We have been working to mitigateongoing DDoS attacks. Thank you for your patience.
Please consider supporting us onPatreon.

Rise of the Robots (SNES)

From The Cutting Room Floor
Jump to navigationJump to search

Title Screen

Rise of the Robots

Developers:Mirage[1],Data Design Interactive[2]
Publishers:T&E Soft[1] (JP),Acclaim Entertainment[3] (US/EU)
Platform:SNES
Released in JP: December 22, 1994[1]
Released in US: December 14, 1994[4]
Released in EU: January 1995[5]


CodeIcon.png This game hasunused code.
SourceIcon.png This game hasuncompiled source code.
CopyrightIcon.png This game hashidden developer credits.
GraphicsIcon.png This game hasunused graphics.


DevelopmentIcon.pngThis game has a development article
ProtoIcon.pngThis game has a prototype article

The SNESRise of the Robots contains a nice soundtrack (including a brief guitar riff from Queen's Brian May), but otherwise has the same crappy gameplay as the other versions of the game.

Hmmm...
To do:
  • There might be more hidden in the RNC-compressed data here.
  • See if the Absolute Entertainment screen exists in the Japanese and European versions, and add Game Genie codes to access it if so.
  • Ditto for the hidden developer credit in the copyright screen, minus the Game Genie codes. Also, see if there's another way to make it appear without manually altering the palette.

Contents

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Absolute Entertainment Screen

Rise of the Robots (USA)(SNES)-Absolute.png

Nestled in the last 8,192 bytes of the ROM are code andRob Northen-compressed data for anAbsolute Entertainment logo screen. While Absolute did publish a few versions of the game includingthe 3DO version, they did not fill this role for the SNES version in any region, leaving this screen unused.

The followingGame Genie codes replace the Acclaim logo screen with this one:

USA
446B-87A7
DD6C-8DD7
3D6C-8D07
EE6C-8D67
1D6C-8DA7

Note that the logo colors glitch when fading out. This is because the palette of the previous screen is reloaded during the fadeout, and might be a side effect of how this screen was restored.

(Source: Mattrizzle)

Source Code Fragments

The European version has fragments of code hidden throughout the ROM:

At1FFB5:

lda#$00ldx#16!0jsrwait_framesta|w_inidispinca

25C667:

