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User:GoldS/Contribution list
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One of these types of pages seem to be required by internet law, so here it is.
Contents
- 1 Major Contributions
- 1.1 Pinball
- 1.2 Arcade
- 1.3 Atari 2600
- 1.4 Atari 5200
- 1.5 Atari 7800
- 1.6 ColecoVision
- 1.7 Intellivision
- 1.8 Vectrex
- 1.9 Commodore 64
- 1.10 ZX Spectrum
- 1.11 MSX
- 1.12 NES
- 1.13 SG-1000
- 1.14 Sega Master System
- 1.15 SNES
- 1.16 Sega Genesis
- 1.17 Game Boy
- 1.18 Game Gear
- 1.19 Sony PlayStation
- 1.20 Nintendo 64
- 1.21 Game Boy Advance
- 1.22 GameCube
- 1.23 Wii
- 1.24 PC
- 2 Minor Contributions
Major Contributions
Pages that are either largely or entirely made up of my own findings.
Pinball
- Hidden developer credit for Paul G. Dussault in both English and French versions.
- Hidden developer credits for English and French versions. Both versions credit different people.
- Hidden developer credits for English and French versions. Both versions credit different people. Who is KVR?
- Developer credit for R.M. Libbe.
- Hidden credit for Paul G. Dussault.
- Hidden credit for Paul G. Dussault.
- Hidden credit for (presumably) John Kotlarik.
- Hidden (and only known) credit for George G. Jiang.
- Another presumed credit for John Kotlarik.
- Hidden credit for Lawrence E. Demar.
- Hidden credit for Ed J. Suchocki.
Arcade
- Dip switch-activated debug functions, unused graphics (nothing that interesting), and regional differences.
- Unused graphics for bomb and star items, plus a few miscellaneous graphics.
- Unused graphics for a power-down item, an unused projectile, and more animations for Mobichan. Debug functions for a stage select and player invulnerability. One unused music track, one unused text string, and some very minor regional differences.
- The most interesting find is a partial set of routine names hidden in the ROM. Also found a couple of unused graphics and the complete high score table text.
- Four hidden messages with developer credits that should be activated by a button code, but unfortunately that routine is bugged.
- Same as the first After Burner, but the routine is bugged in a different way.
- Crash handler, nonfunctional "Floor & Hit Test", and a few placeholder strings. Taitooooo.
- A programmer message partially directed to potential pirates. How apropos.
- Text for a work-in-progress build that can be enabled through a MAME cheat.
- Two developer messages & credits for this barely released game.
- A code to reactivate the invincibility dip switch, plus unused background and object graphics.
- An easter egg in the demo activated through a button code that somehow managed to escape from public knowledge.
- Unused graphics (not that interesting) and a pigload of version differences (fairly interesting).
- A hidden credit for "Crow" of EXA planning, as well as a version string. Unused graphics for an enemy that would have appeared in a deleted world.
- Very rude message in the game ROM.
- Hidden credits for game developer NMK and music composer Cheabow. A lot of unused enemies, as well as a few miscellaneous unused and early graphics.
- Hidden (and fully programmed!) credits, a broken level editor, build date string, and test text, all accessible through MAME cheats.
- The standard UPL hidden credit graphics, early graphics for one of UPL's other games, some unintentionally hidden text, and source code used as filler.
- An unused arm wrestler and a couple of other unused/early graphics.
- Unused copyright graphic that credits both Sega AND Gremlin. Detailed list of the differences between the three revisions listed in MAME's romset.
- Information on the adjustments Stern Electronics did to the Konami original, Kamikaze.
- Everything on the page, which includes a hidden message accessed through a button code, more hidden credits and unused graphics, remnants of a debugging tool, and unused music.
- Build date for the game and a version number for the ADPCM program. Two unused music tracks. Regional differences, including a broken tilemap in the game's ending. A few unused graphics but nothing especially interesting.
- Version number, unused graphics (Featuring Astro Boy and Kinnikuman) and many regional differences, including a different ending.
- Developer credit for Tsukasa Masuko of Tehkan, hinting that they had something to do with the game's development. Unused enemy designs and a couple of other miscellaneous graphics.
- Round select accessed through a Taito Code variant, one unused graphic, and the remains of an error handler.
