Shoujo Kakumei Utena: Itsuka Kakumei Sareru Monogatari
Shoujo Kakumei Utena: Itsuka Kakumei Sareru Monogatari |
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Also known as: Revolutionary Girl Utena: Story of the Someday Revolution This game has hidden development-related text. |
Shoujo Kakumei Utena: Itsuka Kakumei Sareru Monogatari is an episode of Revolutionary Girl Utena where you, the unnamed protagonist, get to spend four days in Ohtori Academy.
Contents
Debug Window
When any speech box is open, press Up, Down, Right, Left, R, Left, Right, Down, Up to open the debug window, which can be used to view and edit the Nobility stat for every character. Navigate with the D-Pad, and use L and R to change the values. Press B to return to the game. From left to right, the first row shows Utena, Anthy, and Chigusa, and the second row shows Touga, Saionji, Juri, and Miki. The "Go Break" option at the top can also be selected, but it doesn't seem to do anything.
The Nobility values for Anthy and Chigusa are never shown in-game. Additionally, the values that are shown in-game are scaled differently.
Setting _debug_switch to any nonzero value shortens the button sequence to Up, Down, Right, Left, R.
Unused Files
IP.BIN
On disc 1, there is a file named IP.BIN containing an early copy of the boot code and identifying data for disc 1. While the code itself is identical, the version number, build date, and game title are different. The final version misspells a word in the game's title ("SURU" instead of "SARERU").
Early | Final |
---|---|
V0.901 |
V1.001 |
19980415 |
19980421 |
UTENA |
SYOUJYOKAKUMEI UTENA ITUKAKAKUMEISURU MONOGATARI |
UTE_ABS.TXT, UTE_BIB.TXT, and UTE_CPY.TXT
Both discs have two empty files named UTE_ABS.TXT and UTE_BIB.TXT set as the disc's abstract and bibliography, respectively. Both discs also have a file named UTE_CPY.TXT set as the disc's copyright, which actually does contain the copyright information.
Copyright(c)ビーパパス・さいとうちほ/小学館・少革委員会・テレビ東京
Copyright(c)SEGA ENTERPRISES, LTD. 1998
UTE1 and UTE2
The game checks for the presence of the UTE1 file (on disc 1) and the UTE2 file (on disc 2) to identify which disc is inserted, but never reads their contents. UTE1 quotes the end of Touga's egg monologue from the elevator sequence.
Japanese | Translation |
---|---|
世界を革命するために!
|
To revolutionize the world! |
UTE2 doesn't seem to be a quote, or at least not a memorable one.
Japanese | Translation |
---|---|
見たなぁ
|
(I/you/they) saw it |
UTENA.ABS
On disc 2, there's a file named UTENA.ABS containing an earlier build of the game's code in SYSROF format. It's currently unknown how this build differs from the final version.
UTENA.MAP
On disc 2, there's a file named UTENA.MAP containing the linker output from the UTENA.ABS build of the game.
UTENAABS.MCX and UTENAMAP.MCX
On both discs, there are files named UTENAABS.MCX and UTENAMAP.MCX. These are compressed files which contain the final game's code in SYSROF format and the linker output from the final build of the game.
Debug Menu
The byte at address 17 in 0.BIN or 6004017 in memory is the _debug_switch variable. Setting _debug_switch to 03 and starting a new game using either disc will send you to an unused title screen.
From here, press L to open the debug menu. Despite what it says, the Start button doesn't do anything here.
Japanese | Translation |
---|---|
シナリオテスト
|
Scenario test |
キャラテスト
|
Character test |
壁絵テスト
|
Wall painting test |
BGエフェクトテスト
|
BG effect test |
アサートテスト
|
Assert test |
次メニューへ
|
To next menu |
Japanese | Translation |
---|---|
フォントテスト
|
Font test |
名前入力
|
Name entry |
エレベーター
|
Elevator |
戦闘
|
Battle |
禁則処理
|
Line break rules |
次メニューへ
|
To next menu |
Japanese | Translation |
---|---|
テストシナリオ
|
Test scenario |
ムービーdisk1
|
Disc 1 videos |
ムービーdisk2
|
Disc 2 videos |
ムービーCmopare
|
Video compare |
BGM切換テスト
|
BGM change test |
次メニューへ
|
To next menu |
Japanese | Translation |
---|---|
フルカラームービーdisk2
|
Disc 2 full-color video |
もどる
|
Back |
Scenario Test
The scenario test menu can be accessed using the debug menu, but it can also be accessed by setting _debug_switch to 01 and starting a new game. The first four options in this menu select which day to jump to. The last option returns to the unused title screen.
