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Proto:The Legend of the Mystical Ninja/Buildings

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This is a sub-page of Proto:The Legend of the Mystical Ninja.

Cacti may speak Japanese, but do they speak it well?
...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!

General

For instructions on how to access the building menu, please go to the main article. Use Pro Action Replay (PAR) code 7E1C42XX to change the building's subtype, where XX is the subtype ID.
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ごえもんのいえ
よろずや
めしや
とらべる
あるばいと
めいろ
うらない
ばくち
Goemon's House
General Store
Diner
Travel
Part-time Job
Maze
Fortune-telling
Gambling
ばんや
おみっちゃん
やのすけ
ぎんこう
げえむせんたあ
もぐらたたき
けいば
えあわせ
Guardhouse
Omi-chan
Yanosuke
Bank
Game Center
Whac-A-Mole
Horse Racing
E-awase
なぞなぞ
ねらって しょっと
みせものごや
ハンバーガー
やど
どうじょう
ふろや
しちや
Puzzle
Aiming Shot
Show Tent
Hamburger
Inn
Dojo
Bathhouse
Pawnshop
たからくじ
ばりけーど
みんか1
みんか2
とらべる2
パーク
Lottery
Barricade
Minka 1
Minka 2
Travel 2
Park
  • Bank is たびにっき (Travel Diary) in the final version.
  • Park is がいじん (Foreigner) in the final version.
  • The ろうや (Jail) building is missing from the menu entirely.
Prototype Final
MysticalNinjaBorder1P.png MysticalNinjaBorder1F.png
  • This border is brighter in the final version.
MysticalNinjaBorder2.png
  • The prototype has a second border design that's used in the following buildings:
  • Travel 1 & 2
  • Part-time Job
  • Bank
  • Whac-A-Mole
  • Horse Racing
  • E-awase
  • Puzzle
  • Aiming Shot
  • Hamburger
  • Lottery
  • Barricade
  • Cursors do not blink in the prototype.

Goemon's House

Prototype Final
MysticalNinjaRoomGoemonP.png MysticalNinjaRoomGoemonF.png

In what will be a theme for these buildings, the floor texture is muddier in the prototype and the wooden beams are more lightly shaded.

General Store

Prototype Final
MysticalNinjaRoomGeneralP.png MysticalNinjaRoomGeneralF.png
  • Art-wise, the only difference between versions is the floor graphic.
Shop 1 (00) Shop 2 (01) Shop 3 (02)
Proto Waraji (Straw sandals) 20/30両 Mino (Straw cape) 80/90両 Bombs 60/80両 (5) Proto Waraji (Straw sandals) 20/30両 Onigiri / Rice ball 50/70両 Kasa (Straw hat) 50/60両 Proto Katabira (Mail armor) 200/220両 Bombs 100/120両 (10) Mino (straw cape) 90/100両
Final Waraji (Straw sandals) 20/30両 Onigiri / Rice ball 30/60両 Bombs 30/60両 (3) Final Waraji (Straw sandals) 30/40両 Mino (Straw cape) 50/120両 Kasa (Straw hat) 50/100両 Final Waraji (Straw sandals) 30/60両 Mino (straw cape) 50/150両 Bombs 50/100両 (3)
Shop 4 (03) Shop 5 (04) Shop 6 (05)
Proto Waraji (Straw sandals) 90/110両 Hourglass 100/120両 Umeboshi Onigiri 100/110両 Proto Mino (Straw cape) 90/110両 Kasa (Straw hat) 100/120両 Hourglass 100/110両 Proto Waraji (Straw sandals) 90/110両 Bombs 100/120両 (5) Gold Armor 200/250両
Final Waraji (Straw sandals) 30/60両 Hourglass 50/100両 Onigiri / Rice ball 60/200両 Final Waraji (Straw sandals) 30/60両 Onigiri / Rice ball 120/300両 1up (Goemon) 500/800両 Final Katabira (Mail armor) 150/400両 Bombs 100/300両 (3) 1up (Ebisumaru) 500/800両
  • At this point, there are only six types of shops, with different inventory and prices in each shop.
  • The price increases that come after buying an item twice in the same shop are much greater in the final version.
  • Bombs come in groups of 5 and 10 in the prototype. This was reduced to 3 and 5 in the prototype, with the five bomb stack only appearing in the final stage.
  • The hourglass doesn't do anything yet, nor do the extra lives.
MysticalNinjaQuestionBagShop.png
  • The prototype has a shop sprite for the question mark bags that are only found in the Maze mini-game in the final game. There's no code for it, though, so what it would actually do is, appropriately enough, a complete mystery.

