Proto:Cadash (Arcade)
This page details one or more prototype versions of Cadash (Arcade).
This is a prototype (or, more accurately, a location test version) of Cadash that was dumped and released on December 24th, 2013. This prototype stops at the end of Round 3; the later rounds and enemies have yet to be developed.
Unfortunately, only the main game code and the mask (or HUD) graphics ROM were recovered, as the other ROMs were covered in a layer of epoxy. As such, the MAME set uses the final music and graphics ROMs. These ROMs do seem to fit with the prototype's code, but there's no guarantee that there weren't other changes made between this location test build and the final game.
Sub-Pages
Map Differences |
Text Differences |
Game Boot & Attract Mode
- While the Taito Code can be entered, the code does nothing. The debug menu that the code is supposed to trigger doesn't exist in this version.
- This set has partial support for both the Japan and USA regions: Put the following code in MAME's cadashp.xml cheat file to change the game's region flag:
<cheat desc="Region Flag"> <parameter> <item value="0x0001">Japan</item> <item value="0x0002">USA</item> <item value="0x0003">World</item> </parameter> <script state="run"> <action>maincpu.mw@7FFFE=param</action> </script> </cheat>
Prototype | Final |
---|---|
- Both sets give an export warning when set to the Japan region. In the prototype, this is the standard export warning seen in many other games. The final warning is slightly different from the standard, adding the word "copyright" to the first line and rewording "the violator subject to severe penalties" to "subject the violator to severe penalties" to fit everything in seven lines.
- The USA region doesn't have an export warning screen of its own yet.
- The Attract Mode loop is different in the prototype:
Proto | Export Warning | Taito Logo | Title | Insert Coin | Demo | N/A | |
---|---|---|---|---|---|---|---|
Final | Export Warning | Taito Logo | Demo | Story | Title | Demo | High Score |
-
- The story sequence where the princess gets kidnapped by Baarogue isn't in the prototype. A simple black screen with the text "INSERT COIN" is in its place.
- The high score screens are also missing.
Demo 1 | Demo 2 | Demo 3 |
---|---|---|
Demo 4 | Demo 5 | Demo 6 |
- There are six demos in the prototype, and three demos in the final version. None of the demos match up.
- In Demo 1, two players talk to an NPC outside of a tool ship, then head into the tool shop.
- In Demos 2 and 3, a team of a Mage, Priest, and Ninja try to cross the bridge in the Cave of Stones. Demo 2 focuses on the Mage, while Demo 3 focuses on the Ninja. The Priest doesn't move in either demo.
- In Demos 4 and 5, a two-man team of a Fighter and Mage fight the Black Pudding (poorly.) Demo 4 focuses on the Fighter, Demo 5 focuses on the Mage.
- Demo 6 is a showcase of the Ninja's shooting abilities in the Tunnels of Brick.
- The text flashed in the demo is "GAME OVER" in the prototype and "INSERT COIN" in the final game.
Game Setup
Player Waiting
Prototype | Final |
---|---|
The text is set against a black background in a prototype. The final game uses a picture of Princess Sarasa from the game's intro with a blue tint.
Prototype | Final |
---|---|
The Japanese X-player text is green in the prototype and yellow in the final version.
Character Select
Prototype | Final |
---|---|
- The description window was made slightly taller in the final game, and the descriptions were moved up and to the left to better center the text. The Japanese description window was not changed.
- "Select a Player" was changed to "Select the Player" which seems like a regression, but whatever.
Special & Forbidden Names
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
...But does it make sense? The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary! |
The location test version also has a set of names that the game filters out. While not normally accessible, setting the game region to Japan using the above MAME cheat will allow the player to access the Japanese name entry screen.
The following names are either not present in the prototype or are filtered differently:
Prototype | Final (JP) | ||
---|---|---|---|
_おめこ Vagina |
_おこめ Husked rice |
_おめこ Vagina |
おこめ_ Husked rice |
ちんげ_ Pubes |
イカス Cool! |
ちんげ_ Pubes |
!!!! !!!! |
まんこ_ Pussy |
_くさい Stinky |
まんこ_ Pussy |
XXX XXX |
N/A | たいとう Taito |
タイトー Taito | |
ちゆうか Chinese (food) |
イカス! Cool! | ||
_まや Maya |
たらばー Tarabar |
ほりちん Hori-chin |
たらばー Tarabar |
せつくす Sex |
したい Want to do |
せつくす Sex |
するお |
すぺるま Sperm |
ピュツ! Spurt! |
すぺるま Sperm |
ピュッ! Splurt! |
N/A | てんちよ Shopkeeper |
ズルイ! No fair! | |
ああああ AAAA |
プロコ Proco | ||
まままま Mamamama |
テアット Tiat | ||
かい__ Kai |
くのいち Kunoichi | ||
ぎる__ Gil |
にんじゃ Ninja |
Additionally, the 2P names that unlock the Thunder and Jinmensou Puddings are different in the location test build:
Prototype | Final | |
---|---|---|
Thunder Pudding | ちんげ_ Pubes |
らわがす OR きんだん Rawagasu / Forbidden |
Jinmensou Pudding | ふとまら Big Penis |
ほりちん Hori-chin |
It's pretty clear why these were changed.
