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Ganbare Goemon 3: Shishi Juurokubei no Karakuri Manjigatame

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Title Screen

Ganbare Goemon 3: Shishi Juurokubei no Karakuri Manjigatame

Developer: Konami
Publisher: Konami
Platform: SNES
Released in JP: December 16, 1994


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.


ProtoIcon.png This game has a prototype article

Hmmm...
To do:
This game seems pretty rushed, especially near the end of the game. Someone also managed to get some of the debug menus enabled. There is probably more unused stuff.

Along with the first PlayStation game, this is the only Ganbare Goemon using the bird eye view perspective similar to The Legend of Zelda: A Link to the Past. Nonetheless, it's one of the best games in the series along with its sequel, introducing Yae as a playable character for the first time since her Famicom debut. The dungeon levels still are all about the tried-and-true Goemon 2D platforming goodness. Existence of prototypes with debugging features is known, although such features seems to be removed from the final version.

Sub-Page

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


Debug Text

Several bits of debug text are located in the ROM. Pointers to some of the text still exists, though most of the code which enables the relevant debug features seems to have been deleted. The text uses the same formatting as the error message displayed when attempting to play the game on a PAL console.

(All offsets refer to an unheadered ROM.)

At offset 0x8CEC:

COCKPIT
BISU ELEGANT
CHUUSENOO
DAM
JYUUROKUBE
DENSETU MAE
DENSETU ATO
NO

These names are those of the bosses appearing during the Mode-7 Impact battles, and yes, they do include a dam (it makes more sense in context... somewhat). The last two entries ("Before Legend" and "After Legend") are referring to the two segments of the final boss battle, where a certain "legendary" mecha is summoned.

At offset 0x8D45:

BISUMARU
CHUUSENOO
NO
NO
NO
NO
NO
NO

At offset 0x8D7A:

MUTEKI FLAG ON 
MUTEKI FLAG OFF

Respectively: "Invincible Flag On" and "Invincible Flag Off".

At offset 0x8D9E:

NO BOSS
GAMETYPE

(These two lines are formatted so that the word "gametype" overwrites the word "boss" on-screen.)

At offset 0x8DB3:

MAP NO   
PLAYER SELECT
GOE
EBI
SAS
YAE
GOE
EBI
SAS
YAE

Unused Subweapon

Goemon3snes yaegoldbazooka.png

By editing the SRAM, it is possible to add the requirements necessary to power up Sasuke and Yae's subweapons. However, neither of them actually have a powered subweapon; both characters just fire their regular subweapon when charged up. There is proof that one was planned for Yae, however, as charging up will display an otherwise-unused golden Bazooka icon, which was later used in this game's sequel and final SNES entry, Ganbare Goemon 4.

Revisional Differences

Hmmm...
To do:
Find out if there's any more differences.

There are 3 known versions of this game.

Rev 1 fixes the Wave Kunai bug. If the bug triggers, you will be unable to get this upgrade, forcing you to restart from the beginning.

Rev 2 fixes another game-breaking bug. In Mechanical World, you must buy fried tofu in order to get grabbed by the bird and dropped into the next area. However if you die before pressing the switch that destroys the barrels that block this area, after you re-spawn, the bird will not reappear. If you save in this state, you will be stuck for good.