- Credit for a "Mr.Pac hector" hidden in the audio CPU.
- Extensive research on the differences between the old and new English-language sets, including changes to the number of robot types and to their movement and firing delays.
- Credit for a "Y.Takashiba" hidden in the audio CPU.
- Hidden credits, and a long developer message specifically written for people poking around in the code.
- Unused graphics that are evidence for an unimplemented high score table, and a simple message marking the end of the graphics ROM.
- A lot of unused graphics, including more nature-based enemies and a sprite of Joe firing his bionic arm downwards. Three unused music tracks and a handful of nondescript sound effects. Extensive look at the changes made to the game's international release.
- A hidden message from programmer Jun in one of the game ROMs.
- A small collection of unused graphics, mostly early HUD icons. Four unused tracks possibly meant for the high score screen. In-depth look at how the game was fixed and rebalanced after for the Japanese release.
- Just a little hidden title screen message. Yah!!
- The same message found in US Championship V'Ball is in the audio CPU here. No idea who Studio Loaple is.
- Audit screen, difficulty display, and a heapin' helpin' of unused graphics.
- A surprising amount of unused graphics for a game made in 1979. Card suits, different bumper point values, a "V" in the style of the "NAMCO" lights, etc.
- Preliminary level tileset, unused animations for one of the enemies, and five unused bomb designs.
- The title screen placeholder text and off-screen message from a sleepy developer are my findings.
- Unused 10km sign and oil can graphics.
- MAIN:Unused graphics, notably including slot machine icons, two unused enemy designs, and point multipliers. Three unused sounds, one of which found its way into later ports. An unused (but bugged) 100,000 point bonus, two unused end-of-round drops, build dates for four different versions of the game, and a build date (and internal name) for the game's MCU.
- PROTO: All content on the page, which includes a room editor, difficulty changes, details on missing content, different music and sound effects, and text differences.
- Tutorial level name and internal sound names.
- Filler text in the graphics ROM that lists a set of capacitors for some reason.
- A pretty large chunk of the source code pertaining to the game's attract mode.
- Two hidden messages, one from Masatsugu Shinohara and other from the currently unknown "M.K". Unused graphics which include hints of an unimplemented bonus stage, and a single regional difference.
- Demo recorder that partially works. Hidden credit in the sound engine for Michel of Seibu (Kaihatsu?). Partially dummied-out level; Tilemap and graphics are intact, enemies and objects are not. An alternate, much more annoying behavior for exploding objects hiddein the code. A few other unused graphics, most notably an extra life power-up. Minor regional and revisional differences.
- Debug functions which barely work with the game's control scheme, unused graphics that include an actual cartoon camel, text for a location test version of the game, and a small number of regional differences.
- Four unused number tiles: 10, 15, 21, and 31. That's it.
- Developer message from Incredible Technologies, Inc. Details on the game's revisional differences and a look at an alternate version of the game, Coors Light Bowling.
- A message and telephone number for one of the game's programmers, "Udgawa". Routine labels hidden in the game, plus a few hex strings used as filler.
- A developer message and credits in the main CPU, including background music and a version number.
- The game's build date and an unused earlier Taito logo.
- Two sets of developer credits, the more complete one being in the audio CPU. Filler text in the main CPU that seems to be a DOS file listing for a NorthStar computer.
- Hardware error message (and a message for when the error is fixed) activated through a MAME cheat. Hidden credits found in the audio CPU.
- Hardware error message (and a message for when the error is fixed) activated through a MAME cheat. Hidden credits found in the audio CPU.
- Hardware error message (and a message for when the error is fixed) activated through a MAME cheat. Hidden credits found in the audio CPU.
- Unused graphics, the most interesting of which are an early title of the game ("Combat"), two unused items resembling medals, and title graphics that were later used in the Famicom port. Alternate copyright strings (exciting!). Brief look at regional differences, such as a message on how to get the Capcom Club PGC for the game. Overview of the alternate version "Space Invasion" that replaces the human soldiers with aliens.
- Graphics for a small car that would shake up the game's cops / robbers / beer truck balance.
- Hardware error message (and a message for when the error is fixed) activated through a MAME cheat. First appearance of Ben(n)y!
