Trivia Browser
![Rambo](/media/boxart/1/711.png)
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At any time during gameplay, a cheat code can be activated as many times as needed to receive one free medicine bottle, allowing players to stock up on as many health items as they need to get through the game. This was most likely not meant to be seen by players and was possibly intended for debug purposes during development. The code involves standing still, pressing Up/Down/Left/Right and repeating this combination 16 more times in a row.
![Rambo](/media/boxart/1/711.png)
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At any time during gameplay, if you press Down 100 times in a row, Rambo's combat knife will automatically gain 15 EXP points. This cheat does not have a limited use and can be activated as many times as needed, suggesting this was meant to be a code used for debug purposes during development and not to be used by players.
![Rambo](/media/boxart/1/711.png)
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There are two hidden methods to obtain permanent unlimited ammo. In order for both of these methods to work, Rambo's combat knife needs to be at Level 1 (20 EXP points), which is difficult due to Level 2 being only 320 EXP points away, making the chances of the player collecting the necessary ammo before Rambo levels up slim. As such, these methods were likely only intended for debug purposes and not meant to be discovered by players. If you manage to collect exactly 2 throwing knives, 3 arrows, 4 exploding arrows, 5 machine gun rounds and 6 hand grenades, all ammo and health items will be permanently refilled. The other method to get permanent refills is to have an ammo count of exactly 77 throwing knives, 77 arrows, 77 exploding arrows, and 77 machine gun rounds.
![Dr. Jekyll and Mr. Hyde](/media/boxart/2/1463.png)
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When the title screen menu cursor points to the "START" option, press B on Controller 2, then press Up/B/Right/Left/Down/Right/Left/A/B/Right/Select/B/Down/Start on Controller 1. This code unlocks a pair of debug features that can be used on Controller 2 during gameplay by pressing either A to skip the current level (up to the ending sequence), or B to switch between the Jekyll and Hyde modes.
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18882.png)
However, three areas of the game were not properly accounted for during the conversion process: the second room in Neon Tile Path, the room full of beds in Number World, and the Pink Sea all play the regular footstep sound regardless of whether or not Madotsuki has the Witch effect equipped and active. Additionally, these areas still contain leftover event data from Version 0.09's method of swapping between the two tilesets. Because the indexes for the game's tiles were altered concurrently with the streamlining of the broom code, triggering these leftover events with cheats instead swaps out the maps' graphics with ones from other areas:
• The pyramids in the second room of Neon Tile Path are replaced with Henkei Shita heads from Footprint Path A, and sitting down changes the entire tileset to that of Snow World, with the background additionally changing from solid black to solid white. It reverts back to the mostly complete Neon Tile Path tileset when Madotsuki sits back up.
• The tileset for the room full of beds in Number World is replaced with that of Forest World, temporarily reverting back to the proper visuals whenever Madotsuki sits down. The background, however, is unaffected.
• The Pink Sea is completely blacked out, as the game attempts to call blank divider tiles when in this state.
![Final Fantasy VII](/media/boxart/1/3.png)
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![Attachment](/media/thumbs/8/18876.png)
Additionally, the very first Japanese release contains an unfinished eleventh section of the debug room, left over from an earlier build of the game. Because the game's code changed significantly since that build, much of the eleventh section is broken: Cloud's model does not show up (though he is still able to move around and interact with the NPCs there), text is corrupted, and the background music is a heavily distorted version of Aeris' theme.
The Cutting Room Floor articles:
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Region_Differences
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Old_Broken_Leftover
YouTube video showcasing the unfinished eleventh section:
https://www.youtube.com/watch?v=3krwav_u4lg
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Region_Differences
https://tcrf.net/Final_Fantasy_VII/Debug_Room#Old_Broken_Leftover
YouTube video showcasing the unfinished eleventh section:
https://www.youtube.com/watch?v=3krwav_u4lg
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18866.png)
• Almost all Toriningen are despawned; the only exceptions are the one in the Mall who changes the menu's palette when spoken to and the group throwing a party in the wilderness.
• The top-left cupboard in both versions of the Guillotine Room disappears. However, it can still be interacted with: pressing Z or Enter when standing where it normally would be transports Madotsuki to a random cupboard in the Number World, as if she had used one of the randomly generated exit cupboards. Returning to the Guillotine Room restores the top-left cupboard to its normal position.
• Movement is disabled upon waking up.
• The Witch's Flight event can be accessed by walking off the top-right corner of the Mall's rooftop, regardless of whether or not Madotsuki has the Witch effect equipped and active.
