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Air Fortress
Air Fortress |
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Developer: HAL Laboratory This game has uncompiled source code. This game has a prototype article |
To do: The Japanese manual has some prototype screenshots. |
Air Fortress is a simple yet entertaining shoot-'em-up by HAL. WHERE IS MY LIGHTBRASNER?
Sub-Page
Prototype Info |
Unused Graphics
A set of border tiles that would have appeared on the map screen. These can be seen in a screenshot in the Japanese manual.
An unknown character riding a ship that bears more than a passing resemblance to the player character, found in the sprite bank for the side-scrolling shooter areas. The fact that it is facing to the right, unlike most other enemy sprites, suggests that it may not have been an enemy. This can also be seen in a screenshot in the Japanese manual.
Uncompiled ASM Code
The Japanese ROM contains several large portions of the uncompiled ASM source code, complete with comments from the programmer, as well as a couple of DOS file listings. These snippets were probably leftover data in the RAM of the computer that was used to compile the game. The American release was cleaned up significantly and recompiled, so it doesn't contain this data. This data is also absent from the prototype.
Data Locations
RESE90 = $C086 W2PART = $C08D MMOVR = $C194 MMOVL = $C1AD MMOVD = $C1FC MMOVU = $C219 SXYFDM = $C26A DSPMAP = $C28B IMDATH = $C311 IMDATV = $C318 SEBPOS = $C372 SEFDRC = $C3C5 SEBDRC = $C3DD EBMSSB = $C4C5 EBMSET = $C4D2 EBMS20 = $C4DC LBMSET = $C4FB EFBSET = $C50B CBMSET = $C518 BBMSET = $C545 MVEBM = $C55C WEBM = $C754 MVFBM = $C808 WFBM = $C832 SIRAPA = $C8E3 SETPLT = $C908 WPOSE = $C9B6 OBJOBJ = $CA68 PAUSE = $CA9C RQPOS = $CAB6 OBJNBR = $CADB DSPEGY = $CB27 EGYADD = $CC0F EGYSUB = $CC3A MAXADD = $CC5A MAXSUB = $CC6A PUTPRT = $CC83 FADIN = $CD92 FADINK = $CD94 FADOUT = $CDC9 FADOUK = $CDCB BASINI = $CE07 FORINI = $CE57 BASGAME = $CEE9 FORGAME = $CEFC GAMEOVR = $CF07 GOEND = $CF0F ERROR = $CF17 ALLLFT = $CF1A ALLRGT = $CF5D ALLDWN = $CF8D ALLUP = $CFCE EVLONE = $D011 EVLON0 = $D013 EVRONE = $D047 EVRON0 = $D049 EVDONE = $D069 EVDON0 = $D06B EVUONE = $D08B EVUON0 = $D08D CMVSUB = $D0AF WSHUTR = $D136 QUAK90 = $D2E3 DNMI = $D428 ENMI = $D432 SYNC = $D438 WRMMC0 = $D453 WRMMC1 = $D467 WRMMC2 = $D47B WRMMC3 = $D48F SETH = $D4A3 SETV = $D4A8 DISSCR = $D4AD ENASCR = $D4B8 VADRS = $D4C0 FILVRM = $D514 WVRMP1 = $D51A WRTVRM = $D520 CLROBJ = $D73D SBIOS = $D769 BSBIOS = $D853 SNFEDM = $0000 SNGON = $0001 SNBKRT = $0002 SNBBM = $0003 SNFBM = $0004 SNEEXP = $0005 SNELV = $0006 SNFDMG = $0007 SNEFBM = $0008 SNDOOR = $0009 SNWARP = $000A SNGRAV = $000B SNUFO = $000C SNBEDM = $000D SNFFSI = $000E SNBFSI = $000F SNITEM = $0010 SNALLC = $0011 SNESCP = $0012 ; .END ;
Code (Display Routine?)