- Filler graphics and an earlier, lamer explosion.
- Nichibutsu debug menu accessed through a button code.
- Developer credits. Three sound names that aren't used in the sound text, an electric wall, and a music track that can't be heard fully without a MAME cheat.
- An extensive debug menu accessed through a MAME code which, unlike most Taito games, actually works properly on retail hardware! Plus, a few unused graphics that include a logo for the Taito's in-house band Zuntata, and a temporary title screen.
- A fully functional credits screen and placeholder title screen, both of which are activated through MAME cheats. Hidden text from Mark Von Striver in the sound CPU.
- A dedication to "Hiromi" in the game's main CPU. Two regional differences, neither of which effect the game that much.
- Some unused graphics, but not as much as Bomb Bee had.
- Error handler and a work-in-progress game message activated through MAME cheats.
- Button code to display programmer Robert Loney's name.
- RAM viewer accessible through a MAME cheat, sound test accessed through a button code. Version string, a Taito logo that hints they'd distribute the game somewhere, and a cheat that changes the Japanese version's name from Lead Angle to Dead Angler.
- Credits that are properly formatted for in-game use but aren't used anywhere, plus a few others in the TCS chips. More risque graphics for the lady with the right red shirt.
- Unused icon for killing a whale?!
- Hidden message from programmer David L. Evans in the game's main CPU.
- A fully functioning level editor (!), unused rounds, objects, graphics (including graffiti meant for one of the hidden rounds), and unused World clear text.
- Anti-piracy protection that's probably reused from the first game. One proper unused graphic (a lightbulb) and a bunch left over from the original Donkey Kong.
- Unused graphics for Donkey Kong Jr. and an alternate flower design that looks like an early version of a Fire Flower.
- Two debug codes (they don't even require the service button), a hidden message, special high score names, and a placeholder ending screen.
- Just a few unused tiles, the Kee Games logo being the most interesting one.
- Two cheats: The first displays a few credits in the game's prologue, while the second activates a number of debug features (Such as the ability to cycle through dragon forms, a freeze function, an object graphics viewer, a stage select, and a memory check) depending on what dip switches are set. In addition to all that, there's a location test message and one version difference. The list of Atari-developed games that Namco published in Japan was found by someone else previous to publication.
- Developer credits and a hidden message in the audio CPU.
- A disable region select function, easily accessible graphics viewers, entirely too many unused graphics (Check out that robot!), and a smattering of version differences.
- Unused graphics, evidence for a feature to change the value of the extra life threshold, and details on Stern's overhaul of the Konami's game.
- Error handler and MAME cheats to make it actually display properly, off-screen text in the game's credits, and an unused copyright string for Taito of America.
- Hidden credits in the game ROM, including Rare co-founder Chris Stamper.
- A hidden message from one of the game's staff members...but who?!
- Source code hidden in the main ROM.
- Two sets of developer credits in CPU-A and CPU-B, and unused copyright strings just in case the game was released outside Japan.
- Hidden credit for programmer Takashi Fukawa.
- Unused cross item that would later appear in Bubble Bobble.
- Text for a work-in-progress build that can be enabled through a MAME cheat.
- Stage debug mode and unused graphics (Billboard, Meta tiles and unused tile types, stairs in Round 1)
- Hidden credits, developer message, other unused text. Unused graphics, including some similar to Track & Field's graphics, and one minor regional difference.
- Developer message from programmer Yuichi Ohnogi. Four debug functions that are only accessible through MAME cheats. A couple of unused graphics, including a caricature of one of the game's programmers, and unused publisher strings.
- Hidden lyrics to Rush's "Limelight".
- Hidden messages accessed through the high score screen, including some that only pop up if a certain button is held.
- Unused graphics that include five unused characters in the game's font and early stage graphics.
- Holy expletive is there a lot here. Let's see...first there's the stage select (Taito code). Then there's a debug menus with three additional debug menus inside it. They contain the following: scroll / object priority test, a spectator mode to test the game's A.I., a character graphics viewer, an object viewer, a stadium map viewer, two different mugshot tests, two different zoom tests, end-of-match score test, credits test. Oh, there's another debug function that can be activated in-game, and that has a palette editor, scale and pointer options, CPU usage meters, a task viewer, and a player status viewer.
