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Jul - Posts by Mattrizzle
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Mattrizzle
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Posted on 03-22-10 02:34:27 AM, in NBA Jam Tournament Edition (SNES) (last edited by Mattrizzle at 05-31-10 02:14 PM) Link
Yeah, sports games can potentially contain quite a few unused elements due to real life roster changes and big-name athletes who are too expensive to license. For the latter, the developers may want these players in the game so badly, they implement them anyway despite the fact they'll have to be removed for the final release.

As I said in my last post, I'm not finished yet. Here's some more:

Courtside Advertisements


17 different ads exist in the game, but five are unused. Here's the rundown on each one:


This mock shoe ad stars Willie "Air" Morris Jr., who was one of the body models for the original arcade version. Air Morris doesn't appear in the home versions, so it wouldn't make sense to keep this.


I wonder why this was removed...could it be the improper grammar? (Dont instead of Don't)


These three ads are related to Mortal Kombat II, another game developed by Midway. These were scrapped because the NBA did not want to be associated with the controversial levels of violence in the Mortal Kombat games.

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Mattrizzle
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Posted on 03-23-10 11:34:28 PM, in NBA Jam Tournament Edition (SNES) (last edited by Mattrizzle at 03-23-10 08:42 PM) Link
These ad graphics aren't referenced in the pointer table because the pointers were replaced by repeats. My proof is in the way the table is are organized.

Here is said pointer table. The first three-byte pointer on each line is for the ad on the left side of the announcer's booth, while the second is for the right side. Notice how the pointers appear to be in increasing order except for these repeats, which are displayed in bold and italicized:
1FD418: 00 80 58 A0 85 58 (NBA logo, Jam logo)
1FD41E: 40 8B 58 E0 90 58 (Acclaim logo, Iguana logo)
1FD424: 40 8B 58 20 9C 58 (Acclaim logo, NBA Jam Session logo)
1FD42A: C0 A1 58 60 A7 58 (Midway logo, "Recycle")
1FD430: 00 AD 58 A0 B2 58 (Basketball with motion blur, "I love this game")
1FD436: 40 B8 58 E0 90 58 ("Don't Smoke," Iguana logo)
1FD43C: 40 8B 58 20 C9 58 (Acclaim logo, "Please handle with care")
1FD442: C0 CE 58 E0 90 58 (NBA Jam T.E. logo, Iguana logo)

Fortunately, all this means is that the pointers to the unused ads must be placed back into these spots (save for the 17th icon).

The changes can either be made directly to the ROM or a PAR code can be used.

For the former, change these addresses as follows:
1FD424: Change to 80 96 58 (Pairs the MKII logo with the NBA Jam Session logo)
1FD439: Change to E0 BD 58 (Pairs the shoe ad with the "Don't Smoke" ad)
1FD43C: Change to 80 C3 58 (Pairs "Winners don't use drugs" with "Please handle with care")
1FD445: Change to 60 D4 58 (Pairs the Mortal Kombat logo with the NBA Jam T.E. logo)

If you want to see the ad with Liu Kang from Mortal Kombat, you'll have to replace one of the left-side ad pointers that isn't duplicated. Its pointer(in SNES format) is 58DA00.

These are the codes for the latter method:
3FD42580
3FD42696
3FD43ABD
3FD43C80
3FD43DC3
3FD44560
3FD446D4

In short, there's too many bytes that need to be changed. There aren't any RAM addresses that can be modified to make the ads appear, as they are sent to VRAM by DMA. Should I just make a patch?

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Mattrizzle
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Posted on 04-03-10 02:25:34 AM, in Super Mario RPG (Warning: Large Images!) (last edited by Mattrizzle at 09-18-11 03:57 PM) Link

Prerelease Maps



There are even more unused maps in addition to the early Tadpole Pond I discovered. As with that map, these were discovered using Lazy Shell. The code tags denote the settings required to view these maps in the editor.

Test Map



This map is a simple rectangle featuring 5 exit paths, 2 raised platforms, a patch of dirt and what currently appears as part of an Item Shop sign. Judging by the tileset, the latter was originally a different 2x2 object. The item shop sign merely occupies the bottom right tile.


