3 it requires several hits to back off. Also, you can destroy the second wall before the screen starts scrolling - in SOR3 it was set further away. The barrel that hits the Donovan driving the bulldozer remains on screen - in SOR3 it doesn't.&lt;br /&gt;
&lt;br /&gt;
==Round 4==&lt;br /&gt;
&lt;br /&gt;
==Round 5==&lt;br /&gt;
&lt;br /&gt;
SOR3 ends on Round 5 under Easy (and also on Very Easy if hacked to choose that difficulty setting).&lt;br /&gt;
&lt;br /&gt;
==Round 6==&lt;br /&gt;
&lt;br /&gt;
{{compare|&lt;br /&gt;
| leftt = Bare Knuckle III&lt;br /&gt;
| rightt = Streets of Rage 3&lt;br /&gt;
| left = [[File:BKIII General.png]]&lt;br /&gt;
| right = [[File:SOR3 Chief.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
General Ivan Petrov is known as the Chief of Police in SOR3. The general wears brown and has a beard, while the chief is clad in gray and has no beard.&lt;br /&gt;
&lt;br /&gt;
==Round 7A==&lt;br /&gt;
&lt;br /&gt;
In Round 7A's factory BKIII has 3 crates at the beginning (containing points &amp;amp; 2 chickens) - in SOR3 only the points crate remains.&lt;br /&gt;
&lt;br /&gt;
After Neo-X is defeated, BKIII apparently doesn't let the players enter their initials. In SOR3 however, you can enter your initials after defeating Neo-X.&lt;br /&gt;
&lt;br /&gt;
==Round 7B==&lt;br /&gt;
&lt;br /&gt;
{{source|[http://soronline.net/sor3_sor3vsbk3.htm Streets of Rage Online]}}&lt;br /&gt;
&lt;br /&gt;
== Round 6 Hidden Areas ==&lt;br /&gt;
&lt;br /&gt;
Round 6 is one of the most innovative stages in Streets of Rage 3. Instead of moving from left to right, beating up punks as in standard stages, you must move around the various floors and rooms of the Syndicate building to release the Chief of Police in time, with your actions deciding which route you'll follow for the final stages of the game. As it turns out, there's more to Round 6 than you'd think!&lt;br /&gt;
&amp;lt;gallery widths=320px heights=240px perrow=2&amp;gt;&lt;br /&gt;
File:sor3_hacking_r6wall.gif|What's beyond that wall?&lt;br /&gt;
File:sor3_r6hidden_0405.gif|An unused corridor!&lt;br /&gt;
File:sor3_r6hidden_scene2c.gif|An unused trap room from the unused corridor.&lt;br /&gt;
File:sor3_r6hidden_rightlift.gif|There's an unused elevator to the right. Your character tends to disappear a lot here&lt;br /&gt;
File:sor3_r6hidden_basement.gif|Head down in the right elevator to get here. There are unused graphics here. Defeating the robots allows you access to both elevators, showing that the basement was the connection between the final game areas and hidden areas. Using the normal elevator afterwards will not allow you to return to the basement.&lt;br /&gt;
File:sor3_r6hidden_exit.gif|This unused exit corner is accessed with the right elevator. It takes you to the boss scene as normal, but the game plays the &amp;quot;dead general&amp;quot; story-route. This could be brought up that you could have left the general for dead, or the game does a check to see if you rescued the general, which isn't possible in the final version because the boss scene takes place when you rescue the general.&lt;br /&gt;
File:sor3_r6hidden_map.gif|A map of what round 6 should look like&lt;br /&gt;
File:Round 6 full map.png| What the real map looks like when put completely together.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Streets of Rage series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Sor3_unfin_bridge_barrier.gif</id>
		<title>File:Sor3 unfin bridge barrier.gif</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Sor3_unfin_bridge_barrier.gif"/>
				<updated>2013-05-24T03:03:05Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: uploaded a new version of &amp;amp;quot;File:Sor3 unfin bridge barrier.gif&amp;amp;quot;: Reverted to version as of 15:59, 26 September 2010&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{replaceimage|Transparency is messed up, needs to be re-ripped.}}&lt;br /&gt;
{{rippedgraphic|Genesis}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/File:Sor3_unfin_bridge_barrier.gif</id>
		<title>File:Sor3 unfin bridge barrier.gif</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/File:Sor3_unfin_bridge_barrier.gif"/>
				<updated>2013-05-24T03:02:21Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{replaceimage|Transparency is messed up, needs to be re-ripped.}}&lt;br /&gt;
{{rippedgraphic|Genesis}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Streets_of_Rage_3</id>
		<title>Streets of Rage 3</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Streets_of_Rage_3"/>
				<updated>2013-05-24T02:50:45Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Other Changed Palettes and Graphics */ these aren't unused. why are these here. arrrgh.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
| bobscreen=    Sor3_title.gif&lt;br /&gt;
| title=        Streets of Rage 3&lt;br /&gt;
| aka=          Bare Knuckle 3 (JP)&lt;br /&gt;
| developer=    Sega&lt;br /&gt;
| publisher=    Sega&lt;br /&gt;
| system=       Genesis&lt;br /&gt;
| japan =  {{date|1994|March|18}}&lt;br /&gt;
| usa =    {{date|1994|March|17}}&lt;br /&gt;
| europe = {{date|1994|March|20}}&lt;br /&gt;
| areas=Yes&lt;br /&gt;
| graphics=Yes&lt;br /&gt;
| region=Yes&lt;br /&gt;
| music=Yes&lt;br /&gt;
| sound=Yes&lt;br /&gt;
}}&lt;br /&gt;
{{todo|This page needs a lot of cleanup/rewriting.}}&lt;br /&gt;
&lt;br /&gt;
The final game in the ''Streets of Rage'' trilogy. Despite offering many new play mechanics over the previous sequel, such as running attacks, special moves with weapon and even a charge gauge that allows players to perform special attacks without penalty, this third entry was not as well received as the second, mostly due to an increased in difficulty for the overseas versions that led to the game being considered too hard for the wrong reasons.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Unused Levels ==&lt;br /&gt;
[[File:sor3_unfin_wasteland_sonic.gif|left|Now WHERE have I seen that blue hedgehog before?]]&lt;br /&gt;
&lt;br /&gt;
There exist two unused motorbike stages still in the game: one where you are on a bridge trying to get to the city hall while trying to avoid Donovan and co., and the second, where you are riding in the wasteland to get to Mr.X's base while avoiding a biker and his petrol bomb. Surprisingly enough, both of these levels take you to where you're meant to go, depending upon whether you let the general die or not, suggesting that these came after the battle with Jet.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Motobiking Caper ==&lt;br /&gt;
Images of some of the unused stages, and of the actions of the enemies.&lt;br /&gt;
&amp;lt;gallery widths=320px heights=240px perrow=2&amp;gt;&lt;br /&gt;
File:sor3_unfin_wasteland_fire.gif|Oh look! A biker throwing petrol bombs!&lt;br /&gt;
File:sor3_unfin_wasteland_build.gif|A shot of a building that occasionally passes by in the background&lt;br /&gt;
File:sor3_unfin_bridge_barrel.gif|Donovan throwing barrels off the back of a van&lt;br /&gt;
File:sor3_unfin_bridge_knife.gif|The van slows down and Donovan throws knives at you&lt;br /&gt;
File:sor3_unfin_bridge_crash.gif|Then ends up crashing...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Unused Graphics ==&lt;br /&gt;
[[File:sor3_unfin_bridge_barrier.gif|right]]If you view the graphics loaded into RAM during the level, you'll find this barrier (used in the first scene of Round 2). Although it is not present in the final version of the game, it's possible that earlier versions required you to dodge these barriers. &lt;br /&gt;
&lt;br /&gt;
===Motorbike Riding Sprites===&lt;br /&gt;
The motorbike Riding sprites for Axel, Blaze, Sammy/Skate, and Zan are still in the ROM. The pointers for loading the graphics were altered and the data in the levels wasn't updated. Thus resulting in the game trying to load graphics no longer in that spot of the ROM. Hence the slowdown. Here's the Motor Bike riding sprites for Axel and Blaze:&lt;br /&gt;
[[File:Motorbike sprites axel.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Motorbike sprites Blaze.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Motorbike sprites Skate.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Motorbike sprites Zan.png]]&lt;br /&gt;
&lt;br /&gt;
===Early Zan===&lt;br /&gt;
Zan actually went through a huge change in his sprites through production. These can be seen in some prerelease scans. The following five frames are found in the Bare Knuckle III ROM, uncompressed: &lt;br /&gt;
&lt;br /&gt;
[[File:SoR3 Early Zan Sprite sheet.png]]&lt;br /&gt;
&lt;br /&gt;
One of these frames isn't unused. For some reason, one of Zan's early sprite frames made it into the final game! That's the second one from the left. Why is it here on this page if it's used? Well, for starters, this earlier version of Zan, is significantly different from &amp;quot;Final Zan&amp;quot;. Early Zan is more muscular, anime-like, and has sprite shading similar to [[Streets of Rage 2]]'s sprite style. Early Zan's feet look more like boots, while Final Zan's look more like loafers. &lt;br /&gt;
&lt;br /&gt;
The frame mentioned above that's used can be seen if the player does a frontal hold attack while holding forward. It's the move that knocks down the opponent. However, if the player pays close attention, it's clear that this frame looks out of place against the others in terms of design. His other early frames that go unused have more in common. &lt;br /&gt;
&lt;br /&gt;
As for what frames are what in the above image, the first frame from the left is most likely the first frame of Early Zan's Dashing animation. This is indicated by the little lines next to his feet. The second frame from the left has already been covered. The other three frames appear to be part of the same animation. It may not be a complete animation, though. It is quite possibly a jumping attack of some sort, or an air throw, suggesting that he is the replacement of Max.&lt;br /&gt;
&lt;br /&gt;
===Unused Final Zan Sprite===&lt;br /&gt;
Final Zan also has an unused animation, oddly enough: &lt;br /&gt;
&lt;br /&gt;
[[File:Zan_unused.gif]]&lt;br /&gt;
&lt;br /&gt;
Perhaps the creators were intending on replacing the used early frame and replacing it with this one but ran out of time. Bare Knuckle III seems pretty rushed, due to the unused stages and many more unused things that didn't make the cut in the final ROM either used or unused, so it's possible, but there's no true way of knowing for sure. This animation can be seen with the code '''CJLB-ENCL''', thanks to gsaurus.&lt;br /&gt;
&lt;br /&gt;
===Hidden Bare Knuckle III Title Screen Animation===&lt;br /&gt;
[[File:BKIII Title screen flashing animation.gif]]&lt;br /&gt;
&lt;br /&gt;
Bare Knuckle III actually has an animation for the title screen that can't be seen by normal means, due to the fact that the game cycles quickly into the demos. It can be viewed with the PAR code {{hex|FFF6B0:0001}}.&lt;br /&gt;
&lt;br /&gt;
{{source|Cabo Hicks|PAR code}}&lt;br /&gt;
&lt;br /&gt;
===Unused Sammy Sprites===&lt;br /&gt;
[[File:UnusedSammy.png]]&lt;br /&gt;
&lt;br /&gt;
Apparently, Sammy (aka Skate in the Western World.) has a couple of sprite frames seeming to relate to the same animation in the ROM. What he's doing is unknown. Some people think it's an unused hold of sorts. Others think it is him using a weapon but it was changed for a better animation. Other think that it's an idle animation of Sammy giving the finger. &lt;br /&gt;
&lt;br /&gt;
== Regional Differences ==&lt;br /&gt;
&lt;br /&gt;
===Motorbike Stage Corruption===&lt;br /&gt;
[[File:sor3_unfin_sor3wastelands.gif|left|thumb]][[File:sor3_unfin_sor3bridge.gif|right|thumb]]In addition to the corrupted graphics and palettes, there are other differences. Firstly, the Wastelands ends almost as soon as it begins - this was programmed in for some reason - whilst the Bridge crashes the game when it ends. Secondly, there is no slowdown problem in Streets of Rage 3. If you make the characters visible, the reason for this soon becomes apparent: the riding graphics are no longer being used. Instead, the normal graphics are being used, which looks very strange.&lt;br /&gt;
&lt;br /&gt;
The graphical differences initially appear to be due simply to the graphics used being in different locations in the SOR3 ROM (compared to the Bare Knuckle 3 ROM), and so the conversion team saw no need to update the code of unused levels. It is possible to restore the graphics by copying the relevant data from a BK3 savestate. However, on closer inspection it appears that large parts of the data for the levels, such as the graphics and palettes, were deleted entirely during the conversion from BK3, and other game data was moved to fill the space (for example, the position where the palette for the Bridge level should be is filled with code that appears after the palette in the BK3 ROM). This certainly explains the graphics corruption, and also means that editing the ROM to play the levels correctly (like in BK3) would be quite complex.&lt;br /&gt;
&lt;br /&gt;
The bugs where the Bridge crashes at the end of the level and the Wastelands ends as soon as it begins also appear to be due to this overwriting of data. If the graphics etc are copied from a BK3 savestate into a SOR3 savestate, these bugs no longer occur.&lt;br /&gt;
&lt;br /&gt;
===Gender Neutrality===&lt;br /&gt;
Apparently, Sega of America thought it would be a good idea to change the character's palette mappings to create &amp;quot;gender-neutral&amp;quot; colors. It was one part of the massive censorship done by the localization team at Sega of America.&lt;br /&gt;
&lt;br /&gt;
The following are the gender-neutral color changes, and the original Japanese colors:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Axel BKIII.png]]&amp;lt;br&amp;gt;[[File:BKIII Blaze.png]]&amp;lt;br&amp;gt;[[File:BKIII Skate.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:SOR_3_Axel.png]]&amp;lt;br&amp;gt;[[File:SOR 3 Blaze.png]]&amp;lt;br&amp;gt;[[File:SOR_3_Skate.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Zan and the secret playable characters were the only ones to not get gender-neutral colors, perhaps because most perverted people wouldn't be turned on by an old man cyborg. There is a prototype dumped by drx of hidden-palace.net during his February 23rd, 2008 release,  of the US version of Streets of Rage 3 that has Axel still in his original Bare Knuckle III colors. His portrait however, has already been altered to his gender neutral colors. His voice effect has also already been altered as well. The build after this one has him in his US colors with his palette remapped to different parts of his sprites like the final US version.&lt;br /&gt;
