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Clockwork Knight 2
Clockwork Knight 2 |
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Also known as: Clockwork Knight: Pepperouchau no Daibouken - Gekan (JP) This game has a hidden developer message. This game has a prototype article |
Despite being considered a sequel, Clockwork Knight 2 is just an expansion to the first Clockwork Knight game as the developers didn't have enough time to add all the content for the first one as it was a launch title for the Sega Saturn.
To do:
|
Contents
Sub-Page
Prototype Info |
Access Part 1 (US version)
At the title screen before the mode select screen, press Up, Down, Left, Up, Left, Down, Right, Up, Left trigger, Right trigger, Left trigger, Right trigger. "Part 1" will become available in the mode select screen.
Level Select
At the title screen, press Right, Up, Left, Up, Right, Up, Down, Up, Left, Up, Left, Up.
Regional Differences
The US version of Clockwork Knight 2 is based on the Japanese exclusive compilation Clockwork Knight: Pepperouchau no Fukubukuro, with "Part 1" seemingly removed. As it is based on Fukubukuro, the game contains additional modes such as The Movies! and Bosses Galore, both of which are missing from the European and Japanese versions of the game.
One thing to be noted in the US version is that just like Fukubukuro, the "A Lullaby" ending video and even credits screens are missing, and after beating "Part 2", you are simply returned to the main title screen after being shown the ending video and the screen showing how many cards you collected during your play.
There's a secret room hidden in the game. To access it, go to the Clock Tower. While in there, do a running jump over the wall and immediately move to the left. Otherwise, you'll fall straight through and land on a lower platform. If you go here in the Japanese version, depending on your difficulty setting, you will either meet idol Hiroko Nakayama (on Easy or Normal) or Hamamura from Famitsu (on Hard). They have unique dialogue that was not translated for any of the overseas versions.
Hiroko Nakayama was a presenter on Famitsu's television program Game Catalogue during this time. Hirokazu Hamamura was the editor-in-chief of Famitsu and also a frequent personality on the show. The secret was featured in the July 8 and July 22, 1995 episodes with some behind-the-scenes footage.
Bonus Content
In the Japanese version, the file "README.DOC" is included on the disc, which contains developer messages.
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English Translation
ïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒ Warning: Unauthorized reproduction of the text is strictly prohibited. ïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒ â Clockwork Knight: Pepperouchau's Great Adventure - Part 2 Staff Messages -------------------------------------------------------------------------------- Thank you very much for purchasing Clockwork. After years of working on arcade ports of certain AM2 titles and Panzer Dragoon without much anticipation, I've finally managed to complete the second volume. On the occasion of its completion, I would like to thank all the people who helped me with this project, and my wife and two daughters who never showed their frustration at my working on the holidays and wished me good luck. Thank you all so much. Well, I can't just write formal sentences, so I'd like to talk about something more casual. Like Mr. Takeshita of Panzer, I'm from the AM (commercial) development department. I can't thank him enough for all the advice he's given me (he's my senior, but we're the same age). Thank you, Mr. Takeshita. I completely agree with his opinion of Saturn's hardware, to the extent that I feel it's too high-spec for consumer hardware. Naturally, it takes a lot of effort and time to master such a thing. That's why I think that Saturn software will become even more powerful as we get more knowledgeable. We're planning to bring you even more excitement and hilarity in the next game, so please stay tuned. Until we meet again. Bye. Main Programmer: Fukushima "YOSSAN" Yoshio -------------------------------------------------------------------------------- ïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒ Thank you, Ayumi, for giving me some pleasant time after work. Thanks to you, stress was relieved, my heart full, my wallet empty, and some mornings I was dazzled with a headache and a hangover. See you soon at the soldier's bar again. And don't get too distracted by someone other than your lover. ïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒïŒ ïŒïŒ¯ (Ooe Akira) -------------------------------------------------------------------------------- I had to fix a program that someone else had written for debugging, and I was in a quagmire. Battling intense sleepiness, I thought I shouldn't have taken it on, but it was too late now. (cries) Software: Matsuoka