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Bakutotsu Kijuutei

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Title Screen

Bakutotsu Kijuutei: Baraduke II

Developer: Namco
Publisher: Namco
Platform: Arcade (Namco System 1)
Released in JP: August 1988


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
DebugIcon.png This game has debugging material.


Bakutotsu Kijuutei: Baraduke II is the sequel to Alien Sector, a.k.a. Baraduke. The gameplay has changed significantly: Instead of having to eliminate every Octy to proceed, the player just has to reach the end of the stage. The health system is gone, so the player has a maximum of two hits before dying. Oh, and the player can only fire to the right, they can't backtrack, and there's an encroaching wall of death that they must outrun.

This was the last game in the Baraduke series.

Debug Functions

Most of these are already labeled correctly in MAME.

Sprite Viewer

BakutotsuObjectViewer.png
Flip this dip switch to enable a sprite viewer on the title screen. Press 1P Up / Down to scroll through sprites.

Stage Select

BakutotsuStageSelect.png
Flip this dip switch to enable a stage select feature before starting a new game. This is actually a floor select (since this game has branching paths and all) and ranges from 00 to 47. Press 1P Left / Right to adjust the floor number by 1, and 1P Up / Down to adjust the floor number by 10.

Coordinate Display

BakutotsuCoordinates.png
The "Show Coordinates" dip switch does just what it says it does, printing the character's relative X and Y positions to the bottom-center of the screen.

Alternate Stage Count Display

The second dip switch labeled "Unknown" in MAME will change the way stage numbers are displayed. Normally the game uses a table to look up what stage the player is actually on and prints that to the screen at the start of the stage and at the bottom-left of the screen, but if this dip switch is set, the game will print the raw stage ID instead.

ADS Mode

To see the remnants of an ADS mode...

  • Put the following code in bakutotu.xml:
  <cheat desc="ADS Mode">
    <script state="run">
      <action>user1.md@3FBA26=123EE37E</action>
    </script>
    <script state="off">
      <action>user1.md@3FBA26=F8002710</action>
    </script>
  </cheat>
  • Start a normal game with the service dip switch set to Off.
  • Enable the code.
  • Press the Service Mode button (Default F1 in MAME).

BakutotsuADSMode1.png
The game doesn't actually track anything, though, hence "remnants".

BakutotsuADSMode2.png BakutotsuADSModeFull.png
Press the Service button (Default 9 in MAME) to switch to the next page. Note that the game skips from 13 minutes to 21 minutes. The full list of audits is loaded to the first background layer and is 512 pixels tall.

(Source: namcos1.cpp MAME driver)
(Source: Original TCRF research)

Alternate Layout Feature

BakutotsuAlternateLayout.png
If the Freeze dip switch is set, the game will load alternate layouts for most floors, 13 of which are unused in the normal layout set. Note that only the stage layout changes - object layouts remain the same. The obvious problem with all this is that the Freeze dip switch, well, freezes the game. Put the following code in bakutotu.xml to disable the freezing function:

  <cheat desc="Disable Freezing Function">
    <script state="run">
      <action>user1.mb@366B85=00</action>
    </script>
    <script state="off">
      <action>user1.mb@366B85=F6</action>
    </script>
  </cheat>

The table listed below first lists the floor number, then the earliest floor that uses this floor's normal layout, and then the first floor that has a normal layout that matches this floor's alternate layout, if any. For example, Floor 31's normal layout first appears in Floor 22, while Floor 31's alternate layout first appears as Floor 4's normal layout.

Floor Normal Alternate Floor Normal Alternate Floor Normal Alternate
0 Floor 0 Floor 4 27 Floor 27 Unique 36 Floor 36 Floor 6
1 Floor 0 Floor 10 28 Floor 28 Unique 37 Floor 37 Unique
14 Floor 14 Unique 29 Floor 29 Unique 38 Floor 38 Floor 23
17 Floor 17 Floor 9 30 Floor 30 Unique 39 Floor 39 Unique
19 Floor 19 Floor 30 31 Floor 22 Floor 4 42 Floor 4 Floor 0
20 Floor 20 Unique 32 Floor 32 Floor 36 44 Floor 44 Floor 24
22 Floor 22 Floor 4 33 Floor 33 Unique 45 Floor 36 Floor 30
23 Floor 23 Unique 34 Floor 34 Unique 46 Floor 4 Floor 30
24 Floor 24 Unique 35 Floor 35 Floor 23 47 Floor 19 Floor 30
25 Floor 9 Unique
(Source: Original TCRF research)

Unused Bonus Roulette Content

Second Layout

Wheel 1 Wheel 2 (Unused)
BakutotsuRouletteSetup1.png BakutotsuRouletteSetup2.png

If var $00E9 is set to a non-zero value, the bonus roulette will use a second, unused layout. The "L" icons are supposed to manipulate var $00E9, but since those icons are only on the second wheel, the player never gets past the first wheel.