cpx #yoko > .ifn kanji < cpx #yoko*2 > bne line_vmas20 ldx #$20 lda lineadrs+3 ; v.ram write address high beq line_vmas80 sta vrad ; address high lda lineadrs+2 sta vrad ; address low line_vmas30 lda chrcode,x sta vrdt ; write !!! inx .ifn kana.alpha < cpx #yoko+$20 > .ifn kanji < cpx #yoko*2+$20 > bne line_vmas30 .ife line-2 < jmp line_vmas80 > ldx #$40 lda lineadrs+5 ; v.ram write address high beq line_vmas80 sta vrad ; address high lda lineadrs+4 sta vrad ; address low line_vmas40 lda chrcode,x sta vrdt ; write !!! inx .ifn kana.alpha < cpx #yoko+$40 > .ifn kanji < cpx #yoko*2+$40 > bne line_vmas40 line_vmas80 .ifn kanji < lda atrbadrs+1 beq line_vmas88 sta vrad lda atrbadrs sta vrad ldx #$00 ldy #$08 line_vmas85 lda atrbcode,x sta vrdt inx dey bne line_vmas85 > line_vmas88 lda #$00 sta lvmex pla pla jmp nmi30 ;--- font vmas --- .ifn kanji < font_vmas lda fvmex beq font_vmas99 LDA CR0 AND #$0FB STA CTLR0 STA CR0 lda sttr ldx #$00 font_vmas10 lda chrcode+1,x ; v.ram write address high sta vrad ; address high inx lda chrcode+1,x sta vrad ; address low inx ;ldy #$08 font_vmas20 lda chrcode+1,x sta vrdt ; write !!! inx lda chrcode+1,x sta vrdt ; write !!! inx lda chrcode+1,x sta vrdt ; write !!! inx lda chrcode+1,x sta vrdt ; write !!! inx lda chrcode+1,x sta vrdt ; write !!! inx lda chrcode+1,x sta vrdt ; write !!! inx lda chrcode+1,x sta vrdt ; write !!! inx lda chrcode+1,x sta vrdt ; write !!! inx ;dey ;bne font_vmas20 cpx #$50 bcc font_vmas10 lda #$00 sta fvmex pla pla jmp nmi30 font_vmas99 rts > ; ;-------------------------------- ; V-RAM TRANSER ; .IFN VRTRF < VRTR20 STA VRAD INY LDA (REG0),Y STA VRAD INY LDA (REG0),Y ASL A JSR AUTINC ; V-RL AADDRESS AUTO INCREMENT SET ASL A ASL A LDA (REG0),Y AND #$03F TAX ; KOS
Data Locations
0000 FMS 0001 MMC 0000 PPU0 0001 PPU1 0002 VSCROL 0003 HSCROL 0004 VSCRLH 0005 HSCRLH 0006 PPU1SV 0007 SYNCF 0008 KYSTAT 000A KYTRIG 000C RLSFLG 000E SEGMNT 000F P0 0011 P1 0013 P2 0015 W0 0016 W1 0017 W2 0018 W3 0019 W4 001A SAVEA 001B SAVEX 001C SAVEY 001D IP0 001F IW0 0020 IW1 0022 WRPNT 0023 RDPNT 0024 WRPNT1 0025 RDPNT1 0026 KWRPNT 0027 KRDPNT 0028 JIFFY 0029 RNDREG 002B XPOS 002C XPOSH 002D YPOS 002E DIGITS 002F EDTPTR 0030 LINBUF 0035 CUROBJ 0036 CURCOD 0037 WRST 0038 SNDPNT 003A WAITC 003B SSP 003C SSTACK 003E CHVA 003F CHVB 0040 CHVC 0041 OFSA 0042 OFSB 0043 OFSC 0044 SNDREG 005C SSWSAV 005E MODE 005F PRGBNK 0060 MAPBNK 0061 ROUND 0062 LEFT 0063 SCRENX 0065 SCRENY 0067 PNTSTO 0069 PNTMGL 006B PPOSEL 006D PPOSEH 006F PNT1 0071 PNT2 0073 PNT3 0075 PNTOBJ 0077 PNTSPE 0079 PPART1 007B PPART2 007D PPART3 007F PPART4 0081 PPARTA 0083 WORK 0083 WORK0 0084 WORK1 0085 WORK2 0086 WORK3 0087 WORK4 0088 WORK5 0089 WORK6 008A WORK7 008B WORK8 008C WORK9 008D WORKA 008E WORKB 008F WORKC 0090 WORKD 0091 WORKE 0092 WORKF 0093 SPBIGN 0093 GSXIW0 0094 SPEND 0094 GSXIW1 0095 SPNEGA
