As with SRally2, I have notes on the PAL version of Typing (all of the expansion packs and sequels were Japan only, so I only have the original). I do recall that the passwords were different to some of the lists online. I think each region gets a different set. I never did a forum post for that one, so I'll have to find the notes themselves. So this is 'my' set of passwords (pal PC), the descriptions are from gamefaqs but the passwords themselves are just plaintext in the EXE. I don't think I verified them all. Three different passwords all unlocking VS CPU mode is suspect, but some of the other passwords have overlapping features (like some passwords do subsets of others) so it might make sense on closer inspection. KIKMAHP - UNLOCK ALL!!! VS CPU mode and all VS CPU characters, 5 lives, 9 conts, freeplay, all boss modes, all drill modes, all tutorial lessons, start with 2 molotovs & infinite 'golden hands' in original mode SCOKXBN -all bosses in boss mode (including staff credits bonus game) QCOYXXY -all drill mode levels TMTSINO -unlocks Original Sin chapter in original mode TORAMAN -5 lives DEBTINU -9 conts POQRTJC -free play DKRORCR -5 lives, 9 conts & freeplay STKZJGH -VS CPU mode DOAKSIM -VS CPU mode BBCDTBC -VS CPU mode VJSICDO -all characters in VS CPU mode
I have no intention of digging into this one at the moment - I only wanted a better screenshot of the title screen, but: https://gamefaqs.gamespot.com/dreamcast/259173-aerowings-2-air-strike/cheats Not only does this code not work, the game actively denies you from calling yourself that (at least in the US version). Though some sources say it's for the first game (which I also won't be trying today) - it might be a nod to that (i.e. "your AeroWings 1 cheats won't work here"). There are a few AeroWings/Aero Dancing games on the Dreamcast so maybe it's a running joke. And yes, the message stops at "Select" - there's no second part. I'm guessing it's a weird localisation issue nobody noticed.
I missed this when it came through a week ago - turns out the US version of Clockwork Knight 2... is also Clockwork Knight 1. As in, the whole first game exists in the second. (hey look it's new year) Title screen: up down left up left down right up L R L R (start) ooh eek This is a thing because the US version of Clockwork Knight 2 is based on Clockwork Knight: Pepperouchau no Fukubukuro, an updated compilation, but rather than cut all the CK1 stuff... they hid it. And it's taken more than two decades for it to be discovered. This is not the case for the Japanese or European versions - they are very much just Clockwork Knight 2. I suppose the clue is the US version still has the Fukubukuro menus and two title screens, and arrived months after the other versions. It seems really obvious when you look at it now, but I didn't realise because I wasn't familiar with that version of the game. This makes our coverage a little interesting though, because technically US Clockwork Knight 2 isn't Clockwork Knight 2, it's a localised version of Pepperouchau no Fukubukuro. Except they pretended it wasn't. I don't know the full extent of the differences - I know Fukubukuro added a couple of new modes and menus, but this is the first case I've seen where a video game actively disguises itself as something else. What is to be done??
Here's my thought (I found the code!). Although regional releases all had various differences, there are three Clockwork Knight games: Jouken, Gekan, and Fukubukuro. Jouken was called "Clockwork Knight" in the US and EU Gekan was called "Clockwork Knight 2" in the EU Fukubukuro was called "Clockwork Knight 2" in the US The big difference between the Japanese Fukubukuro and the US one is that "Part 1" is hidden by default. The US version does get an additional feature, the seasonal title screens, which are totally disabled in the Japanese release.
Great find! Plenty of Saturn mysteries in this thread if you ever tire of Sonic Jam :-) My personal bugbears from lasy year that I want to reinvestigate. Tomb Raider, is there an all weapons cheat? Does the cheat activated sound when inputting a code in the us version actually do anything? Does the eu version really have all codes removed? Rayman - why does only one code work? Is it really the only one? Simcity 2000 - is the slot machine really the only hidden code?
