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Jet Force Gemini

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Title Screen

Jet Force Gemini

Also known as: Star Twins (JP)
Developer: Rare
Publishers: Rare (US/EU), Nintendo (JP)
Platform: Nintendo 64
Released in JP: December 1, 1999
Released in US: October 11, 1999
Released in EU: November 2, 1999


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

One of Rare's lesser known AAA titles for the Nintendo 64, Jet Force Gemini didn't sell particularly well, only about a million copies and has never had a sequel. It was generally met with very solid reviews, despite being criticized for the somewhat clunky camera and stiff controls. It's also pretty gory for a T-rated game.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
JFG UnusedMap13.png
Unused Levels
There’s quite a few of these.
JFG 3DRarelogo.png
Unused Models

Debug Options

Debug Mode

A debug mode can be enabled by pressing C-Left, C-Right, C-Up, C-Down, R, L, L, R, C-Up, R, C-Down, R, L, C-Right at the title screen. A small box will appear at the bottom right corner of the screen, which displays various information such as the coordinates for player 1, current location, and the amount of free RAM.

The debug menu

Alternately, you can apply the following GameShark code for the same effect:

Version GameShark Code
USA 810A32D0 0001
Europe 800A3540 0001
Japan 800A3194 0001

Debug Cheats

A total of four debug cheats that were a part of the debug menu in the kiosk version of the game also remain in the final version. The unlimited ammo and unlimited health cheats can also be seen used in the E3 demo version of the game. Apply the following GameShark codes to enable them.

USA version codes:

GameShark Code Effect
800A5078 0001 All Weapons
800A5074 0001 Unlimited Ammo
800A5070 0001 Unlimited Health
800A5068 0001 Unlock All Levels

EU version codes:

GameShark Code Effect
800A52F8 0001 All Weapons
800A52F4 0001 Unlimited Ammo
800A52F0 0001 Unlimited Health
800A52E8 0001 Unlock All Levels

Debug Objects

JFG-Debugobjects1.png JFG-Debugobjects2.png JFG-Debugobjects3.png JFG-Debugobjects4.png JFG-Debugobjects5.png JFG-Debugobjects6.png

Applying the below GameShark code will display various debug objects in the current map, normally unseen. This will also display red orbs whenever you kill an enemy, display N64 logos in some cutscenes, and render all models during cutscene at once that are normally invisible.

Version GameShark Code
USA/Japan 8100E138 0000
8100E13A 102D
8100DBA8 0000
8100DBAA 702D
Europe 8100E118 0000
8100E11A 102D
8100DB88 0000
8100DB8A 702D
(Source: Original TCRF research)

Crash Debug Screen

Hmmm...
To do:
Explain this in detail.

If the game crashes while debug mode is enabled, it will display crash debug screens. A and B change pages, R zooms in and out, C buttons allow you to view different addresses on page 2, and Z views the different memory regions on page 6.

Unused HiRes Mode

A high resolution mode appeared to have been planned at one point in development, but unfortunately, the code for the mode was never completed. As a result of being incomplete, the mode does not move objects on screen accordingly nor does it work after a level load, resulting in a crash. If you wish to see the results of the high resolution mode yourself, there are GameShark codes below to enable them. Apply the code, then reset your game if you are on a emulator.

LowRes HiRes
JFG LowRes.png JFG MediumRes.png

USA codes:

Gameshark Code Internal Name Effect
800FF384 0000 Ntsc LowRes Default 320x237 resolution.
800FF384 0090 Ntsc Widescreen Default widescreen resolution.
800FF384 00B0 Ntsc MediumRes 446x331 resolution.
800FF384 00F0 Ntsc HiResWide 446x330 widescreen resolution.
(Source: Punk7890 & SubDrag)

Unknown Map

JFG-unknownmap.png

A green and black cube found among the models used on the map screen.

(Source: Original TCRF research)

Hidden Models

JFG N64logowireframe.png

In the Invasion cutscene (the one that King Jeff shows Juno at the beginning of the game), the Nintendo 64 logo appears right as the ship lands on the tribal. It can't be seen normally because it is hidden inside of the ship.

The logo model itself isn't used anywhere else, not even in the logo sequence.

