Daffy Duck: The Marvin Missions (Game Boy)
Daffy Duck: The Marvin Missions |
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Also known as: Daffy Duck (EU)
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Daffy Duck: The Marvin Missions takes many cues from the famous "Duck Dodgers" shorts, so much so that it's pretty baffling why they didn't just call the game Duck Dodgers.
Contents
Unused Graphics
Daffy Duck
What appears to be a dedicated sprite for jumping, separate from using the jetpack. While both are a thing in the SNES version, this was streamlined to just the latter in this game.
Used | Unused |
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A bunch of tiles depicting blinking and feet-tapping. Daffy doesn't have any idle animations in the final game.
K-9
Although K-9 has two sprites for jumping, this one is left unused.
K-9 also has sprites/tiles depicting him hurt which, in what will be a recurring trend throughout the game, never ended up implemented in-game.
Marvin
Only one sprite of Marvin on his hover-scooter is used when he appears as the Stage 1 Boss and in the chase sequences of Stages 2 and 3, leaving these others unused.
Used | Unused |
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There are also quite a few unused sprites grouped with the ones used in the final battle, belying his brief appearance there in the final game. While he only stands at the end of the room briefly in the final game, these unused sprites show that he was intended to stay there and aim his blaster at Daffy at some point.
These various other sprites would've also fleshed out his otherwise anti-climatic battle.
Instant Martians
Used | Unused |
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Graphics for a full run cycle exist for the little Instant Martians, but only two of the frames are used in-game.
Alien Boss
Used | Unused |
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A bunch of unused frames for the boss moving around.
Here's what the full animation might have looked like.
Used | Unused |
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There also seems to be a second frame for its movement during the second phase of the battle.
Robot Boss
Tiles are present that would have given this boss an animation while moving around. It just glides around in the game proper.
Used | Unused |
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An unused in-between frame for the boss's projectile attack at the start of the battle.
Super Game Boy Border
It is possible this Super Game Boy border was going to be used at the last battle, since that is where Marvin's telescope is located. However the default border is used. Game Genie code 081-C8F-C42 or GameShark code 010808D0 will load this border at startup.
Unused Audio
These sound effects are not used anywhere in the game.
Sound ID: 11
Sound ID: 1C
Sound ID: 1D
Sound ID: 21
Cheat Codes
You gain one point for each enemy or object you kill, displayed as the "score" on the bottom of the screen. On the pause screen, pressing certain buttons will convert those points into something useful. In boss battles, only the last two codes can be used.
Although the jetpack refill code converts the same 10 points as other cheats, it can't be used if you have less than 20 points.
- Up, Up gives a laser weapon.
- Left, Left gives a weapon whose bullets will bounce on the ground.
- Right, Right gives a weapon that will fire automatically when you hold B.
- Down, Down gives a weapon that can fire huge balls. This weapon can pass through breakable blocks and can even kill enemies in one hit that are normally immune.
- Select restores default weapon and resets the cheat counters.
- B, B will refill your health.
- A, A (Hard Mode only) will refill your jetpack.
Hard Mode
This game has a hidden hard mode which can be accessed by stepping on the cart right at the beginning of the first level. This makes Daffy acquire a lot of speed as long as he doesn't touch the ground. If you manage to reach the end of the room at high speed (a feat in itself), instead of loading the next room, the game will show a black screen with the text "Super stage" and you can play through a new set of levels. These levels are almost impossible to be beaten by a human player due to their ridiculous design requiring constant nearly frame-perfect use and timing of jet pack fuel.
Hard Mode has its exclusive cheat code that will convert 10 points into a refill of your jetpack by pressing A twice on the pause screen. On some levels, the cost becomes ALL your points.
For this mode you are given 100 points as well as 9 lives instead of only 2, making this mode somewhat more feasible to complete.
Losing all your lives will reset the game instead of bringing up the game-over screen.
Enemies Only Appearing in Hard Mode
This enemy can't be landed on and has 20 HP. It chases Daffy at very low speed but will dash at him when hit (while puffing itself up). Appears in Levels 2 and 4.
This enemy also chases Daffy, but can be killed in one jump. Appears in Level 2. A larger variation also exists in the game's graphics which are left unused in the final game.
This sprite appears in a dead-end in Level 2 and will trigger an enemy to drop down behind Daffy when it is shot.
This enemy appears in Level 4 and rushes forward after a few seconds.
Revisional Changes
Copyright Screen Collapse
On the Game Boy version, the copyright screen collapses after a few seconds, taking you to the title screen. The Super Game Boy version changes to the title screen instantly.
Title Screen
Game Boy | Super Game Boy |
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A background was added to the title screen for the Super Game Boy release.
Level 1, Room 5
Game Boy | Super Game Boy |
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Game Boy | Super Game Boy |
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Game Boy | Super Game Boy |
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Game Boy | Super Game Boy |
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Many enemies were removed from the fifth room of the first level, making some of them completely unused in the Super Game Boy version.
Level 2, Room 5
Game Boy | Super Game Boy |
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A cannon was removed.
Health Glitch
On the Super Game Boy version, if you move left at full walking speed and then press Right + B on the next frame, Daffy's health will be increased by about 64 units, making the health bar glitch out. This does not work on the Game Boy version.
Select Button
On the Game Boy version, Select can unpause the game and pressing Select + Start during the staff roll resets the game. This does not work on the Super Game Boy version.
Weapon Shot Bugfix
On the Game Boy version, only one breakable tile can be cleared at a time; if you try to shoot many tiles at once, the shots won't be registered. This was fixed in the Super Game Boy version.
- Pages missing developer references
- Games developed by Sunsoft
- Pages missing publisher references
- Games published by Sunsoft
- Game Boy games
- Super Game Boy games
- Pages missing date references
- Games released in 1994
- Games released in September
- Games released on September 30
- Games with unused graphics
- Games with unused music
- Games with unused sounds
- Games with revisional differences
- Looney Tunes series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Sunsoft
Games > Games by platform
Games > Games by platform
Games > Games by publisher > Games published by Sunsoft
Games > Games by release date > Games released in 1994
Games > Games by release date > Games released in September
Games > Games by release date > Games released in September > Games released on September 30
Games > Games by series > Looney Tunes series
The Cutting Room Floor > Unimportant Awards > Game Boy games
The Cutting Room Floor > Unimportant Awards > Game Boy games > Super Game Boy games