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Insanity

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Title Screen

Insanity

Developer: Aetherbyte
Publisher: Aetherbyte
Platform: Unlicensed TurboGrafx-CD
Released in JP: 2009
Released in US: 2009


DevMessageIcon.png This game has a hidden developer message.
CopyrightIcon.png This game has hidden developer credits.


This is Insanity.

Hmmm...
To do:
  • Document secret game modes.
  • Find "the picture".

Hidden Credits and Developer Message

Present in the game's CD-ROM data track at sector address 00'39"38 is the following message from one of the game's developers in plain ASCII, which, for some reason, has garbage(?) data in the middle of it, splitting the text into two. It spans two 2,048-byte sectors.

Insanity Copyright 2009 by Aetherbyte Studios,
including all visual elements, sound effects, and
program code. All Rights Reserved.
Portions of this program copyright 2009 by Hurgle
Studios. Used by permission.

Now that you've found this message, we offer a few
easter eggs for the hardcore. Pressing UP at the title screen
while starting the game takes you to arcade mode. And you
thought OUR graphics were bad. Likewise, pressing DOWN
takes you to hyper mode. Yes, we had to slow the game down.
VSync does a lot to control the speed. This is what happens
when you leave it out. Pressing LEFT may or may not give you
a demo of paku-paku, our ms-pacman style game - we are still
debating including it, but it is 90% complete. At least OUR
version is. Its 'Coming Soon', we hope. 

For those hoping / expecting to find left in source code, etc...
Not that we know of. We are debating (ie, arguing vehemently)
about releasing the source code to the game. Arkhan says when
we sell all 500 copies of the inital run. I'm holding out for
at least 1000 sales. I spent almost a year teaching him how this
was done, and writing assembler when needed, for what I *thought*
was going to be a student project. After he decided to take it 
commercial, I figured I should get paid. And really, 500 copies
just barely turns a profit for us - after you cover pizza and cola.

To BT: see, you *can* do better with the tools. It's just not very 
easy. We wrote a lot of thrown-away code, including utilities, to get
the game to this point. But, if things are done right, you have a
nice library of stuff to start the next game with :-) And I for one
appreciate what you did manage to do; it's not easy prgramming a console,
especially starting from scratch. Or in assembler. Or with these tools.

And to those of you hacking around on the CD: Did you like the picture?
It's probably one of the very few you will find of me. I sorta prefer to
remain anonymous.
                 - the 'Old Man' at Hurgle

Paku-Paku, the Ms. Pac-Man clone mentioned in the message, is notable for actually being a prototype version of their next commercial release, Pyramid Plunder.