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From The Cutting Room Floor
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Developer: LG Dev Shop
Publisher: LG Dev Shop
Platforms: Android, iOS
Released internationally: February 18, 2016

CodeIcon.png This game has unused code.
MusicIcon.png This game has unused music.

ProtoIcon.png This game has a prototype article

See, this is why game preservation is important.
This game is defunct.
Do note the game no longer works at all without modifications. This is most likely due to the game's servers being shut down. As a result, further official developments with the game are unlikely to happen.

Darblez is similar to the classic game Marbles but in space with giant robots fighting over "Darbles."


Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Music


A single-player "Mission" mode in which you play sequentially through levels can be seen in early screenshots and videos, but it was excluded entirely from the final game. The background music for it is still in the game's files.

Uncompiled Shader Code

In the assets/Shader folder are two uncompiled shader files, MeshFragShader.fsh and MeshFragShader.vsh, which describe a fragment shader and vertex shader, respectively.


#extension GL_OES_EGL_image_external : require
uniform samplerExternalOES sTexture;

uniform lowp float AlphaValue;

varying mediump vec2   TexCoord;

void main()
	lowp vec4 color = texture2D(sTexture, TexCoord) ;
	color = vec4(color.rgb,color.a * AlphaValue);
    gl_FragColor = color;


attribute highp   vec3  inVertex;
attribute mediump vec3  inNormal;
attribute mediump vec2  inTexCoord;

uniform highp   mat4  MVPMatrix;
uniform mediump vec2 TexCoordMove; 

varying mediump vec2   TexCoord;

void main()
	highp vec4 vPos = vec4(0,0,0,1);
	vPos.x = ( inTexCoord.x * 2.0 - 1.0 );
	vPos.y = ( inTexCoord.y * 2.0 - 1.0 );
	gl_Position = vPos;

	// Pass through texcoords
	//inTexCoord.x += TexCoordMove.x;
	 mediump vec4 vec4Temp  = vec4(inTexCoord.x - TexCoordMove.x,inTexCoord.y - TexCoordMove.y,0,1.0);
	 vec4Temp  = MVPMatrix * vec4Temp;
	 vec4Temp.xyz = vec4Temp.xyz / vec4Temp.w;
	 TexCoord = vec4Temp.xy; 

	//TexCoord = inTexCoord;