ファイアープディング Fire Pudding |
---|
There's an additional hidden pudding in the prototype: The Fire Pudding. This is made up of the flames used by the Fire Elemental in the final game, and one of the sprites from the Mage's flame wall spell. It doesn't look nearly as good as the other puddings, all of which use larger, circular sprites that make the pudding look like a cohesive unit. The decision to cut it is definitely understandable.
To trigger the Fire Pudding, 2P has to enter a name starting with もえ and any of the "r" hiragana (ら, り, る, れ, ろ). This is supposed to catch any version of the verb もえる, meaning "to burn", though 2P can put in whatever nonsense they want as long as they fulfill the requirements for the first three characters.
Gameplay Changes
General
Used | Alt |
---|---|
- Players start out with 100 gold in the prototype and 0 gold in the final game. The final version tries to make up for this by including a chest in both castles that contains 100 gold and some change, but that gold can only be collected by one of the two players.
- The final version moves the timer to the top of the HUD, labels it "TIME", and spaces out both player's status windows.
- The status windows only list how much gold and experience each player has collected. The final version adds each player's level and how much experience they need to level up.
- The final version adds a second, more detailed status window that appears when players enter an area from a door or warp. In addition to experience, level, and gold, this lists the player's attack, defense, and agility stats, as well as any Medical Herbs, Antidotes, or Elixirs they might be carrying.
- In the prototype, when the player talks to an NPC, the player is still able to move around. Moving far enough away from the NPC will close the dialogue window.
- In the final game, players cannot move when talking to an NPC.
- When an NPC has reached the end of their dialogue, pressing 1P/2P Button 1 will reprint the last dialogue they had. In the final game, pressing 1P Button 1 will close the dialogue window.
- In the final version, the player can also press 1P/2P Button 2 at any time to close the dialogue window early.
- While in the final game an invincible floating skull appears to attack the player when time runs out, in the prototype the player's health is instead rapidly depleted at a rate of 1 HP per 9 frames.
- The player's Gold and experience points are uncapped in the prototype, meaning that they can overflow if either goes above 65,535. This is pretty bad for the player's gold but not for their experience, since the player's experience has no effect on the player after Level 20. However, if the player's experience is exactly 65,535, a nasty bug occurs...
- ...and corrupts the data in the Mask (HUD) graphics ROM until the machine is rebooted.
- An explanation: At Level 20, the game sets the amount of experience the player needs to get to the next level to 65,535, which is supposed to be unreachable. If the player does reach this value, the game goes past the normal tables it reads for each class's stat bonuses and into unrelated data, and the player starts to rapidly gain levels and stats. The visual bug occurs when a negative value is read for that level's HP Bonus: The game tries to redraw the player's HP bar to match the now-gigantic Max HP value, which ends up going well off the screen and writes garbage data to VRAM.
- Anyway, to fix all of this, the final game caps the player's experience points and Gold to 60,000.
- In the prototype, if the player has high enough defense, they'll only take 1 HP of damage from all enemy attacks.
- In the final game, the player will lose HP equal to either the actual damage dealt or the player's level, whichever is higher. For instance, if a level 20 player with 100 defense is hit by a 10 DMG attack, they'll still take 20 HP of damage.
- Players cannot be poisoned yet, though there is an unused string referencing poison and antidotes in the prototype.
Spells
The way that players select and cast spells was changed:
- In the prototype, the player has to duck and press 1P Button 2 to cycle between the player's available spells. While the selection bubble is active, pressing 1P Button 1 will cast the selected spell (provided the player has enough MP.) The spell selection bubble stays active for 120 frames, but pressing either 1P Button 1 or 1P Button 2 will reset the timer back to 120.
- This method means the player has to stay still to select a spell, but once a spell is selected, it's easy to spam. However, if the player wants to conserve their MP, they'll have to refrain from attacking or jumping for 2 seconds to get the selection bubble to disappear.
- In the final game, the player has to hold 1P Button 1, then wait 29 frames for the spell selection bubble to pop up. As long as the button is held, the game automatically cycles through the player's available spells at a rate of 1 spell per 29 frames. When the player lets go of 1P Button 1, the currently selected spell is cast.
- This method allows the player to select spells on the go, but makes cycling through and casting spells a more tedious process.
Used Spells
- The only spell with any major mechanical changes is Flying Dagger.
- In the prototype, casting this spell will create flying daggers that circle around the Mage, each of which has an attack power of 12.
- Unlike every other spell in the game, the player can still cast the spell even if they don't have the required amount of MP (In this case, 4); doing this will create a number of flying daggers equal to the player's MP at time of cast. The spell does nothing at 0 MP.
- If the dagger collides with an enemy and the damage inflicted is enough to kill that enemy, the dagger is not destroyed right away; up to four enemies can be killed this way before the dagger is deleted. If the damage is not enough to kill that enemy, the dagger is instantly destroyed.
- If the player holds 1P/2P Button 1, the daggers will pulse outwards while still maintaining their clockwise orbit around the player.
- Casting the spell again after one or more daggers have been destroyed will restore those daggers and consume MP equal to the number of daggers created.