Some Japanese developers on Sega Retro are credited with (what looks like) Pico games. Except since Sega of Japan seemingly didn't have a policy of crediting them in-game, verifying those roles will be fun. I dug out the hex editor to look for clues, and didn't find them, however I spotted some trends and turns out, games intended for the West that were built by Realtime Associates... do have credits. They're just hidden: Pocahontas Riverbend Adventures Code (Text): REALTIME ASSOCIATES TEAM LEAD PROGRAMMERS RICK CHIPECO DAVE CONNELLY LEAD ANIMATOR JEFF COOK ANIMATOR VIRGINIA SMITH BACKGROUND ARTIST CONNIE GOLDMAN BOOK ART JEFF COOK CONNIE GOLDMAN KIM SPINK MUSIC COMPOSITION AND ARRANGEMENT GREG TURNER SOUND DESIGN GREG TURNER PRODUCTION ASSISTANTS CHAD BUNCH ROBERT LARK PRODUCER ANN LEDIAEV DESIGN TEAM CINDY HARDGRAVE ELLEN GUON KEITH HIGASHIHARA ANN LEDIAEV SEGA TEAM PRODUCER CINDY HARDGRAVE ASSISTANT PRODUCER KEITH HIGASHIHARA PRODUCTION ASSISTANT JOYCE TAKAKURA PRODUCT MARKETING MANAGER LYDIA GABLE LEAD TESTER KIM ROGERS ASSISTANT LEAD TESTERS MAYA DE CAMPOS LOUIS DRIBIN TESTERS LLOYD KINOSHITA STEVE WONG SHARI SHANKLIN JAY VO DESERAE BLEVINS DONOVAN SOLO DISNEY TEAM PRODUCER BOB LINDSTROM PRODUCTION ASSISTANT LORRAINE PHILLIPS SPECIAL THANKS TO KRISTIN MALLORY JENNY MARTIN BOB MEISSNER THOMAS PENG BILL PERSON JIM SCHULER DAVE WARHOL The Berenstain Bears' A School Day Code (Text): DESIGNERS ANN LEDIAEV CINDY HARDGRAVE REALTIME ASSOCIATES CREDITS LEAD PROGRAMMER JAMES GROS ASSISTANT PROGRAMMER RICK CHIPECO BACKGROUND AND BOOK ARTISTS ELLEN DRUCKER CONNIE GOLDMAN ANIMATOR VIRGINIA SMITH ADDITIONAL ANIMATION SHELLEY FUTCH COMPOSER ERIC SWANSON SOUND DESIGNER GREG TURNER ADDITIONAL AUDIO ERIC NIELSEN PRODUCER ANN LEDIAEV TESTERS CHAD BUNCH ERIN ISAAC SEGA CREDITS PRODUCER CINDY HARDGRAVE ASSISTANT PRODUCER KEITH HIGASHIHARA PRODUCT MARKETING LYDIA GABLE LEAD TESTER FERNANDO VALDERRAMA ASSISTANT LEAD TESTERS RANDY KREIDT SANCHO MARTINEZ ERIC SIMONICH ANDREW STESS TESTERS RACHEL BRISTOL JENNIFER VERNON CHRIS LUCICH ROBERT FLORES AL DUTTON SPECIAL THANKS STAN AND JAN BERENSTAIN JEAN BERGESEN FRANK CARUSO MICHAEL LATHAM JOHN LEONHARDT ROBERT MEISSNER THOMAS PENG SEAN PLATTER ISABEL QUINTERO DAVE WARHOL The Great Counting Caper with The 3 Blind Mice Code (Text): DESIGN CONCEPT ROB SEARS DESIGN TEAM ROB SEARS RICK HITESMAN JARIELLA LEHRER@1 PH@0D@0 REALTIME ASSOCIATES TEAM LEAD PROGRAMMERS JULIE HOSHIZAKI PAUL LOWRANCE ASSISTANT PROGRAMMER TIM WINNEGAR LEAD ANIMATOR JERRY L@0 BRICE ANIMATORS SHELLEY FUTCH MARTINE GAUDISSART DARIN HILTON BARBARA LIPTON BACKGROUND DESIGNER&ARTIST ELLEN DRUCKER BACKGROUND ARTIST ANN PETERSEN ART DIRECTOR JOHN GRUSD