&lt;br /&gt;
===Other Changed Palettes and Graphics===&lt;br /&gt;
In addition to the above, other palettes and graphics were affected or altered. As before BKIII palettes and graphics are one the left and SOR 3 is on the right.&lt;br /&gt;
&lt;br /&gt;
The boss Break, who's a robotic clone of Axel, and therefore uses Axel's sprites with a palette swap. Not only was his name changed to Axel in the US, but his color palette was also altered as well. His gloves are now purple instead of blue and the rest of his outfit was changed to match Axel's new US palette:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Break BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Break aka Axel clone SOR 3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Axel, Blaze, and Sammy/Skate's player 2 palettes for Duel/Battle mode were altered in the US release:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Axel BKIII 2p.png]]&amp;lt;br&amp;gt;[[File:Blaze BKIII 2p.png]]&amp;lt;br&amp;gt;[[File:Sammy BKIII 2p.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Axel sor3 2p.png]]&amp;lt;br&amp;gt;[[File:Blaze SOR3 2p.png]]&amp;lt;br&amp;gt;[[File:Skate SOR3 2p.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It should be noted that in the early US prototype with Axel in his BKIII colors mentioned earlier in this article, that his two player palette was already changed to the one in the final. However, the mappings for what color goes where in the palette are different and he ends up with a blue shirt and red pants instead of a lime shirt with dark blue pants. His hair has instances of lime color in it, and his gloves are green. Also, Blaze's 2P sprite looks identical to her BK3 one, just with more shine on her clothes.&lt;br /&gt;
&lt;br /&gt;
The female punks, Electra and Garnet (who is called Soozie in the western releases), showed a lot more skin in Bare Knuckle III. Sega of America took the time to edit the sprites to cover things up. Garnet's pose was also changed to be less provocative:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| title= Electra&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Electra BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Electra SOR3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| title= Garnet/Soozie&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Garnet BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Soozie SOR3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Removed Miniboss: Ash===&lt;br /&gt;
Yet another piece of censorship by Sega of America. In Bare Knuckle III, there's a miniboss you fight at the pier on Round 1. He passes through the level a few times on a speedboat before dropping off punks to attack the player. However, at the end of the stage he'll drop off his last load of punks; once the punks are defeated, Ash will jump out of the speedboat and attack the player.&lt;br /&gt;
&lt;br /&gt;
Ash is a homosexual stereotype miniboss. He prances around and can move quite fast. He also laughs girlishly after throwing the player and cries when he's beat. He has his own music track which is still in the US version, albeit unused. If the player holds down the A button when Ash is defeated and loses a continue later on, Ash will be selectable as playable from the continue menu. Ash's attacks are very powerful and his punches inflict devastating damage on all enemies, including bosses. His speed is also incredible as well.&lt;br /&gt;
&lt;br /&gt;
His removal from the US version (Streets of Rage 3) was due to his controversial nature. His playable version's still coded into the US ROM, however, his miniboss version is removed so there's no way to play as him by normal means in the US and PAL versions. In the US version, Shiva (the round 1 boss and yet another secret playable character) will be driving the boat. Instead of jumping out of the boat for a fight, he'll drop off a group of punks at the end of the pier and then drive away to where you confront him for the boss Battle in the next part of the stage.&lt;br /&gt;
&lt;br /&gt;
To play as Ash in the US version of Streets of Rage 3, use the following Game Genie code: {{hex|BAWA-AAA0}}&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Miniboss Palette&lt;br /&gt;
| left= [[File:Ash Miniboss.png]]&lt;br /&gt;
| rightt= Player Palette&lt;br /&gt;
| right= [[File:Ash playable.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{todo| Get other localization changes listed here eventually. There are many more.}}&lt;br /&gt;
&lt;br /&gt;
==Round 1==&lt;br /&gt;
&lt;br /&gt;
==Round 2==&lt;br /&gt;
&lt;br /&gt;
{{compare|&lt;br /&gt;
| leftt = Bare Knuckle III&lt;br /&gt;
| rightt = Streets of Rage 3&lt;br /&gt;
| left = [[File:BKIII Round 2.png]]&lt;br /&gt;
| right = [[File:SOR3 Stage 2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The table that contains an apple was removed, and the third Garnet was moved to the same group as the other two Soozie's.&lt;br /&gt;
&lt;br /&gt;
==Round 3==&lt;br /&gt;
&lt;br /&gt;
In SOR3, the barrels drop more frequently based on the difficulty setting and another place where barrels drop was added - the one that appears after the container that has the first chicken in the level.&lt;br /&gt;
&lt;br /&gt;
The bulldozer takes one hit to retreat in BKIII, while in SOR3 it requires several hits to back off. Also, you can destroy the second wall before the screen starts scrolling - in SOR3 it was set further away. The barrel that hits the Donovan driving the bulldozer remains on screen - in SOR3 it doesn't.&lt;br /&gt;
&lt;br /&gt;
==Round 4==&lt;br /&gt;
&lt;br /&gt;
==Round 5==&lt;br /&gt;
&lt;br /&gt;
SOR3 ends on Round 5 under Easy (and also on Very Easy if hacked to choose that difficulty setting).&lt;br /&gt;
&lt;br /&gt;
==Round 6==&lt;br /&gt;
&lt;br /&gt;
{{compare|&lt;br /&gt;
| leftt = Bare Knuckle III&lt;br /&gt;
| rightt = Streets of Rage 3&lt;br /&gt;
| left = [[File:BKIII General.png]]&lt;br /&gt;
| right = [[File:SOR3 Chief.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
General Ivan Petrov is known as the Chief of Police in SOR3. The general wears brown and has a beard, while the chief is clad in gray and has no beard.&lt;br /&gt;
&lt;br /&gt;
==Round 7A==&lt;br /&gt;
&lt;br /&gt;
In Round 7A's factory BKIII has 3 crates at the beginning (containing points &amp;amp; 2 chickens) - in SOR3 only the points crate remains.&lt;br /&gt;
&lt;br /&gt;
After Neo-X is defeated, BKIII apparently doesn't let the players enter their initials. In SOR3 however, you can enter your initials after defeating Neo-X.&lt;br /&gt;
&lt;br /&gt;
==Round 7B==&lt;br /&gt;
&lt;br /&gt;
{{source|[http://soronline.net/sor3_sor3vsbk3.htm Streets of Rage Online]}}&lt;br /&gt;
&lt;br /&gt;
== Round 6 Hidden Areas ==&lt;br /&gt;
&lt;br /&gt;
Round 6 is one of the most innovative stages in Streets of Rage 3. Instead of moving from left to right, beating up punks as in standard stages, you must move around the various floors and rooms of the Syndicate building to release the Chief of Police in time, with your actions deciding which route you'll follow for the final stages of the game. As it turns out, there's more to Round 6 than you'd think!&lt;br /&gt;
&amp;lt;gallery widths=320px heights=240px perrow=2&amp;gt;&lt;br /&gt;
File:sor3_hacking_r6wall.gif|What's beyond that wall?&lt;br /&gt;
File:sor3_r6hidden_0405.gif|An unused corridor!&lt;br /&gt;
File:sor3_r6hidden_scene2c.gif|An unused trap room from the unused corridor.&lt;br /&gt;
File:sor3_r6hidden_rightlift.gif|There's an unused elevator to the right. Your character tends to disappear a lot here&lt;br /&gt;
File:sor3_r6hidden_basement.gif|Head down in the right elevator to get here. There are unused graphics here. Defeating the robots allows you access to both elevators, showing that the basement was the connection between the final game areas and hidden areas. Using the normal elevator afterwards will not allow you to return to the basement.&lt;br /&gt;
File:sor3_r6hidden_exit.gif|This unused exit corner is accessed with the right elevator. It takes you to the boss scene as normal, but the game plays the &amp;quot;dead general&amp;quot; story-route. This could be brought up that you could have left the general for dead, or the game does a check to see if you rescued the general, which isn't possible in the final version because the boss scene takes place when you rescue the general.&lt;br /&gt;
File:sor3_r6hidden_map.gif|A map of what round 6 should look like&lt;br /&gt;
File:Round 6 full map.png| What the real map looks like when put completely together.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Streets of Rage series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Streets_of_Rage_3</id>
		<title>Streets of Rage 3</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Streets_of_Rage_3"/>
				<updated>2013-05-24T02:49:33Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Other Changed Palettes and Graphics */ this article is an unholy mess&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
| bobscreen=    Sor3_title.gif&lt;br /&gt;
| title=        Streets of Rage 3&lt;br /&gt;
| aka=          Bare Knuckle 3 (JP)&lt;br /&gt;
| developer=    Sega&lt;br /&gt;
| publisher=    Sega&lt;br /&gt;
| system=       Genesis&lt;br /&gt;
| japan =  {{date|1994|March|18}}&lt;br /&gt;
| usa =    {{date|1994|March|17}}&lt;br /&gt;
| europe = {{date|1994|March|20}}&lt;br /&gt;
| areas=Yes&lt;br /&gt;
| graphics=Yes&lt;br /&gt;
| region=Yes&lt;br /&gt;
| music=Yes&lt;br /&gt;
| sound=Yes&lt;br /&gt;
}}&lt;br /&gt;
{{todo|This page needs a lot of cleanup/rewriting.}}&lt;br /&gt;
&lt;br /&gt;
The final game in the ''Streets of Rage'' trilogy. Despite offering many new play mechanics over the previous sequel, such as running attacks, special moves with weapon and even a charge gauge that allows players to perform special attacks without penalty, this third entry was not as well received as the second, mostly due to an increased in difficulty for the overseas versions that led to the game being considered too hard for the wrong reasons.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Unused Levels ==&lt;br /&gt;
[[File:sor3_unfin_wasteland_sonic.gif|left|Now WHERE have I seen that blue hedgehog before?]]&lt;br /&gt;
&lt;br /&gt;
There exist two unused motorbike stages still in the game: one where you are on a bridge trying to get to the city hall while trying to avoid Donovan and co., and the second, where you are riding in the wasteland to get to Mr.X's base while avoiding a biker and his petrol bomb. Surprisingly enough, both of these levels take you to where you're meant to go, depending upon whether you let the general die or not, suggesting that these came after the battle with Jet.&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Motobiking Caper ==&lt;br /&gt;
Images of some of the unused stages, and of the actions of the enemies.&lt;br /&gt;
&amp;lt;gallery widths=320px heights=240px perrow=2&amp;gt;&lt;br /&gt;
File:sor3_unfin_wasteland_fire.gif|Oh look! A biker throwing petrol bombs!&lt;br /&gt;
File:sor3_unfin_wasteland_build.gif|A shot of a building that occasionally passes by in the background&lt;br /&gt;
File:sor3_unfin_bridge_barrel.gif|Donovan throwing barrels off the back of a van&lt;br /&gt;
File:sor3_unfin_bridge_knife.gif|The van slows down and Donovan throws knives at you&lt;br /&gt;
File:sor3_unfin_bridge_crash.gif|Then ends up crashing...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Unused Graphics ==&lt;br /&gt;
[[File:sor3_unfin_bridge_barrier.gif|right]]If you view the graphics loaded into RAM during the level, you'll find this barrier (used in the first scene of Round 2). Although it is not present in the final version of the game, it's possible that earlier versions required you to dodge these barriers. &lt;br /&gt;
&lt;br /&gt;
===Motorbike Riding Sprites===&lt;br /&gt;
The motorbike Riding sprites for Axel, Blaze, Sammy/Skate, and Zan are still in the ROM. The pointers for loading the graphics were altered and the data in the levels wasn't updated. Thus resulting in the game trying to load graphics no longer in that spot of the ROM. Hence the slowdown. Here's the Motor Bike riding sprites for Axel and Blaze:&lt;br /&gt;
[[File:Motorbike sprites axel.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Motorbike sprites Blaze.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Motorbike sprites Skate.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Motorbike sprites Zan.png]]&lt;br /&gt;
&lt;br /&gt;
===Early Zan===&lt;br /&gt;
Zan actually went through a huge change in his sprites through production. These can be seen in some prerelease scans. The following five frames are found in the Bare Knuckle III ROM, uncompressed: &lt;br /&gt;
&lt;br /&gt;
[[File:SoR3 Early Zan Sprite sheet.png]]&lt;br /&gt;
&lt;br /&gt;
One of these frames isn't unused. For some reason, one of Zan's early sprite frames made it into the final game! That's the second one from the left. Why is it here on this page if it's used? Well, for starters, this earlier version of Zan, is significantly different from &amp;quot;Final Zan&amp;quot;. Early Zan is more muscular, anime-like, and has sprite shading similar to [[Streets of Rage 2]]'s sprite style. Early Zan's feet look more like boots, while Final Zan's look more like loafers. &lt;br /&gt;
&lt;br /&gt;
The frame mentioned above that's used can be seen if the player does a frontal hold attack while holding forward. It's the move that knocks down the opponent. However, if the player pays close attention, it's clear that this frame looks out of place against the others in terms of design. His other early frames that go unused have more in common. &lt;br /&gt;
&lt;br /&gt;
As for what frames are what in the above image, the first frame from the left is most likely the first frame of Early Zan's Dashing animation. This is indicated by the little lines next to his feet. The second frame from the left has already been covered. The other three frames appear to be part of the same animation. It may not be a complete animation, though. It is quite possibly a jumping attack of some sort, or an air throw, suggesting that he is the replacement of Max.&lt;br /&gt;