Diner

Prototype Final
MysticalNinjaRoomRestaurantP.png MysticalNinjaRoomRestaurantF.png
  • The prototype's layout is unique to this building type, while the final version changes it to a variant of the general store layout.
Prototype Final
MysticalNinjaRestaurantP.png MysticalNinjaRestaurantF.png
The difference in layout is the result of a change in the diner's buying interface:
  • The prototype's is entirely text-based, much like the one used in the hamburger restaurant. This interface allows players to only buy one food item at a time; buying a second item requires the player to leave the diner and then come back in again.
  • The final game uses the general store's interface, allowing players to buy multiple items of food at once without leaving the diner, but requiring the developers to both represent the food visually and to fit the new graphics into the already cramped VRAM.
Shop 1 (00) Shop 2 (01)
Proto Soba
60両
Kabayaki
80両
Edomae-zushi
100両
Proto Soumen
60両
Sanuki udon
80両
Tai-meshi
100両
Final Soba
40/80両
Kabayaki
60/120両
Edomae-zushi
80/160両
Final Soumen
40/80両
Sanuki udon
60/120両
Tai-meshi
80/160両
Shop 3 (02) Shop 4 (03)
Proto Taiyaki
60両
Okonomiyaki
80両
Kitsune udon
130両
Proto Hanami danko
60両
Sakuramochi
80両
Kakinoha-zushi
130両
Final Okonomiyaki
40/120両
Kitsune udon
60/180両
Kakinoha-zushi
80/240両
Final Hanami dango
40/160両
Sakuramochi
60/240両
Nama yatsuhashi
80/320両
  • The prototype has four different diners compared to the final game's eight.
  • The pricing system changed along with the shopping interface:
  • In the prototype, the first two items always cost 40 and 60両, and the third item either 100 or 130両 depending on the shop.
  • In the final game, the prices of the three items start out at 40, 60, and 80両. After players purchase a particular item twice, the price for that item is then set to the second value in the table. This can be as little as two and as much as eight times the initial price.
  • Taiyaki is the only food that appears in the prototype but not the final game.
  • Dango is misspelled "danko" in the prototype.

Travel

Prototype Final
MysticalNinjaRoomTravelP.png MysticalNinjaRoomTravelF.png
  • A near-insignificant change here. Take a look at the tile at the bottom-left next to the potted plant. They flipped it. Wow!
  • None of the three courses restore the player's health in the prototype.
Prototype Final
Aコースですね。
50両いただきます。
A Course, right?
50両, please.
Aコースですね。
50両いただきまーす。
A Course, right?
50両, pleease.
Bコースですね。
100両いただきます。
B Course, right?
100両, please.
Bコースですね。
100両いただきまーす
ライフが4ふえまーす。
B Course, right?
100両, pleease.
You'll get 4 life poiints.
Cコースですね。
200両いただきます。
C Course, right?
200両, please.
Cコースですね。
200両いただきまーす
ライフが4ふえまーす。
C Course, right?
200両, pleease.
You'll get 6 life poiints.
  • The three course messages were adjusted to state the amount of health that players will recover. The travel lady now stretches out itadakimasu.

Part-time Job

Prototype Final
MysticalNinjaRoomJobP.png MysticalNinjaRoomJobF.png
  • The final game adds a new red object to the shelves in the back.
JP EN
すんまへん
へいてんちゅう!
I'm sorry,
we've closed up shop!
  • This building doesn't do anything yet, and the boss only has a single line of dialogue.