GRAPHICS SETS:

GFX Set 1: 16 (House exteror)
GFX Set 2: 1A (Town Decor)
GFX Set 3: 17 (House doors)
GFX Set 4: 2F (Town cliffs, stairs)
GFX Set 5: 0 (NONE)

TILESETS:
L1 Tileset: 4 (Towns 1 (L1))
L2 Tileset: 5 (Towns 1 (L2))

TILEMAPS:
L1 Tilemap: 0
L2 Tilemap: 1
**No Physical Map exists for this map**

PALETTES:
Palette Set: 3 (Rose Town)


Mountain Areas (2 levels in one)



This group of levels shows that the significant changes were made to the Mountain tilesets. Many of the tiles in the tilesets were shifted around (and in the case of the signposts, removed), so there are many glitched or blank tiles.

The Super Mario RPG preview article in Nintendo Power Volume 77 (October 1995) had a screenshot (see left) of the first of these two areas. Everything but the grass in the bottom left corner of the image matches the ROM data, suggesting that the map was altered prior to being removed from the game proper.

Using this screenshot and the placement of the blank tiles in the tileset, I partially reconstructed these maps. (click the link for an image)

The sign graphics in the mountain tileset no longer exist, so I used Star Hill's as placeholders. As for the blank 2x2 squares on the bottom map, it's possible that the numerous rock piles seen on the floor in the 1995 V-Jump Festival version of Moleville once occupied these spots.




GRAPHICS SETS:

GFX Set 1: 33 (Shacks)
GFX Set 2: 1A (Town decor)
GFX Set 3: 0 (NONE)
GFX Set 4: 34 (Mountain)
GFX Set 5: 35 (Mountain decor)

TILESETS:
L1 Tileset: 19 (Mountains (L1))
L2 Tileset: 1A (Mountains (L2))

TILEMAPS:
L1 Tilemap: 2A
L2 Tilemap: 2B
Physical Map: 29



I could go into elaborate descriptions for the remaining maps, but I'm too lazy to do it at the moment.

I'll just give you the images for now:
Map 02: Town (exterior) (tilemaps no longer exist)
Map 04: Alternate Mushroom Kingdom (exterior)
Map 0A: Alternate Mushroom Kingdom (house interiors)
Map 10: 3 Sewer areas (tilemaps no longer exist)
Map 15: 4 Forest areas (collision data no longer exists)
Map 25: Bowser's Keep area (graphics/collision data no longer exist)
Map 26: 4 Bowser's Keep areas (graphics/collision data no longer exist)
Map 28: Town (house interiors, probably corresponds with Map 02) (tilemaps no longer exist)
Map 2B: 4 Bowser's Keep areas (same tilemaps as Map 26, graphics/collision data no longer exist)
Map 34: 4 Grassland area with 3 square shadows
Map 3A: 4 Cave areas
Map 3C: 2 connected Grassland areas with glitched pipes
Map 48: 5 Mountain areas (tilemaps no longer exist)
Map 4D: 4 Sewer areas

Unused Palettes



There are other unused monster palettes aside from those seen on the unused monsters:

Even the first form of Smithy has one!

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Mattrizzle
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Posted on 04-05-10 01:48:19 AM, in Super Mario RPG (Warning: Large Images!) Link
Looking at scans from the November 1995 issue of Video Games Magazine (found here), I believe I've found a match for one of the maps with missing tilemaps.

Compare this screenshot to the upper left portion of Map 10:


There are other interesting things in this screenshot as well. The knights and the character facing Mario don't appear at all in the final version. The cell bars and doors aren't used either, but their graphics still exist in the ROM.

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Posted on 04-07-10 11:08:13 AM, in High-Priority pages/updates (last edited by Mattrizzle at 04-07-10 08:10 AM) Link
Well, I know that SMW2's Mushroom transformation was partially implemented. PAR code 7E0C88??, found by Hacc, determines what Yoshi transforms into when touching a bubble.

Here are the values:
02: Car
04: Mole Tank
06: Helicopter
08: Train
0A: Mushroom
0C: Submarine


Aside from the code that morphs Yoshi into this sprite and transforms him back after the time limit, everything appears to have been dummied out. Thus, you're stuck the air until time is up.

At this point, Yoshi uses this sprite when spiraling toward Baby Mario:


There are also unused backgrounds and background palettes. Every background palette/graphic combination, used and unused, is documented here.

