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Proto:Cadash (Arcade)

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This page details one or more prototype versions of Cadash (Arcade).

This is a prototype (or, more accurately, a location test version) of Cadash that was dumped and released on December 24th, 2013. This prototype stops at the end of Round 3; the later rounds and enemies have yet to be developed.

Unfortunately, only the main game code and the mask (or HUD) graphics ROM were recovered, as the other ROMs were covered in a layer of epoxy. As such, the MAME set uses the final music and graphics ROMs. These ROMs do seem to fit with the prototype's code, but there's no guarantee that there weren't other changes made between this location test build and the final game.

(Source: David Haywood's Homepage)

Sub-Pages

RegionIcon.png
Map Differences
DevTextIcon.png
Text Differences

Game Boot & Attract Mode

  • While the Taito Code can be entered, the code does nothing. The debug menu that the code is supposed to trigger doesn't exist in this version.
  • This set has partial support for both the Japan and USA regions: Put the following code in MAME's cadashp.xml cheat file to change the game's region flag:
  <cheat desc="Region Flag">
    <parameter>
      <item value="0x0001">Japan</item>
      <item value="0x0002">USA</item>
      <item value="0x0003">World</item>
    </parameter>
    <script state="run">
      <action>maincpu.mw@7FFFE=param</action>
    </script>
  </cheat>
Prototype Final
CadashArcExportWarningP.png CadashArcExportWarningF.png
  • Both sets give an export warning when set to the Japan region. In the prototype, this is the standard export warning seen in many other games. The final warning is slightly different from the standard, adding the word "copyright" to the first line and rewording "the violator subject to severe penalties" to "subject the violator to severe penalties" to fit everything in seven lines.
  • The USA region doesn't have an export warning screen of its own yet.
  • The Attract Mode loop is different in the prototype:
Proto Export Warning Taito Logo Title Insert Coin Demo N/A
Final Export Warning Taito Logo Demo Story Title Demo High Score
CadashArcInsertCoin.png
  • The story sequence where the princess gets kidnapped by Baarogue isn't in the prototype. A simple black screen with the text "INSERT COIN" is in its place.
  • The high score screens are also missing.
Demo 1 Demo 2 Demo 3
Demo 4 Demo 5 Demo 6
  • There are six demos in the prototype, and three demos in the final version. None of the demos match up.
  • In Demo 1, two players talk to an NPC outside of a tool ship, then head into the tool shop.
  • In Demos 2 and 3, a team of a Mage, Priest, and Ninja try to cross the bridge in the Cave of Stones. Demo 2 focuses on the Mage, while Demo 3 focuses on the Ninja. The Priest doesn't move in either demo.
  • In Demos 4 and 5, a two-man team of a Fighter and Mage fight the Black Pudding (poorly.) Demo 4 focuses on the Fighter, Demo 5 focuses on the Mage.
  • Demo 6 is a showcase of the Ninja's shooting abilities in the Tunnels of Brick.
  • The text flashed in the demo is "GAME OVER" in the prototype and "INSERT COIN" in the final game.

Game Setup

Player Waiting

Prototype Final
CadashArcPlayerWaitEP.png CadashArcPlayerWaitEF.png

The text is set against a black background in a prototype. The final game uses a picture of Princess Sarasa from the game's intro with a blue tint.

Prototype Final
CadashArcPlayerWaitJP.png CadashArcPlayerWaitJF.png

The Japanese X-player text is green in the prototype and yellow in the final version.

Character Select

Prototype Final
CadashArcPlayerSelectEP.png CadashArcPlayerSelectEF.png
  • The description window was made slightly taller in the final game, and the descriptions were moved up and to the left to better center the text. The Japanese description window was not changed.
  • "Select a Player" was changed to "Select the Player" which seems like a regression, but whatever.

Special & Forbidden Names

Cacti speak Japanese.
...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!
Cacti may speak Japanese, but do they speak it well?
...But does it make sense?
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!

The location test version also has a set of names that the game filters out. While not normally accessible, setting the game region to Japan using the above MAME cheat will allow the player to access the Japanese name entry screen.

The following names are either not present in the prototype or are filtered differently:

Prototype Final (JP)
_おめこ
Vagina
_おこめ
Husked rice
_おめこ
Vagina
おこめ_
Husked rice
ちんげ_
Pubes
イカス
Cool!
ちんげ_
Pubes
!!!!
!!!!
まんこ_
Pussy
_くさい
Stinky
まんこ_
Pussy
XXX
XXX
N/A たいとう
Taito
タイトー
Taito
ちゆうか
Chinese (food)
イカス!
Cool!
_まや
Maya
たらばー
Tarabar
ほりちん
Hori-chin
たらばー
Tarabar
せつくす
Sex
したい
Want to do
せつくす
Sex
するお
すぺるま
Sperm
ピュツ!
Spurt!
すぺるま
Sperm
ピュッ!
Splurt!
N/A てんちよ
Shopkeeper
ズルイ!
No fair!
ああああ
AAAA
プロコ
Proco
まままま
Mamamama
テアット
Tiat
かい__
Kai
くのいち
Kunoichi
ぎる__
Gil
にんじゃ
Ninja

Additionally, the 2P names that unlock the Thunder and Jinmensou Puddings are different in the location test build:

Prototype Final
Thunder Pudding ちんげ_
Pubes
らわがす OR きんだん
Rawagasu / Forbidden
Jinmensou Pudding ふとまら
Big Penis
ほりちん
Hori-chin

It's pretty clear why these were changed.

