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!

User:CounterDiving/Sandbox

From The Cutting Room Floor
Jump to navigation Jump to search

Template:ProtoPage

Keep circulating the games
This game was made unofficially by fans.
Anything pertaining to this game has no effect on the actual series and is not considered canonical in any manner.
This birb is mad 'cuz there's not enough done on this page.
This game is considered a high priority article.
More needs to be done for this article.

Electro Man

Error Messages

The error messages are completely different between the two versions. These can be found loaded into memory when the game is running.

Electro Body

Original Translated
Nie ma miejsca na obiekt!
Brak obiektow w grze!
Obiekt o nieznanej procedurze obslugi!
Obiekt o nieznanej procedurze dotkniecia!
Brak check pointa startowego!
There is no place for an object!
No objects in the game!
Object with unknown operation procedure!
Object with unknown collision procedure!
No start check point!

Electro Man

Game error: 'TOMOBJ'
Game error: 'NOOBJ'
Game error: 'UNKNPROC'
Game error: 'UNKNTPROC'
Game error: 'NOCHKP'

Version Differences

  • Electro Man only supports VGA and Monochromatic VGA. Electro Body, on the other hand, supports not only VGA, but also EGA, CGA, and Hercules.
  • Electro Man allows the player to jump with the Control key, while Electro Body allows the player to jump with the Q key.
  • Also annoyingly, the player can't quit Electro Body, requiring a restart to get back to DOS.
  • The framerate is slower in Electro Body v. 1.0, but tweaked to be a little higher in later versions.
  • The "Jesus is here!" sound effect that plays upon reaching a checkpoint is reversed in Electro Man.
Electro Body v. 1.0 Electro Body v. 1.5 Electro Man
Electro Body-title.png Electro Body Rev 1-title.png Electro Man-title.png

The title screen got a huge overhaul by Version 1.5 and improved further with Electro Man.

Electro Body Electro Man
Electro Body-Level 1 Start.png Electro Man-Level 1 Start.png

Even from the first level, there is a noticeable graphical revamp of the levels, containing much more detail on the objects.

Super Famicom Debugging Codes

Romancing Saga 2: 7EF600FF 7EF60101

Romancing Saga 3: 7EF30F3B 7EF31002


(Source: http://www5a.biglobe.ne.jp/~yo-shi-/75324898/)

Daggerfall Stuff

STUFF TO IMPROVE ON BEFORE MOVING TO THE GAME PAGE

Carmageddon Proto

Gotta get some more stuff up here. Here's a list of demos I know... -March 1997 Rolling Demo -1997 Beta Demo:

  • The easiest difficulty is named "As Easy As Killing Babies with Axes", but was changed to "As Easy As Killing Bunnies with Axes".

Anything else?

Concerning Fan and Amateur Games

  • Hacks not done with with company's permission are not allowed.
  • Hacks of games done without company permission, but sold in stores are unlicensed, particularly on consoles.
  • Fan and amateur games will be reviewed on a case-by-case basis.

What constitutes a title screen?

  1. Does it show the game's title?

  2. Where in the game does the title appear?

  3. Are there other instances a title is used?

  4. Does it appear on an autorun menu?

Sound Test, Debug Modes and Other Cheats

  1. Is the cheat not listed in the manual or given away by the game?

  2. Is this cheat not a debug mode or sound test, yet it's undocumented anywhere else?

  3. Is there no controller input recognized that allows one to get said cheat, but it's programmed in the game?

Languages

Romanization

Japanese

This wiki usually follows the rules of the Hepburn romanization. One major exception is regarding long vowels, which rely on the kana spelling. Rather than using macrons (i.e. kyō for きょう and きょお), spell out the kana (i.e. kyou for きょう and kyoo for きょお). This is both to make it easier for users with keyboards without the ability to type in macrons and to make the spelling as close to the original language as possible.

Chinese

Use the Pinyin system.

Korean

Use the Revised Romanization of Korean.

Russian

Use GOST 7.79-2000.

More

[23:46]	West1C	there is a test level in Gokujou Parodius, BTW
[23:47]	West1C	I did a playthrough of the Sample version
[23:47]	West1C	the only differences I found were that
[23:47]	West1C	the boss of stage 3 rams like fucking crazy to the point it's impossible to defeat him

Romancing SaGa

Confirm any of this.

Unused Items

(Source: Game Center GX)

Pokemon Pinball: Ruby and Sapphire Credits

Since it seems the game never displays these (in the American and European versions), here's a full list of known staff.

Source: http://www.geocities.co.jp/Playtown-Domino/6420/staff/pokemon_pinad.html

Director: Masaru Kuribayashi
Programmers: Tsutoshi Matsumoto, Masamitsu Takami, Noriaki Teramoto
Graphics Design: Arito Choujou, Kouji Kiriyama, Norichika Meguro, Masanori Nishishita,
Noriko Shibuya, Naomi Sanada, Hiroshi Tanigawa, Tomoki Miyazaki, Masaru Kuribayashi
Sound: Kazuya Suyama, Auumi Sano
Pokemon Voices: Ikue Ootani, Satomi Koorogi
Debugging: Super Mario Club
Illustrations: Norichika Meguro
Artwork: Fujiko Nomura, Yasuko Takahashi, Mizue Hagiwara, Akiko Hirono
Special Thanks: Yuuri Sakurai, Hiroki Enomoto, Ken Sugimori, Gou Ichinose, Junichi Masuda, Takao Nakano, Azusa Tajima, 
Takemoto Mori, Masafumi Mima, Tomotaka Komura, Kenjioru Itou, Takanao Kondou, Rui Kawaguchi
Coordinators: Kyouko Watanabe, Retsuji Nomoto
Function Managers: Hitoshi Yamagami, Gakuji Nomoto
Producers: Hiroyuki Jinnai, Takehiro Izushi, Makoto Nakayama, Hiroaki Tsuru
Executive Producers: Satoru Iwata, Tsunekazu Ishihara


Things to check out

http://www25.tok2.com/home/garuru/urawaza/pc_ka.html