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Posted on 05-29-10 01:04:06 AM, in Donkey Kong '94 Link
Originally posted by Sails
best game on gb getting hacked FINALLY
Might want to take a peek at this.

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Posted on 05-31-10 07:50:36 PM, in NBA Jam Tournament Edition (SNES) (last edited by Mattrizzle at 05-31-10 05:06 PM) Link
The images are fixed now. Imageshack ate those two for some reason.

I do have a few more things to add to this, but feel free to add what you already have to the wiki!

Here's more:

Stud Muffin




Strangely, a secret player called Stud Muffin requires a button code be entered in addition to the usual initials before he can be unlocked. VampX, a user at the Streets of Rage Remake Community Forums, quoted a post which describes how to unlock him in both the SNES and Sega Genesis versions:

Secret Player: Stud Muffin
This secret player requires a special extra step before he can be used.
No other secret players require such a thing.
At the first "Licensed by ..." screen,
(this will be the very first screen displayed on SNES, and the first screen after the Sega logo on Genesis)
push and hold the following button combination:

Left + L + R (SNES)
Left + Start + C (Genesis)

You will NOT receive any confirmation that the cheat has been activated.
So press and release the buttons a few times if you have to, just to get it right.

With this done, go to the "enter initials" screen and enter the following:

Highlight "G", hold Start, press A.
Highlight space, hold Start, press A.
Highlight "F", hold Start, press Y (SNES) or C (Genesis).

If all steps where done properly, you will get the standard "Secret Player" message.
And you will see it is "Stud Muffin" once you get to the team select.
Considering the Sega 32X version has a dummied out player named Fischbach in the place of Stud Muffin, he is presumed to be Greg Fischbach. Fischbach is the founder and former CEO of Acclaim Entertainment, the game's publisher.
(secondhand source: VampX; original source unknown)

Starring Screen Names



Among the player name text appearing in the starring screen are the names of 29 of the game's secret players. As no secret players appear in this screen, this text is unused. Also of note, Carol Blazejowski's name is misspelled.

JOHN CARLTON

SAL DI-VITA
SHAUN LIPTAK
MARK TURMELL
TONY GOSKIE
JAMIE RIVETT
WES LITTLE
SCOTT SCHENO
CHRIS KIRBY
STEVE SNAKE
JASON FALCUS
MAD MIKE MUSKETT
NEIL ZIGGY HILL
LARRY BIRD
CAROL BLAZEKOWSKI
BENNY
HUGO
CRUNCH
SUNS GORILLA
BILL CLINTON
PRINCE CHARLES
STEVEN TYLER
ASIF CHAUDHRI
BRETT GOW
DAN FEINSTEIN
ERIC SAMULSKI
ALEX DE LUCIA
JAY MOON
ERIC KUBY



I could also mention some more about the prototype.
Here's a list of known differences:
  • Text is aligned differently in the disclaimer screens; 'V1.8' appears at the bottom of the second screen
  • Iguana screen is the same as in NBA Jam.
  • Different/fewer sound effects (very noticeable in the menus)
  • The "Tournament Edition Features" screen only lists eight features (there are twelve in the final version)
  • No SRAM: instead, there's a password function largely similar to the one in NBA Jam.
  • Switching Tournament Mode on doesn't disable special features or computer assistance.
  • Different players/rosters: Shaq is present in Orlando; Dumars and Mills are the only two players in Detroit!
  • No Rookies team: A few of the rookies are present as secret players, though.
  • Dennis Rodman's portrait has black hair
  • All-Stars team is called 'Jam' and uses the NBA Jam T.E. logo instead of the NBA logo (just as in the arcade version)
  • Other team logos have minor differences: Sacramento Kings is missing 'Sacramento', 'Dallas Mavericks' is in blue instead of white.
  • Two of the courtside ads have different graphics: the Iguana ad has a smaller logo and darker background, while the "I love this game" ad is "SUPER SLAM" instead. The five ads unused in the final version are also unused in this prototype!
  • When finishing a game, the GAME OVER screen appears before the scorecard screen instead of after it.


