Proto:Jet Force Gemini
This page details one or more prototype versions of Jet Force Gemini.
The kiosk demo of Jet Force Gemini was used in stores for exhibit before the game's release. It is based on a near final build of the game with some differences.
To do: Level differences, and more. |
Contents
Startup
Kiosk Demo | Final |
---|---|
- The Nintendo logo shown at startup is slightly different.
- The song that plays during the intro is absent in the kiosk demo. It instead just plays a random sound effect.
Pause Menu
- The pause menu background is different in the kiosk demo. In the final, it was changed to a gradient.
- In the kiosk demo, the level music will continue playing while in the pause menu. In the final, the level music stops playing when the game is paused.
- The manual save option is not in the kiosk demo.
- In the kiosk demo, the cheats are disabled.
Kiosk Demo | Final |
---|---|
- In the kiosk demo, the Mizar Tokens are known as Floyd Tokens.
Kiosk Demo | Final |
---|---|
- A small clock graphic was added to the tribals menu in the final version of the game.
Debug Options
Debug Mode
Apply the following GameShark code to enable it.
Version | GameShark Code |
---|---|
Kiosk | 800A3B24 0001 |
It shows coordinates, internal level name, and the amount of free RAM.
Unlike other versions, there is a submenu accessible by pressing the L button twice.
Additional options for Levels, Characters, and Cheats activation is available. To close it, press the L button twice again.
Debug Setup Objects
Version | GameShark Code |
---|---|
Kiosk | 8100E0A8 0000 8100E0AA 102D 8100DB18 0000 8100DB1A 702D |
Level Differences
Use GameShark code 810A3A8C ???? to enter any level. The list is the same from the final game:
To do: Level differences. Not many levels are in this version, however. |
SS Anubis
- The panel that unlocks Vela's cell is absent in the kiosk demo. As a result, Vela can't be rescued and the level can't be completed.
- The room with a large pool of water contains a pink anemone-like enemy which was replaced with some flying drone enemies in the final. Two full health Geminis, four metal boxes, and a third jetpack were added to this room in the final version of the game.
- The circular tower in one of the rooms has several moving platforms that were removed in the final. A jetpack pad and full health Gemini were added to this room in the final.
Music Differences
The audio engine in the kiosk demo is slightly buggy compared to the final release: it has a bit less max polyphony, and as a result notes sometimes go missing when a song is playing in certain areas.
GameShark code D10FBB98 0020 800A0F2C 00?? (where "??" is one of the below) will let you listen to any song by pressing L. It's recommended you do this in the main menu's options screen.
Also of note is that no race track music is in the kiosk version.
Asteroid
ID: 29
- Polyphony issues in latter half of song.
Cerulean
ID: 25
- The main level theme has crash cymbals in it. These are removed in the final version of the game.
Goldwood
ID: 20
- The song that plays during the invasion cutscene is almost entirely different.
Ichor
ID: 1F
- Small polyphony issue near the end of the song.
Mizar's Palace
ID: 11
- Slightly different on second loop near the starting of the song compared to final release.
- Has louder contrabass staccato sections.
Spawnship
IDs: 10, 3B
- Missing lots of notes that are found in the final version of the game.
Unknown Song
ID: 2C
A song not present in the final version of the game.
Unused Weapon
The unused weapon present in the final version of the game is here as well. The below GameShark code will give it to Juno:
811E36F4 0064 801E3732 000F
Song List
Use the aforementioned music-related GameShark code to listen to any of these.
01 = SFX 02 = SFX 03 = SFX 04 = Goldwood 05 = SS Anubis 07 = Landing 10 = Spawnship (different from final - missing lots of notes) 11 = Mizar's Palace (slightly different on second loop compared to final release and has louder contrabass staccato sections) 0B = Main Theme 0C = Caves of Goldwood 0D = Gem pickup 0E = Char Select 0F = Goldbar 12 = Rith Essa 13 = Ship SFX 14 = SFX 15 = SFX 16 = SFX 17 = SFX 18 = SFX 19 = SFX 1A = SFX 1B = SFX 1D = Large Gem pickup 1E = Eschebone 1F = Ichor (small polyphony issue near the end of the song) 20 = Goldwood Invasion (almost completely different from final) 21 = Flume 23 = SFX 25 = Cerulean (different from final - has crash cymbals) 26 = Mines 27 = SFX 29 = Asteroid (polyphony issues in later half of song) 2A = Clear Area 2B = Medal 2C = Unknown Song (not found in final release) 2E = Tawfret 2F = Vela's Capture 30 = Meeting Mizar (Part 1) 31 = Landing on Gem Quarry 32 = Sekhmet 33 = Transformation of Tawfret 34 = Meeting Lupus 35 = Boss Battle 36 = ??? (found in final version as well) 37 = Spacestation 38 = Death 39 = Opening Cinematic 3A = Landing 3B = Spawnship (again - not sure why there are two in the ROM) 3C = Disco 3D = More Disco 3E = Even More Disco 3F = ??? 2 (found in final version as well) 40 = Crickets 41 = More Disco 42 = Rescuing Vela 43 = Mizar's Death 44 = Meeting Mizar (Part 2) 45 = Floyd's Destruction 46 = Opening SFX 47 = Finding Floyd Part 1 48 = Finding Floyd Part 2 49 = Finding Floyd Part 3 4A = Assembling Floyd 4B = Boss Intro 4C = Arcade 4D = Mizar Escapes 4E = Arcade Complete 4F = ??? 3 (found in final version as well) 50 = Activating Pyramid 51 = Entering Pyramid 52 = Main Theme (a repeat of value 0B - not sure why there are two in the ROM)