If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Cosmic Fantasy 2

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Cosmic Fantasy 2

Also known as: Cosmic Fantasy 2: Bouken Shounen Van (JP)
Developer: Laser Soft
Publishers: Telenet Japan (JP), Working Designs (US)
Platform: TurboGrafx-CD
Released in JP: May 5, 1991
Released in US: 1992


DevMessageIcon.png This game has a hidden developer message.
CopyrightIcon.png This game has hidden developer credits.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
BonusIcon.png This game has hidden bonus content.


Cosmic Fantasy 2 is like Final Fantasy II, only COSMIC!!

This was the only game in the Cosmic Fantasy series to make it out of Japan, though it might have been better off staying there: while the cutscenes are impressive for 1991, the gameplay is decidedly lacking in the "fun" department (but quite overstocked when it comes to "endless, tedious random encounters").

Developer Message

This message is stored with the data for the hidden cutscene viewer at 0x5A5806 in CD track 2 of the Japanese version of the game. Line breaks have been added for readability.

VISUAL DEBUGGER-B Ver1.05 BY JUNPEH
--- Message to HU7CD programmers. --- 
Hellow everybody. How are you?. 
I am fine. Please phone to me when read this message. 
(044)541-9704 
It is my pribate phone number. 
I will waiting for your friendly messages.

Map Notes

CosmicFantasy2 mapnotes.png

Most of the game's maps have hidden notes drawn outside the visible area using scenery tiles. Usually, they indicate the map's internal number in the format "No. XX" or "T-No. XX". Many maps also contain "interior" areas on the same map as the "exterior" areas, warping the player between them when appropriate; sometimes, the interior "sub-areas" are each labeled with a letter hidden in the margins. A few maps contain additional notes of unclear significance, such as "SON".

These are most easily viewed using a walk-through-walls code, e.g. locking $1F0B42 to 0x00.

Hmmm...
To do:
Someone sufficiently motivated should document all these. Unfortunately, no such person exists.

Developer Credits

Scattered throughout the game's data are ASCII (and occasionally Shift-JIS) notes crediting the programmers, or at least JUNPEH and SHIMIZU. Offsets refer to the Japanese version. Some line breaks have been added for readability.

CD Track 2
Location Text
0x3803
Start up and all Hu7CD-system maintenance by JUNPEH
清水君、ビジュアル手伝ってくれて有難う。

The second line translates to Shimizu, thank you for helping with the visual [programming].

0x420B

0x4A11

JUNPEH
0x1A003

0x1A2003

0x1A4003

0x1B6003

HU7-CD SYSTEM VISUAL PROGRAM BY JUNPEH 
0x5A9801

0x5C3801

0x5CB801

0x5E5801

0x5E7801

0x5E9801

0x5EB801

0x5ED801

0x5EF801

VISUAL NULL PROGRAM LASER SOFT 
0x5AD803

0x5AF803

0x5BD803

0x5D1803

0x5E3803

Cosmic Fantasy visual program by JUNPEH.
0x5B1803
Cosmic Fantasy visual program  ACT D by SHIMIZU 
0x5B3803
Cosmic Fantasy visual program  ACT E by SHIMIZU 
0x5B5803
Cosmic Fantasy visual program  ACT F by SHIMIZU 
0x5B7803
Cosmic Fantasy visual program  ACT G by SHIMIZU 
0x5B9803
Cosmic Fantasy visual program  ACT H by SHIMIZU 
0x5BB803
Cosmic Fantasy visual program  ACT I by SHIMIZU 
0x5BF803
Cosmic Fantasy visual program  ACT K by SHIMIZU 
0x5C1803
Cosmic Fantasy visual program  ACT L by SHIMIZU 
0x5C5803
Cosmic Fantasy visual program  ACT N by SHIMIZU 
0x5C7803
Cosmic Fantasy visual program  ACT o by SHIMIZU 
0x5C9803
Cosmic Fantasy visual program  ACTP by SHIMIZU 
0x5CD803
Cosmic Fantasy visual program  ACTR by SHIMIZU 
0x5CF803
Cosmic Fantasy visual program  ACTS by SHIMIZU 
0x5D3803
Cosmic Fantasy visual program  ACTU by SHIMIZU 
0x5D5803
Cosmic Fantasy visual program  ACTV by SHIMIZU 
0x5D7803
Cosmic Fantasy visual program  ACTW by SHIMIZU 
0x5D9803
Cosmic Fantasy visual program  ACTX by SHIMIZU 
0x5DB803
Cosmic Fantasy visual program  ACTY by SHIMIZU 
0x5DD803
Cosmic Fantasy visual program  ACTZ0 by SHIMIZU 
0x5DF803
Cosmic Fantasy visual program  ACTZ2 by SHIMIZU 
0x5E1803
Cosmic Fantasy visual program  ACTZ3 by SHIMIZU 
Hmmm...
To do:
There are probably more of these, and there are definitely a few extra "Visual program by..." credits in the other data tracks (used for cutscenes).

Unused Text

Some other bits of normally-unseen text are found here and there in the data. Apparently, portions of the engine were recycled from Valis III, though interestingly, this game seems to have actually been released before that one.

