The Tower of Babel
The Tower of Babel |
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Also known as: Babel (Original JP Title Screen), Mystery Tower (International)
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Developer Credits
There is a copyright string inside the ROM, along with the name of the programmer, which is also used to see if the game performed a hard or a soft reset:
COPYRIGHT 1986 NAMCO LTD.ALL RIGHTS RESERVED MR TAKASI FUKAWA
The copyright string has been blanked out in Namcot Collection version 3.0.1, leaving only the name of the programmer.
Regional Differences
The Japanese Nintendo Switch Online release changes the title screen to "The Tower of Babel" which was previously present in the Japanese Wii U Virtual Console release and Namcot Collection. The international Nintendo Switch Online release of the game localizes the game for the first time as "Mystery Tower", complete with an altered title screen logo (although the copyright information is unchanged from the original Famicom release).
Original | Nintendo Switch Online (Japan) | Nintendo Switch Online (International) |
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Revisional Differences
In the Namcot Collection, aside from the obvious copyright change, the title screen was updated in version 3.0.1 of the collection to read "The Tower of Babel" instead of simply "Babel". This change was also present in the Wii U Virtual Console release.
Original | Namcot Collection 1.0.0-3.0.0 | Namcot Collection 3.0.1+ |
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CRC Test
There are a series of Namco games, made by the same programmers Haruhisa Udagawa and Kumi Hanaoka, that contains the same self-test for data integrity (Dragon Buster, Family Jockey, Lupin Sansei: Pandora no Isan, Mappy-Land, Pro Yakyuu: Family Stadium, Sanma no Meitantei, Sky Kid, Super Xevious: Gump no Nazo, Valkyrie no Bouken: Toki no Kagi Densetsu).
To enable any of these tests, you need a special device that should be plugged into the expansion port. The operation of that device is very simple. It should accept the data bit from the data input port and return it back inverted to the output data port. The device consists of a 4-bit shift register, working as some sort of FIFO buffer. The input bits goes to the input and then shifted to the output after 4 cycles.
At the game's boot, it tries to send some special data to the device. If the data output doesn't match the data input inverted, then the game continues the normal operation. But if all data (usually 32, rarely 64 bytes) matches, self-tests will be performed. The program calculates 24-bit partial checksums for the PRG (excluding the last 8K) and the CHR data, summing only every 15th byte, and comparing it against the etalon.
Before testing of the PRG data, the background color turns red, before testing the CHR data, it turns green. If any of these tests fail, the program will jump directly to the reset routine. It means, one of these tests will be performed infinitely, but until the special device is unplugged, or until the tests are passed.
Normally, you'll see the red to green flash just before the game's boot. Or the static red screen if the PRG data is bad, or the flashing red to green screen if CHR data isn't good.
Using this Game Genie code GENYEIEI, you can skip tests for the special device presense and jump straight to the integrity tests.
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