- The big problem with this spell is that no other spells can be cast by the Mage until each of the daggers is destroyed, preventing the use of more powerful spells.
- The spell was overhauled in the final game to make it easier to spam. Casting Flying Dagger creates eight daggers, each of which has an attack power of 32. The daggers fly around the screen wildly but make an attempt to orbit around the player.
- Casting the spell uses only 2 MP in the final game, but trying to cast it at 1 MP will have no effect.
- Each dagger last up to 180 frames before disappearing. When a dagger collides with an enemy it is instantly destroyed.
Proto | Final | |
---|---|---|
Fireball | 10 DMG 1 MP |
12 DMG 1 MP |
Flame Wall | 24 DMG 4 MP |
38 DMG 4 MP |
Blizzard | 30 DMG 8 MP |
42 DMG 6 MP |
Lightning Bolt | 26 DMG 6 MP |
64 DMG 10 MP |
Heal | 16 HP 3 MP |
16 HP 12 MP |
Protect | 55 HP 8 MP |
50 HP 20 MP |
- All other spells are identical except for MP costs and the amount of damage they deal or absorb. A notable case is Lightning Bolt, which does less damage and consumes less MP than Blizzard in the prototype, while in the final version it's the other way around.
Unused Spells
There are three unused spells in the prototype, each of which seems to have been meant for the Mage. Place the following code in MAME's cadashp.xml cheat file to change the Mage's starting spell to one of the unused spells:
<cheat desc="Change 1st Spell"> <parameter> <item value="0x0001">Fireball 2</item> <item value="0x0003">Blizzard 2</item> <item value="0x0006">Blizzard 3</item> </parameter> <script state="run"> <action>maincpu.pw@1041BC=param</action> </script> <script state="off"> <action>maincpu.pw@1041BC=0x0000</action> </script> </cheat>
All of these spells have an attack value of 10. Those was probably only meant to be placeholder values before they were adjusted for game balance, but said adjustments never came before the spells were deleted.
The first unused spell is an alternate version of Fireball that costs 2 MP to cast. Casting the spell spawns a fireball that rapidly increases and decreases in height, creating a conical range of attack. The fireball can hit a single enemy before it's destroyed.
This spell was replaced by the Priest's Antidote magic.
The second is an alternate icy spell that costs 8 MP to cast. Casting the spell creates 8 icy projectiles that move across the screen in a counterclockwise spiral. The spell lasts for 104 frames before disappearing and can pierce through enemies.
This spell was replaced by the Priest's Recover magic.
The last unused spell is yet another take on an ice spell. It costs 3 MP to cast and creates 8 icy projectiles in a circle that are all pulled inward to the center of the Mage's cane. The effective range of this spell is very small, but they are able to pierce through enemies. The Mage cannot move at all while the spell is active.
This spell was replaced by the Mage's final spell, Explosion.
Miscellaneous
The spell in slot 07 has no data at all in the prototype. In the final game, Heal 2, the Priest's final spell, takes this slot.
Player Stats
EXP | HP | MP | STR | DEF | MDF | AGI | INT | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 0 | 48 | 10 | 11 | 5 | 6 | 5 | 3 | 45 | 5 | ||||||
Level 2 | 50 | 56 | 12 | 13 | 6 | 8 | 6 | 4 | 52 | 10 | 6 | |||||
Level 3 | 100 | 64 | 14 | 15 | 7 | 11 | 7 | 5 | 59 | 15 | 7 | |||||
Level 4 | 200 | 72 | 16 | 17 | 8 | 14 | 8 | 6 | 66 | 65 | 20 | 8 | ||||
Level 5 | 400 | 80 | 18 | 19 | 9 | 17 | 9 | 7 | 73 | 25 | 9 | |||||
Level 6 | 800 | 88 | 20 | 21 | 10 | 21 | 10 | 7 | 80 | 79 | 30 | 10 | ||||
Level 7 | 1,500 | 96 | 22 | 23 | 11 | 25 | 11 | 8 | 87 | 86 | 35 | 11 | ||||
Level 8 | 2,800 | 104 | 24 | 25 | 12 | 30 | 12 | 8 | 94 | 40 | 12 | |||||
Level 9 | 4,400 | 112 | 26 | 27 | 13 | 36 | 13 | 8 | 101 | 45 | 13 | |||||
Level 10 | 6,200 | 120 | 28 | 29 | 14 | 38 | 14 | 9 | 108 | 109 | 50 | 14 | ||||
Level 11 | 8,000 | 128 | 30 | 32 | 15 | 41 | 15 | 10 | 115 | 55 | 15 | |||||
Level 12 | 10,000 | 136 | 32 | 35 | 16 | 45 | 16 | 11 | 122 | 60 | 16 | |||||
Level 13 | 12,200 | 144 | 34 | 38 | 17 | 51 | 17 | 11 | 129 | 130 | 65 | 17 | ||||
Level 14 | 14,500 | 152 | 36 | 42 | 18 | 57 | 18 | 11 | 136 | 137 | 70 | 18 | ||||
Level 15 | 16,900 | 160 | 38 | 45 | 19 | 61 | 19 | 11 | 143 | 75 | 19 | |||||
Level 16 | 19,200 | 168 | 40 | 48 | 20 | 63 | 20 | 12 | 150 | 147 | 80 | 20 | ||||
Level 17 | 22,000 | 176 | 42 | 50 | 21 | 65 | 21 | 13 | 157 | 152 | 85 | 21 | ||||
Level 18 | 25,000 | 184 | 44 | 53 | 22 | 68 | 22 | 14 | 164 | 156 | 90 | 22 | ||||
Level 19 | 30,000 | 192 | 46 | 55 | 23 | 70 | 23 | 15 | 171 | 160 | 95 | 23 | ||||
Level 20 | 35,000 | 200 | 48 | 57 | 24 | 71 | 24 | 16 | 178 | 163 | 100 | 24 |
- The Fighter has a flat growth rate in the prototype, with each stat increasing by the same amount each level. The final game's growth is more like a bell curve, with the middle levels having the biggest stat gains.