SEAN PLATTER MUSIC&SOUND SUPERVISOR GREG TURNER MUSIC COMPOSITION ERIC SWANSON SOUND DESIGN ERIC NIELSEN VOICE ARTIST LANI MINELLA PRODUCTION ASSISTANTS CHAD E@0 BUNCH ROBERT LARK TESTER APRIL TYREE PRODUCER RICK HITESMAN CAPS TEAM PRODUCER ROB SEARS ASSOCIATE PRODUCER CHRISTINE WATSON PRODUCTION ANALYSTS MO BERRY HOWARD GIPSON RACHEL OLHAVA JOANNA PATAKI PRODUCT MANAGER TERESE BONOMI-RUSSELL CHARACTER CONCEPTS NEW WAVE ENTERTAINMENT STORY WRITER SUSAN WELS CHARACTER DEVELOPMENT AND PACKAGING MOORE AND PRICE DESIGN MANUAL COPY AND DESIGN MARTIN PRODUCTIONS SPECIAL THANKS TO RICK ALVES CHRISTINA ANAYA TANYA BARNARD ERIC D@0 CHRISTENSEN CONNIE GOLDMAN JAMES GROS DAVID HILL ANN LEDIAEV ROBERT MEISSNER THOMAS PENG ISABEL QUINTERO JIM SCHULER DAVE WARHOL YVONNE MCCARTHY AND LITTLE ANGELS NURSERY SCHOOL Adventures in Letter Land with Jack & Jill Code (Text): DESIGN CONCEPT ROB SEARS DESIGN TEAM ROB SEARS RICK HITESMAN JARIELLA LEHRER@1 PH@0D@0 REALTIME ASSOCIATES TEAM LEAD PROGRAMMERS PAUL LOWRANCE JULIE HOSHIZAKI ASSISTANT PROGRAMMERS TIM WINNEGAR JERIC D@0 CHRISTENSEN LEAD ANIMATOR JERRY L@0 BRICE ANIMATORS SHELLEY FUTCH MARTINE GAUDISSART DARIN HILTON BARBARA LIPTON BACKGROUND DESIGNER&ARTIST ELLEN DRUCKER BACKGROUND ARTIST ANN PETERSEN ART DIRECTOR JOHN GRUSD SEAN PLATTER MUSIC&SOUND SUPERVISOR GREG TURNER MUSIC COMPOSITION ERIC SWANSON SOUND DESIGN ERIC NIELSEN VOICE ARTIST LANI MINELLA PRODUCTION ASSISTANTS CHAD E@0 BUNCH ROBERT LARK TESTER APRIL TYREE PRODUCER RICK HITESMAN CAPS TEAM PRODUCER ROB SEARS ASSOCIATE PRODUCER CHRISTINE WATSON PRODUCTION ANALYSTS MO BERRY HOWARD GIPSON RACHEL OLHAVA DEVAN HAMMACK PRODUCT MANAGER JTERESE BONOMI@5RUSSELL CHARACTER CONCEPTS INEW WAVE ENTERTAINMENT STORY WRITER SUSAN WELS CHARACTER DEVELOPMENT AND PACKAGING IMOORE AND PRICE DESIGN MANUAL COPY AND DESIGN MARTIN PRODUCTIONS SPECIAL THANKS TO RICK ALVES CHRISTINA ANAYA TANYA BARNARD CONNIE GOLDMAN JAMES GROS DAVID HILL ANN LEDIAEV ROBERT MEISSNER THOMAS PENG ISABEL QUINTERO JIM SCHULER DAVE WARHOL Similar credits were spotted in The Lion King: Adventures at Pride Rock a while ago, but it's not known how they're activated - the hardware is a mystery and Pico emulation isn't good enough. I'm going to guess these four have similar requirements.
QUFB figured out the Lion King credits mystery (and found a cheat message as well), trouble is it relied on features that are not yet added to any emulator. It's an interesting read. It's a game specific code (for both credits and cheat). The mystery of the missing input (qufb.gitlab.io) EDIT - and once again I read the blog post before looking at TCRF itself which has already been updated with these findings.