ファイアープディング
Fire Pudding
CadashArcFirePudding.png
CadashArcFirePuddingParts.png

There's an additional hidden pudding in the prototype: The Fire Pudding. This is made up of the flames used by the Fire Elemental in the final game, and one of the sprites from the Mage's flame wall spell. It doesn't look nearly as good as the other puddings, all of which use larger, circular sprites that make the pudding look like a cohesive unit. The decision to cut it is definitely understandable.

To trigger the Fire Pudding, 2P has to enter a name starting with もえ and any of the "r" hiragana (ら, り, る, れ, ろ). This is supposed to catch any version of the verb もえる, meaning "to burn", though 2P can put in whatever nonsense they want as long as they fulfill the requirements for the first three characters.

Gameplay Changes

General

Used Alt
CadashArcHUDP.png CadashArcHUDF.png
  • Players start out with 100 gold in the prototype and 0 gold in the final game. The final version tries to make up for this by including a chest in both castles that contains 100 gold and some change, but that gold can only be collected by one of the two players.
  • The final version moves the timer to the top of the HUD, labels it "TIME", and spaces out both player's status windows.
  • The status windows only list how much gold and experience each player has collected. The final version adds each player's level and how much experience they need to level up.

CadashArcStatusBox2.png

  • The final version adds a second, more detailed status window that appears when players enter an area from a door or warp. In addition to experience, level, and gold, this lists the player's attack, defense, and agility stats, as well as any Medical Herbs, Antidotes, or Elixirs they might be carrying.
  • In the prototype, when the player talks to an NPC, the player is still able to move around. Moving far enough away from the NPC will close the dialogue window.
In the final game, players cannot move when talking to an NPC.
  • When an NPC has reached the end of their dialogue, pressing 1P/2P Button 1 will reprint the last dialogue they had. In the final game, pressing 1P Button 1 will close the dialogue window.
In the final version, the player can also press 1P/2P Button 2 at any time to close the dialogue window early.
  • While in the final game an invincible floating skull appears to attack the player when time runs out, in the prototype the player's health is instead rapidly depleted at a rate of 1 HP per 9 frames.
  • The player's Gold and experience points are uncapped in the prototype, meaning that they can overflow if either goes above 65,535. This is pretty bad for the player's gold but not for their experience, since the player's experience has no effect on the player after Level 20. However, if the player's experience is exactly 65,535, a nasty bug occurs...

CadashArcExperienceBug.png

...and corrupts the data in the Mask (HUD) graphics ROM until the machine is rebooted.
  • An explanation: At Level 20, the game sets the amount of experience the player needs to get to the next level to 65,535, which is supposed to be unreachable. If the player does reach this value, the game goes past the normal tables it reads for each class's stat bonuses and into unrelated data, and the player starts to rapidly gain levels and stats. The visual bug occurs when a negative value is read for that level's HP Bonus: The game tries to redraw the player's HP bar to match the now-gigantic Max HP value, which ends up going well off the screen and writes garbage data to VRAM.
Anyway, to fix all of this, the final game caps the player's experience points and Gold to 60,000.
  • In the prototype, if the player has high enough defense, they'll only take 1 HP of damage from all enemy attacks.
In the final game, the player will lose HP equal to either the actual damage dealt or the player's level, whichever is higher. For instance, if a level 20 player with 100 defense is hit by a 10 DMG attack, they'll still take 20 HP of damage.
  • Players cannot be poisoned yet, though there is an unused string referencing poison and antidotes in the prototype.

Spells

The way that players select and cast spells was changed:

  • In the prototype, the player has to duck and press 1P Button 2 to cycle between the player's available spells. While the selection bubble is active, pressing 1P Button 1 will cast the selected spell (provided the player has enough MP.) The spell selection bubble stays active for 120 frames, but pressing either 1P Button 1 or 1P Button 2 will reset the timer back to 120.
This method means the player has to stay still to select a spell, but once a spell is selected, it's easy to spam. However, if the player wants to conserve their MP, they'll have to refrain from attacking or jumping for 2 seconds to get the selection bubble to disappear.
  • In the final game, the player has to hold 1P Button 1, then wait 29 frames for the spell selection bubble to pop up. As long as the button is held, the game automatically cycles through the player's available spells at a rate of 1 spell per 29 frames. When the player lets go of 1P Button 1, the currently selected spell is cast.
This method allows the player to select spells on the go, but makes cycling through and casting spells a more tedious process.