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Posted on 06-02-10 02:37:28 PM, in Diddy Kong Racing Link
Here are numerous links to DKR info already posted elsewhere:

Vehicle modifier code (by amato (at) pathcom.com) - There is an unused Pterodactyl boss in the digits.
Video: Beta/Debug Track Options, Part 1 (by runehero123)
Video: Beta/Debug Track Options, Part 2 (by runehero123) - The most notable thing here is the Horseshoe Gulch track. (0:38)
Video: Beta Objects (by runehero123)
Video: some beta stuff found? (by wwwarea) - In this video, the intro level is explored and differences between it and the actual hub level are pointed out.
Early text, list of sound effects (by runehero123)*
2D image modifier code (by runehero123 and wwwarea)
Unused HUD map, ProAM64 logo (former found by Spyke4995, latter found by runehero123)*
Two more unused HUD maps (map 0x0007 found by runehero123)*
Internal music track names
Early character icons, Taj character select music

* = Some attachments in these posts can't be viewed by non-RWP members. I'll have to download and upload them elsewhere.
The two links without credits next to them contain info found by me. (under the alias Mattress87)


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Posted on 06-27-10 02:00:35 AM, in Donkey Kong Country 2 Link
Originally posted by Rick
1.) There seem to be two extra cheats lingering that don't have button combos? Use the PAR code 7E060B03 to always have both characters in a level and 50 lives, and 7E060B05 for just having both Kongs.
Just checked the values of $060B when each cheat is enabled, and here's what I got:
01: No DK Barrels, start with both Kongs in every level (BARRAL AX cheat)
02: Start with 50 lives (YA SAD LAD cheat)
03: BARRAL AX and YA SAD LAD cheats enabled

03 isn't unused because entering both button combos enables both cheats. Bits 0 (0x01) and 1 (0x02) are set, yielding 0x03.

However, bit 2 (0x04) is unused; you start with both Kongs in every level and DK Barrels are present. This might be a side-effect of how the game is programmed, though.


2.) Diddy and Dixie have unused spirtes.
So far those are the only unused sprites I've found in the game. Unlike the first game, Rare did an excellent job of removing all of the unused sprites from the ROM, which is unfortunate.

Here is the original source page for my sprite sheets. If I find any more unused sprites, they will posted at this link first.


3.) THere's an image of some weird character called "Mr. X". He's not really there in the final game.
There's a clearer version of the Mr. X image here.

Additionally, I know of these things:
  1. The subroutines that apply "lighting effects" to sprites in DKC1 are also present in this game, but are never executed.
  2. The K. Rool battle has death music, as well as the Diddy/Dixie victory themes, but they are disabled. B883B52C will allow the death music to play, and B8B3090A will allow the Diddy/Dixie victory themes to play in K. Rool Duel.
    The code to get the victory themes working in Krocodile Kore is B8B31300, but it has a side effect: you will get a Kremkoin for beating K. Rool instead of a Hero Coin.
  3. The banana bunch collection sound exists in the game, but for some reason the single banana collection sound is used instead.
    It can be fixed with this code: B5F92B09


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Posted on 07-19-10 06:59:35 PM, in Super Mario Galaxy 1 & 2 Link
Originally posted by Afti
...Brown+green is in all the SSB games...
Actually, you're thinking about green+orange. This one doesn't look at all like any of the SSB color schemes. There is a brown costume in those games, but it has an off-white shirt and blue shoes.

Just speculating, but white+blue may have been the early costume for Ice Mario, before they decided on the icy appearance.

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Posted on 07-27-10 01:09:18 AM, in Some unused Yoshi's Island stuff (last edited by Mattrizzle at 03-11-17 11:55:15 PM) Link
This should come in handy for the unused layer 2 backgrounds and palettes.

I never made one for layer 3, though.

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Posted on 07-27-10 02:25:12 AM, in Some unused Yoshi's Island stuff (last edited by Mattrizzle at 07-27-10 12:28 AM) Link
Sorry...
I forgot to mention that I altered some of those screen captures just so that every part of the background could be seen in a small image. As far as I know, the trees are always rendered that tall in the game.

Also, some tips:
The header bytes can be changed using PAR codes prior to entering a level.

7E0134?? Background Color/Gradient
7E0136?? Layer 1 Tileset
7E0138?? Layer 1 Palette
7E013A?? Layer 2 Image
7E013C?? Layer 2 Palette
7E013E?? Layer 3 Type
7E0140?? Layer 3 Palette
7E0142?? Sprite Set
7E0144?? Sprite Palette
7E0146?? Layer/Ordering Properties
7E0148?? Tile Animation (upper 4 bits of Special Effects)
7E014A?? Palette Animation (0-14) (lower 4 bits of Special Effects)
7E014C?? Layer 2 Scrolling?

