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

Blast Corps

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Blast Corps

Also known as: Blastdozer (JP)
Developer: Rare
Publisher: Nintendo
Platform: Nintendo 64
Released in JP: March 21, 1997
Released in US: February 28, 1997
Released in EU: September 1, 1997
Released in AU: 1997


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


NotesIcon.png This game has a notes page

Hmmm...
To do:
*Investigate the Nintendo debugging tape. If these bugs don't appear in the final game, document it in a prerelease page. See if there's any other beta stuff here (graphics, objects, etc). (timestamp 1), (timestamp 2), (timestamp 3), (timestamp 4).

In Blast Corps, your goal is simple: destroy buildings everything using a variety of unique demolition vehicles to clear a path for a truck carrying a pair of defective nuclear missiles.

Sub-Pages

Miscellaneous tidbits that are interesting enough to point out here.
Notes
BlastCorps-UnusedLevel2 2.png
Inaccessible Levels
Blackridge Works goes Moon.
BlastCorps-EndSequenceToilet.png
Unused Level Features
The mysterious toilet...
BC-Object-a7.png
Unused Objects
There are even more fences?
BC-Tex-HUDRescueChopper.png
Unused Textures
The player isn't always that happy...

Unused Code

Destroy Containers Level

BC64-LevelTypeContainer.png

There exists data for a level type where you have to destroy containers like the ones from Oyster Harbor.

HUD Icons

Icon ID 0xFC is a duplicate of the Destroy Spheres icon.

Big icons for Cyclone Suit, damage counter and timer exist. They use the same graphic as the normal ones, but they are resized. The unused icons use the IDs 0x27, 0xED and 0xEF respectively. The big Cyclone Suit icon was meant to be used in the Highscore list, but no bonus level uses Cyclone Suit.

The crane, train, boat and the unused vehicle have icon IDs, but they all display the same glitched graphics. Their IDs are 0x06, 0x07, 0x0B, 0x0C for the normal icons and 0x1D, 0x1E, 0x22, 0x23 for the bigger ones.

Placeholder Data

An unused vehicle (0x0C) exists. Trying to load it crashes the game as there is no code for it. This slot was most likely used by the removed rescue chopper vehicle.

There is an unused event with ID 0x1F located between the final intro segment (0x1E) and the main levels complete message (0x20). The game will freeze, because there's no text assigned to it.

In the savegame file there are some unused bytes for activated communication points for levels that don't even have one including Diamond Sands, Morgan Hall, Mars and Gibbon's Gate.

Unused TNT Blocks

The fourth parameter controls the type of a TNT block. 0x01 uses a different texture and 0x02 is an invisible TNT block. In the final game said parameter is always set to 0x00.

Unused Text

Level Names

English/German Japanese
CMO INTRO
CMOイントロ

This text is assigned to the unused level CMO Intro.

English German Japanese
END SEQUENCE
ENDSEQUENZ
エンドシーケンス

This text is assigned to the unused level End Sequence.

Buildings

English German
CONTAINERS
CONTAINER

This text is assigned to the building type container.

English German
SPHERES
KUGELN

Assigned to the unused sphere duplicate.

Third Language

SELECT LANGUAGE
ENGLISH
DEUTSCH
AMBER
CLARK
SPIKE
WESLEY

Unused text meant for a third language.

Debug Strings

TOO FAR AWAY FROM CMO
WILL THIS FIX IT!!?
MOVEABLE GEOMETRY MOVE ROUTINE NOT WRITTEN YET
TESTING PAUSE2 %d %d %d
TESTING PAUSE3 %d %d %d
TESTING PAUSE %d %d %d
WARNING: Attempt to stop NULL sound aborted
WARNING: Attempt to modify NULL sound aborted
OH DEAR - pushing tune but we're still popping!
OH DEAR - No audio DMA buffers left
Replay turbo ....
turbo %d
No samples left
Dma not done
OH MY GOD
PUTTING SEMAPHORE
Getting SEMAPHORE
LOCKING KEYS!
*** CPU FAULT *** - UNFREEZING RDP?
DOING REALLY WELL
USING WRONG DIGGER
USING DIGGER INCORRECTLY
DIGGER WEIGHT NOT SET
OVERRUN GHOST DIGGER ARRAY
ASSERTION FAULT
TOTAL_SCROLL_LENGTH
!DUMMY_LEVELS
UNIT UP
PFS_FILE_SIZE
EEWRITE
EETIMES
MQ_IS_EMPTY
MAX_RSP_CMDS
AL_MAX_RSP_SAMPLES
YOSHI_DEMAND_OFF
YOSHI_OFF
NO_YOSHI_WINDOW
OS_MESG_NOBLOCK
M_AUDTASK
M_GFXTASK
RSP_STATE_SUSPENDED
LEVEL_SAVE_SIZE-4

Tons of debug related text. The Missile Carrier is called CMO and pacdozers are known as GHOST DIGGER.

