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Puggsy (SNES)

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Title Screen

Puggsy

Developers: Traveller's Tales, Krisalis Software
Platform: SNES


MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.


NotesIcon.png This game has a notes page

This game was stuffed away in a cardboard box and found 30 years later in a garage
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released.
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.

Puggsy, but on a Nintendo console, and with jank!

The SNES port was a planned scaled down version of the Genesis original (as is standard with Traveller's Tales games). According to Jon Burton, it was essentially complete when the publisher, Psygnosis, pulled the plug due to the poor sales of the Genesis original. The build covered here is estimated to be around 80 percent complete.

Also a link to the playlist with all the music on YouTube.

Download.png Download Puggsy (Unreleased SNES Prototype)
File: Puggsy (Unreleased SNES Prototype).zip (info)


Sub-Pages

Miscellaneous tidbits that are interesting enough to point out here.
Notes
PuggsySNES RedWoods AxeSign.png
Changes from the Genesis Version

Unused Cutscenes

Intro

Puggsy intro 1.pngPuggsy intro 2.png

Use the Pro Action Replay codes 008CB76F + 008CB8DE + 008CB904 to show an unused, unfinished intro before the title screen.

Ending

Puggsy ending 1.pngPuggsy ending 2.png

Use the codes 008CB7C9 + 008CB8D1 + 008CB904 to show an unfinished version of the game's ending. For some reason, this version of the ending uses the "extra ending" music rather than the regular ending's music from the Genesis version, both of which are otherwise unused in this build.

This ending is also followed by the full version of the credits, which can't normally be seen in this build of the game; only the shortened version that shows after completing the Junior levels is normally accessible.

(Source: Original TCRF research)

Unused Music

The soundtrack is essentially the same as the Genesis version, with a few tracks missing, and is a noticeable downgrade from that version. This is partly because of the primitive instruments, especially the trumpet one. Apparently, only half on the SPC memory is utilized, so better instruments could theoretically have been used.

Several unused tracks can be heard at the main menu by using the following Pro Action Replay codes:

Code Track
02F87302
02F8790C
Meanwhile...
02F87303
02F87902
Ending
02F87304
02F8790C
Stage Clear
02F87306
02F87902
A Hidden Place
02F87307
02F87910
Angeltier Falls (alternate)
02F87307
02F8791A
A Hidden Place (alternate)
02F87307
02F8791D
Darkblade Forest (alternate)
02F87309
02F8790A
Extra Ending
02F87309
02F8790F
Darkskull Castle (alternate)

A Hidden Place

Unused Unused Alt

While the level exists in this build, it uses The Light House's level theme. The alternate has a piano for the main melody instead of a trumpet.

Angeltier Falls

Used Unused Alt

The used version adds some more piano instrumentation.

Darkblade Forest

Used Unused Alt

The unused alternate uses a synth sample for the lead instead of a trumpet.

Darkskull Castle

Used Unused Alt

The unused alternative leverages a baritone brass instrument instead of the typical trumpet one.

Ending

Meanwhile...

A track meant for cutscenes which aren't implemented.

Stage Clear

The stage clear screen is present in this prototype, but doesn't utilize this theme.

(Source: Original TCRF research)

"A Hidden Place" Passwords

Just like the Genesis version, if you take five specific letters in the level A Hidden Place, stack them on top of each other, and push that stack through the exit gate, you can unlock nothing interesting effects. These are located at 0xFFA19 in plain ASCII and each entry is followed by the offset to jump to if entered.

; CHEAT
  LDA #$0001
  TSB $1E
  RTL 
;-------
; SHOES
  LDA #$0002
  TSB $1E
  RTL 
;-------
; HEART
  JMP $04E746
;-------
; HEROS, OTHER, MARCH, TORCH, CREST
  RTL 

Some cheats are from the Genesis version but lack functionality.

  • CHEAT - Functions the same as the Genesis version.
  • SHOES - Sets a flag which isn't read.
  • HEROS, OTHER, MARCH, TORCH, CREST - These do nothing as they're redirected to an RTL opcode.
  • HEART - Presents a screen where four heart sprites can be rotated.
(Source: Original TCRF research)

Debug Features

Debug Camera

By default, the X button, which is used for a debug camera system, is ignored via a bitmask. The Pro Action Replay code 0183B8F0 will enable this functionality again.

  • X+B - Toggles enemy cam
  • X+A - Enables item cam
  • X+Y - Disables item cam
  • X+L/R - Cycles camera through different enemies/items

Note that this assumes that you're using the default controls.

(Source: Original TCRF research)

Debug Display

The display viewed in BSNES+'s sprite viewer

The Pro Action Replay code 0000A301 will enable a level debug display. L/R will toggle between different objects and Up/Down will toggle between different attributes, which are:

POSITION X      
POSITION Y      
MAXIMUM X       
MINIMUM X       
MAXIMUM Y       
MINIMUM Y       
FOLLOW          
MAX SPD X       
MIN SPD X       
MAX SPD Y       
MIN SPD Y       
GRAVITY         
FRICTION        
DIR X           
DIR Y           
ACCEL UP        
COUNT UP        
ACCEL DN        
COUNT DN        
ACCEL RT        
COUNT RT        
ACCEL LT        
COUNT LT        
PAUSE X         
PAUSE Y         
ANIM TYPE       
ANIM SPEED      
ANIM BASE       
ANIM BASEG      
ANIM NUM        
CONTROL         
ACTIVE          
HI MOM          

Unfortunately, the display is broken as it expects a font to be displayed at VRAM address $C000. A quick and dirty solution is to copy and paste the font with a debugging emulator like BSNES+ and view the sprites in the sprite viewer. When viewing your password on the level select, copy the VRAM range $D000-$E7FF. When the debug display is enabled, paste the font data at $C000.

(Source: Original TCRF research)