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G.I. Joe: The Atlantis Factor

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Title Screen

G.I. Joe: The Atlantis Factor

Developer: KID
Publisher: Capcom
Platform: NES
Released in US: March 1992

GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
LevelSelectIcon.png This game has a hidden level select.

ProtoIcon.png This game has a prototype article

G.I. Joe: The Atlantis Factor was the second NES G.I. Joe game and a somewhat less linear affair than its predecessor. Capcom took over publishing duties this time around, due to the retirement of Taxan from video games.

Hope you have some graph paper handy, because this game's password system is a doozy!


Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Graphics

Joes (Players)

The last row does not display in-game when character sprites are forced to appear.
Unused sprites of General Hawk with a jetpack, with versions for every weapon!

The Atlantis Factor takes character designs from the 1992 figure lineup, although the game's manual still references Hawk's Headset and Jetpack which his 1992 figure does not have.

Wet Suit has similar unused sprites, presumably able to swim in water at one point.

Nesgijoeaf-rb1.png Nesgijoeaf-rb2.png
Unused sprites of Road Block found in Storm Shadow's and Snake Eyes' tiles. The former does not have any matching tiles in Road Block's set, while the latter is an early version of a final sprite.

COBRA (Enemies)

The reason there aren't five here is because one of the sprites is a duplicate in the tile data.
Only two minibosses bounce back from hand-to-hand attacks, though none use these sprites.

This doesn't change that one miniboss doesn't even have a cannon to fire these from.
Two minibosses chase the player and occasionally kneel and fire a burst of three energy blasts. These blasts were apparently meant to have visible windup periods.

Visibly more lethal than his used counterpart.
This version of the sitting gunner does not appear in any form in-game.

Nesgijoeaf-Missile1.gif The second missile is never used, though would appear this way if it was.
Both stages where you're attacked from the air use the first missile.

Another version of the enemy that flies across over the level, though does not appear in any area.

Nesgijoeaf-Jetpit1.png Nesgijoeaf-Jetpit2.png
A pair of canopy graphics found near tiles for COBRA's Sea Ray and Mamba.

The Mamba and the Sea Ray.
The Sea Ray and Mamba with their canopy sprites overlaid, never seen in-game.

A bomb or explosive canister of some kind. Stored with the Mamba/Sea Ray's sprites but drop shadow suggests indoor use!

This wouldn't have been unique, as every similar turret will attempt to shoot directly at the player regardless.
A turret facing upwards from below. Meant to be used indoors.

A drone variant, unknown if it was another item the player could use or if it was meant to attack the player as an enemy.

Sound Effects

Three short sounds. Unknown what they were used for.

Use unknown, but a similar sound was used in this game's predecessor for planting a bomb.

A glitched version of Atlantis rising\sinking in the opening\ending of the game.

Possibly a cut sound from one of Cesspool's attacks, which involves leaping at the player and swiping at them with a sword.

A rapid series of chimes. Possibly meant to play when the player finds one of the secret statues.



Placeholder graphics found in several areas of the ROM near enemies - appropriately, in the design of a cobra.

Unused Dialogue


This dialogue is never seen in-game, as the stage where you rescue Duke is inaccessible until you have Spirit. Even then, there is no way to revisit a stage without memory hacking.

Level Skip

Game Genie code PEEALLAA will re-enable a level skip cheat. During the game, press Left + Select to instantly finish the current level, although this won't work in levels with more than one exit door.

Stage Select

G.I Joe - The Atlantis Factor- Stage Select.png

Enable Game Genie code PAUEAAAA, start a New Game, and after the opening cutscenes you'll be presented with the debug stage select.

  • The first row of A-F takes you to the respective areas.
  • The next three rows of numbers correlate to the routes, each represented by a single digit.
  • The fifth row of A-F brings you to each zone's respective boss.
  • The sixth row of numbers takes you to the post-route cutscenes.
  • The seventh and final row of A-F takes you to the post-boss cutscenes, with F taking you to the game's ending.

You start out as General Hawk with no upgrades, but oddly enough you retain any upgrades (except health upgrades) if you beat a stage and select another. Beating any route, boss, or post-route cutscene will bring you back to the debug stage select screen. Beating any area will take you to the correlating boss fight, which will play the necessary cutscene before returning you to the debug stage select screen.

NOTE: Any of the post-boss cutscenes A-E will bring you back to the character select screen once they're finished. If you attempt to continue as you normally would, the game will crash.