Yuuichi "YuichiM" -------------------------------------------------------------------------------- âDevelopment Postscript Ver. 1.01 There Will Be Bugs ããããLyrics: Katano "TEK" Tetsu There's all the recent noise around on whether there are bugs or not What camera movement and collision have in common: the more you fix, the more bugs you'll get My boss naturally has deep-rooted bugs To the point that he pisses me off I'm momentarily staggered by the checking squad's bug report But there's one more chance! I need a real break There will be bugs, there certainly will, said the pale-faced Ooba We'll risk our necks, and this time for sure We won't give in, there'll be no bugs, and we'll stay unbeaten by public opinion "What are we missing? What's not good enough?" We'll try as hard as we can But all we can choose is, in the end, A sequel where nothing's changed If you stay in the office all the time, you will lose your judgment And even if you think it's a bug, you can't debug it because your sleepiness will interfere with it If it's packed with polygons, collisions, etc... It's likely to break down in a second If you find checking the balance to be difficult, it'll be treated as a crappy game with bad controls from then on But you were just being honest Summer's coming, someday it will come, and I wait with open arms Taking the bugs out feels so nice It's like you're unstoppable, unbreakable, and can do no wrong The only people who would buy such a game from a bargain bin Are your kind dad and best friend That reminds me, this is also a sequel There are bugs, there definitely are, and you can try your best but they'll always be there You may be afraid or annoyed But they won't go away, you won't know the way, and you can't take them out no more "What are we missing? What's not good enough?" You can keep debugging But all that remains is, in the end Is a freeze bug nobody brought up And still I'll take out those bugs I'll take out my bugs for sure ------------------------------------------------------------------------------- ------ The Blood, Sweat and Tears Put Into Clockwork Knight's Development: The Fighting Legend ------ âPart 1 I'm on top of a skyscraper, blowing a cigarette as I watch the sunrise on the rooftop of a high-rise building, having finished a huge job. I can hear the birds chirping. My mind, polluted by the city air, seems to have been cleansed a little bit. A few cars start to drive on the road. The day begins again. Might as well go to Fiji or something to freshen up before the next big job. Women and children are not my problem. Thousands of employees are with me. I will continue to fight for their happiness. (Summary) "Ack, I finally got the bug out." I smoke a cigarette on the roof of the Haneda Ryoushin building. The sparrows are chirping. I've been up all night, and my sluggish heart murmurs, "Guess I won't get to sleep yet again." There are huge trucks on the road, as usual. So annoying. Might as well go home and get a change of clothes for tomorrow's work. Ohhhh! Women! Women! Wooomennnn! I have nothing to protect. I have no money. Wishing for future happiness, I'll keep working out the bugs by myself. âPart 2 Today, a female employee of mine came to me with a file. There was a note on the file. "I'd like to have dinner with you tonight." ...Same as always. But now I don't need a woman. I'm going to keep fighting for my people. (Summary) Today, the designer, Ms. Manabe (female), brought me a piece of paper with a memo on it. "Something something data, etc. etc." ...Same as always. She asked me to show her work. I will continue to work for the designer. âPart 3 I came to Los Angeles on a business trip abroad. It's nice to stay abroad once in a while. Relaxing in the bubbled bathtub will help me recover from the fatigue of my work. I have to get up early tomorrow as well. I'm going to fall into a deep sleep in my three-quarter bed. (Summary) I brought a week's worth of sleepover sets to work. If I only stay at the office once in a while, I'll be all the better for it... As I was taking a shower in the rather smelly shower room, I realized that I should have gone to the public bath earlier. I'll have to get up again tomorrow. Listening to the guy beside me snore on the bunk bed in the nap room, I still try to fall asleep. âThis story is all non-fiction. Programmer: Tsukizaki Shinya ------------------------------------------------------------------------------- My name is Inoue, a graduate of the Human Creative School, who has previously appeared in magazines with such titles as "representative Work, Clockwork Knight" attached to me. It's a bit of an excuse, but I thought I told the interviewer that I was making the opening of Clockwork Knight or that I was in charge of the Clockwork Knight cinepack, but the articles ended up being published with "the representative work, Clockwork Knight" as if it was my main event. Thanks to that, I was able to gain