File Listing
. .. FE EXE CONFE EXE TXTCNV EXE TSCONV EXE GREP EXE FE CNF FE HLP FE HL2 CONFIG SYS FED BAT READ ME FE BAK _E $$$
Data Listings
8354 W1LINE 8363 W1LI21 836B W1LI20 836D W1LI00 8375 W1LI01 8392 W1LI10 83C1 W1LI90 83CD W1LI91 83E5 W1LI99 83F3 W1LI11 83F6 W1LI12 83FC STORYD 8815 STAFFD 8B0E FORTRS 8B61 FORT01 8B7E FORT00 8B88 FORT02 8B98 FORT10 8BA3 FORT20 8BAE FORT30 8BB5 FORT70 8BCA FORT80 8BD6 FORT81 8BE2 FORT82 8BEF DSPF90 8C23 DSPF97 8C57 DSPF98 8C8B DSPF91 8C93 DSPF92 8C9B DSPF93 8CB7 DSPF94 8CCB DSPF95 8CD3 DSPF96 8D17 DSPFA0 8D1B DSPFA1 8D2B DSPFA2 8D3B DSPFA3 8D4B DSPFA4 8D5B DSPFA5 8D5F DSPFA6 8D63 LXVEL 8D64 LYVEL 8D65 RXVEL 8D66 RYVEL 8D67 FTRTOB 8D93 FTRT00 8DA3 FTRT10 8DA7 FTRT11 8DF7 FTRT12 8E0C FTRT13 8E1B FTRT14 8E21 FTRT15 8E2C FTRT80 8E48 FTRT81 8E64 FTRT90 8ED4 TITLE 8EF0 TITL00 8EF8 TITL01 8F14 TITL20 8F17 TITL23 8F19 TITL21 8F2E TITL22 8F39 TITL24 8F49 TITL80 8F5B DSPTTL 8F8D WRTCUR 8FB1 WRTC10 8FBA WRTC90 8FBC DSPT90 8FD0 DSPT91 9008 DSPT94 9040 DSPT92 9049 DSPT95 9055 DSPT93 906F DSPTA0 9083 DSPTAU 9097 DSPTA1 909C DSPTA2 90B0 OSYNC 90B6 SETSTA 90C5 SETS00 90EC FLASTA 90EE FLAS00 9107 CLRV1 910E CLRV00 9124 CLRV10 9137 CLRV11 913C CLRV2 9146 RANDOM 914E RANDM1 916D RANDM2 9178 RANDM3 9179 OWRVRM 9182 OWRVR0 9186 OFIVRM 918F OFIVR0 9193 POSEL 0010 PNFTRB 91A4 POSEH 91B5 POSE00 91D8 POSE01 91FB POSE02 921E POSE03 9241 POSE04 9264 POSE05 926F POSE06 927A POSE07 9285 POSE08 9290 POSE09 929B POSE10 92A6 POSE11 92B1 POSE12 92BC POSE13 92C7 POSE14 92D2 POSE15 92D9 PSFTRB 92EC CLRSCR 930B CLRSC8 9310 CLRSC9 9315 OVERXX 934E OVER11 9374 OVER20 9377 OVER30 9386 OVER90 9394 OVER91 93A1 ALLMXX 93F4 ALLM01 9421 ALLM00 943C ALLM10 9453 ALLM20 9461 ALLM22 9481 ALLM23 94AC ALLM24 94BC ALLM25 94E0 ALLM30 94E9 ALLM31 94F9 ALLM50 9509 ALLM51 953F ALLM52 9543 ALLM53 9549 ALLM60 954A ALLMP1 955A ALLMP2 956A ALLMP3 957A ALLMP4 958A ALLMPA 959A ALLM90 95BA ALLM91 95C1 ALLM92 95C8 ALLM93 95CF ALLMA0 95D7 ALLMA1 95DF ALLMA4 95E3 ALLMA5 95E7 ALLMB0 95FE ALLMB1 9616 ALLMB2 9636 ALLMC0 9637 ALLMC1 9638 ALLMCA 965B ENDXX 9690 END001 96C1 END010 96EA END011 9718 END012 9734 END020 9744 END021 977D URAEND 97B0 END710 97B6 END700 97C6 END701 97D8 END702 97E0 NRMEND 97E8 END100 97F1 END102 97FE END101 9808 END103 9814 END112 981D END110 982A END111 983C END120 9841 END121 985C END130 9862 ENDMGL 9872 ENDMG0 9875 END900 9885 END901 98C9 END902 98D9 ENDSTA 98D9 END910 98EE END911 9905 END912 991F END913 993C END914 9955 END915 996D END916 998E END917 99AD END918 99C6 END919 99DD END920 99F7 END921 9A0B END922 9A14 END923 9A1E END924 9A25 END925 9A32 END926 9A39 END927 9A46 END928 9A46 ENDEND
Version number?