Used Spells

  • The only spell with any major mechanical changes is Flying Dagger.

CadashArcFlyingDaggerP.gif

In the prototype, casting this spell will create flying daggers that circle around the Mage, each of which has an attack power of 12.
  • Unlike every other spell in the game, the player can still cast the spell even if they don't have the required amount of MP (In this case, 4); doing this will create a number of flying daggers equal to the player's MP at time of cast. The spell does nothing at 0 MP.
  • If the dagger collides with an enemy and the damage inflicted is enough to kill that enemy, the dagger is not destroyed right away; up to four enemies can be killed this way before the dagger is deleted. If the damage is not enough to kill that enemy, the dagger is instantly destroyed.

CadashArcFlyingDaggerPulse.png

  • If the player holds 1P/2P Button 1, the daggers will pulse outwards while still maintaining their clockwise orbit around the player.
  • Casting the spell again after one or more daggers have been destroyed will restore those daggers and consume MP equal to the number of daggers created.
  • The big problem with this spell is that no other spells can be cast by the Mage until each of the daggers is destroyed, preventing the use of more powerful spells.

CadashArcFlyingDaggerF.png

  • The spell was overhauled in the final game to make it easier to spam. Casting Flying Dagger creates eight daggers, each of which has an attack power of 32. The daggers fly around the screen wildly but make an attempt to orbit around the player.
  • Casting the spell uses only 2 MP in the final game, but trying to cast it at 1 MP will have no effect.
  • Each dagger last up to 180 frames before disappearing. When a dagger collides with an enemy it is instantly destroyed.
Proto Final
Fireball 10 DMG
1 MP
12 DMG
1 MP
Flame Wall 24 DMG
4 MP
38 DMG
4 MP
Blizzard 30 DMG
8 MP
42 DMG
6 MP
Lightning Bolt 26 DMG
6 MP
64 DMG
10 MP
Heal 16 HP
3 MP
16 HP
12 MP
Protect 55 HP
8 MP
50 HP
20 MP
  • All other spells are identical except for MP costs and the amount of damage they deal or absorb. A notable case is Lightning Bolt, which does less damage and consumes less MP than Blizzard in the prototype, while in the final version it's the other way around.

Unused Spells

There are three unused spells in the prototype, each of which seems to have been meant for the Mage. Place the following code in MAME's cadashp.xml cheat file to change the Mage's starting spell to one of the unused spells:

  <cheat desc="Change 1st Spell">
    <parameter>
      <item value="0x0001">Fireball 2</item>
      <item value="0x0003">Blizzard 2</item>
      <item value="0x0006">Blizzard 3</item>
    </parameter>
    <script state="run">
      <action>maincpu.pw@1041BC=param</action>
    </script>
    <script state="off">
      <action>maincpu.pw@1041BC=0x0000</action>
    </script>
  </cheat>

All of these spells have an attack value of 10. Those was probably only meant to be placeholder values before they were adjusted for game balance, but said adjustments never came before the spells were deleted.

CadashArcFireball2.gif
The first unused spell is an alternate version of Fireball that costs 2 MP to cast. Casting the spell spawns a fireball that rapidly increases and decreases in height, creating a conical range of attack. The fireball can hit a single enemy before it's destroyed.

This spell was replaced by the Priest's Antidote magic.

CadashArcBlizzard2.gif
The second is an alternate icy spell that costs 8 MP to cast. Casting the spell creates 8 icy projectiles that move across the screen in a counterclockwise spiral. The spell lasts for 104 frames before disappearing and can pierce through enemies.

This spell was replaced by the Priest's Recover magic.

CadashArcBlizzard3.gif
The last unused spell is yet another take on an ice spell. It costs 3 MP to cast and creates 8 icy projectiles in a circle that are all pulled inward to the center of the Mage's cane. The effective range of this spell is very small, but they are able to pierce through enemies. The Mage cannot move at all while the spell is active.

This spell was replaced by the Mage's final spell, Explosion.

Miscellaneous

The spell in slot 07 has no data at all in the prototype. In the final game, Heal 2, the Priest's final spell, takes this slot.

