Mysterium (Game Boy)
Mysterium |
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Developer: Maxis This game has hidden developer credits. |
A giant ant encourages you to brave a huge maze, defeat a dragon, and free a fellow Alchemist with the power of Alchemy in this interesting, but very ugly and awkward Game Boy Dungeon Master knockoff by Maxis, of all developers.
Contents
Unused Text
There are a lot of unused text in this game. A complete set is present in the US version, so all offsets here are for this version. The Japanese version has some lines removed but the rest is also there and is the same as in the US version albeit untranslated.
Load/Save Screen
Starting at 0x00406E:
LOAD SCREEN SAVE SCREEN
There is no way to save the game or otherwise access these options in the final version. Present in the Japanese version.
Status Messages
Among the strings library for display information at the bottom of the screen about current state, actions and effects of using items there are several entries that are never used by the game. Nothing is left in the Japanese version from here:
At 0x004EFD:
A DOOR
This message was intended to be used to identify doors with the "LIZARD" item. However, they used a separate string buffer for this instead with a different text which is loaded/modified/used only via RAM access, so this particular string goes unused.
At 0x0050F1:
SCALES OF WATER SCALES OF ACID
The only scales available in the game is "SCALES OF FIRE" and "SCALES OF MERCURY".
At 0x005141:
TELEPORT FAILED
Teleporting items never fail.
At 0x0051A5:
MYSTERIUM V1.00AU
Debug version string, in the released version there is not even the secret code associated with it.
Starting at 0x00530D there are three misc messages in a row:
THE GREAT DRAGON
This is the last entry of forgeable monsters list, but there is no Great Dragon at all.
INTERNAL ERROR
Listed after the monster descriptions, possibly for invalid monster values.
YOU FEEL DIZZY
Another unused item effect. All items that make you feel bad uses the same " YOU FEEL VERY SICK " line instead.
Misc Scenario Messages
At 0x005444:
YOU HAVE DONE WELL AS AN APPRENTICE IN ALCHEMY. WELCOME TO YOUR FINAL TEST. USE THE POOLS OF FIRE, WATER, ACID, AND MERCURY TO TRANSFORM WHAT YOU FIND AND CREATE WHAT YOU WILL NEED TO SOLVE THE MYSTERY OF THE MYSTERIUM.
There is no final level in this game after the 10th floor. When you complete the main game course you just return back to the title screen. Also note, the original text has no line breaks but all strings are padded to 20 characters per line. The messages were formatted here for convenience, but the rest of the game always uses line break characters, so this is evidence that this message was dropped at some point at the development stage.
Also next to it at 0x00582B at the end of the stage titles list there is an unused 11th title presumably for the stage mentioned above:
MERCURIUS
Just right next to it there are three lines which never get used by any game menu or option:
HIGH MEDIUM LOW
At 0x0069B5:
CADMIA HAS NOW TRANSCENDED THE MYSTERIUM.
This is one of the messages for the final stage's special events. Cadmia can be only saved from chains, he never "transcended the Mysterium" there.
Starting at 0x006C29 there are plenty of unimplemented messages for some kind of location descriptions which the released version never informs you about. The Japanese version only has the pool descriptions part.
YOU ARE AT A FLAMING POOL OF FIRE.
YOU ARE AT A BUBBLING POOL OF WATER.
YOU ARE AT A GLOWING RED POOL OF MERCURY.
YOU ARE AT A CHURNING POOL OF ACID.
SCALES OF FIRE YOU ARE AT A GIANT TILTED SCALE. THE PANS OF THE SCALE HOLD EVER BURNING FLAMES.
LET THIS GIVE YOU A FALSE SENSE OF SAFETY....
YOU ARE IN A GLEAMING YELLOW MAZE. THE SULFUROUS WALLS ARE ALMOST OVERPOWERING.
YOU ARE IN A HALLWAY OF THE MAZE. THE SMELL OF SALT IS STRONG IN THE AIR.
YOU ARE IN A SHINING WHITE HALLWAY. THE GLOW FROM THE ANTIMONY WALLS HELPS LIGHT YOUR WAY.
YOU ARE IN A DULL, DARK HALLWAY. SOFT LEAD IS EMBEDDED IN THE WALLS AND IS SCATTERED ACROSS THE FLOOR.
THERE IS A STRANGE FORCE IN THESE HALLS. THE SPIRIT POWER OF MERCURY GLOWS SILVER AND RED FROM THE BRICK WALLS.
SILVER GLEAMS FROM EVERY CORNER OF THIS HALLWAY. THE POLISHED FINISH OF THE FLOOR HAS BEEN SCRATCHED BY THE WANDERINGS OF MONSTERS.
THESE HALLS ARE STRANGELY QUIET EXCEPT FOR THE DISTANT
The latter message seems cut off.
Debug Material
Debug Items
On the Map screen, press Start + A + B + Left. If successful, your first item will change to the "PASS KEY" (index $AC), a debugging item that allows you to open any locked door.
Alchemizing this key with any of the pools will change it into the "DOWNLEVL" (index $AD), which can be used to go down a dungeon floor. When the last floor is reached this item disappears.
The "DOWNLEVL" can be alchemized into the "UPLEVEL" (index $AE), which lets you go up a dungeon floor.
Finally, the "UPLEVEL" can be alchemized into the "SUPERPOW" (index $AF), which renders you invincible. If you alchemize the "SUPERPOW", it turns into the "PASS KEY" again.
The "Eric" referenced in the item descriptions is Eric Albers, listed in the credits as the game's programmer and designer.
Regular Items Debug
While on the Map screen, press Up + B + Select. You'll receive:
- Slot 1 filled with Item with the index equals the previous Slot 1 Item index plus 14.
- Slot 2 filled with "GOLDEN W" ("The Golden Wand of Hermes", index $84) Item.
- Slot 3 filled with copy of previous Slot 1 Item.
- Slots 4 to 16 filled with Items with indexes equals the previous Slot 1 Item index plus 1 to 13.
Note, when "PASS KEY" Item found in Slot 1 (index $AC) then Item index for Slot 4 resets to $00 so it goes empty. Then Slots 5 to 16 are filled with sequential set of Items with indexes $01 to $0C and Slot 1 filled with Item with index $0D.
Every time you use this button code the Inventory filled with next sequential portion of items with indexes starting from the current Item index in Slot 1. So you may receive all available Items page by page (including "PASS KEY" only from all debug items).
Floor Skip
While on the Map screen, press Down + B + Select.
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