- The Fighter's strength is lower in the prototype, maxing out at 48, which is actually lower than the Ninja's max strength of 55. In the final game, the Fighter has the highest strength at 57.
- At this point, the Fighter has the lowest defense stat in the game! The final version corrects this, and he now outranks the Mage and Priest.
- The magic defense stat is unused in the prototype; enemy magical attacks haven't been implemented yet. Nevertheless, the Fighter has the highest magic defense stat at this point, while in the final game he has the lowest magic defense of any class.
- All four classes had their base agility stats lowered, some more than others. The Fighter's agility stayed more or less the same up until level 16, at which point the final version's gains in this stat drop off.
- While the intelligence stat has no effect on the Fighter in either version, the stat gain was later decreased from 5 to 1 point per level.
EXP | HP | MP | STR | DEF | MDF | AGI | INT | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 0 | 48 | 10 | 32 | 5 | 7 | 3 | 3 | 5 | 9 | 26 | 10 | ||||
Level 2 | 40 | 58 | 20 | 50 | 7 | 9 | 5 | 4 | 6 | 14 | 32 | 25 | ||||
Level 3 | 80 | 68 | 30 | 66 | 8 | 11 | 6 | 7 | 5 | 8 | 19 | 40 | 40 | |||
Level 4 | 160 | 78 | 40 | 84 | 10 | 13 | 8 | 10 | 6 | 11 | 24 | 46 | 54 | |||
Level 5 | 320 | 88 | 50 | 100 | 11 | 14 | 9 | 13 | 7 | 14 | 29 | 52 | 67 | |||
Level 6 | 640 | 98 | 60 | 115 | 13 | 16 | 11 | 16 | 8 | 16 | 34 | 60 | 79 | |||
Level 7 | 1,200 | 108 | 70 | 135 | 14 | 17 | 12 | 19 | 9 | 19 | 39 | 65 | 90 | |||
Level 8 | 2,200 | 118 | 80 | 149 | 16 | 19 | 14 | 22 | 10 | 22 | 44 | 67 | 100 | |||
Level 9 | 3,300 | 128 | 90 | 163 | 17 | 20 | 15 | 25 | 11 | 26 | 49 | 69 | 108 | |||
Level 10 | 4,400 | 138 | 100 | 175 | 19 | 21 | 17 | 28 | 12 | 30 | 54 | 74 | 115 | |||
Level 11 | 5,500 | 148 | 110 | 195 | 20 | 24 | 18 | 31 | 13 | 34 | 59 | 76 | 120 | |||
Level 12 | 6,700 | 158 | 120 | 206 | 22 | 28 | 20 | 34 | 14 | 39 | 64 | 79 | 125 | |||
Level 13 | 7,800 | 168 | 130 | 217 | 23 | 31 | 21 | 36 | 15 | 43 | 69 | 82 | 129 | |||
Level 14 | 8,900 | 178 | 140 | 227 | 25 | 33 | 23 | 39 | 16 | 49 | 74 | 84 | 133 | |||
Level 15 | 10,000 | 188 | 150 | 235 | 26 | 35 | 24 | 42 | 17 | 53 | 79 | 86 | 136 | |||
Level 16 | 12,000 | 198 | 160 | 242 | 28 | 37 | 26 | 46 | 18 | 59 | 84 | 88 | 139 | |||
Level 17 | 14,000 | 208 | 170 | 247 | 29 | 39 | 27 | 50 | 19 | 64 | 89 | 91 | 141 | |||
Level 18 | 16,500 | 218 | 180 | 251 | 31 | 41 | 28 | 53 | 20 | 68 | 94 | 143 | ||||
Level 19 | 19,000 | 228 | 190 | 254 | 32 | 43 | 30 | 55 | 21 | 73 | 99 | 97 | 144 | 145 | ||
Level 20 | 22,000 | 238 | 200 | 255 | 34 | 44 | 32 | 56 | 22 | 75 | 104 | 98 | 145 | 150 |
- The Mage has less MP in the prototype, but since the MP costs for spells are lower in this version he can actually cast more spells.
- The Mage has the second highest defense stat in the prototype, while in the final game he has the weakest defense of the four classes.
- Originally tied for the lowest magical defense with the Ninja, the Mage would up with the highest .
- Although the Mage starts out with 17 more agility in the final game, he ends up with 6 fewer agility by level 20.