Camera

DKR64-animcamera.png

A camera that is used in cutscenes to represent where the actual camera is. It's usually invisible in-game because it's offscreen, though it can occasionally be seen in the distant background of some cutscenes (for example a secondary camera can be seen rising out of the lava just before the boss explodes on Ichor - this is more readily viewed in the Rare Replay rerelease, but it's also faintly visible in the original N64 version). It's also present in Diddy Kong Racing and Mickey's Speedway USA.

Unused Graphics

JFGDebug1.pngJFGDebug2.pngJFGDebug3.pngJFGDebug4.pngJFGDebug5.pngJFGDebug6.png
Various level editor related graphics.

JFGUnused1.png
A green texture with a red X and "SHOOT ME BIG BOY" written on it. Internally named SecretDoor.

JFG RocketPad.png
An unused pad with a rocket on it. Internally named BombPad.

(Source: Original TCRF research)

Unused Cutscenes

Use the map modifier code 810A323C ???? to appear in a cutscene from the below sections.

BIGSHIP SEQUENCE

JFG-UnusedCutscene4-1.pngJFG-UnusedCutscene4-2.pngJFG-UnusedCutscene4-3.png

Value: 002D

A cutscene featuring a large ship not seen anywhere else in the game. This cutscene appears to be unfinished as there's no audio and it softlocks the game as soon as it's done playing.

SWAMP CREEKSEQ

JFG UnusedCutscene.png

Value: 00EB

An unused cutscene in Tawfret which shows a zombie ant slowly walking towards the camera. After a few seconds, the screen goes white.

FOREST DAY LAST SEQUENCEII

Value: 018F

This is essentially the same as the used Goldwood takeoff sequence, except it plays Ichor music at low volume and the SFX is louder. The used version of this is value: 0061.

DOG TUNNELS SEQ

JFG UnusedCutscene2.png

Value: 0199

An unused Mizar's Palace sequence. No player is spawned in this cutscene. The game essentially softlocks.

DOGCHASM SEQ

JFG UnusedCutscene3.png

Value: 019A

An unused Mizar's Palace sequence. No player is spawned in this cutscene. The game essentially softlocks.

Unused Enemies

Dragonfly

JFG-dragonfly.png

An unused dragonfly enemy which can only be found in the unused OTHERS test map. It's currently unknown if this enemy is still functional.

Lava Monster

JFG-LavaMonster.png

An unused lava enemy which can only be found in the unused OTHERS test map. It's currently unknown if this enemy is still functional.

Butterfly Bug

JFG-ButtlerflyBug.png

A fully-functional unused drone enemy which can only be found in the unused GALAXIANS test map.

Horn Galaxian

JFG-HornGalaxian.png

Another fully-functional unused drone enemy found in the GALAXIANS test map.

Red Ant

JFG-RedAnt.png

An unused flying red ant only found in the unused ANT TYPES test map. It appears to be fully functional as it will shoot you if you get too close. Since the map it appears in has no AI programming, it won't move around.

Spanner Hand

JFG-SpannerHand.png

A large robotic enemy which can only be found in the unused BIG BADDIES test map. When you're near the enemy, it'll fire a laser which harms you. Oddly, it makes a rooster crowing sound which was most likely just a placeholder.

Unused Weapon

An unused weapon can be found left within the game. The projectile consists of one green bullet, however, when hitting a wall it will branch off into three extra projectiles. This goes on for about four seconds until it disappears. When a direct initial shot hits an ant, they will explode. The gun has no special icon or sound. The sound is that of a pistol shot, and the icon is of the Grenade weapon. Apply the following GameShark codes to have the weapon:

Add to Juno's Inventory (must have at least 2 weapons first):

Version GameShark code
USA 811E6214 0064
811E61EC FFFF
Kiosk 811E36F4 0064
811E36CC FFFF

Or replace Juno's current weapon with it:

Version GameShark code
USA 811E6214 0064
801E6252 000F
Kiosk 811E36F4 0064
801E3732 000F
(Source: Original TCRF research)

Unused Sounds

Instrument Samples

Two drum type instruments which were used in GoldenEye and Perfect Dark can be heard here.

An unused jet pack sound which was only used in Blast Corps can be heard here.

(Source: Original TCRF research)

Rooster

A rooster crowing. This sound is only used by an unused enemy.

Unused Music

Three unused songs remain in the game.

You can apply the following GameShark code to listen to them in-game.