(sh)ow_textlda>win_msg_table+2,xstaresults_win+window_text+2!loop2:jsrwait_frameldy#results_winjsrwindow_processldaresults_win+window_textoraresults_win+window_text+2bne!loop2rtsprint_gmess:jsrgfx_messjsrcheck_gfx_messjsrwait_framertsifcinecine_list:dlwn_cb_mcdlfly_mcdlcn_ld_mcdlds_ld_mcdlwn_cb_mcdlcn_ap_mcdlds_ap_mcdlwn_cb_mcdlcn_cr_mcdlds_cr_mcdlwn_cb_mcdlcn_ml_mcdlds_ml_mcdlwn_cb_mcdlcn_jp_mcdlds_jp_mcdlwn_cb_mcdlcn_sp_mcdlds_sp_mcdl0endifend_sequence:ifen_sound!romjsrplay_brianendifjsrclr_palette_2lda#0ldx#256jsrfade_itstzflash_palettestzflash_colourjsrclr_pal_buffjsrdeath_hdma_onjsrclear_screenldx#10jsrdelayjsrwait_framejsrscreen_offstznrg_dsp_flgstzsplit_modelda#29a08staw_bg1hofsxbastaw_bg1hofslda#$03sta|w_tmlda#(sc_1b_scrn/2)>>8staw_bg1sclda#(sc_2c_scrn/2)>>8staw_bg2sca16jsrscreen_onleawindow2_table,<a0jsrinit_windowsleafont_dat,<a0jsrinit_window_textleawind_mission,<a0ldy#window_1jsrcreate_windowleamission_info,window_1+window_nexttextjsrwait_log_finishstzplay_timeifen_which_logo<>1jsrreplay_upendififcinewin_cine_r:leacine_list,cine_list_ptrwin_cine:ldacine_list_ptrldxcine_list_ptr+2staa0stxa0+2ldy#2lda[a0]ora[a0],ybeqwin_cine_rlda[a0]stacine_addlda[a0],ystacine_add+2ldacine_list_ptrclcadc#4stacine_list_ptrlda[cine_add]stacine_sizeinccine_addinccine_addldx#$200stxcharc_setstzcine_countlda#112stacine_pal_sizeleaunpack_b1,<a1win_loop:ldacine_countcmpcine_sizebcsend_winlda[cine_add]taxinccine_addinccine_addlda[cine_add]inccine_addinccine_addstxa0staa0+2lda#sc_1b_scrn/2+7*32+8+3stad0jsrcine_framejsrwait_frameldy#window_1jsrwindow_process    incplay_timeinccine_countjmpwin_loopend_win:jsrclr_palette_2lda#16ldx#112jsrfade_itlda#sc_1b_scrn/2+6*32stablit_destlda#12*32stablit_lenthjsrclear_ppujmpwin_cineendif!wloop:jsrwait_framebra!wloop;************************************************************************************;*;* Game Message Process;*game_mess_process:ldabouts_totalcmpbouts_selectedbeq!no_finalcmpbout_numberbne!no_finallda#0bra!final!no_final:ldabout_number!final:asltaxlda>round_table,xldx#$40jsrgfx_messjsrcheck_gfx_messjsrwait_framejsrgame_messlda>rest_after_messstarestjmpgame_loop_end;************************************************************************************************;*;* Bout over process;*bout_over_process:;jsrclear_topjsrprint_resultsjsrbout_over_messno_game_mess:jsrfade_screen_offjsrscreen_offjsrhdma_offjsrclear_spritesjsrclear_screen;****************************************************************************;** Check here for replay;**ldxwinner_ampbne!player_won;Last game was a drawldabout_numbercmpbouts_totalbra!not_next_opponent!player_won:ldarobot_won,xcmpbouts_toplaybcc!not_next_opponentldxmissiondexbne!new_selectldadead_typebeq!deadldxplayersdexbne!deadlda#robot_supcmprobot_opponentbne!next_robotjmp!new_robot!next_robot:incrobot_opponentjmp!new_robot!not_next_opponent:jmp!new_bout!dead:jmp!new_game!new_robot:lda#gs_new_robotstagame_statejmpgame_loop_end!new_bout:lda#gs_new_boutstagame_statejmpgame_loop_end!new_game:lda#gs_new_gamestagame_statejmpgame_loop_end!new_select:lda#gs_new_selectstagame_statejmpgame_loop_end;************************************************************************************;*;* Game over process;*;****************************************************;* Print results;RESULT (overall)=0 for game_over_process:stzresult;default to drawjsrprint_results;print the result of last boutteletype results_win,finalr_msgldarobot_2+robot_won;see who won overallcmprobot_1+robot_won;If there is a winner bypass drawbne!not_draw;******************************** OVERALL DRAW **********************************teletype results_win,draw_msgjsrgame_end_mess;fade to red etc.lda#gs_new_game;go play new gamestagame_statejmpgame_loop_end;********************************************************************************!not_draw:ldyrobot_2+robot_type;decide who is the winnerlda#0ldxrobot_1+robot_woncpxrobot_2+robot_wonbcs!r0_win;bypass if it is cyborgldy#0ldarobot_2+robot_type;else get type of oppponentbra!opp_win!r0_win:ldx#1;cyborg win resultstxresultbra!cont_win!opp_win:ldx#2;opponent winstxresult!cont_win:stydead_type;who is deadaslasltaxlda>winv_msg_table,xstaresults_win+window_textlda>winv_msg_table+2,xstaresults_win+window_text+2!loop3:jsrwait_frameldy#results_winjsrwindow_processldaresults_win+window_text+2oraresults_win+window_textbne!loop3ldxmission;decide on conditions to display GAME OVERdexbne!no_game_over;Not if TRAININGldxplayers;Not if 2 Playerdexbne!no_game_overldaresult;Not if Cyborg wincmp#1beq!no_game_overteletype results_win,gameover_msg;print GAME OVER!no_game_over:jsrgame_end_mess;Fade to red print messagejsrdead_frame;Death cinematicldaresultcmp#1;Cyborg victorybeqvictory;;************************ Overall result draw or lose ***********************************;ldxmission;if die on mission go back to intro screendex;else go back to select screenbne!nsldxplayersdexbne!ns!ng:lda#gs_new_gamestagame_statejmpgame_loop_end!ns:lda#gs_new_selectstagame_statejmpgame_loop_end;************************ Cyborg Victory *************************************************victory:ldxplayers;2 Players - so selectdexbne!new_selectldxmission;Training - so new gamedexbne!new_selectldarobot_2+robot_typecmp#robot_supbne!new_robot;************************************************************************************;; M I S S I O N   C O M P L E T E   hurray , the end of the game;jsrend_sequence;Victorylda#gs_completestagame_statejmpgame_loop_end!new_robot:incrobot_opponentlda#gs_new_robotstagame_statejmpgame_loop_end!new_game:lda#gs_new_gamestagame_statejmpgame_loop_end!new_select:lda#gs_new_selectstagame_statejmpgame_loop_end;************************************************************************************set_scroll:jsrwait_frameldascroll_posa08sta|w_bg2vofsxbasta|w_bg2vofsa16rtsinit_new_robot:jsrhdma_offlda#1statele_flaglda#1stasplit_modejsrwait_framejsrclear_screenjsrscreen_offlda#$0000starobot_2+robot_scorestzrobot_1+robot_wonstzrobot_2+robot_wonlda#1stabout_numberldademo_modebneno_select!sel_again:jsrselect_screenldacancel_selbne!sel_againno_select:jsrhdma_offjsrwait_frameldaplayersstaplayers_gldaboutsstabouts_gldatimerstatimer_gldadifficultystadifficulty_gldademo_modebeq!no_demolda#0staplayers_glda#1stabouts_glda#4statimer_glda#2stadifficulty_g!no_demo:ldabouts_gdecaasltaxlda>bouts_table,xstabouts_totalstabouts_selectedlsrincastabouts_toplayrtsinit_bout:jsrhdma_offjsrclear_screenjsrclear_spritesjsrinit_spritesjsrinit_robotsjsrinit_backgroundjsrinit_varsjsrinipixjsrinit_energyjsrinit_schedulejsrwait_framejsrwait_framejsrwait_framelda#sc_2n_scrn/2stawind_screenleawindow_table,<a0jsrinit_windowsleafont_dat,<a0jsrinit_window_textlearobot1_window,<a0ldy#window_1jsrcreate_windowlearobot2_window,<a0ldy#window_2jsrcreate_window;jsrplayers_wonjsrhdma_offjsrpara_initjsrhdma_onjsrfade_screen_onjsrscreen_onjsrsetup_collisionslda#%01010010stam_cgadsublda#%10000010stam_cgswsela08ldatimer_valuestatimer_countldxtimer_gdexlda>timer_table,xstatimer_count+1a16lda>timer_table,xand#$ffstatimer_modelda#2stagame_modelda#10stanum_framesifen_sound!romldarobot_opponentaslasltaxlda>robot_table,xstaa2lda>robot_table+2