Japanese | Translation |
---|---|
月曜日
|
Monday |
火曜日
|
Tuesday |
水曜日
|
Wednesday |
木曜日
|
Thursday |
各種テスト用
|
Used for all tests |
After selecting a day, the game will display a "now accepting debug commands" prompt like this one. This could be referring to the debug window, but it's also possible the developers had some other debug tools that they would use here.
After that, the game displays a menu to select whether debug displays are on or off. Depending on your other selections, debug displays may not actually be enabled.
Next is a menu to choose which part of that day to jump to.
After that is a prompt asking which route you'd like to see, based on decisions from the earlier parts of the game you're skipping.
There may be several such prompts, depending on which part of the game you're jumping to.
When enabled, the debug display will show mundane information like scene numbers and sound effect cues.
Character Test
The character test menu can be used to view 56 of the game's 86 animated character portraits. You can view all of them, or select a particular category. The "special" category is for the portraits that have two characters. And of course, "quit" returns to the unused title screen.
Japanese | Translation |
---|---|
全部
|
All |
ウテナ~七実
|
Utena to Nanami |
冬芽&西園寺
|
Touga and Saionji |
樹璃&幹&千種
|
Juri, Miki, and Chigusa |
特殊
|
Special |
やめる
|
Quit |
Each portrait is displayed with accompanying text, "spoken" by the character in the portrait. First the file name...
...then a brief description of the portrait...
...then a quote from one of the scenes where the protagonist tells a bad joke. There's no mouth animation or voice audio.
The portraits with two characters display one additional line of text, which doesn't appear to come from anywhere else in the game. The text boxes alternate between the two characters.
For some reason, both of the Saionji portraits raise Saionji's Nobility stat by one point.
Wall Painting Test
The wall painting test shows... this painting, on the wall.
Japanese | Translation |
---|---|
失踪壁絵テスト終了
|
Disappearing wall painting test complete |
Then it shows Saionji fading in.
Japanese | Translation |
---|---|
復帰壁絵テスト終了
|
Returning wall painting test complete |
Then it shows this unused "to be continued" screen before returning to the unused title screen.
BG Effect Test
This test cycles through some full-screen color effects while Utena stares at you. When it's done, it returns to the unused title screen.
Assert Test
This test starts by showing some nonsense text through the debug display. Pressing A proceeds through the debug text, and pressing L closes the debug display to move on to the next part of the test.
Then it goes through part of the character portrait test, featuring Utena staring at you again. The text formatting is slightly different.
Partway through that, the debug display appears again, this time with tongue twisters.
Pressing L shows more text, including what seems to be a quote from Space Battleship Yamato.
Pressing L two more times shows the unused "to be continued" screen, then returns to the unused title screen.
Font Test
The first part of this test starts with a brief description.
Japanese | Translation |
---|---|
ANK文字のテストです。
|
This is the ANK (alphabetic, numeric, kana) character test. |
Next, the game displays all of the halfwidth characters two rows at a time, with row and column markers.
The second part of this test has a slightly longer description.
Japanese | Translation |
---|---|
追加漢字のテストです。
|
This is the supplemental kanji test. |
シナリオ上の追加漢字(ト書き含)
|
Supplemental kanji in the scenario (including stage directions) |
うち,ゲーム中表示に必要なもの
|
Of those, the ones necessary for in-game display |
After the description, it displays 21 lines from the script, each prefixed by its ID. Each ID corresponds to a line of dialogue from normal gameplay. However, the text shown during this test includes notes for the actors, and in some cases the dialogue text is cut short to make room for those notes. The dialogue text that hasn't been cut short is nearly identical to the in-game text, with only minor formatting differences.