Version GameShark code
USA 800A0698 00??
EU 800A0908 00??

Where "??" should equal one of the following values:

36 Unused song 1
3F Unused song 2
2C Unused song 3

The third song was originally value 4F in the kiosk demo version of this game. The first two unused songs remain the same.

Unused Song 1

Unused Song 2

Unused Song 3

Unused song 3 sounds like it might have been used in Tawfret at one point.

(Source: Original TCRF research)

Unused Text

Leftover Text From Diddy Kong Racing

Present at 0xC36CCD in the ROM is leftover text from Diddy Kong Racing, which was developed by the same team.

MUSIC TEST 
ENTER YOUR INITIALS 
ENTER CODE
CLEAR ALL CODES
CODE LIST 
MAGIC CODES 
Sorry, the code was incorrect 
All cheats have been deleted 
MAGIC CODES LIST ON OFF 
RACE ORDER 
QUIT
OVERALL TIME
RECORD TIMES 
RANKINGS 
ENGLISH 
OPTIONS
GAME A 
GAME B 
GAME C 
NEW GAME 
RESTART RACE 
PAUSE OPTIONS 
GAME PAK BONUSES 
SUBTITLES ON 
SUBTITLES OFF

High-Resolution Mode

Present at 0xC37641 in the ROM among the options text is unused text referring to the unused high-resolution mode.

HIGHRES OFF 
HIGHRES ON

Build Dates

Present in the ROM is a build date along with the version number that's displayed in the crash debugger.

jpegg		John Pegg, Software Engineer
pmountain	Paul Mountain, Software Engineer
ainnes		Andrew Innes, Software Engineer
Version Hex Address Build Message
Kiosk 0xAD9B0 1.1723 19/08/99 15:26 jpegg 7.2
USA 0xAD0D0 1.1848 04/09/99 20:40 jpegg 9.6
Europe 0xAD3D0 1.1896 24/09/99 12:09 pmountain 0.9
Japan 0xACFE0 1.1908 21/10/99 14:18 ainnes NCL 1.9
(Source: Ferrox)

