小魔女皮皮 [Magical Doropie]
游戏名称: Magical Doropie
- 1 子页面
- 2 Regional Differences
- 3 Codes
- 4 Unused Graphics
- 5 Level Select
| Japanese Cutscenes|
Fan-translated versions of cutscenes found only in the Japanese version.
Compared to the Japanese release, the US title screen looks rather bland. The Japanese version also identifies the witch protagonist as Doropie, as opposed to Francesca in the US release.
Francesca appears to be more chibi-styled in the US release while Doropie appears to be older. In the Japanese version, Doropie's appearance is kept consistent throughout all of the cutscenes.
The Japanese version has a screen to introduce each stage. The US release does not have this.
The circled hexagram at the end of each stage in the Japanese version was removed in the US version.
The title screen music in the Japanese version is entirely different and much more cutesy sounding compared to the US release.
In the Japanese version, you have an unlimited amount of continues, and the "CONTINUE" option is presented on the title screen. The US release doesn't contain this feature, so when you get a game over you start from the very beginning. The Game Genie code GAEEGASA will restore this functionality.
Dying in a boss fight takes you right back in the boss room in the Japanese version, instead of the beginning of the third stage of the round.
In the US release, it is possible to skip the boss fights in round 2 and 3 and simply proceed to the next stage.
Aside from the level select listed below, three other codes are included only in the Japanese version and must be entered at the title screen. Two of these codes access hidden playable characters.
Play as Kagemaru
Press Up, Up, Down, Down, Left, Right, Left, Right, A, B, A, B on controller 2 and then hold Select and press A on controller 1. Upon further look at the box art, Kagemaru indeed has a gun! Besides wielding a gun while playing him, nowhere in the game does it suggest he has one.
Play as an Unknown Character
Press Up, Up, Down, Down, Left, Right, Left, Right, A, B, A, B on controller 2 and then hold Select and press Start on controller 1. Judging from the beret, it is actually Francesca and her Wand. Unlike Kagemaru, this character is never in the plot.
Press Up, Down, Up, Down, Left, Right on controller 2 and then hold Select and press Start on controller 1. By entering this code, you won't even flinch by touching an enemy.
The playable character codes set memory at address $00FF to 01 for Kagemaru and 02 for the "Unknown Character." Changing this value at the title screen is equivalent to entering the code. Technically any value besides 00 or 02 will simply result in Kagemaru. The only real effect is that memory at $0303 and $0304 are set to different MMC3 CHR bank values when the level is initialized -- $40/$41 for Doropie/Francesca, $68/$69 for Kagemaru, and $4A/$4B for "Unknown Character." In Krion Conquest, this value appears to not be checked at all. The override subroutine that would change which player sprite CHR banks get written in appears to be completely absent, and thus $0303 and $0304 are always initialized to $40 and $41, respectively.
The invincibility code sets memory at address $004E to 01, and interestingly this value is still checked and works in Krion Conquest even though the code can no longer be entered.
This graphic is found with the other stage intro graphics; however, the only part that is used is "magical", leaving the "kid's" part unused. Oddly enough, this text matches the game's title on the Japanese box.
This graphic of Doropie used in Round 1's cutscenes is normally static; however, a few unused tiles suggest it was supposed to be animated and synced with Doropie's dialogue.
Sprites of asteroids are loaded with the ending scene where Doropie gets a call from Kagemaru.
Another unused graphic is loaded into the same scene; it is unclear what it's supposed to be.
A shot of Francesca looking angry.
A shot of Doropie with her hair waving in the wind.
This animated portrait, loaded with the rest of the title screen graphics, is all that remains of a much earlier title screen (right). The portrait was likely an 8×8 block of sprites, which would explain why the top and bottom are cut off in the screenshot (the NES can only show 64 sprites at once).
The letters "NE" can be found below the early Francesca's Wand graphics. These mark the end of the CHR data in the US version.
According to an interview, a lot of stage five, the final stage, was cut due to space issues. You never see a level completion screen where this digit would've been used because there's only one level with the bosses. After the bosses are defeated, you see the credits.
A shot of Kagemaru looking down.
In the Japanese version, press Up, Down, Up, Down, Left, Right on controller 2 and then hold Select and press A on controller 1. Press Left or Right to select a digit and Up or Down to change it. Pressing B will cause the currently selected digit to blink. The program code for this feature is completely absent from the US version.