some mental experience points from the project staff (especially from Mr. Fukushima) who told me that I should do it because it was my representative work, and I was grateful for their irresistible instructions. ãããããããããããããããããããããããããããInoue Yoshio ------------------------------------------------------------------------------- Even though I only helped to make the movies, the seniority system placed me at the top of the list for the staff roll, so I feel kinda guilty. So, I've been thinking that I need to study English more if I want to keep up with the ducks. Kawai Kenji ------------------------------------------------------------------------------- _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #ifdef COMMENT This is Fujishita, the programmer of mob enemies. Part 2 is my debut work. I tried my best to make the enemies neither absurdly strong or cool, but ones that will make you laugh. What do you think? The enemies introduced in Part 2 are different from Part 1, as they get angry when a player overtakes them, they only push the player and can't do any damage, and they keep sleeping unless the player is quite close to them. Of course, all of them are too weak and will die within a moment... (^_^;) If you think such enemies are boring, please send us your comments and suggestions. You can write on a postcard or on the Nifty forums. It will surely be reflected in future SEGA games. I look forward to seeing you all again. So, that's about it. Who defined "COMMENT" in the compiler options? There's an error in the preprocessor! ^. ^. o Praying for my father's recovery from his illness Fujishita "Hide" Hideto #endif _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ ------------------------------------------------------------------------------- /******************************************************************************/ Hello, everyone. My name is MARO, a natural genius (disaster?) and beauty programmer for the second year. This time, I was in charge of the bosses and the enemies. Looking back, at the beginning of April, just as I was planning to relax for a while after finishing my previous project (As*al), I was asked to help with this "Clockwork Knight Part 2", which kept me very busy with no rest during the Golden Week. The large amount of games that I intended to play after the project was completed has been buried in my room without being played. So, this time I'd like to take a rest and refresh myself. (Will I really be able to take a break?) But still, what game will I make next? This time, I'd like to make an RPG, which I've wanted to make since I joined the company. Or maybe I could make a pretty girl game, which is very popular these days, but I don't know if that's possible because of Sega's image, though since they are making "BLUE SE*D" and "Ray*arth", I don't think it's entirely out of the question. Well, let's not give up hope. I don't know what I'm going to share with you next, but personally, I want to make a game that will leave you with a lasting impression after finishing it. See you in the next game. 2nd Year Genius Beauty Programmer: Hotta (MARO) Yasumaro /******************************************************************************/ ------------------------------------------------------------------------------- Tongara and co. before the adventure unfolded... There's no "if" in this world, but if Chelsea hadn't been kidnapped, if Tongara hadn't been in the game, and if I hadn't been involved in Clockwork Knight... I've been thinking about those kinds of things lately. Setting myself aside, I'll tell you about the success of Tongara and co. at some other time. ãããããããããããããããããããããããããããããããããã Nishiyama Norihiro ------------------------------------------------------------------------------- I had to go through extremely stressful tasks to create a game that was not stressful for the player. I became a regular at Takarayu baths, and the cat forgot me. But when I was making ducks, turtles and frogs, I didn't feel any stress at all. It's in the past now, so I gotta start thinking about what to do next, right? ããããããããããããThe Demon of Z-Sorting: Manabe Namie ------------------------------------------------------------------------------- Teddy Juuzou throws out my glasses. Oh, it's already around midnight. And so the night of clockwork dawns. ...Yeah, right. ãããããã ããããããããããããããããããããããããããããThe Sleeping Reggae: Miura Takehiko ------------------------------------------------------------------------------- I'm Ogata, the one in charge of backgrounds. Right after the end of my last project (the prequel, obviously), I had various misfortunes (food poisoning from eating raw oysters, getting hit and run by a Sony employee while waiting for the traffic light, etc...), so I hope it won't be like that this time. My body is weak enough as it is. Ogata Osamu ------------------------------------------------------------------------------- It's all