Player Stats

Fighter Stat Table
EXP HP MP STR DEF MDF AGI INT
Level 1 0 48 10 11 5 6 5 3 45 5
Level 2 50 56 12 13 6 8 6 4 52 10 6
Level 3 100 64 14 15 7 11 7 5 59 15 7
Level 4 200 72 16 17 8 14 8 6 66 65 20 8
Level 5 400 80 18 19 9 17 9 7 73 25 9
Level 6 800 88 20 21 10 21 10 7 80 79 30 10
Level 7 1,500 96 22 23 11 25 11 8 87 86 35 11
Level 8 2,800 104 24 25 12 30 12 8 94 40 12
Level 9 4,400 112 26 27 13 36 13 8 101 45 13
Level 10 6,200 120 28 29 14 38 14 9 108 109 50 14
Level 11 8,000 128 30 32 15 41 15 10 115 55 15
Level 12 10,000 136 32 35 16 45 16 11 122 60 16
Level 13 12,200 144 34 38 17 51 17 11 129 130 65 17
Level 14 14,500 152 36 42 18 57 18 11 136 137 70 18
Level 15 16,900 160 38 45 19 61 19 11 143 75 19
Level 16 19,200 168 40 48 20 63 20 12 150 147 80 20
Level 17 22,000 176 42 50 21 65 21 13 157 152 85 21
Level 18 25,000 184 44 53 22 68 22 14 164 156 90 22
Level 19 30,000 192 46 55 23 70 23 15 171 160 95 23
Level 20 35,000 200 48 57 24 71 24 16 178 163 100 24
  • The Fighter has a flat growth rate in the prototype, with each stat increasing by the same amount each level. The final game's growth is more like a bell curve, with the middle levels having the biggest stat gains.
  • The Fighter's strength is lower in the prototype, maxing out at 48, which is actually lower than the Ninja's max strength of 55. In the final game, the Fighter has the highest strength at 57.
  • At this point, the Fighter has the lowest defense stat in the game! The final version corrects this, and he now outranks the Mage and Priest.
  • The magic defense stat is unused in the prototype; enemy magical attacks haven't been implemented yet. Nevertheless, the Fighter has the highest magic defense stat at this point, while in the final game he has the lowest magic defense of any class.
  • All four classes had their base agility stats lowered, some more than others. The Fighter's agility stayed more or less the same up until level 16, at which point the final version's gains in this stat drop off.
  • While the intelligence stat has no effect on the Fighter in either version, the stat gain was later decreased from 5 to 1 point per level.
Mage Stat Table
EXP HP MP STR DEF MDF AGI INT
Level 1 0 48 10 32 5 7 3 3 5 9 26 10
Level 2 40 58 20 50 7 9 5 4 6 14 32 25
Level 3 80 68 30 66 8 11 6 7 5 8 19 40 40
Level 4 160 78 40 84 10 13 8 10 6 11 24 46 54
Level 5 320 88 50 100 11 14 9 13 7 14 29 52 67
Level 6 640 98 60 115 13 16 11 16 8 16 34 60 79
Level 7 1,200 108 70 135 14 17 12 19 9 19 39 65 90
Level 8 2,200 118 80 149 16 19 14 22 10 22 44 67 100
Level 9 3,300 128 90 163 17 20 15 25 11 26 49 69 108
Level 10 4,400 138 100 175 19 21 17 28 12 30 54 74 115
Level 11 5,500 148 110 195 20 24 18 31 13 34 59 76 120
Level 12 6,700 158 120 206 22 28 20 34 14 39 64 79 125
Level 13 7,800 168 130 217 23 31 21 36 15 43 69 82 129
Level 14 8,900 178 140 227 25 33 23 39 16 49 74 84 133
Level 15 10,000 188 150 235 26 35 24 42 17 53 79 86 136
Level 16 12,000 198 160 242 28 37 26 46 18 59 84 88 139
Level 17 14,000 208 170 247 29 39 27 50 19 64 89 91 141
Level 18 16,500 218 180 251 31 41 28 53 20 68 94 143
Level 19 19,000 228 190 254 32 43 30 55 21 73 99 97 144 145
Level 20 22,000 238 200 255 34 44 32 56 22 75 104 98 145 150
  • The Mage has less MP in the prototype, but since the MP costs for spells are lower in this version he can actually cast more spells.
  • The Mage has the second highest defense stat in the prototype, while in the final game he has the weakest defense of the four classes.
  • Originally tied for the lowest magical defense with the Ninja, the Mage would up with the highest .
  • Although the Mage starts out with 17 more agility in the final game, he ends up with 6 fewer agility by level 20.
  • Intelligence gains are identical up until level 19, where the final game suddenly boosts up from 145 to 150. Since the intelligence stat isn't used for anything other than spell acquisition, the only benefit for changing it was to make it end at a nice round number. Even that's strange, though, since the intelligence stat can't be seen or tracked by the player.
Priest Stat Table
EXP HP MP STR DEF MDF AGI INT
Level 1 0 48 10 28 7 8 4 4 26 32 5
Level 2 70 54 58 15 36 9 11 5 7 5 7 32 40 10
Level 3 140 62 68 20 44 11 13 6 10 6 10 38 47 16
Level 4 280 68 76 25 51 12 15 8 12 7 12 44 55 22
Level 5 560 76 86 30 57 14 17 9 16 8 14 50 63 29 30
