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Mickey to Donald: Magical Adventure 3

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Title Screen

Mickey to Donald: Magical Adventure 3

Developer: Capcom
Publisher: Capcom
Platform: SNES
Released in JP: December 8, 1995


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


The last game in the Magical Quest series. Never released outside of Japan (not counting its Game Boy Advance port 10 years later, as Disney's Magical Quest 3 Starring Mickey and Donald) because it was too awesome.

Debug Flag

MQ3DbgFlag.png
Use the Pro Action Replay (PAR) code C0FE0001 to bring up this screen. The debug flag can toggle a variety of features:

(Source: BMF54123)

Sample Mode

MQ3Sample.png
As long as the debug flag is a non-zero value, the game will be in Sample mode. This will display a build date on the title screen and give the player access to all costumes at the start of the game.

Stage Select (01)

MQ3StageSelect.png MQ3RoomSelect.png
01: This enables a stage select. This stage select is accessed before the map screen. Note that if any other debug flag is set, this will enable a room select instead.

Display Position (02)

MQ3Pos.png
02: This flag will display the coordinates of both players.

Disable Music (04)

04: Simply disables music. Sound effects will still play.

Debug Menu (08)

MQ3Debug1.png
08: Takes the player to a debug menu before the game starts.

  • 1 Player: Starts a game with 1P controlling Mickey.
  • 2 Player: Starts a game with 2P controlling Donald.
  • 2 Players: Starts a two-player game with 1P controlling Mickey and 2P controlling Donald.

Object Viewer

MQ3ObjViewer.png
An object viewer is accessible from the Debug Menu. Controls are as follows:

  • 1P Left/Right: Manipulate values.
  • 1P Up/Down: Choose between options.
  • 1P B Button: Starts/stops animations.
  • 1P Select: Brings up a VRAM viewer (see below). Unfortunately, the game crashes when exited.
  • 2P Start: Toggles Atari_Data. This brings up a flashing box.
  • 2P Up/Down: Moves box up/down.
  • 2P Left/Right: Changes X value of box, but the actual position of the box does not change.
  • 2P B Button + Left/Right: Changes width of box.
  • 2P B Button + Up/Down: Changes length of box.

Sound Test

MQ3SoundTest.png
This sure is a sound test.

CPU Usage Meter #1 (10)

MQ3CPU1.png
10: Enables a CPU usage meter, displayed as a collection of black lines.

Free Movement Mode (20)

MQ3FreeMove.png
20: Enables a free movement function. Press X to toggle free movement on/off. Hold B while pressing X to get 999 coins!

CPU Usage Meter #2 (40)

MQ3CPU2.png
40: Enables a CPU usage meter, displayed as a silver and gold coin. This seems to correspond with the lowest black bar of the first CPU Usage Meter.

Slow Motion (80)

80: Enables slow motion features. Hold R to slow down the game. Press L while in slow motion to freeze the screen.

Debug Menu #2

MQ3Debug2.png
A second debug menu can be accessed when debug flag 20 is set and Select is pressed. However, for this menu to function properly, SRAM must be enabled. Change 00FFD8 in the ROM from 00 to 04 to enable the appropriate amount of SRAM.

V-RAM Dump

MQ3VRAM.png
This is a basic VRAM viewer. Press Up/Down to cycle through different chunks, Left/Right to change the current palette, and X to change the palette to a default grayscale scheme. Press Select to exit.

Color Check

MQ3ColorCheck.png
View / modify values of all available palettes.

  • B Button: Increase selected value.
  • Y Button: Decrease selected value.
  • A Button: Increase all values in column.
  • X Button: Decrease all values in column.
  • L/R Buttons: Move color window left/right.
  • Select Button: Exit screen.

Map Atari

MQ3MapView1.png MQ3MapView2.png
Displays data on tiles. Press A to toggle between tile solidity and tile properties.

Map Write

MQ3MapWrite.png
A map editor!

Controls:

  • B Button: Place tile.
  • Y Button: Copy selected tile.
  • X Button: Displays data on tiles.
  • A Button: Toggles between tile solidity and tile properties.

Other Options

  • Shori Disp: Enables CPU Usage Meter, like debug flag 10.
  • 1p/2p Damege: Enables/disables player damage.
  • Posi Hyouji: Display the coordinates of both 1P and 2P, like debug flag 02.
  • Shori Obj: Enables CPU Usage Meter #2, like debug flag 40.

Unused Graphics

Corn Enemy

MQ3PoppedCorn.gif
The corn enemy from Stage 1 has an unused attack: Exploding into popcorn!

Mickey Log

MQ3MickeyLog.png
An unused object of unknown function. This might have been the first design of the climbable steel drums used in the game.

Developer Graphics

Identifying numbers for various tilesets are visible in VRAM. Similar to The Great Circus Mystery, G before a number seems to refer to a level tileset as used on stages 1-2, 1-3, 6-2 and 7-6, and ST before a number seems to reference a boss tileset as used for the stage 7-7 King Pete boss.

Stage 1-2.pngStage 1-3.pngStage 6-2.pngStage 7-6.pngStage 7-7.png

Unused Rooms

Debug Room

MQ3TestMap.png
Standard debug room. This is room 00 in the room select. The brown tiles scattered throughout the area don't seem to have any function, and the green lines act like vines. Interestingly, this room uses block graphics from The Great Circus Mystery!

Unused Level 4 Room

MQ3Stage4Alt1.png MQ3Stage4Alt2.png
Room 59. This is a different version of the room used for the Stage 4 ending scene. Unfortunately, it doesn't work properly -- the player will be pushed back to the first screen before they get a chance to jump off the ship.

Used Unused
MQ3Stage4Used.png MQ3Stage4Unused.png

The only other difference is that the version used in the game is more compressed.