CD Track 2
Location Text
0x16005
Valis-III OVRSEG module
0x1680E

0x1880E

0x1A80E

0x1C80E

Field_01
0x18000
Valis-III PSGSEG module 
0x180B4
VALIS_III 
0xB2000
STG1A
0xB2A94
@VALIS3@
0x4DF801
VISUAL NULL PROGRAM ONLY 'RTS'.
0x574A8E
KNO386=ABCDEFG
LIB=a:\qb\lib
TMP=e:\
DEF=e:\
PAGER=five
VCOM=-N1
HELP=A:\VZ
COMSPEC=e:\bin\command.com
PROMPT=[$p]
0x574BA2
KNO386=ABCDEFG
LIB=a:\qb\lib

Cutscene Viewer

CosmicFantasy2 cutscene-viewer.png

The game contains a somewhat elaborate cutscene viewer/sound test, which it bills as a "Multi Debugger". To access it in the Japanese version, boot the console to the BIOS screen, hold Up + Button I + Button II + Select simultaneously, then press and hold Run until the menu appears.

In the menu, Up and Down scroll the cursor, and Button I selects an option. In a pointlessly elaborate quirk, Select toggles the menu between "Normal" mode, in which pressing Up moves the cursor down and vice versa, and "Reverse" mode, which does the opposite.

The US version changes the access code to Left + Select and removes the "OMAKE" option, as described below, but is otherwise the same.

Regional Differences

Graphics

A few of the game's cutscenes were edited, or in some cases removed entirely, in the US version.

JP US
CosmicFantasy2 cutscene3 jp.png CosmicFantasy2 cutscene3 us.png

In the game's best-known change, Rim flips the bird during her introductory cutscene in the Japanese version. Her hand was redrawn into a clenched fist for the US release.

JP US
CosmicFantasy2 cutscene1 jp.png CosmicFantasy2 cutscene1 us.png
JP US
CosmicFantasy2 cutscene2 jp.png CosmicFantasy2 cutscene2 us.png

The US version opts for a more standard romanization of the love interest's name. As a result, a couple of instances of "LARLA" written using English characters were edited to "LAURA".

Despite renaming Rim to "Babette", the US version does not remove or edit an instance of the original name in the background of the news bulletin regarding her disappearance.

JP US
CosmicFantasy2 cutscene4 jp.png CosmicFantasy2 cutscene4 us.png
JP US
CosmicFantasy2 cutscene5 jp.png CosmicFantasy2 cutscene5 us.png
JP US
CosmicFantasy2 cutscene6 jp.png CosmicFantasy2 cutscene6 us.png
JP US
CosmicFantasy2 cutscene7 jp.png CosmicFantasy2 cutscene7 us.png

The handful of cutscenes that contained visible Japanese text had it removed or replaced.

CosmicFantasy2 bonusinstr 1.png CosmicFantasy2 bonusinstr 2.png CosmicFantasy2 bonusinstr 3.png CosmicFantasy2 bonusinstr 4.png CosmicFantasy2 bonusinstr 5.png
This short sequence, which gives the code to access the hidden cutscene viewer and encourages the player to watch Rim's shower scene again, appears after the ending credits in the Japanese version. It was removed in the US version.

CosmicFantasy2 omake 1.png CosmicFantasy2 omake 2.png
Finally, these two scenes are accessible by selecting "OMAKE" from the hidden cutscene viewer in the Japanese version. They seem to be instructions for entering a giveaway related to the game. The "OMAKE" entry was removed from the cutscene viewer in the US version, making this inaccessible.

Difficulty

This was a very, very early Working Designs publishing effort, and as with some of their other early games like Lunar: The Silver Star, the changes to the game's difficulty are relatively subdued. Unfortunately, this phase didn't last for long.

In this case, the only difficulty-related changes were to three of the bosses:

Cosmic Fantasy 2 Boss Stat Changes
Name HP Attack Defense Name HP Attack Defense Name HP Attack Defense
Captain
80
19 -> 40
+21, ×2.11
10 -> 20
+10, ×2.00
Galam (1)
9000
380
186 -> 200
+14, ×1.08
Galam (2)
9000 -> 9990
+990, ×1.11
900 -> 990
+90, ×1.10
500 -> 990
+490, ×1.98

The Captain is probably the most noticeably changed enemy; it's the first boss in the game, and while it's a complete pushover in the Japanese version that can't even hit Van for more than the minimum 1-4 damage, its attacks are so much more damaging in the American version that beating it more or less requires filling up the inventory with the free Herbs available at that point in the game.

As some small recompense for the extra trouble, the Captain yields 20 experience points upon defeat in the US version. It gave none in the original game.

Miscellaneous

JP US
CosmicFantasy2 emptybox jp.png CosmicFantasy2 emptybox us.png

In the Japanese version of the game, there is a treasure chest in Cerum's dungeon that doesn't contain an item and instead gives a message that the chest is empty. In fact, this is the only empty chest in the game that the player can access; while there are a few other empty chests at the very end of Galam's fortress, they're just used to lure the player into pit traps and can't actually be collected without cheating.

CosmicFantasy2 emptybox error.png
In at least some versions of the US game, this empty chest is filled with Bingleberries. This was done to fix a bug: the "chest is empty" message wasn't translated for the US version, causing it to display a single kanji instead. Given that this is the only accessible empty chest in the game, and that the message wasn't translated, the absence of an item in the chest may well have been a mistake in the Japanese version.

There exists a report of the bugged message displaying in this dungeon in the US release, so it appears there may have been multiple revisions of the US version, some with the bug fixed and some without. Unfortunately, since the game sold in very small numbers, there isn't much documentation of this available.