&lt;br /&gt;
===Unused Final Zan Sprite===&lt;br /&gt;
Final Zan also has an unused animation, oddly enough: &lt;br /&gt;
&lt;br /&gt;
[[File:Zan_unused.gif]]&lt;br /&gt;
&lt;br /&gt;
Perhaps the creators were intending on replacing the used early frame and replacing it with this one but ran out of time. Bare Knuckle III seems pretty rushed, due to the unused stages and many more unused things that didn't make the cut in the final ROM either used or unused, so it's possible, but there's no true way of knowing for sure. This animation can be seen with the code '''CJLB-ENCL''', thanks to gsaurus.&lt;br /&gt;
&lt;br /&gt;
===Hidden Bare Knuckle III Title Screen Animation===&lt;br /&gt;
[[File:BKIII Title screen flashing animation.gif]]&lt;br /&gt;
&lt;br /&gt;
Bare Knuckle III actually has an animation for the title screen that can't be seen by normal means, due to the fact that the game cycles quickly into the demos. It can be viewed with the PAR code {{hex|FFF6B0:0001}}.&lt;br /&gt;
&lt;br /&gt;
{{source|Cabo Hicks|PAR code}}&lt;br /&gt;
&lt;br /&gt;
===Unused Sammy Sprites===&lt;br /&gt;
[[File:UnusedSammy.png]]&lt;br /&gt;
&lt;br /&gt;
Apparently, Sammy (aka Skate in the Western World.) has a couple of sprite frames seeming to relate to the same animation in the ROM. What he's doing is unknown. Some people think it's an unused hold of sorts. Others think it is him using a weapon but it was changed for a better animation. Other think that it's an idle animation of Sammy giving the finger. &lt;br /&gt;
&lt;br /&gt;
== Regional Differences ==&lt;br /&gt;
&lt;br /&gt;
===Motorbike Stage Corruption===&lt;br /&gt;
[[File:sor3_unfin_sor3wastelands.gif|left|thumb]][[File:sor3_unfin_sor3bridge.gif|right|thumb]]In addition to the corrupted graphics and palettes, there are other differences. Firstly, the Wastelands ends almost as soon as it begins - this was programmed in for some reason - whilst the Bridge crashes the game when it ends. Secondly, there is no slowdown problem in Streets of Rage 3. If you make the characters visible, the reason for this soon becomes apparent: the riding graphics are no longer being used. Instead, the normal graphics are being used, which looks very strange.&lt;br /&gt;
&lt;br /&gt;
The graphical differences initially appear to be due simply to the graphics used being in different locations in the SOR3 ROM (compared to the Bare Knuckle 3 ROM), and so the conversion team saw no need to update the code of unused levels. It is possible to restore the graphics by copying the relevant data from a BK3 savestate. However, on closer inspection it appears that large parts of the data for the levels, such as the graphics and palettes, were deleted entirely during the conversion from BK3, and other game data was moved to fill the space (for example, the position where the palette for the Bridge level should be is filled with code that appears after the palette in the BK3 ROM). This certainly explains the graphics corruption, and also means that editing the ROM to play the levels correctly (like in BK3) would be quite complex.&lt;br /&gt;
&lt;br /&gt;
The bugs where the Bridge crashes at the end of the level and the Wastelands ends as soon as it begins also appear to be due to this overwriting of data. If the graphics etc are copied from a BK3 savestate into a SOR3 savestate, these bugs no longer occur.&lt;br /&gt;
&lt;br /&gt;
===Gender Neutrality===&lt;br /&gt;
Apparently, Sega of America thought it would be a good idea to change the character's palette mappings to create &amp;quot;gender-neutral&amp;quot; colors. It was one part of the massive censorship done by the localization team at Sega of America.&lt;br /&gt;
&lt;br /&gt;
The following are the gender-neutral color changes, and the original Japanese colors:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Axel BKIII.png]]&amp;lt;br&amp;gt;[[File:BKIII Blaze.png]]&amp;lt;br&amp;gt;[[File:BKIII Skate.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:SOR_3_Axel.png]]&amp;lt;br&amp;gt;[[File:SOR 3 Blaze.png]]&amp;lt;br&amp;gt;[[File:SOR_3_Skate.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Zan and the secret playable characters were the only ones to not get gender-neutral colors, perhaps because most perverted people wouldn't be turned on by an old man cyborg. There is a prototype dumped by drx of hidden-palace.net during his February 23rd, 2008 release,  of the US version of Streets of Rage 3 that has Axel still in his original Bare Knuckle III colors. His portrait however, has already been altered to his gender neutral colors. His voice effect has also already been altered as well. The build after this one has him in his US colors with his palette remapped to different parts of his sprites like the final US version.&lt;br /&gt;
&lt;br /&gt;
===Other Changed Palettes and Graphics===&lt;br /&gt;
In addition to the above, other palettes and graphics were affected or altered. As before BKIII palettes and graphics are one the left and SOR 3 is on the right.&lt;br /&gt;
&lt;br /&gt;
The boss Break, who's a robotic clone of Axel, and therefore uses Axel's sprites with a palette swap. Not only was his name changed to Axel in the US, but his color palette was also altered as well. His gloves are now purple instead of blue and the rest of his outfit was changed to match Axel's new US palette:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Break BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Break aka Axel clone SOR 3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Axel, Blaze, and Sammy/Skate's player 2 palettes for Duel/Battle mode were altered in the US release:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Axel BKIII 2p.png]]&amp;lt;br&amp;gt;[[File:Blaze BKIII 2p.png]]&amp;lt;br&amp;gt;[[File:Sammy BKIII 2p.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Axel sor3 2p.png]]&amp;lt;br&amp;gt;[[File:Blaze SOR3 2p.png]]&amp;lt;br&amp;gt;[[File:Skate SOR3 2p.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It should be noted that in the early US prototype with Axel in his BKIII colors mentioned earlier in this article, that his two player palette was already changed to the one in the final. However, the mappings for what color goes where in the palette are different and he ends up with a blue shirt and red pants instead of a lime shirt with dark blue pants. His hair has instances of lime color in it, and his gloves are green. Also, Blaze's 2P sprite looks identical to her BK3 one, just with more shine on her clothes.&lt;br /&gt;
&lt;br /&gt;
The female punks, Electra and Garnet (who is called Soozie in the western releases), showed a lot more skin in Bare Knuckle III. Sega of America took the time to edit the sprites to cover things up. Garnet's pose was also changed to be less provocative:&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| title= Electra&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Electra BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Electra SOR3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| title= Garnet/Soozie&lt;br /&gt;
| leftt= Bare Knuckle III&lt;br /&gt;
| left= [[File:Garnet BKIII.png]]&lt;br /&gt;
| rightt= Streets of Rage 3&lt;br /&gt;
| right= [[File:Soozie SOR3.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Onihime_walk.gif]]&lt;br /&gt;
[[File:Yasha_walk.gif]]&lt;br /&gt;
&lt;br /&gt;
Just as a strange note, the female enemies, Onihime and Yasha (known as Mona and Lisa in the Western versions) have breasts that jiggle when they walk. They have clothes on before somebody misinterprets this. What's strange is that it didn't bother Sega of America and it's in the final US and PAL versions. Apparently jiggling boobs isn't offensive, but seeing girls' panties and women walking in provocative poses are. Also, you can still see up Blaze's skirt when she does flying kicks in the Western versions. However, her new outfit colors makes this a little harder to see. Strange that her sprites weren't altered for the flying kick like in the US release of Streets of Rage 2.&lt;br /&gt;
&lt;br /&gt;
===Removed Miniboss: Ash===&lt;br /&gt;
Yet another piece of censorship by Sega of America. In Bare Knuckle III, there's a miniboss you fight at the pier on Round 1. He passes through the level a few times on a speedboat before dropping off punks to attack the player. However, at the end of the stage he'll drop off his last load of punks; once the punks are defeated, Ash will jump out of the speedboat and attack the player.&lt;br /&gt;
&lt;br /&gt;
Ash is a homosexual stereotype miniboss. He prances around and can move quite fast. He also laughs girlishly after throwing the player and cries when he's beat. He has his own music track which is still in the US version, albeit unused. If the player holds down the A button when Ash is defeated and loses a continue later on, Ash will be selectable as playable from the continue menu. Ash's attacks are very powerful and his punches inflict devastating damage on all enemies, including bosses. His speed is also incredible as well.&lt;br /&gt;
&lt;br /&gt;
His removal from the US version (Streets of Rage 3) was due to his controversial nature. His playable version's still coded into the US ROM, however, his miniboss version is removed so there's no way to play as him by normal means in the US and PAL versions. In the US version, Shiva (the round 1 boss and yet another secret playable character) will be driving the boat. Instead of jumping out of the boat for a fight, he'll drop off a group of punks at the end of the pier and then drive away to where you confront him for the boss Battle in the next part of the stage.&lt;br /&gt;
&lt;br /&gt;
To play as Ash in the US version of Streets of Rage 3, use the following Game Genie code: {{hex|BAWA-AAA0}}&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt= Miniboss Palette&lt;br /&gt;
| left= [[File:Ash Miniboss.png]]&lt;br /&gt;
| rightt= Player Palette&lt;br /&gt;
| right= [[File:Ash playable.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{todo| Get other localization changes listed here eventually. There are many more.}}&lt;br /&gt;
&lt;br /&gt;
==Round 1==&lt;br /&gt;
&lt;br /&gt;
==Round 2==&lt;br /&gt;
&lt;br /&gt;
{{compare|&lt;br /&gt;
| leftt = Bare Knuckle III&lt;br /&gt;
| rightt = Streets of Rage 3&lt;br /&gt;
| left = [[File:BKIII Round 2.png]]&lt;br /&gt;
| right = [[File:SOR3 Stage 2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The table that contains an apple was removed, and the third Garnet was moved to the same group as the other two Soozie's.&lt;br /&gt;
&lt;br /&gt;
==Round 3==&lt;br /&gt;
&lt;br /&gt;
In SOR3, the barrels drop more frequently based on the difficulty setting and another place where barrels drop was added - the one that appears after the container that has the first chicken in the level.&lt;br /&gt;
&lt;br /&gt;
The bulldozer takes one hit to retreat in BKIII, while in SOR3 it requires several hits to back off. Also, you can destroy the second wall before the screen starts scrolling - in SOR3 it was set further away. The barrel that hits the Donovan driving the bulldozer remains on screen - in SOR3 it doesn't.&lt;br /&gt;
&lt;br /&gt;
==Round 4==&lt;br /&gt;
&lt;br /&gt;
==Round 5==&lt;br /&gt;
&lt;br /&gt;
SOR3 ends on Round 5 under Easy (and also on Very Easy if hacked to choose that difficulty setting).&lt;br /&gt;
&lt;br /&gt;
==Round 6==&lt;br /&gt;
&lt;br /&gt;
{{compare|&lt;br /&gt;
| leftt = Bare Knuckle III&lt;br /&gt;
| rightt = Streets of Rage 3&lt;br /&gt;
| left = [[File:BKIII General.png]]&lt;br /&gt;
| right = [[File:SOR3 Chief.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
General Ivan Petrov is known as the Chief of Police in SOR3. The general wears brown and has a beard, while the chief is clad in gray and has no beard.&lt;br /&gt;
&lt;br /&gt;
==Round 7A==&lt;br /&gt;
&lt;br /&gt;
In Round 7A's factory BKIII has 3 crates at the beginning (containing points &amp;amp; 2 chickens) - in SOR3 only the points crate remains.&lt;br /&gt;
&lt;br /&gt;
After Neo-X is defeated, BKIII apparently doesn't let the players enter their initials. In SOR3 however, you can enter your initials after defeating Neo-X.&lt;br /&gt;
&lt;br /&gt;
==Round 7B==&lt;br /&gt;
&lt;br /&gt;
{{source|[http://soronline.net/sor3_sor3vsbk3.htm Streets of Rage Online]}}&lt;br /&gt;
&lt;br /&gt;
== Round 6 Hidden Areas ==&lt;br /&gt;
&lt;br /&gt;
Round 6 is one of the most innovative stages in Streets of Rage 3. Instead of moving from left to right, beating up punks as in standard stages, you must move around the various floors and rooms of the Syndicate building to release the Chief of Police in time, with your actions deciding which route you'll follow for the final stages of the game. As it turns out, there's more to Round 6 than you'd think!&lt;br /&gt;
&amp;lt;gallery widths=320px heights=240px perrow=2&amp;gt;&lt;br /&gt;
File:sor3_hacking_r6wall.gif|What's beyond that wall?&lt;br /&gt;
File:sor3_r6hidden_0405.gif|An unused corridor!&lt;br /&gt;
File:sor3_r6hidden_scene2c.gif|An unused trap room from the unused corridor.&lt;br /&gt;
File:sor3_r6hidden_rightlift.gif|There's an unused elevator to the right. Your character tends to disappear a lot here&lt;br /&gt;
File:sor3_r6hidden_basement.gif|Head down in the right elevator to get here. There are unused graphics here. Defeating the robots allows you access to both elevators, showing that the basement was the connection between the final game areas and hidden areas. Using the normal elevator afterwards will not allow you to return to the basement.&lt;br /&gt;
File:sor3_r6hidden_exit.gif|This unused exit corner is accessed with the right elevator. It takes you to the boss scene as normal, but the game plays the &amp;quot;dead general&amp;quot; story-route. This could be brought up that you could have left the general for dead, or the game does a check to see if you rescued the general, which isn't possible in the final version because the boss scene takes place when you rescue the general.&lt;br /&gt;
File:sor3_r6hidden_map.gif|A map of what round 6 should look like&lt;br /&gt;
File:Round 6 full map.png| What the real map looks like when put completely together.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Streets of Rage series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/User_talk:Chpexo</id>
