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James Pond 3: Operation Starfish (Genesis)

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Title Screen

James Pond 3: Operation Starfish

Also known as: James Pond 3 (EU)
Developer: Millennium Interactive
Publishers: Electronic Arts (US/EU), Tec Toy (BR)
Platform: Genesis
Released in US: 1993
Released in EU: 1993
Released in BR: 1993


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


James Pond...IN SPACE!!!

Hmmm...
To do:
Add this stuff, because I know next to nothing about this game.

Hidden Options

James Pond 3 - Operation Starfish Genesis Extra Options.png

There are two levels of hidden options:

  • Music/SFX tests and show build date - Hold Left + B as you hit Start to open the Options screen.
  • The above + Level Select - Do the above after entering the so-called "cheat mode" password (red cheese, yellow mouse, green cat, blue dog, followed by anything else).

Moon Gravity

An unused feature that gives James Pond less gravity in levels. It is controlled by a flag, and can be applied independently to individual maps. To enable this feature on the first level, use Pro Action Replay code 0CB8AC:FF04.

(Source: Saxman)

Level Name Swap

When cheats are enabled, the "The Lumpsville Lurker" level gets renamed to "Dibbley's Dell". This doesn't appear to be an accident, as the game's code makes a deliberate check for enabled cheats. Additionally, the alternate name is in a text string separate from all the level names in the ROM. Perhaps it's an inside joke?

Lost Level Remnants

The Amiga AGA version of the game accidentally included a number of additional level files that aren't referenced by the game's code. Most are previous revisions of levels found in the game, but two are completely unique. The files are named "SLIMEP06.LVL" and "SCAVEJ02.LVL".

While these maps do not exist in the Genesis ROM, they can easily be inserted into the game and played. SLIMEP06 is also aided with left-over trigger function data for the switches found in the ROM. This data instructs the game on how to alter the map upon activating a switch (e.g. remove a wall). The data is assigned to Lair of the Mush-Beast, which suggests the SLIMEP06 map was simply removed from the game so a boss level could be added in.

There are no known remnants of SCAVEJ02 found in the Genesis ROM.

JamesPond3 Gen SLIMEP06.png JamesPond3 Gen SCAVEJ02.png

Unused Items

Rocket boots

JP3 rocket boots 2.png
JP3 rocket boots 1.png

The rocket boots make James Pond move very quickly across land. They function, but appear to be incomplete due to the seeming lack sprite variety, unlimited fuel, and a bug that causes the time it takes to slow down to a complete stop to continue to increase as you continue accelerating despite the speed cap. Like the spring boots, the rocket boots can be unequipped using the jump button. The object ID for the pickup is 080C, and the prize block that reveals it is 090E.

Gum

JP3 gum.png

Gum doesn't seem to do anything. Upon moving over it, the gum will simply disappear. Like other objects, Finnius Frog is able to put the gum in his mouth and spit it out. The pickup is object 0812, and the prize block that reveals it is 0912.

J.A.W.S. ID card

JP3 jaws id card.png

This pickup makes the same sound as the micro-map upon collection, but otherwise doesn't appear to do anything. It has a permanent collection state, so it won't appear again after being collected if the level is played again. The object ID is 082B.

Unused Blocks

Round prize block

JP3 round prize block.png

This prize block is 32x32 pixels in size. The prizes defined for this block suggest perhaps it was primarily created to spawn fruit suits. Beyond those, the round prize blocks can also spawn three moons, five moons, a fruit gun, invincibility, and act as a switch. It's graphics are mapped incorrectly, suggesting it was outright abandoned prior to graphics being shifted around. The mappings can be corrected using the Pro Action Replay codes 0A7224:9E40 and 0A722C:A040.

Orange block

JP3 orange block.png

This block isn't available in the block definitions, and it's graphics were inserted in front of the round prize block. Like the purple blocks, the orange block has no prize-containing variety.