Level 6 1,000 82 96 35 64 16 19 10 20 9 18 56 69 37 40
Level 7 1,600 90 104 40 72 17 20 12 23 10 23 62 74 46 49
Level 8 2,800 96 114 45 79 19 22 13 28 11 27 68 78 56 59
Level 9 4,300 104 124 50 89 21 24 14 32 12 32 74 84 67 71
Level 10 6,000 110 134 55 101 22 26 16 35 13 38 80 89 79 81
Level 11 8,000 118 142 60 115 23 28 17 39 14 43 86 95 92 91
Level 12 10,000 124 150 65 128 25 29 18 42 15 48 92 100 106 99
Level 13 12,000 132 160 70 142 26 30 20 47 16 52 98 107 121 106
Level 14 14,500 138 168 75 156 28 32 21 51 17 56 104 114 136 111
Level 15 17,000 146 176 80 172 30 33 22 55 18 60 110 120 151 117
Level 16 20,000 152 184 85 192 31 35 24 58 19 62 116 125 167 122
Level 17 23,000 160 192 90 214 33 37 25 60 20 64 122 130 183 128
Level 18 26,000 166 198 95 231 35 38 26 61 21 67 128 134 200 133
Level 19 29,500 174 204 100 245 36 39 28 63 22 69 134 137 217 137
Level 20 33,000 180 210 105 255 38 40 29 64 23 70 140 139 235 140
  • The Priest has the lowest HP stat of any of the four classes in the prototype. This stat got a 30 point boost in the final game, placing the Priest above the Ninja and Fighter classes.
  • The maximum MP caps very low in the prototype at just 105. At this point only two of the Priest's spells has been programmed, so the developers couldn't properly balance this stat yet.
  • The Priest's max strength stat is slightly higher than the Mage's, while in the final game it's the other way around.
  • The situation was reversed with the Mage and Priest's defense stats.
  • While the final game's agility stat is substantially higher than the prototype's stat on a level by level basis, by level 20 it's actually one point lower.
  • The Priest has a max intelligence stat of 235, much higher than the Mage's 145. The final version changes this by having a max intelligence stat that's ten points lower than the Mage.
Ninja Stat Table
EXP HP MP STR DEF MDF AGI INT
Level 1 0 48 7 4 6 3 62 5
Level 2 60 100 56 58 10 9 6 9 4 72 70 10 6
Level 3 120 200 65 67 12 8 11 5 82 78 15 8
Level 4 240 360 73 76 15 14 9 14 6 92 85 20 9
Level 5 480 620 82 86 17 11 19 7 8 102 93 25 11
Level 6 960 1,300 90 96 20 19 13 23 8 9 112 102 30 12
Level 7 1,500 2,000 99 105 22 20 14 26 9 10 122 110 35 14
Level 8 2,600 3,800 107 115 25 22 16 30 10 12 132 117 40 15
Level 9 4,000 5,000 116 125 27 25 18 40 11 14 142 127 45 17
Level 10 5,500 7,000 124 133 30 28 19 50 12 15 152 137 50 18
Level 11 7,500 10,200 133 142 32 31 21 60 13 16 162 147 55 20
Level 12 9,000 14,500 141 151 35 33 23 70 14 18 172 155 60 21
Level 13 11,000 18,000 150 161 37 24 78 15 19 182 161 65 23
Level 14 13,800 22,000 158 170 40 26 88 16 20 192 165 70 24
Level 15 16,000 26,000 167 178 42 28 96 17 21 202 168 75 26
Level 16 18,500 31,000 175 185 45 29 102 18 22 212 171 80 27
Level 17 21,000 36,000 184 191 47 31 108 19 23 222 173 85 29
Level 18 24,000 41,500 192 197 50 33 112 20 24 232 175 90 30
Level 19 27,000 47,000 201 202 52 34 115 21 25 242 177 95 32
Level 20 31,000 54,000 209 206 55 53 36 117 22 26 252 178 100 33
  • The Ninja is the only class to have its experience rate change. In the prototype, the rate he gains level starts out slightly slower than the Fighter before passing him at Level 7, and he has the second lowest number of experience points needed to reach level 20 at 31,000. To keep this class from being even more broken than it is, the number of experience points needed to reach each level was increased dramatically, and he ends up with the slowest growth rate and the higher amount of experience points need to reach level 20 at 54,000.
  • The Ninja's HP stat starts out the same before gradually surpassing the prototype's stat at the same level. It stays this way until level 20, when the stat maxes out at three points lower than in the prototype.
  • The strength stat in the final version is either lower or equal to the prototype's stat at the same level. Originally having the highest strength of any character, in the final game his max strength is 4 points lower than the Fighter.
  • While the Ninja has the highest defense stat of any class in both versions, the difference is much more pronounced in the final game, where it's 46 points higher than the second highest class, the Fighter.
  • The Ninja consistently gains 10 points of agility per level in the prototype, maxing out at an absurd 252 agility at level 20. This was greatly toned down in the final game to just 178 agility.