- Nichibutsu debug menu accessed through a button code, a hidden message accessed through a MAME cheat, and an unused graphic accessed by looking at the tile viewer I guess.
- Unused items (Only one of which actually does anything), object graphics (Including more powerful armor, a more animated Sylphie, and a more frightening final boss), and a lot of unused level graphics. Three unused music tracks and three unused lines from Sylphie. Thorough look at the game's regional differences.
- A lot of unused and early graphics, like a cheerleader's whose full graphics are no longer in the ROM.
- Unused 100 point graphic and the MAME code that fixes the main music track.
- A complete rundown of the version differences in MAME's five Galaxian sets.
- Source code in the audio CPU.
- Regional differences (On The Way -> One Way), filler tile, Satoshi Hagitani and the Temple of Lungeag.
- Unused graphics (Not really that interesting) and one regional difference made by NA publisher Gremlin.
- MAIN: Unused music, graphics, developer message from Toshia Arima, and the following version differences: Debug switch, RAM Check, Sound Test, Stage 6 Boss HP, and all World set 3 information)
- PROTO: All content on the page, which includes graphic, audio, attract mode, and stage differences, as well as a number of prototype-exclusive glitches.
- "Layer Viewer" (Reminder to make a MAME cheat for this), two partially unused music tracks, unused graphics, evidence of cut levels, and an unused set of credits.
- Unused graphics that include a "Time Over" graphic (The final game doesn't have a time system), and unused text for the first three stages that give the area names and the date that each stage takes place in.
- Developer credits and hidden message in the main CPU, a pittance of unused graphics, and a plethora of regional differences.
- Everything on the page with the exception of the three unused music tracks.
- Three unused graphics, one of which is a question mark. You take what you can get.
- Stage select (Taito Code), object test mode (Doesn't work), unused graphics (Leftover from Battle Shark), and Error handler leftovers (Really doesn't work).
- An entire unused stage, including boss graphics for said stage. Other unused graphics: A hidden credit for Takashi Aoki, a human skull, and killer cacti. Hidden strings that give the game's region and an early game title. Two unused music tracks in this one. Also featuring regional and revisional differences.
- More developer credits from the makers of Time Pilot, plus two unused graphics and two version differences.
- Hidden messages found by P2 Fire while erasing the end-of-stage text. Helpful to determine who used to work at Taito Kumagaya Laboratory.
- Hang on for more unused graphics, like an alternate logo and so forth. There are a few section labels in the sound CPU. Oh, and the ending music is partially unused.
- A substantial chunk of source code that also includes dates for when the two player version was coded and/or compiled.
- A crash handler, button-activated income report, a collision display that's always active but never normally visible, stage select, difficulty display, and a broken stage viewer. Plus one regional difference.
- Unused graphics and graphical exclamations, and a scrapped feature to save the game's difficulty and qualifying scores to backup RAM.
- Just a few version differences. Seems Konami developed this game, not Taito.
- Hidden credits in the main CPU that give the staff's real names.
- Unused graphics for a completely different, possibly unreleased, game.
- Build date and the first known programming credit for Takeshi Ishizashi.
- One unused graphic and details on the game's radicalization.
- Nichibutsu debug menu accessed through a button code.
- Unused graphics for a dinosaur and a bone. Those aren't ladybugs at all!
- Unused and early graphics, and details on some changes Midway made to their version of the game.
- MAIN: The unused graphics. The alternate credits were known about previously.
- PROTOTYPE: Everything on the page, which includes gameplay changes, graphical changes, and stage differences. Took way too long to finish.
- Unused graphics that include twenty unused enemy designs. Two unused music tracks, one of which was used in the NES port. Info on regional differences that deal with the horrors of playing as a pink leotard-clad angel woman, and a few miscellaneous revisional differences.
- Nichibutsu debug menu accessed through a button code and HEVYMETAL ROCK.
- Crash handler, a code-activate income report, difficulty display, enemy debug, and a way to disable the game's dynamic difficulty system. Also includes unused graphics (Barnyard animals ahoy!) and text leftover from an earlier version of the game.
