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Dr. Jekyll and Mr. Hyde
| Dr. Jekyll and Mr. Hyde |
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Also known as: Jekyll Hakase no Houma ga Toki (JP)
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Dr. Jekyll and Mr. Hyde is a game based on the 1886 novella The Strange Case of Dr Jekyll and Mr Hyde by Robert Louis Stevenson. It's as good as it sounds, assuming you really hated the book.
Contents
Debug Features
When the title screen menu cursor points to the "START" option, press B on Controller 2, then press Up, B, Right, Left, Down, Right, Left, A, B, Right, Select, B, Down, Start on Controller 1. During gameplay, on Controller 2, press A to skip the current level (up to the ending sequence) or B to switch between the Jekyll and Hyde modes.
Regional Differences
| To do: The lone FAQ on GameFAQs talks about enemies being removed from the US version and changes to the ending, so there's probably a lot more to be done here. |
Title Screen
| Japan | US |
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Unused Graphics
The original Japanese version of this game used a UNROM board with 128 KB of PRG ROM and 8 KB of CHR RAM. This board configuration allows graphics data to be loaded into the CHR RAM from the PRG ROM on the fly, instead of relying on a fixed graphics ROM. The PRG ROM itself contained 48 KB of graphic data.
When the game was brought to the US, the cartridge board was changed to use the MMC1 mapper with a 32 KB CHR ROM chip instead of CHR RAM. During the conversion process, the developers moved 32 kilobytes of game graphics from PRG to the CHR ROM. However, since the game originally had 48 kilobytes of graphics data, that meant 16 kilobytes were left behind in the PRG ROM. The PRG ROM size itself was not reduced, and the developers simply blanked out the first 32 kilobytes of graphic data moved to the CHR ROM. But they left the rest inside the US ROM, so we have at least 16 kilobytes of graphics data from the Japanese version left inside the US version, unused and inaccessible.
This is the reason they completely removed two original levels from the US version. Those dropped out 16 kilobytes of CHR graphics contained the background and sprite data for exactly two missing levels. And, since the PRG ROM size was not reduced, instead leaving the former graphic data part-blanked and part-unusable, that led to the strange situation where the US game has a larger overall ROM size despite losing a significant amount of accessible content.
Levels
Because of stripping 16 kilobytes of 48 kilobytes CHR data during the cartridge type switching process (see the section above), they had to remove two original levels. The US release also radically alters the flow of the first four levels.
- Level 1 (city)
- Level 3 (alley)
To compensate for all of this, the cemetery and town levels are repeated twice. However, the stages' enemies were not changed to fit, which leads to most of them spawning out-of-bounds. Making things even more complicated, the order of the levels was rearranged, as the chart below illustrates:
| Stage | Japan | US |
|---|---|---|
| 1 | City | Town |
| 2 | Park | Cemetery |
| 3 | Alley | Town |
| 4 | Town | Park |
| 5 | Cemetery | Cemetery |
| 6 | Street | Street |
Only the last two levels were left untouched between versions.
Enemies
The following enemies and NPCs are exclusive to the Japanese version.
Despite not being included in the game, the North American version's instruction manual still lists all of the enemies and describes them.
Because some of these enemies have their own theme, this also results in the NES version not using the songs, despite still being in the ROM.
Ending
In the Japanese version, the bride waits for you outside the church's gate in the good ending. In the US version, she is not there.
Bomb Detonation Time
In the Japanese version, the bombs vary in fuse time by level. In the US version, the time it takes for the bombs to detonate gets progressively shorter on each level.
Music
| To do: Upload music. |
There are a few songs in the Japanese version that are used, but were cut from the US version, as some of the enemies were cut from the North American version.
In addition, there is an unused song. It sounds like it may have been used for one of the enemy themes, but no enemy uses it.
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by developer > Games developed by Advance Communication
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Games > Games by publisher > Games published by Bandai Namco > Games published by Bandai
Games > Games by publisher > Games published by Toho
Games > Games by release date > Games released in 1988