EDIT: And if you don't have it already, vSNES makes ripping the full backgrounds loads easier.

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Posted on 08-26-10 01:24:50 PM, in Donkey Kong Country - DK's Problem Page? Link
A routine that loads this text starts at 389B3F in the (U) 1.0 ROM, but I haven't figured out much more than that. All I know is that there aren't any jumps to this code in the ROM.

Also, prior to "DATE CODE" is another text string with three slashes, each separated by five spaces:

389C34:   2F 20 20 20 20 20 2F 20 20 20 20 20 2F FF       /     /     /



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Posted on 09-10-10 07:02:10 PM, in HyperZone (SNES) Link
Variants of that string can be found in several other games as well:

Super Scope 6 (U)                      NAK1989 S-CG-CADVer1.02 910320 F

Super Scope 6 (J) NAK1989 S-CG-CADVer1.02 910802 F
Yoshi's Cookie (U) NAK1989 S-CG-CADVer1.10 920616
Mother 2 (J)/Earthbound (U) NAK1989 S-CG-CADVer1.11 930511 F
Satellaview BIOS NAK1989 S-CG-CADVer1.11 9305


Of course, this is by no means an all-inclusive list.

For most of the games, the digits after the version number oddly resemble a date in yymmdd format. Build dates for the program, perhaps?

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Posted on 10-27-10 01:30:06 AM, in Yoshi's Island (SNES) Unused room / beta level Link
It doesn't work that way. $021A is for level numbers accessed from the map, not area numbers.

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Posted on 11-03-10 12:23:20 AM, in Data Formats (last edited by Mattrizzle at 11-02-10 09:27 PM) Link
The pointer table to the sprite graphics in DKC is at 3BCC9C-3BF78F. Each pointer is 4 bytes long, meaning there are a total of 2,748 referenced sprites. DKC uses the C00000-FFFFFF mapping for this table, so subtract C00000 to get the actual PC address.

However, there are approximately 150 additional sprites (all unused) that aren't referenced in this table, which is what "(No pointer, but graphics are stored in ROM)" means.

This reminds me, there are still many more to add!

The sprite format itself, which all three DKC games use, is as follows:
Byte 1: Number of 16x16 tiles in Group A
Byte 2: Number of 8x8 tiles in Group B
Byte 3: Start of Group B 8x8 tiles relative to start of graphics (Measured in 8x8 tiles)
Byte 4: Number of 8x8 tiles in Group C
Byte 5: Start of Group C 8x8 tiles relative to start of graphics (Measured in 8x8 tiles)
Byte 6: Start of Group D 8x8 tiles relative to start of graphics (Measured in 8x8 tiles)
Byte 7: Where to place Group D in VRAM upon the display of this sprite. (Measured in 8x8 tiles)
Byte 8: Number of 8x8 tiles in Group D
Bytes: Tile coordinate data, in order by Group (signed; 1 byte X, 1 byte Y)
Bytes: Sprite graphics for Groups A, B, and C
Bytes: Group D graphics, if present.

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Posted on 11-06-10 07:22:03 PM, in Donkey Kong Country Unused song help (last edited by Mattrizzle at 11-06-10 04:24 PM) Link
The early boss tune isn't referenced in the song pointer table, so it can't be found by a music modifier. This isn't the only track not in the table, either. Early versions of the map screen, title screen, and credits tracks exist in the ROM as well.

You have to directly modify this table in order to hear them. Keep in mind that the early tracks only exist in the 1.0(U) and 1.1(U) versions.

From giangurgolo's DKC Offsets document:

0AB159 - 0AB1A9 | PTR  | SPC track pointers (26 songs, 3 bytes each)

Knowing this, the pointer to track #$15 (Bad Boss Boogie) begins at 0AB159 + (15*3) = 0AB198.


8AB198zz SPC track #$15's pointer

8AB199yy
8AB19Axx

xxyyzz
------
C17560 DK Island Swing (Beta)
D3F56A Simian Segue(Beta)
DFF03D The Credits Concerto(Beta)
DFF9D3 The Credits Concerto(Beta)
E9F724 Bad Boss Boogie(Beta)

Unfortunately, none of these tracks play the correct instruments, which may be evidence that the sample values were shifted at some point in development.