• An unused parallax background (named ネオン背景.xyz in the game's files) is enabled in Neon World, which normally has a solid black backdrop in Version 0.10 and all available early builds. This background, which depicts a series of ripples distorting a group of red, blue, and green lights, does not scroll correctly, only showing the top-left corner of it. Notably, this is the only unused background in the final game.
The notion that this invisible party member was used as a debugging tool is further bolstered by the presence of three similar extra party members (which also have no graphics or names) in Version 0.06. In that earlier build, Madotsuki is internally listed as the fourth party member; enabling the first one adds NASU to the game's debug map, though both that version and the one in Madotsuki's room will not progress past the title screen.
![Yume Nikki](/media/boxart/5/5027.png)
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![Attachment](/media/thumbs/8/18863.png)
Despite the mirror being removed from the normal course of play in the final build, it is still present in a debug room hidden in the game's code, functioning as it did in earlier versions. However, in the official English release, the text that appears when interacting with it, "★ふとる★", is corrupted due to it not being translated.
The Cutting Room Floor articles:
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Hell
https://tcrf.net/Yume_Nikki#Debug_Room
https://tcrf.net/Proto:Yume_Nikki/Map_and_Event_Differences/Minor_Maps#Hell
https://tcrf.net/Yume_Nikki#Debug_Room
![Super Mario All-Stars](/media/boxart/1/397.png)
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Due to a programming error, the player has a random chance of accessing debug mode in Super Mario Bros. 3 (specifically the one from the NES version of the game, which is carried over to the Super Mario All-Stars port). The debug mode only activates if a value of 80 is stored at the RAM address 7E0160, which can be manually edited by a devkit.
The NES version initializes the equivalent RAM address to 00 whenever the game is turned on, preventing the player from encountering debug mode during the normal course of play. However, due to an oversight, this does not occur in the SNES version, resulting in Super Mario All-Stars reading whatever value is generated by the console itself. Because this value is randomized during bootup, this means that the game has a small chance of activating debug mode in Super Mario Bros. 3 on a retail unit. While the theoretical probability of this occurring is 1/256, it can vary depending on the console's build and the power grid that it is connected to.
The NES version initializes the equivalent RAM address to 00 whenever the game is turned on, preventing the player from encountering debug mode during the normal course of play. However, due to an oversight, this does not occur in the SNES version, resulting in Super Mario All-Stars reading whatever value is generated by the console itself. Because this value is randomized during bootup, this means that the game has a small chance of activating debug mode in Super Mario Bros. 3 on a retail unit. While the theoretical probability of this occurring is 1/256, it can vary depending on the console's build and the power grid that it is connected to.
The Cutting Room Floor articles:
https://tcrf.net/Super_Mario_All-Stars_(SNES)#Old_Debug_Mode
https://tcrf.net/Notes:Super_Mario_All-Stars
Supper Mario Broth video, the description of which includes an explanation for the oversight:
https://www.youtube.com/watch?v=AjiVoXiRo1M
https://tcrf.net/Super_Mario_All-Stars_(SNES)#Old_Debug_Mode
https://tcrf.net/Notes:Super_Mario_All-Stars
Supper Mario Broth video, the description of which includes an explanation for the oversight:
https://www.youtube.com/watch?v=AjiVoXiRo1M
![The Getaway](/media/boxart/5/4688.png)
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![Alien Resurrection](/media/boxart/4/3169.png)
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On September 11, 2022, several cheat codes were discovered in the game by a user on game wiki The Cutting Room Floor. The list of codes that have known functions prior to December 2023 are as follows:
• On the Options menu, by pressing Circle/Left on the D-Pad/Right on the D-Pad/Circle/Up on the D-Pad/R2, you can unlock a Cheat Menu with basic toggles for Infinite Ammo, Infinite Health, No Chestburst and No Drown. All four of these options have dedicated cheat codes which are listed below:
• L1/L2/Up on the D-Pad/L1/L2/Up on the D-Pad/Circle = Dedicated Infinite Ammo code, can have unlimited ammo with weapons you can have at selected point in the game.
• R1/R2/Down on the D-Pad/R1/R2/Left on the D-Pad/Square = Dedicated Infinite Health code.
• R1/L1/Left on the D-Pad/R1/L1/Square/Down on the D-Pad = Dedicated No Chestburst code.
• R2/L2/Right on the D-Pad/R2/L2/Circle/Down on the D-Pad = Dedicated No Drowning code.
