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Ordyne (Arcade)

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Title Screen

Ordyne

Developer: Namco
Publisher: Namco
Platform: Arcade (Namco System 2)
Released in JP: September 1988[1]
Released in US: October 1988[1]


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.


Ordyne is a lighthearted shoot-em-up with a shop system and extensive use of sprite scaling and rotation.

Debug Functions

CPU Meter

Put the following code in MAME's ordyne.xml cheat file and flip dip switch $2000-1 to enable a CPU meter:

  <cheat desc="CPU Meter">
    <script state="run">
      <action>maincpu.mw@00115C=007E</action>
      <action>maincpu.mw@001178=0078</action>
    </script>
    <script state="off">
      <action>maincpu.mw@00115C=007C</action>
      <action>maincpu.mw@001178=0076</action>
    </script>
  </cheat>

OrdyneArcCPUMeter1.png OrdyneArcCPUMeter2.png
The game will draw characters on the left side of the screen and then attempt to erase them before the frame updates, giving an indication on how taxed the CPU is.

Always 2P Start

When dip switch $2000-6 is flipped, the player(s) can start a 2 player game even if there's only one credit in the machine.

(Source: Original TCRF research)

Unused Shop Content

OrdyneArcShopSeaMotor.png

There's one unused selection in the shop system: The Sea Moter Motor. This is always bundled together with a second item in the final game, but there's code in the game to sell the item by itself. Put the following code in ordyne.xml to add it to the first shop in Round 1:

  <cheat desc="Sea Motor">
    <script state="run">
      <action>maincpu.mw@01F156=0010</action>
    </script>
    <script state="off">
      <action>maincpu.mw@01F156=0006</action>
    </script>
  </cheat>

Change 01F156 to 01E794 for ordynej.xml

OrdyneArcSeaMotorShop.png
The item's tile mapping is messed up, and it doesn't have a description of its own: In Japanese-language versions, it reuses the Wide + Sea Motor combo text, while in English-language sets, the description is blank. Other than that, the item does work properly and will increase the player's underwater speed.

Unused Graphics

OrdyneArcOldTitle.png
An early game logo with a different romanization of オーダイン. This probably isn't using the right palette (the correct one likely isn't in the ROM anymore) but it's at least close.

Visible Hidden
OrdyneArcStoryUsed.png OrdyneArcStoryRdain.png

The background used in the intro consists of a background with a cycling palette and a circle with a "Ordyne" sprite. Removing that sprite and changing the background's palette will reveal some writing in the circle that says "rDain".

Cropped Full
OrdyneArcSundayChinCropped.png OrdyneArcSundayChinFull.png

Sunday Chin's intro cut-in sprite is 88 pixels wide, but the first 30 pixels worth of the sprite is out of frame.

OrdyneArcHeadCannon.gif

A head-shaped cannon sprite. Might be an alternate version of the stock bomber sprite (shaped like Pac-man in the final game) or it could be a completely different weapon.

OrdyneArcImpactAtari.png
An "atari" impact, which in this context would mean "Hit!" Grouped with the bonus round sprites, this would probably be used after the cannonball hits the wheel.

OrdyneArcShopMirrorBomb.png

A shop graphic for a non-existent mirror bomb...or bowl. Ball?

OrdyneArcShopArrowRight.png
The shop selection arrow faces up. This one faces right. Wow!

Used Full
OrdyneArcSharkEmergeUsed.gif OrdyneArcSharkEmergeFull.gif

Two of the frames of the shark enemy emerging from the clouds are unused.

OrdyneArcTurtleTurn.gif
Animations of the turtle enemy tilted at two different angles, hinting that they'd be able to turn in mid-flight or at least be able to fly at an angle. They always move in a straight line in the final game.

OrdyneArcAeroplaneTurn.png OrdyneArcGoldfishTurn.png
Similar turning animations exist for the red airplane and goldfish enemies.

OrdyneArcUnusedEnemy1.gif OrdyneArcUnusedEnemy2.gif
There are three unused enemies in the game. The first looks like a water flea and uses the standard enemy palette, while the second enemy's palette is only loaded during Rounds 3 and 4.

OrdyneArcUnusedEnemy3.png
The third unused enemy uses the standard enemy palette too, but it doesn't look like a lot was done with its graphics. Each sprite seen here has four copies in the object graphics ROM.

OrdyneArcBoulder.gif
This boulder would appear somewhere in the cavernous Round 5 as an obstacle.

OrdyneArcJarGrenade.png
The yellow tanks seen in Round 5 have an unused animation frame. Looks like a grenade...

Cropped Full
OrdyneArcKanaAibaraCrop.gif OrdyneArcKanaAibaraFull.gif

Kana Aibara appears after defeating the final boss, but she's only visible through a 16 pixel tall window that cuts off the top and bottom of her sprite.

OrdyneArcCreditTitle.png
An unused "Title" sprite that would be used in the credits. Since there aren't any unused credits in the foreground graphics ROM, who would actually appear in this section is unknown.

(Source: Original TCRF research)

Unused Music

ID Track Notes
29
According to the track listing on Namco Video Game Graffiti Volume 5, this track was meant for a cut boss...
3C
...and this track was from a cut round.
(Source: Namco Video Game Graffiti Volume 5 track listing)

References