- Intelligence gains are identical up until level 19, where the final game suddenly boosts up from 145 to 150. Since the intelligence stat isn't used for anything other than spell acquisition, the only benefit for changing it was to make it end at a nice round number. Even that's strange, though, since the intelligence stat can't be seen or tracked by the player.
EXP | HP | MP | STR | DEF | MDF | AGI | INT | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 0 | 48 | 10 | 28 | 7 | 8 | 4 | 4 | 26 | 32 | 5 | |||||
Level 2 | 70 | 54 | 58 | 15 | 36 | 9 | 11 | 5 | 7 | 5 | 7 | 32 | 40 | 10 | ||
Level 3 | 140 | 62 | 68 | 20 | 44 | 11 | 13 | 6 | 10 | 6 | 10 | 38 | 47 | 16 | ||
Level 4 | 280 | 68 | 76 | 25 | 51 | 12 | 15 | 8 | 12 | 7 | 12 | 44 | 55 | 22 | ||
Level 5 | 560 | 76 | 86 | 30 | 57 | 14 | 17 | 9 | 16 | 8 | 14 | 50 | 63 | 29 | 30 | |
Level 6 | 1,000 | 82 | 96 | 35 | 64 | 16 | 19 | 10 | 20 | 9 | 18 | 56 | 69 | 37 | 40 | |
Level 7 | 1,600 | 90 | 104 | 40 | 72 | 17 | 20 | 12 | 23 | 10 | 23 | 62 | 74 | 46 | 49 | |
Level 8 | 2,800 | 96 | 114 | 45 | 79 | 19 | 22 | 13 | 28 | 11 | 27 | 68 | 78 | 56 | 59 | |
Level 9 | 4,300 | 104 | 124 | 50 | 89 | 21 | 24 | 14 | 32 | 12 | 32 | 74 | 84 | 67 | 71 | |
Level 10 | 6,000 | 110 | 134 | 55 | 101 | 22 | 26 | 16 | 35 | 13 | 38 | 80 | 89 | 79 | 81 | |
Level 11 | 8,000 | 118 | 142 | 60 | 115 | 23 | 28 | 17 | 39 | 14 | 43 | 86 | 95 | 92 | 91 | |
Level 12 | 10,000 | 124 | 150 | 65 | 128 | 25 | 29 | 18 | 42 | 15 | 48 | 92 | 100 | 106 | 99 | |
Level 13 | 12,000 | 132 | 160 | 70 | 142 | 26 | 30 | 20 | 47 | 16 | 52 | 98 | 107 | 121 | 106 | |
Level 14 | 14,500 | 138 | 168 | 75 | 156 | 28 | 32 | 21 | 51 | 17 | 56 | 104 | 114 | 136 | 111 | |
Level 15 | 17,000 | 146 | 176 | 80 | 172 | 30 | 33 | 22 | 55 | 18 | 60 | 110 | 120 | 151 | 117 | |
Level 16 | 20,000 | 152 | 184 | 85 | 192 | 31 | 35 | 24 | 58 | 19 | 62 | 116 | 125 | 167 | 122 | |
Level 17 | 23,000 | 160 | 192 | 90 | 214 | 33 | 37 | 25 | 60 | 20 | 64 | 122 | 130 | 183 | 128 | |
Level 18 | 26,000 | 166 | 198 | 95 | 231 | 35 | 38 | 26 | 61 | 21 | 67 | 128 | 134 | 200 | 133 | |
Level 19 | 29,500 | 174 | 204 | 100 | 245 | 36 | 39 | 28 | 63 | 22 | 69 | 134 | 137 | 217 | 137 | |
Level 20 | 33,000 | 180 | 210 | 105 | 255 | 38 | 40 | 29 | 64 | 23 | 70 | 140 | 139 | 235 | 140 |
- The Priest has the lowest HP stat of any of the four classes in the prototype. This stat got a 30 point boost in the final game, placing the Priest above the Ninja and Fighter classes.
- The maximum MP caps very low in the prototype at just 105. At this point only two of the Priest's spells has been programmed, so the developers couldn't properly balance this stat yet.
- The Priest's max strength stat is slightly higher than the Mage's, while in the final game it's the other way around.
- The situation was reversed with the Mage and Priest's defense stats.
- While the final game's agility stat is substantially higher than the prototype's stat on a level by level basis, by level 20 it's actually one point lower.
- The Priest has a max intelligence stat of 235, much higher than the Mage's 145. The final version changes this by having a max intelligence stat that's ten points lower than the Mage.
