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Snoopy Concert

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Title Screen

Snoopy Concert

Developers: Pax Softnica, Nintendo R&D1
Publishers: Mitsui Fudosan, Dentsu
Platform: SNES
Released in JP: May 19, 1995

DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.

DCIcon.png This game has a Data Crystal page

Snoopy Concert is a cute Japan-only Super Famicom Mouse game based on the famous Peanuts franchise.

Debug Mode


Enable Pro Action Replay (PAR) code C10541EA, then press Start on Controller 2 during gameplay. Use ontroller 2 to navigate the menu.

Selecting Clear will automatically clear the current stage. The rest of the options are described below.

Object Debug


Lets you view and edit the properties of the various sprites on the current stage. The four options at the bottom of the screen are:

  • Table - Cycles the sprite table between "off", "on", and "sel" (the latter causes only one row to be visible at a time).
  • Trig - Pressing A on this option will advance the game by one frame.
  • Cont - Holding A on this option will advance the game continuously while the button is held.

Each row in the object table corresponds to one sprite. "WOD" and "SNY" are Woodstock and Snoopy, respectively. The options next to each one are:

  • S - Unknown (changing these values seems to easily lock up the game, so be careful).
  • NAM/PAT - Current sprite and frame.
  • XPOS/YPOS - Coordinates.

Use A or B to increment/decrement these values.

  • MOV - Hold A on this option and use the D-Pad to freely move a given sprite around the level.

Scroll Debug


As the name suggests, handles scrolling.

  • MODE controls whether the "camera" is fixed on Woodstock (the default) or Snoopy.
  • TRIG-X and TRIG-Y increment the X and Y scroll positions when pressed.
  • CONT-X and CONT-Y continuously increment the X and Y scroll positions when held.
  • MULTI lets you freely scroll the screen using the D-Pad when held.

Demo Configuration


Does... something. It's most likely related to the cutscenes that play at the beginning of levels and such, but the options are a bit cryptic.

Sound Debug


Shows the status of the four audio I/O ports, and allows you to play music and sound effects. A and B increment/decrement the values under the "OUT" column, and "SET" writes that value to the given port.

Writing values to port 0 will play music, and ports 2 and 3 play sound effects. "Reboot" controls whether or not new sound data will be sent to the APU when needed; when turned off, several different song numbers may play the same music or no music.

(Source: Original TCRF research)