This game has a notes page
|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 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 was standard with Traveller's Tales games). According to Jon Burton, it was essentially complete when the intended publisher, Psygnosis, pulled the plug due to the poor sales of the Genesis original. The build covered here is estimated to be around 80% complete.
A link to the playlist with all the music on YouTube.
|Download Puggsy (SNES Prototype)
File: Puggsy (Unreleased SNES Prototype).zip (info)
| Changes from the Genesis Version|
Use the Pro Action Replay codes 008CB76F 008CB8DE 008CB904 to show an unused, unfinished intro before the title screen.
Use PAR 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 (only the shortened version that shows after completing the Junior levels is normally accessible).
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 of the SPC memory is utilized, so better instruments could theoretically have been used. It's worth noting that many of the music tracks in the Sega CD port came directly from this prototype.
Several unused tracks can be heard at the main menu by using the following Pro Action Replay codes:
|A Hidden Place|
|Angeltier Falls (alternate)|
|A Hidden Place (alternate)|
|Darkblade Forest (alternate)|
|Darkskull Castle (alternate)|
A Hidden Place
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.
The used version adds some more piano instrumentation.
The unused version uses a synth sample for the lead instead of a trumpet.
The unused version leverages a baritone brass instrument instead of the typical trumpet one.
A track meant for cutscenes which aren't implemented.
The stage clear screen is present in this prototype, but doesn't utilize this theme.
"A Hidden Place" Passwords
As in 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.
By default, X, which is used for a debug camera system, is ignored via a bitmask. 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.
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.
The Puggsy series