EXP | HP | MP | STR | DEF | MDF | AGI | INT | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 0 | 48 | 7 | 4 | 6 | 3 | 62 | 5 | ||||||||
Level 2 | 60 | 100 | 56 | 58 | 10 | 9 | 6 | 9 | 4 | 72 | 70 | 10 | 6 | |||
Level 3 | 120 | 200 | 65 | 67 | 12 | 8 | 11 | 5 | 82 | 78 | 15 | 8 | ||||
Level 4 | 240 | 360 | 73 | 76 | 15 | 14 | 9 | 14 | 6 | 92 | 85 | 20 | 9 | |||
Level 5 | 480 | 620 | 82 | 86 | 17 | 11 | 19 | 7 | 8 | 102 | 93 | 25 | 11 | |||
Level 6 | 960 | 1,300 | 90 | 96 | 20 | 19 | 13 | 23 | 8 | 9 | 112 | 102 | 30 | 12 | ||
Level 7 | 1,500 | 2,000 | 99 | 105 | 22 | 20 | 14 | 26 | 9 | 10 | 122 | 110 | 35 | 14 | ||
Level 8 | 2,600 | 3,800 | 107 | 115 | 25 | 22 | 16 | 30 | 10 | 12 | 132 | 117 | 40 | 15 | ||
Level 9 | 4,000 | 5,000 | 116 | 125 | 27 | 25 | 18 | 40 | 11 | 14 | 142 | 127 | 45 | 17 | ||
Level 10 | 5,500 | 7,000 | 124 | 133 | 30 | 28 | 19 | 50 | 12 | 15 | 152 | 137 | 50 | 18 | ||
Level 11 | 7,500 | 10,200 | 133 | 142 | 32 | 31 | 21 | 60 | 13 | 16 | 162 | 147 | 55 | 20 | ||
Level 12 | 9,000 | 14,500 | 141 | 151 | 35 | 33 | 23 | 70 | 14 | 18 | 172 | 155 | 60 | 21 | ||
Level 13 | 11,000 | 18,000 | 150 | 161 | 37 | 24 | 78 | 15 | 19 | 182 | 161 | 65 | 23 | |||
Level 14 | 13,800 | 22,000 | 158 | 170 | 40 | 26 | 88 | 16 | 20 | 192 | 165 | 70 | 24 | |||
Level 15 | 16,000 | 26,000 | 167 | 178 | 42 | 28 | 96 | 17 | 21 | 202 | 168 | 75 | 26 | |||
Level 16 | 18,500 | 31,000 | 175 | 185 | 45 | 29 | 102 | 18 | 22 | 212 | 171 | 80 | 27 | |||
Level 17 | 21,000 | 36,000 | 184 | 191 | 47 | 31 | 108 | 19 | 23 | 222 | 173 | 85 | 29 | |||
Level 18 | 24,000 | 41,500 | 192 | 197 | 50 | 33 | 112 | 20 | 24 | 232 | 175 | 90 | 30 | |||
Level 19 | 27,000 | 47,000 | 201 | 202 | 52 | 34 | 115 | 21 | 25 | 242 | 177 | 95 | 32 | |||
Level 20 | 31,000 | 54,000 | 209 | 206 | 55 | 53 | 36 | 117 | 22 | 26 | 252 | 178 | 100 | 33 |
- The Ninja is the only class to have its experience rate change. In the prototype, the rate he gains level starts out slightly slower than the Fighter before passing him at Level 7, and he has the second lowest number of experience points needed to reach level 20 at 31,000. To keep this class from being even more broken than it is, the number of experience points needed to reach each level was increased dramatically, and he ends up with the slowest growth rate and the higher amount of experience points need to reach level 20 at 54,000.
- The Ninja's HP stat starts out the same before gradually surpassing the prototype's stat at the same level. It stays this way until level 20, when the stat maxes out at three points lower than in the prototype.
- The strength stat in the final version is either lower or equal to the prototype's stat at the same level. Originally having the highest strength of any character, in the final game his max strength is 4 points lower than the Fighter.
- While the Ninja has the highest defense stat of any class in both versions, the difference is much more pronounced in the final game, where it's 46 points higher than the second highest class, the Fighter.
- The Ninja consistently gains 10 points of agility per level in the prototype, maxing out at an absurd 252 agility at level 20. This was greatly toned down in the final game to just 178 agility.
Enemy Stats
Attacks in bold type can be blocked with a powerful enough shield.