Remaining miscellaneous cheat codes that can be activated include:
• L1/Circle/Square/L1/Down on the D-Pad/Up on the D-Pad/Circle = Have weapons you can have at selected point in the game.
• R1/Square/L2/L1 = Selecting quit warps you to section 0 of selected level.
• R1/Triangle/Square/L1 = Quit functions as a restart.
• Triangle/L1/R1/Square/L1/R1/L1/Square = Press L2 + L1 to display debug information while in-game.
As of December 2023, there are three codes that have unknown functions:
• L1/Triangle/Square/Circle
• Square/Triangle/Square/L1
• L1/Triangle/Square/L1
• On the Options menu, by pressing Circle/Left on the D-Pad/Right on the D-Pad/Circle/Up on the D-Pad/R2, you can unlock a Cheat Menu with basic toggles for Infinite Ammo, Infinite Health, No Chestburst and No Drown. All four of these options have dedicated cheat codes which are listed below:
• L1/L2/Up on the D-Pad/L1/L2/Up on the D-Pad/Circle = Dedicated Infinite Ammo code, can have unlimited ammo with weapons you can have at selected point in the game.
• R1/R2/Down on the D-Pad/R1/R2/Left on the D-Pad/Square = Dedicated Infinite Health code.
• R1/L1/Left on the D-Pad/R1/L1/Square/Down on the D-Pad = Dedicated No Chestburst code.
• R2/L2/Right on the D-Pad/R2/L2/Circle/Down on the D-Pad = Dedicated No Drowning code.
Remaining miscellaneous cheat codes that can be activated include:
• L1/Circle/Square/L1/Down on the D-Pad/Up on the D-Pad/Circle = Have weapons you can have at selected point in the game.
• R1/Square/L2/L1 = Selecting quit warps you to section 0 of selected level.
• R1/Triangle/Square/L1 = Quit functions as a restart.
• Triangle/L1/R1/Square/L1/R1/L1/Square = Press L2 + L1 to display debug information while in-game.
As of December 2023, there are three codes that have unknown functions:
• L1/Triangle/Square/Circle
• Square/Triangle/Square/L1
• L1/Triangle/Square/L1
The Cutting Room Floor article:
https://tcrf.net/Alien_Resurrection#Cheats
User tweet about cheat discovery:
https://twitter.com/punk_7890/status/1569153877416747011
https://tcrf.net/Alien_Resurrection#Cheats
User tweet about cheat discovery:
https://twitter.com/punk_7890/status/1569153877416747011
![Okage: Shadow King](/media/boxart/4/4055.png)
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Zener Works was originally working on a game for the Panasonic M2 prior to that system's cancellation. Sony would later contact them in June 1997 about making a game for the original PlayStation, thus leading to Okage's development. However, the project was moved to the PlayStation 2 per Sony's request the day before they announced their next-generation console on March 1, 1999. This lead to the graphics and coding being redone in order to be compatible with the Emotion Engine. Programmer Yasushi Takeda noted that debugging proved to be a challenge due to the company working with the console in an early state, and the appropriate tools not being available.
![Suikoden II](/media/boxart/1/143.png)
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![Attachment](/media/thumbs/7/17280.png)
The first test room claims to be in Radat Town, despite seeming to be in Kyaro Town. The room contains various warping and unfinished textures, out-of-place objects like barrels, and two non-functioning Warp points. Of the warp points, one can be found down near a river and loads nothing, while the other can be found near a bridge with an Anita NPC and some invisible objects. While this test room seems to be empty, except for one small area featuring several invisible objects, a pushable tree that you can talk to, and a row of NPCs that can be pushed, but cannot be interacted with without crashing the game. There are also two Gabocha NPCs, one of which can warp you back to somewhere else in the test room, while the other has some dialogue and acts like a shopkeeper. Finishing the conversation with the shopkeeper Gabocha will cause the game to crash. Interacting with any Anita NPC will cause the game to crash.
The second test room contains several repeating groups of Anita, Gengen, and Old Man NPCs in a sort of army formation. The name of this second debug room is "神様の村" which means "Village of God"/"God's village". Talking to the Anita and Gengen NPC groups will have them say a single line of dialogue (the Anitas however will have no text), and once finished will cause the game to try and load something, which results in the game crashing. It's thought that they would try to warp you somewhere with a cutscene. Raww Le Klueze, global admin of the Suikosource forums, has translated this room's dialogue as such:
"The Gengens each say:
• "I am the sound change god"
• "I am the sound test god"
• "I am the window change god"
• "I am the unit change god" (for this phrase, he uses the same word as Apple does when you rearrange war units)
Some of what the Old Man says follows the same format "I am the god of !" in the middle row
Library, Suggestion box, Restaurant, Cooking Battles, Guardian Deity and Peeping...? (He also laughs after that one. Bath scenes maybe?)
