Bakutotsu Kijuutei
Bakutotsu Kijuutei: Baraduke II |
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Developer: Namco This game has hidden development-related text. |
Bakutotsu Kijuutei: Baraduke II is the sequel to Alien Sector, a.k.a. Baraduke. The gameplay has changed significantly: Instead of having to eliminate every Octy to proceed, the player just has to reach the end of the stage. The health system is gone, so the player has a maximum of two hits before dying. Oh, and the player can only fire to the right, they can't backtrack, and there's an encroaching wall of death that they must outrun.
This was the last game in the Baraduke series.
Contents
Debug Functions
Most of these are already labeled correctly in MAME.
Sprite Viewer
Flip this dip switch to enable a sprite viewer on the title screen. Press 1P Up / Down to scroll through sprites.
Stage Select
Flip this dip switch to enable a stage select feature before starting a new game. This is actually a floor select (since this game has branching paths and all) and ranges from 00 to 47. Press 1P Left / Right to adjust the floor number by 1, and 1P Up / Down to adjust the floor number by 10.
Coordinate Display
The "Show Coordinates" dip switch does just what it says it does, printing the character's relative X and Y positions to the bottom-center of the screen.
Alternate Stage Count Display
The second dip switch labeled "Unknown" in MAME will change the way stage numbers are displayed. Normally the game uses a table to look up what stage the player is actually on and prints that to the screen at the start of the stage and at the bottom-left of the screen, but if this dip switch is set, the game will print the raw stage ID instead.
ADS Mode
To see the remnants of an ADS mode...
- Put the following code in bakutotu.xml:
<cheat desc="ADS Mode"> <script state="run"> <action>user1.md@3FBA26=123EE37E</action> </script> <script state="off"> <action>user1.md@3FBA26=F8002710</action> </script> </cheat>
- Start a normal game with the service dip switch set to Off.
- Enable the code.
- Press the Service Mode button (Default F1 in MAME).
The game doesn't actually track anything, though, hence "remnants".
Press the Service button (Default 9 in MAME) to switch to the next page. Note that the game skips from 13 minutes to 21 minutes. The full list of audits is loaded to the first background layer and is 512 pixels tall.
Alternate Layout Feature
If the Freeze dip switch is set, the game will load alternate layouts for most floors, 13 of which are unused in the normal layout set. Note that only the stage layout changes - object layouts remain the same. The obvious problem with all this is that the Freeze dip switch, well, freezes the game. Put the following code in bakutotu.xml to disable the freezing function:
<cheat desc="Disable Freezing Function"> <script state="run"> <action>user1.mb@366B85=00</action> </script> <script state="off"> <action>user1.mb@366B85=F6</action> </script> </cheat>
The table listed below first lists the floor number, then the earliest floor that uses this floor's normal layout, and then the first floor that has a normal layout that matches this floor's alternate layout, if any. For example, Floor 31's normal layout first appears in Floor 22, while Floor 31's alternate layout first appears as Floor 4's normal layout.
Floor | Normal | Alternate | Floor | Normal | Alternate | Floor | Normal | Alternate |
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0 | Floor 0 | Floor 4 | 27 | Floor 27 | Unique | 36 | Floor 36 | Floor 6 |
1 | Floor 0 | Floor 10 | 28 | Floor 28 | Unique | 37 | Floor 37 | Unique |
14 | Floor 14 | Unique | 29 | Floor 29 | Unique | 38 | Floor 38 | Floor 23 |
17 | Floor 17 | Floor 9 | 30 | Floor 30 | Unique | 39 | Floor 39 | Unique |
19 | Floor 19 | Floor 30 | 31 | Floor 22 | Floor 4 | 42 | Floor 4 | Floor 0 |
20 | Floor 20 | Unique | 32 | Floor 32 | Floor 36 | 44 | Floor 44 | Floor 24 |
22 | Floor 22 | Floor 4 | 33 | Floor 33 | Unique | 45 | Floor 36 | Floor 30 |
23 | Floor 23 | Unique | 34 | Floor 34 | Unique | 46 | Floor 4 | Floor 30 |
24 | Floor 24 | Unique | 35 | Floor 35 | Floor 23 | 47 | Floor 19 | Floor 30 |
25 | Floor 9 | Unique |
Unused Bonus Roulette Content
Second Layout
Wheel 1 | Wheel 2 (Unused) |
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If var $00E9 is set to a non-zero value, the bonus roulette will use a second, unused layout. The "L" icons are supposed to manipulate var $00E9, but since those icons are only on the second wheel, the player never gets past the first wheel.
Unused Spaces
Put the following code in bakutotu.xml to replace all of the spaces on the first wheel with an unused space:
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
<cheat desc="Change Roulette Setup"> <parameter> <item value="0x86068606">+1 L</item> <item value="0x88068806">-1 L</item> <item value="0x8A068A06">2 Shot Vessel</item> <item value="0x8E068E06">Speed Power-up</item> <item value="0x92069206">Paccet Cluster</item> </parameter> <script state="run"> <action>user1.md@367593=param</action> <action>user1.md@367597=param</action> <action>user1.md@36759B=param</action> <action>user1.md@36759F=param</action> </script> <script state="off"> <action>user1.mq@367593=8C06840694068206</action> <action>user1.mq@36759B=8206820694068206</action> </script> </cheat>
Unused Graphics
Character Graphics
Two shaded fonts, neither of them used. The font used in-game is decidedly unshaded.