- Stage select courtesy of your old friend Taito Code, but wait, there's more! Cheats to enable a full-featured map editor and a running debug menu (With a palette editor, invincibility mode, free movement mode, and CPU usage & task meters) are also available.
- Unused point bonuses and pant-stealing graphics.
- Hidden credits, unused graphics, unused graphic with hidden credits. Not for child.
- Three filler tiles, two unused tracks, and a revisional difference. Calling birds not included.
- The "do not copy" message that Disney would be none too pleased to know about.
- Unused octopi, hearts, clams. Standard marine date fare.
- Four unused music tracks, one of which was used in the Genesis port, and one that was originally used in Forgotten Worlds. A lot of unused graphics, including developer caricatures and another design for the trapped women. Speaking of which, even though those trapped women were taken out of the non-Japanese versions, their text was translated into English in the ROM. A couple more version differences round out the page.
- Two sets of developer credits, the latter of which is abbreviated in later board revisions. A few unused graphics, with the wolf from Pooyan being the most interesting find.
- A build date and informational text from the programmers of the sound CPU.
- Unused hidden items that, when collected, would give the player a 100,000,000 point bonus.
- Unused directional arrows and Taito logo.
- EJB menu code! One music track meant for the Goro fight that goes unused in the final version. Miscellaneous unused text like a 1987 copyright, "GORO AWAITS !!", and two unused audits.
- EJB menu code II: The Next Chapter. Oh, and the same unused audits from the first game.
- EJB menu code 3: Dream Warriors. Red herring text strings: "JOHHNY CAGE TRANSFORMATION ACTIVATED" and six unused "X WINS!" strings referencing previous characters in the series (and John Tobias). Text for one unused Kombat Kode, "FAST UPPERCUT RECOVERY ENABLED", which is probably not a red herring.
- Audit red herrings and text for a bizarrely named "4 PLAYER RANDPER ILLEGAL" Kombat Kode.
- Hidden credits for "BUCHA" (Ryuichi Nisizawa) and "MICHI" (Unknown) stored as plain text in the graphics ROM.
- Developer credits, a Chuck E. Cheese graphic that is apparently used in an undumped version of the game(?), and one unimportant version difference.
- Unused publisher logos for Seibu Kaihatsu and Taito.
- A not very helpful debugging function, plus hidden credits in the graphics ROM.
- Two unused enemies, two unused music tracks, and significantly more than two version differences.
- Error handler. Two unused stages(!), the latter of which is completely finished and ready to be put in the game proper. Twelve unused music tracks (yeesh) and even more unused sound effects. And to top it all of, a collection of unused graphics that includes an unused enemy design, product placement, and debug tiles.
- Unused graphics that include a proper bomb-throwing animation, an unused enemy and vehicle, and a shiny yellow key.
- Placeholder graphics. Ho hum.
- The "CHAR CHECK" debug function, location test message, and unused graphics.
- Developer credits, an early game title, and ASCII art!
- Unused graphics like more detailed courts and a training mode, plus court/coat select text.
- A warning from John Salwitz about stealing game code. R.I.P. me.
- Unused credits. Godspeed, Yankey M.
- Unused Pengo / Sno-bee graphics, developer credits (including a credit for Tsutomu Iwane, who's absent from the button-activated credits), and a thorough breakdown of the differences between the four known board sets.
- Many unused graphics, including an unused raccoon opponent and a horrifying frog, hidden credits, and one minor regional difference.
- Unused bots, blocks, babes, and buttons, and a bonus version difference to boot.
- Stage timer and sub-CPU debug functions, unused power-ups and objects, more unused graphics, a location test message, a disabled round select option, unused text, special high score names, and regional differences.
- Hidden credit from "Tsukasa", whoever that is.
- An unused lowercase character set and a shiny sun.
- Unused game demo text and some regional differences, most of which involve game demos.
- An early game title, filler tiles, and the unused game over theme. The other two tracks were already found previously by Tepid Snake.
- There are hidden messages. Very interesting. Oh, and doing drugs is not for winners.
- Two hidden credits for one of the game's programmers, Jun Amanai.
- Copyright warning strings and, oddly enough, parodies of famous Japanese folk tales as filler text!