Top says "The detective god is here!"
Bottom "Fishing god here!" "I'm the god of tablets" (same word as the plates found in the Sindar ruins, presumably tests that?)
Last one on the bottom I don't know, he just seems to be making noise cause it just says BABANBABANBANBAN - HAAPIBANONO."
• "I am the sound change god"
• "I am the sound test god"
• "I am the window change god"
• "I am the unit change god" (for this phrase, he uses the same word as Apple does when you rearrange war units)
Some of what the Old Man says follows the same format "I am the god of !" in the middle row
Library, Suggestion box, Restaurant, Cooking Battles, Guardian Deity and Peeping...? (He also laughs after that one. Bath scenes maybe?)
Top says "The detective god is here!"
Bottom "Fishing god here!" "I'm the god of tablets" (same word as the plates found in the Sindar ruins, presumably tests that?)
Last one on the bottom I don't know, he just seems to be making noise cause it just says BABANBABANBANBAN - HAAPIBANONO."
This latter piece of dialogue might be a reference to the song "Nice Hot Water", a 1966 song in the "Nihon no Uta" Japanese local song series that was famously covered by the Japanese comedy rock band The Drifters. The first line before the hyphen is the same as the song, and the second line after the hyphen is almost the same as the song.
Suikosource thread:
https://www.suikosource.com/phpBB3/viewtopic.php?t=14842
Second test room images:
https://imgur.com/CMtRBJw
https://imgur.com/YUxf3iF
Translated rows of dialogue in second test room (pertinent to Raww Le Klueze's translation):
https://imgur.com/P4ekv1T
First debug/testing room (the second debug/testing room covered in the above three Imgur links are in the attached image):
https://www.youtube.com/watch?v=l3sSmi2G2Y8
The Drifters - Nice Hot Water (Vivanon Rock):
https://www.youtube.com/watch?v=RzXnucKfHEE
https://ja.wikipedia.org/wiki/いい湯だな
https://www.suikosource.com/phpBB3/viewtopic.php?t=14842
Second test room images:
https://imgur.com/CMtRBJw
https://imgur.com/YUxf3iF
Translated rows of dialogue in second test room (pertinent to Raww Le Klueze's translation):
https://imgur.com/P4ekv1T
First debug/testing room (the second debug/testing room covered in the above three Imgur links are in the attached image):
https://www.youtube.com/watch?v=l3sSmi2G2Y8
The Drifters - Nice Hot Water (Vivanon Rock):
https://www.youtube.com/watch?v=RzXnucKfHEE
https://ja.wikipedia.org/wiki/いい湯だな
![Wario Blast: Featuring Bomberman!](/media/boxart/1/450.png)
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![Attachment](/media/thumbs/7/17013.png)
Game password list:
https://themushroomkingdom.net/wb_passwords.shtml
Wario Blast Featuring Bomberman manual (Page 8):
https://www.retrogames.cz/manualy/GameBoy/Wario_Blast_Featuring_Bomberman_-_GameBoy_-_Manual.pdf
https://themushroomkingdom.net/wb_passwords.shtml
Wario Blast Featuring Bomberman manual (Page 8):
https://www.retrogames.cz/manualy/GameBoy/Wario_Blast_Featuring_Bomberman_-_GameBoy_-_Manual.pdf
![Super Mario Bros. 2](/media/boxart/1/104.png)
subdirectory_arrow_right Super Mario All-Stars (Game)
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The NES and SNES versions of Super Mario Bros. 2 contain different insta-kill cheat codes, likely used by the game's developers for debug purposes. The code for the NES version involves pausing the game and holding Up/A/B on a second controller, and then unpausing to lose a life. The code for the SNES version is simpler, where you only need to pause the game, hold L and R, and then press Select to lose a life.
There are a pair of glitches that can be triggered with this code in the NES version. If the code is inputted while riding a Rocket, the health bar will effectively turn invisible by displaying all the heart pips as empty, but the player character will emerge unharmed. If the code is inputted during the transition for walking through a door, the player character will continually fall through the floor and lose their lives until a Game Over is reached.
There are a pair of glitches that can be triggered with this code in the NES version. If the code is inputted while riding a Rocket, the health bar will effectively turn invisible by displaying all the heart pips as empty, but the player character will emerge unharmed. If the code is inputted during the transition for walking through a door, the player character will continually fall through the floor and lose their lives until a Game Over is reached.
