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Black Out
| Black Out |
|---|
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Developer:
Nintendo
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| This game was never completed and/or given a public release. As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually reached store shelves. |
Black Out (aka "Sleep") is an unreleased game which stars an unnamed sleepwalking character. The player utilizes various tools to guide the "sleeper", who walks forward steadily, throughout the level. The game is controlled via the SNES Mouse, and it plays similarly to Lemmings, in a way.
The game seems to have remained mostly unknown until this build was found as part of the July 24, 2020 asset leak. The ROM is split in two files found at other.7z/SFC/ソースデータ/ヨッシーアイランド/ツール/sleep_test, which are named sleep_rom1.bin and sleep_rom2.bin, and must be combined, using HxD for example.
A flyer for the game came with Mario Paint which states the game was meant to release in late 1992:
Contents
Subpages
| Internal Material |
General
- Strangely, there seem to be graphics from Street Fighter II in the latter half of the ROM.
Controls
Mouse: Port 1
- Left click to select items, and use items.
- Hold left click to charge the power meter.
- Right click causes the character to jump.
Controller: Port 2
- Must be used to select a level, as the mouse alone seems to not work for this.
Items
- Springboard: Launches the sleeper into the air.
- Slingshot: Fires projectiles. Charging shots will result in straighter, stronger shots.
- Shovel: Seems unfinished. Graphics appear in VRAM, however. A small explosion happens.
- Bomb: Drops explosives which detonate after a few seconds
- Hammer: Same as the shovel, and also has graphics present in VRAM. Also causes a small explosion. The button can be held for a rapid-fire effect.
Levels
- There is what appear to be lives, health, and score counters on the HUD, which do not function.
- Levels seem to loop infinitely.
- The character can soft lock if entering an alcove, as the character cannot be moved to the left.
Zone 1
A fairly open grassy area with stone blocks, sometimes with spikes. Floating red balloons appear throughout the stage, as well as flying butterfly-like creatures, but they do not seem to harm or otherwise interact with the character. These creatures and balloons (as well as the flowers) can be destroyed with the player's various items.
Zone 2
The level icon shows water, but none is seen in the level. Instead, it seems to be an underground-themed level. The creatures and balloons from Zone 1 appear here as well. The hammer or shovel work well here, as there is dirt present which can be destroyed. This dirt is very reminiscent of the dirt found in Yoshi's Island. The square blocks can also be destroyed, but take two hits from a hammer or shovel.
Zone 3
The level icon again shows a different theme than what the level actually looks like. Zone 2's icon would be more fitting, as this level features a lot of water in the backgrounds. This Zone is similar to Zone 1, with grassy ground and stone blocks, some floating and with spikes. There are also bridges crossing the water, and a couple whirlpools. There is a section of water which can be entered, but the player just walks as if it is normal ground. The water in this spot appears to some kind of placeholder outlines around it, as well. A steep slope just before this is a bit glitchy as it accelerates the character into the ground.
Zone 4
The level can be entered, but does not seem to properly load any graphics or palettes, everything is green.
Zone 5
Same as Zone 4, but a bit more corrupted-looking.
Zone 6
Again, does not properly load graphics. Slightly less Corrupt looking than Zone 5.
Unused Graphics
| Artwork | Description |
|---|---|
| A font is loaded in on the main menu, but most characters go unseen. | |
| The bomb and springboard show sprites in game when used. The hammer and shovel would have had similar sprites. | |
| In addition to the 5 available items, icons for a gun and a block exist in VRAM, yet their potential functionalities go unused. | |
| There is an unused creature, known internally as "angel", which looks similar to a cherub. | |
| A bird-like creature, pulled directly from Super Donkey, also goes unused. | |
| A hand which looks like it would be used as a cursor. | |
| A bottle which coulda been broken. | |
| Frames for a splash effect. | |
| Two other graphics. The first appears to be dynamite, while the other looks like it could be an ammo pickup of sorts. | |
| A fairly detailed tree trunk, which looks like it'd fit in Zone 3. | |
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What appears to be a rope tied to a metal hoop embedded in rock. There is also a frayed version of the rope, suggesting it would be a potential hazard to watch out for. These blocks could also potentially be shot down to create platforms as well. The above pic is an assembled mockup for how they mighta looked like. |
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A rougher looking set of bridge tiles. After a small modification to the ROM, we can see them in use. |













