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Toy Story (SNES)

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Title Screen

Toy Story

Developer: Traveller's Tales
Publishers: Capcom (JP), Disney Interactive (US, EU)
Platform: SNES
Released in JP: April 26, 1996
Released in US: December 1995
Released in EU: April 25, 1996


MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


To infinity ... and beyond!

Unused Music

The SNES version of the game contains a few tracks that only saw use on other platforms. The listed Pro Action Replay (PAR) and Game Genie codes will replace the main menu music with the respective track.

You've Got a Friend in Me

Codes: Pro Action Replay (PAR) 88CA2E12 or Game Genie F4A4-C7C4

The Genesis version plays this on the options screen and during cutscenes and the credits roll with the PC version relegating it only to the opening and the cutscenes, but this version plays "Strange Things" on the options screen instead and, rather awkwardly, nothing at all during cutscenes. The song is arranged a little bit differently compared to the real song, with some notes being off key.

Roller Bob

Codes: Pro Action Replay (PAR) 88CA2E0B or Game Genie D8A4-C7C4

This is the background music for the level "Roller Bob" in the Windows release, but the console versions have its own unique track instead. However, some people speculate that this might have been intended for the scrapped "Day-toy-na" level that saw use on other platforms.

(Source: nensondubois)

Debugging Features

Looks like Star Command left in a few bonus features! To activate them, duck for eight seconds on the lower drawer of the dresser the Army Bucket sits on in "That Old Army Game", or use Pro Action Replay (PAR) code 7E000401. This grants Woody infinite health, signified by the health star spinning from 5 to 1 and back indefinitely, and allows the current stage to be skipped by pausing the game and pressing Select.

(Source: nensondubois)

Unused Text

A couple of levels were cut from this release, but their descriptions are still in the game.

Daytoyna

DAYTOYNA

DRIVE RC CAR BACK TO ANDY'S HOUSE TO PICK UP BUZZ.

HINT: YOU GET TWO STARS FOR EVERY POWER CELL YOU COLLECT TO KEEP RC ON THE MOVE.

Pre-stage text stored at BE4BB for "Daytoyna", a Genesis- and PC-exclusive level that came after Roller Bob. It was probably cut due to issues with porting its pseudo-3D engine to SNES hardware.

Hmmm...
To do:
See if some of the 2D graphics are still here as well (Woody on RC, the power cells on the road).

Bonus Stage

WOW!  YOU COLLECTED ENOUGH STARS FOR A BONUS GAME!!!

THE BETTER YOU DO, THE MORE HIT POINTS YOU'LL GET!

LETS PLAY SHOOTING STARS!

Stored at BE596 is text for the post-level bonus stage found only in the Genesis version.

Regional Differences

US Japan Europe
Toy Story (U) SNES (1).png Toy Story (J) SNES (1).png Toy Story (E) SNES.png

A password system was added to both the Japanese and the European versions. The European version also adds a language select.

US/Europe Japan
Toy Story (U) SNES (2).png Toy Story (J) SNES (2).png

Additionally, the controller on the options screen was redrawn for the Japanese version to resemble the Super Famicom controller, losing a lot of detail in the process due to the multicolored buttons having to take up more space in the graphic's palette. Oddly, the European version remains identical to the American version, despite having the multi-colored buttons on the controllers.

Bonus Game

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Are there more triggers?

The Bonus Game exists only in the European and Japanese versions of the game. It is accessed by hitting an invisible trigger in the level, for example on the left side of the shelf at the start of Red Alert!. Finishing the game once gives Woody an extra hitpoint, the second round awards an extra life and the third round skips to the next level. The first two times finishing the level or failing resets the level.

Buzz Battle

Normally, after hitting Buzz with the tire, he's supposed to start a spin attack, knocking the tire out of the arena for a few seconds. In the American version, it's possible to hit the tire again while it's in midair, potentially hitting Buzz again and (with good timing) trapping him in a stun lock. The Japanese and European versions fix this by disabling the tire's collision after Buzz knocks it off.

The Claw

The American version of the game lets you skip the battle against the Claw by hitting it with two aliens while it's offscreen at the start of the battle, walking to the right until it appears, then launching aliens repeatedly. This seems to be due to the amount of sprites overloading the game's sprite limit, so it forces a stage clear as a failsafe, similar to what happens in Mickey Mania from the same developers. The European and Japanese versions fix this by limiting how many aliens the player can launch at a time.