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The Magical Quest starring Mickey Mouse

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Title Screen

The Magical Quest starring Mickey Mouse

Also known as: Mickey's Magical Adventure (JP)
Developer: Capcom
Publisher: Capcom
Platform: SNES
Released in JP: November 20, 1992
Released in US: December 1992
Released in EU: March 18, 1993


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


NotesIcon.png This game has a notes page
ProtoIcon.png This game has a prototype article

Mickey's back, and he's on a quest of the magical variety.

Debug Functions

Got enough stuff, Mr. Greedy?
Hold Start + Select on both controllers before collecting a small heart. If done correctly, the Capcom Logo music will play, and the player will get the following items:

  • Max Hearts.
  • 990 coins.
  • 9 Lives.
  • Both the Magician and Fireman outfit upgrades.

Additionally, the timer will be set to 990 seconds. Note that this only works for hearts that come from the small yellow boxes.

(Source: Original TCRF research)

Controller Input Recorder

When memory address $7E028A is set to $01, a controller input log is created. This was likely used to record the demo gameplay sequences during development. However, no programming has been found that enables this feature in the retail version. In addition, the game is programmed to store the input log to SRAM, which is not present on the retail game PCB. To create a recording-enabled ROM (US version), patch the following 3 bytes in a hex editor:

Offset, Previous value -> New value, Description/Notes

007FD6 00 -> 02 Internal header - change from ROM only cartridge type to ROM + RAM + BATT cartridge type
007FD8 00 -> 01 Internal header - change from 0Kb SRAM to 16Kb SRAM (2048 bytes, range $0000-07FF, the SRAM is mapped to SNES address $700000-7007FF)
01BBDA 03 -> 00 Forces log mode ON

Once started, it begins to log what button(s) are pressed (if any) of Up, Down, Left, Right, Start, Select, Y, B, and how many frames they're pressed for. As there's no GUI for this recorder, you'll want to use a debugging emulator to monitor the SRAM. Once the 256 byte buffer is full, the game freezes in a loop until Down is pressed, at which point the memory is cleared and a new log started in its place. Set an execute breakpoint on address $01BCC9 and dump SRAM range $700000-7000FF to a file each time it triggers to keep successive logs. See Notes here.

(Source: Original TCRF research)

Unused Text

Stage Select Menu

Nope, doesn't work.
Text for a stage select menu that doesn't appear to be in the game anymore.

Use the Game Genie code DA60-64D9 to display this text when pausing the game.

Old Stage Bonus

Early Final
Bonus!!! Eh, bonus.

An older version of the stage bonus text. Apparently, there used to be a time bonus, rather than the flat stage bonus used in the final version.

Use the Game Genie code 4460-64D9 to display this text when pausing the game.

(Source: Original TCRF research)

Version Differences

Title Screen

Japan International
Choosing Option is an option in itself. Sadly, it's not cooperative multiplayer.

The copyright information appears on the title screen in the Japanese version. "OPTION" was changed to OPTIONS in the international versions.

Options

Japan International
Just one? Oh, thanks for clarifying.

Same change as above, pretty much.

Stage Intro

Japan International
This is a short game. Mislead again!

The odd grammar (XSTAGE) of the Japanese version was corrected (STAGE X) in the international versions.

(Source: Original TCRF research)