		<title>User talk:Chpexo</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/User_talk:Chpexo"/>
				<updated>2013-05-24T00:09:22Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: plagiarism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hebereke Sprites==&lt;br /&gt;
I've already got all the unused Hebereke sprites separately ripped (with some corrections) on my home computer. You don't need to bother reuploading them, I can do it when I get home. --[[User:BMF54123|BMF54123]] 18:56, 4 March 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
OK thanks --[[User:chpexo|chpexo]] 18:08, 4 March 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Please Follow Guidelines==&lt;br /&gt;
You need to make sure your screenshot sizes are consistent. NES should always be 256x240 here. --[[User:BMF54123|BMF54123]] 19:39, 4 March 2013 (EST)&lt;br /&gt;
:You also need to make sure you follow article formatting rules. Section headings are done using &amp;lt;nowiki&amp;gt;===equals signs===&amp;lt;/nowiki&amp;gt;, not &amp;lt;nowiki&amp;gt;'''bold tags'''&amp;lt;/nowiki&amp;gt;. Please read the [[Help:Contents|Rules &amp;amp; Editing Help]] for more info. --[[User:BMF54123|BMF54123]] 19:46, 4 March 2013 (EST)&lt;br /&gt;
::You don't need to keep uploading the same image over and over again. Try refreshing the page with F5. --[[User:BMF54123|BMF54123]] 20:03, 4 March 2013 (EST)&lt;br /&gt;
:::You also want to empty your cache after uploading the image. Also, make sure you categorize your files during the uploading process. --[[User:Divingkataetheweirdo|From: divingkataetheweirdo]] 20:05, 4 March 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Rewriting Sections==&lt;br /&gt;
Is there any particular reason why you keep rewriting sections of articles that don't need to be rewritten? You've managed to remove some useful information and credits in the process, so I'd appreciate it if you stopped. --[[User:BMF54123|BMF54123]] 21:36, 4 May 2013 (EDT)&lt;br /&gt;
:I won't deny I removed information from the Pokemon Blue page. I'm sorry. I was trying to repair to repair the page. However, the pronunciation of something in Japanese is not necessary. Saying MissingNo.'s stats in words is unnecessary, just show a picture of the Pokedex page that says it all for you. I understand where you come from. On this site there's trolls. And you have to look over them and clean their mess. It must drive you crazy, I know it would for me. --[[User:chpexo|chpexo]] 22:06, 4 May 2013 (EDT)&lt;br /&gt;
::''However, the pronunciation of something in Japanese is not necessary.''&lt;br /&gt;
::We have a large number of pages that show the pronunciations of Japanese words. While not strictly ''necessary'' in most cases, some people find this information useful or interesting.&lt;br /&gt;
::''Saying MissingNo.'s stats in words is unnecessary, just show a picture of the Pokedex page that says it all for you.''&lt;br /&gt;
::I really don't see a problem with it, to be honest. --[[User:BMF54123|BMF54123]] 22:24, 4 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Moving pages to subpages ==&lt;br /&gt;
&lt;br /&gt;
When you do this, can you put a note in the edit summary that you're moving it to a subpage? That way the huge deletion doesn't cause alarm. (It's not a big deal, but it would be wise.) --[[File:Xk-sig.png|link=User:Xkeeper]] '''[[User:Xkeeper|Xkeeper]]''' &amp;lt;small&amp;gt;([[User_talk:Xkeeper|talk]])&amp;lt;/small&amp;gt; 20:59, 13 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Copying info from other sites==&lt;br /&gt;
If you're going to do this (see: Minceraft), you need to rewrite the info in your own words, because plagiarism isn't cool. --[[User:BMF54123|BMF54123]] 20:09, 23 May 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Gimmick!</id>
		<title>Gimmick!</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Gimmick!"/>
				<updated>2013-05-23T22:24:56Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Unused Graphics */ todo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
 | bobscreen= Gimmick!-title.png&lt;br /&gt;
 | aka= Mr. Gimmick (EU)&lt;br /&gt;
 | developer= Sunsoft&lt;br /&gt;
 | publisher= Sunsoft&lt;br /&gt;
 | japan= {{date|1992|January|31}}&lt;br /&gt;
 | europe= {{date|1993|May|5|nocat=true}}&lt;br /&gt;
 | system= NES&lt;br /&gt;
 | music= y&lt;br /&gt;
 | piracy= y&lt;br /&gt;
 | region= y&lt;br /&gt;
 | graphics= y&lt;br /&gt;
 | soundtest= y&lt;br /&gt;
}}&lt;br /&gt;
'''''Gimmick!''''' is an action-platformer that was released late in the Famicom's/NES' lifespan. Despite the game's cute appearance, it is punishingly difficult, but has gained a following due to its overall polished presentation and rewarding-to-master star attack that doubles as a platform for finding items necessary to get the game's good ending.&lt;br /&gt;
&lt;br /&gt;
Due to the late release date, as well as an extra chip in the cart that added sound channels, the game was only released outside of Japan in Scandinavia, though at least one prototype has been found for the planned US release.&lt;br /&gt;
&lt;br /&gt;
(The tough difficulty probably didn't help, either.)&lt;br /&gt;
{{todo|The US prototype(s).}}&lt;br /&gt;
&lt;br /&gt;
==Sound Test==&lt;br /&gt;
[[File:Gimmick!_001.png|left]]&lt;br /&gt;
&lt;br /&gt;
Hold '''Select''' and press '''Start''' at the title screen. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Unused Music==&lt;br /&gt;
[[File:Gimmick-UnusedMusic.ogg]]&lt;br /&gt;
&lt;br /&gt;
The second track in the NSF, &amp;quot;Strange Memories of Death&amp;quot;, goes unused in the game proper. It can be heard in the sound test, though.&lt;br /&gt;
&lt;br /&gt;
==Anti-Piracy==&lt;br /&gt;
[[File:Gimmick_BlackHole.png|left|MYSTERY ADVENTURE END.]]&lt;br /&gt;
&lt;br /&gt;
The game has a copy protection routine which is triggered if the intro text is tampered with (as is the case with the pirated version, ''Shui Guan Pipe'') '''and''' the player makes it to the secret Stage 7. This prevents unsuspecting players from being able to advance to the final boss and see the good ending.&lt;br /&gt;
&lt;br /&gt;
See [[Notes:Gimmick!|the Notes page]] for a detailed description of the copy protection code.&lt;br /&gt;
{{source|BMF54123}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Playable Enemy==&lt;br /&gt;
&amp;lt;youtube size=&amp;quot;nes&amp;quot;&amp;gt;zEqc4kUlThU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One strangely still black mook in the interior portion of Stage 2 can actually be controlled using Controller 2, no hacking required! '''Left''' and '''Right''' make it walk, and '''A''' makes it jump.&lt;br /&gt;
&lt;br /&gt;
It will still do damage if it runs into the main character like any other enemy, and will not aid you in fighting off the other enemies in the room.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Unused Graphics==&lt;br /&gt;
{{todo|Rip unused text from the European version, which '''does''' use the two-tile &amp;quot;A&amp;quot;.}}&lt;br /&gt;
[[File:Gimmick_Star.png|16px]]&lt;br /&gt;
[[File:Gimmick_Period.png|16px]]&lt;br /&gt;
[[File:Gimmick_Plus_Sign.png|16px]]&lt;br /&gt;
[[File:Gimmick_A.png|32px]]&lt;br /&gt;
&lt;br /&gt;
A star, period, plus sign, and the letter A. This letter A occupies two blocks, rather than the normal A's one.&lt;br /&gt;
&lt;br /&gt;
[[File:Mr_gimmick_(C).png|16px]]&lt;br /&gt;
[[File:Mr_gimmick_(R).png|16px]]&lt;br /&gt;
&lt;br /&gt;
Some tiles that appear to be variants of the copyright symbol. The copyright symbol that is used in the game has more shading.&lt;br /&gt;
&lt;br /&gt;
==Regional Differences==&lt;br /&gt;
* The Japanese version starts the player with four lives, whereas the European version and the identical US prototype offer nine lives instead.&lt;br /&gt;
* The European version and US prototype have very minor alterations to the music to make up for the missing extra sound chip.&lt;br /&gt;
&lt;br /&gt;
[[File:Mr_Gimmick_Nintendo_intro.png]]&lt;br /&gt;
&lt;br /&gt;
The standard &amp;quot;LICENSED BY NINTENDO&amp;quot; text was added to the intro, appearing before the Sunsoft logo.&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
|leftt = Japan&lt;br /&gt;
|left  = [[File:Gimmick!-title.png]]&lt;br /&gt;
|rightt= Europe&lt;br /&gt;
|right = [[File:Mr_gimmick_Title.png]]&lt;br /&gt;
}}&lt;br /&gt;
This bit of Japanese text on the title screen &amp;amp;ndash; the only Japanese text in the ''entire game'' &amp;amp;ndash; was translated, because English-speaking people have seizures when they see symbols they don't recognize.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Hello_Kitty_and_Dear_Daniel_Dream_Adventure</id>
		<title>Hello Kitty and Dear Daniel Dream Adventure</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Hello_Kitty_and_Dear_Daniel_Dream_Adventure"/>
				<updated>2013-05-23T21:58:43Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
| bobscreen= Hello Kitty and Dear Daniel Dream Adventure J GBC Title.PNG&lt;br /&gt;
| title= Hello Kitty and Dear Daniel Dream Adventure&lt;br /&gt;
| developer= TOSE&lt;br /&gt;
| publisher= Imagineer Inc.&lt;br /&gt;
| system= Game Boy Color&lt;br /&gt;
| japan= {{date|2001|April|14}}&lt;br /&gt;
| code=YES&lt;br /&gt;
| debug=YES&lt;br /&gt;
| soundtest=YES&lt;br /&gt;
| levelselect=YES&lt;br /&gt;
| graphics=YES&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Hello Kitty plays with dangerous monsters as she navigates platforms while The William Tell Overture plays in the backgroud.&lt;br /&gt;
&lt;br /&gt;
==Debug Menu==&lt;br /&gt;
[[File:Hello Kitty and Dear Daniel Dream Adventure J GBC Debug.png]]&lt;br /&gt;
&lt;br /&gt;
Game Genie code {{hex|100-0AB-E66}} will load a map, mini-game, setting and level select instead of the introduction sequence. Press '''A''' to select an item and '''START''' to enter the level or map.&lt;br /&gt;
&lt;br /&gt;
==Coordinate Viewer==&lt;br /&gt;
[[File:Hello Kitty and Dear Daniel Dream Adventure J GBC Screen Position.png]]&lt;br /&gt;
&lt;br /&gt;
Game Genie code {{hex|0D0-0AB-E66}} will replace the introduction with a simple coordinate viewing screen where you can move Hello Kitty around and change the scenery with '''A''' and '''B''' buttons.&lt;br /&gt;
&lt;br /&gt;
==Sound Test==&lt;br /&gt;
[[File:Hello Kitty and Dear Daniel Dream Adventure J GBC SoundTest Palette hack.png]]&lt;br /&gt;
&lt;br /&gt;
Game Genie code {{hex|0E0-0AB-E66}} will replace the introduction with a seemingly whited-out sound test. In order to view this, you will need to set the palettes with an emulator. Luckily the controls are not difficult. Press '''UP''' or '''DOWN''' to select between music and sounds, press '''A''' to play. Pressing '''B''' returns you to the main menu.&lt;br /&gt;
&lt;br /&gt;
==Memory Editor==&lt;br /&gt;
[[File:Hello Kitty and Dear Daniel Dream Adventure J GBC Memory Edit.png]]&lt;br /&gt;
&lt;br /&gt;
Game Genie code {{hex|0C0-0AB-E66}} will replace the introduction with a memory editor. Gameshark code {{hex|010CA7C0}} will access the memory editor anywhere, though beware that palettes may be white depending on the screen. Press '''A''' to lock onto a value with '''UP''' and '''DOWN''' to increment the value by {{hex|01}}, '''LEFT''' and '''RIGHT''' to advance or decrease by {{hex|10}}. ''Nikolai Rimsky-Korsakov's'' ''Flight of the Bumblebee'' will amusingly play notifying the user that a value has been locked.&lt;br /&gt;
&lt;br /&gt;
==GBC Only Message==&lt;br /&gt;
[[File:Hello Kitty and Dear Daniel Dream Adventure J GBC Only Unused Palette.png]]&lt;br /&gt;
&lt;br /&gt;
Game Genie code {{hex|080-0AB-E66}} will replace the introduction with a partially finished version of the GBC-only message.&lt;br /&gt;
&lt;br /&gt;
==Planned Super Game Boy Support==&lt;br /&gt;
As with the other two Hello Kitty Daniel Adventure games, this one was planned to Support the Super Game Boy with basic features. Located at {{hex|0x0B20}} is the '''MLT_REQ''' commands, the rest are located at {{hex|0x0F9D}}. Code was not programmed to load any of the features. A border and palette were most likely the candidates for the enhancements. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
89000000000000000000000000000000 - MLT_REQ&lt;br /&gt;
89010000000000000000000000000000 - MLT_REQ&lt;br /&gt;
&lt;br /&gt;
59000000000000000000000000000000 - PAL_TRN&lt;br /&gt;
A9000000000000000000000000000000 - ATTR_TRN&lt;br /&gt;
B9020000000000000000000000000000 - MASK_EN&lt;br /&gt;
B9030000000000000000000000000000 - MASK_EN&lt;br /&gt;
B9000000000000000000000000000000 - MASK_EN&lt;br /&gt;
99000000000000000000000000000000 - CHR_TRN&lt;br /&gt;
99010000000000000000000000000000 - CHR_TRN&lt;br /&gt;
A1000000000000000000000000000000 - PCT_TRN&lt;br /&gt;
11000000000000000000000000000000 - PAL12&lt;br /&gt;
791B08000BEAEAEAEAEAA901CD4F0CD0 - DATA_SND&lt;br /&gt;
792608000B39CD480CD034A5C9C980D0 - DATA_SND&lt;br /&gt;
793108000B0CA5CAC97ED006A5CBC97E - DATA_SND&lt;br /&gt;
793C08000BF012A5C9C9C8D01CA5CAC9 - DATA_SND&lt;br /&gt;
794708000BC4D016A5CBC905D010A228 - DATA_SND&lt;br /&gt;
795208000BA9E79F01C07EE8E8E8E8E0 - DATA_SND&lt;br /&gt;
795D0800048CD0F46000000000000000 - DATA_SND&lt;br /&gt;
791008000B4C2008EAEAEAEAEA60EAEA - DATA_SND&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{source|nensondubois}}&lt;br /&gt;
&lt;br /&gt;
{{Hello Kitty series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Hello_Kitty_and_Dear_Daniel_Dream_Adventure</id>
		<title>Hello Kitty and Dear Daniel Dream Adventure</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Hello_Kitty_and_Dear_Daniel_Dream_Adventure"/>
				<updated>2013-05-23T21:50:42Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Coordinate Viewer */ this is glitched because the game is not meant to be run in a monochrome Game Boy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
| bobscreen= Hello Kitty and Dear Daniel Dream Adventure J GBC Title.PNG&lt;br /&gt;
| title= Hello Kitty and Dear Daniel Dream Adventure&lt;br /&gt;
| developer= TOSE&lt;br /&gt;
| publisher= Imagineer Inc.&lt;br /&gt;
| system= Game Boy Color&lt;br /&gt;
| japan= {{date|2001|April|14}}&lt;br /&gt;
| code=YES&lt;br /&gt;
| debug=YES&lt;br /&gt;
| soundtest=YES&lt;br /&gt;
| levelselect=YES&lt;br /&gt;
