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Proto:Yuu Yuu Hakusho: Makyou Toitsusen

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This page details one or more prototype versions of Yuu Yuu Hakusho: Makyou Toitsusen.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

YYHMT-Title-Proto.png

This prototype of Yu Yu Hakusho: Makyou Toitsusen dated June 1994 was found on a Sega Channel development disc (itself dated January 1996). Though the original BIN file was oddly missing, two LZSS compressed copies ("YU_YU.GI" and "YU_YU.SA") were still there.

Download.png Download Yuu Yuu Hakusho: Makyou Toitsusen (June 1994 Prototype)
File: MakyouToitsusen-Jun1994Proto.bin (3 MB) (info)

ROM Header

Prototype Final
SEGA MEGA DRIVE 
(C)SEGA 1994.JUN
YUYU HAKUSYO    
                
                
YUYU HAKUSYO    
                
                
GM G-004103-00
SEGA MEGA DRIVE 
(C)SEGA 1994.JUL
YUYU HAKUSYO    
                
                
YUYU HAKUSYO    
                
                
GM G-004122-00

The ROM header dates the prototype one month earlier than the final release. The "GM" code is copied from Gunstar Heroes.

Title

The Treasure logo screen and intro sequence are missing from the prototype. It jumps straight from the Sega screen to the title.

Prototype Final
YYHMT-Title-Proto.png YuuYuuHakushoMT-Title-Final.png

The title screen itself was completely overhauled for the final release. The prototype displays the traditional Yuu Yuu Hakusho logo on a solid blue background with no subtitle. The final version uses a unique calligraphy-style logo on a textured background.

The prototype music uses the ending version of "Smiling Bomb" (track 89) rather than the title versions (tracks 92/93), which are still present in the prototype sound test.

Options

Prototype Final
YYHMT-Options-Proto.png YYHMT-Options-Final.png

The options menu was translated from English to Japanese. Controller configuration settings and a help section were added.

YYHMT-Check-Proto.png

One option that was removed from the final menu was "CHECK". Turning this on enables a CPU meter of sorts. Press X at any time to turn it on/off.

Sound Test

"Smooth Criminal" from Michael Jackson's Moonwalker is used as a placeholder in several spots throughout the sound test. Yes, really.

The song stands in for the following tracks:

  • 80 - (blank)
  • 8D - Mountain Peak
  • 8E - Character Select
  • 90 - Continue?
  • 91 - Game Over
  • 95 - Evil World
  • 97~9F - (blank)

Character Select

Prototype Final
YYHMT-Select-Proto.png YuuYuuHakushoMT-Select-Final.png

Younger Toguro is completely missing from the prototype screen. The game crashes at the beginning of the match if you try force-selecting him, and he has no graphical data left in the ROM, so he likely wasn't finished yet.

The characters were spaced farther apart in the final version, presumably to make them easier to select. Jin was also flipped the opposite direction.

Gameplay Differences

  • Itsuki is missing his floating hands technique.

Graphics Differences

Genkai

Prototype Final
YYHMT-Genkai-ColorA-Proto.png YYHMT-Genkai-ColorA-Final.png
Prototype
YYHMT-Genkai-Proto.png
Final
YYHMT-Genkai-Final.png

Genkai's sleeves are the same color as her hair in the prototype. This was corrected so they're the same color as her pants.

Kurama

Prototype
YYHMT-Kurama-Proto.png
Final
YYHMT-Kurama-Final.png

Kurama's sprite set was almost entirely retouched for the final release.

Itsuki

Prototype Final
YYHMT-ItsukiCharge-Proto.png
YYHMT-ItsukiCharge-Final.png

Itsuki's energy charging effect was made thicker.

Elder Toguro

Prototype Final
YYHMT-EToguroCharge-Proto.png YYHMT-EToguroCharge-Final.png

Elder Toguro's charging animation was slightly recolored to create a brighter lighting effect.

Character Palettes

The player can choose which palette a character uses by selecting the character with either A, B, or C. A (also Start) selects the default palette, while B and C select the alternate palettes.

Kurama

Proto Final
Color A
YYHMT-Kurama-ColorA-Proto.png YYHMT-Kurama-ColorA-Final.png
Color B
YYHMT-Kurama-ColorB-Proto.png YYHMT-Kurama-ColorB-Final.png
Color C
YYHMT-Kurama-ColorC-Proto.png YYHMT-Kurama-ColorC-Final.png

For his default palette, the red used in Kurama's hair, shoes, and belt was made a darker shade. The deep purple outlining his pants and sleeves was also darkened to a bluer shade.

Kurama's second palette was changed from red and blue to pink and yellow. His third palette was changed from all-green to green and white.

Hiei

Proto Final
Color A
YYHMT-Hiei-ColorA-Proto.png YYHMT-Hiei-ColorA-Final.png
Color C
YYHMT-Hiei-ColorC-Proto.png YYHMT-Hiei-ColorC-Final.png

For his default palette, the purples used for Hiei's pants were darkened. They were previously the same shades of purple used for his shirt. The turquoise used in his hair and belt was also darkened.

Hiei's third palette was changed from red and green to all green.

Elder Toguro

Proto Final
Color B
YYHMT-ElderToguro-ColorB-Proto.png YYHMT-ElderToguro-ColorB-Final.png
Color C
YYHMT-ElderToguro-ColorC-Proto.png YYHMT-ElderToguro-ColorC-Final.png

Elder Toguro's second palette was changed from blue and green to red and brown. His third palette was changed from a light brown to a dark brown.

Sonic Crackers Data

Starting at 0x154BC0 in the ROM are leftover graphics from Sonic Crackers!

The data consists of Tails' sprites for the overhead "Field" areas: his walking and standing sprites seen in the April 1, 1994 build, plus a bunch of newer animations.

YYHMTTailsOverworldUnknown.png
It's not clear what this one is. Might be an animation for throwing the other player.

YYHMTTailsOverworldHold.png
Tails holding the Combi ring (and by extension the other player) back.

YYHMTTailsOverworldPosing.gif
Seems to be a triumphant pose. Not clear where this was meant to play.

YYHMTTailsOverworldYawn.gif
Tails' old idle animation, now in three directions!

YYHMTTailsOverworldStagger.gif
Tails' staggered animation, which would be triggered after taking enough consecutive damage.

YYHMTTailsOverworldRun.gif
Running animations for Tails. He's also carrying the other player.

YYHMTTailsOverworldCrouch.png
Crouching sprites. It's not clear how this would've worked, since Down is used to move in that direction in Field levels.

YYHMTTailsOverworldSpindash.gif
Spin Dash animations. Seems like the logical next step after crouching.

YYHMTTailsOverworldSpinning.gif
This would presumably be used for a flying animation.

(Source: Original TCRF research)