- A developer easter egg accessed through a button code, and more text-based credits that include the main programmer, the programmer who made the changes for the international version, and the notorious Cheabow. Plus, some unused collectables and a helping of those version differences I talked about a sentence ago. Those were happier times.
- Hidden credits and a bikini-clad woman. NSFW: Puzznips.
- Hidden Namco copyright screen. MAME cheat to restore the previously found programmer's postscript to the end credits, plus the discovery of a few more developer strings. Unused graphics include an older version of the title logo and a more conventional 1-up graphic. All this and GETTING POINT.
- Unused graphics of a crab-like enemy and a nude-like lady, and two unused music tracks.
- Jesus. Uhh...all of it except for the sprites of Bubby changing into a superhero costume, the two revision differences, and the Rainbow Islands Extra passwords. There's a lot on that page; Give it a read, why don't you?
- A build date and a ridiculously obscure easter egg.
- Documentation on the previously found debug mode, and the early Taito logo.
- Unused graphics that include two unused ship designs, a couple of enemies, an unused boss, and the happy cat. Also some version differences, such as a modified game loop, enemy design changes, and a fancier boss destruction sequence.
- Hidden credits accessed through a button code, and another credit that's only accessible by looking in the game ROM.
- Unused error text that references C code. BAD SEED NUMBER.
- Hidden programmer credit for H. Fujinaka, and some unused graphics like a sprite-based golden egg, the dinosaurs smashing said egg, and point values that are unused due to a glitch. The lowercase font was found my Mr. Argent, not me.
- Unused credit for a "K.H.T", version strings, and a couple of revisional differences.
- Mysterious "Numbers" used as filler in the ROM. What do they mean??
- Unused graphics, evidence for a feature to change the value of the extra life threshold, and a rundown of the differences between the three MAME sets.
- Dip switch-activated debug functions, such as a stage select, a debugger for background layer 3, two RAM editors, and a palette editor. Unused graphics abound and include evidence of two to three unused items. Unused code for having multiple copies of an item, and an unused check that would cap the ending you got. Regional differences, including a credits sequence that is disabled in non-Japanese versions.
- Satoshi Hagitani's standard signature in the audio CPU, plus a few unused graphics. Debugging functions previously mentioned in MAME's driver.
- Camera and stage debug, demo recorder, an unused TAD Corp logo, and an early name for Blood Bros. (It's Cabal-II).
- Satoshi Hagitani's standard signature in the audio CPU, plus a few unused graphics, including remnants of "SHILD" and "CYCLONE" weapons.
- An alternate player ship design and some filler text with what looks like build dates.
- Revisional differences from Nintendo's take on Space Invaders.
- Unused graphics (Some of which seem to have been changed for legal reasons) and info on how the game's level order changed by region.
- Debug functions include a CPU usage meter, a freeze frame function, and a more extensive stage select that what you get in later versions of the game. Details on two unused, partially-finished games mode: Continuous play and co-op play. 13 different unused objects, 7 of them being unique objects, with the other 6 as unused versions of existing objects. Still more unused graphics after that, like a bloody version of the Hanging Dead enemy and an unused, unpaletted picture of Rick, Jennifer, and seven of the game's developers. Six pieces of unused music, three tracks that are never fully heard in-game. Finally, some minor revision differences.
- Sprint 4
- Sprint 8
- Star Force
- Star Wars
- Star Wars: The Empire Strikes Back
- Street Fighter + prototype
- Strider
- Super Champion Baseball
- Character monitor (tile viewer) and developer credits. "Lungeag" makes a return.
- Extra life threshold evidence yet again (see also The End and Scramble), and version differences (much more extensive than what was done to Scramble).
- A few unused graphics and version differences for this trademark-infringing quasi-sequel to Free Kick.
- Developer credits (Who is M.C.?) and a few data labels.
- A half unused developer message.
- The error handler (That works fine), debug functions (That barely work), and unused graphics (That are graphics).
- Tank
- Tank 8
- Tank Battalion
- Targ
- Tecmo Bowl
- Teenage Mutant Ninja Turtles
- Teenage Mutant Ninja Turtles: Turtles in Time
- Tehkan World Cup
- Terra Force
- Thundercade
- A large debug menu with many different options, some of which are disabled by default. Also, info on a disable profanity check on the high score screen (You can now enter FUK with abandon), any minor version differences.
