We just released a prototype of the cancelled SNES port of Puggsy! Take a look!
As always, thank you for supporting The Cutting Room Floor on Patreon!

Higemaru Makaijima: Nanatsu no Shima Daibouken (NES)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Higemaru Makaijima: Nanatsu no Shima Daibouken

Developer: Capcom
Publisher: Capcom
Platform: NES
Released in JP: May 14, 1987


DevMessageIcon.png This game has a hidden developer message.
EnemyIcon.png This game has unused enemies.
DebugIcon.png This game has debugging material.


ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Higemaru Makaijima: Nanatsu no Shima Daibouken is the follow-up to Pirate Ship Higemaru, now with a bit of Zelda flavor. At one point, the game was planned for an American release as Makai Island, but only a prototype build remains of that attempt.

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about notable bugs and errors in this game.
Bugs

Unused Graphics

Undead Higemaru

HigemaruMakaiSkeleHigemaru.gif

Inside the game's graphics, an undead Higemaru skeleton is found. They do not show up in-game, but were probably intended to occupy the Ghost Ship seen late in the game, replacing the living Higemarus from previous Pirate ships. Oddly enough, the boss of the Ghost Ship is depicted as undead in the MSX version, even though the undead Higemaru isn't used either.

Momotaro

Momotaro with outstretched arms. These mockups are based on metasprite data present in the ROM. Obviously enough, this would have been used when Momotaro holds objects, but he just keeps his normal sprites for whatever reason.

Makaijima UnusedMomotaroArms.png

Unused Music

The track that plays during the enemy roll lasts 2:18, but the enemy roll itself only lasts 2:00 or so, leaving the last few seconds of the theme unheard.

Debug Leftovers

At the title screen, hold B and press Start on Controller I to start a new game and enable some debug leftovers. Basically this disables some collision, so you will be invulnerable at any battle. Unfortunately, this will also lead to garbled game graphics. More disabled functions are available, but due to code changes they crash the game. Additional debug flags were available, but are now inaccessible. The debug mode flag is found at address $5F.

Most of the same code is present in the US prototype, but it can't be accessed via a button code.

Hmmm...
To do:
More details.

Hidden Messages

Present at the end of both the Japanese and US ROMs:

Japan US Prototype
 BY MASAMITSU.KOBAYASI 87/3/2 
BY MASAMITSU.KOBAYASI 87/3/17 

The US prototype also has a more detailed copyright message at the end of the next-to-last bank:

 MSX ....... 1985 , FC COMMANDO 1986FC MAKAI ISLAND 1987 M.KOBAYASI S.40.3.24 BORN,THANK YOU !! NEXT GAME IS   SIDE ARMS !!

The MSX game mentioned is Mr. Do's Wild Ride, which also has a short copyright string. More messages from this programmer are present in Commando. A Famicom version of Side Arms Hyper Dyne never materialized.


Additionally, this message can be found among the prototype's dialogues (third from the last):

WHAT DAY IS IT MAR.24TH?
IT'S THIS GAME PROGRAMERS
BIRTHDAY♥️

It's unknown if this can be seen in-game or not. A similar message can be found in the US version of Commando.