an i-l-l-u-s-i-o-n. But don't let the world created by Tongara and co.'s dreams end in a mirage... ...Will Chelsea get stolen away again? That is also an i-l-l-u-s-i-o-n. ãããããããããããããããããããããããããWhale Phantom: Endou Tomozou ------------------------------------------------------------------------------- âWhew! It's over! Now let's go for a drink together! By the way, did you know that each of the TRAINING, NORMAL, and HARD modes has a slightly different ending...? Especially in "HARD" mode, the enemies that appear are completely different and the bosses have special moves, so if you haven't tried it yet, please play it. In the meantime, try spinning all the playing cards in all the stages! Good things will happen. Now, and this is a secret... There's a legendary key hidden somewhere in the clock tower... actually, there is an event of that sort... When you find the "legendary key", Tongara's wind-up key on the back will turn gold. Check the effect for yourself. Finally, Famitsu editor-in-chief Hamamura and Nakayama Hiroko, a TV personality, are hiding somewhere. The messages will make you laugh, so please look for them. By the way, Nakayama Hiroko is hiding in the "TRAINING" and "NORMAL" modes, and editor-in-chief Hamamura is hiding in the "HARD" mode. âPlease keep watching over Tongara!ããããããããããããããããItou Tomoyuki ------------------------------------------------------------------------------- Thank you for purchasing Clockwork Knight: Pepperouchau's Great Adventure - Part 2. We did our very best to inspect this product, but if there are any bugs or graphical errors, please laugh at us. Also, we are always accepting rave reviews and fan letters to the developers, so don't hesitate to send the "Clockwork Knight is awesome"-type messages to the team. (Lying) ããããããããããããããããããããããããVisual Coordination: Satou Katsuhisa ------------------------------------------------------------------------------- âThe end is just around the corner. I'm feeling intensely sleepy. Still, I keep adjusting the bosses' attack pattern. It's the last stab that counts. âI'm glad we were able to challenge ourselves and experiment in various ways with parts 1 and 2 of the game. I'm starting to think about what we'll do next time, based on this. But for now, I want to go home and sleep. See you soon. ããããããããããããããããããããããããããããããããããYoshida Yuusuke ------------------------------------------------------------------------------- "Kae, oh Kae, your dad made this melody for you." ãããããããããããããããããby Murasaki (Written by Manabe on his behalf) ------------------------------------------------------------------------------- To our users I hope you have enjoyed Clockwork Knight: Pepperouchau's Great Adventure - Part 2. If you play it alongside Part 1, you will enjoy the storyline and the composition of the CG movies even more. In terms of difficulty, I tried to make both parts of the game so that anyone can clear it, but without sacrificing the fun of an action game. In the survey for Part 1, about 80% of the respondents said they completed the game, although the sample size was small. For an action game, that's a pretty good clearance rate. I think it's a fair success. The difficulty level of Part 2 is slightly higher, but I think players who have already completed Part 1, or who started with Part 1, should be able to clear the game without any problems. Even so, there are probably people (maybe 20%, hahaha...) who can't clear the game because it's an action game. For those people, we've prepared shortcuts to skip the hard parts, hidden goals, and legendary wind-up keys that increase your max health value. For those who still can't beat it, we've also included hidden commands such as level select, 999 lives, and jumping to the ending right away. Hopefully, all users will finish the game on their own. When you do, the CG movie of the ending will add to the sense of accomplishment you feel when you finish the game. Afterword On behalf of the Clockwork Knight team, I would like to thank everyone who helped with the production of "Clockwork Knight: Pepperouchau's Great Adventure - Part 2" from the bottom of my heart. In particular, I would like to thank Mr. Sahara of TV Magazine for the illustration contest, and Mr. Kondou of Sega Saturn Magazine for his help in soliciting ideas for traps. I would also like to thank Mr. Horio of Polygram and the rest of the staff for their cooperation in the production of the music CD, even though we were unable to put their names on the staff roll. Finally, I'd like to thank my team members for making it all happen in such a short period of time. ããããJuly 1995 Producer: Ooba Noriyoshi -------------------------------------------------------------------------------
The Clockwork Knight series
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Sega Saturn | Clockwork Knight (Prototypes) • Clockwork Knight 2 (Prototypes) |
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