Maze

Prototype Final
MysticalNinjaRoomMaze.png MysticalNinjaRoomKonamiManF.png
  • The prototype seems to be using a copy of Goemon's House with an incorrect tileset, leading to the broken graphics seen here. The final game uses the standard mini-game entrance. Note that the Famicom Goemon games used the prototype setups for maze entrances.
Prototype Final
いらっしゃい
ここはめいろやです
よりますか
Welcome.
This is a maze house.
Want to go in?
このおくは
ひみつの めいろだよ
まよっちゃうかも
しれないけれど
なかには
たからものがいっぱい!
1かい 100両だけど
はいってみないかい?
Hey, there's a secret
maze in the back.
You might get lost,
but there are plenty
of treasures to find
inside!
It's 100両 per play.
Why not come in?
  • In the prototype, the maze host follows the same intro format as some of the other mini-game hosts. The final text does more to entice the player to come in.
  • The player can enter the maze for free.
  • Even if the player selects "No", they'll still enter the maze.
Prototype Final
MysticalNinjaMazeIntP.png MysticalNinjaMazeIntF.png
  • The compass features doesn't work; both player sprites always face north.
  • There are two black squares next to each compass window.
  • The final game adds a drop shadow to each player's maze window.
  • The prototype displays nothing in an inactive player's space, while the final game displays a blank window.
  • There are no messages for exiting the maze, no matter which door the player uses. In a two-player game, if one player exits the maze, their screen will freeze until the other player leaves.
  • Items don't disappear from the maze when collected. The player can collect them over and over, holding up to 6 of each item.
  • That said, none of the items do anything yet.
  • All items on the HUD save for the money chest are improperly offset.
  • The money chest uses a unique, brown sprite in the prototype, while the final game uses the golden money chest that's used everywhere else in the game.
MysticalNinjaMazeBrownChest.png
However, this only affects the closest chest sprite. All others still use the older design.
MysticalNinjaMazeMapDebug.png
  • The controls in the prototype are different and include some debugging features.
  • In the prototype, the X Button shrinks the maze window, and the Y Button expands it. Both the A and B Buttons switch between the maze and map screens.
  • In the final game the X Button prematurely ends the mini-game, and the B Button switches between the maze and the map.
  • The final version adds an error sound when the player walks into a wall.
Proto Proto (Items) Final
MysticalNinjaMazeMapP.png MysticalNinjaMazeMapPItems.png MysticalNinjaMazeMapF.png
  • The prototype layout doesn't resemble anything in the final game. This map is 128x48, while the final maps are much larger at 112x112.
  • There's one of each item in the prototype, with every item but the scrolls being placed in the main path.
  • The upper-left coin in the first image marks the starting location, while the second coin marks the player's position in the maze.
MysticalNinjaMazeBrownDoor.png
  • The prototype has three doors: A brown door at the maze's entrance, and red and blue exit doors. The final game removes the brown door and moves the red door to the entrance.
  • Temp tiles mark the three doors in the maze: The light green tile is the brown door, the light brown tile is the red door, and the dark brown tile is the blue door. Proper markers were drawn for the final version.
MysticalNinjaMazeMapSprites.png
  • The prototype forgets to erase any on-screen sprites when switching to the map screen.
  • The transition that the game uses to switch between the map and the maze is different:
  • In the prototype, the game erases the maze window, then slowly expands the window back to normal size.
  • In the final game, the game quickly clears the content of the window, leaving a blank, lavender square, then quickly draws the maze / map screen.
MysticalNinjaMazePlayerSprites.png
  • There are special, zoomed-out player sprites in the prototype that go unused. These would most likely be used in a two-player game so that players could see each other in the maze. In the final game, players cannot be seen in the maze at all.

Fortune-Telling

Prototype Final
MysticalNinjaFortunetellerP.png MysticalNinjaFortunetellerF.png
  • While the building layout is the same, the final game adds a container to the fortune-teller's sprite.
Prototype Final
どうじゃ どうじゃ

わしのわいりょくで
ばけものどもを
おいはらったぞ

20両こしてやるが
うらないはどうじゃな
???

I can drive off
monsters with
my power.

Give me 20両 and
I'll tell your fortune.
おお、おめしちょど
よいところにきた
いまなら20両こ
してやるが
うらないはどうじゃな
Oh, you've come
at the right time.
Right now, I'll
tell your fortune
for just 20両.
  • The fortune-teller's text is also different between versions. Oh, and he doesn't actually do anything yet in the prototype.

Gambling

Prototype Final
MysticalNinjaRoomGambleP.png MysticalNinjaRoomGambleF.png
  • Standard ground and beam graphics changes, plus the host was moved a bit down and to the left.
Type 5
Prototype Final
あんちゃん
あたいと しょうぶ
しないかい!
Hey kiddo,
how about we
play a game?
あんちゃん
あたいと しょうぶ
しないかい
さいころを3つふって
その、だいしょうを
あてるんだ
10いかならしょう
11いじょうならだいだ

どうだい、やらないかい
Hey kiddo,
how about we
play a game?
I roll three dice,
and you have to
guess their sum.
10 or less is low,
11 or more is high.
How about it?
Let's play.
  • The early intro text doesn't explain how the game works and ends with an exclamation point. It's also missing a pause control code, so the text is cleared immediately.
  • The bet limit is only 100両. The final game increases this to 3,000両.
  • The final game lets players hold Up/Down to rapidly adjust their bet.