Debugging Text

No I'm not playing MIDI sequence %d, its over 32K
WARNING: Sync arrived before wait - music will be out of sync with sequence
I'm not playing any ditty over 4K nowadays (%d)
amSndPlay: Illegal sound effects table index
amSndPlayDirect: Somebody tried to play illegal sound %d
Invalid midi sequence index
audio: ai out of samples
OH DEAR - No audio DMA buffers left
Dma not done
OUT OF AUDIO POINTS
am: Unknown OSCILLATOR type %d
am: Out of oscillator states
Objects out of ram(1) !!
Char %d, Disguise %d
Found Boss Control At %d,%d,%d,%08x
ObjSetupObject(1) Memory fail!!
ObjSetupObject(2) Memory fail!!
ObjSetupObject(3) Memory fail!!
ObjSetupObject(4) Memory fail!!
ObjSetupObject(5) Memory fail!!
ObjSetupObject(6) Memory fail!!
ObjList Overflow %d!!!
NoAddObjList Overflow %d!!!
objSetupObject: clone shadow set up failed
objSetupObject: clone blob shadow set up failed
objSetupChild: memory fail
WARNING:%s (%x) already registered its dependancy with %s (%x)!
Error: Model no. out of range on load. !!
TEXTURE ERROR!!
%d,%d
Error: Model table overflow!!
CREATE LOD MODEL :: null model pointer!
WARNING :: createModelInstance called with NULL pointer
MODELS Error: Tryed to deallocate non-existent model!
MODELS Error : cannot free NULL model instance pointer!!
modLoadAnim: Overflowed AnimTab!
modFreeAnim : NULL anim!!
Anim Error: Tryed to deallocate non-existent anim!!
modLoadAnimEvent: Overflowed AnimEventTab!
modFreeAnimEvents : NULL anim event table!!
Anim Event Error: Tryed to deallocate non-existent anim event!
WARNING: Stack overflow/underflow!!!
Camera Error: Illegal mode!
Illegal CAMERA number %d %f
Cam do 2D sprite called with NULL pointer!
CAM Error!! Convlist overflow.
LOADLEVEL Error: Level out of range
levelGetRegionFlags: Ran out of levelRegionFlag structures!!
levelGetObjectID - Out of level flags
jpegg
null
setting up
freeing
processing
exploding
WARNING: couldn't find 'ra=0x666' in function %d
Change: L %d, R %d >> L %d, R %d  (%d)
SYNC
Char Flag %d
Saving Game %d
 %5d  %5d  %5d
FREE %d %d K
*** mmAllocAtAddr: size = 0 ***
*** mm Error *** ---> No more slots available.
*** mm Error *** ---> Can't allocate memory at desired address. (%x, size = %d bytes)
*** mm Error *** ---> Can't free ram at this location: %x
*** mm Error *** ---> stbf stack too deep!
Region = %d loc = %x size = %x, col = %x
FREE
ALLOCATED
ALLOCATED,FIXED
*** SAVING GAME ***
FlashSectorErase failed
*** ERASING GAME %d***
FlashSectorErase failed
*** ERASING FLASH ROM ***
FlashSectorErase failed
Global Flags size = %d
Loaded Globals :: (%04x == %04x) ?
RESET GLOBAL FLAGS
FlashSectorErase failed
Saved Globals :: %04x
osFlashWriteArray failed (%d)
osFlashReadArray failed!
(Audio task)
(Game task)
(DI task)
(DI benchmark test)
(Clone task)
(Refract task)
(Blur task)
(Unknown task type %d)
RCP TASK INFO-------------
type                    = %u
flags                   = %u
ucode_boot              = %p
ucode_boot_size         = %u
ucode	                = %p
ucode_size              = %u
ucode_data              = %p
ucode_data_size         = %u
output_buff             = %p
