Tiny Toon Adventures
|Tiny Toon Adventures|
This game has a prerelease article
Tiny Toon Adventures is an NES platformer based on the 1990s cartoon.
Stage Select and Player No Damage
All versions of the game feature a simple stage select cheat, accessed by pressing A, A, A, B, B, B, Select, Select, Select, A, Start at the title screen. Choose a level by pressing Up or Down, then press Start.
However, the Japanese version features two stage select cheats; the second one is accessed with Up, Right, Down, Left, Up, Right, Down, Left, B, A, Select, Select, Select, Start and has an additional "Player No Damage" option, which can be toggled by pressing Select.
Although the US and European versions normally have this option disabled, you can enable it by using the Game Genie code OESGKTPA (US) or OAXKVYPA (Europe).
An ID string listing the build version and date can be found at the end of the PRG ROM:
MAST means it's the "master" version, and the numbers represent the date. As a result, we can tell that this build was compiled on August 9, 1991. The dates are the same in all versions.
Every playable character has un-used front and back frames, probably intended for doors. It seems that some of these un-used frames from the first game were used as a base in Tiny Toons Adventures 2: Trouble in Wackyland. In the sequel Buster's front and back frames are used for door animations, Furrball's back frame is used for his death animation.
Apparently a parachute, found in the same sprite bank as the chandeliers of level 6.
What's left of an unknown enemy. The sprites can be found in the backgrounds graphics bank of stage 4-3 , the graphics bank of this enemy was probably repurposed into a background graphics bank.
Two unknown blocks, found in the graphics bank of stage 1-3
Unknown pillar graphics, found in the graphics bank of stage 1-3
This is the graphics bank for the backgrounds of stage 2-3 (pirate ship). You can see tiles for a canon.
Reconstruction of said canon, though it could be faulty.
Un-used background graphics for stage 5. Probably a reference to The Persistence of Memory by Salvador Dali, as the clock (?) seems to be hanging from a tree branch.
As with most games Konami published in the '90s, Tiny Toon Adventures has a copy-protection routine. At the start of the game, the partial CHR ROM checksum is calculated to ensure its consistency (for CHR banks $38-$3B, sum total of four 256-byte blocks at $0000, $0500, $0B80, and $0D00, which contain the graphics for the Konami logo and fonts for the copyright string), and a flag is clear if there's a consistency failure.
If the flag is clear, in the Japanese version when completing Level 3-3 will cause the game to loop back to the first level. In the international versions, completing the final level will cause the game to loop back to the first level instead of playing the ending sequence. However, if the flag is still set at the time of the final check (CHR test has passed or skipped), there is an additional summing of the first protection routine code in the PRG ROM. If this test is passed as well, then the program will continue its normal operation or else do a loop back to the first level as well.
The Konami logo was redrawn for the European release.
Plucky appears miscolored in the ending if you defeat the final boss as him. His sprite was edited (removing the outline) and recolored to fix this for the Japanese and European releases.
The Tiny Toon Adventures series
|NES||Tiny Toon Adventures • Trouble in Wackyland • Cartoon Workshop|
|SNES||Buster Busts Loose! • Wacky Sports Challenge|
|Game Boy||Babs' Big Break • Montana's Movie Madness • Wacky Sports|
|Game Boy Color||Dizzy's Candy Quest (Prototype)|
|Game Boy Advance||Wacky Stackers • Scary Dreams|
|PlayStation||The Great Beanstalk • Toonenstein - Dare to Scare! • Plucky's Big Adventure|
|PlayStation 2||Defenders of the Universe|