| graphics=YES&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Hello Kitty plays with dangerous monsters as she navigates platforms while The William-Teller Overture plays in the backgroud.&lt;br /&gt;
&lt;br /&gt;
==Debug Menu==&lt;br /&gt;
[[File:Hello Kitty and Dear Daniel Dream Adventure J GBC Debug.png]]&lt;br /&gt;
&lt;br /&gt;
Game Genie code {{hex|100-0AB-E66}} will load a map, mini-game, setting and level select instead of the introduction sequence. Press '''A''' to select an item and '''START''' to enter the level or map. Game Genie code {{hex|102-3FF-C4A}} will start in the debug menu when played using any Game Boy. The game will crash a lot in non-GBC mode.&lt;br /&gt;
&lt;br /&gt;
==Coordinate Viewer==&lt;br /&gt;
[[File:Hello Kitty and Dear Daniel Dream Adventure J GBC Screen Position.png]]&lt;br /&gt;
&lt;br /&gt;
Game Genie code {{hex|0D0-0AB-E66}} will replace the introduction with a simple coordinate viewing screen where you can move Hello Kitty around and change the scenery with '''A''' and '''B''' buttons.&lt;br /&gt;
&lt;br /&gt;
==Sound Test==&lt;br /&gt;
[[File:Hello Kitty and Dear Daniel Dream Adventure J GBC SoundTest Palette hack.png]]&lt;br /&gt;
&lt;br /&gt;
Game Genie code {{hex|0E0-0AB-E66}} will replace the introduction with a seemingly whited-out sound test. In order to view this, you will need to set the palettes with an emulator. Luckily the controls are not difficult. Press '''UP''' or '''DOWN''' to select between music and sounds, press '''A''' to play. Pressing '''B''' returns you to the main menu. The sound test will also work in Game Boy and Super Game Boy, Game Genie code {{hex|0E2-3FF-C4A}} will start in the sound test when played using any Game Boy.&lt;br /&gt;
&lt;br /&gt;
==Memory Editor==&lt;br /&gt;
[[File:Hello Kitty and Dear Daniel Dream Adventure J GBC Memory Edit.png]]&lt;br /&gt;
&lt;br /&gt;
Game Genie code {{hex|0C0-0AB-E66}} will replace the introduction with a memory editor. Gameshark code {{hex|010CA7C0}} will access the memory editor anywhere, though beware that palettes may be white depending on the screen. Press '''A''' to lock onto a value with '''UP''' and '''DOWN''' to increment the value by {{hex|01}}, '''LEFT''' and '''RIGHT''' to advance or decrease by {{hex|10}}. ''Nikolai Rimsky-Korsakov's'' ''Flight of the Bumblebee'' will amusingly play notifying the user that a value has been locked.&lt;br /&gt;
&lt;br /&gt;
==GBC Only Message==&lt;br /&gt;
[[File:Hello Kitty and Dear Daniel Dream Adventure J GBC Only Unused Palette.png]]&lt;br /&gt;
&lt;br /&gt;
Game Genie code {{hex|080-0AB-E66}} will replace the introduction with a partially finished version of the GBC-only message.&lt;br /&gt;
&lt;br /&gt;
==Planned Super Game Boy Support==&lt;br /&gt;
As with the other two Hello Kitty Daniel Adventure games, this one was planned to Support the Super Game Boy with basic features. Located at {{hex|0x0B20}} is the '''MLT_REQ''' commands, the rest are located at {{hex|0x0F9D}}. Code was not programmed to load any of the features. A border and palette were most likely the candidates for the enhancements. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
89000000000000000000000000000000 - MLT_REQ&lt;br /&gt;
89010000000000000000000000000000 - MLT_REQ&lt;br /&gt;
&lt;br /&gt;
59000000000000000000000000000000 - PAL_TRN&lt;br /&gt;
A9000000000000000000000000000000 - ATTR_TRN&lt;br /&gt;
B9020000000000000000000000000000 - MASK_EN&lt;br /&gt;
B9030000000000000000000000000000 - MASK_EN&lt;br /&gt;
B9000000000000000000000000000000 - MASK_EN&lt;br /&gt;
99000000000000000000000000000000 - CHR_TRN&lt;br /&gt;
99010000000000000000000000000000 - CHR_TRN&lt;br /&gt;
A1000000000000000000000000000000 - PCT_TRN&lt;br /&gt;
11000000000000000000000000000000 - PAL12&lt;br /&gt;
791B08000BEAEAEAEAEAA901CD4F0CD0 - DATA_SND&lt;br /&gt;
792608000B39CD480CD034A5C9C980D0 - DATA_SND&lt;br /&gt;
793108000B0CA5CAC97ED006A5CBC97E - DATA_SND&lt;br /&gt;
793C08000BF012A5C9C9C8D01CA5CAC9 - DATA_SND&lt;br /&gt;
794708000BC4D016A5CBC905D010A228 - DATA_SND&lt;br /&gt;
795208000BA9E79F01C07EE8E8E8E8E0 - DATA_SND&lt;br /&gt;
795D0800048CD0F46000000000000000 - DATA_SND&lt;br /&gt;
791008000B4C2008EAEAEAEAEA60EAEA - DATA_SND&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{source|nensondubois}}&lt;br /&gt;
&lt;br /&gt;
{{Hello Kitty series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/The_Smurfs_(SNES)</id>
		<title>The Smurfs (SNES)</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/The_Smurfs_(SNES)"/>
				<updated>2013-05-22T21:59:01Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Unused Stages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
|bobscreen= The_Smurfs_SNES_Title.png&lt;br /&gt;
|screenwidth=256px&lt;br /&gt;
|title= The Smurfs&lt;br /&gt;
|aka= Les Schtroumpfs (FR),&amp;lt;br&amp;gt;Die Schlümpfe (GER), Los Pitufos (SP),&amp;lt;br&amp;gt;I Puffi (IT)&lt;br /&gt;
|developer= Infogrames Europe&lt;br /&gt;
|publisher= Infogrames Europe&lt;br /&gt;
|system= SNES&lt;br /&gt;
|europe= {{date|1995}}&lt;br /&gt;
|areas= y&lt;br /&gt;
|debug= y&lt;br /&gt;
|levelselect= y&lt;br /&gt;
}}&lt;br /&gt;
Now available for the Super Smurftendo Entertainment System!&lt;br /&gt;
&lt;br /&gt;
==Debug Mode==&lt;br /&gt;
{{NeedsTranslation}}&lt;br /&gt;
When the Infogrames logo appears, press and hold the following buttons on Controller 1, one by one, in this exact order: '''L, R, Left, A, Select'''. If done correctly, you'll hear some music play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:The_Smurfs_SNES_Debug.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Press '''L + R + Select''' while in a stage to open a Debug Mode screen, which will be in French regardless of what language you chose at the start of the game. The menu itself works fine, but sometimes the game will not redraw the stage properly after exiting it, leaving a sort of burnt-in shadow of the menu which shows up at various points in the stage. The available options are:&lt;br /&gt;
&lt;br /&gt;
===Exit===&lt;br /&gt;
Self explanatory.&lt;br /&gt;
&lt;br /&gt;
===Compteur Anim===&lt;br /&gt;
Seems to be a counter of some sort. Its value always increases regardless of what you do.&lt;br /&gt;
&lt;br /&gt;
===Tableau===&lt;br /&gt;
Displays the name of the stage you're in. You can warp to any other stage by selecting the option, changing the stage name with the pad, and pressing '''B'''.&lt;br /&gt;
&lt;br /&gt;
===Visualisations===&lt;br /&gt;
Opens a submenu with an option that lets you see the sprites loaded to VRAM with an incorrect palette.&lt;br /&gt;
&lt;br /&gt;
===Type du Sol===&lt;br /&gt;
The value displayed changes depending on the stage you're in. In side-scrolling platform stages, this option says &amp;quot;plat&amp;quot;, presumably short for &amp;quot;platform&amp;quot;. In the &amp;quot;Chariot&amp;quot; (minecart) stage, this says &amp;quot;glissant plat&amp;quot;. In the &amp;quot;Luge&amp;quot; (snowsled) stage, this says &amp;quot;mur&amp;quot;, and in the unused bonus stages, this option says &amp;quot;vide&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Type du Schtroumpf===&lt;br /&gt;
Shows the name of the Smurf you're playing as. In the &amp;quot;Luge&amp;quot; stage, the Smurf is called &amp;quot;Luge&amp;quot;, and strangely, no name is displayed if you're in the unused bonus stages.&lt;br /&gt;
&lt;br /&gt;
===Test Langue===&lt;br /&gt;
Turned off (ARETTE) by default. Set this to &amp;quot;on&amp;quot; (MARCHE), then load a new level. This will finish the level you just loaded, and play the between-level scene transitions and cutscenes. This will make the first two bosses die upon encountering them, while Snake and Gargamel bosses will only take one hit to be defeated. They can also still hurt you if you're not careful! Finally, this code won't let you bypass the &amp;quot;Escalier&amp;quot; stage, so you have to finish it normally.&lt;br /&gt;
&lt;br /&gt;
===Debug X Off Luminance===&lt;br /&gt;
Does not seem to do anything.&lt;br /&gt;
&lt;br /&gt;
A build date and time (Noon, March 23) is also shown in this screen.&lt;br /&gt;
{{source|[http://www.gamefaqs.com/snes/580454-the-smurfs/cheats GameFAQs]}}&lt;br /&gt;
&lt;br /&gt;
==Unused Stages==&lt;br /&gt;
The debug text stored in the game ROM includes a list of stages starting at {{hex|0x11598}}. This list mentions two stages that cannot be selected in the debug menu: Cicogne (Stork) and Riviere (River.)&lt;br /&gt;
&lt;br /&gt;
[[File:The_Smurfs_SNES_Cicogne_Level.png|Wait a second. Smurfs have babies?!]] [[File:The_Smurfs_SNES_Riviere_Level.png|Watch out for Banjo Smurf...]]&amp;lt;br&amp;gt;&lt;br /&gt;
To access them, enter the following PAR codes before starting a new game. You'll start in the desired stage instead of Stage 1:&lt;br /&gt;
&lt;br /&gt;
Cicogne (Stork): {{hex|7E0490:1B}}&amp;lt;br&amp;gt;&lt;br /&gt;
Riviere (River): {{hex|7E0490:1C}}&lt;br /&gt;
&lt;br /&gt;
Both appear to be bonus stages that were left out of the game at the last minute. There are lots of Sarsaparilla leaves, Smurfberries, and a few extra lives. There are no enemies, but if you get pushed off the screen by an oncoming mountain, a rock or vine, you'll lose a life. The game will then go to the overworld map and say that you're about to begin Stage 1, but once that ends you'll be back in the bonus level. The only way to exit these levels is to turn off the PAR code, then finish the stage or lose a life.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Monster_Party</id>
		<title>Monster Party</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Monster_Party"/>
				<updated>2013-05-22T03:36:16Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: mostly a note for myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsUpdate}}&lt;br /&gt;
{{Bob&lt;br /&gt;
 | bobscreen = MonsterParty-title.png&lt;br /&gt;
 | title = Monster Party&lt;br /&gt;
 | developer = Shinsei, Bandai&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = NES&lt;br /&gt;
 | usa = {{date|1989|June}}&lt;br /&gt;
 | graphics = Yes&lt;br /&gt;
 | items = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Monster Party''''' is...well. It's one of those games that really doesn't lend itself well to description, but in one word, it's ''weird''.&lt;br /&gt;
&lt;br /&gt;
The Japanese version went unreleased, but it was apparently even ''more'' gory there...which is saying something considering that the stage intro, password screen, and second half of the first level are more or less oozing with blood.&lt;br /&gt;
&lt;br /&gt;
{{todo|This page is embarrassingly outdated, and many discoveries have been made (and many questions answered) since it was created. FIX IT}}&lt;br /&gt;
&lt;br /&gt;
==Deleted Graphics==&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Round 1 Room 1&lt;br /&gt;
| rightt = Round 1 Room 4&lt;br /&gt;
| left   = [[File:MonsterParty-delgfx1.png]]&lt;br /&gt;
| right  = [[File:MonsterParty-delgfx2.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The gray, inner-room graphics shown in these screenshots is an attempt to reconstruct (or visualize, in the second case) how these rooms originally looked in prerelease screenshots. Originally, all of these graphics have been overwritten with blank tiles, leaving an empty room (with a pot in the case of the first room) with nothing but walls and a roof.&lt;br /&gt;
&lt;br /&gt;
In the first room, the speaker is a platform that can be stood on. This was not changed when the graphics were deleted, meaning you can effectively stand on thin air.&lt;br /&gt;
&lt;br /&gt;
There exists a poor-quality screenshot of the Japanese title screen. It shows that the pumpkin used for a cursor was originally a head. Additionally, the giant spider boss who appears on the title screen was originally a rather grotesque human head with spider legs. Presumably, these touches were considered too scary for the release, although - as mentioned before - there is still masses of blood (between-level and password screens, the second half of the first level). In prototype footage of a different (apparently later) build, the jack-o'-lantern boss was originally a reference to Planet of the Apes, and had a background which reflected this.&lt;br /&gt;
&lt;br /&gt;
==Unused Controller Code==&lt;br /&gt;
Located at {{hex|100D5}} is a controller-checking routine that runs when the game starts (Round 1 title card).&lt;br /&gt;
&amp;lt;pre&amp;gt;AD 68 04:    lda P2InputNow ; ($0468)&lt;br /&gt;
85 10:       sta $10&lt;br /&gt;
AD 67 04:    lda P1InputNow ; ($0467)&lt;br /&gt;
18:          clc &lt;br /&gt;
65 10:       adc $10  ; Combine P1+P2 input&lt;br /&gt;
C9 CF:       cmp #$CF ; Check if it matches CF (UDLRAB)&lt;br /&gt;
D0 00:       bne #$00 ; Branch if not equal. Cheat code should follow, but...&lt;br /&gt;
&lt;br /&gt;
 ...                  ; Too bad! There's nothing here. Code was removed and branch skips over nothing.&lt;br /&gt;
&lt;br /&gt;
A9 80:       lda #$80 ; Branches to here, the next opcode.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This cheat seems to have been disabled by removing the code immediately after the branch. To trigger it, hold down '''Up, Down, Left, Right, A, and B''' on controllers 1 and 2 (the easiest way being to hold U+L+A+B on P1 and D+R on P2).&lt;br /&gt;
&lt;br /&gt;
==Hidden Passwords==&lt;br /&gt;
The game accepts 8 passwords in the following format, where # is a digit from 0 to 7 (periods are blanks/skulls):&lt;br /&gt;
&amp;lt;pre&amp;gt;055-.#.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
These passwords will start you on the numbered stage + 1 (so 055 0 would start you on stage 1, etc.)&lt;br /&gt;
&lt;br /&gt;
==Unused Objects==&lt;br /&gt;
{{todo|Try to find the proper palettes for these graphics.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-1.png]]&lt;br /&gt;
A little wolf guy with two frames of wheel animation! {{todo|Animate this.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-2.png]]&lt;br /&gt;
A musical note! This guy is right next to the bubbles that the plant boss spits. As proven by prototype footage, they were its projectiles before the amp and microphone were taken out.&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-3.png]]&lt;br /&gt;
An UP crest, whatever that is. This is thrown in along with the powerups.&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-4.png]]&lt;br /&gt;