Guardhouse

Prototype Final
MysticalNinjaRoomGuardhouseP.png MysticalNinjaRoomGuardhouseF.png

Ground graphics? Wooden beams? They're different.

Omi-Chan

Prototype Final
MysticalNinjaRoomOmiChanP.png MysticalNinjaRoomOmiChanF.png

Alert the media: They changed the ground and wooden beam graphics here too.

Yanosuke

Prototype Final
MysticalNinjaRoomYanosukeP.png MysticalNinjaRoomYanosukeF.png

More of the same...wait, why'd they remove the shadow on the ground?

Bank

MysticalNinjaBankIntro.png MysticalNinjaBankMenu.png
Welcome.
This is Banana Bank.
How may I help you?
Deposit
Withdraw
  • One of two buildings that was completely removed from the game, the Bank would allow players to deposit and withdraw money.
MysticalNinjaBankMoney.png
  • The top number is how much the player has in their account, and the bottom number is how much the player will deposit.
  • Players use Left / Right to move between digits, and Up / Down to add or subtract from the number. However, there's nothing to keep the player locked in this menu, so pressing Down will make the player leave the bank.
  • The cursor for the numbers is off by one: For example, if the player has the singles digit selected, the tens digit will flash instead.
MysticalNinjaBankError.png MysticalNinjaBankGlitch.png
You don't have enough money.
  • Trying to deposit more than the player has will display an error message. This is also the only way to refresh the window and update the player's account info. However, the message is one character too big for the window, so the "n" character will both overlap the window border and not get properly erased.
  • Even if it were implemented properly, the bank would be pretty much useless in the prototype: Players don't lose their on-hand money when they get a game over, and since both players have their own accounts, it can't be used to transfer money from one player to the other.
It would have some utility if it were kept, since players do lose their money when they get a game over in the final game, but by that point it was too late. It was replaced with the much more useful travel diary service, which provides the player with their current password.
Prototype Final
MysticalNinjaRoomBank.png MysticalNinjaRoomTravelF.png
  • While the Bank has its own unique layout, the travel diary uses the same design as the travel agency.

Game Center

Prototype Final
MysticalNinjaKonamiLadyP.png MysticalNinjaKonamiLadyF.png
  • Konami Lady seems to be in the middle of a Max Headroom-like laser light show in the prototype, while in the final version she stands in front of a blank TV.
Prototype Final
ブロックくずし Block Break かべくずし Wall Break
ピンポン Ping Pong ホッケー Hockey
  • The names for two of the games were changed in an attempt to disguise what inspired them. ブロックくずし (Block kuzushi) is the Japanese term for a Breakout clone.
Proto Final
MysticalNinjaGradiusShieldP.gif MysticalNinjaGradiusShieldF.gif
  • The sprite bank used for the Gradius mini-game was greatly reduced in size after the prototype. For instance, the number of tiles used for the largest shield's animation was cut in half...
MysticalNinjaGradiusShieldMid.gif
  • ...and the mid-size shield was removed outright, making the shield much less effective for blocking damage.
Prototype Final
MysticalNinjaGradiusMissileP.png
MysticalNinjaGradiusRugalP.png
MysticalNinjaGradiusMissileF.png
MysticalNinjaGradiusRugalF.png
  • The player's missiles and the Rugal enemy lost two rotational frames, though it should be noted that the downward missile frame isn't used even in the prototype.
Prototype
MysticalNinjaGradiusGarunP.gif MysticalNinjaGradiusUrosP.gif MysticalNinjaGradiusRushP.gif MysticalNinjaGradiusJumperP.gif MysticalNinjaGradiusBigCoreEyeP.gif
Final
MysticalNinjaGradiusGarunF.gif MysticalNinjaGradiusUrosF.gif MysticalNinjaGradiusRushF.gif MysticalNinjaGradiusJumperF.gif MysticalNinjaGradiusBigCoreEyeF.gif
  • Four other enemies and the Big Core's eye all lost one to two unique frames of animation each.
MysticalNinjaGradiusRockSmall.png
  • The smallest volcanic rock was removed, leaving only the medium and large-sized rocks.