However, by using the code above and modifying the sample pointers in an SPC dump, I was able to partially fix the beta boss music. One problem still exists though: a percussion channel is missing.

Link(uploaded to the Wiki): File: DKC-BossUnused.ogg

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Posted on 11-11-10 02:26:28 PM, in ClayFighter 63 1/3 (last edited by Mattrizzle at 11-11-10 11:32 AM) Link
The values of the character modifier do indeed follow that list:

811A2B2E 00?? Character Modifier, Player 1
00: Bad Mr. Frosty
01: Blob
02: Bonker
03: Boogerman
04: Dr. Kiln
05: Earthworm Jim
06: High Five (removed)
07: HoboCop (removed)
08: Houngan
09: Icky Bod Clay
0A: Kung-Pow
0B: Lady Liberty (removed)
0C: Lockjaw Pooch (removed)
0D: Sumo Santa
0E: Taffy
0F: T-Hoppy
10: Zappa Yow-Yow Boyz (removed)

Setting it to a removed character even makes the appropriate character's name appear on the screen in the menu!


Unfortunately, all of them default to the green-hatted Bad Mr. Frosty, with the question-marks portrait (what appears in the secret character slots before they're unlocked).

Some of the sprites may still exist, though. Remember that Lockjaw Pooch appears in the ending.

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Posted on 11-11-10 10:01:56 PM, in ClayFighter 63 1/3 Link
Originally posted by Rick
Unseen64 has a capture of the Nintendo Power magazine issue with him in it, showing what he was supposed to look like.
I have that issue (and pretty much every consecutive issue from Volume 92 to the present, barring 185)! In Volume 95 (two issues prior), there was an interview with Jeremy Airey, the game's producer/director. There are a few more screenshots of Hobocop in the article, but no mention of him in the actual interview.


In the beta version, there's an option called "Frosty is a Hosehead", for which your choices are "ON" and "OFF". I have no idea what the fuck it does, if anything.
That isn't the only secret option that's different. There's a "Game Speed" option with the choices "NORMAL," "WHOA," and "ARE YOU NUTS?", which is even mentioned in the article in NP Volume 97. Additionally, the "Move Camera with Fourth Pad" option is absent.


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Mattrizzle
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Posted on 11-18-10 11:12:39 PM, in Donkey Kong Country Unused song help (last edited by Mattrizzle at 11-18-10 08:17 PM) Link
The others don't seem to have any significant differences from the used versions aside from the altered instrument numbers. Also, as nensondubois has discovered for himself, they're a pain to get working correctly.

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Jul - Posts by Mattrizzle


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

32 database queries, 25 query cache hits.
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Script execution time:  0.049789 seconds
Total render time:  0.128774 seconds