I...don't even know what to call this, but it's in the powerups, too. Maybe a watch?&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-5.png]]&lt;br /&gt;
MONKEYS! Fun fact: these are loaded along with all the other Stage 1 bosses. Hm.&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-6.png]]&lt;br /&gt;
These bones are packed in with the monkeys.&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-7.png]]&lt;br /&gt;
A circle of some kind. Hm. Sits next to the powerups.&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-8.png]]&lt;br /&gt;
A key! This is not the same graphic as the &amp;quot;you got the key&amp;quot; one on the bottom-right corner of the screen. Also grouped with the powerups.&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-9.png]]&lt;br /&gt;
Another ??? that is thrown in with the powerups.&lt;br /&gt;
&lt;br /&gt;
[[File:Monsterparty-10.png]]&lt;br /&gt;
And a stack of totem pole-like things with awesome expressions.&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/The_Armageddon_Man_(Amstrad_CPC)</id>
		<title>The Armageddon Man (Amstrad CPC)</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/The_Armageddon_Man_(Amstrad_CPC)"/>
				<updated>2013-05-21T03:05:04Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: made this more readable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
| title= The Armageddon Man&lt;br /&gt;
| aka=Global Commander&lt;br /&gt;
| developer=Martech Games&lt;br /&gt;
| publisher=Martech Games&lt;br /&gt;
| system=Amstrad CPC&lt;br /&gt;
| europe={{date|1987}}&lt;br /&gt;
| devmessage=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Developer Message==&lt;br /&gt;
A small message can be found at {{hex|AC00}}. The original message used &amp;quot;å&amp;quot; characters for padding, which have been replaced with underscores here for clarity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
W.R.M Disc______&lt;br /&gt;
Protection______&lt;br /&gt;
System (c) 1987_&lt;br /&gt;
________________&lt;br /&gt;
Hello Hackers___&lt;br /&gt;
and a special___&lt;br /&gt;
hello to those__&lt;br /&gt;
listed_below____&lt;br /&gt;
Justin G________&lt;br /&gt;
Vax_____________&lt;br /&gt;
Hairy Hacker____&lt;br /&gt;
Tony Hoyle______&lt;br /&gt;
Phil Howard_____&lt;br /&gt;
Jon-Paul Smith__&lt;br /&gt;
_of Bugs Hole!!!&lt;br /&gt;
______pto_______&lt;br /&gt;
Happy Birthday__&lt;br /&gt;
to my wife______&lt;br /&gt;
Eileen_    _____&lt;br /&gt;
on 8th August___&lt;br /&gt;
______1987______&lt;br /&gt;
________________&lt;br /&gt;
Another great___&lt;br /&gt;
_game from______&lt;br /&gt;
____Martech_!!!_&lt;br /&gt;
________________&lt;br /&gt;
_Available now__&lt;br /&gt;
________________&lt;br /&gt;
________________&lt;br /&gt;
CATCH 23..______&lt;br /&gt;
________________&lt;br /&gt;
from Martech____&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Kirby%27s_Dream_Course</id>
		<title>Kirby's Dream Course</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Kirby%27s_Dream_Course"/>
				<updated>2013-05-21T02:48:00Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: devin says this was correct, who am I to argue &amp;lt;3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
 | bobscreen = KirbysDreamCourseTitle.png&lt;br /&gt;
 | aka = Kirby Bowl (JP)&lt;br /&gt;
 | developer = HAL Laboratory&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = SNES&lt;br /&gt;
 | japan = {{date|1994|September|21}}&lt;br /&gt;
 | usa = {{date|1995|February|1|nocat=true}}&lt;br /&gt;
 | europe = {{date|1996|August|24|nocat=true}}&lt;br /&gt;
 | areas = Yes&lt;br /&gt;
 | abilities = Yes&lt;br /&gt;
 | music = Yes&lt;br /&gt;
 | region = Yes&lt;br /&gt;
 | soundtest = Yes&lt;br /&gt;
 | debug = Yes&lt;br /&gt;
 | levelselect = yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Kirby's Dream Course''''' is a mini-golf game, starring everyone's favorite pink windbag as the ball.&lt;br /&gt;
&lt;br /&gt;
==Debug Mode==&lt;br /&gt;
''Kirby Bowl'' has a debug menu which is not present in non-Japanese copies of the game. The patch below will allow you to access it by pausing the game and pressing '''X'''.&lt;br /&gt;
&lt;br /&gt;
{{download&lt;br /&gt;
|title=Kirby Bowl Debug Patch&lt;br /&gt;
|version=1&lt;br /&gt;
|file=kirbybowl.rar&lt;br /&gt;
|filesize=tiny&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[Image:kdc-debug1.png]][[Image:kdc-debug2.png]][[Image:kdc-debug3.png]]&lt;br /&gt;
&lt;br /&gt;
Most of the flags on pages 1 and 2 are no longer used. MAPSELECT has been fixed by this patch and replaces the normal course select screen with a stage select/sound test menu which can also be used to access some unused test maps (see below.)&lt;br /&gt;
&lt;br /&gt;
What the values on page 3 do:&lt;br /&gt;
*'''FULLSHOTLEVEL''' - probably meant for the (unused) FULLSHOT flag&lt;br /&gt;
*'''STOCK UPDOWN''' - adjusts lives counter (1P mode)&lt;br /&gt;
*'''SHOT UPDOWN''' - adjusts number of shots taken on the current hole&lt;br /&gt;
*'''VITAL UPDOWN''' - adjusts number of tomatoes (can go over the usual max of 4)&lt;br /&gt;
*'''VITAL SUPER''' - unknown&lt;br /&gt;
*'''TM SELECT''' - changes which graphic layers are visible on screen&lt;br /&gt;
&lt;br /&gt;
===Map Select===&lt;br /&gt;
[[image:KirbyBowlMapSelect.png|left]]&lt;br /&gt;
Setting the MAPSELECT flag to 1 will replace the normal course select screen with this menu, which serves as a combination map select and sound test.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Class&amp;quot; selects a course. Pressing '''A''' goes to the selected hole, and pressing '''Y''' restarts the most recently played course. There are also four &amp;quot;EXTRA TEST MAP&amp;quot; courses which either load garbage maps or hang the game. Selecting any two-player courses allows you to play them in one-player mode.&lt;br /&gt;
&lt;br /&gt;
For the sound test, pressing '''A''' plays the selected sound effect or music track, and '''L/R''' adjust the volume.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Mix Ability==&lt;br /&gt;
[[Image:KirbyBowlMixIcon.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is an unused Mix ability icon in the game. Trying to hack it in as an ability will freeze the game. This might have been used once in the 2-Player mode after hitting the Mix enemy.&lt;br /&gt;
{{source|GoldS}}&lt;br /&gt;
&lt;br /&gt;
==Unused Terrain==&lt;br /&gt;
[[image:kirbybowl-tile03.png|144px|left]]&lt;br /&gt;
Tile type {{hex|03}} is an unused terrain feature which consists of four downward slopes forming a &amp;quot;dimple&amp;quot; in the ground. It was likely intended to slow Kirby down over long-distance ground shots, but because of the way the game's physics works, coming to a near-stop inside the dimple will cause Kirby to endlessly roll back and forth without coming to a stop, making the game unplayable.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Test Courses==&lt;br /&gt;
&amp;lt;youtube size=&amp;quot;nes&amp;quot; align=&amp;quot;right&amp;quot;&amp;gt;fEKRGCkl0sE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
The Japanese version has a number of test courses remaining in the ROM! Twelve, to be precise! These aren't featured in any other release, with the course IDs instead pointing to empty versions of the King Dedede boss room.&lt;br /&gt;
&lt;br /&gt;
On the map select screen, the first four test courses are listed under &amp;quot;Play Demo Map 3&amp;quot; (holes 5 through 8), while the last eight are listed under &amp;quot;Test Map&amp;quot;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 1===&lt;br /&gt;
[[Image:KirbyBowlTestCourse1.png|right|224px|First course.]]&lt;br /&gt;
Used to test out different slopes and dips. The broken guardrails along the outer edges of the track are not connected properly, but still function if hit. This is an anomaly shared by the first four test courses, and are indicative of these maps being from the game's ''Special Tee Shot'' days (more on that later).&lt;br /&gt;
&lt;br /&gt;
There are two Fireball enemies present, though using them here is a particularly unwise idea unless you like flying off the course.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 2===&lt;br /&gt;
[[Image:KirbyBowlTestCourse2.png|right|224px|Second course.]]&lt;br /&gt;
Similar to the first, but with four small hills instead of a large depression and four standard Waddle Dee enemies.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 3===&lt;br /&gt;
[[Image:KirbyBowlTestCourse3.png|right|352px|&amp;amp;#x266a;Do de do de do de do de&amp;amp;#x266b;]]&lt;br /&gt;
Used to test different conveyor belt lengths and directions on both flat and sloped surfaces. The first five conveyor belt strips move southwest, while the other five move northeast. It's possible to get stuck in an infinite loop if a conveyor belt pushes you onto an upward hill so that you roll back onto it.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 4===&lt;br /&gt;
[[Image:KirbyBowlTestCourse4.png|right|224px|BOINININING!]]&lt;br /&gt;
Seems to have been designed to test the different terrain and objects. The one-direction arrows are broken, and there's two boost tiles in the upper and left corners facing southwest, though they're invisible.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 5===&lt;br /&gt;
[[image:kdc-testmap.png|right|208px|It's quiet]]&lt;br /&gt;
This one uses the same layout as the King Dedede boss fight, but is completely empty and uses a different background and music. This is the first test course that is actually referred to as such by the level select and may date to an extremely early point in development.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 6===&lt;br /&gt;
[[Image:KirbyBowlTestCourse5.png|right|256px|I just love warp pads.]]&lt;br /&gt;
Designed to test the various warp tiles. This is also the first stage to feature correct borders and one-direction arrows, suggesting that it came after another point in the development of the game, after the game engine had been fully converted from ''Special Tee Shot''.&lt;br /&gt;
&lt;br /&gt;
Near the top left, one of the Warp tiles erases a one-direction arrow.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 7 (Early 8-3)===&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Test Course 7&lt;br /&gt;
| left   = [[Image:KirbyBowlTestCourse6.png|336px|Test Course 7]]&lt;br /&gt;
| rightt = Course 8-3&lt;br /&gt;
| right  = [[Image:KirbyBowl8-3.png|384px|Course 8-3]]&lt;br /&gt;
}}&lt;br /&gt;
An early version of Course 8-3. The three Gordos were reduced to a single Gordo who alternates between moving southeast and northwest, and the three enemies in the final are a Gaspar near the start of the course and two Waddle Dees at the end. The latter half of the course was also changed significantly.&lt;br /&gt;
&lt;br /&gt;
===Test Course 8===&lt;br /&gt;
[[Image:KirbyBowlTestCourse7.png|right|384px|Sharp Pointy Thing]]&lt;br /&gt;
Seems to have been created to test the Needle's ability to stick to slopes. It's also possible this was a discarded course, like Test Course 7.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 9===&lt;br /&gt;
[[Image:KirbyBowlTestCourse8.png|right|320px|Islands in the void]]&lt;br /&gt;
Seems to have been another possible course that was scrapped from the final game. It seems to serve no particular testing function, other than possibly jump shots onto slopes.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Courses 10, 11, and 12===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; vertical-align: bottom;&amp;quot;&amp;gt;[[Image:KirbyBowlTestCourse9.png|128px|Ten,]] [[Image:KirbyBowlTestCourse10.png|160px|Eleven,]] [[Image:KirbyBowlTestCourse11.png|160px|and Twelve.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than starting points, heights, and a minor geography change from 11 to 12, these courses are all small and relatively featureless.&lt;br /&gt;
{{source|GoldS}}&lt;br /&gt;
&lt;br /&gt;
==''Special Tee Shot'' Connection==&lt;br /&gt;
[[File:TeeShotScenery.png|thumb|right|257px|Scenery from the 1998 version of &amp;quot;Special Tee Shot&amp;quot;.]]&lt;br /&gt;
There's some strong proof in the way Test Courses 1-4 function that gives them away as leftovers from ''Special Tee Shot''.&lt;br /&gt;
&lt;br /&gt;
Let's start with the scenery in ''Special Tee Shot'': the objects it shares with ''Kirby Bowl'' are sandpaper, arrow tiles, conveyor belts, water, directional grass, and trampolines. Scenery it has similar versions of are dash tiles and stage borders. Objects that ''Special Tee Shot'' has no version of are spikes and warp tiles.&lt;br /&gt;
&lt;br /&gt;
This helps to rule out certain test maps as ''Special Tee Shot'' leftovers. Test Courses 6 and 8 have warp tiles, so they can't be from ''Special Tee Shot''. Test Course 7 is an early build of a hole found only in ''Kirby Bowl'', so it isn't a leftover.&lt;br /&gt;
&lt;br /&gt;
On to the slightly different scenery. The dash tiles in ''Special Tee Shot'' don't just speed the ball up, but force the ball in a certain direction at top speed and the player loses control of the ball. While boosted, the ball can also climb up slopes and walls. Once the ball hits a stage border or an obstacle, the ball stops and the player regains control.&lt;br /&gt;
&lt;br /&gt;
Test Course 9's dash tiles don't seem suited for this purpose, plus they're using the 2x2 tile graphics instead of the 1x1 graphic of ''Special Tee Shot''. This rules Test Course 9 out. Test Course 4, however, '''does''' have 1x1 dash tiles, and they don't use any part of the ''Kirby Bowl'' dash tile graphics.&lt;br /&gt;
&lt;br /&gt;
The stage borders in ''Special Tee Shot'' are invisible until hit by the ball, being marked only by floating spheres in between. In ''Kirby Bowl'', they're always visible and completely solid in form. This points towards Test Courses 1-4 being from ''Special Tee Shot'' and Test Courses 6-9 being from later in development (where Test Courses 10-12 fall is unknown, but likely the latter). The enemies placed in 1-4 were very likely added after the conversion so the maps could be completed, whereas ''Special Tee Shot'' involves simply getting the ball into a hole which is always present on the course.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
The most substantial evidence is how the arrow tiles are stored in RAM:&lt;br /&gt;
{{compare&lt;br /&gt;
| title  = Arrow Tiles&lt;br /&gt;
| leftt  = ''Special Tee Shot''&lt;br /&gt;
