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Proto:Jet Force Gemini

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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.

Hmmm...
To do:
Level differences, and more.

Startup

Kiosk Demo Final
JFG EarlyNintendo.png JFG FinalNintendo.png
  • 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
JFG EarlyTokens.png JFG FinalTokens.png
  • In the kiosk demo, the Mizar Tokens are known as Floyd Tokens.
Kiosk Demo Final
JFG EarlyTribalScreen.png JFG FinalTribalScreen.png
  • A small clock graphic was added to the tribals menu in the final version of the game.

Debug Options

Debug Mode

JFG KioskDebugMenu.png

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.

(Source: Gilgamesh, submenu)

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:

Hmmm...
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)