the cutting room mirror

Adventure Time: Hey Ice King! Why'd You Steal Our Garbage?!! (Nintendo DS)

This article has a talk page!This article has a talk page!
view on tcrf.net

Adventure Time meets Zelda II. It's a good game with stellar writing while it lasts.

It was also released for the 3DS, featuring more soundtrack, better graphics, better sound quality and things that aren't present in the DS version. There's also a Konami Code Easter Egg.

Unused Graphics#

AdvtimehikwdysogStrikerTest.png

The game has a file named StrikerTest.anim which contains a boss graphic from the GBA version of X-Men: The Official Game, also by WayForward. This is also the only image that uses pure green as a background instead of actual transparency like the other images.

AdvtimehikwdysogExFionna.image.png

A Fionna button, stored with the rest of the game's menu buttons. According to the game design document, this would have appeared on the file select screen after a save file is 100% cleared, allowing you to play through a standalone dungeon as Fionna and Cake. In the final game, Fionna, Cake, and the Ice Queen were reduced to a cameo at the end of the credits, possibly using sprites made for this mode.

AdvTimeIceKing-ExBR.image.png

A Boss Rush button, also stored with the menu buttons. According to the game design document, this would have appeared on the file select screen after beating New Game+. The final game does not include a boss rush feature.

Test Levels#

To do:
Rewrite this section and explain it, adding how to access these test levels.

TEST
JEFFTEST
DESTRUCTEST
DREWGYM
ED_GYM
G_GYM
LOSO_GYM
MIKEGYM
PLATGYM
WINDGYM
NPC
PLATFORMDS
PLATFORM3DS

Developer Logs#

See the Notes page for more.

BuildNotes_DS.txt#

In this file are various version differences between earlier builds during the development process. It also has instructions for a Debug Menu, a god mode, and an option for unlocking everything, though the button combinations mentioned no longer work in the final game.

;IN-GAME Build Notes
;
;Formatting is determined by the first character in each line.
;   ';' - semicolon, line is ignored (like this one)
;   '!' - exclamation mark, BOLD(white)
;   '@' - AT sign, RED
;   '#' - POUND sign, GREEN
;   '$' - DOLLAR sign, BLUE
;   '%' - PERCENT sign, YELLOW
;   '^' - CARET sign, ORANGE
;   '~' - TILDE, PURPLE
;
;
%Adventure Time DS – Build Notes

#20 July 2012 - rev 281238
 - Passes made at player move speeds
 - Loot/Condiment values updated
 - Story script Changes In This Build
 - All enemies are now in the game first pass
 - All of World 1 Playfields are in besides Dungeon 1
 - Tree house, grasslands encounter, Donny backgrounds are final
 - Bear, Marceline, Gunter bosses first pass
 - Sword is obtained in second world now
 - Use unlock all to gain all moves

#19 July 2012 - rev 280977
 - The Bomba loot added
 - Briefcase loot added
 - Enchiridion Book loot added
 - World 1 can be played begining to end

#18 July 2012 - rev 280640
 - Ice-o-pede enemy added
 - Spicy Serum loot added
 - Ninja Cape loot added
 - Tiger Claw loot added
 - Multius Wings loot added
 - Nightosphere Amulet loot added
 - Crystal Eye loot added
 - Billy Sword loot added
 - Encounter system changes

#17 July 2012 - 280296
 - Battle Cube enemy added
 - Ice Toad enemy added
 - W1: Ice King Dungeon 1 Encounter added
 - Collision physics fixes
 - Attack logic changes

#16 July 2012 - 280007
 - Camera fixes
 - Added screen lock for boss battles
 - Bilblob enemy added
 - Hammer Turtle enemy added
 - Demon Heat loot added

#13 July 2012 - rev 279566
 - Finn’s Spiral Slice implemented
 - World 3 Boss (Marceline) added
 - HUD: Treasure page complete
 - World 2 Boss (Gunter Rush) added
 - Crystal Guardian enemy added

#12 July 2012 - rev 279366
 - Fixed crash on deleting save files
 - Dungeon 1 build-out complete.
 - File Select screen complete
 - HUD: Loot page complete
 - Pause screen complete

#11 July 2012 - rev 279103
 - Added New Game+ access to File Select screen
 - Random Encounter system completed
 - More Pause Screen improvements
 - HUD: More Loot page improvements
 - Improvements to Attack/Defend collisions

#10 July 2012 - rev 278774
 - Apple, Big & Small Zombies added
 - FruitWitch enemy added
 - Pause Screen improvements

#9 July 2012 - rev 278436
 - First pass manual added
 - SkullButterfly enemy implemented
 - DemonHeart added
 - CosmicGauntlet added
 - HUD: Loot page improvements
 - HUD: Experience page
 - HUD: Options page
 - Cinematic: Shoo-Fly Pie Use added

#6 July 2012 - rev 278094
 - Boat Jake implemented
 - Huge Heavy Jake implemented
 - Giant Leggy Jake implemented
 - Cinematic: Cosmic Owl/dream sequence added
 - World 1 Boss (Chainsaw Bear) implemented
 - Bee implemented
 - Bee enemy implemented
 - Cinematic: Donny Encounter added

%Debug Functions
When you first boot up the game, you will 
be brought to the title screen. To access the debug menu press L + R + X at any point in the game.

%Development Cheats:
- To go back to the Debug Menu, press 
L + R + X at any point in the game.

- To "Fly Cheat" and move the character anywhere, press L + R + B and use the D-Pad to navigate through collision 

^To Exit The Notes Press Any Button

Shortened Music#

A LOT of tracks of the game are shortened and gets looped in the first part of it, meaning a lot of seconds are never heard in the game. (Also, most of these tracks are only present in the 3DS version)

  • Only the first 47 seconds can be heard in-game
  • Only the first 33 seconds can be heard in-game
  • Only 1 minute and 32 seconds can be heard in-game
  • Only 16 seconds can be heard in-game
  • Only 23 seconds can be heard in-game
  • Only 1 minute and 13 seconds can be heard in-game
  • Only 1 minute and 33 seconds can be heard in-game
  • The first 10 seconds are not heard in-game, and the at the second 30 the game loops the track
  • Only the first 53 seconds can be heard in-game
  • Only the first 44 seconds can be heard in-game
  • Only the first one is used in-game
  • Again, the first 10 seconds are not heard in-game, and at the second 40 the game loops the track
  • Only the first 50 seconds can be heard in-game
  • The first 33 seconds are not heard in-game, and at 01:20 the game loops the track
  • The first 23 seconds are not heard in-game, and at the second 43 the game loops the track
  • Only 1 minute and 35 seconds are heard in-game
  • The first 7 seconds are not heard in-game, and at the second 52 the game loops the track
  • The first 2 seconds are not heard in-game
  • The first 20 seconds are not heard in-game
  • Only the first 29 seconds can be heard in-game
  • Only the first 36 seconds can be heard in-game
  • The first 12 seconds are not heard in-game
  • The game uses a slightly different version of this track

Unused Music#

To do:
Maybe check if the audio files still exist in the game? The first track is used in the prototype.

For some reason, some songs are never used in the game, but are present on the official D3Publisher soundtrack album.

Watch on YouTubeWatch on YouTubeWatch on YouTubeWatch on YouTube