output_buff_size        = %u
data_ptr                = %p
data_size               = %u
framebuffer             = %p
Branch DisplayList Crash gfx ptr = %x
*** CHILD DISPLAY LIST
Crash gfx ptr = %x
Surrounding traces:
Previous:%s:%5d gfx=%x
Next:%s:%5d gfx=%x
No traces available
scheduler: Looks like the SP has crashed %s
scheduler: Looks like the DP has crashed %s
9.6
SP CRASHED, gfx=%x
DP CRASHED, gfx=%x
** GFX overflow **
** MTX overflow **
** VTX overflow **
** POL overflow **
Version %s
CRITICAL ERROR: objSetupObject() returned NULL
GFDS:%d ???
**** WARNING: Duplicate squadron ID:%d ****
WARNING:Can't lock to node, no nodes
WARNING: Unimplemented linkage operation %d
ERROR:MIPS_HI16 without matching MIPS_LO16
REALLOC: %08x (%d)
unknown
Error: Texture no %x out of range on load. !!
Restore to %x
Restore1 to %x
TEX Error: Palette memory overflow!!
TEX Error: TexTab overflow!!
texFreeTexture: NULL tex!!
TEX Error: Tryed to deallocate non-existent texture!!
SRPBUF overflow!!
Error: Sprite table overflow!!
texFreeSprite: NULL sprite!!
TEXSPR Error: Tryed to deallocate non-existent sprite!!
SCREEN: No out of range!!
loadFrontEndItem() - Item no %d out of range 0-%d
>333
Triangle
Rectangle
Sprite
Points
Models
Unknown trigger type in partInitTrigger %d, Max %d.
Unknown particle type in partInitTriggerPos %d, Max %d.
Unknown trigger type in partInitTriggerPos %d, Max %d.
particle warning: Object %s has SP emitter, but matrices not generated
allocParticle: Illegal particle type %d
%s particle buffer full
Particle of type %d has been freed twice, this is Super Safe, Honest!
freeParticle: Unknown particle type %d
%s particle buffer is empty
(null)
(nil)
*** diPrintf Error *** ---> Out of string space. (Print less text!)
diRcpTrace: Buffer not allocated!
diRcpTrace: Buffer overflow!
>>>> %x:
%x:
G_SPNOOP
G_TEXDMA
G_RESERVED3
G_RESERVED4
G_NOOP
gDPNoOp
G_SETCIMG
G_SETZIMG
G_SETTIMG
G_SETCOMBINE
G_SETENVCOLOR
gDPSetEnvColor
G_SETBLENDCOLOR
gDPSetBlendColor
G_SETFOGCOLOR
gDPSetFogColor
G_SETFILLCOLOR
gDPSetFillColor
G_FILLRECT
G_SETTILE
G_LOADTILE
G_LOADBLOCK
G_SETTILESIZE
G_LOADTLUT
G_RDPSETOTHERMODE
G_SETPRIMDEPTH
G_SETSCISSOR
G_SETCONVERT
G_SETKEYR
G_SETKEYGB
G_RDPFULLSYNC
gDPFullSync
G_RDPTILESYNC
gDPTileSync
G_RDPPIPESYNC
gDPPipeSync
G_RDPLoadSYNC
gDPLoadSync
G_TEXRECTFLIP
G_TEXRECT
G_DMAOFFSETS
G_CULLDL
G_POPMTX
G_TEXTURE
G_SETOTHERMODE_H
G_SETOTHERMODE_L
G_ENDDL
G_SETGEOMETRYMODE
gSPSetGeometryMode
G_CLEARGEOMETRYMODE
gSPClearGeometryMode
G_LINE3D
G_PERSPNORMALIZE
G_RDPHALF_1
G_RDPHALF_2
G_RDPHALF_CONT
UNKNOWN COMMAND %20s:
gSPVertex(0x%x, 0x%x, %d, %d);
G_VTX   %20s: gSPPolygon(0x%x, 0x%x, %d, %d);
G_POL
GARBAGENOMTXMULT
MTXMULT %20s: gSPMatrix2(0x%x, 0x%x, %d, %s, %d);
G_MTX   %20s: gSPLoadTextureOffsets(%d, %08x);
%20s: gSPDPBlock(0x%x, 0x%x, %d);
G_DP_BLOCK  %20s: gSPViewport(0x%x, 0x%x);
G_MOVEMEM   %20s: gSPDisplayList(0x%x, 0x%x);
G_DL    %20s: gSPBranchList(0x%x, 0x%x);
G_DL    %20s:
Unknown G_DL command
G_DL
%20s: %s(0x%08x);
%20s: gDPSetPrimColor(0x%08x, %d, %d, %d, %d, %d, %d);
G_SETPRIMCOLOR
%20s: %s(0x%08x, %2d, %2d, %2d, %2d);
%20s: gSPSetDMAOffsets(%08x, %08x)