Japanese (used) | Japanese (unused) | Translation |
---|---|---|
(プロポーションもいいし、
凛々しいし)
|
VA26X018
(プロポーションもいいし、
凛々しいし、……)
|
|
西園寺さんっ!
|
VC68X003※主人公の手の中で、うわごとのように呟きつづける西園寺
|
|
白雪姫に
食べさせるはずだった毒リンゴを
食べてしまったってところかな。
|
VF26B008※千種、自嘲ぎみに
白雪姫に…
|
|
驚いたな……あの廃墟が……。
|
VT03X001
驚いたな……あの廃墟が……
|
|
やはり、あなたか……。
|
VD34X001※ウテナと千種対峙
やはり、あなたか……
|
|
樹璃さん、
わたしやっぱりあなたが好きです。
|
VJ10X016※恍惚としたような、
熱っぽい主人公の表情。
樹璃さん……
|
|
ああいうヒラヒラしたのって、
好きじゃないんだ。
|
VA22X013※ウテナ、憮然と
ああいうヒラヒラしたのって、
|
|
掟ですから。
|
VX50X008
掟ですから
|
|
このあいだ、
風邪ひいて行けなかったって
言ったでしょ。
|
VB15X004※檻の中のパンダ
このあいだ、
風邪ひいて行けなかったって…
|
|
(店構えも洒落た感じだし、
ちょっと、
お茶でも飲んでいこうっと)
|
VC43B002
店構えも洒落た感じだし、
ちょっと、お茶でも飲んでいこうっと
|
|
容姿端麗、スポーツ万能、
学業優秀、才気煥発、
純情可憐……。
|
VC56C007
容姿端麗、スポーツ万能、
学業優秀、才気煥発、純情可憐……
|
|
腑に落ちないな。
|
VC12H013
腑に落ちないな
|
|
勝負だ、三条院。
この西園寺莢一、
2度は負けん。
|
VC53B004
勝負だ、三条院。
この西園寺莢一、二度は負けん
|
|
私は薔薇の花嫁――。
決闘の勝者の思うがままです。
|
VA03X011
私は薔薇の花嫁――。
決闘の勝者の思うがままです
|
|
なーんか、
土地の使い方も贅沢な感じ。
学校の中に森みたいなのあるし。
|
VA02X004
なーんか、土地の使い方も贅沢な感じ。
学校の中に森みたいなのあるし
|
|
戯れ言を……。
|
VB37X020
戯れ言を……
※踵をかえして去っていく千種
|
|
(明日……わたしが消えてしまう前に、
誰かに相談した方が
いいのかも……?)
|
VC64X006
(明日……わたしが消えて……?)
※失踪した人間は選択肢に出ない。
|
|
確かに、私はおまえを傷つけることに
躊躇していた。
|
VT05X018
確かに、私はおまえを
傷つけることに躊躇していた。
|
|
(それに、
この腕もけっこう逞しいし……)
|
VC48X046
(それに、
この腕もけっこう逞しいし……)
|
|
彼女には手を出すな。
|
VD39A002※颯爽と立っている冬芽。
彼女には手を出すな
|
|
私は天上や西園寺とは違う。
同じように騙せると
思わないことだな。
|
VJ02X015
同じように騙せると
思わないことだな
|
After showing all of that dialogue, the game returns to the unused title screen.
Name Entry
As the name would suggest, it opens the name entry screen. After entering a name, the game returns to the unused title screen. Normally the name entry screen only appears when starting a new game, which requires disc 1, but the debug menu allows it to be opened even when using disc 2.
Elevator
The elevator scene plays, then the unused "to be continued" screen appears, then the game returns to the unused title screen. The background music is only present on disc 1, so there will be no music if the scene is played using disc 2.
Japanese | Translation |
---|---|
エレベーターテスト終了
|
Elevator test complete |
Selecting the wall painting test will cause Juri to disappear from the elevator scene, for some reason.
Battle
The game prompts to set the Nobility stat using the debug window.