Unused Spaces

BakutotsuRouletteMod.png
Put the following code in bakutotu.xml to replace all of the spaces on the first wheel with an unused space:

Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
  <cheat desc="Change Roulette Setup">
    <parameter>
      <item value="0x86068606">+1 L</item>
      <item value="0x88068806">-1 L</item>
      <item value="0x8A068A06">2 Shot Vessel</item>
      <item value="0x8E068E06">Speed Power-up</item>
      <item value="0x92069206">Paccet Cluster</item>
    </parameter>
    <script state="run">
      <action>user1.md@367593=param</action>
      <action>user1.md@367597=param</action>
      <action>user1.md@36759B=param</action>
      <action>user1.md@36759F=param</action>
    </script>
    <script state="off">
      <action>user1.mq@367593=8C06840694068206</action>
      <action>user1.mq@36759B=8206820694068206</action>
    </script>
  </cheat>
Icon Message Translation Notes
BakutotsuItemLPlus.gif ふふふふふふ
きをつけて
いきなされ
Fufufufufufu.
Tread carefully.
Increments $00E9. All bonus rounds will use the second layout until an L- space is hit.
BakutotsuItemLMinus.gif さきはまだ
なかゆい
Sets $00E9 to zero.
BakutotsuItemVehicle2Shot.gif あたらしい
ふねは
いるか?
Is there a
new ship?
As expected, the player will get a 2-shot vehicle on the next round. Uses an incorrect palette - should be BakutotsuItemVehicle2ShotF.gif instead.
BakutotsuItemSpeedUp.gif なにも,
あたらず.
ざんね,!
Should act like the speed power-ups in the normal game, but it doesn't actually do anything.
BakutotsuItemPaccetCluster.gif てしたを
いつぴき
あたえよう
Would presumably give the player multiple Paccets at the start of the next round, but it does nothing.
The text is identical to the text used on the normal bonus Paccet spaces.
(Source: Original TCRF research)

Unused Graphics

Character Graphics

BakutotsuShadedFonts.png
Two shaded fonts, neither of them used. The font used in-game is decidedly unshaded.

BakutotsuUnusedHUDIcons.png
16x16 icons of the player (probably meant to represent lives before the vehicle icon replaced it), adult and baby Paccets & Octys, and a gun.

BakutotsuUnusedSymbols.png
A bunch of unused symbols. There's the Paccet and Octy again, along with an eye and, umm...other things!

BakutotsuMeters.png
Two different kinds of meters, both unused. Maybe this game had a health system at one point?

FG / BG Graphics

BakutotsuTileset1.png
There are six stage tilesets in the game: Three with stalactites and stalagmite graphics, and three without. The first tileset, the one with marble-like stones, is completely unused.

BakutotsuTileset2Unused.png BakutotsuTileset3Unused.png
The tileset with smooth stone blocks only has a single block unused: A two-way arrow block. The mossy tileset has a few more unused blocks, including a pass-through block and a different version of the two-way arrow block.

BakutotsuTileset4Unused.png BakutotsuTileset5.png BakutotsuTileset6.png
The three tilesets without stalactites and stalagmites are mostly unused. The first set is only used on floors 28 and 37 and leaves a lot of the blocks in the tileset are unused, while the smooth and mossy versions are completely unused.

BakutotsuUnusedBG1.png BakutotsuUnusedBG2.png BakutotsuUnusedBG3.pngBakutotsuUnusedBG4.png BakutotsuUnusedBG5.png
Five background graphics are unused. Yep.

Sprites

Early Final
BakutotsuPlayerDesignEarly.png BakutotsuPlayerDesignFinal.png

There's an early design for the player character at the start of the object graphics ROM. This design lacks the eyes and dark outline seen in the final art.

Early Final
BakutotsuPlayerDeathEarly.gif BakutotsuPlayerDeathFinal.gif

The early design appears in an alternate version of the player's death animation. The final design made this animation more comedic by keeping the player's head visible after the explosion. Each animation has nice touches that the other version lacks: In the early animation, ash falls to the ground after the explosion, while in the final animation, the player's suit is lit up by the explosion.

Used Alt
BakutotsuPlayerWalkFinal.gif BakutotsuPlayerWalkAlt.gif

A third design, one with blue boots, fixed arm outlines, and a larger visor, appears later in the object graphics ROM.

BakutotsuPlayerCrouch.png BakutotsuPlayerMeteorite.png
The blue-booted design shows up in unused crouching graphics and an alternate death pose. The meteorite did it, I tells ya.

Early Final
BakutotsuStartEarly.png BakutotsuStartFinal.png

An early version of the "START!" graphic. A little hard to make out.