Enemy Stats

Attacks in bold type can be blocked with a powerful enough shield.

HP DEF MDF EXP Gold Attacks
Round 1
Pigman 5 6 2 2 1 1 1 1 3 3 Contact
Club
7 DMG
9 DMG
7 DMG
10 DMG
Green Slime 1 1 1 1 1 0 1 1 1 1 Contact 6 DMG 7 DMG
Bat 1 1 0 0 0 1 2 2* 2 0 Contact 8 DMG 8 DMG
White Skeleton 12 12 3 3 255 255 4 3 8 8 Contact
Sword
8 DMG
13 DMG
9 DMG
13 DMG
Giant Eyeball 1 1 255 255 255 255 0 0 0 0 Contact 10 DMG 13 DMG
Gray Spider 10 10 1 4 0 2 3 3 6 6 Contact
Web
10 DMG
6 DMG
11 DMG
12 DMG
Round 2
Giant Frog 18 14 3 1 3 0 10 10* 10 0 Contact 13 DMG 10 DMG
Ghoul 19 15 2 2 255 255 18 18 16 16 Contact
Bone
10 DMG
12 DMG
12 DMG
15 DMG
Brown Roper 24 24 6 5 12 2 20 22 20 20 Contact
Shot
12 DMG
10 DMG
18 DMG
16 DMG
Gray Slime 10 30 2 2 2 0 5 8 2 5 Contact 10 DMG 12 DMG
Giant Wasp 16 16 4 6 5 3 28 26 18 18 Contact 16 DMG 20 DMG
Eye of the Deep 40 40 12 8 14 5 34 30 24 40 Contact
Beam
10 DMG
18 DMG
32 DMG
30 DMG
Round 3
Golem 60 50 16 15 0 2 80 80 40 40 Contact 34 DMG 35 DMG
Brown Spider 30 48 3 6 0 1 36 32 12 12 Contact
Web
18 DMG
12 DMG
33 DMG
35 DMG
Mudman 40 40 6 5 9 5 60 65 2 1 Contact 20 DMG 30 DMG
Giant Hornet 28 33 10 8 0 5 40 58 36 36 Contact 28 DMG 41 DMG
Harpy 80 62 12 11 24 7 100 100 68 68 Contact
Feather
32 DMG
22 DMG
44 DMG
37 DMG
Pink Slime 30 50 4 6 4 2 10 25 3 10 Contact 16 DMG 38 DMG
Porcupine 1 1 255 255 255 255 1 6† 9 9† Contact 26 DMG 45 DMG
Bosses
Black Pudding 70 80 4 4 4 0 50 20 30
×9
30
×9
Contact
Blob
12 DMG
10 DMG
20 DMG
10 DMG
Kraken 120 200 6 8 2 10 60 80 60
×9
60
×9
Contact
Bubble
24 DMG
16 DMG
38 DMG
20 DMG
Worm 120 140 10 12 3 0 100 240 80
×9
120
×9
Contact
Rolling
Shot
38 DMG
50 DMG
22 DMG
48 DMG
62 DMG
20 DMG
Crawling Kelp 160 160 18 25 0 0 80 120 10
×9
0 Contact
Spore
32 DMG
28 DMG
54 DMG
36 DMG

Items

Consumables

  • There are no treasure chests or hidden item spots in the prototype.
  • The player can carry 8 Medical Herbs in the prototype, which matches the number the player can carry in the easier sets.
  • Since poison is nonexistent in the prototype, Antidotes have yet to be implemented.
  • The Magic Bell and Hourglass are different between sets:
  • In the prototype, purchasing a Magic Bell adds 40 seconds to the game timer and there is no Hourglass item.
  • In the final game, purchasing a Magic Bell increases the player's max HP by 8 points, and purchasing an Hourglass adds 60 seconds to the game timer.
Note that in the final version, collecting an Hourglass that drops from a chest or a hidden item spot still has the older 40 second bonus.