| left   = [[File:SpecialTeeArrowTile.png|&amp;quot;Special Tee Shot&amp;quot; arrow tiles in memory.]]&lt;br /&gt;
| rightt = ''Kirby Bowl''&lt;br /&gt;
| right  = [[File:KirbyArrowTile.png|&amp;quot;Kirby Bowl&amp;quot; arrow tiles in memory.]]&lt;br /&gt;
}}&lt;br /&gt;
Note how the orientation of the graphics has been flipped between ''Special Tee Shot'' and ''Kirby Bowl''. In ''Special Tee Shot'', the bottom comes before the top, and the arrow is pointing to the top-right. In ''Kirby Bowl'', the top comes before the bottom, and the arrow points to the top-left.&lt;br /&gt;
&lt;br /&gt;
[[Image:ArrowGlitched.png|Arrow tiles from Test Course 4.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is how the arrow tiles are positioned in Test Course 4.&lt;br /&gt;
&lt;br /&gt;
[[Image:ArrowFix1.png|Partially fixed arrow tiles.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the arrow graphic order in ''Kirby Bowl'' is changed to be bottom-top, as in ''Special Tee Shot'', the arrows look correct, but are pointing in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
[[Image:ArrowFix2.png|Gasp!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Flipping the graphics as well, to match ''Special Tee Shot'', makes them point in the correct direction. This is the end result after effectively restoring the ''Kirby Bowl'' tiles to how they were in ''Special Tee Shot'', proving that this course was made before the conversion to ''Kirby Bowl''.&lt;br /&gt;
&lt;br /&gt;
==Regional Differences==&lt;br /&gt;
===Title Screen===&lt;br /&gt;
[[Image:KDCTitleJP.png|Get in the hole! Damn, must be clogged with leaves]]{{clear}}&lt;br /&gt;
Besides having a completely different title screen, the Japanese version also has a short animation of Kirby popping up from the hole. &lt;br /&gt;
&lt;br /&gt;
[[File:KDCTitleJP.ogg]]{{clear}}&lt;br /&gt;
There's a short &amp;quot;music&amp;quot; track accompanying this. This is still present in the International versions of the game as Track {{hex|02}}.&lt;br /&gt;
&lt;br /&gt;
===Cut Content===&lt;br /&gt;
The Japanese ROM is meant to fit in a 2 MB cartridge, but the ROM size is only 1.25 MB. To cut costs on a smaller cartridge size, a decent amount of content was removed to fit the ROM into a 1 MB cart for international versions.&lt;br /&gt;
&lt;br /&gt;
This includes all eight unused holes, the debug menus, and the story text, graphics, '''and''' music track (see below).&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
Yes, this game has a story, but only in the Japanese version. This was relegated to the instruction manual of the international releases.&lt;br /&gt;
&lt;br /&gt;
[[File:KDCStory.ogg]]{{clear}}&lt;br /&gt;
This track (ID {{hex|05}} in the original version), played during the story cutscene, is not present at all in international builds.&lt;br /&gt;
[[Image:KDCStory1.png|The thrilling beginning]]{{clear}}&lt;br /&gt;
'''A small country on a small planet, this is the peaceful &amp;quot;Dream Land&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''Today, Kirby is living his leisurely, carefree life'''&lt;br /&gt;
&lt;br /&gt;
'''Then, that night...'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;I wonder if I'll have another wonderful dream tonight, gazing up at the stars&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
[[Image:KDCStory2.png|The thrilling middle]]{{clear}}&lt;br /&gt;
'''&amp;quot;Huh?&amp;quot; Something seemed odd.'''&lt;br /&gt;
&lt;br /&gt;
'''Usually there were many stars twinkling brightly in the sky'''&lt;br /&gt;
&lt;br /&gt;
'''But tonight, only one of the stars had appeared'''&lt;br /&gt;
&lt;br /&gt;
'''From then on, those lonely evenings continued for many days'''&lt;br /&gt;
[[Image:KDCStory3.png|The thrilling discovery]]{{clear}}&lt;br /&gt;
'''Kirby, worried about the missing stars, stares at the night sky once again'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;What?!&amp;quot; Just then...'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Nyehehehe! There was one left!&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''He caught King Dedede stealing the only remaining star'''&lt;br /&gt;
[[Image:KDCStory4.png|The thrilling conclusion]]{{clear}}&lt;br /&gt;
'''To restore the beautiful stars to Dream Land's night sky...'''&lt;br /&gt;
&lt;br /&gt;
'''...Kirby takes off after King Dedede.'''&lt;br /&gt;
&lt;br /&gt;
'''Your goal is to get to the King's floating castle. Good luck, Kirby!'''&lt;br /&gt;
{{source|Joe, GlitterBerri (translation)}}&lt;br /&gt;
&lt;br /&gt;
===Controller===&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Japan&lt;br /&gt;
| left   = [[File:KDCBigControllerJP.png|Butons]]&lt;br /&gt;
| rightt = US/Europe&lt;br /&gt;
| right  = [[File:KDCBigControllerNA.png|Changed buttons]] [[File:KDCBigControllerEU.png|Changed text]]&lt;br /&gt;
}}&lt;br /&gt;
Standard controller color changes for the US version. The European version keeps the button colors, but removes the text from the controller.&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Japan/Europe&lt;br /&gt;
| left   = [[File:KDCControllerJP.png|Looks good]]&lt;br /&gt;
| rightt = US&lt;br /&gt;
| right  = [[File:KDCControllerNA.png|Not quite right]]&lt;br /&gt;
}}&lt;br /&gt;
The same button changes, though the US controller doesn't really use the appropriate color scheme.&lt;br /&gt;
{{Kirby series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Kirby%27s_Dream_Course</id>
		<title>Kirby's Dream Course</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Kirby%27s_Dream_Course"/>
				<updated>2013-05-21T02:44:40Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: /* Unused Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
 | bobscreen = KirbysDreamCourseTitle.png&lt;br /&gt;
 | aka = Kirby Bowl (JP)&lt;br /&gt;
 | developer = HAL Laboratory&lt;br /&gt;
 | publisher = Nintendo&lt;br /&gt;
 | system = SNES&lt;br /&gt;
 | japan = {{date|1994|September|21}}&lt;br /&gt;
 | usa = {{date|1995|February|1|nocat=true}}&lt;br /&gt;
 | europe = {{date|1996|August|24|nocat=true}}&lt;br /&gt;
 | areas = Yes&lt;br /&gt;
 | abilities = Yes&lt;br /&gt;
 | music = Yes&lt;br /&gt;
 | region = Yes&lt;br /&gt;
 | soundtest = Yes&lt;br /&gt;
 | debug = Yes&lt;br /&gt;
 | levelselect = yes&lt;br /&gt;
}}&lt;br /&gt;
'''''Kirby's Dream Course''''' is a mini-golf game, starring everyone's favorite pink windbag as the ball.&lt;br /&gt;
&lt;br /&gt;
==Debug Mode==&lt;br /&gt;
''Kirby Bowl'' has a debug menu which is not present in non-Japanese copies of the game. The patch below will allow you to access it by pausing the game and pressing '''X'''.&lt;br /&gt;
&lt;br /&gt;
{{download&lt;br /&gt;
|title=Kirby Bowl Debug Patch&lt;br /&gt;
|version=1&lt;br /&gt;
|file=kirbybowl.rar&lt;br /&gt;
|filesize=tiny&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[Image:kdc-debug1.png]][[Image:kdc-debug2.png]][[Image:kdc-debug3.png]]&lt;br /&gt;
&lt;br /&gt;
Most of the flags on pages 1 and 2 are no longer used. MAPSELECT has been fixed by this patch and replaces the normal course select screen with a stage select/sound test menu which can also be used to access some unused test maps (see below.)&lt;br /&gt;
&lt;br /&gt;
What the values on page 3 do:&lt;br /&gt;
*'''FULLSHOTLEVEL''' - probably meant for the (unused) FULLSHOT flag&lt;br /&gt;
*'''STOCK UPDOWN''' - adjusts lives counter (1P mode)&lt;br /&gt;
*'''SHOT UPDOWN''' - adjusts number of shots taken on the current hole&lt;br /&gt;
*'''VITAL UPDOWN''' - adjusts number of tomatoes (can go over the usual max of 4)&lt;br /&gt;
*'''VITAL SUPER''' - unknown&lt;br /&gt;
*'''TM SELECT''' - changes which graphic layers are visible on screen&lt;br /&gt;
&lt;br /&gt;
===Map Select===&lt;br /&gt;
[[image:KirbyBowlMapSelect.png|left]]&lt;br /&gt;
Setting the MAPSELECT flag to 1 will replace the normal course select screen with this menu, which serves as a combination map select and sound test.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Class&amp;quot; selects a course. Pressing '''A''' goes to the selected hole, and pressing '''Y''' restarts the most recently played course. There are also four &amp;quot;EXTRA TEST MAP&amp;quot; courses which either load garbage maps or hang the game. Selecting any two-player courses allows you to play them in one-player mode.&lt;br /&gt;
&lt;br /&gt;
For the sound test, pressing '''A''' plays the selected sound effect or music track, and '''L/R''' adjust the volume.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Mix Ability==&lt;br /&gt;
[[Image:KirbyBowlMixIcon.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
There is an unused Mix ability icon in the game. Trying to hack it in as an ability will freeze the game. This might have been used once in the 2-Player mode after hitting the Mix enemy.&lt;br /&gt;
{{source|GoldS}}&lt;br /&gt;
&lt;br /&gt;
==Unused Terrain==&lt;br /&gt;
[[image:kirbybowl-tile03.png|144px|left]]&lt;br /&gt;
Tile type {{hex|03}} is an unused terrain feature which consists of four downward slopes forming a &amp;quot;dimple&amp;quot; in the ground. It was likely intended to slow Kirby down over long-distance ground shots, but because of the way the game's physics work, coming to a near-stop inside the dimple will cause Kirby to endlessly roll back and forth without coming to a stop, making the game unplayable.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Test Courses==&lt;br /&gt;
&amp;lt;youtube size=&amp;quot;nes&amp;quot; align=&amp;quot;right&amp;quot;&amp;gt;fEKRGCkl0sE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
The Japanese version has a number of test courses remaining in the ROM! Twelve, to be precise! These aren't featured in any other release, with the course IDs instead pointing to empty versions of the King Dedede boss room.&lt;br /&gt;
&lt;br /&gt;
On the map select screen, the first four test courses are listed under &amp;quot;Play Demo Map 3&amp;quot; (holes 5 through 8), while the last eight are listed under &amp;quot;Test Map&amp;quot;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 1===&lt;br /&gt;
[[Image:KirbyBowlTestCourse1.png|right|224px|First course.]]&lt;br /&gt;
Used to test out different slopes and dips. The broken guardrails along the outer edges of the track are not connected properly, but still function if hit. This is an anomaly shared by the first four test courses, and are indicative of these maps being from the game's ''Special Tee Shot'' days (more on that later).&lt;br /&gt;
&lt;br /&gt;
There are two Fireball enemies present, though using them here is a particularly unwise idea unless you like flying off the course.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 2===&lt;br /&gt;
[[Image:KirbyBowlTestCourse2.png|right|224px|Second course.]]&lt;br /&gt;
Similar to the first, but with four small hills instead of a large depression and four standard Waddle Dee enemies.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 3===&lt;br /&gt;
[[Image:KirbyBowlTestCourse3.png|right|352px|&amp;amp;#x266a;Do de do de do de do de&amp;amp;#x266b;]]&lt;br /&gt;
Used to test different conveyor belt lengths and directions on both flat and sloped surfaces. The first five conveyor belt strips move southwest, while the other five move northeast. It's possible to get stuck in an infinite loop if a conveyor belt pushes you onto an upward hill so that you roll back onto it.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 4===&lt;br /&gt;
[[Image:KirbyBowlTestCourse4.png|right|224px|BOINININING!]]&lt;br /&gt;
Seems to have been designed to test the different terrain and objects. The one-direction arrows are broken, and there's two boost tiles in the upper and left corners facing southwest, though they're invisible.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 5===&lt;br /&gt;
[[image:kdc-testmap.png|right|208px|It's quiet]]&lt;br /&gt;
This one uses the same layout as the King Dedede boss fight, but is completely empty and uses a different background and music. This is the first test course that is actually referred to as such by the level select and may date to an extremely early point in development.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 6===&lt;br /&gt;
[[Image:KirbyBowlTestCourse5.png|right|256px|I just love warp pads.]]&lt;br /&gt;
Designed to test the various warp tiles. This is also the first stage to feature correct borders and one-direction arrows, suggesting that it came after another point in the development of the game, after the game engine had been fully converted from ''Special Tee Shot''.&lt;br /&gt;
&lt;br /&gt;
Near the top left, one of the Warp tiles erases a one-direction arrow.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 7 (Early 8-3)===&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Test Course 7&lt;br /&gt;
| left   = [[Image:KirbyBowlTestCourse6.png|336px|Test Course 7]]&lt;br /&gt;
| rightt = Course 8-3&lt;br /&gt;
| right  = [[Image:KirbyBowl8-3.png|384px|Course 8-3]]&lt;br /&gt;
}}&lt;br /&gt;
An early version of Course 8-3. The three Gordos were reduced to a single Gordo who alternates between moving southeast and northwest, and the three enemies in the final are a Gaspar near the start of the course and two Waddle Dees at the end. The latter half of the course was also changed significantly.&lt;br /&gt;
&lt;br /&gt;
===Test Course 8===&lt;br /&gt;
[[Image:KirbyBowlTestCourse7.png|right|384px|Sharp Pointy Thing]]&lt;br /&gt;
Seems to have been created to test the Needle's ability to stick to slopes. It's also possible this was a discarded course, like Test Course 7.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Course 9===&lt;br /&gt;
[[Image:KirbyBowlTestCourse8.png|right|320px|Islands in the void]]&lt;br /&gt;
Seems to have been another possible course that was scrapped from the final game. It seems to serve no particular testing function, other than possibly jump shots onto slopes.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Test Courses 10, 11, and 12===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; vertical-align: bottom;&amp;quot;&amp;gt;[[Image:KirbyBowlTestCourse9.png|128px|Ten,]] [[Image:KirbyBowlTestCourse10.png|160px|Eleven,]] [[Image:KirbyBowlTestCourse11.png|160px|and Twelve.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other than starting points, heights, and a minor geography change from 11 to 12, these courses are all small and relatively featureless.&lt;br /&gt;
