We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Translations:Pikmin 2/67/en
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Misc.
- There is an unused flag in the game related to an E3 Demo, which exists in all versions but currently, the Action Replay code required to play the mode itself only works in the Japanese version of the game.
NKQ6-ZGTX-EZ9MN W6H4-7RZZ-PPJXB
Turning the code on will replace all menu options with "Main Game" ( starts the "demo" ) and 2-Player Challenge Mode ( crashes Dolphin ). All Pikmin colors are near their respective Onions/Ship, caves cannot be entered, the BGM is broken, and the HUD is gone.
- The image files used in the high scores screen at the end of the game (
/new_screen/cmn/result_final_image.szs/result_final_image/timg/) are calledbest5_<number>. The final game only keeps track of the top 3 scores for any category, which means that the limit got changed from 5 to 3 at one point. - Enemies and objects have a setting that multiplies the duration of their petrification. This setting isn't given any use, however, as all enemies and objects have this set to 1.0.
- These enemies have HP values that go unused, as they're programmed to be defeated upon being touched by a Pikmin:
- Unmarked Spectralids have 200 HP (as strong as a Dwarf Red Bulborb), but this is moot, as they're programmed to die in one hit. If petrified, they just shatter when they fall to the ground.
- Honeywisps have 99999 HP! They're programmed to disappear after being knocked on, and cannot be petrified.
- There are 7 behaviors for the objects that fall from cave ceilings. 2 of these are not used in the final game.
$3makes it so that the object only falls if a leader is nearby; Pikmin are ignored.$0transforms the entire object into a fully-functional Common Glowcap... for some reason.
- Some cave sublevels have the "skybox" property set to the value
vrbox(Dream Den 8; Hot House 1 and 2; Collector's Room 1, 2, 4, 5, 6 and 7), and two have it set tof010(Green Hole 1 and 2). Both of these values are invalid, so the game defaults to having no skybox.- In addition,
/user/Kando/map/vrbox/also contains ameck.szsfile, but it only contains an empty folder "meck".
- In addition,
- The Fiery Bulblax enemy has an icon in the Piklopedia that is 80px wide, despite the fact that it is listed as a regular enemy (standard size 40px) and not a boss enemy (standard size 80px). This suggests that, early in development, the Fiery Bulblax was intended to be a boss enemy. This is further supported by his name: the name 'Bulblax' is typically given only to boss enemies.