LC 3.00
Text strings from a program (hextobin)
Invalid stack size $Insufficient memory $Usage: hextobin [-(h|v|1) | [-a offset] hexfile | -o binfile]... | -f scriptfile No more memory .bin No more memory -f missing scriptfile No more memory fname expected missing outfile missing hexdigis %lx%s illegal hexdigis %s: bat option No more memory no hex file outputfile = %s filler = %s dojob: unexpected switch simpleconcat... withiwataheader... %08lx - %08lx : filecount = %d %08lx - %08lx : %s offset = %04lx %08lx - %08lx : %s length = %04lx dumphexfiles... %s: seekpos = %ld size=%ld %s: can't open %02x %04x %02x %d=c:c %02x %02x checksum = %x %s,line %d checksum error %s,line %d too long %-12s : %04lx - %04lx %04lx %-12s : empty %s,line %d checksum error %08lx - seek error @ %s %s,line %d write error %s,line %d too long %08lx : binary image of %s fillfile: seek error *** STACK OVERFLOW ***
Assembler messages
AIRBASE.X65 87-07-14 15:45:44......PAGE 0001 LINE# LOC CODE LINE 16 0000 .LIB MAIN 616 8000 .END 617 8000 .LIB AIREQU 719 8000 .END 720 8000 .LIB BASEQU 739 8000 .END 740 8000 .LIB BASENEQU 780 8000 .END 782 8000 .LIB BASTEST 1055 8202 .END 1056 8202 .LIB BASENE1 1347 83C5 .END 1348 83C5 .LIB BASENE2 2106 8878 .END 2107 8878 .LIB BASENE3 2505 8A8F .END 2506 8A8F .LIB BASATARI 2877 8CC3 .END 2878 8CC3 .LIB BASENDAT 3181 8DBA .END 3182 8DBA .LIB BASETC 3363 8EC6 .END 3364 8EC6 .LIB BIKE 3852 91EF .END 3853 91EF .LIB BASPOSE 4348 9584 .END 4349 9584 .LIB BASPARTS 4507 9A34 .END 4509 9A34 .END No Errors End of Assembly. TIME = 15:46:00
Code (password routine)
; ; PASS LDA STACON BNE PASS00 TAX JMP PASS80 ; PASS00 LDA PPU1 AND #%11110111 STA PPU1WT JSR OSYNC ; LDY #16*4-1 LDA #$F0 PASS01 STA OBJRAM,Y DEY BPL PASS01 ; PASS10 JSR CLRV1 JSR OFIVRM .WORD PSSC91 JSR OWRVRM .WORD PSSC90 LDX #3 LDA #'0' PASS11 STA VDATA,X DEX BPL PASS11 JSR WRTPAS LDA #0 STA SCRENX STA SCRENX+1 STA SCRENY STA SCRENY+1 ; LDA PPU1 ORA #%00001000 STA PPU1WT JSR OSYNC ; LDA URAF BNE PASS12 LDA #0 ; clear URA pass counter. STA UPACTR ; PASS12 LDA #0 STA PASSX ; ; * loop ; PASS20 JSR OSYNC ; LDA KYSTAT ; ZENKAI TO ONAJI ? CMP OLDKSV BEQ PASS21 ; yes. LDX #8*4 BNE PASS22 ; *BRA PASS21 DEC KREPCT BEQ PASS23 LDA #0 BEQ PASS24 ; *BRA PASS23 LDX #8 PASS22 STX KREPCT PASS24 STA KEYSAV LDA KYSTAT STA OLDKSV ; LDA KYTRIG AND #KMASKL BEQ PASS31 LDA PASSX BEQ PASS40 DEC PASSX BPL PASS40 ; *BRA PASS31 LDA KYTRIG AND #KMASKR BEQ PASS40 LDA PASSX CMP #3 BEQ PASS40 INC PASSX ; PASS40 LDX PASSX LDA KEYSAV AND #KMASKD BEQ PASS45 DEC VDATA,X LDA VDATA,X CMP #'0'-1 BNE PASS41 LDA #'Z' BNE PASS47 ; *BRA PASS41 CMP #'A'-1 BNE PASS48 LDA #'9' BNE PASS47 ; *BRA PASS45 LDA KEYSAV AND #KMASKU BEQ PASS50 INC VDATA,X LDA VDATA,X CMP #'9'+1 BNE PASS46 LDA #'A' BNE PASS47 ; *BRA PASS46 CMP #'Z'+1 BNE PASS48 LDA #'0' PASS47 STA VDATA,X PASS48 JSR WRTPAS ; PASS50 LDA #15*8-1 STA OBJRAM LDA #$58 STA OBJRAM+1 LDA #%01 STA OBJRAM+2 LDA PASSX ASL A ASL A ASL A ADC #8*19 STA OBJRAM+3 ; LDA KYTRIG AND #KMSKST BNE PASS60 JMP PASS20 ; ; * check pass word ; PASS60 LDY URAF LDA PSSC9L,Y STA PNT1 LDA PSSC9H,Y STA PNT1+1 LDX #1 ; PASS61 LDY #3 PASS62 LDA VDATA,Y CMP (PNT1),Y BNE PASS63 DEY BPL PASS62 BMI PASSA0 ; collect pass word ! ; PASS63 LDA PNT1 CLC ADC #4 STA PNT1 BCC PASS64 INC PNT1+1 PASS64 INX CPX #11 ; password data NO KAZU BCC PASS61 ; ; * illegal pass word.
File listing
. .. FE EXE CONFE EXE TXTCNV EXE TSCONV EXE GREP EXE FE CNF FE HLP FE HL2 CONFIG SYS FED BAT READ ME FE BAK _E $$$
Regional Differences
Intro
The intro was completely rewritten for the US version. Note that the text was carefully formatted to fit in the same number of lines as the Japanese version.
Japan | US |
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ON THE PLANET 'FARMEL', THEY HAD THE GLORIEST DAYS FOR TWO CENTURIES, SINCE THE STARDATE HAD ESTABLISHED. THEY SAILED ALL AROUND THE GALAXY WITH NEW TYPE SPACESHIP CALLED 'LIGHTSHIP'. BUT ONE DAY THE PEACE WAS DISTURBED BY A MISTERIOUS BIG FORTRESS. IT WAS LIVING AND WAS DESTROYING ALL OTHER CIVILIZATIONS. THE FEDERAL BUREAU OF GALACTIC GOVERNMENT OR- GANIZED THE DEFENCE FORCE IMMEDEATELY. BUT AS THE 'AIR FORTRESS' HAD VERY HIGH POTENTIAL, THE DEFENCE FORCE WAS WIPED OUT IN VAIN. SO THE FEDERAL BUREAU HAS DECIDED TO SELECT A SPECIALLY TRAINED MAN, ID 82592, NAMED 'HAL BAILMAN', AND HAS DEVELOPPED NEW TYPE 'LIGHTBRASNER' AND 'AR- MORED SUIT'. NOW HE DEPARTS FOR THE 'AIR FORTRESS' WITH THE DESTINY OF 'FARMEL'. |
THE INHABITANTS OF THE PLANET FARMEL HAVE LIVED IN PEACE SINCE THE ESTABLISHMENT OF THE STARDATE CALENDAR. THEY HAVE TRAVELED ALL AROUND THE GALAXY WITH A NEW STYLE SPACECRAFT CALLED THE LIGHTSHIP. THEN ONE DAY THE PEACE WAS DISTURBED BY A MYSTERIOUS BIG FORTRESS. IT WAS LIVING AND DESTROYING ALL OTHER CIVILIZATIONS. THE FEDERATION OF INTERGALACTIC POWERS ORGANIZED THE DEFENSE FORCES IMMEDIATELY. THE FEDERATION FORCES WERE NO MATCH FOR THE SUPERIOR DEFENSES OF THE AIR FORTRESS. THE FORTRESS TOTALLY DESTROYED ALL OF THE FEDERATION FORCES. THE FEDERATION DECIDED TO SELECT A SPECIALLY TRAINED PERSON, ID82592, NAMED HAL BAILMAN. HAL'S EQUIPMENT INCLUDES A NEWLY DEVELOPED LIGHT BLASTER AND ARMORED SUIT. NOW HAL DEPARTS TO DESTROY THE FORTRESS AND SAVE FARMEL. |
Gameplay
To do: There are probably more differences. |
The US version of the game was made significantly easier than the Japanese version:
- In the Japanese version, dying in a side-scrolling shooter area will return you to the beginning of that area. The US version immediately respawns you with a brief period of invulnerability instead.