HP | DEF | MDF | EXP | Gold | Attacks | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Round 1 | |||||||||||||
Pigman | 5 | 6 | 2 | 2 | 1 | 1 | 1 | 1 | 3 | 3 | Contact Club |
7 DMG 9 DMG |
7 DMG 10 DMG |
Green Slime | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | Contact | 6 DMG | 7 DMG |
Bat | 1 | 1 | 0 | 0 | 0 | 1 | 2 | 2* | 2 | 0 | Contact | 8 DMG | 8 DMG |
White Skeleton | 12 | 12 | 3 | 3 | 255 | 255 | 4 | 3 | 8 | 8 | Contact Sword |
8 DMG 13 DMG |
9 DMG 13 DMG |
Giant Eyeball | 1 | 1 | 255 | 255 | 255 | 255 | 0 | 0 | 0 | 0 | Contact | 10 DMG | 13 DMG |
Gray Spider | 10 | 10 | 1 | 4 | 0 | 2 | 3 | 3 | 6 | 6 | Contact Web |
10 DMG 6 DMG |
11 DMG 12 DMG |
Round 2 | |||||||||||||
Giant Frog | 18 | 14 | 3 | 1 | 3 | 0 | 10 | 10* | 10 | 0 | Contact | 13 DMG | 10 DMG |
Ghoul | 19 | 15 | 2 | 2 | 255 | 255 | 18 | 18 | 16 | 16 | Contact Bone |
10 DMG 12 DMG |
12 DMG 15 DMG |
Brown Roper | 24 | 24 | 6 | 5 | 12 | 2 | 20 | 22 | 20 | 20 | Contact Shot |
12 DMG 10 DMG |
18 DMG 16 DMG |
Gray Slime | 10 | 30 | 2 | 2 | 2 | 0 | 5 | 8 | 2 | 5 | Contact | 10 DMG | 12 DMG |
Giant Wasp | 16 | 16 | 4 | 6 | 5 | 3 | 28 | 26 | 18 | 18 | Contact | 16 DMG | 20 DMG |
Eye of the Deep | 40 | 40 | 12 | 8 | 14 | 5 | 34 | 30 | 24 | 40 | Contact Beam |
10 DMG 18 DMG |
32 DMG 30 DMG |
Round 3 | |||||||||||||
Golem | 60 | 50 | 16 | 15 | 0 | 2 | 80 | 80 | 40 | 40 | Contact | 34 DMG | 35 DMG |
Brown Spider | 30 | 48 | 3 | 6 | 0 | 1 | 36 | 32 | 12 | 12 | Contact Web |
18 DMG 12 DMG |
33 DMG 35 DMG |
Mudman | 40 | 40 | 6 | 5 | 9 | 5 | 60 | 65 | 2 | 1 | Contact | 20 DMG | 30 DMG |
Giant Hornet | 28 | 33 | 10 | 8 | 0 | 5 | 40 | 58 | 36 | 36 | Contact | 28 DMG | 41 DMG |
Harpy | 80 | 62 | 12 | 11 | 24 | 7 | 100 | 100 | 68 | 68 | Contact Feather |
32 DMG 22 DMG |
44 DMG 37 DMG |
Pink Slime | 30 | 50 | 4 | 6 | 4 | 2 | 10 | 25 | 3 | 10 | Contact | 16 DMG | 38 DMG |
Porcupine | 1 | 1 | 255 | 255 | 255 | 255 | 1 | 6† | 9 | 9† | Contact | 26 DMG | 45 DMG |
Bosses | |||||||||||||
Black Pudding | 70 | 80 | 4 | 4 | 4 | 0 | 50 | 20 | 30 ×9 |
30 ×9 |
Contact Blob |
12 DMG 10 DMG |
20 DMG 10 DMG |
Kraken | 120 | 200 | 6 | 8 | 2 | 10 | 60 | 80 | 60 ×9 |
60 ×9 |
Contact Bubble |
24 DMG 16 DMG |
38 DMG 20 DMG |
Worm | 120 | 140 | 10 | 12 | 3 | 0 | 100 | 240 | 80 ×9 |
120 ×9 |
Contact Rolling Shot |
38 DMG 50 DMG 22 DMG |
48 DMG 62 DMG 20 DMG |
Crawling Kelp | 160 | 160 | 18 | 25 | 0 | 0 | 80 | 120 | 10 ×9 |
0 | Contact Spore |
32 DMG 28 DMG |
54 DMG 36 DMG |
Items
Consumables
- There are no treasure chests or hidden item spots in the prototype.
- The player can carry 8 Medical Herbs in the prototype, which matches the number the player can carry in the easier sets.
- Since poison is nonexistent in the prototype, Antidotes have yet to be implemented.
- The Magic Bell and Hourglass are different between sets:
- In the prototype, purchasing a Magic Bell adds 40 seconds to the game timer and there is no Hourglass item.
- In the final game, purchasing a Magic Bell increases the player's max HP by 8 points, and purchasing an Hourglass adds 60 seconds to the game timer.
- Note that in the final version, collecting an Hourglass that drops from a chest or a hidden item spot still has the older 40 second bonus.
Equipment
- All lower-tier armor and headgear have the same defense except for the Mask of Shadow, which gained 2 points of defense.
- All upper-tier armor gained 4 to 5 points of defense.
- The Mystic Robe doesn't halve the player's spell costs in the prototype.
- Both shields have lower power values in the prototype. The Leather Shield is less effective compared to the final game: It can't block the Harpy's feathers, the Worm's projectile, or the Crawling Kelp's spores.
- The Priest and Ninja's first weapon upgrades both received 2 more points of attack in the final game.
- Perhaps realizing that their fireball projectiles made them more powerful than expected, the Fire Blade and Staff of Fire both received attack reductions in the final version.
- For how expensive it is and how late it's found, the Dagger of Swallow is remarkably weak in the prototype. It received an 11 point attack boost in the final game, the largest of any weapon.
- The Battle Sword, Wizard Staff, and Long Rage Flail all received attack upgrades to better match where they're found in the final game.
Used | Alt |
---|---|
- In the prototype, the Battle Sword has a silver hilt and its blade doesn't glow. However, its shop icon was never updated to match the new design, so it's still depicted with a silver hilt.
Shops
- There are heavy delays in the shop interface that were thankfully cut down in the final game:
Delay | Proto | Final |
---|---|---|
Intro text -> YES/NO prompt | 60 Frames | 10 Frames |
Yes/No prompt -> Purchase window | 94 Frames | 54 Frames |
Item purchase -> Yes/No prompt | 132 Frames | 72 Frames |
- In the prototype, both 1P/2P Button 1 and 1P/2P Button 2 act as confirmation buttons for the YES/NO prompt.