Equipment

Armor Headgear Weapons Shields
Chain Mail 3 DEF 3 DEF Silver Helmet 2 DEF 2 DEF Broad Sword 6 ATK 6 ATK Leather Shield 20 Power 40 Power
Plate Armor 10 DEF 14 DEF Silver Tiara 3 DEF 3 DEF Fire Blade 11 ATK 5 ATK Silver Shield 32 Power 60 Power
Robe of Quester 3 DEF 3 DEF Mask of Shadow 4 DEF 6 DEF Sword of Speed 16 ATK
+20 AGI
16 ATK
+20 AGI
Mystic Robe 9 DEF 13 DEF Battle Sword 20 ATK 30 ATK
Cloak of Priest 3 DEF 3 DEF Iron Wand 6 ATK 6 ATK
Cloak of Druid 9 DEF 14 DEF Staff of Fire 11 ATK 9 ATK
Leather Suit 9 DEF 9 DEF Wizard Staff 13 ATK 19 ATK
Long Flail 4 ATK 6 ATK
Long Range Flail 15 ATK 20 ATK
Butterfly Knife 3 ATK 5 ATK
Dagger of Swallow 7 ATK 18 ATK
3-Way Cutter 13 ATK 14 ATK
  • All lower-tier armor and headgear have the same defense except for the Mask of Shadow, which gained 2 points of defense.
  • All upper-tier armor gained 4 to 5 points of defense.
  • The Mystic Robe doesn't halve the player's spell costs in the prototype.
  • Both shields have lower power values in the prototype. The Leather Shield is less effective compared to the final game: It can't block the Harpy's feathers, the Worm's projectile, or the Crawling Kelp's spores.
  • The Priest and Ninja's first weapon upgrades both received 2 more points of attack in the final game.
  • Perhaps realizing that their fireball projectiles made them more powerful than expected, the Fire Blade and Staff of Fire both received attack reductions in the final version.
  • For how expensive it is and how late it's found, the Dagger of Swallow is remarkably weak in the prototype. It received an 11 point attack boost in the final game, the largest of any weapon.
  • The Battle Sword, Wizard Staff, and Long Rage Flail all received attack upgrades to better match where they're found in the final game.
Used Alt
CadashArcBattleSwordP.png CadashArcBattleSwordF.gif
  • In the prototype, the Battle Sword has a silver hilt and its blade doesn't glow. However, its shop icon was never updated to match the new design, so it's still depicted with a silver hilt.

Shops

  • There are heavy delays in the shop interface that were thankfully cut down in the final game:
Delay Proto Final
Intro text -> YES/NO prompt 60 Frames 10 Frames
Yes/No prompt -> Purchase window 94 Frames 54 Frames
Item purchase -> Yes/No prompt 132 Frames 72 Frames
  • In the prototype, both 1P/2P Button 1 and 1P/2P Button 2 act as confirmation buttons for the YES/NO prompt.
In the final game, pressing 1P/2P Button 2 acts as if the player selected "NO", even if the cursor is on "YES".
  • The same difference applies to buying items. This means that once the purchase window pops up, it's impossible for the player to exit without trying to buy an item.
In the final version, pressing 1P/2P Button 2 on the purchase window closes the shop interface.
Round 1 Tool Shop Round 2 Weapon Shop #1
Proto Medical Herb 20 Magic Bell (Time) X Elixir Y Proto Broad Sword 80
Robe of Quester 40
Chain Mail 100
Long Flail 70
Iron Wand 50
Butterfly Knife 50
Final N/A Final
Round 2 Tool Shop Round 2 Weapon Shop #2
Proto N/A Proto Fire Blade 300
Cloak of Priest 60
Leather Shield 60
Silver Tiara 48
Staff of Fire 200
Leather Suit 180
Final Medical Herb 200 Antidote 40 Hourglass X Final Fire Blade 300
Cloak of Priest 60
Leather Shield 60 Staff of Fire 200
3-Way Cutter 240
Round 3 Tool Shop #1 Round 3 Weapon Shop #1
Proto N/A Proto Sword of Speed 1200
Long Range Flail 1000
Silver Helmet 800
3-Way Cutter 240
Wizard Staff 800
Mask of Shadow 620
Final Medical Herb 200 Antidote 40
Magic Bell (HP) 500
Hourglass X Final N/A
Round 3 Tool Shop #2 Round 3 Weapon Shop #2
Proto Medical Herb 20
Silver Key 800
Magic Bell (Time) X Elixir Y Proto Battle Sword 600
Mystic Robe 300
Plate Armor 1000
Cloak of Druid 480
Silver Shield 380
Dagger of Swallow 600
Final Medical Herb 200 Antidote 40
Silver Key 800
Hourglass X Final Sword of Speed 800
Long Range Flail 1000
Plate Armor 1000
Silver Tiara 48
Mystic Robe 600
Leather Suit 180
  • In the prototype, Elixirs can be purchased in tool shops, starting off cheap and get more expensive with each one purchased. The price increases are similar to inn prices in the easier sets, but they cap at 30,000 instead of 5,000:
1st 2nd 3rd 4th 5th 6th+
50 200 1,000 2,000 5,000 30,000
In the final game, there are only two elixirs in the game: One that drops from the Crawling Kelp, and one at the end of an optional path in Baarogue's castle.
  • The price of a Medical Herb matches that of the final World set and all sets derived from it.
  • As previously explained, Antidotes and Magical Bells (The kind that increase the player's maximum HP) don't exist in the prototype.
  • The underground weapon shop in Round 2 has two items, the Silver Tiara and Leather Suit, that were moved to the Grove of the Gnomes' store in the final version. The final game adds the 3-way Cutter to this shop, which was originally placed in the first weapon shop of Round 3 that was later changed to a tool shop.
  • Speaking of that shop, the Sword of Speed and Long Range Flail in that shop were later moved to the Grove's store, while the other items were moved to the underground shop in Round 4.
  • The Sword of Speed is 400 gold more expensive in the prototype.
  • The Grove's weapon shop originally included the Silver Shield, Cloak of Druid, and Dagger of Swallow, all of which were moved to the Round 4 shop. The Battle Sword was placed even later in the Baarogue castle's shop at triple price.
  • The Mystic Robe had its price doubled in the finished game.

