This page details development materials of The Lion King (Game Boy).
Project Name#
The project name is titled The Lion King by Mr Infinity Productions.
Unused Data#
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While not present in the final ROM, there are assets for what appears to be Jungle Lairs.
This is due to the level initialization code being removed (and some of the strings were apparently blank and filled with zeroes), and according to the code, it would have started at Bank 13 (probably started at BANK30.org, but no such bank or code has the level 8 assets in place, as they are all zeroed out). Accordingly, it barely even started work on it. However, in the code, there is a reason why Be Prepared was unused, as this level was cut, according to a response in the "level skip" code.
The text actually remained at MCODE.UTL at line 339, and it has a assigned intro palette, and even has a assigned music ("Hoo Hah") according to the internal number of tunes.
The corresponding filepath is /LEVELS/L8. Included here is a full title card image, and a full level map with contours.
GBPDS2#
Included here is a compiled ROM file, and other things. This folder documents how to build the game, with internal tools.
LKBUGS#
A document for covering out bugs.
READ.ME#
A document for covering out bugs, as well as two cheats. Presumably a README.
SWIFTY#
LIONKING/MOCKUP#
Included here are mockups. These were used for magazine previews. These mockups are very close, if not, identical to the screenshots seen in Computer & Video Games Magazine September 1994. These images are created in May 6th to May 10th, 1994, predating the final SNES release by 6 months.
- SCREEN1
- SCREEN3
A image of Simba standing on the Elephant Graveyard.
- SCREEN7
SERGIO#
A whole design document. The list of hypothetical plans that are in the final game are featured here:
- Level 1 (The Pridelands): AI for Hyena Boss.
- Level 2 (Can't Wait to be King): Contour map generation, Enemy positioning, Ostrich Race sequence, AI code for Monkeys, Giraffes, Zebras, Elephants, Rhino Horn, and tree branches.
- Level 3 (Elephant Graveyard): Background, Contour map generation, enemy positioning, there's a lot more stuff including enemy code, boss code, etc.
- Level 4 (Stampede): Code for Wildebeest and Bouncing rocks.
- Level 5 (Simba's Exile): Background, Contour map generation, enemy positioning, there's a lot more stuff including enemy code, boss code, etc.
- Level 6 (Hakuna Matata): Stuff going on with objects and enemies.
- Level 7 (Simba's Destiny): Enemy positioning.
- Level 9 (Simba's Return): Contour map and Enemy Positioning.
- Level 10 (Return to Pride Rock): Background, Contour map generation, enemy positioning, etc.
Interestingly, Level 8 (Be Prepared) was apparently listed here. This suggests that the stage is almost in the planning phase according to the design document, and no real gameplay was implemented in the first place.
Design Document (SERGIO)
Disney's The Lion King
Music + Sound Effects
Level 1
BOSS - Hyena (ai)
Level 2
Generation of contour map (not supplied yet) Enemy positioning (not supplied yet)
The Ostrich Race
Monkeys (ai) Giraffe (ai) Elephant (ai) Zebra (ai)
Rhino's horn (1hp damage on contact) Tree branch (kills on contact)
Level 3
Generation of background (not supplied) Generation of contour map (not supplied) Enemy positioning (not supplied)
Vultures (ai)
Collapsing bones (detect) Elephant skin springs (detect and interaction) Lava tubes (ai) Hot mud pools (kills on contact)
BOSS - pack of hyenas (ai)
Level 4
Wildebeest (ai - in progress) Bouncing rocks (ai)
Level 5
Generation of background (not supplied) Generation of contour map (not supplied) Enemy positioning (not supplied)
Falling rocks (ai)
Brambles (1hp damage on contact) Sharp rocks (1hp damage on contact)
Level 6
Enemy positioning (not supplied)
Spitting frogs (ai) Spider (ai - in progress)
Water slides (detect and interaction) Hollow logs (ai) Slippery rock (interaction) Breakable rocks and logs (ai)
Spider web (detect) Hippo head (ai)
BOSS - gorilla (ai - in progress)
Level 7
Enemy positioning (not supplied)
Black panther (ai)
Level 8
Generation of background (not supplied) Generation of contour map (not supplied) Enemy positioning (not supplied)
Bats (ai)
Stretching roots (ai)
Geysers (ai)
BOSS - giant geysers (ai)
Level 9
Generation of contour map (not supplied) Enemy positioning (not supplied)
Level 10
Generation of background (not supplied) Generation of contour map (not supplied) Enemy positioning (not supplied)
Lightning (ai) Fire (ai)
BOSS - Scar (ai)
Continue
Background Rafiki animation Scar animation
Game Over
Background - Scar on Pride Rock Background - Close-up of Scar's eyes
Win Game
Graphics