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Action 52 (NES)

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Title Screen

Action 52

Developer: Active Enterprises
Publisher: Active Enterprises
Platform: Unlicensed NES
Released in US: September 1991

AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.

BugsIcon.png This game has a bugs page

Action 52 is a terrible unlicensed cartridge containing 52 terrible games, a bundle which retailed for $200. If you played each game for a week, it would be the worst year of your life.

Make your selection, now.


Apollo Cutscene

In Cheetahmen, each character has its own introductory cutscene. However, the cutscene for Apollo appears to have no text accompanied with the obligatory image. This is because Active forgot to put the alphabet characters next to the image tiles in the ROM. The unused text can be found in a memory viewer during the cutscene and Levels 5 and 6 of Cheetahmen:

French Baker

Unused Title Screen

Mentos: The French Baker

French Baker has an unused, near-complete title screen using the Cheetahmen II font. It can be seen in the PPU as French Baker is loading.

Alternate Version

To do:
Does the game crash due to a side-effect of the hacking done to play the unused version?

For some reason, the code for French Baker is present twice in the ROM, once in its own PRG bank and once in the same PRG bank as Shooting Gallery and They Came. The latter appears to be an early version of the same game. It's noticeably glitchier, as it crashes whenever a projectile goes offscreen or you pause the game. It also contains different sound effects and an extra song on Level 1 that is unused elsewhere. The hidden title screen graphics aren't used though.

(Source: Cheetahmen92)

To access the Alternate version of French Baker, use a hex editor and copy 32KB (0x8000) of data from 0x90010 to 0x88010 in the ROM file. This will replace 'Dedant, Sharks, Beeps and Blips' with 'Shooting Gallery, They Came, The French Baker (alternate)'. If you play Beeps and Blips, it will run the early version of French Baker instead. Many actions will crash the game, so use a lot of savestates when trying it out.

Evil Empire

Unused Title Screen/Font


Like the example above, Evil Empire also has an unused title screen.


There is also an alternate font containing the letters "EVILMPR" in that order, which also went unused.

A52 EE numbers.png

A set of numbers similar to the title font above, but lacking the shadow.

Unused Sprites

A52 EE dragon.png

A large dragon/roc/genie included with the enemies. Possibly a boss, as it is close to 20 times the size of everything else in the game. The manual refers to a great genie, but whether or not this is, it is unclear as it doesn't look much like anything. It's not known what palette it would have used.

Aerobics 52

Unused frames for the player/enemies. From left to right:

  • Possible jumping frames. The player uses no special animation in-game.
  • Holding something in a pose similar to the enemies on flying carpets.
  • An animation for climbing the ropes? The final uses the same animation for all ladder types.
  • Maybe a climbing animation for the chains?

A52 EE ghostbullet.png

The genie bullets have a left-facing orientation, but only the right-facing one is used in-game regardless of the direction a bullet is fired.

A52 EE ghostpot.png

The genie pots have three frames with different levels of smoke. The one with the least smoke isn't used.

Rocket Jockey

Unused Level 3

Unused level 3.

Setting the value of RAM address $338 to 02 (or using the Game Genie code ZAOEAPAA) at the Rocket Jockey menu will bring the player to Level 3. This is a semi-playable level with a wrongly colored background and sprites that glitch out when certain enemies appear. There are also mountains in the background that don't appear elsewhere in the game, as well as projectiles that spawn periodically.


Completion Message

Maybe it locks up because they knew they didn't *have* $104,000?

There was a contest planned where anyone who could beat Level 5 of Ooze would be entered into a drawing for $104,000. However, because this game is awful, Ooze locks up on Level 2 and hence it's impossible to complete. While Revision B fixed the crashing bugs so all six used levels are possible to complete, the message doesn't come up after completing Level 5.

As all the game's text is in plain ASCII, the message and "personal code" can easily be seen at 0x157BC0 in a hex editor:


Unused Enemy

A52 Oz Frogs.png

This frog-like enemy appears twice with different palette indexes, as do many enemies in other games. None of the palettes match it very well.

Unused Level 8

The unused Level 8.

Setting the value of RAM address $338 to 07 (or using Game Genie code YENEGAAA) at the Ooze menu) will bring the player to Level 8. This level is set in a different environment than the rest of the levels, taking place in the outdoors, with pink oozy things and the giant water droplets from Level 1. There's also a 1-Up which can't be collected.

