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Proto:Higemaru Makaijima: Nanatsu no Shima Daibouken (NES)

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This page details one or more prototype versions of Higemaru Makaijima: Nanatsu no Shima Daibouken (NES).

Makai Island was the planned American version of Higemaru Makaijima.

Graphical Differences

Title Screen

Japan US Proto
HigemaruMakaiTitleJ.png HigemaruMakaiTitleU.png

Very much overhauled, including the copyright info and font colors. Since the title screen color palette is shared with various screens throughout the game, such as the password and inventory screens, these end up being palette swapped as well.

The small animations were also edited:

  • In Higemaru Makaijima, Momotaro walks onscreen with a boulder, tosses it at the wooden board containing the game's title, then walks offscreen. As the board is hit, a small anchor also used as the menu cursor falls onto the title.
  • In Makai Island, Momotaro instead flings the boulder at two unsuspecting Higemaru pirates, killing them both, before walking offscreen.

Interestingly, the MSX2 version of Higemaru Makaijima uses the latter animation for its title screen.

Enemies

Japan US Proto
MakaijimaBushJP.png
MakaijimaBongoJP.png
MakaijimaBushUS.png
MakaijimaBongoUS.png

Bush and Bongo, two enemies on Cuck Island(ǃ) who were originally depicted as blackface stereotypes, were redesigned for Makai Island, though it's rather dubious as to how much of an improvement Bongo's redesign is. The two other Cuck Island enemies, Yhary and Moribito, were left intact.

Strangely, Bongo's new design is actually more accurate to their appearance on the game's Japanese box art.

Dialogue Presentation

Japan US Proto
MakaijimaDialogueJP.png MakaijimaDialogueUS.png

Higemaru Makaijima displays NPC dialogue in a vertically oriented textbox, something rather uncommon in Japanese language video games, on the left side of the screen. In order to accommodate a horizontal latin script, Makai Island instead opts to write its NPC dialogue on a separate black screen, similar to the dialogue seen when obtaining a key and entering an island.

"Tu te to na ni" is obviously some sort of complex secret code.

Speaking of dialogue, while Makai Island erased most of the original Japanese font, some hiragana was left intact, though now obviously unused.

Text Differences

Hidden Messages

The short message at the end of the ROM is still present here, though the date has been altered:

Japan US Proto
BY MASAMITSU.KOBAYASI 87/3/2
BY MASAMITSU.KOBAYASI 87/3/17

There is also a more detailed copyright message at the end of the next-to-last bank:

MSX ....... 1985 , FC COMMANDO 1986FC MAKAI ISLAND 1987 M.KOBAYASI S.40.3.24 BORN,THANK YOU !! NEXT GAME IS   SIDE ARMS !!

The MSX game mentioned is Mr. Do's Wild Ride, which also has a short copyright string. More messages from this programmer are present in Commando.

Another message is present among the game's dialogue, and can be seen below.

Dialogue

While all the Japanese text was translated to English, the Engrish text already present in Higemaru Makaijima seems to have been left untouched. This leads to some inconsistencies with the in-game dialogue, which translates some of the romanized Japanese island names (such as Hebi Island being referred to as "Snake Island" by an NPC) and uses different romanizations (such as "Bousu" and "Bous").

Hmmm...
To do:
  • Dump JP version dialogues.
  • Are the linebreaks accurate?
Japan Translated US Proto
Example Example YOU SHOULD OPEN THE "EYE"
TO GET BIADO'S TREASURE.
Example Example I'VE HEARD THERE IS AN OLD BOOK
ON DEATH ISLAND.
Example Example GO AHEAD. GO TO DEATH ISLAND.
Example Example IT'S A FAKE.
THE REAL THING IS
ON SNAKE ISLAND.
Example Example LOOK FOR CAPTAIN BIADO'S GRAVE.
Example Example WATCH YOUR STEP!
THERE'S A LAKE.
Example Example THAT IS AN ISLAND OF DEATH.
YOU WON'T COME BACK ALIVE.
Example Example THE LORD BOUS
HAS BIADO'S TEARS.
Example Example YOU WILL FIND A CLUE
TO BIADO'S GRAVE
ON KNIFE ISLAND
Example Example
LOOK TO THE MAP
WHEN THE GROUND SHAKES.
Example Example MARU IS A SHIP.
ARE YOU GOING TO FIGHT
WITH THE DEVIL?
HOW HORRIBLE?
Example Example DO YOU WANT TO KNOW
ABOUT THE GRAVE?
ASK MONOLIS.
Example Example COLLECT THREE STONE PLATES
TO FIND BIADO'S TREASURE.
Example Example WHEN THE CANDLES ARE LIT,
THE SEAL WILL BE BROKEN.
Example Example THE GOLDEN LAMP
LIGHTS THE CANDLES.
Example Example SORRY,
I DON'T KNOW ANYTHING.
Example Example GOBLINS THAT ESCAPED FROM
"GHOSTS'N GOBLINS"
ARE SEALED HERE.
STAY AWAY FROM IT!
Example Example DO YOU HAVE
ALL THREE STONE PLATES?
Example Example YOU'VE COME A LONG WAY,
COURAGEOUS YOUNG MAN!
BUT THE DOOR IS NOT YET OPEN.
YOU NEED MY TEARS TO OPEN IT.
Example Example WELL DONE!
YOU'VE FINALLY GOT THE CRYSTAL.
THIS BELONGED TO
LORD BOUS,
OUR DESCENDANT,
WHO WAS POSSESSED BY THE DEVIL.
COME INSIDE!
THE TREASURE IS YOURS!
Example Example IT'S TOO SOON TO RELAX,KID.
YOU'RE GOING TO SEE HELL NOW.
OUR BOSS IS WAITING FOR YOU.
Example Example WHAT DAY IS IT MAR.24TH?
IT'S THIS GAME PROGRAMERS
BIRTHDAY♥️
Example Example CONGRATULATIONS,YOUNG MAN!
THANKS TO YOU,
PEOPLE WILL LIVE IN PEACE.
A LEGEND IS BORN.
Example Example IF YOU STILL HAVE THE COURAGE,
I WANT YOU TO FIND
THE REST OF GEMS.

It's not known whether the third-to-last message can be seen in-game or not. A similar message can be found in the US version of Commando.

Misc.

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.

Most of the code for the debug leftovers is still present, but it can't be accessed via a button code.