Japanese | Translation |
---|---|
デバッグウィンドゥで心の気高さを指定して下さい。
|
Please specify the Nobility using the debug window. |
Then the game plays the videos for the fight between Touga and Saionji from the Touga ending. The outcome varies depending on the Nobility stats.
Using disc 1 shows only an empty frame, since the videos are on disc 2.
Then the game shows the unused "to be continued" screen.
Line Break Rules
The game displays several boxes of mostly-nonsense text to demonstrate punctuation being intentionally allowed to overflow the normal text area.
Then the game does a surprise transition into a couple lines of dialogue from normal gameplay, along with the voice audio if you're using disc 1, and returns to the unused title screen.
Test Scenario
The test scenario starts with an invisible text box with Kozue's name on it.
After that is a save prompt, this time with a visible text box.
Selecting "yes" at the save prompt will open the usual save menu, but with most of the graphics missing. Despite the visual issues, it's still possible to save the game here.
Whether you save the game or not, the scenario continues with a few lines of dialogue from near the beginning of the game. The lines attributed to Kozue are meant for the protagonist. Other tests use the protagonist's text box for the protagonist's dialogue, which suggests that this test might be older than the others. The text is nearly the same as what appears in-game, with only minor differences in formatting. No voice lines play.
The game then attempts to load a nonexistent file. It's possible to dismiss the error message with A, but the game is otherwise unresponsive.
To do: More data exists for this scenario, both before and after the parts shown here, but none of it is accessible without further hacking. |
Loading the save data from the test scenario opens the unused title screen.
Disc 1 Videos
The disc 1 video test announces itself, then displays the disc number and file name before playing each of the videos that are meant to appear between the dialogue. The other videos on the disc aren't played. This test also works with disc 2, but the videos don't play since they're only on disc 1. The test ends with the unused "to be continued screen" before returning to the unused title screen.
Japanese | Translation |
---|---|
一枚目のムービーテストなり!
|
It's the first disc video test! |
Disc 2 Videos
The disc 2 video test is much the same as disc 1, though of course this time the videos play only if you use disc 2. The only exception is the video titled "MVD05-B" which doesn't play. The file doesn't exist on either disc.
Japanese | Translation |
---|---|
2枚目のムービーテストなり!
|
It's the second disc video test! |
Video Compare
Much like the previous two tests, this one is meant to play videos. Unfortunately, the videos it's attempting to play don't exist. The unused "to be continued" screen doesn't appear here.
Japanese | Translation |
---|---|
ムービーテストCOMPARE
|
Video test comparison |
BGM Change Test
According to the text in the dialogue box, this test is to see how playing background music behaves when music is already playing. When the game attempts to play the music that's already playing, nothing happens. When the game attempts to play different music, the new music starts from the beginning. The rose border seems to be a visual indicator of when the game tries to change the background music. When the test ends, the game returns to the unused title screen.
Japanese | Translation |
---|---|
BGM'A13'演奏中…
|
BGM 'A13' playing... |
BGM'A13'再演奏指定します…
|
Setting BGM 'A13' to play again... |
BGM'A05'演奏指定します…
|
Setting BGM 'A05' to play... |
おしまいっ!
|
Done! |
Disc 2 Full-Color Video
A dialogue box shows the title of the music and the file name for the upcoming video, then the video of Utena entering the arena to begin her duel with Chigusa plays, then the unused "to be continued" screen appears before returning to the unused title screen. Of course, the video is only present on disc 2.
Japanese | Translation |
---|---|
絶対運命黙示録…
|
Absolute Destiny Apocalypse... |
- Pages missing developer references
- Games developed by Sega
- Pages missing publisher references
- Games published by Sega
- Sega Saturn games
- Pages missing date references
- Games released in 1998
- Games released in May
- Games released on May 28
- Games with hidden development-related text
- Games with unused graphics
- Games with debugging functions
- Games with hidden level selects
- To do
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Sega
Games > Games by platform > Sega Saturn games
Games > Games by publisher > Games published by Sega
Games > Games by release date > Games released in 1998
Games > Games by release date > Games released in May
Games > Games by release date > Games released in May > Games released on May 28