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Superman: Battle for Metropolis

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Title Screen

Superman: Battle for Metropolis

Developer: Neon Studios
Platform: Game Boy Color


DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


We could only wish we were playing this right now... maybe...
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 reached store shelves.

Build Info

Superman Battle for Metropolis Build Info.png

Appears at the start of every level.

Crash Handler

Translated from German is: "And this is a bit of text %b, to test the break."

While functional, with some of the error messages connected to various portions of the program, it mainly pops up to display a "GBC ONLY" message when running on a regular Game Boy.

The full list of error codes is present at 0x009F24. Use Game Genie code 0??2-02F-A2A (where "??" is one of the below) to show a different error message instead of the "GBC ONLY" one:

00
"Illegal error code 
%w)."
Und dies ist noch 
ein bisschen 
Testtext %b, um den 
Umbruch zu testen..."
01
"Bunnyhop"
02
"Simple trick: %b"
03
"Combo trick: %b"
04
"Script error at (%b:%w)"
05
"No free script res"
06
"No free handler res"
07
"No free sprite tiles"
08
"No free bganim tiles"
09
"Gel error at (%b:%w)"
ID: %b"
0A
"Illegal bganim index"
0B
"Too many sprite pals"
0C
"No free font tiles"
0D
"No free DMA slot"
0E
"Too many sprites"
0F
"Unsupported font type"
10
"GBC ONLY"
11
"Record buffer overflow"

Four of the messages (00-03 and 11) aren't used in this game, and some of them appear to be leftover strings from Dave Mirra Freestyle BMX.

Hmmm...
To do:
BANK2 along with the CrashHandler code mostly consists of the unreferenced and not-working complex debug routine. Need advanced hacking to get it working. Entry point is at 0x4000 (all code is RAM-based).

Unused Text

Present at 0x8BB36 and 0x8FB36. Probably a markup for the end of the main program data and sound engine data, respectively.

-- THE END --