Pokémon Mystery Dungeon: Explorers of Darkness & Time
| Pokémon Mystery Dungeon: Explorers of Darkness & Time |
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Developer: Chunsoft
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The sequels to Blue Rescue Team and Red Rescue Team. See also Explorers of Sky, which is basically the third version, with polish and all that.
To do:
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Sub-Pages
| Debug Menu So many options that they needed their own page. |
| Unused Portraits Rescue Team leftovers galore. Also some other surprises... |
| Unused Dungeons Test Dungeon, Dummies... And Bidoof! |
ADEBUG
| To do: Is this big enough to justify a subpage? |
The Beach has a very well-kept secret hidden in its files: a small debug room, stored as a cutscene with the name "ADEBUG". Unlike the game's main debug room, this one has much more humor behind it and is more unstable overall. This may point to this being a very early room which was quickly abandoned in favor of the main one. Accessing this room requires an Action Replay code: to use it, hold SELECT while entering the Beach below Treasure Town (US Versions):
| For Time: | For Darkness: |
94000130 FFFB0000 0211353B 00535544 D2000000 00000000 |
94000130 FFFB0000 0211347B 00535544 D2000000 00000000 |
You are placed near the center of the beach, and a Mankey, Zubat, Dugtrio, and Teddiursa are surrounding you. The Teddiursa cannot be interacted with, and does not seem to have any dialogue strings in the ROM.
Mankey
When spoken to, the Mankey will say:
What's it take for you to give me a Chestnut?!
A dialogue pops up, with the options "Wait & Movement Test" and "You can't have one!" When the former is selected, Mankey will say:
What's the holdup? Hurry up and choose!
and a submenu pops up with the options "Hang on...", "What should I do...", "Do the Mankey Dance.", and once again "You can't have one!" Selecting the first makes Mankey say:
What, you're holding out?!
What, you're holding out on me?!
and the options return. The second option makes them say:
What's the deal with making me wait randomly?!
Come on, gimme a Chestnut!
and the options return. The third one makes them day:
Darn tootin'! You watch me until I finish my dance!
But let me ask you this first: will it be alright if i bumped into things?
Another set of options appears: "No problem." and "I don't like pain..." The first makes Mankey say:
All right! Now I can dance with wild abandon!
The second makes them say:
It could be lights-out if you bump into me! Be prepared for that!
These options seem to have no effect on future options. Regardless of which one you choose, Mankey will then say
Which Dance should I do? No. 1 Direction Variable No. 2 Constant No 3. Time
Four more options are presented: "MovePosition-Related", "Move2Position-Related", "Move2Position-Related", "************", and "Cancel". Option 1 makes them say:
Hey! Let's Dance! The Direction Changing Dance!
They will run around the map while singing a song, and when the song is over, the very first dialogue will re-appear.
Option 2 makes them say:
Hey! Let's Dance! The Direction Constant Dance!
This time, they will only run in completely straight lines around the map, while singing a different song. Once again, the first dialogue re-appears when it's over.
Option 3 makes them say:
Hey! Let's Dance! The Direction Time Dance!
Mankey does the Direction Constant Dance, but this time, they run at full speed for most of it. The song lyrics are the same. As usual, the first dialogue re-appears when its over.
The third option simple returns to the first dialogue, and the fourth will reset the menu the first time, then return to the first dialogue the second time. If you cancel at any point, Mankey says:
Hah?! You won't give me one?!
I'm out of here!
Mankey doesn't move, and you are allowed to move again.
Zubat
I'm Zubat. What do you want me to do?
A set of options appears: "Message Wait Test", "Emoticon Test", "Message Test", "Message Color", "Debug Display", and "Cancel". Option 1 fades the screen black, and the following text appears in red:
Narration
The words "Exploration Team Federation has sent a message..." will briefly flash on-screen, and more red text will appear:
EXPLANATION
The text that appears when you're given a larger treasure Bag will appear. You'll be returned to Zubat's dialogue box. Option 2 makes Zubat say:
Emoticon Test, huh? Which one? B Button Cancel: Go back one menu step
The options "Charmander" and "Ursaring" will appear. Selecting Charmander will cycle your Hero (regardless of their status as a Charmander) through all of the emoticons, repeating four times for each cardinal direction they can face. Ursaring will do the same thing, but no Ursaring appears onscreen and no one else plays any emotions. When either one is done, you are sent back to the previous menu. Option 3 makes another dialogue appear, and Zubat will say:
Message Test, huh? Which one?
B Button Cancel: Go back one menu step
4 more options appear: "Message Control", "Message Output", "Choice Message", and "Multiple-Choice Tag".
Message Control opens up yet another set of options: "Close", "Close Enforce", "Set Actor", SetFace", "ResetActor", "SetFacePosition", "FacePositionOffset", and "Cancel". Close makes him say
It's goodbye if you press a button.
Advancing closes the textbox. Close Enforce will make Zubat say:
There's nothing set yet.
SetActor makes Zubat say:
First, you set the portrait window.
There's no portrait window.
Is this OK?