16x16 icons of the player (probably meant to represent lives before the vehicle icon replaced it), adult and baby Paccets & Octys, and a gun.
A bunch of unused symbols. There's the Paccet and Octy again, along with an eye and, umm...other things!
Two different kinds of meters, both unused. Maybe this game had a health system at one point?
FG / BG Graphics
There are six stage tilesets in the game: Three with stalactites and stalagmite graphics, and three without. The first tileset, the one with marble-like stones, is completely unused.
The tileset with smooth stone blocks only has a single block unused: A two-way arrow block. The mossy tileset has a few more unused blocks, including a pass-through block and a different version of the two-way arrow block.
The three tilesets without stalactites and stalagmites are mostly unused. The first set is only used on floors 28 and 37 and leaves a lot of the blocks in the tileset are unused, while the smooth and mossy versions are completely unused.
Five background graphics are unused. Yep.
Sprites
Early | Final |
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There's an early design for the player character at the start of the object graphics ROM. This design lacks the eyes and dark outline seen in the final art.
Early | Final |
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The early design appears in an alternate version of the player's death animation. The final design made this animation more comedic by keeping the player's head visible after the explosion. Each animation has nice touches that the other version lacks: In the early animation, ash falls to the ground after the explosion, while in the final animation, the player's suit is lit up by the explosion.
Used | Alt |
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A third design, one with blue boots, fixed arm outlines, and a larger visor, appears later in the object graphics ROM.
The blue-booted design shows up in unused crouching graphics and an alternate death pose. The meteorite did it, I tells ya.
Early | Final |
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An early version of the "START!" graphic. A little hard to make out.
Yes, there are still more unused power-up graphics, these without any code associated with them. From left to right, they include a bonus White Paccet, a speed-down to match the speed-up power-up, some kind of vehicle power-up (more vehicle health?), armor for the Paccets (which uses its own unique graphic in the final game), a Bagann (which just pop out of the capsules on their own), and a random power-up icon.
Used | Corrected |
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This final unused power-up would have given the player one single yellow Paccet. The graphic is assigned an incorrect palette in the sprite viewer - the erroneous palette is meant for the weapon power-ups.
Early | Final |
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Preliminary versions of the score numbers. The early numbers have much thinner outlines and only go up to 4.
Graphics for a 10 point bonus. Paccet eyeballs are worth 1 point in the final game; they were probably originally 10 points before single-digit scoring was implemented.
Yet another early design for something. They really could have cleaned up the object graphics ROM. Anyway, this is an alternate design for the player's gun.
Two, that's right, two unused floating guns! Most games are lucky if they get just one. The first one might have been a vehicle for the player to use, while the second one seems like an obstacle.
Early | Used |
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The Molamola enemy has an alternate design in the game ROM, one that more closely resembles how it appeared in the first game.
The final design has six unused frames, five of which have a different, craggier head. Maybe it could have acted as a barrier of some sort.
Black Paccets can appear in yellow capsules, but they never peek out and look around like this.
The stone Baganns have a bunch of unused animations. In the final game, they always face to the left and chomp, but they have turning, right-facing, and upward-facing animations...
...as well as blinking and happy animations.
This Paccet in the same style of the stone Baganns is completely unused.
How many stone creatures does this game need, anyway? Here are single-eyed, double-eyed, and blinking stone pillars. That's pretty weird...
...but not as weird as this chomping stomp thing. What the hell?
Shades | No Shades (Palette 3F) | No Shades (Palette 39) |
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This is an unused version of Takky and/or Hommy without shades. There are two possible palettes: The first palette doesn't have any obvious errors but makes the player's smile very hard to make out, while the second palette has a more accurately-colored vehicle and a more noticeable smile, but uses an incorrect blue color for the vehicle's tarp.
These Paccet designs appear right after the Paccets used in the game's credit sequence. They lack the more complicated shading of the Paccets used in the final game.
Hidden Text
Startup Text
This text with info on the game's sub-CPU is normally displayed at the start of the game for a single frame. Set the Freeze dip switch and reset the game to get a chance to actually read the thing. Apparently they never got to 1.00, which would explain a lot...
Placeholder Text
There are four sub-CPU modes that print placeholder text to the screen and then stop. Put the following code in bakutotu.xml to replace the Press 1P Start Button text with a chunk of placeholder text.
<cheat desc="Change Press Start Text"> <parameter> <item value="0x03">Temp Title</item> <item value="0x05">D E A D Text</item> <item value="0x09">Game Over</item> <item value="0x0A">Demo 1</item> </parameter> <script state="run"> <action>user1.mb@367613=param</action> <action>user1.mw@3FD925=0x1212</action> <action>user1.mb@3FD927=0x12</action> </script> <script state="off"> <action>user1.mb@367613=0x0C</action> <action>user1.mw@3FD925=0xF5BD</action> <action>user1.mb@3FD927=0x19</action> </script> </cheat>
03 - Game init | 05 - Death cutscene | 09 - Game over | 0A - Attract mode |
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