Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Mickey Mania: The Timeless Adventures of Mickey Mouse (Genesis)

From The Cutting Room Floor
Jump to: navigation, search

Title Screen

Mickey Mania: The Timeless Adventures of Mickey Mouse

Developer: Traveller's Tales
Publishers: Sony Imagesoft (US/EU), Sega (JP)
Platform: Genesis
Released in JP: March 31, 1995
Released in US: October 1994
Released in EU: April 1, 1995


DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

Mickey Mania is a platform game where you control Mickey Mouse through over 20 levels, based on seven Mickey cartoons from 1928 to 1990, while throwing marbles at enemies and stuff. Other versions exist for the Mega CD/Sega CD, SNES, and PlayStation, with the PlayStation version being titled Mickey's Wild Adventure.

Level Select

Let's go on a wild moose chase!

Go to the Sound Test, set the music to CONTINUE, set the S.E. to APPEAR, set the voice to THINK..., then highlight EXIT and hold Left for five seconds. A short chime will play. Start the game as normal, and the level select screen will appear.

Unused Text

Time Warp

Hmmm...
To do:
It does have hidden warps like in the SNES version, such as jumping too high and too far in the dungeon for the Prince and the Pauper. (Confirmed by FB user Dalek Nic.)

Starting at offset $2038A in the US ROM is unused text for traveling backwards and forwards in time:

WOW!
MICKEY HAS MANAGED TO
FIND A TIME WARP!!!!
MICKEY GOES BACKWARD..

WOW!
MICKEY HAS MANAGED TO
FIND A TIME WARP!!!!
MICKEY GOES FORWARD..

Placeholder Text

Located at offset $20C73 is the following string:

MICKEY MANIA!
OPTION AND TITLE SCREENS WILL GO HERE
PRESS A BUTTON TO PLAY

At offset $20DE2 you'll find the following string:

CONGRATULATIONS!
GAME COMPLETE BIT WILL
GO IN HERE...

Regional Differences

The Japanese version uses a newer Traveller's Tales logo, a different title screen, and Japanese message screens. The number of tries setting in the menu also uses numerals instead of words. Besides that, it's identical to the international versions.

Japanese Lockout

If you load the Japanese game into a US or European system, the lockout screen will say "Developed for use only with NTSC Mega Drive Systems". If you use a mod switch or emulator to set the system region to Japan while this screen is displayed, the message will change to "Oh...This machine has some how become an NTSC Mega Drive System" and the game will start. This was intended as an obscure in-joke by the developer.

Code that checks to see if the Mega Drive is not the Japan version:
  02:2218  41 F9  LEA     ($00A10001),A0          ; Load the address A10001 into A0 (the location of the IO Register
                                                    that stores the Hardware Version).
  02:221E  10 10  MOVE.B  (A0),D0                 ; Copy byte (Hardware Version) to register D0.             
  02:2220  02 00  ANDI.B  #$C0,D0                 ; Perform an AND logical on C0 and byte in register D0 (basically
                                                    bits 6 to 0 will always become 0, while the bit 8 (Region)
                                                    and bit 7 (Display) are keep the same)                 
  02:2224  0C 00  CMPI.B  #$00,D0                 ; Compare the byte in register D0.
  02:2228  66 08  BNE     #$DC [02:2232]          ; If bits 7 & 6 are NOT 00, then jump to
                                                    offset 22232 (display lock-out text).

The offset to display the lock-out text:
  02:228A  41 F9  LEA     ($000223C6),A0          ; Offset to text:
                                                    DEVELOPED FOR USE ONLY WITH NTSC MEGA DRIVE SYSTEMS

Code that continues to checks to see if the Mega Drive is not the Japan version:                                                                
  02:22C4  41 F9  LEA     ($00A10001),A0          ; Load the address A10001 into A0 (the location of the IO Register
                                                    that stores the Hardware Version).           
  02:22CA  10 10  MOVE.B  (A0),D0                 ; Copy byte (Hardware Version) to register D0.                  
  02:22CC  02 00  ANDI.B  #$C0,D0                 ; Perform an AND logical on C0 and byte in register D0 (basically
                                                    bits 6 to 0 will always become 0, while the bit 8 (Region)
                                                    and bit 7 (Display) are keep the same)   
  02:22D0  0C 00  CMPI.B  #$00,D0                 ; Compare the byte in register D0.               
  02:22D4  66 DC  BNE     #$DC [02:22B2]          ; If bits 7 & 6 are NOT 00, then jump to
                                                    offset 22232 (loops code).

The offset to display the bypass text:
  02:22DA  41 F9  LEA     ($00022376),A0          ; Offset to text:
                                                    OH...THIS MACHINE HAS SOME HOW BECOME AN NTSC MEGA DRIVE SYSTEM
Before (US/EU) After (JP)
Get lost, chump! Members only! *slips a wad of cash* ...oh, would you look at that? You ARE on the member list!