User:Splats
Note: Hey there. Splats here. You know, like the unused enemy from Sonic 1. Or at least unused before it appeared in Sonic Mania about five years after I started this account. Funny how that works.
Somehow, the idea of changing this description almost every time I update this page has apparently become a running gag of sorts. It keeps things interesting, I suppose.
Oh, and I also wanted to mention that I noticed that the sound test code for Joy Mech Fight was removed because it was "not unused". I only figured that it belonged because the sound test category is labeled "hidden" and not "unused". I almost didn't mention this, by the way, but I just wanted to be sure.
Contents
Things I've done
Because it never hurts to have all of these in one place.
Edits made/Things added
- Battle Blaze (SNES): Regional differences for fighters' names and Tesya
- Cosmic Carnage (32X): Regional character differences
- M.U.S.C.L.E. (NES): Regional character change
- Mega Man (Game Gear): Two unused music tracks
- Mega Man (NES): Messed-up Roll sprite rip
- Mega Man 5 (NES): Beat plate changes
- Mega Man II (Game Boy): Proper comparison boxes for boss sprites
- Mega Man V (Game Boy): Regional differences
- NBA Hangtime (SNES): Music track that is used in the Genesis version
- NBA Jam Tournament Edition (Arcade): Removed "fatality" code
- Nettou Garou Densetsu 2 (Game Boy): More info on debug menu
- Pokémon Puzzle Challenge (Game Boy Color): Three music tracks
- Recca (NES): Note on Virtual Console version
- Space Invaders (Game Boy Color): Two music tracks
- Space Invaders '91 (Genesis): Comparison pictures of the final stage
- Spot: The Cool Adventure (Game Boy): Differences between Spot and McDonald's versions
- Street Fighter (Arcade): Information on "Fire Kick" move
- Streets of Rage 2 (Genesis): Music track and kill count display
- The Combatribes (SNES): Note on Virtual Console version
- WCW/nWo Revenge (Nintendo 64): Unused character
Pages created
- Alex Kidd in Miracle World (Sega Master System): Built-in version differences (control scheme, rice balls/burgers)
- Joy Mech Fight (NES): Sound test, fighter graphics, and music tracks
- Killer Instinct prerelease (Arcade): Promotional video
- Mortal Kombat 4 prerelease (Game Boy Color): Early character screenshots
- Mecarobot Golf (SNES): Regional differences
- Ninja Gaiden (Genesis, cancelled): Stage select and incomplete ending theme
- Street Fighter Alpha 2 (SNES): Shin Akuma code and Sodom's name change
- Streets of Rage 2 prototype (Genesis): Most everything
- Super Fighter III (NES): IRQ test and revisional differences
- World Heroes (Genesis): Developer photo
- World Heroes (SNES): Regional changes for Brocken and Death Match mode
Series templates/categories created
- Alex Kidd
- Choplifter
- King of the Monsters
- Kinnikuman
- Magical Drop
- Men in Black
- Rise of the Robots
- Telefang
- World Heroes
Possible contributions
Some of this stuff isn't exactly old, hence the name change.