You are returned to the previous set of options. SetFace brings up a list of all of the portrait emotions, with Zubat saying
This is your partner Totodile's Portrait. what expression do you want? B Button Cancel: Go back one menu step
regardless of your partner's status as a Totodile. Selecting an emotion will show your partner's portrait for that emotion. If you select "Close Enforce" again, the portrait you selected for your partner will now appear. ResetActor makes Zubat "delete" various variables. This removes your partner's portrait from Close Enforce, if one is set, and doesn't seem to affect anything else. SetFacePosition allows you to view various areas where the portrait can be on the screen. FacePositionOffset explains and gives examples of various portrait offsets.
Going back to the second submenu, "Message Output" brings up a submenu which allows you to view the different ways that text can appear. "Choice Message" explains that the dialogue of the main characters will change depending on their variables. Your hero will either say "(I'm a girl...)" or "(I'm a boy...)", and your partner will say "I'm a Type X [Partner's name]", the X being a number from 1-3. "Multiple-Choice Tag" simply brings up a message that says, "To be added".
On the first menu, "Message Color" will go through all of the colored text and what they are meant to be used for. When finished, the dialogue will end. Finally, "Debug Display" pops another message saying, "This is to be added." The dialogue is closed.
If the dialogue with Zubat is closed at any point, Zubat will say "See you." and the game will lock up.
Dugtrio
Two options appear, "Ground Map" and "Cancel". Selecting Ground Map will make Dugtrio say
No, there's something there. I can't do any digging over there.
There doesn't seem to be strings in the ROM for any other scenarios. Exiting out will make Dugtrio say:
What, you don't like getting into the holes I dig?
...All right. I'm going back to earth again.
The game will lock up after the dialogue is over.
Interestingly, if Manaphy is in your Sharpedo Bluff, they will appear next to the Mankey, and will be unable to be interacted with. A very strange emulator-only bug occurs in this room, where the game's logo and parts of the title screen are placed towards the left side of the map. The right exit does not work, and the left exit simply hangs the game.
Unused Music
Good Night
An alternate version of the theme that plays before the player goes to sleep. Has a slightly different beat to it.
Unused Intro Theme 1
An alternate version of the intro tune that plays as the title comes up at the beginning.
Unused Intro Theme 2
Another unused intro tune.
On the Beach at Dusk
An alternate version of the Beach theme.
Unused Dungeon Tilesets
This game has several dungeon tilesets that were not used. They can be loaded in-game with this Action Replay Code (for US versions):
| For Time: | For Darkness: |
121B0308 000000XX |
121B0248 000000XX |
Replace the XX with the Hexadecimal code listed below and enter any dungeon.
Tileset #13
An alternate tileset for Steam Cave.
Tileset #21
An alternate tileset for Quicksand Cave.
Tileset #41
An alternate tileset for Brine Cave.
Tileset #47
An alternate tileset for Temporal Tower.
Tileset #86
An exact recolor of Waterfall Pond from Rescue Team and this tileset was also unused in said game.
Tileset #32 (Sky Peak Summit Pass/Deep Barren Valley)
An alternate tileset for Sealed Ruin. Was later used in Explorers of Sky's Sky Peak Summit Pass and Deep Barren Valley.
Tileset #44 (Southern Jungle)
An alternate tileset for Hidden Land. Was later used in Explorers of Sky's Southern Jungle.
The Mystery Dungeon series
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|---|---|
| Dragon Quest | |
| SNES | Torneko no Daibouken: Fushigi no Dungeon |
| Shiren the Wanderer | |
| SNES | Fushigi no Dungeon 2: Fuurai no Shiren |
| Nintendo 64 | Fushigi no Dungeon: Fuurai no Shiren 2: Oni Shuurai! Shiren-jou! |
| PlayStation Portable | Fushigi no Dungeon: Fuurai no Shiren 3 Portable |
| Nintendo DS | Mystery Dungeon: Shiren the Wanderer |
| Wii | Shiren the Wanderer |
| Nintendo Switch, PlayStation Vita, Windows | Shiren the Wanderer: The Tower of Fortune and the Dice of Fate |
| Final Fantasy | |
| PlayStation | Chocobo no Fushigina Dungeon • Chocobo's Dungeon 2 |
| Pokémon | |
| Game Boy Advance | Pokémon Mystery Dungeon: Red Rescue Team |
| Nintendo DS | Pokémon Mystery Dungeon: Blue Rescue Team • Pokémon Mystery Dungeon: Explorers of Darkness & Time • Pokémon Mystery Dungeon: Explorers of Sky |
| Nintendo 3DS | Pokémon Mystery Dungeon: Gates to Infinity • Pokémon Super Mystery Dungeon |
| Nintendo Switch | Pokémon Mystery Dungeon: Rescue Team DX (Prototype) |
- Pages missing developer references
- Games developed by Chunsoft
- Pages missing publisher references
- Games published by Nintendo
- Nintendo DS games
- Pages missing date references
- Games released in 2007
- Games with unused graphics
- Games with unused music
- Games with debugging functions
- Games with hidden sound tests
- To do
- Pokémon series
- Mystery Dungeon series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Spike Chunsoft > Games developed by Chunsoft
Games > Games by platform > Nintendo DS games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2007
Games > Games by series > Mystery Dungeon series
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