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Ninja Gaiden Trilogy

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Title Screen

Ninja Gaiden Trilogy

Also known as: Ninja Ryukenden Tomoe (JP)
Developer: Tecmo
Publisher: Tecmo
Platform: SNES
Released in JP: August 11, 1995
Released in US: August 10, 1995


MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


Ninja Gaiden Trilogy is pretty much the first three games in the series with updated music and very minor graphic updates (and the occasional graphic downgrade!), all in one cartridge.

Unused Music

Several unused music tracks and sounds are present in the ROM, including the staff roll themes for both Ninja Gaiden Episode II and III (but not for the first game, oddly enough). Pro Action Replay code 818043?? will play any song at the title screen.

Ninja Gaiden Trilogy

Unused Song

ID 55

Unused Jingle

ID 1B

Unused Sound

ID 51

Ninja Gaiden Episode I

Staff Roll

https://www.youtube.com/watch?v=4_9Syk7Xs_k

(Source: KungFuFurby)

Ninja Gaiden Episode II

Staff Roll

ID 34

Ninja Gaiden Episode III

Staff Roll

ID 3F

(Source: nensondubois)

Debug Mode

Located at SNES address $80FF20-80FF23 is a set of 4 debug flags that correspond to joypad buttons. All 4 bytes were set to $00 (disable) in the final version of the game. Use the following codes to toggle the flags on again:

Game Genie Pro Action Replay
DFE4-3DD7
DFE4-3D07
DFE4-3D67
DFE4-3DA7
80FF2001
80FF2101
80FF2201
80FF2301

80FF20 - Y button

If you don't hold Y when the game boots, CPU usage meter is enabled (0x80 set in 7E0FF0). It appears as a thin horizontal line.

80FF21 - B button

If you don't hold B when the game boots, freeze frame is enabled (bit 0x80 set in 7E0FF1). At any time, press Start to freeze the current frame. Press Start again to resume.

80FF22 - A button

Hold A during bootup to set disable collision detection (bit 0x80 set in 7E08E6). Then, bit 0x80 is set in 7E08E3 (Ninja Gaiden), 7E08E4 (Ninja Gaiden Episode II), and 7E08E5 (Ninja Gaiden Episode III).

80FF23 - X button

Ninja Gaiden Trilogy 7E08E8 debug.png

Holding the X button when the game boots sets bit 0x80 in 7E08E8. In Ninja Gaiden Episode III, debug info is displayed in the upper left corner of the screen at all times.

A check for this memory address and bit also exists in Ninja Gaiden Episode II, but the branch distance after the check is $00, suggesting that the debugging function was removed.

(Source: JLukas)

Ninja Gaiden Episode II Broken Sound Test?

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

The button code for the NES version is also the same here. But for some reason, the sound test menu automatically exits after a few seconds, and it doesn't seem possible to play a song/effect even in the time allowed. Is it broken?

Credits

Upon completing a game, the player is returned to the main menu; however, the credits that were supposed to appear at this point are still in the ROM. They were likely just cut-and-pasted from the original games.

The credits for Ninja Gaiden Episode III are present as well, but because of how words are stored/loaded in that game, only fragments of the text are visible in the game's data.

Ninja Gaiden

Stored at 0x2EDE8.

S T A F F

STORY
   SAKURAZAKI

SCREENPLAY
   SAKURAZAKI
   FAW

IMAGE ILLUST
   RUNMARU

ART WORKS
   RUNMARU
   PARCO
   UMA

ART WORKS
   NAGA
   WILD TAGOU
   NIWAKAMARU

PROGRAM WORKS
   MADOKA SOUTHERNAMI 
   MASITA

ASSISTANT
   NOSUKE

NES TRANSLATOR
   KEVIN & DANIEL

SOUND DESIGN
   MORE YAMASAN
   B.B
   HAKASE

DIRECTOR
   SAKURAZAKI

    AUDIO VISUAL
COPYRIGHT MCMLXXXIX
    TECMO LTD.
ALL RIGHTS RESERVED.

THANK YOU FOR PLAYING.
  AND SEE YOU NEXT.

Ninja Gaiden Episode II

Stored at 0x59F53.

   TECMO THEATER VOL. 2

     PROJECT NINJA-II
— THE DARK SWORD OF CHAOS —

 —— CINEMA DISPLAY UNIT ——

STORY BY
 SARAH*H.
 S.SAKURAZAKI

SCREENPLAY BY
 RUNMAL

ART WORK
 RUNMAL
 HARUMI♥OKADA

ART WORK
 IZUKI KATAOKA
 MASAMI TAKIZAWA

PROGRAM WORK
 NOSUKE

DIRECTED BY
 RUNMAL

    —— ACTION UNIT ——

BG ART WORK
 YOSHIAKI GOTOH
 D.H.MAX
 HARUMI♥OKADA

ENEMY DESIGN
 RUNMAL
 YOSHIAKI GOTOH
 NAGA

PROGRAM WORK
 MADOKA SOUTHERAMI

DIRECTED BY
 S.SAKURAZAKI

    —— SOUND STAFF ——

MUSIC COMPOSED BY
 S.KAJIYA
 MAYU

SOUND EFFECTS
 MIYA

SOUND DIRECTOR
 S.KAJIYA

    —— DESIGN STAFF ——

ILLUSTRATION BY
 SHINOBU IWABAYASHI

ED.DESIGNER
 TAKASHI SAITO

SPEACIAL THANKS TO
 AKIHIKO
 FAW
 KEIJI YAMAGISHI

ENGLISH TRANSLATION BY
 DANIEL KAHL

EXECUTIVE PRODUCER
 HIDEO YOSHIZAWA

       AUDIO VISUAL
 COPYRIGHT MCMXC TECMO,LTD.
    ALL RIGHTS RESERVED