Billy Bob

There are a whopping 11 unused levels for Billy Bob, all of them inaccessible by normal means because of a bankswitch bug (the bytes written to direct page 0xFE and 0xFF, which trigger the bankswitch, are switched by accident, meaning the bank switch fails). Even if you beat all of the levels, the game will crash because of another bankswitch gone wrong. This game is the first one in the ROM, even if it isn't the first one numbered on the list. However, there are only four that can be accessed with the hex editor, but it won't be done in the same fashion as the unused levels in Ooze and Rocket Jockey. Also, expect this process to take a few tries, and have a save state of the game selection screen ready if you make a mistake.

In FCEUX, go to the game selection screen and scroll all the way down to the bottom of the RAM list. On address 0xFFE3 and 0xFFF3 (meaning they are right on top of one another), you will see just one "L". Click one of them and tap the spacebar fast and the game will boot up a green level in Billy Bob, without you picking the game. Do this again right after the level loads and the game will boot up a level with a pink color scheme, not used in the game. Do this one more time, and another green level will boot up. After this, there are no more. There is another pink level right after the first one labeled "Level 2", accessed after the first one's exit.

The five pictures below are in order from the first level to the fourth level that can be accessed in this way.

First green level First pink level; That pink thing right above the ground is an explosion of sorts that is glitched, using the spear tiles, when you kill a bird. Second pink level; MWAHAHAHAHAhahahahaha... Second pink level; Decorative door. Second green level; Those torches are missing their animations, so they are static.

There is something special about these levels... Billy Bob himself actually had two voice clips for climbing and dying! Every level here but the first green one featured his voice clips. They were not used in the actual game.

(Source: KungFuFurby, SultanofSwag89)

Bubblegum Rosie

Unused Level 4

In Bubblegum Rosie, there is a fully playable Level 4. This, however, requires a very specific method to access through FCEUX.

In FCEUX, play through the first level normally. Once the level is complete, the game will switch to the 2nd level, which is a driving stage. While the game believes that you are driving, in the RAM list, scroll down to 0x338 and set the value to 03. Lose a life and you will be taken to the fourth level.

Note: Completion of this level will lead to a glitch level with the title "Level 5."

Start of Bubblegum Rosie's Fourth Level Another part of the unused level.

Unused Graphics

Ninja Assault

The final boss of Ninja Assault

Ninja Assault's fourth level is plagued by graphical errors, which renders the graphics for the final boss (and all other sprites) unseen in any sensible manner during normal gameplay. Turns out it was a dragon's head.

A52 ninja assault fire.png

There are also graphics for what may be a fire attack for the boss. The dragon doesn't actually do anything in-game except move in a triangle. The palette might not be accurate.

A52 top-half 1up graphic.png Only the top half of what appears to be a 1UP graphic at the very end of Ninja Assault's graphic bank, or random nonsense.

Billy Bob

(Intro theme of James Bond plays) A frame of Billy Bob standing and holding up his gun.



This stickman with a bunch of frames can be found in the graphics for Lollipops.



These snake-looking things are found in the graphics for Sharks.

Could possibly be an unused electric eel enemy.



These powerup graphics seem to be for Hambo, but the game only gives you one type of item, a 1-up.

G-Force Fighter


This small guy and...thing can be found in G-Force Fighter's graphics.

Micro Mike


A cloud of smoke (?) with the words "ha ha" twice.



A smiley face. Everything you touch in the game gives you a frowny face and does damage to you (enemies, magic wands, bunnies, bags of money). It would seem that picking up money wasn't meant to be harmful after all!

Honk! Squeak!

A horn, probably meant to hurt you like everything else does.


A52 IL 9volt.pngA52 IL otherbattery.png

Two battery sprites. Only the smaller one appears in-game.

A52 IL hearts.png

Some hearts.


Some kind of glowing dishes. A background tile maybe?

A52 illuminator girl.png
A52 illuminator girl 2.png

By glitching the game with 001A:54, you can get these unused girl sprites to appear fully assembled and character mapped.

Silver Sword

A52 SS swordorientations.png

Additional orientations for the player sword projectiles. The game uses the up and/or right-facing ones for all directions.

A52 SS Glowydude.png

A set of player sprites with a glow-like effect. The left and right orientations are incomplete.

Mash Man

A realization of his poor fashion choices, perhaps?

A hurt sprite for Mash Man.