Things to elaborate on
Super C (NES)* and Contra: Hard Corps (Genesis)*: Regional Differences -Sprite and story changes between the original versions and the Probotector versions Microsoft Puzzle Collection (Game Boy Color)*: Music -Five unused tracks in GBS file (#05, #12, #14, #15, and #16) Street Fighter Alpha (Game Boy Color): Music -One song (#08) and two fanfares (#09 and #10) in GBS file
Drafts and such
Captain Commando (SNES)*: Regional Differences "It's like the arcade game, except you can't drive robots or cut people in half anymore." The international release of the SNES version has the same name differences as the arcade version, plus one more: the seventh boss kept his original name of Blood in the Japanese version, but he was renamed Boots elsewhere. Also, the Carol and Brenda enemies were covered up a little for the international versions. (Note: Surprisingly, the fatal blows don't seem to be in any version of the SNES port. Likewise, Mardia's acid spit was changed into a bomb-tossing attack in all versions.) Fatal Fury Special (SNES): Regional Differences The Japanese and American versions have all 16 characters from the Neo Geo version. Due to using a smaller cartridge, the European version omits Big Bear, Cheng, Axel, and Laurence from the roster and removes some animation frames. On the flip side, though, the European version makes Ryo playable from the start, while he must be unlocked in the other regions (as well as in the Neo Geo version). Mai Shiranui's underwear was redrawn to be less revealing in the non-Japanese versions. Finally, the Japanese version doesn't show the word "PAUSE" when the game is paused, unlike the other versions. (To do: Do the sprite edits for Mai apply to FF2 as well? I think that's the case, but I'm not sure.) Final Fight One (Game Boy Advance)*: Music (under unused music) [[File:Finalfightone-unknown.ogg]] There's also this fanfare, which is original to this version and absent from the sound test. (Note: It's "99 Hidden" in the GSF set.) Groove on Fight (Arcade): Playable Characters There is one unplayable character known as Damian Shade. Normally, he accompanies Gartheimer during the battle with the latter, but the player never gets to fight Damian himself. While he is a normal character in the Saturn version, the only way to play as him in the arcade version is through emulator cheats. In the arcade version, he is in a very unfinished state, being unusually slow and having very few attacks. In addition, if his teammate is anyone other than Gartheimer, he will sometimes have only a single frame of "animation" if he is on the sidelines. This suggests that he was intended to be a playable teammate for Gartheimer, who usually doesn't have one. https://www.youtube.com/watch?v=cHGy1jj-F8Y http://www.youtube.com/watch?v=u2CieL4uNi0 Mega Man II (Game Boy)*: Graphics An earlier Met sprite, or at least part of one, supposedly exists in the data. http://geno2925.deviantart.com/art/Mega-Man-II-GB-Unused-Met-sprite-459376661 [Note: The enemy Fly Boy (a.k.a. Prop-Top) actually does appear in Crash Man's stage, but it takes a while to appear and so can be easily missed. Should this be mentioned in the article?] Monsters, Inc. (Game Boy Color)*: Music ==Unused music== [[File:Monstersincgbc-intro.ogg]] While this song (#18 in the GBS) is used as the introduction theme, it is a fair bit longer than what can normally be heard in-game. [[File:Monstersincgbc-gbs13.ogg]] [[File:Monstersincgbc-gbs19.ogg]] #13 and #19 in the GBS, on the other hand, are simply never used at all. (To do: Figure out exactly how long #18 is. It's kind of tricky.) Power Instinct (SNES): Regional Differences In the Japanese version of this game, all of the characters have proper endings. The North American version removes these, instead "rewarding" the player with a generic congratulations screen. Rival Turf! (SNES)*: Regional Differences When an enemy is defeated, their portrait changes to the Japanese symbol for "death" in the Japanese version, as opposed to a generic X in the North American version. Street Fighter (Arcade)*: Regional Differences The names of Ryu's and Ken's special moves were rerecorded in English for the international versions. Street Fighter Alpha: Warriors' Dreams (Arcade): Regional Differences Guile's military buddy is named Nash in Japan and Charlie elsewhere. He is sometimes called Charlie Nash, combining the two names. In addition, he is called Nash in all versions of Street Fighter V. The demonic Ansatsuken fighter is named Gouki in Japan and Akuma elsewhere. While he had previously