,xstaa2+2ldy#ri_musiclda[a2],yjsrplay_tuneendifjsrwait_framea08lda#%01010000sta|w_cgadsublda#%10000010sta|w_cgswsela16lda#2staspr_blit_flagstzshakelda#4stasprite_blit_countstzresultlda>rest_before_messstareststztime_over_flagrtsinit_sprite_blit:stzblit_oamlda#0ldx#4*8/2ldy#0!lp:stablit_tables,yinyinydexbne!lprts;***************************************************************************************;*;* PausePause_It:ldagame_modebne!exitlda#but_startbit|joy_0bne!start_itldxplayersdexbeq!exitbit|joy_1bne!start_itbra!exit!start_it:jsrsprite_log_blitlda#Pause_table&$ffffldx#$2jsrgfx_messjsrcheck_gfx_messlda#but_startjsrwait_button_down_uplda#but_startjsrwait_button_down_up!exit:rtswait_button_down_up:tax!s0jsrwait_frametxaldyplayersdeybeq!p11bit|joy_1bne!s1!p11:bit|joy_0beq!s0!s1:jsrwait_frametxaldyplayersdeybeq!p12bit|joy_1bne!s1!p12:bit|joy_0bne!s1rtswbdu:tax!s0lda|frame_count!s0a:cmp|frame_countbeq!s0atxabit|joy_0bne!s1bit|joy_1beq!s0!s1:lda|frame_count!s1a:cmp|frame_countbeq!s1atxabit|joy_0bne!s1bit|joy_1bne!s1rtsmake_joystick_configldx#j_config_1ldy#0!loop:lda0,xstaj_config,yinxinxinyinycpy#12bcc!looprtsdelay:!wl:jsrwait_framedexbne!wlrtsgfx_mess_delay:!wl:phxjsrwait_framejsrclear_sprite_bufjsrcspjsrcheck_gfx_messjsrsprite_log_blitplxdexbne!wlrtssect_2_exit:jsrfade_screen_offjsrvbl_vect_offjsrscreen_offjsrhdma_offjsrclear_sprites!loopjmp!loopwhich_logo:ifen_which_logo!romjml(logo_vect)endifrtlcheck_timer_out:ldatimer_modebeqcto_exitldagame_modebnecto_exitldatimer_countcmp#2bcscto_exitstztimer_countldy#robot_1ldarobot_1+robot_energylostcmprobot_2+robot_energylostbcskill_gameldy#robot_2kill_game:lda#1statime_over_flagjsrend_boutcto_exit:rtsgame_end_mess:ifen_sound!romjsrfade_tuneendiflda#2000sta|spr_blit_flagstznrg_dsp_flgjsrwait_framejsrwait_frameleapalette_str,<a0lda#0ldx#256jsrcopy_palette_2ldx#256-16ldy#16*2!lp:ldapalette_str2,yand#%0000000000011111stapalette_str2,yinyinydexbne!lplda#16ldx#256-16-16-16jsrfade_itjsrwait_frameldy#window_1jsrcreate_window_matrixjsrwait_frameldy#window_2jsrcreate_window_matrixstznrg_dsp_flg!loop1:jsrwait_frameldy#window_1jsrwindow_processldy#window_2jsrwindow_processldawindow_1+window_textorawindow_1+window_text+2orawindow_2+window_textorawindow_2+window_text+2bne!loop1stzgame_modelda#4stagame_modelda#1stanum_framesrtsbout_over_mess:ldy#window_1jsrcreate_window_matrixjsrwait_frameldy#window_2jsrcreate_window_matrixstznrg_dsp_flg!loop1:jsrwait_frameldy#window_1jsrwindow_processldy#window_2jsrwindow_processldawindow_1+window_textorawindow_1+window_text+2orawindow_2+window_textorawindow_2+window_text+2bne!loop1lda#100lda#end_timestanum_framesrtsgame_mess:!loop1:jsrwait_frameldy#window_1jsrwindow_processldy#window_2jsrwindow_processldawindow_1+window_textorawindow_1+window_text+2orawindow_2+window_textorawindow_2+window_text+2bne!loop1lda#r0a&$ffffstawindow_1+window_textlda#r0a>>16stawindow_1+window_text+2ldarobot_opponentincaaslasltaxlda>plrtab,xstawindow_2+window_textlda>plrtab+2,xstawindow_2+window_text+2jsrprint_windowslda#scr_1_mess&$ffffstawindow_1+window_textlda#scr_1_mess>>16stawindow_1+window_text+2lda#scr_2_mess&$ffffstawindow_2+window_textlda#scr_2_mess>>16stawindow_2+window_text+2jsrprint_windowsstzgame_modelda#-1stanrg_dsp_flg!exit:jsrplayers_wonrtsprint_windows:!loop:jsrwait_frameldy#window_2jsrwindow_processldy#window_1jsrwindow_processldawindow_1+window_textorawindow_1+window_text+2orawindow_2+window_textorawindow_2+window_text+2bne!looprtsset_win_lose_text:phyphxtyaldy#window_1ldx#window_2cmp#robot_1beq!r1ldy#window_2ldx#window_1!r1:lda#player_matchlost&$ffffstawindow