A52 MM eyeframe.png

The eye enemies aren't animated, but there are three frames for them. The red and blue ones use one frame, and the pink uses another, leaving this one unused. The colored parts are actually repeated three times (they use the same outlines), once for each version. Therefore, two out of three frames for every one are unused, but aside from the red and blue enemies missing a single pixel tile from the frame the pink one uses, they are identical.

A52 MM bgufos.png

Found among the background tiles. There are no spherical buildings in the game otherwise.

Space Dreams

A52 SD playersquash.png

A frame of the player pacifier with the "head" squashed.


A plant enemy. It doesn't fit any palette all that well.

Haunted Hill/Halls

Sprites so poorly drawn they can drive a man mad

What might be another ghost.

A52 HH playerturn.png

A sprite of the player turning.

A52 HH robebloke.png

Someone in a hooded robe. It doesn't have any animation, but it does have death frames.

Operation Full Moon

A52 OFM antennae.png

The antennas from the player rover. The rover has its antennas baked into the graphics, not overlayed. There aren't graphics for a back-facing antenna for the rover.

A52 OFM undecipherablethings.png

Some object twice. The different colors would be used for palette swaps.

Star Evil

A52 SE shipbits.png

Although Star Evil is a vertical shooter, a few of the ships have partial horizontal versions. Some missing parts may have been filled by mirroring the graphics that are present, but even then some ships would be incomplete and/or missing the left orientation.


It looks "bugged" about something

Another bug that doesn't appear in the game, with two animations.

Bubble Gum Rosy/Rossie

A52 another unused font.png

An unused font is found in Bubble Gum Rossie's graphics.

Action52-BBR unused graphics.png

An interesting bunch of unused sprites, including two animations of an overjoyed Rosy. There is also three animations of some... wolf (?) that kicks. Six animations of cars were made: two incomplete ones of another color, two complete ones of the same color, and two flattened-looking animations of Rosy's car. Those were probably meant for level 2 and/or an unused level. There are also three frames of a spider, three of a ball (likely another enemy), and an assortment of circles. Interestingly, getting a game over in level 2 causes the game to go into an unfinished driving level, letting you see some of the car sprites in action.

Action52-Bubblegum Rossie glitching after Game-Overing in level 21.png Action52-Bubblegum Rossie glitching after Game-Overing in level 22.pngAction52-Bubblegum Rossie glitching after Game-Overing in level 23.png

Time Warp Tickers


What looks like a key with a pair of legs, possibly an unused enemy.


An unused frame of the worm enemy.


A52 random unused objects.png

A random conglomerate of blocks, numbers, and something that appears in the "level 10" room that one of the warps takes you to, rather than the next level that it should have.



The frog thug enemy holding a gun.

Cry Baby


Alternate walking animation(?) and climbing sprite for the businessman enemy. Also a crib, an electrical outlet, poison gas, and numerous powerup items, all of which are mentioned in Action 52's manual. The correct palette for the various items are unknown.



A climbing sprite for the player. Odd, considering there is nothing to climb in this game.


Possible powerups: a plus, a star, and a bottle.



These tiles are repeated multiple times in the ROM and were used to test animations.



If you enter the second door in the second level it will warp you to level 3.


The second waterfall of the first level and the second pit in levels 3 and 5 act as warps, taking you to a room with a 1-up before taking you to the next level. The warps in level 5 (most of the pits) do not work properly and instead of warping you to the next level, they take you to a glitched room in which you fall and die until you run out of lives.

Copyright Notice

One for Active Enterprises, possibly for the sound driver, is at offset 0x80034:

Copyright 1991 ACTIVE ENTERPRISES All Rights
Reserved by Author  Driver  Version 2.09x

Menu Template

Due to the way the Action 52 cart handles bankswitching, a few games had to be split up into two or more parts. Each of these parts is essentially a standalone game (hence why you can't exit Billy Bob from Level 3 onwards) and is based on the same code template as every other game on the cart. As a result, several ROM banks contain a default menu template:


This unused template is present eight times in the ROM, at 0x74C9 (Billy Bob), 0xF4C9 (Billy Bob), 0x4DC66, (Cheetahmen) 0x555F6, (Cheetahmen),0x5E1B2 (Cheetahmen), 0x654F2 (Cheetahmen), 0x6DD82 (Cheetahmen), and 0x1774C9 (Manchester).

The template appearing 8 times has misled some people into believing there were 8 games cut from Action 52, and this is not the case.