appeared in Super Street Fighter II Turbo and X-Men: Children of the Atom, this was the first time he was actually named in-game. In the Japanese version, Dramatic Battle uses a unique song from Street Fighter II: The Animated Movie. The other versions simply use M. Bison's usual theme for this mode instead. (Note: I have a feeling that there's more than this.) Street Fighter Alpha 3 (Game Boy Advance)*: Music The introduction theme from the arcade version is hidden in the game. The GBA version has no introduction at all. (To do: Going through the GSF set for the game, there seems to be at least one other unused track.) (Note: In the GSF set, the introduction theme is 0B. The other suspect tracks are 0E and 0F.) Werewolf: The Last Warrior (NES): Regional Differences The Japanese version, published over half a year after the American release, carried several changes with it, some of which serve to make the Japanese version a little easier. *In the international versions, the '''B''' button jumps and the '''A''' button attacks. The Japanese version reverses this setup, bringing it in line with most NES platformers. *The human form's "NOO!" projectile (hold the attack button and then release) charges much faster. *The Giant Head battle at the beginning has an actual background instead of just a black void. *The layout for the first stage was redone. Noticeably, the spiked pit that must be climbed over at the start of the indoor section was replaced with normal land. Some changes were made to the obstacles as well: the first section no longer has any falling rocks, and the electric spikes near the end will not zap you unless you stand under them for too long. Oddly, the European version appears to be the same as the American version, despite being released nearly a year afterwards. World Heroes (Arcade/Neo Geo): Music ==Incomplete Music Tracks== This game has two songs that are technically used, but cannot be heard in full normally. [[File:Worldheroes-brownmessage.ogg]] This is the song that plays when Dr. Brown congratulates you after you defeat the other seven main characters. You only hear a few seconds of it before it is interrupted by... [[File:Worldheroes-geegusintro.ogg]] ...the song that plays when Geegus appears to challenge you. This song, in turn, is interrupted a few seconds in when the battle screen appears. Worms: Armageddon (PC): Text The enemy teams that appear in Deathmatch mode have the usual eight members defined, but all of them except ROYALTY have members that never appear in-game. Below are the members of all of the teams in question. The unused names are those after the pipe in each list. ROYALTY: The Queen, Prince Charles, Prince Andrew, Prince of Persia, Queen Mum, Henry 8th, King Canute, Sal TEAM17: Lambo, Zelda, Boggy B, Spadge, Satan, Rob | PC, Randalism NASTY CREW: Vinny Jones, Cilla Black, Old Spice, George Graham | Bob Monkhouse, Alex Ferguson, Vera Lynn, Spotty Spice DODGY8: El Presidente, The Intern | Tony Blair, Maggie T, Dodgy Bloke, Prince Charles, Hector Flushwit, Stub VENOM: Noggin, Tebbitbreath | Foul Stench, Y Front, Peuce, Mucus, Pustulous, Spanner (Note: This is courtesy of worms2d.info.) (To do: I'm not sure if this is necessary, but a quick explanation of Deathmatch mode might help clear things up.) Worms World Party (PC): Graphics There are icons for a few unused WormPOT modes in the game's files.
Miscellaneous
You know. Other stuff.
Music rip errors and oddities
Combatribes (SNES) (SNESmusic.org) -Most of the songs are missing a second or two at the beginning Double Dragon (Game Gear) (SMS Power) -Most of the song times are wrong Fatal Fury 2 (a.k.a. Nettou Garou Densetsu 2) (Game Boy) (gbs.joshw.info) -Laurence's and Krauser's themes are missing -A couple of tracks are just "garbage" beeping noises George Foreman's KO Boxing (Genesis) (Project 2612) -There is a missing win fanfare, which apparently plays for decision wins (maybe there's a lose fanfare, too?) Ninja Gaiden (Genesis) (Project 2612) -The very beginning of "Stage 2" is cut off (there should be a "click" sound at the start) Pokemon Puzzle Challenge (Game Boy Color) (gbs.joshw.info) -The three Panel de Pon tracks are missing (possibly similar method to Donkey Kong Land 2 rip?)
Curiosities
Street Fighter II (Arcade)* -In The World Warrior, does Blanka have sprites for being shocked? He's the only character with an electric attack, and WW doesn't allow mirror matches. WWF Wrestlemania (Arcade) -A persistent and recently-confirmed rumor says that an incomplete version of Bryan "Adam Bomb" Clark is in the game.