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User:Team Fail/Trajectile

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Title Screen

Trajectile

Also known as: Reflect Missile (JP, EU)
Developer: Q Games
Publisher: Nintendo
Platform: DSiWare
Released in JP: January 20, 2010
Released in US: January 4, 2010
Released in EU: November 27, 2009


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


Hmmm...
To do:
There's debug files in the ROM. Look into this. Also, there's apparently 220 or 230 levels in the game, but over 300 level files. Good riddance. Also get rips for the title screen graphics to show the change in logo for regional revisions. Also, the Japanese version has a lot of wonky wording for English text, so document these differences in text.

It's like Breakout, but not.

Version Data

Two files appear in the ROM of the game, called revision.txt and version.txt. version.txt also contains what appears to be a compile date of October 14, 2009.

revision.txt:

Revision r28079

version.txt:

Version pepe 091014 22:56

Debugging Files

Many files in the ROM data seem to indicate that debugging functions are present, as well as a level editor.

Unused Text

Hmmm...
To do:
There's probably more.

Note: The word 'unused' in this section is actually copied from the game.

menu.bmg

0123456789

サイカイ
unused

3セットセレクション
unused

5セットセレクション
unused

10セットセレクション
unused

TURN:  
unused

PAR
unused

SCORE:
unused

CLEAR STAGE
unused

TOTAL STAGE
unused

ABCDEFGHIJKLMNOPQRSTUVWXYZ
abcdefghijklmnopqrstuvwxyz
ªºÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖØÙÚÛÜÝÞß
àáâãäåæçèéêëìíîïðñòóôõöøùúûüýþÿ
¡¿º°
!"#$%&'()=~|<>?_,./-^\;:+*{}[]@`
0123456789

このステージをやめて
別のステージにチャレンジしますか?
unused

Unused Levels

Hmmm...
To do:
There's more.

stage_01043.bs2

It's-a-me, Mario!
This unused level was used, presumably, for debugging the level format and making sure that physics works correctly. Strangely enough, this level has 10 sets of missiles, which may point to different amounts of missiles being used while the game was in development:
  • 1 Smasher
  • 2 Smashers
  • 1 Driller
  • 2 Smashers
  • 1 Smasher
  • 1 Driller
  • 3 Smashers
  • 2 Smashers
  • 2 Smashers
  • 3 Smashers

Additionally, the locations of the missiles are defined in pixels rather than just numbers between -8 and 8 from left to right. Additionally, the file format is slightly different, as the level data starts at a different position in the file from all regular levels, which points to this file indicating that the level engine underwent various modifications during development.