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Atomic Robo-Kid Special

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Title Screen

Atomic Robo-Kid Special

Developer: UPL
Publisher: UPL
Platform: TurboGrafx-16
Released in JP: January 19, 1990


DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: See if there's a legitimate way of accessing these.

Debugging Functions

A multitude of debugging functions can be accessed by setting RAM address $2205 to certain values. Values can be combined to enable multiple debugging functions at once.

Level Select and Free Movement Mode

Atomic Robo-Kid Special Level Select.png Atomic Robo-Kid Special Free Movement.png

Set $2205 to 02 (F82205:02+ in Ootake).

The level select can be accessed by pressing Select during gameplay. "Area" sets the level to go to and "Restart" appears to set the starting position.

The free movement mode can be activated by pressing Select and any direction on the D-Pad at the same time during gameplay.

Coordinate Display

Atomic Robo-Kid Special Coordinate Display.png

Set $2205 to 04 (F82205:04+ in Ootake). The coordinate display can be found on the bottom right corner of the screen.

Frame Advance

Set $2205 to 08 (F82205:08+ in Ootake). Pause during gameplay and press Select to advance frame-by-frame.

Invincibility

Set $2205 to 01 (F82205:01+ in Ootake).


(Source: Chris Covell)

Additional Debugging Text

Text for a debug menu, similar to the one in Gomola Speed, can be found starting at x38C1:

<< CHECK MODE >>
OBJ FONT
BACK FONT
SOUND
EXIT
BANK
GROUP
COLOR
SOUND CODE
HIT CHECK
AREA SELECT OFF ON 
OPTION
POSITION
STEP EXEC YES NO

It is likely the above debugging functions are intended to be accessed/enabled in here.