2FF793:

rtsschedule_process:leaschedule,<a1ldx#sch_lenldy#0!loop:lda[a1],ybne!s1inyinylda[a1],ydeydeysta[a1],ybra!s2!s1:secsbc#1sta[a1],y!s2:inyinyinyinydexbne!looprtsinit_robots:;ifen_sp1learobot_1,<a2lda#Robot_Cybldx#2jsrirs;endif;ifen_sp2learobot_2,<a2ldarobot_opponentldxdifficulty_gjsrirs;endifldxplayers_gbne!n1ldarobot_1+robot_flagsora#1<<Bit_CPUstarobot_1+robot_flags!n1:cpx#2beq!n2ldarobot_2+robot_flagsora#1<<Bit_CPUstarobot_2+robot_flags!n2:rtsinit_background:ifen_backldarobot_2+robot_typestad8lda#2stacharc_setlda#32lda#0clcadc#sc_1n_scrn/2stad0ldad8clc;adc#1aslasltaxlda>robot_table,xstaa0staa4lda>robot_table+2,xstaa0+2staa4+2ldy#ri_roomlda[a0],ytaxinyinylda[a0],ystxa0staa0+2stzd8+2jsrback_frameendifrtsirs:;Profile indexphatxadecaand#3ldx#7jsrmult_xaclcadcbout_numberdecaldx#6jsrmult_xastad4plaif0phaldx#(robot_parm_size)/2lda#0tay!clp:sta[a2],yinyinydexbne!clpplaendifldy#robot_typesta[a2],yaslasltaxlda>robot_table,xstaa6lda>robot_table+2,xstaa6+2ldy#ri_gfxlda[a6],yphainyinylda[a6],yldy#robot_gfx+2sta[a2],ydeydeyplasta[a2],yldxa2cpx#robot_1bnep2_setp1_set:lda#sjoy0starobot_joyval,xldy#ri_xstartllda[a6],ystarobot_x,xstarobot_x_origin,xlda#robot_2starobot_other,xlda#0starobot_other+2,xlda#rob_gbuff_1&$ffffstarobot_graphics,xlda#rob_gbuff_1>>16starobot_graphics+2,xlda#0starobot_overdelay,xbraset_okp2_set:lda#sjoy1starobot_joyval,xldy#ri_xstartrlda[a6],y