![Rayman Raving Rabbids](/media/boxart/2/1581.png)
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On December 24, 2022, an anonymous user on the Internet Archive uploaded the source code for Rayman 4, the original prototype for what would later become Rayman Raving Rabbids. The Rayman 4 prototype, which was known to be a 3D Platform game with beat'em up elements that involved the Rabbids as the game's antagonists, showcases several interesting features. Some of the content featured in the E3 2006 trailer can be found in the prototype such as rideable animal companions, interchangeable costumes, combat gameplay, and explorable settings such as a forest, cave, & gear temple.
Some newer never-before-seen content includes:
• Early unfinished cutscenes some featuring a witch doctor from Rayman 3: Hoodlum Havoc.
• Explorable Rabbid bases/lairs with programmed Rabbid enemies.
• Rayman utilizing several projectile weapons.
• Other explorable worlds such as a village setting and a sphincter-inspired level.
• Rayman controlling Rabbid vehicles such as a hovercraft and large robots.
• When receiving damage, Rayman loses his clothing except for a leaf covering. This costume was repurposed as the Rayomz skin in Rayman Legends seven years later.
Some newer never-before-seen content includes:
• Early unfinished cutscenes some featuring a witch doctor from Rayman 3: Hoodlum Havoc.
• Explorable Rabbid bases/lairs with programmed Rabbid enemies.
• Rayman utilizing several projectile weapons.
• Other explorable worlds such as a village setting and a sphincter-inspired level.
• Rayman controlling Rabbid vehicles such as a hovercraft and large robots.
• When receiving damage, Rayman loses his clothing except for a leaf covering. This costume was repurposed as the Rayomz skin in Rayman Legends seven years later.
Internet Archive:
https://archive.org/details/rayman-4-prototype-source-code_202212
E3 2006 Trailer:
https://youtu.be/snwJsDajvo8?si=HFnyPpLg5rOoAnG1&t=26
Prototype Cutscene:
https://youtu.be/Sta7VQ_fDJQ?si=bqw61OdGPJXAAYde
Rayman 4 Prototype Footage:
https://youtu.be/o_X5iKoz6Bk?si=P0wOgc9NIdDlFcsZ
Playlist of prototype videos:
https://youtube.com/playlist?list=PLNpRIaMhANgqtJud2P-bZXDcPzhUnJu4u&si=6EaKChEHNiKJQBlw
Rayomz in Rayman Legends:
https://www.youtube.com/watch?v=hgICBEznSxA
https://archive.org/details/rayman-4-prototype-source-code_202212
E3 2006 Trailer:
https://youtu.be/snwJsDajvo8?si=HFnyPpLg5rOoAnG1&t=26
Prototype Cutscene:
https://youtu.be/Sta7VQ_fDJQ?si=bqw61OdGPJXAAYde
Rayman 4 Prototype Footage:
https://youtu.be/o_X5iKoz6Bk?si=P0wOgc9NIdDlFcsZ
Playlist of prototype videos:
https://youtube.com/playlist?list=PLNpRIaMhANgqtJud2P-bZXDcPzhUnJu4u&si=6EaKChEHNiKJQBlw
Rayomz in Rayman Legends:
https://www.youtube.com/watch?v=hgICBEznSxA
![Tornado Outbreak](/media/boxart/4/3160.png)
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An unused exit screen with the label "underconstruction_exit" exists within the game files. When activated in-game, the level will abruptly end and transition to the boss variation of the level's stage.
![Sonic Heroes](/media/boxart/1/729.png)
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Adding the line "Charmy_Shutup 1" to "%AppData%\SEGA\SONICHEROES\sonic_h.ini" on the PC version will deactivate all non-subtitled speech from the characters during gameplay (including attacks and idle quotes).
![Tornado Outbreak](/media/boxart/4/3160.png)
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Unlike its Wii counterpart, characters such as Zephyr, Nimbus, and the Wind Warrior use two separate models in the Xbox 360 and PlayStation 3 ports of the game.
The first model is used during fly-through cinematics while the second one is used in-game. The Wii version only used one model, presumably because of the lack of resources on the Wii's hardware.
The first model is used during fly-through cinematics while the second one is used in-game. The Wii version only used one model, presumably because of the lack of resources on the Wii's hardware.
![Pac-Man World 2](/media/boxart/4/3316.png)
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![Attachment](/media/thumbs/7/15697.png)