- There are fewer enemies inside the fortresses. This is especially noticeable in the last few fortresses of the second loop.
- Homing bullets move in slower, wider arcs in the US version, making them easier to avoid.
- The fireballs shot by the giant robots in the eighth fortress will push you back until you hit a wall in the Japanese version, making these sections exceptionally difficult if you do not have perfect aim. These can be passed through in the US version.
Ending
The Japanese and US versions have different endings:
- In the Japanese version, when you beat the game, it shows you returning to Farmel, you get a congratulatory message, and you are given a set of passwords to play "another Air Fortress". You must then reset the game and enter these passwords in order to start the second loop. After beating the game a second time, it shows you returning to Farmel, and then you get the credits. Also, when you reach your escape ship after destroying the last core, the ship is behind a mesh with a sign that says "LY ESCAPE". This was removed for the Western versions.
- In the US version, when you beat the game, it tells you that the Air Fortress has "recovered its function," and you are then taken to the second loop. After you beat the game a second time, you get a congratulatory message and the credits. (The planet Farmel is not shown at all, as there was not enough room in the smaller US CHR ROM to include its graphics.)
For some reason, in the US version, Hideki Kanazashi's alias "Jumper Kanagushi" has been changed to "Escaper Kanagushi". However, all the other staff names and roles are exactly the same. Also, Presented by HAL Laboratory was changed to Presented by HAL America Inc. for obvious reasons.
First Ending
Japan | US |
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Second Ending
Japan | US |
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Passwords
The password system was changed slightly between versions:
- In the Japanese version, the three passwords GYUW + AGOG + OOON will take you to the first fortress of the second loop and activate "another Air Fortress" mode (the title logo will turn green).
- In order to enter passwords for the last seven fortresses of this loop, you must first enter the three aforementioned passwords, and then reset the game.
- The US version simplifies things by removing the "another Air Fortress" mode and giving the first fortress of the second loop a single password, ABE4. The remaining seven passwords are not locked and can be entered at any time.
- The password for the eighth fortress of the second loop is 7NDE in the Japanese version, and 7NDA in the US version.
Sound and Music
To do: Upload sound rips. |
- The music was made quieter and cleaned up a bit in the US version.
JP | US/EU |
---|---|
- The music that plays during the escape scene after destroying a fortress was given a noise track in the US version.
- The music that plays during the credits is completely different in the US version, and does not loop.
- The sound that plays after entering an invalid password is completely different between versions.
Bugs
- In the Japanese version, pressing Start during the intro animation will sometimes cause the stars in the background to overlap the title logo and story text. This was corrected in the US version.
- A couple of exit tubes in the eighth fortress of the second loop are bugged in the Japanese version, and will either place you inside a wall (with jumbled graphics) or set the wrong scrolling mode, forcing you to reset the game. These were thankfully fixed in the US version.
- In the Japanese version, the noise channel will occasionally get stuck playing noise during the escape scene that plays after destroying a fortress.
Miscellaneous
- In the escape scene that plays after destroying a fortress, Hal remains stationary in the middle of the screen in the Japanese version, and moves slowly from the left side of the screen to the right in the US version.
- The CHR ROM was shrunk from 128 KB to a mere 32 KB for the US version. This was accomplished by removing the graphics for the planet Farmel (as seen in the aforementioned Japanese ending), changing all eight Air Fortresses to use the same two CHR banks, and making better use of free space in several banks.
- Pages missing developer references
- Games developed by HAL Laboratory
- Pages missing publisher references
- Games published by HAL Laboratory
- Games published by HAL America
- NES games
- Pages missing date references
- Games released in 1987
- Games released in August
- Games released on August 17
- Games with uncompiled source code
- Games with unused graphics
- Games with regional differences
- To do
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with regional differences
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by HAL Laboratory
Games > Games by platform
Games > Games by publisher > Games published by HAL Laboratory
Games > Games by publisher > Games published by HAL Laboratory > Games published by HAL America
Games > Games by release date > Games released in 1987
Games > Games by release date > Games released in August
Games > Games by release date > Games released in August > Games released on August 17
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