Whac-A-Mole

Prototype Final
MysticalNinjaRoomKonamiManP.png MysticalNinjaRoomKonamiManF.png
  • This is the first building type (by ID, anyway) in the prototype that uses the standard mini-game template. The walls are orange instead of a grayish green, there are slanted walls leading to the entrance instead of straight ones, there's only one entrance to the building, and the striping on the bottom-left pole goes right instead of left.
JP EN
いらっしゃい
ぱこぱこもぐくんです
1かい100両です
よりますか
Welcome. This is
Pakopako Mole-kun.
It's 100両 per play.
Want to go in?
  • In the prototype this is a stand-alone mini-game, while in the final game it's only available through the Part-time Job buildings. The original intro text gives it a different name -- pakopako is a light hitting sound -- while the final game uses the shorter もぐらたいじ, roughly "Mole extermination."
Prototype Final
MysticalNinjaMoleGame1P.png MysticalNinjaMoleGame1F.png
  • The prototype has two extra holes for the Start and Select buttons. These were removed to allow players to pause the game.
  • The single player layout originally had a 1P marker on the upper-left corner of the playing field, even though it's possible for the second player to be playing this game alone. The final layout removes that marker.
Prototype Final
MysticalNinjaMoleGame2P.png MysticalNinjaMoleGame2F.png
  • The same button-related changes apply to the two-player layout.
  • The difficulty menu in the prototype has the harder mode listed first, meaning it's selected by default. The final game does the logical thing and lists it last.

Horse Racing

Prototype Final
MysticalNinjaRoomHorseP.png MysticalNinjaRoomHorseF.png
  • Different feel to the horse racing entrance here. The lighting on the pillars -- which changed from purple to green -- is darker, the ground is brighter, and the shadows the pillars cast go all the way to the bottom.
MysticalNinjaHorsePromptP.png MysticalNinjaHorsePromptF.png
Race #01
Want to bet?
Yes / No
Race #01 is starting.
Goemon - Bet / Don't
  • The initial menu window is smaller in the prototype, and the text more terse.
  • There's only the cursor on this menu in the prototype that both players can control. In the final game, each player has a separate betting prompt.
  • In a notable instance of something not being changed, Goemon and Ebisumaru's names use hiragana in both the prototype and final versions.
Prototype Final
MysticalNinjaHorseOddsP.png MysticalNinjaHorseOddsF.png
  • Players bet in 1両 increments in the prototype, which can be incremented up to 99 times per bet.
The final game greatly increases this to 10両 increments but lowers the cap to 49 times. This change was done to fix an issue with the race results screen - see below.
  • The message window is the same size on this screen, but it's placed lower.
  • The final game adds multiplication signs by the racing odds.
  • "Start Key" is written using the English alphabet in the prototype, while it's in katakana in the final game.
  • The horse in stall 5 has its head coming out of the gate in the prototype, while the final version properly masks it behind the gate.
Prototype Final
MysticalNinjaHorseWinP.png MysticalNinjaHorseWinF.png
  • The final game combines both message windows into one while keeping the same information. The header in the final says "Race results."
  • The prototype has a paltry two digits for the amount won, which is guaranteed to roll over if they bet 50両 or more.
The final game has four digits, which is enough to accommodate the maximum possible payout of 9800両.

E-Awase

Prototype Final
MysticalNinjaEawasePicturesP.png MysticalNinjaEawasePicturesF.png

All of the pictures are different between versions: The prototype uses a full 32x32 graphic for each of the 8 pictures, while the final game stores all of the portraits sans Kobanneko as 16x32 graphics and then mirrors them horizontally. The sixth portrait was changed from Rin-chan of Goemon Gaiden fame to the Lantern Devil, probably to keep the player from confusing her with the eight portrait, Princess Yuki.

Puzzle

Prototype Final
MysticalNinjaRoomQuiz.png MysticalNinjaRoomKonamiManF.png
  • In the prototype, the quiz game has its own unique layout, complete with marked entrances for each of the three contestants. The final game just uses the standard mini-game layout.
Prototype Final
MysticalNinjaQuizQuoteP.png MysticalNinjaQuizQuoteF.png
  • The message box window is 3 pixels lower lower than it should be in the prototype.
  • The quotation marks around the host's name, "Shimopii", had to be taken out when the quotation marks were removed from the game's font.

