| rabidabid Member Level: 27 ![]() Posts: 77/135 EXP: 102367 For next: 13792 Since: 08-25-10 Since last post: 24 days Last activity: 6 days |
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| So here's something curious I discovered a couple years ago and am only now getting around to posting about. Bangai-O Spirits for the DS seems to have a bunch of unused levels in it. The Japanese version of the game has 160 playable stages, but has 195 files in the "stage" folder. The (slightly reworked) US version has 167 playable stages (8 added, 1 removed) and 213 files in the folder. Here's a comparison of the files in both folders (Japanese on left, international on right). I'm thinking those "_ply" files added to the international version are replay files, which also can't be viewed in the final game. Also the game crashes when you try to load them as a stage. So I dunno what to do with those or how to work with them. Anyway I managed to boot into some stages. At a glance, it seems a bunch of unused stages are seemingly clones of existing stages, but that's just going by the map screen. I haven't actually gone in and compared like enemy layouts or something. But here's a few neat things. ![]() This is "v_jump_stg" (if I remember right). It looks like an early, unfinished version of one of the official DLC stages offered by Treasure on their site. I know there's a few more V Jump stages in there, so there may be other DLC stages too. ![]() This is "test_stg" which seems to look the same as the final tutorial stage. The name here is different from the one that tutorial stage has in the Japanese version though. A translation might be helpful. ![]() Here's a completely unused stage based on Galaga. They even got the score panel! The file name is "charaga" and the stage name is キャラが. There are a handful of stages in the game based off classic games (like Pac-Man and Super Mario Bros.) so this one would have been right at home. But it might have been removed for being too easy or simplistic. (You basically just gotta charge your EX shot and the cannons should be destroyed in a single blast). Anyway I got these to appear by swapping file names. But it's a little tedious, especially for 200+ stages. I could maybe use a stage modifier code. Something that replaces a stage in the stage select with a different one. But it's not that bad and I'm totally willing to power through it. I already looked through the first ~20 files this way. Also if these stages can be made selectable, they can potentially be loaded into the game's stage editor, saved a a custom stage, then offered for download through the game's sound load feature. Well, sound files from the US version can't be loaded into the Japanese version though (but the opposite will work). But players would be able to download and play them without any hacking involved. So that would be pretty neat. |



















