Ordyne (Arcade)
Ordyne |
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Developer: Namco This game has unused enemies. |
Ordyne is a lighthearted shoot-em-up with a shop system and extensive use of sprite scaling and rotation.
Contents
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>
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.
Unused Shop Content
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
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
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 |
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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 |
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Sunday Chin's intro cut-in sprite is 88 pixels wide, but the first 30 pixels worth of the sprite is out of frame.
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.
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.
A shop graphic for a non-existent mirror bomb...or bowl. Ball?
The shop selection arrow faces up. This one faces right. Wow!
Used | Full |
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Two of the frames of the shark enemy emerging from the clouds are unused.
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.
Similar turning animations exist for the red airplane and goldfish enemies.
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.
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.
This boulder would appear somewhere in the cavernous Round 5 as an obstacle.
The yellow tanks seen in Round 5 have an unused animation frame. Looks like a grenade...
Cropped | Full |
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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.
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.
Unused Music
ID | Track | Notes |
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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. |
References
- Pages missing developer references
- Games developed by Namco
- Pages missing publisher references
- Games published by Namco
- Arcade games
- Games released in 1988
- Games released in September
- Games released in October
- Games with unused enemies
- Games with unused graphics
- Games with unused items
- Games with unused music
- Games with debugging functions
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with debugging functions
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Bandai Namco > Games developed by Namco
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Games > Games by publisher > Games published by Bandai Namco > Games published by Namco
Games > Games by release date > Games released in 1988
Games > Games by release date > Games released in October
Games > Games by release date > Games released in September