{{source|GoldS}}&lt;br /&gt;
&lt;br /&gt;
==''Special Tee Shot'' Connection==&lt;br /&gt;
[[File:TeeShotScenery.png|thumb|right|257px|Scenery from the 1998 version of &amp;quot;Special Tee Shot&amp;quot;.]]&lt;br /&gt;
There's some strong proof in the way Test Courses 1-4 function that gives them away as leftovers from ''Special Tee Shot''.&lt;br /&gt;
&lt;br /&gt;
Let's start with the scenery in ''Special Tee Shot'': the objects it shares with ''Kirby Bowl'' are sandpaper, arrow tiles, conveyor belts, water, directional grass, and trampolines. Scenery it has similar versions of are dash tiles and stage borders. Objects that ''Special Tee Shot'' has no version of are spikes and warp tiles.&lt;br /&gt;
&lt;br /&gt;
This helps to rule out certain test maps as ''Special Tee Shot'' leftovers. Test Courses 6 and 8 have warp tiles, so they can't be from ''Special Tee Shot''. Test Course 7 is an early build of a hole found only in ''Kirby Bowl'', so it isn't a leftover.&lt;br /&gt;
&lt;br /&gt;
On to the slightly different scenery. The dash tiles in ''Special Tee Shot'' don't just speed the ball up, but force the ball in a certain direction at top speed and the player loses control of the ball. While boosted, the ball can also climb up slopes and walls. Once the ball hits a stage border or an obstacle, the ball stops and the player regains control.&lt;br /&gt;
&lt;br /&gt;
Test Course 9's dash tiles don't seem suited for this purpose, plus they're using the 2x2 tile graphics instead of the 1x1 graphic of ''Special Tee Shot''. This rules Test Course 9 out. Test Course 4, however, '''does''' have 1x1 dash tiles, and they don't use any part of the ''Kirby Bowl'' dash tile graphics.&lt;br /&gt;
&lt;br /&gt;
The stage borders in ''Special Tee Shot'' are invisible until hit by the ball, being marked only by floating spheres in between. In ''Kirby Bowl'', they're always visible and completely solid in form. This points towards Test Courses 1-4 being from ''Special Tee Shot'' and Test Courses 6-9 being from later in development (where Test Courses 10-12 fall is unknown, but likely the latter). The enemies placed in 1-4 were very likely added after the conversion so the maps could be completed, whereas ''Special Tee Shot'' involves simply getting the ball into a hole which is always present on the course.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
The most substantial evidence is how the arrow tiles are stored in RAM:&lt;br /&gt;
{{compare&lt;br /&gt;
| title  = Arrow Tiles&lt;br /&gt;
| leftt  = ''Special Tee Shot''&lt;br /&gt;
| left   = [[File:SpecialTeeArrowTile.png|&amp;quot;Special Tee Shot&amp;quot; arrow tiles in memory.]]&lt;br /&gt;
| rightt = ''Kirby Bowl''&lt;br /&gt;
| right  = [[File:KirbyArrowTile.png|&amp;quot;Kirby Bowl&amp;quot; arrow tiles in memory.]]&lt;br /&gt;
}}&lt;br /&gt;
Note how the orientation of the graphics has been flipped between ''Special Tee Shot'' and ''Kirby Bowl''. In ''Special Tee Shot'', the bottom comes before the top, and the arrow is pointing to the top-right. In ''Kirby Bowl'', the top comes before the bottom, and the arrow points to the top-left.&lt;br /&gt;
&lt;br /&gt;
[[Image:ArrowGlitched.png|Arrow tiles from Test Course 4.]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is how the arrow tiles are positioned in Test Course 4.&lt;br /&gt;
&lt;br /&gt;
[[Image:ArrowFix1.png|Partially fixed arrow tiles.]]&amp;lt;br&amp;gt;&lt;br /&gt;
If the arrow graphic order in ''Kirby Bowl'' is changed to be bottom-top, as in ''Special Tee Shot'', the arrows look correct, but are pointing in the wrong direction.&lt;br /&gt;
&lt;br /&gt;
[[Image:ArrowFix2.png|Gasp!]]&amp;lt;br&amp;gt;&lt;br /&gt;
Flipping the graphics as well, to match ''Special Tee Shot'', makes them point in the correct direction. This is the end result after effectively restoring the ''Kirby Bowl'' tiles to how they were in ''Special Tee Shot'', proving that this course was made before the conversion to ''Kirby Bowl''.&lt;br /&gt;
&lt;br /&gt;
==Regional Differences==&lt;br /&gt;
===Title Screen===&lt;br /&gt;
[[Image:KDCTitleJP.png|Get in the hole! Damn, must be clogged with leaves]]{{clear}}&lt;br /&gt;
Besides having a completely different title screen, the Japanese version also has a short animation of Kirby popping up from the hole. &lt;br /&gt;
&lt;br /&gt;
[[File:KDCTitleJP.ogg]]{{clear}}&lt;br /&gt;
There's a short &amp;quot;music&amp;quot; track accompanying this. This is still present in the International versions of the game as Track {{hex|02}}.&lt;br /&gt;
&lt;br /&gt;
===Cut Content===&lt;br /&gt;
The Japanese ROM is meant to fit in a 2 MB cartridge, but the ROM size is only 1.25 MB. To cut costs on a smaller cartridge size, a decent amount of content was removed to fit the ROM into a 1 MB cart for international versions.&lt;br /&gt;
&lt;br /&gt;
This includes all eight unused holes, the debug menus, and the story text, graphics, '''and''' music track (see below).&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
Yes, this game has a story, but only in the Japanese version. This was relegated to the instruction manual of the international releases.&lt;br /&gt;
&lt;br /&gt;
[[File:KDCStory.ogg]]{{clear}}&lt;br /&gt;
This track (ID {{hex|05}} in the original version), played during the story cutscene, is not present at all in international builds.&lt;br /&gt;
[[Image:KDCStory1.png|The thrilling beginning]]{{clear}}&lt;br /&gt;
'''A small country on a small planet, this is the peaceful &amp;quot;Dream Land&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''Today, Kirby is living his leisurely, carefree life'''&lt;br /&gt;
&lt;br /&gt;
'''Then, that night...'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;I wonder if I'll have another wonderful dream tonight, gazing up at the stars&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
[[Image:KDCStory2.png|The thrilling middle]]{{clear}}&lt;br /&gt;
'''&amp;quot;Huh?&amp;quot; Something seemed odd.'''&lt;br /&gt;
&lt;br /&gt;
'''Usually there were many stars twinkling brightly in the sky'''&lt;br /&gt;
&lt;br /&gt;
'''But tonight, only one of the stars had appeared'''&lt;br /&gt;
&lt;br /&gt;
'''From then on, those lonely evenings continued for many days'''&lt;br /&gt;
[[Image:KDCStory3.png|The thrilling discovery]]{{clear}}&lt;br /&gt;
'''Kirby, worried about the missing stars, stares at the night sky once again'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;What?!&amp;quot; Just then...'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Nyehehehe! There was one left!&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''He caught King Dedede stealing the only remaining star'''&lt;br /&gt;
[[Image:KDCStory4.png|The thrilling conclusion]]{{clear}}&lt;br /&gt;
'''To restore the beautiful stars to Dream Land's night sky...'''&lt;br /&gt;
&lt;br /&gt;
'''...Kirby takes off after King Dedede.'''&lt;br /&gt;
&lt;br /&gt;
'''Your goal is to get to the King's floating castle. Good luck, Kirby!'''&lt;br /&gt;
{{source|Joe, GlitterBerri (translation)}}&lt;br /&gt;
&lt;br /&gt;
===Controller===&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Japan&lt;br /&gt;
| left   = [[File:KDCBigControllerJP.png|Butons]]&lt;br /&gt;
| rightt = US/Europe&lt;br /&gt;
| right  = [[File:KDCBigControllerNA.png|Changed buttons]] [[File:KDCBigControllerEU.png|Changed text]]&lt;br /&gt;
}}&lt;br /&gt;
Standard controller color changes for the US version. The European version keeps the button colors, but removes the text from the controller.&lt;br /&gt;
&lt;br /&gt;
{{compare&lt;br /&gt;
| leftt  = Japan/Europe&lt;br /&gt;
| left   = [[File:KDCControllerJP.png|Looks good]]&lt;br /&gt;
| rightt = US&lt;br /&gt;
| right  = [[File:KDCControllerNA.png|Not quite right]]&lt;br /&gt;
}}&lt;br /&gt;
The same button changes, though the US controller doesn't really use the appropriate color scheme.&lt;br /&gt;
{{Kirby series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/NHL_2000_(Game_Boy_Color)</id>
		<title>NHL 2000 (Game Boy Color)</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/NHL_2000_(Game_Boy_Color)"/>
				<updated>2013-05-20T20:13:44Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: EA Sports games sharing resources and logo designs is nothing new or terribly noteworthy :\&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
 | bobscreen= NHL 2000 US GBC Title.png&lt;br /&gt;
 | title= NHL 2000&lt;br /&gt;
 | developer= Tiertex&lt;br /&gt;
 | publisher= THQ&lt;br /&gt;
 | systems= {{system|Game Boy}}, {{system|Super Game Boy}}, {{system|Game Boy Color}}&lt;br /&gt;
 | europe= {{date|1999|August}}&lt;br /&gt;
 | usa= {{date|2000|February|nocat=true}}&lt;br /&gt;
 | code= y&lt;br /&gt;
}}&lt;br /&gt;
'''''NHL 2000''''' could have been the only Game Boy Color game in the 2000s to contain a [[Super Game Boy]] soundtrack...except something went terribly wrong. The music is still quite good, though.&lt;br /&gt;
&lt;br /&gt;
==Planned Super Game Boy Soundtrack==&lt;br /&gt;
Every Super Game Boy song from ''[[A Bug's Life]]'' remains inside the game, probably because Tiertex was going to give ''NHL 2000'' an enhanced soundtrack for the Super Game Boy. Probably because of time and how other games were in development during the same time, chances were not possible. ''A Bug's Life'' Super Game Boy music data is located at {{hex|0x14000-16320}}.&lt;br /&gt;
&lt;br /&gt;
The unused '''SOU_TRN''' command is located at {{hex|0x0E15}} along with the required '''DATA_SND''' listing.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
49000000000000000000000000000000&lt;br /&gt;
790009000BADC202C909D01AA9018D00&lt;br /&gt;
790B09000B42AFDBFF00F0052073C580&lt;br /&gt;
791609000B032076C5A9318D00426868&lt;br /&gt;
79210900016000000000000000000000&lt;br /&gt;
79000800034C00090000000000000000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NHL series}}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Jackie_Chan%27s_Action_Kung_Fu_(NES)</id>
		<title>Jackie Chan's Action Kung Fu (NES)</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Jackie_Chan%27s_Action_Kung_Fu_(NES)"/>
				<updated>2013-05-20T08:43:14Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
| bobscreen= JackieChanNES_title.png&lt;br /&gt;
| title= Jackie Chan's Action Kung Fu&lt;br /&gt;
| aka= Jackie Chan (JP)&lt;br /&gt;
| developer= Now Production&lt;br /&gt;
| publisher= Hudson Soft&lt;br /&gt;
| system= NES&lt;br /&gt;
| japan= {{date|1991|January|25|nocat=true}}&lt;br /&gt;
| usa= {{date|1990|December}}&lt;br /&gt;
| europe= {{date|1991|nocat=true}}&lt;br /&gt;
| levelselect= y&lt;br /&gt;
| region= y&lt;br /&gt;
}}&lt;br /&gt;
Jackie Chan in a kung fu game, now THAT'S original.&lt;br /&gt;
&lt;br /&gt;
==Level Select==&lt;br /&gt;
[[File:JackieChanNES_levelselect.png|left]]&lt;br /&gt;
On the title screen, press '''Up, Up, Down, Down, Up, Down, B, A, Start'''. To get 99 continues, press '''B''' on Controller 2 after entering the code.&lt;br /&gt;
&lt;br /&gt;
The level select code lets you start any of the five areas by pressing '''Up''' or '''Down'''. This code is mentioned in the manual as a secret code for 99 continues, but fails to mention the level select bit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Regional Differences==&lt;br /&gt;
The European title screen is identical to the US one, aside from the copyright being updated to 1991 and the licensing now saying &amp;quot;LICENSED BY NINTENDO&amp;quot;. The Japanese title screen omits the licensing completely, and features the Jackie Chan sprite from the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!US&lt;br /&gt;
!Europe&lt;br /&gt;
!Japan&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JackieChanNES_title.png]]&lt;br /&gt;
|[[File:JackieChanNES_eur_title.png]]&lt;br /&gt;
|[[File:JackieChanNES_jap_title.png|No creepy face for Japan...]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Jackie_Chan%27s_Action_Kung_Fu_(NES)</id>
		<title>Jackie Chan's Action Kung Fu (NES)</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Jackie_Chan%27s_Action_Kung_Fu_(NES)"/>
				<updated>2013-05-20T08:42:53Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bob&lt;br /&gt;
| bobscreen= JackieChanNES_title.png&lt;br /&gt;
| aka= Jackie Chan (JP)&lt;br /&gt;
| developer= Now Production&lt;br /&gt;
| publisher= Hudson Soft&lt;br /&gt;
| system= NES&lt;br /&gt;
| japan= {{date|1991|January|25|nocat=true}}&lt;br /&gt;
| usa= {{date|1990|December}}&lt;br /&gt;
| europe= {{date|1991|nocat=true}}&lt;br /&gt;
| levelselect= y&lt;br /&gt;
| region= y&lt;br /&gt;
}}&lt;br /&gt;
Jackie Chan in a kung fu game, now THAT'S original.&lt;br /&gt;
&lt;br /&gt;
==Level Select==&lt;br /&gt;
[[File:JackieChanNES_levelselect.png|left]]&lt;br /&gt;
On the title screen, press '''Up, Up, Down, Down, Up, Down, B, A, Start'''. To get 99 continues, press '''B''' on Controller 2 after entering the code.&lt;br /&gt;
&lt;br /&gt;
The level select code lets you start any of the five areas by pressing '''Up''' or '''Down'''. This code is mentioned in the manual as a secret code for 99 continues, but fails to mention the level select bit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Regional Differences==&lt;br /&gt;
The European title screen is identical to the US one, aside from the copyright being updated to 1991 and the licensing now saying &amp;quot;LICENSED BY NINTENDO&amp;quot;. The Japanese title screen omits the licensing completely, and features the Jackie Chan sprite from the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!US&lt;br /&gt;
!Europe&lt;br /&gt;
!Japan&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JackieChanNES_title.png]]&lt;br /&gt;
|[[File:JackieChanNES_eur_title.png]]&lt;br /&gt;
|[[File:JackieChanNES_jap_title.png|No creepy face for Japan...]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	<entry>
		<id>http://tcrf.net/Jackie_Chan%27s_Action_Kung-Fu_(NES)</id>
		<title>Jackie Chan's Action Kung-Fu (NES)</title>
		<link rel="alternate" type="text/html" href="http://tcrf.net/Jackie_Chan%27s_Action_Kung-Fu_(NES)"/>
				<updated>2013-05-20T08:42:26Z</updated>
		
		<summary type="html">&lt;p&gt;BMF54123: moved Jackie Chan's Action Kung-Fu (NES) to Jackie Chan's Action Kung Fu (NES)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Jackie Chan's Action Kung Fu (NES)]]&lt;/div&gt;</summary>
		<author><name>BMF54123</name></author>	</entry>

	</feed>