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.
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.
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.
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.
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.
Add the rest of Brain Damage's sprites.
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.
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.
A sprite of what appears to be a map of the cut Brain Chase level.
Admiral Oink Boss
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.
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.
An unused track that seems to remix bits and pieces from the Level 3, Level 4-2, and "Korpse Kount" tracks.
In the game data, there are voice clips of unused, somewhat vulgar lines.
Kiss my ass!
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!
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.
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.
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
The Battletoads series
|NES||Battletoads • Battletoads Double Dragon|
|Game Boy||Battletoads • Battletoads in Ragnarok's World • Battletoads Double Dragon|
|Genesis||Battletoads • Battletoads Double Dragon|
|SNES||Battletoads in Battlemaniacs • Battletoads Double Dragon|
|Sega Master System||Battlemaniacs|
|Game Boy Advance||Battletoads|
|Windows, Xbox One||Battletoads|