31F968:

***********************************;ldxmission;if die on mission go back to intro screendex;else go back to select screenbne!nsldxplayersdexbne!ns!ng:lda#gs_new_gamestagame_statejmpgame_loop_end!ns:lda#gs_new_selectstagame_statejmpgame_loop_end;************************ Cyborg Victory *************************************************victory:ldxplayers;2 Players - so selectdexbne!new_selectldxmission;Training - so new gamedexbne!new_selectldarobot_2+robot_typecmp#robot_supbne!new_robot;************************************************************************************;; M I S S I O N   C O M P L E T E   hurray , the end of the game;jsrend_sequence;Victorylda#gs_completestagame_statejmpgame_loop_end!new_robot:incrobot_opponentlda#gs_new_robotstagame_statejmpgame_loop_end!new_game:lda#gs_new_gamestagame_statejmpgame_loop_end!new_select:lda#gs_new_selectstagame_statejmpgame_loop_end;************************************************************************************set_scroll:jsrwait_frameldascroll_posa08sta|w_bg2vofsxbasta|w_bg2vofsa16rtsinit_new_robot:jsrhdma_offlda#1statele_flaglda#1stasplit_modejsrwait_framejsrclear_screenjsrscreen_offlda#$0000starobot_2+robot_scorestzrobot_1+robot_wonstzrobot_2+robot_wonlda#1stabout_numberldademo_modebneno_select!sel_again:jsrselect_screenldacancel_selbne!sel_againno_select:jsrhdma_offjsrwait_frameldaplayersstaplayers_gldaboutsstabouts_gldatimerstatimer_gldadifficultystadifficulty_gldademo_modebeq!no_demolda#0staplay

32F8B2:

decd0;any more shards to create ?beq!exit;end if not!na:ldaa4clcadc#shard_parm_sizestaa4decd1beq!exitjmp!lp!exit:rtscreate_spark:lda#no_sparksstad0ldx#spark_buff!spl:ldaspark_y,xbne!not_clearldashard_coordxstaspark_x,xldashard_coordystaspark_y,xstzspark_frame,xrts!not_clear:txaclcadc#spark_parm_sizetaxdecd0bne!splrtsvert_on:ifen_vertseia08lda#%10110001sta|w_nmitimena16lda>htvsta|w_htimelcliendifrtsnp_set:ldx#max_dma_pldy#50a08ldar_stat78a16bit#1<<4bne!palldx#max_dma_nldy#60!pal:ifen_ntscldx#max_dma_nldy#60endifstxmax_dmastytimer_valuertsvert_off:ifen_vertjsrwait_frameseia08lda#%10000001sta|w_nmitimena16cliendifrts;0978 266333debug:ifen_debugifrom=0if0pvrobot_2+robot_aioverride,0pvrobot_2+robot_aioverridemode,3pvrobot_2+robot_mode,6pvrobot_2+robot_int,9pvrobot_2+robot_motivation,12pvrobot_2+robot_speed,15pvrobot_2+robot_firepowerdelay,18pvrobot_2+robot_aitimer,21pvrobot_2+robot_aimoveaddr,24pvrobot_2+robot_aimoveaddr+2,27pvrobot_2+robot_aimoveaddr+4,30endifif0pvrobot_2+robot_mode,0pvrobot_2+robot_frame,3pvrobot_2+robot_y,6pvrobot_2+robot_ymax,9endifif1pvrobot_1+robot_frame,0pvrobot_2+robot_frame,3pwcur_col_pos,6pwcur_col_diff,11pwcur_col_xy,16pwcur_col_xy+2,21pvrobot_1+robot_cur_hit+2,26pvrobot_2+robot_cur_hit+2,29endifendifendifrtsreset_energy:ldya2ldarobot_type,yasl

34F39C:

