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Virtua Hamster

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Title Screen

Virtua Hamster

Also known as: Virtual Hamster (alternate box art mock-up) [1]
Developers: Sega, David A. Palmer Productions
Platform: 32X


SourceIcon.png This game has uncompiled source code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.


This game was stuffed away in a cardboard box and found 30 years later in a garage
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released.
Download.png Download Virtua Hamster
File: Virtua Hamster (32X) (Prototype - 1994).zip (info)

Virtua Hamster is a 1994 entry in Sega's "Virtua x" umbrella that involves rodents racing each other through tubes. The game was cancelled despite being nearly complete, though an early prototype was leaked in 2009.

Unused Graphics

Given the prototype's early state of development, it should come as no surprise there's a lot hiding in the game.

VirtuaHamster-UnusedPlayerSelect.png

An alternative player selection screen, with pipes surrounding the characters.

VirtuaHamster-UnusedBluePrint.png

A map selection screen. There's only one playable map in the demo and no way to select the map from the options menu.

VirtuaHamster-ScuttleCaptured.png

A message congratulating the player for capturing a Scuttle. These don't exist in the only playable map, thus making it impossible to see this.


(Source: Alpha Jon)

Passwords

Although no passwords are given out by the game, there are some working passwords coded in that send the player to various parts of the demo level.

V
TEST1
HELLO
NIHILISTAG
SLAGAID
DECADES
BINARY
WHORES
(Source: Tony H)

Source Code

A small piece of code is present at hex address 51192 in the ROM.

 returns d1 weapon select else -1

 -----------------------------------------------------------------------------

 cycle_weapon  
 move.w  current_stick,d0 ;joystick values 
 moveq   #numcol-1,d2     ;number to check 
 moveq   #0,d1
 move.b  numcol*2(a5),d1  ;this indexes select
 bmi.s  
 @none
 add.w   d1,d1            ;which one  
 lea     (a5,d1.w),a1     ;this points to the def
 tst.b   (a1)             ;any? 
 beq.s   
 @search   
 btst    #c_jp,d0         ;do nothing 
 beq.s   
 @found    
 bra.s   
 @next 
 @none
 moveq   #-2,d1           ;compensation
 bra.s   
 @next
(Source: Tony H, Divingkataetheweirdo)

Development Text

Present at 0x1A62A in the ROM is some audio-related text.

Nuhamster
Simmons Snare 
at-fat 
Techno Bass 
Linn 
FM 
Concert Snare 
Acoustic Kick 1
mod
Koto  f vox.FM 
Ice Lead alo Pad ngs 2
Roll Out     FM 
Bell Lead 1
Guitar
Simmons Crash  7
Soft Violin
attack
Doom Pit
Bright Organ
Fat Hammond Organ
Hit5E .FM
Mechanical

Present at 0x25BB0 in the ROM:

End of 68000 code

Present at 0x265A4 in the ROM:

Vbl 
Tx err 
Z behind:   
Z position: 
Z left:     
Region:     
Direct:     
Chip X pos: 
Chip X mom: 
Players : 
Status  : 
Junction: 
Offset  : 
Obj sent: 
(Source: Original TCRF research)

Present at 0x52096 in the ROM is text leftover from the Psy-Q SDK:

All the memory in your machine has been exhausted.
  Do you want to save your files before exiting to DOS?
energy	rs.b	1
5
toggles=1
 0 1 0 0
srch=clear_screen
s		moveq	#numcol-1,d2
at count
Software Ltd 1993
C:\PSYQ\asm68k.EXE /i /g /l /zd main.s,main
Psy-Q 68k version 2.34
C:\ANDREW\COLLECT.S(11) : Error : Symbol 'collect1_data' not defined
Assembly completed.
1 error(s) from 14032 lines in 1.2 seconds
Bad return code - make aborted
akefile=makefile.mak
(Source: Tony H)

Unused Sounds

This would have been for the title screen, but nothing plays on there besides music.

A couple of samples, which also go unplayed.

Four sounds from Windows 3.1 are present.

(Source: TmEE)

References