Other

English German
REACTOR MELTDOWN!
KERNSCHMELZE

Meant to appear after the WARNING! message, but the final game uses COLLISION IMMINENT! instead.

INSERT CONTROLLER PAK OR PRESS START FOR A PASSWORD

Text related to the Controller Pak.

***** YOU CAN STOP NOW!! *****

This text would have been displayed after collecting all 57 platinum medals, but was scrapped for unknown reasons.

GOING FOR NEW:%x
OLD:%x

Text with unknown purpose.

Unused Music

Moon - Warning! (0x24)

Action themes don't play in bonus levels, which means that there once was a level that used the moon theme along with this unused song. This can be heard in the inaccessible level CMO Intro.

Moon - Ending Jingle #2 (0x3F)

Each carrier level uses two different ending jingles. While the first one is used by default, the second jingle only plays when the player enters the Blast Corps semi at the end of a level. Since the Moon theme is only used in bonus levels, the second ending jingle can not be heard during normal gameplay. Interestingly, it doesn't play in the inaccessible level CMO Intro.

Unused Sounds

Alternate Warning Sound

Warning!
Many unused copies of the "Warning!" sound are present in the second sound bank.

Spike Dialogue (Sound No. 61)

What's the matter with you?
This sound is found between "Give me a break!" and "You keep this up!". Where this could have been used is unknown.

Unused Instruments

There are a few unused instruments, but most of them are just copies from other instruments.

ID General Midi File
0x1E Distortion Guitar
0x1F Guitar Harmonics
0x24 Slap Bass 1
0x2B Contrabass
0x2C Tremolo Strings
0x3E Synth Brass 1
0x46 Bassoon
0x47 Clarinet
0x48 Piccolo
0x49 Flute

Version Differences

Hmmm...
To do:
Apparently the Rare Replay version replaced one of the music tracks, since it was also present in Donkey Kong Land and might have had some licensing issues. Does the Switch version do this too?

Differences between Blast Corps and Blastdozer

Promotion Cutscene

International Japan
BlastCorps-NBCP-PromoText.png BlastCorps-NBCJ-PromoText.png

Due to the game's different names, the star has "BD" on it in the Japanese version and "BC" elsewhere.

Backlash

International Japan
BlastCorps-NBCE-Backlash.png BlastCorps-NBCJ-Backlash.png

Due to the game's different names, the Backlash has "BD" on it in the Japanese version and "BC" elsewhere.

Blast Corps Semi

International Japan
BC-Semi-International.png BC-Semi-Japan.png

Again, due to the game's different names, the semi's logo says BLASTDOZER in the Japanese version.

Platinum Medal

International Japan
BC-Platinum-International.png BC-Platinum-Japan.png

Once again, due to the game's different names, the platinum medal has "BD" on it in the Japanese version and "BC" elsewhere.

American Version (v1.1)

BlastC Title.png

The updated US version patched a somewhat infamous glitch which involved parking a vehicle next to a destructible object/building so the player cannot exit said vehicle (denoted by a "D'oh!" sound when pressing Z to exit). Pressing Z multiple times would automatically destroy the building or object, including those that require TNT crates to be pushed into them.

(Source: http://www.blastcorps.us/)

Japanese Version

BlastCorps-NBCJ-Titlescreen.png

The Japanese version not only patched the Z-trigger glitch, but increased the platinum medal time attack requirements for several levels. Other text and aesthetic changes were also made, although the text scrolls the same speed regardless of language.

(Source: http://www.blastcorps.us/)

European Version

BlastCorps-NBCP-LanguageSelect.png

Along with patching the Z-trigger glitch and adding a language select, all medal times were increased by 20% and the game's refresh rate is 20% slower.

(Source: http://www.blastcorps.us/)