G_MW_SEGMENT
G_MW_CLIP
G_MW_MTXOFFSET
G_MW_POINTS
G_MW_SPRITEMODE
G_MW_FOG
UNKNOWN INDEX %d
%20s: %s offset = %d, data = 0x%08x
G_MOVEWORD  %20s    %s: 0x%08x  0x%08x %20s
%20s: gSetAlphaCompare(%x)
%20s: gSetDepthSource(%x)
%20s: gSetRenderMode(
RM_AA_ZB_OPA_SURF
RM_RA_ZB_OPA_SURF
RM_AA_ZB_XLU_SURF
RM_AA_ZB_OPA_DECAL
RM_RA_ZB_OPA_DECAL
RM_AA_ZB_XLU_DECAL
RM_AA_ZB_OPA_INTER
RM_AA_ZB_XLU_INTER
RM_AA_ZB_XLU_LINE
RM_AA_ZB_DEC_LINE
RM_AA_ZB_TEX_EDGE
RM_AA_ZB_TEX_INTER
RM_AA_ZB_SUB_SURF
RM_AA_ZB_PCL_SURF
RM_AA_ZB_OPA_TERR
RM_AA_ZB_TEX_TERR
RM_AA_ZB_SUB_TERR
RM_AA_OPA_SURF
RM_RA_OPA_SURF
RM_AA_XLU_SURF
RM_AA_XLU_LINE
RM_AA_DEC_LINE
RM_AA_TEX_EDGE
RM_AA_SUB_SURF
RM_AA_PCL_SURF
RM_AA_OPA_TERR
RM_AA_TEX_TERR
RM_AA_SUB_TERR
RM_ZB_OPA_SURF
RM_ZB_XLU_SURF
RM_ZB_OPA_DECAL
RM_ZB_XLU_DECAL
RM_ZB_CLD_SURF
RM_ZB_OVL_SURF
RM_ZB_PCL_SURF
RM_OPA_SURF
RM_XLU_SURF
RM_TEX_EDGE
RM_CLD_SURF
RM_PCL_SURF
RM_ADD
RM_NOOP
RM_VISCVG
RM_OPA_CI
AA |
Z_CMP |
Z_UPD |
IM_RD |
CLR_ON_CVG |
CVG_CLAMP |
CVG_WRAP |
CVG_FULL |
CVG_SAVE |
OPA |
INTER |
XLU |
DECAL |
CVG_X_ALPHA |
ALPHA_CVG_SEL |
FORCE_BL |
%20s: gSetBlender() - UNSUPPORTED
%20s    %20s: %s(
G_ZBUFFER
G_TEXTURE_ENABLE
G_SHADE
G_SHADING_SMOOTH
G_CULL_FRONT
G_CULL_BACK
G_FOG
G_LIGHTING
G_TEXTURE_GEN
G_TEXTURE_GEN_LINEAR
G_LOD
9.6 interrupt
TLB modify
TLB load or fetch
TLB store
addr load or fetch
addr store
bus error
fetch bus error
reference
syscall
breakpoint
reserved instruction
co-pro
unusable overflow
trap
virtual coherency
floating point
>fault<
CORE
%08x:%08x
MEMORY REGION %d
MOD OFFSET
SIZE
ADDRESS
Texture %d
Module %d   %d
%08x %d
Module %d at %08x
%1x %d lines logged
Page %d/%d
Watchpoint exception at %x
Module %d at %08x
%04d: %04d: %s
Fault in thread %d
(%s)
epc NULL
epc %d,%x
epc %08x,?,?,?
ra   NULL
ra   %d,%x
ra   %08x,?,?,?
cause
mmAlloc(%d,%8x)
%s exception
crashed %s %s
crashed %s
type %d
unknown error %s %s error %s type %d
error %s unknown
aborted %s %s
aborted %s type %d
aborted %s unknown
badvaddr
free ram
Level is %s
Position is %.1f, %.1f, %.1f
Track polygon buffer overflow
Track edge buffer overflow
Object polygon buffer overflow
Object edge buffer overflow
Path %d, Obj %d
Before Level Number %d (%d)
After  Level Number %d
Bad soundState: voices =%d, states free =%d, states busy =%d, type %d data %x
playing a playing sound
Nonsense sndp event
Sound state allocate failed - sndId %d
WARNING: Attempt to stop NULL sound aborted
WARNING: Attempt to modify NULL sound aborted
Player hit (soft)
Player hit (normal)
Player hit (hard)
Player Fired
Player Threw Grenade
Enemy hit (soft)
Enemy hit (normal)
Enemy hit (hard)
Killed Enemy
Player Saved a Bear
Player hit a Bear
Player Killed a Bear
Enemy killed a Bear
Player Fired
Player Threw Grenade
800A3944 Ntsc LowRes
800A396C Ntsc Widescreen
800A3994 Ntsc MediumRes
800A39BC Ntsc HiResWide
800A39E4 Mpal LowRes
800A3A0C Mpal Widescreen
800A3A34 Mpal MediumRes
800A3A5C Mpal HiResWide
800A3A84 Pal LowRes
800A3AAC Pal Widescreen
800A3AD4 Pal MediumRes
800A3AFC Pal HiResWide
800A3B24 Ntsc Reset Mode
800A3B4C Mpal Reset Mode
800A3B74 Pal Reset Mode
(Source: Ferrox)