BakutotsuItemPaccetWhite.gif BakutotsuItemSpeedDown.gifBakutotsuItemVehiclePlusOne.gif BakutotsuItemPaccetVehicle.gifBakutotsuItemBagann.gif BakutotsuItemMystery.gif
Yes, there are still more unused power-up graphics, these without any code associated with them. From left to right, they include a bonus White Paccet, a speed-down to match the speed-up power-up, some kind of vehicle power-up (more vehicle health?), armor for the Paccets (which uses its own unique graphic in the final game), a Bagann (which just pop out of the capsules on their own), and a random power-up icon.

Used Corrected
BakutotsuItemPaccet.gif BakutotsuItemPaccetF.gif

This final unused power-up would have given the player one single yellow Paccet. The graphic is assigned an incorrect palette in the sprite viewer - the erroneous palette is meant for the weapon power-ups.

Early Final
BakutotsuNumbersEarly.png BakutotsuNumbersFinal.png

Preliminary versions of the score numbers. The early numbers have much thinner outlines and only go up to 4.

Bakutotsu10Points.png
Graphics for a 10 point bonus. Paccet eyeballs are worth 1 point in the final game; they were probably originally 10 points before single-digit scoring was implemented.

BakutotsuPlayerGunAlt.gif
Yet another early design for something. They really could have cleaned up the object graphics ROM. Anyway, this is an alternate design for the player's gun.

BakutotsuGunVehicle.gif BakutotsuFloatingGun.gif
Two, that's right, two unused floating guns! Most games are lucky if they get just one. The first one might have been a vehicle for the player to use, while the second one seems like an obstacle.

Early Used
BakutotsuMolamolaAlt.gif BakutotsuMolamolaUsed.gif

The Molamola enemy has an alternate design in the game ROM, one that more closely resembles how it appeared in the first game.

BakutotsuMolamolaUnused.png
The final design has six unused frames, five of which have a different, craggier head. Maybe it could have acted as a barrier of some sort.

BakutotsuCapsulePaccet.gif
Black Paccets can appear in yellow capsules, but they never peek out and look around like this.

BakutotsuBagannStoneTurn.gif BakutotsuBagannStoneRight.gifBakutotsuBagannStoneUp.gif
The stone Baganns have a bunch of unused animations. In the final game, they always face to the left and chomp, but they have turning, right-facing, and upward-facing animations...

BakutotsuBagannStoneBlink.gif BakutotsuBagannStoneHappy.gif
...as well as blinking and happy animations.

BakutotsuPaccetStone.png
This Paccet in the same style of the stone Baganns is completely unused.

BakutotsuStoneEye1.gif BakutotsuStoneEye2.gif BakutotsuStoneEye3.gif
How many stone creatures does this game need, anyway? Here are single-eyed, double-eyed, and blinking stone pillars. That's pretty weird...

BakutotsuStoneHeads.gif
...but not as weird as this chomping stomp thing. What the hell?

Shades No Shades (Palette 3F) No Shades (Palette 39)
BakutotsuPlayerShades.png BakutotsuPlayerUnmasked1.png BakutotsuPlayerUnmasked2.png

This is an unused version of Takky and/or Hommy without shades. There are two possible palettes: The first palette doesn't have any obvious errors but makes the player's smile very hard to make out, while the second palette has a more accurately-colored vehicle and a more noticeable smile, but uses an incorrect blue color for the vehicle's tarp.

BakutotsuPaccetDesigns.png
These Paccet designs appear right after the Paccets used in the game's credit sequence. They lack the more complicated shading of the Paccets used in the final game.

(Source: Original TCRF research)

Hidden Text

Startup Text

BakutotsuSubmode01.png
This text with info on the game's sub-CPU is normally displayed at the start of the game for a single frame. Set the Freeze dip switch and reset the game to get a chance to actually read the thing. Apparently they never got to 1.00, which would explain a lot...

Placeholder Text

There are four sub-CPU modes that print placeholder text to the screen and then stop. Put the following code in bakutotu.xml to replace the Press 1P Start Button text with a chunk of placeholder text.

  <cheat desc="Change Press Start Text">
    <parameter>
      <item value="0x03">Temp Title</item>
      <item value="0x05">D E A D Text</item>
      <item value="0x09">Game Over</item>
      <item value="0x0A">Demo 1</item>
    </parameter>
    <script state="run">
      <action>user1.mb@367613=param</action>
      <action>user1.mw@3FD925=0x1212</action>
      <action>user1.mb@3FD927=0x12</action>
    </script>
    <script state="off">
      <action>user1.mb@367613=0x0C</action>
      <action>user1.mw@3FD925=0xF5BD</action>
      <action>user1.mb@3FD927=0x19</action>
    </script>
  </cheat>
03 - Game init 05 - Death cutscene 09 - Game over 0A - Attract mode
BakutotsuSubmode03.png BakutotsuSubmode05.png BakutotsuSubmode09.png BakutotsuSubmode0A.png
(Source: Original TCRF research)