Aiming Shot

JP EN
いらっしゃい
ねらって しょっとです
1かい100両です
よりますか
Welcome. This is
Aiming Shot.
It's 100両 per play.
Want to go in?
  • Like Whac-A-Mole, this was originally a standalone mini-game before it became an offering in the Part-time Job agency. The name in the final game is おにたいじ, "Oni extermination."
Prototype Final
MysticalNinjaAimingP.png MysticalNinjaAimingF.png
  • The timer is yellow in the prototype and pink in the final game.

Show Tent

  • The game immediately jumps to the interior in the prototype, while the final game uses the standard mini-game entrance and charges admission as well.
Prototype Final
MysticalNinjaRoomFreakShowP.png MysticalNinjaRoomFreakShowF.png
  • The checkered sliding doors in the back are laid out strangely in the prototype, with two big ones in the middle, two tiny ones anchoring them, and two big ones on the left and right extremes. The final game makes all of the sliding doors the same size. The building as a whole is brighter in the prototype.
  • Neither of the shows have been coded yet in the prototype, so there's nothing to see or do here.

Hamburger

Prototype Final
MysticalNinjaRoomBurgerP.png MysticalNinjaRoomBurgerF.png
  • The design of this building was simplified in the final version. The corner pieces of the counter were removed, as was the lighting at the top, and both sections of the menu now use the same tiles.
Prototype Final
ありがとうございました
また ごりようください
Thank you very much.
Please come again.
ありがとうございます Thank you very much.
  • The purchase message was also simplified.

Inn

Prototype Final
MysticalNinjaRoomInnP.png MysticalNinjaRoomInnF.png
  • Ye olde floor changes.
  • You can't actually sleep here in the prototype, and the host has no dialogue.

Dojo

Prototype Final
MysticalNinjaRoomDojoP.png MysticalNinjaRoomDojoF.png
  • The ancient art of floor changes.
  • This doesn't work in the prototype either! What a dojoke.
Prototype Final
このどうじょうで
じゅぎょうしていかんか。
じゅぎょうにたえれれば
わしの じゅつを
さずけよう。
How about training
in this dojo?
If you can pass my
training, I'll teach
you one of my justu.
このどうじょうで
じゅぎょうしていかんか
じゅぎょうにたえれれば
わしのじゅつを
さずけよう
じゅつは、このステージ
しか、つかえんが
もっていれば
とてもやくにたつぞ
How about training
in this dojo?
If you can pass my
training, I'll teach
you one of my justu.
You can only use
them on this stage,
but they're still
very useful to have.
  • The final game adjusts the formatting and punctuation of the prototype text, but more importantly it adds text telling the player that the jutsu only works in the stage it's learned at.

Bathhouse

Prototype Final
MysticalNinjaRoomBathhouseP.png MysticalNinjaRoomBathhouseF.png
  • These floor and wooden beam graphics seem...different, somehow.
  • The bathhouse keeper seems to have aged 50 years between versions.
  • The bathhouse doesn't work (shock!) and the shopkeeper is mute.

Pawnshop

MysticalNinjaRoomPawnshop.png
  • Another cut shop, this would let the player(s) sell items in their inventory. The slot that this shop occupies is blank in the final game.
MysticalNinjaPawnshopIntro1.png MysticalNinjaPawnshopIntro2.png
Hey, welcome!
I'll buy your unwanted
items for a high price.
Are you selling?
Sell
Don't sell
  • The pawnshop guy has a unique sprite and intro dialogue, two of the few aspects of this shop that were actually finished.
MysticalNinjaPawnshopExit.png
Are you kidding me?
  • Like most proprietors in this game, he's bad at dealing with rejection.
In-game Menus only
MysticalNinjaPawnshopMenu.png MysticalNinjaPawnshopMenuLayer.png
  • In all likelihood, this shop was already on its way out. The currently selected item's price goes outside of the text window. The list of items appears below the window, where the items are listed with garbage text and, due to not appearing in a text window, are very hard to see. Trying to navigate the menu will result in the player leaving the store.
  • Sell values are listed below:
Bombs
100両
Gold Helmet
100両
Iron Helmet
200両
Kasa (Straw hat)
300両
Gold Armor
50両
Katabira (Mail armor)
130両
Mino (Straw cape)
120両
Waraji (Straw sandals)
1100両
Waraji (Straw sandals)
110両
Umeboshi Onigiri
330両
Onigiri / Rice ball
850両
Hamburger
100両
Tsuukou Tegata (Passport)
100両
Dictionary
100両
The sell prices seems odd, with upgraded versions of items selling for less than their weaker counterparts. It's possible that it's either reading from the wrong location in the ROM or the sell data was overwritten with something else.
MysticalNinjaPawnshopPrompt.png
Want to sell this?
Yes / No
  • Selecting an item to sell will make a confirmation window pop up, but the player won't be able to select either option.