Level Select Text

Present at 0x1F3B180 in the ROM is text that was used for the level select in the kiosk demo's debug menu.

Goldwood Forest
SS Anubis
Swamp
Sekhmet Battleship
Spawn Ship
Canyon
Ichor
Alien Cave
Goldwood Caves
Dune
Canyon Mine
Asteroid
Mizar
Sub-Worlds
General FrontEnd
Multi
Old Baddy Test
(Source: Ferrox)

Leftover Build Date

Present at 0xA3DDC in the ROM is a build date left over from something else.

Version 1.1 14/03/98 15:50 The Overlord
(Source: Ferrox)

Out Of Bounds Boxes

JFG-hiddenboxes.pngJFG-boxtexture1.pngJFG-boxtexture2.png

In the second area of Cerulean, there are a couple of small blue boxes placed just outside of the map. It's possible to see these in-game by clipping the camera through the wall. These boxes don't appear anywhere else in the game.

(Source: [1])

Anti Piracy

On bootup, the game checks for the correct CIC lockout chip. NTSC copies check for a CIC-NUS-6105 and PAL copies check for a CIC-NUS-7105. This check is done by using the challenge-response feature of the 6105/7105. If the check fails, the game will enable a couple of anti-piracy features:

You won't be able to use any of your weapons including the fish food. Pressing Z will make your character hold their weapon up, but they won't fire anything which makes it impossible to get past the first life force door in Goldwood as it requires you to shoot down three enemies.

The second anti-piracy feature is that you won't be able to run at full speed anymore, only a very slow walk. This feature only affects Juno though as Vela and Lupus are still able to run at full speed.

Most backup devices usually piggyback off of another cartridge containing a 6102 or 7101 lockout chip which activates the anti piracy function.

Internal Filename Oddities

  • Amusingly, the boss in Tawfret is internally named FatBob.
  • The Shocker weapon is internally named ShrinkBeam suggesting that at one point during development it may have shrunk enemies instead of electrocuting them.
  • King Jeff, Magnus, and Midge are internally named MrHints1, MrHints2, and MrHints3 respectively.
  • Some objects are named after developers.
    • The large alien that appears in Eschebone and it's tongue are named stevegrub and stevetung respectively.
    • The sliding doors found throughout SS Anubis are named bryan_door.
  • The Spacestation and Walkway levels are internally named Steve Sewer and Lee Walkway respectively.
  • One of the rooms in Ichor is internally named MilitaryBase JetPac Room even though you can't use the jet pack in this particular room.
(Source: Original TCRF research)

Regional Differences

North America/Europe Japan
JFG USAengfont.png JFG JPNengfont.png
  • The English font is different and larger in the Japanese version.
North America/Europe Japan
JetForceGeminiTitlescreen.png JFG JPNtitle.png
  • The game's logo was changed in the Japanese version.
North America/Europe Japan
JFG USAdebug.png JFG JPNdebug.png
  • The debug display is less informative in the Japanese version; however, the code to enable it remains the same.
North America/Europe Japan
JFG USAtxticons.png JFG JPNtxticons.png
  • The button icons have letters on them in the Japanese version.
North America/Europe Japan
JFG USAsfxicon.png JFG JPNseicon.png
  • The SFX icon in the options menu was changed to SE in the Japanese version.

Other Differences

North America/Europe Japan
JFG-nameentryus.png JFG-nameentryjp.png
  • The American and European versions allow up to 16 letters for a save file name, while the Japanese version allows only up to 8 letters.
    • In the international versions, pressing B will always exit the name entry keyboard. This was changed in the Japanese version so that B acts as backspace if there are any characters currently typed in.
North America/Europe Japan
JFG-tribalbloodus.png JFG-tribalbloodjp.png
  • The Tribal's blood is red in the American and European versions and blue in the Japanese version.
  • Certain cutscenes can now be skipped in the Japanese version, such as the cutscenes for when the characters' ship descends on a planet.
  • The Japanese version no longer auto saves after getting a new record in a level.
North America/Europe Japan
JFG-spacestationus.png JFG-spacestationjp.png
  • The Spacestation level was renamed to UFO.
    • The level names were also moved from the right side to below and the extra numbers were removed.
North America/Europe Japan
JFG-gametimeus.png JFG-gametimejp.png
  • The Japanese version displays seconds on the game time in the file select screen.
North America/Europe Japan
JFG-resultsus.png JFG-resultsjp.png
  • The Japanese version no longer displays milliseconds in the game timer upon completing a level.
  • When low on health, the indicator will flash in the Japanese version.
  • In the international versions, enemy heads can be collected to unlock cheats. Enemy heads can't be collected in the Japanese version, so the first two cheats are unlocked at the start. The third cheat, ants as pants, was removed.
North America/Europe Japan
JFG-regionnameus.png JFG-regionnamejp.png
  • Each region in a level has a unique name in the international version. In the Japanese version, the regions are simply named Zone 1, 2, 3, etc.

Rare Replay Differences

Hmmm...
To do:
Check for more differences.
  • The Nintendo logo is no longer displayed on startup.
  • All N64 controller prompts were replaced with Xbox controller prompts.
  • The noise effect that appears when Lupus uses the night vision goggles is no longer present.
  • All mentions of Nintendo were removed from the credits.