- Unused graphics, a hidden message from the VRAM Character Designer Masahiro Sunada stored as a graphic, and a rundown of the game's version differences.
- Complex anti-piracy measures (for 1982, anyway), unused graphics and version differences.
- Big update on this one. Further elaborated on how the debug mode works, found codes for an object viewer and demo recorder, a cheat to enable the lost victory animations, and found many more unused graphics, including an early design for the title character.
- The old Taito logo. Stage select was found previously through the ubiquitous Taito Code.
- Two unused graphics of a car, extra life threshold blah blah, and details on the many, many differences between the Konami, Stern, and Sega sets.
- The amazing story screens and developer message, and the less amazing but still unused Seta logo. Debug menu was found later by DryWater.
- Extended service menu. Unused items, shop content, misc. graphics. Regional difference - an extra mission only in the Japanese version.
- A hidden copyright string in the audio CPU for "Studio Loaple", unused graphics for a high score screen, various copyright-infringing graphics that are intentionally obscured in-game, and some significant regional differences.
- Big update to this article, which previously only contained the source labels and filenames. Info on some dip-switch activate debug functions (The stage select was already known and documented in MAME), a few unused objects and even more unused object subtypes. Unused items, weapons, spells, shop content, graphics, partially unused areas, and codes to activate unused text (The text itself was previously discovered by Coin-op legacy).
- Stage select (Standard Taito Code stuff) and a way to reactive a disabled cheat for a frame / hitbox viewer.
- Three disabled diagnostic functions, a hidden programmer credit, and a sub-CPU timestamp.
Atari 2600
Atari 5200
Atari 7800
ColecoVision
- Aquattack
- Boulder Dash
- Cabbage Patch Kids: Adventure in the Park
- Dragonfire
- Memory Manor
- Rolloverture
- Squish 'Em Sam!
- Star Wars: The Arcade Game
- Tournament Tennis
- War Room
- Wizard of Id's WizMath
Intellivision
Vectrex
Commodore 64
ZX Spectrum
MSX
- Hidden developer information and three staff credits at the start of the ROM.
- Hidden text that references a cancelled Compile game, "Adventure Chumy.", and a simple version string.
- Hidden text and ASCII art at the end of the ROM courtesy of K.Shintani. Graphics for a test mode that may or may not exist in the final ROM.
NES
- The Addams Family
- Bubble Bobble
- The Bugs Bunny Birthday Blowout + prototype
- Castelian
- Dr. Mario PlayChoice-10 prototype
- Kirby's Adventure
- Last Action Hero
- The Legend of Zelda prototype
- Mega Man 5
- Robin Hood: Prince of Thieves
SG-1000
- Credits for Compile at the start of the ROM.
Sega Master System
SNES
- Alien vs. Predator
- Bassin's Black Bass
- Casper
- Champions World Class Soccer
- ESPN National Hockey Night
- ESPN Speedworld
- FIFA 97
- Fighter's History
- The Great Circus Mystery Starring Mickey & Minnie
- Kendo Rage
- Kirby's Dream Course
- Kirby Super Star
- The Magical Quest starring Mickey Mouse + Prototype
- Mega Man 7 + Prototype
- Mega Man X
- Mega Man X2 + Prototypes
- Mega Man X3 + Prototypes
- Mohawk & Headphone Jack
- Mortal Kombat
- Mortal Kombat 3
- NHL 96
- Pink Goes to Hollywood
- Porky Pig's Haunted Holiday
- Shien's Revenge
- SNES Test Program
- Super Bomberman
- Super Bomberman 2
- Super Bomberman 3
- Super Bomberman 4
- Super Bomberman 5
- Super Ghouls'n Ghosts
- Super Mario All-Stars
- Tecmo Super Bowl
- Time Slip
- X-Men: Mutant Apocalypse
Sega Genesis
- Beyond Oasis prototypes
- Dynamite Headdy + Prototypes
- Gunstar Heroes + Prototype
- Mortal Kombat 3
- Phantasy Star II prototype
- All of it. Lots of text changes, the most significant being the monster names.