Barricade

  • This standalone mini-game requires two players to even enter. Trying to go in during a 1P game will prompt the following message:
JP EN
このゲームはふたり
せんようです

ふたりそろって
またきてくださいね
Two players are needed
for this game.

Please come back
after pairing up.
MysticalNinjaBarricadeInstructions1.png MysticalNinjaBarricadeInstructions2.png
A nostalgic Barricade game.
It's a three-round bout!
Press the button to begin!
  • A very brief explanation precedes the game.
MysticalNinjaBarricadeGameplay1.png MysticalNinjaBarricadeGameplay2.png MysticalNinjaBarricadeGameplay3.png
  • In case the screenshots didn't make it clear enough, yes, this is Snake...or, more accurately, it's Blockade. The genre was brought into Japan by Taito as Barricade, which explains the mini-game name.
MysticalNinjaBarricadeWin.png MysticalNinjaBarricadeOver1.png MysticalNinjaBarricadeOver2.png
Goemon-san won this round.
Score
Goemon - 03 points
Ebisumaru - 01 point
Results
Goemon-san wins.
  • The player who survives the round gets a point; the first player to reach 3 points wins. Like the Game Center, there is nothing to win and nothing at stake other than the agony of defeat. It's just a fun little diversion.
MysticalNinjaPaint1.png MysticalNinjaPaint2.png MysticalNinjaPaint3.png
  • This mini-game was heavily reworked as ぺんきぬり (Painting, as in a house or a fence), then turned into an offering in the Part-time Job office.
  • The game can be played by either one or two players.
  • Players control paintbrushes, and the object is to cover as much of the wall as possible.
  • At the end of the game, players earn one ryō per square. In a two player game, the player who lasts the longest gets their earnings doubled.

Minka

Minka buildings don't have any layout differences that weren't previously mentioned, though it does have three changes in the resident's dialogue:

Type 5 (04)
Prototype Final
みなみのひろばで
ひよっとこが
おどっているよ。
The Hiyottoko are
dancing in the
southern square.
みなみのひろばで
ひょっとこたちが
おどっているよ
The Hyottoko are
dancing in the
southern square.
  • The prototype misspells Hyottoko and isn't clear on whether there's only one or multiple Hyottoko. The final game clarifies that there's more than one by adding -tachi.
Type 6 (05)
Prototype Final
ちょうちんまじんは
ひょっとこたちを
あやつっているぞ。
The Lantern Devil is
pulling the strings
of the Hyottoko.
おうごんのまねきねこを
みつけたら
かならずとるんだよ
ライフをたくさん
もてるようになるぞ
ただし,ききめは
そのステージだけ
なんだけどね
If you find a golden
maneki-neko, make
sure to collect it, as
it will increase your
life.
However, it's only
effective for that
particular stage.
  • An explanation on the Lantern Devil's relation with the Hyottoko was changed to clue the player in on the golden maneki-neko items and how they work.
Type 10 (09)
Prototype Final
わたしのこどもは
おたふくたいに
つれさられました。
My child was
taken away by
the Otafuku Corps.
ここだいのはなしだが
うえうえ、したした
LR、LR、BA
このコマンドをつかうと
なにもおこらん!
ざんねんじゃ!
Just between you and me,
if you input the command
Up Up Down Down
Left Right Left Right B A,
nothing happens!
What a shame!
  • A message that's a little too dark for this game's tone was changed to a joke about the Konami Code.
Type 11 (0A to 1F)
ここはどこ
わたしはだれ?
Where are we?
Who am I?
  • This placeholder takes up the rest of the prototype's slots. Note that the final game expands the number of messages to 24.
(Source: Original TCRF research)