- In the final game, pressing 1P/2P Button 2 acts as if the player selected "NO", even if the cursor is on "YES".
- The same difference applies to buying items. This means that once the purchase window pops up, it's impossible for the player to exit without trying to buy an item.
- In the final version, pressing 1P/2P Button 2 on the purchase window closes the shop interface.
- In the prototype, Elixirs can be purchased in tool shops, starting off cheap and get more expensive with each one purchased. The price increases are similar to inn prices in the easier sets, but they cap at 30,000 instead of 5,000:
1st | 2nd | 3rd | 4th | 5th | 6th+ |
---|---|---|---|---|---|
50 | 200 | 1,000 | 2,000 | 5,000 | 30,000 |
- In the final game, there are only two elixirs in the game: One that drops from the Crawling Kelp, and one at the end of an optional path in Baarogue's castle.
- The price of a Medical Herb matches that of the final World set and all sets derived from it.
- As previously explained, Antidotes and Magical Bells (The kind that increase the player's maximum HP) don't exist in the prototype.
- The underground weapon shop in Round 2 has two items, the Silver Tiara and Leather Suit, that were moved to the Grove of the Gnomes' store in the final version. The final game adds the 3-way Cutter to this shop, which was originally placed in the first weapon shop of Round 3 that was later changed to a tool shop.
- Speaking of that shop, the Sword of Speed and Long Range Flail in that shop were later moved to the Grove's store, while the other items were moved to the underground shop in Round 4.
- The Sword of Speed is 400 gold more expensive in the prototype.
- The Grove's weapon shop originally included the Silver Shield, Cloak of Druid, and Dagger of Swallow, all of which were moved to the Round 4 shop. The Battle Sword was placed even later in the Baarogue castle's shop at triple price.
- The Mystic Robe had its price doubled in the finished game.
Ending
In the prototype, at the end of Round 3, there's a woman by the gate of departure who tells the player that the princess has returned to Deerzar. Talking to this woman will set a flag that sets up the prototype's unique ending sequence.
Entering the gate of departure will transport the player to the gate in Deerzar Castle, just as the woman said. Players can also use this gate to go back to the Round 3 tool shop - this is the only version of the game where the Deerzar Castle gates does anything.
HURRAH FOR THE BRAVE! HURRAH FOR PRINCESS CERINA! |
I'M GLAD THE PRINCESS RETURNED. IT WAS INDEED NICE. |
Speaking to the soldiers in Deerzar Castle will produce one of the two messages above.
When players reach the throne, they'll see the princess by the king's side. Talking to the king initiates the game's ending sequence:
OH! YOU CAME JUST THE RIGHT TIME! MY DAUGHTER HAD ALREADY RESCUED. I MUST HAVE CAUSED YOU MANY TROUBLES. I WANT YOU THANK YOU. I SORROW THIS INSTANCE BUT I'D LIKE TO ASK YOU THE CASE LIKE THIS. OKAY,I'LL SAY GOODBYE UNTIL THEN! YOU'RE THE REAL BLAVE MAN!
The game will then print a message stating that this was a location test version and that the game is still in development. The same message appears in several other Taito games.
Prototype | Final |
---|---|
In the final game, the credits scroll over a picture of Princess Sarasa for a while before fading to the title logo. In the prototype, the title logo fades in immediately after the location test message.
Prototype | Final Game |
---|---|
CREATE STAFFS <<< PRODUCER >>> ONIJUST <<< DIRECTOR >>> ONIJUST <<< SOFTWARE >>> |
THE CREW PRODUCED BY KEISUKE HASEGAWA DIRECTED BY ONIJUST DIRECTOR OF SOFTWARE TORU SUGAWARA MAIN PROGRAMMER TARABAR"TAK"HORI MONSTER PROGRAMMER YUICHI KOHYAMA TRAP PROGRAMMER MASAKI"YMOT"YAGI SCENARIO PROGRAMMER SEIICHI TAIKOISHI PRODUCTION DESIGNER ONIJUST GRAPHIC DESIGNERS ONIJUST TAKATSUNA SENBA HISAKAZU KATOH KOZO IGARASHI YOSHIHIRO IWATA TETSUYA SHINODA TAKAYUKI OGAWA KENICHI IMAEDA ASSISTANT GRAPHIC DESIGN VISUAL ARTS PRODUCTION SUPERVISING EDITOR MASAKI"YMOT"YAGI MAP EDITOR ONIJUST HARDWARE ENGINEER TADASHI KUSHIRO ELECTRICIAN TOMIO TAKEDA SOUND PRODUCER POCHI(ZUNTATA) MUSIC COMPOSER PINCH PUNCH SOUND EFFECTS PINCH PUNCH MECHANICIAN YASUNORI HATSUTA PUBLICITY SUPERVISOR KAZUO NAKAGAWA SOFTWARE ANALYZERS HIDEHIRO FUJIWARA YUJI HIROSHIGE DATA ENTRY MARI IWANO GAME DESIGNER ONIJUST .... |
The location test's credits are an abbreviated version of the final credits. All the staff members use pseudonyms in the prototype, while in the final game most use their real names.