straight to IPLROM                 SET16                 lda      #(MusicDriver&$ffff)      ;download driver (24 bit address)                 sta      <SonyAddr                 lda      #RamII                 lda      #MusicDriver>>16                 sta      <SonyAddr+2                 jsr      SONY_send CLR16                 lda      #$82              ;DOWNLOAD data (music)                 sta      >APU_PORT0                 SET16                 lda      mus_data                 sta      <SonyAddr                 lda      mus_data+2                 sta      <SonyAddr+2                 jsr      SONY_send CLR16                 lda      #$82              ;DOWNLOAD data (samples)                 sta      >APU_PORT0                 SET16                 lda      samp_1                 sta      <SonyAddr                 lda      samp_1+2                 sta      <SonyAddr+2                 jsr      SONY_send CLR16                 lda      #$82              ;DOWNLOAD data (samples)                 sta      >APU_PORT0                 SET16                 lda      samp_2                 sta      <SonyAddr                 lda      samp_2+2                 sta      <SonyAddr+2                 jsr      SONY_send CLR16                 sta      >APU_PORT3                 plp                        ;restore any interrupts SET16                 rts;-----------------------------------------------------------------------------SONY_send:       jsr      Boot_APU                 CLR16!wait0:          lda      >APU_PORT0        ;wait for handshake                 bne      !wait0                 dec      a                 sta      >APU_PORT2        ;acknowledge handshake                 sta      <callnum          ;init call number to $FF                 rts;-------------------------------------------------------------------------------; Once the Sound_Init routine has been called, the following routine can be; used to download additional music data (or sample data with '#Musicdata'; replaced by '#Samples') which is required for later levels of the game.;-------------------------------------------------------------------------------Send_Data: stxmus_data stamus_data+2send_mus_data:         CLR16                 php                 sei                        ;disable any other interruptsS_D0:            lda      >APU_PORT0        ;latest value sent by SOUND CPU                 cmp      <callnum                 bne      S_D0              ;previous call still not finished                 lda      #$82              ;DOWNLOAD data (music)                 sta      >APU_PORT0                 inc      <callnum                 lda      <callnum                 sta      >APU_PORT3        ;forces a new call                 SET16 lda  mus_data                 sta      <SonyAddr lda  mus_data+2                 sta      <SonyAddr+2                 jsr      SONY_send                 sta      >AP

35FA09:

_code:incbinabslogo.binendifdrhctab:hct=0rept6dwhct,hct+$10hct=hct+$43endrendifdtune_time:dw400hit_scale:dw$80reverse_off:db$2f,$2f,$2f,$2f,$2f,$2f,$2f,$2f,$2fpower_table:dwrobot_min_power-2dwrobot_mid_power-2dwrobot_max_power-2sel_ts:dw%00000000sel_adsubdw%01010010sel_sweldw%00010010option_table:dw3,2,3,4,2,2,3ifen_sound!rommusic_table:dlmusic1,music1,music2,music3,music4,musict
(Source:evilhamwizard)

Hidden Developer Credit

The first copyright screen has text crediting developer Data Design Interactive below the credit for programmer Tony Stoddart. However, it goes unseen due to it being assigned the same color as the background. Changing color index 3 to something other than black will reveal it:

Unedited Hidden Text Revealed
Nothing suspicious here.The normally hidden text is shown here in red.
(Source: Mattrizzle)

References

  1. 1.01.11.2GDR スーパーファミコン ソフト一覧 1994年 - SUPER FAMICOM Software List 1994
  2. Programmer Tony Stoddart was part of this company.
  3. Super NES Games
  4. Video Source's SNES Price List. "Rise of the Robots 55 70 12/14"
  5. Nintendo Magazine System (UK) Issue 29, p. 66
v · t · e
3DORise of the Robots
ArcadeRise of the Robots
Game GearRise of the Robots
SNESRise of the Robots (Prototype)
DOS, PlayStation, Sega SaturnRise 2: Resurrection
Retrieved from "https://tcrf.net/index.php?title=Rise_of_the_Robots_(SNES)&oldid=1800058"
Categories:


Cleanup >To do
Games >Games by content >Games with hidden developer credits
Games >Games by content >Games with uncompiled source code
Games >Games by content >Games with unused code
Games >Games by content >Games with unused graphics
Games >Games by developer >Games developed by Data Design Interactive
Games >Games by developer >Games developed by Mirage
Games >Games by platform >SNES games
Games >Games by publisher >Games published by T&E Soft
Games >Games by publisher >Games published by Throwback Entertainment >Games published by Acclaim Entertainment
Games >Games by release date >Games released in 1994
Games >Games by release date >Games released in December
Games >Games by release date >Games released in December >Games released on December 14
Games >Games by series >Rise of the Robots series