- All of it. Again. Way too many text changes to list here.
- Restructuring the pages, adding new content to each.
- NICK ARCADE: Zone comparisons, ripping graphics for the sprite comparisons, detailing how the unused objects work, and recording the demo footage.
- SIMON WAI: Zone comparisons, ripping the unused graphics unique to this build, and recording "Demo 5".
- BETA 4 TO 8: Zone comparisons. Tracking down the various bugs in the "General Changes" section. Documenting Ending/Credits changes between builds. Ripping the graphics for the "Changed Graphics" section.
Game Boy
- Kid Icarus: Of Myths and Monsters
- Kirby's Block Ball
- Kirby's Dream Land
- Kirby's Star Stacker
- Mega Man + Prototype
- Mega Man II
- Mega Man III
- Mega Man V
- Mortal Kombat 4
- Super Mario Land 2: 6 Golden Coins
- Wario Land: Super Mario Land 3
Game Gear
Sony PlayStation
Nintendo 64
Game Boy Advance
- Kirby: Nightmare in Dream Land
- Mega Man Zero
- Mega Man Zero 2
- Mega Man Zero 4
- Super Mario Advance
- Super Mario Advance 4: Super Mario Bros. 3
GameCube
- Mario Party 4
- Mario Party 5
- Mario Party 6
- Mario Party 7
- Paper Mario: The Thousand-Year Door
- Pikmin 2
Wii
PC
- Atomic Bomberman
- Duckman
- King's Quest: Quest for the Crown
- King's Quest II: Romancing the Throne
- King's Quest III: To Heir Is Human
- Leisure Suit Larry in the Land of the Lounge Lizards
- Police Quest: In Pursuit of the Death Angel
- Sam & Max Save the World
- Besides the level select, everything on that page and in the various sub-pages is mine. There's a lot of it.
- Some unused graphics, but not all, plus some unused sound effects.
- Space Quest: Chapter I - The Sarien Encounter
- Space Quest II: Vohaul's Revenge
- Strong Bad's Cool Game For Attractive People
Minor Contributions
Either small findings or adding content that other people found.
Arcade
- Unused UFO graphic that's relatively common knowledge at this point.
- Credits that are seen for four frames when the game boots up. I didn't really discover this; Anyone who has ever run the game in MAME has already seen it.
- The Zen-chan-like enemy graphic was discovered long before TCRF existed.
- Pretty much my only original contribution was the anti-piracy information. All other content (except for the unused music and sound effects found by Furrykef) are known facts about the game that I just added to the article.
- Unused music track that was already known to be unused.
Atari 2600
Atari 7800
ColecoVision
Intellivision
Commodore 64
NES
- Action 52
- Bomberman
- Bomberman II
- Castlevania
- Darkwing Duck + Prototype
- The Legend of Zelda
- Mega Man 3
- Mega Man 4
- Mega Man 6
- Metroid
- Monster Party prototype
- Shatterhand
- Super Mario Bros. 3
- Willow
SNES
- A.S.P. Air Strike Patrol
- Bubsy in Claws Encounters of the Furred Kind
- Cool Spot
- Donkey Kong Country
- GP-1: Part II
- Home Improvement: Power Tool Pursuit!
- The Legend of Zelda: A Link to the Past
- Mega Man's Soccer
- Mickey to Donald: Magical Adventure 3
- Plok
- Rockman & Forte
- Super Bonk
- Super Mario RPG: Legend of the Seven Stars
- Super Mario World
- Super Mario World 2: Yoshi's Island
- Super Metroid
- Zombies Ate My Neighbors
Sega Genesis
Game Boy
- Donkey Kong
- Donkey Kong Land
- Game & Watch Gallery
- Game & Watch Gallery 2
- Game & Watch Gallery 3
- Kirby's Dream Land 2
- The Legend of Zelda: Link's Awakening
- Mega Man IV
- Metroid II: Return of Samus
- Mortal Kombat
- Mortal Kombat II
- Mortal Kombat 3
- Super Mario Land
Game Gear
Nintendo 64
- Bomberman Hero
- Kirby 64: The Crystal Shards
- Mario Kart 64
- Mortal Kombat Mythologies: Sub-Zero
- Super Mario 64