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Mickey Mania 7

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Title Screen

Mickey Mania 7

Also known as: China Rabbit Baby
Developer: Ei-How Yang
Publisher: JY Company
Platform: Unlicensed NES
Released in TW: 1996


AreasIcon.png This game has unused areas.
CopyrightIcon.png This game has hidden developer credits.
GraphicsIcon.png This game has unused graphics.
LevelSelectIcon.png This game has a hidden level select.
Carts.png This game has revisional differences.


NotesIcon.png This game has a notes page

Mickey Mania 7 is another one of those unlicensed NES ports of 16-bit games that adds a random number at the end of the game's name for whatever reason. While it's unsurprisingly missing a lot of content, what's there is surprisingly faithful to the SNES original.

Hmmm...
To do:
  • More unused graphics.
  • The CHR bank with the JY logo contains another unknown logo with no associated tilemaps.
  • A tilemap with no associated CHR data.
  • A standalone level viewer, which can be re-enabled via hacking.

Sub-Page

Miscellaneous tidbits that are interesting enough to point out here.
Notes

MM7-JYLogo.png

Press Up, Up, Up, Up, Down, Down, Down, Down, Left, Left, Right, Right on the title screen. This version of the logo can also be found in Contra Spirits. The animation of Mickey and Pluto will continue to play over the logo. The only way out of it is to reset the game. This code does not change for China Rabbit Baby.

(Source: BootlegGames Wiki)

Level Select

MM7-LevelSelect.png

Press A + B + Select on the title screen. Up and Down change the level, and Start enters it (warning: Some levels will cause the game to crash when the player finishes or load these levels).

(Source: BootlegGames Wiki)

Unused Objects

ID 4,

Duplicates: 16,20, 25, 26, 27, 2E, 2F, 33, 37, 38

MickeyMania7-SteamBoatWillieMickey.png

MickeyMania7-UnusedObject.png

  • The Steamboat Mickey actually exists in the game. Use cheat 0400:04 to place him. Though it's nonfunctional, it does have unique mappings. The duplicate versions of it are placeholders for objects that aren't implemented yet.

Unused Graphics

Hmmm...
To do:
  • Unused Barrel Object Graphics, intended for the tower ascent stage.
    • Along with this, there are unused graphics for the flames, which was replaced with water flooding.
  • Check for unused tiles.

MickeyMania7-Sparkles.png

Sparkles intended for the Pencil transition. Their correct palette is loaded, making them blue.

SteamboatWillie Mickey.png

An unused sprite of Steamboat Willie for a pencil transition. The pencil transitions in this port only ever use the The Mad Doctor Mickey sprite. None of the other stages' pencil transitions are present.

  • It's noteworthy for being loaded onto the Pattern Tables (2nd graphic bank), where the Mad Doctor Mickey sprite is. His correct palette is also loaded, too.

033E, Value 0A

MickeyMania7-UnusedSprite.png

An unused sprite for Mickey in the loading screen.

MickeyMania7-UnusedChain.png

A ball n' chain and... rotating spikes? They are loaded into the Final Boss at random points when the switch object is loaded.

MickeyMania7-UnusedCaterpillar.png

A unused turning sprite for the bug enemy. It isn't loaded

MickeyMania7-UnusedOption.png

Called "IVE", though it's supposed to be a lives option. Loaded into the second bank.

Unused Tiles

Steamboat Willie

MickeyMania7-UnusedTiles1.png

Included here is an alternate version of the box that is used in the crane boss, and extra water tiles. There's also alternate platform graphics such as a slope and everything.

Unseen Level Parts

MickeyMania7-UnusedLevelPart.png

The beanstalk section is partially implemented, but bypassing the Y screen lock will reveal nothing.

Unused Levels

Although not accessible within the level select, there are two unused levels in the game, both based on The Mad Doctor level from the original game. They have no music or enemies. Freezing the RAM address 000320 to a specific value will allow access to them.

Elevator

Room ID: 06

Mickey Mania 7 - Unused Elevator Level.png

Based on the elevator ride from the original game, however the elevator does not move. Collision and screen scrolling appear to be broken - you can jump onto the top of the elevator and proceed to jump further upwards, causing the screen to scroll down, revealing an uncollectable marble. The game will crash if you attempt to complete the level.

MickeyMania7-UnusedLevelPart2.png

There's an unseen level part if you bypass the screen-lock, suggests that this section is partially-implemented. You can go down using code 0013:B6 and reveal the bottom area.

Potion Room

Room ID: 07

RKK-MM7unusedlevel.png

Based on the potion-concoction room that precedes the boss in the original game. A singular marble is present in the entrance corridor. None of the apparatus for making the potion (levers, beaker, burner, etc.) are present, but the level geometry has full proper collision. Due to the door also being absent, you can walk past where it would be, but the screen stops before the point where the boss room would load in the original. The game will crash if you attempt to complete the level.

MickeyMania7-UnusedLevelPart3.png

There's an unseen level part if you bypass the X scroll lock.

  • All of the apparatus for making the potion still have graphics and data.

MM7 unusedbeaker.png

Unused Sounds

Intended for the pencil animation.

Unused steam whistle sound.

Version Differences

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Many games released by JY Company were available in at least two different versions, either hardcoded or selectable via internal DIP switches. Mickey Mania 7 has an alternate hardcoded version called China Rabbit Baby, which changes the title screen and Mickey sprites, as well as the cutscene animations, to a poorly-recolored Buster Bunny, using his sprites from Tiny Toon Adventures: Buster Busts Loose!.

Mickey Mania 7 China Rabbit Baby
Mickey Mania 7-title.png China Rabbit Baby-title.png

Leftover Data

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Is there more stuff inside the ROM?

Although the debug menu seen in a few of Ei-How Yang's other games is not present here, there is a lot of leftover code/data from development, along with some early ROM banks from Contra Spirits for some odd reason.

Among the game's CHR Data, there's the Generic CHR Font that is used for debug menus. It may be related to that.

MickeyMania7-Font.png