Ending

CadashArcRound3GateWoman.png
In the prototype, at the end of Round 3, there's a woman by the gate of departure who tells the player that the princess has returned to Deerzar. Talking to this woman will set a flag that sets up the prototype's unique ending sequence.

CadashArcEndingPortal.png
Entering the gate of departure will transport the player to the gate in Deerzar Castle, just as the woman said. Players can also use this gate to go back to the Round 3 tool shop - this is the only version of the game where the Deerzar Castle gates does anything.

HURRAH FOR THE BRAVE!
HURRAH FOR PRINCESS
CERINA!
I'M GLAD THE PRINCESS
RETURNED. IT WAS
INDEED NICE.

Speaking to the soldiers in Deerzar Castle will produce one of the two messages above.

CadashArcEndingP1.png CadashArcEndingP2.png
When players reach the throne, they'll see the princess by the king's side. Talking to the king initiates the game's ending sequence:

OH! YOU CAME JUST THE
RIGHT TIME! MY DAUGHTER
HAD ALREADY RESCUED.

I MUST HAVE CAUSED
YOU MANY TROUBLES.
I WANT YOU THANK YOU.

I SORROW THIS INSTANCE
BUT I'D LIKE TO ASK YOU
THE CASE LIKE THIS.

OKAY,I'LL SAY GOODBYE
UNTIL THEN!


YOU'RE THE REAL
BLAVE MAN!

CadashArcLocationTest.png
The game will then print a message stating that this was a location test version and that the game is still in development. The same message appears in several other Taito games.

Prototype Final
CadashArcCreditsP.png CadashArcCreditsF.png

In the final game, the credits scroll over a picture of Princess Sarasa for a while before fading to the title logo. In the prototype, the title logo fades in immediately after the location test message.

Prototype Final Game
CREATE STAFFS


<<< PRODUCER >>>
ONIJUST

<<< DIRECTOR >>>
ONIJUST

<<< SOFTWARE >>>
RAWAGASU Z
TAK HORIC
YMOT YAGI
NANDEMOII KOHYAMA
SEIICH "TSUTOMU" TAIKOISHI

<<< CHARACTER >>>
ONIJUST

<<< HARDWARE >>>
"MAKASENASAI" KUSHIRO

<<< MECHANIC >>>
"HATSUTAROU" HATSUDA
<<< SOUND >>>
NUI

BY TEAM ZUNTATA



...

SPECIAL THANKS TO
MANY OTHER PEOPLE

THE CREW


PRODUCED BY
KEISUKE HASEGAWA

DIRECTED BY
ONIJUST

DIRECTOR OF SOFTWARE
TORU SUGAWARA
MAIN PROGRAMMER
TARABAR"TAK"HORI
MONSTER PROGRAMMER
YUICHI KOHYAMA
TRAP PROGRAMMER
MASAKI"YMOT"YAGI
SCENARIO PROGRAMMER
SEIICHI TAIKOISHI

PRODUCTION DESIGNER
ONIJUST
GRAPHIC DESIGNERS
ONIJUST
TAKATSUNA SENBA
HISAKAZU KATOH
KOZO IGARASHI
YOSHIHIRO IWATA
TETSUYA SHINODA
TAKAYUKI OGAWA
KENICHI IMAEDA
ASSISTANT GRAPHIC DESIGN
VISUAL ARTS PRODUCTION

SUPERVISING EDITOR
MASAKI"YMOT"YAGI
MAP EDITOR
ONIJUST

HARDWARE ENGINEER
TADASHI KUSHIRO

ELECTRICIAN
TOMIO TAKEDA

SOUND PRODUCER
POCHI(ZUNTATA)
MUSIC COMPOSER
PINCH PUNCH
SOUND EFFECTS
PINCH PUNCH

MECHANICIAN
YASUNORI HATSUTA

PUBLICITY SUPERVISOR
KAZUO NAKAGAWA

SOFTWARE ANALYZERS
HIDEHIRO FUJIWARA
YUJI HIROSHIGE

DATA ENTRY
MARI IWANO

GAME DESIGNER
ONIJUST

....

The location test's credits are an abbreviated version of the final credits. All the staff members use pseudonyms in the prototype, while in the final game most use their real names.