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Strider (Arcade)

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And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: About four pixels' worth of dystopian Amazonian future nipple.

Title Screen


Also known as: Strider Hiryuu (JP)
Developer: Capcom
Publisher: Capcom
Platform: Arcade (CP System)
Released in JP: March 7, 1989
Released in US: 1989

CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

Strider Hiryuu is here to overthrow an evil dictatorship. Mostly by swinging his sword very fast at anything that moves.

Vw-vw-vw-vw-vw-vw-vw-vw-vw-vw-vwee! Vw-vw-vw-vw-vw-vwee!

Tile Viewer

There's code at 0x71E10 (Offset is for the strider set in MAME) that would enable an extra option, "CHARACTER", on the test menu if input 0x04 was held down before the menu popped up. Unfortunately, 0x04 corresponds to 1P Coin, and both 1P and 2P Coin inputs are disabled in the test menu. Put the following code in MAME's strider.xml cheat file to change 1P Coin to 1P Start:

  <cheat desc="Fix Full Test Menu Access">
    <script state="run">
    <script state="off">

From there, just choose "CHARACTER" to access the tile viewer menu. Pick "OBJECT" for sprites, "SCROLL1" for the game's font, "SCROLL2" for the game's foreground tiles, and "SCROLL3" for background tiles.


  • Up: Scroll down.
  • Down: Scroll up.
  • Left / Right: Scroll through available palettes.
  • Button 1: Toggle vertical flipping.
  • Button 2: Toggle horizontal flipping.
  • 1P Start: Toggle between a simple and complex tile display.
  • 2P Start: Loads the next level's palette group.

Unused Music

Track 17

Track Name: 3ST ST3

Seems to be an alternate version of the intro tune for Stage 4.

Unfinished Music

The following tracks do not exist in the ROM, but have unique IDs and track names in the Output Test. They all point to Track 00, the Stage 1-1 music.

ID Track Name Purpose?
1E 4ST DEMO Stage 3 cutscene track.
21 ENDING Ending Credits track.
23 TIMEOVER Music for when time is running out.

Unused Graphics


Uncensored Censored
StriderArcAmazoness1a.pngStriderArcAmazoness2a.png StriderArcAmazoness1b.pngStriderArcAmazoness2b.png

The Amazon enemies have their left breasts exposed in the stored graphics. This is covered with a separate green leaf sprite in the final game. Add the code in strider.xml to check it.

 <cheat desc="Uncensored">
   <script state="on">
   <script state="off">

Test Tiles


What appear to be graphics for a test tileset. Includes every possible surface type and hexadecimal 16x16 blocks.

Unused Sounds

Sound 82 Sound 83
Sound 84 Sound 85

Various utterances and grunts from Hiryuu that aren't used in any version of the game.

Unused Developer Text

Two pieces of text giving the full names of the game's programmers can be found in the game memory.

The first is at 0x0039AA:

Porgrammed by Yamauchi & Komatsu

The second starts at 0x004542:

Programing by

Tae       Komatsu
Toshihiro Yamauchi
Toshihiko Miki

In the credits, Tae Komatsu is "TAE 250R".
Toshihiro Yamauchi is "T+MARUCHI".
Toshihiko Miki is "MIKKUN".

Miscellaneous Debug Text

Text exists for a Scroll Test (like the one found in Ghouls 'n Ghosts) though there's no known way to access it.

Text starts at 0x00407D in memory.

   1. SCROLL
   1. SCROLL1
   2. SCROLL2
   3. SCROLL3
   1. STAGE1
   2. STAGE2
   3. STAGE3
   4. STAGE4
   5. STAGE5

Version Differences

In the Japanese versions of the game, Hiryuu makes a "Hah!" sound every time he swings his sword. This was removed from the North American game.

Revision Differences

The earliest versions of the Japanese and North American game are missing many pieces of music. The stage 1-1 music is used in their place. This mostly affects the 3rd and 5th stages.

ID Track Name Purpose
18 4ST BGM1 The first section of Stage 3.
19 4ST BGM2 Second section of Stage 3 - Inside the Ballog.
1A 4ST BIG The final section of Stage 3.
1B 5ST BGM1 The first section of Stage 5 - Outside of Third Moon.
1C 5ST BGM1 The second section of Stage 5 - Inside Third Moon.
1D 5ST BIG Music for the final boss.
1F 5ST DEMO Intro to Stage 5.
20 CLEAR Stage 5 Clear music.
22 RANKING High Score theme.
(Source: Original TCRF research)