I remember SEGA Europe saying that they planned to include Clockwork 1 and 2 all in one package. I just think it was pure creed on SEGA's part not to go with that plan for the game in the West. That said the game should have been delayed in Japan until all of the planned 8 levels were in the game. Had such high hopes for the game just before Christmas 1994 and when the game shipped I finished it in a couple of hours, there was more gameplay and levels in a basic early Mega Drive title, that robot boss was impressive at the time mind
OK, let's talk about Bug! for the Saturn... Somebody asked me about the "Infinite lives" code that's on Sega Retro and elsewhere. It doesn't seem to work on the Saturn version of the game. I checked into it, and indeed, the game doesn't seem to be looking for that code. It is looking for BABYSEALS, as expected. It's also looking for a previously unknown code: SEXYWEASEL. As far as I can tell, this does the same thing as BABYSEALS. Right underneath those codes is CABALCREW, but the game never reads the address. Maybe it was supposed to be another code? Let's turn to the Japanese game: its codes that correspond to BABYSEALS and SEXYWEASEL are BUZZBABY and EASEASY. And its third one is hooked up: LABZAX. That latter one enables a level select menu that's missing in the US and EU releases. I wrote some more about this on Twitter, and will probably look at it for my website eventually.
WOW, thanks for that info. LOVE Bug but its way too hard for its own good, even in the Japanese version. Shall try that level select
That's awesome, I'll try the extra codes out in the pc version as well (babyseals inputted into a text box enables a cheat menu) EDIT - No such luck, but there is at least text in the EXE that suggests a drop down menu level select might exist. EDIT 2 - Very curiously, if you start Bug! using DxWnd, the 3 extra menus 'Level', 'Cheats' and 'Debug' are briefly visible before vanishing. There must be game code to hide them right at the start. 'Cheat' is the standard 'babyseals' menu (based on the text in the EXE), but the other two are as yet unknown. The SEXYWEASEL code also enables a free movement mode by holding Y and pressing the direction buttons (the PC version has this too, as does Bug Too!)
@Bo102010 that Bubble Bobble tweet is a shocker, no super mode means you can never see the true ending on the Saturn (unless it can be enabled with an AR code or something)! Need to update sega retro with better descriptions as well. Original mode means the secret doors spawn even if you die before reaching the appropriate level.
We could do with more Bubble Bobble knowledge across the board - there's a lot of quirks in the arcade game which I'm sure weren't replicated in the home ports. The Saturn edition is meant to be based on the Atari ST version because apparently the arcade source code was lost. But I'm not sure how much truth there is there. However I can absolutely believe they shipped a broken ST version. Home computer games often weren't tested very well, and if the majority of users couldn't get to later stages, there's a high chance the issue was never reported or fixed. While I'm here, that Saturn Bomberman prototype coverage is gold too. I was tempted a while back to look into the game myself, having seen very different title screens shown on the Sega Video Magazine tapes. There's a lot to unpack though and I was probably distracted by something else.
I did the cheat codes for the sms version a while back (along with md rainbow islands), but yeah. There are some delightful secrets which should really be documented
Let's look at Croc... GameFAQs and others assume the Playstation codes apply to Saturn, but from what I can tell, the Saturn version only cares about these:
We (well @Black Squirrel specifically) only tested the 5-5 code. Saved the poor guy a whole bunch of effort with that!
https://segaretro.org/index.php?title=File:SSM_UK_36.pdf&page=79 I went through a phase of trying to confirm every cheat listed in the UK Sega Saturn Magazine, because it was one I grew up with. That's where I would have got the 5-5 code - I probably took one look at rest on GameFAQs and ran away. Or I had a crisis of confidence and wondered if the game actually showed you the codes legitimately. For the record, about two thirds of this set (which includes issue #37 which had the remaining half) are on Sega Retro. Some of these were too much of a faff and/or weren't actually cheats. The early internet used collections like these for its databases.