If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Battletoads (Arcade)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Battletoads

Also known as: Battletoads Arcade (Rare Replay, Xbox One)
Developer: Rare
Publisher: Electronic Arts
Platform: Arcade (Custom)
Released internationally: 1994


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.


PrereleaseIcon.png This game has a prerelease article

The Toads' bloody coin-op entry, clearly rushed and released in a state that doesn't scream "complete". Notable for being Rare's first game to use the Advanced Computer Modeling (ACM) process, made famous by Donkey Kong Country later in 1994.

This game didn't get ported for a long time until it became part of Rare Replay for the Xbox One, nearly 25 years later.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info

Unused Graphics

Hmmm...
To do:
  • Add sprites for the unused animations for the Toads.
  • Add the rest of Admiral Oink's sprites.

BattletoadsArcadeOink1.gif BattletoadsArcadeOink2.gif
Admiral Oink, a cut character that was originally the boss of Stage 2, as mentioned in magazines before release, but was replaced by Karnath (who was originally the boss of Stage 4 instead). He has a complete set of animations in the game's data, including an idle stance, an attack animation where he pulls a bomb from his sack, and get-hit sprites. He would also be able to stuff the player in the sack. A portrait of Oink still appears in the background of the game's penultimate stage.

BattletoadsArcadeSanta1.gif BattletoadsArcadeSanta2.gif
The objective of Stage 2 was to rescue Santa Claus, who was kidnapped by Admiral Oink, which explains the Christmas decorations in the stage's background. The area where the boss fight would take place can be accessed through cheats, but it only consists of these sprites with a messed-up palette.

BattletoadsArcadeScammy1.gif BattletoadsArcadeScammy4.png
The Stage 2 enemy Scammy has graphics for a punching attack and a variation of his get-hit sprites where he sneezes.

BattletoadsArcadeScammy2.gif BattletoadsArcadeScammy3.gif BattletoadsArcadeScammy5.png
Scammy also has a set with him carrying a gift box, which he promptly tears apart. This set also includes a sneezing animation.

BattletoadsArcadeTBird.gif
Professor T. Bird, the Toads' gruff mentor is curiously absent from this particular game. However, he does have a sprite present in the game's data. As seen in pre-release screenshots, this was meant to be shown in stage intermission screens that got cut from the final game.

BattletoadsArcadeAngelica.gif
Angelica, the distressed damsel from the first game was going to appear in this game in the same role. Due to the big size of her sprite, it's possible that she would appear in either the attract mode or during a cutscene. Despite being absent, she appears in the artwork of the game's flyer.

BattletoadsArcadeDrone1.gif BattletoadsArcadeDrone2.gif
Some drone-like enemy. It only has sprites of it opening/closing and getting hit.

Hmmm...
To do:
Add the rest of Brain Damage's sprites.

BattletoadsArcadeBrainDamage.png
Brain Damage, an enemy from the Game Boy game, was set to appear but was cut along with its Brain Chase stage, which would work much like the similar level from the Game Boy title: it would've chased and eventually fight the Toads. It has a large set of digitized sprites of it rolling around.

BattletoadsArcadeBigBlag.png
It's not possible for Big Blag to be knocked down in his base form, only pushed back, but he has some sprites for it.

BattletoadsArcadeVermin.png
A single frame of General Vermin's punching animation is never used in the actual game.

BattletoadsArcadeGristle.png
The Gristle enemy's airship never faces diagonally when getting wrecked, but this single sprite exists.

Battletoads-Arcade-Rash-Armbands.png
Rash's armbands are present on his sprites, but they are not visible due to how his color palette is patterned. As seen in pre-release screenshots, the armbands were originally visible but were for some reason changed to match the color of Rash's skin. However, switching his palette to either Pimple or Zitz's will result in the armbands being visible.

BattletoadsArcade-map.png

A sprite of what appears to be a map of the cut Brain Chase level.

(Source: Original TCRF research)

Battletoads-Arcade-Kingpin-of-Khaos.png
Beating unused Admiral Oink's boss (see below) displays this text on the Korpse Kount screen.

Unused Stages

Admiral Oink Boss

Battletoads-Arcade-Admiral-Oink-Boss-Stage-Remnants.png
The battle section for the cut boss, Admiral Oink, is still in the game's data. Its graphics are corrupted, with invisible ladders and platforms that can be climbed on. Santa Claus' aforementioned unused sprites also make an appearance, albeit with an incorrect palette. The regular boss music is heard here.

Brain Chase

Battletoads-Arcade-Brain-Chase-Remnants.png
The cut stage where Brain Damage was meant to be fought. This stage also has bugged graphics. A splash effect is visible when a toad walks around the level, the ground was meant to be a flesh floor, as seen in a pre-release screenshot. The music used here is the one for stages 1 and 6.

(Source: Oddworld-2001)

Unused Music

An unused track that seems to remix bits and pieces from the Level 3, Level 4-2, and "Korpse Kount" tracks.

(Source: Oddworld-2001)

Unused Sounds

Profanity

In the game data, there are voice clips of unused, somewhat vulgar lines.

Kiss my ass!

Asshole!

Dumbass!

These three clips were likely placeholder or outtake enemy taunts. None of them have any pitch-shifting effects in place, so they sound a little weird, but they might have been for General Vermin or Big Blag as both of them call the player(s) "Suckers!" in game.

Let's kick ass!

Shiiiit!

The other two were very likely meant for the 'Toads, themselves, with the first one being a possible outtake for the "Insert Coin" sounds ("Stompin' time!") and the latter as an outtake for the 'Toads falling out of the space ship in the final level.

No character in this game swears in the final game, though the much later reboot did incorporate some lighter swearing.

Godzilla

Additionally, a sample of Godzilla's roar is present. It may have been a placeholder for the final boss, Robo-Manus, who makes similar noises during his fight.

(Source: Original TCRF research)

Development Text

Present at 0x7959B4 in the main CPU is text for a debug mode.

HIT-FM
SIZE
OFFSET
FRAME NO
DEFN:
HOLDING
OBJHELD
INDEX NO
ZERO
SLICE
Y-SIZE
HEIGHT
HIT ID
BLK Y =
BLK X =
SFX NO
TUNE NO
DLOAD NO
Audio board running with sound effects and tunes.
TB  TA  T9  T8  T7  T6  T5  T4  T3  T2  T1  T0
F0  F1  F2  F3  F4  F5  F6  F7
STEREO
MONO
CHAN PROC
FREQ TRAN
Box number:
Upload with:
B, ,<filename>
"HOLDFMS.BIN
SAVE

Present at 0x7A0A72 in the main CPU is text for a crash handler.

WINDOW VIOLATION
HOST INT
NMI
INT1
INT2
G*** ILL-OP              ***
=A0 =A1 =A2 =A3 =A4 =A5 =A6
=A7 =A8 =A9 =A10=A11=A12=A13
=A14=ST =SP =PC =B0 =B1 =B2
=B3 =B4 =B5 =B6 =B7 =B8 =B9
=B10=B11=B12=B13=B14

Present at 0x7FE2EB in the main CPU is a build date.

Texas - TMS34010  v3.1  12/4/91
(Source: Original TCRF research)