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Shantae: Risky's Revenge (DSiWare)
Shantae: Risky's Revenge |
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Developer: WayForward Technologies This game has unused graphics. This game has a notes page |
Shantae: Risky's Revenge is the long awaited sequel to Shantae, and WayForward's 3rd DSiWare game after Mighty Flip Champs! and Mighty Milky Way
To do: Research the 38 or so recently discovered prototypes of this game |
Contents
Sub-Pages
Notes |
Unused Text
The games header refers to itself as:
SHANTAE EP1
The game also refers to itself as ShantaeDSi for example:
ShantaeDSi::EntityBase
EP1 most likely stands for episode 1 since originally Risky's Revenge was going to be released episodically
Matt Bozon (Co-Creator of Shantae and director on Risky's Revenge) stated in a Discord AMA on the WayForward Discord server that there would have been 3 episodes in total. Episode 2 would have been an underwater episode, and 3 would have taken place in a sky world. Some of these ideas were eventually repurposed for Shantae and the Pirate's Curse [1]
Compilation Error Strings
For some reason the game has a bunch of left over strings in the code for compilation errors
zlauncher.cpp
ZLauncher.cpp, 134 (0): LEVEL DESIGN ISSUE! Launcher designed to launch to nowhere! Zlauncher.cpp, 174 (0): LEVEL DESIGN ISSUE! Launcher designed to launch to nowhere!
JugObject.cpp
JugObject.cpp, 50 (startData.data2 < COLOR_COUNT): <<LEVEL DESIGN FIX NEEDED!>>JugObject (@ x:%d, y:%d) has invalid Color Data data2:%d JugObject.cpp, 51 (startData.data3 < 20): <<LEVEL DESIGN FIX NEEDED!>>JugObject (@ x:%d, y:%d) has invalid Count data3:%d JugObject.cpp, 55 (startData.data1 < 2): <<LEVEL DESIGN FIX NEEDED!>>JugObject (@ x:%d, y:%d) has invalid data1 data1 >1
Enemies
Most Enemies had strings of errors. They mostly share similar ones, which you can see below with MergirlEnemyBehavoir.cpp
MergirlEnemyBehavoir.cpp, 33 (0): Check HLS to make sure it’s valid and handled appropriately -HLS %d not handled MergirlEnemyBehavoir.cpp, 38 (0): void BehavoirBaseEnemy: :LoadDefaultBehavoirsForHighLevelSate() - No Items enqueued!
There is also a EnemyBase.cpp
EnemyBase.cpp, 633 ((m_pBehavoirManager != 0)): ASSERT VOID EntityBase::PlayStandardAnimationSequence(W2d::SEQUENCE& play, W2d::SEQUENCE& play, W2d::SEQUENCE& whenDone) - m_pActionManager == 0
ScriptedEntityBase.cpp
ScriptedEntityBase.cpp, 23 (startData.Roation != SCRIPT_OBJECT_ID_SHANTAE): .. ScriptedEntityBase ctor -SCRIPT OBJECT ID IS OVERRIDING SHANTAE’S SCRIPT ID.
Unused Dialogue
Looking at the script in a hex editor nets the following unused texts and dialogue. These have all been removed from the European version of the game, which came out a few months later.
Ingame Debug Text
All the unused text is found just above the game's actual script.
New game crash Ok, let me know when you're ready. Hey, come back! This is a test Skeleton Was Phone?!? You should not see this. I'll show you a test! Do you like this test? in Italian Ok, I'm out.
Early Dialogue for the Chef Girl
The script then directly continues with unused early dialog for the Chef Girl who lives in a house on the outskirts of Tangle Forest. Interesting to note is that she calls herself Ms Chef, as in the final game there is no dialog telling you what her name is. It also appears that the player would have had to collect all the ingredients to create a Tasty Meal, instead of just having to return the Chef Girl's dog from RottyTops.
HI I'm Ms Chef! It looks like you have the ingredients for a TASTY MEAL! clang! Are you ready for another? Here's youre TASTY MEAL! hm... Would you like me to create a TASTY MEAL for you?
Random French Texts
The unused text finishes with some weird french dialogue that doesn't seem to match with any actual dialogue in game. The text also mentions other languages, such as Spanish and German, even though the DSi game was only ever available in English.
crash! Ou est le fromage? je m'appelle Shantae! Tu es stupide Les filles, Ils aiment! Vous aimez? Vous achetez? Bonjour! in French Vous pouvez bruler votre amis! Vous sommes le bombe! Au revoir! in Spanish don't leave in German
The french dialogue has grammatical errors in it and seems to be machine-translated. Translations of the phrases can be found below.
French Text | Translation |
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Ou est le fromage? | Where is the cheese? |
je m'appelle Shantae! | My name is Shantae! |
Tu es stupide | You are stupid |
Les filles, Ils aiment! | The girls, they like [it]! (T/N: the french sentence is very unnatural) |
Vous aimez? Vous achetez? | Do you like [it]? Do you buy [it]? (T/N: 'you' can be singular or plural here) |
Bonjour! | Hello! |
Vous pouvez bruler votre amis! | You can burn your friend! (T/N: 'votre' refers to a singular masculine friend, but 'amis' is the plural form which should've been preceded by 'vos') |
Vous sommes le bombe! | You are the bomb! (T/N: 'sommes' translates to '[we] are', but vous is 'you', singular or plural. 'la bombe' has the same meaning as the english slang 'bomb' when referring to a situation, but when referring to people and especially women it carries more sexist connotations. Given the crude translation it is likely the former definition was intended) |
Au revoir! | Goodbye! |
Unused Graphics
To do:
|
Near the beginning of the game's ROM, an unused sheet of sprites sits next to the graphics for the fonts. They appear to have been shifted around, as reassembling them in a software such as Tile Layer Pro creates graphics with a line going through its center. However in earlier builds for the game that were apart of the recent release of Wayforward beta content, it is possible to reassemble them fully:
Final | Proto |
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These sprites make a bunch of different things, such as clothing, peoples faces, Dollar Signs, a Music Note, etc
Version Differences
Risky's Revenge received a port to iPhone in 2011 and later on got a Director's Cut version that is currently available on all major platforms.
The major difference between all the versions is the function of the import room. In the original DSi release, the game would scan your system for Mighty Flip Champs! or Mighty Milky Way and then give you gems depending on how far you got in either game. In the iOS version of the game, the room was repurposed to allow Shantae to switch into her princess outfit from Shantae and the Pirate's Curse[2]. The Director's Cut edition removed this feature and the princess outfit was relegated to the new Magic Mode. The import room is still accessible in Directors Cut although it serves no function in game, with the shop keeper stating that pirates had put a stop to all her shipments causing the store to be empty.
The Shantae series
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Game Boy Color | Shantae (Prototype) |
DSiWare | Shantae: Risky's Revenge |
Nintendo 3DS | Shantae and the Pirate's Curse |
Windows | Shantae: Half-Genie Hero |
iOS, Mac OS X | Shantae and the Seven Sirens |
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