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line 829 column 15 - Warning: <img> lacks "alt" attribute
line 853 column 1407 - Warning: <img> lacks "alt" attribute
line 853 column 1488 - Warning: <map> anchor "bmtsig" already defined
line 853 column 1488 - Warning: <map> anchor "bmtsig" already defined
line 860 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 860 column 15 - Warning: <img> lacks "alt" attribute
line 860 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 860 column 58 - Warning: <img> lacks "alt" attribute
line 860 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 860 column 101 - Warning: <img> lacks "alt" attribute
line 861 column 22 - Warning: <img> lacks "alt" attribute
line 861 column 63 - Warning: <img> lacks "alt" attribute
line 861 column 112 - Warning: <img> lacks "alt" attribute
line 861 column 162 - Warning: <img> lacks "alt" attribute
line 862 column 11 - Warning: <img> lacks "alt" attribute
line 872 column 15 - Warning: <img> lacks "alt" attribute
line 901 column 1618 - Warning: <img> lacks "alt" attribute
line 901 column 1699 - Warning: <map> anchor "bmtsig" already defined
line 901 column 1699 - Warning: <map> anchor "bmtsig" already defined
line 908 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 908 column 15 - Warning: <img> lacks "alt" attribute
line 908 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 908 column 58 - Warning: <img> lacks "alt" attribute
line 908 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 908 column 101 - Warning: <img> lacks "alt" attribute
line 909 column 22 - Warning: <img> lacks "alt" attribute
line 909 column 63 - Warning: <img> lacks "alt" attribute
line 909 column 112 - Warning: <img> lacks "alt" attribute
line 909 column 162 - Warning: <img> lacks "alt" attribute
line 910 column 11 - Warning: <img> lacks "alt" attribute
line 920 column 15 - Warning: <img> lacks "alt" attribute
line 949 column 730 - Warning: <img> lacks "alt" attribute
line 953 column 1127 - Warning: <img> lacks "alt" attribute
line 953 column 1208 - Warning: <map> anchor "bmtsig" already defined
line 953 column 1208 - Warning: <map> anchor "bmtsig" already defined
line 960 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 960 column 15 - Warning: <img> lacks "alt" attribute
line 960 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 960 column 58 - Warning: <img> lacks "alt" attribute
line 960 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 960 column 101 - Warning: <img> lacks "alt" attribute
line 961 column 22 - Warning: <img> lacks "alt" attribute
line 961 column 63 - Warning: <img> lacks "alt" attribute
line 961 column 112 - Warning: <img> lacks "alt" attribute
line 961 column 162 - Warning: <img> lacks "alt" attribute
line 962 column 11 - Warning: <img> lacks "alt" attribute
line 972 column 15 - Warning: <img> lacks "alt" attribute
line 982 column 1185 - Warning: <img> lacks "alt" attribute
line 982 column 1266 - Warning: <map> anchor "bmtsig" already defined
line 982 column 1266 - Warning: <map> anchor "bmtsig" already defined
line 989 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 989 column 15 - Warning: <img> lacks "alt" attribute
line 989 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 989 column 58 - Warning: <img> lacks "alt" attribute
line 989 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 989 column 101 - Warning: <img> lacks "alt" attribute
line 990 column 22 - Warning: <img> lacks "alt" attribute
line 990 column 63 - Warning: <img> lacks "alt" attribute
line 990 column 112 - Warning: <img> lacks "alt" attribute
line 990 column 162 - Warning: <img> lacks "alt" attribute
line 991 column 11 - Warning: <img> lacks "alt" attribute
line 1001 column 15 - Warning: <img> lacks "alt" attribute
line 1008 column 289 - Warning: <img> proprietary attribute value "absmiddle"
line 1008 column 289 - Warning: <img> lacks "alt" attribute
line 1008 column 370 - Warning: <img> lacks "alt" attribute
line 1008 column 451 - Warning: <map> anchor "bmtsig" already defined
line 1008 column 451 - Warning: <map> anchor "bmtsig" already defined
line 1026 column 25 - Warning: <img> lacks "alt" attribute
line 1031 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 137 - Warning: trimming empty <font>
line 149 column 323 - Warning: trimming empty <font>
line 222 column 704 - Warning: trimming empty <b>
line 225 column 945 - Warning: trimming empty <b>
line 226 column 1017 - Warning: trimming empty <b>
line 227 column 1134 - Warning: trimming empty <b>
line 1011 column 17 - Warning: trimming empty <tr>
line 1014 column 323 - Warning: trimming empty <font>
line 1016 column 137 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 215 column 27 - Warning: <nobr> is not approved by W3C
line 274 column 27 - Warning: <nobr> is not approved by W3C
line 368 column 27 - Warning: <nobr> is not approved by W3C
line 399 column 27 - Warning: <nobr> is not approved by W3C
line 441 column 27 - Warning: <nobr> is not approved by W3C
line 467 column 27 - Warning: <nobr> is not approved by W3C
line 557 column 27 - Warning: <nobr> is not approved by W3C
line 597 column 27 - Warning: <nobr> is not approved by W3C
line 643 column 27 - Warning: <nobr> is not approved by W3C
line 671 column 27 - Warning: <nobr> is not approved by W3C
line 699 column 27 - Warning: <nobr> is not approved by W3C
line 745 column 27 - Warning: <nobr> is not approved by W3C
line 774 column 27 - Warning: <nobr> is not approved by W3C
line 808 column 27 - Warning: <nobr> is not approved by W3C
line 834 column 27 - Warning: <nobr> is not approved by W3C
line 877 column 27 - Warning: <nobr> is not approved by W3C
line 925 column 27 - Warning: <nobr> is not approved by W3C
line 977 column 27 - Warning: <nobr> is not approved by W3C
line 1006 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 505 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md