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

Faxanadu

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Faxanadu

Developer: Hudson Soft
Publishers: Hudson Soft (JP), Nintendo (US/EU)
Platform: NES
Released in JP: November 26, 1987
Released in US: August 1989
Released in EU: December 28, 1990


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page

Faxanadu is a side-scrolling action RPG, in a somewhat similar vein to Wizards and Warriors. It is part of the Dragon Slayer series in Japan, of which very few games have seen any sort of overseas release.

Sub-Pages

Miscellaneous tidbits that are interesting enough to point out here.
Notes
Read about notable bugs and errors in this game.
Bugs

Unused Rooms

Faxanadu unused room 1.png Faxanadu unused room 2.png

These two are duplicates of rooms which are actually used, although they do not contain any sprites. The second room actually appears five times in total.

Faxanadu unused room 3.png

An alternative entrance to the final dungeon of the game. This one was probably scrapped because it is quite easy to just jump over the obstacle in the middle or because the lower level has no floor.

Faxanadu unused room 4.png

An extension of the King Grieve boss room. According to the room data, the left edge is supposed to lead to the used room (although it does not work properly), which suggests that the boss fight was originally planned to span over multiple screens.

Unused Enemies

Offset $2CC contains the IDs of the sprites visible on the screen. Interestingly, there are six enemies in the ROM which never actually appear in-game. The IDs of these enemies are 18, 29, 36, 39, 43, 70 (all decimal).

(Source: sp)
Used Unused
Faxanadu tentacle enemy.png Faxanadu 39.png

The unused tentacle enemy is a variant of an enemy which can be found once in the final dungeon. The behaviour of the enemy is almost identical, except that the projectile is shot on a higher Y axis.

Unused NPCs

Faxanadu 53.png Faxanadu 54.png

Additionally, there are two defined NPCs who never appear in-game. The first one is a lovely blue lady with ID 53, and the other is a child with ID 54.

(Source: sp)

Unused Character Portraits

Faxanadu unused guy 1.png Faxanadu unused guy 2.png

The game contains two unused character portraits. They blink just as often as the other ones though.

Unused Objects

Unused Items

The game contains five unused items, most of which are taken from the PC-8801 game Xanadu of which Faxanadu is a spinoff of. Since none of these items do anything when equipped, it is unknown whether they would have functioned similar to their Xanadu counterparts, none of which would make sense in the released game (Black Potion did 50% damage to the player and restored their Karma, Lamp lit dark rooms temporarily, the Fire Crystal moved the player up one level, and the Crystal and Book/Bible were stat boosters; none of these mechanics are used in Faxanadu); they may be remnants from an earlier design.

The item IDs are $0b, $0c, $0e, $11 and $15.

Unused Text

The game's script is mostly ASCII-encoded and starts at ROM offset $34310.

Hello.
Could I help you
with anything.

What
would you like?
Anything else?
Come back again.
You don't
have a key.
Do you want
to hear it
once more?

A variety of unused and possibly early conversations with shopkeepers. Some of these lines suggest that ealier in development it was possible to buy or sell multiple items without going through the entire dialog over and over again.

You need a key.
You need a
different key.

Looks like some doors were quite picky earlier in development.

Look for
Wing Boots.

This line is located around the text for Forepaw.

Magics have
individual
powers.

A generic line which is part of an unused dialog. The dialog contains a second line which is used and is about how magic can be used for justice or destruction. The game would have selected this line over the other one when the player owns the Thunder spell.

Unused Used
Don't rely on
your magic power

only during the
final fight
against the
Dwarfs.

You can wear the
Battle Helmet
and Battle Suit

only when you
have the Dragon
Slayer.

You will not be
able to return
us the Dragon
Slayer

until we have
true peace here.
Don't rely on
your magic power

alone during the
last fight
against the
Dwarfs.

You can wear the
Battle Helmet
and Battle Suit

only when you
have the Dragon
Slayer.

You will not be
able to return
us the Dragon
Slayer

until we have
true peace here.

This ring will
open the door to
Dartmoor. Take
it with you.

A near duplicate of the line the Guru says when giving the player the Ring of Dworf [sic]. It has slightly different wording in the beginning and is missing the last two sentences, suggesting that the Ring of Dworf originally might have been gotten elsewhere.

There is the
Castle of
Fraternal

down below the
town of
Dartmoor.
You need the
Demon's Ring

to get into the
fortress of
Zenis.

Another unused dialog, but this time, both possible lines go unused. The game would have selected the first line when the player does not own the Dragon Slayer, otherwise it would have shown the second one. The Castle of Fraternal is the second to last dungeon where the Dragon Slayer is normally obtained. The Fortess of Zenis is the name of the final dungeon, though it is only called that in the game's manual and not in the actual game.

Regional Differences

Hmmm...
To do:
Compare the different US revisions. It seems to mainly affect the way passwords work.

Title Screen

Japan USA Europe
Faxanadu-title JP.png Faxanadu-title.png Faxanadu-title EU.png

The game selections were rearranged to fit the new copyright info added in the international versions.

Password

Japan USA (REV0) USA (REV1)/Europe
Faxanadu-prayer JP.png Faxanadu-mantra US.png Faxanadu-mantra EU.png

The Japanese version uses a large 16x16 font type, which was reduced to a smaller 8x8 type for the English version. A later revision of the North American version changed the font type used in the game and this was the version that was released in Europe. Additionally, passwords are referred to as prayers in the Japanese version and mantras in the English version.

Name Registration

Faxanadu-name registration.png

The Japanese version has an exclusive name entry feature. At the start of the game, the player must register their character's name, which can consist of up to four characters. The name will be used throughout the script and will also affect what kind of passwords are generated.

Dialogue Font

Japan USA (REV0) USA (REV1)/Europe
Faxanadu-opening JP.png Faxanadu-opening US.png Faxanadu-U-Rev01 Opening.png

Much like the password and name entry, the Japanese version used a 16x16 block font for dialogues. In the initial US version, this was changed to a variant of the Japanese 8x8 block font used for items, but with lowercase letters and some punctuation characters added, then changed to a more simplistic font in US Revision 1 and European release.

Religious Imagery

Japan International
Faxanadu-church JP.png Faxanadu-church US.png
Faxanadu-church2 JP.png Faxanadu-church2 US.png

The crosses on churches were removed in the international versions.

Japan International
Faxanadu-church3 JP.png Faxanadu-church3 US.png

Inside the churches, the crucifix and rosary was removed.

Japan International
Faxanadu-priest JP.png Faxanadu-guru US.png

The priests are known as gurus in the international versions, and their portrait was altered as well.