the cutting room mirror

Alundra

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A pointy-eared boy is shipwrecked on a strange island plagued by nightmares. To solve the island's mystery, he must journey through a series of dungeons, collecting swords, bows, bombs, gloves that let him throw rocks, and a rod that shoots fire.

So yeah, imagine Zelda with a heavy emphasis on puzzles and plot, and a very high body count.

To do:
Debug leftovers.

Unused Items#

There are two unused items in the game that are upgrades of existing items, and take their places on the menu if hacked in.

  • Alun-oakring.png Oak's Ring - Yes, it's called a "Ring" despite that the icon is clearly a necklace (and a palette swap of Nava's Charm). It raises strength, making it a better version of Olga's Ring.
  • Alun-refresher.png Refresher - Basically a better version of the Recovery Ring that restores your HP quicker.

Secret Warp Zone#

Use an Action Replay device to enable high jump and land directly on top of the fountain in the middle of the village. A dialog will pop up allowing you to cycle through all the Chapters in the game.

Regional Differences#

To do:

  • European version differences (save text regenericization, etc.)
  • Revisional differences between USA 1.0 and 1.1

Script#

"Dude, it's okay if not everyone here believes in the gods.
The faith of a few and a little weed is all we need, bro."

This game was "localized" by Working Designs. Next, please.

Intro#

Japan

International

Watch on YouTube

Watch on YouTube

In the Japanese version, the intro video that plays after the opening logos consists of a long string of prerecorded gameplay videos set to the game's main theme. Working Designs, noting not-unreasonably in the manual that "this didn't get us too excited about the game", decided the best thing to do was put together their own intro instead. They accomplished this by cutting up footage from the game's animated ending sequence and splicing it together with their own gameplay videos (which seem to be offscreen camcorder recordings, complete with visible game HUD). This was then stitched together with poorly-overlaid CGI effects and set to some new RAWK 'N' ROLL music that clashes quite frightfully with the game's orchestral soundtrack.

Surprisingly, the original intro was actually left in. It now plays after idling at the title screen for a while.

Gameplay#

Please elaborate.
Having more detail is always a good thing.
Specifically: Specifics on the easier switch puzzle.

  • The Japanese version defaults to "Start" on the title screen if no save files are detected, and selects "Continue" otherwise. The US version and its European descendants always default to "Start". This may have been changed to avoid checking the memory card prior to the title screen, on the off chance of some sort of problematic data corruption.
  • The timing of a switch puzzle in Elene's dream was made more forgiving in the US version.
  • The US version switches around the button assignments. Aside from accommodating the PlayStation controller's regional X-O button swap, it uses L2 and R2 instead of Start to open the menu.

Enemy Stats#

Here's what the US manual says with regard to changes in the game's difficulty:

"Monster difficulties were also rebalanced, generally to make a few of the bosses easier to kill. However, bosses were also made more dangerous in that if they managed to hit Alundra, their blows were much more lethal. This lessened some of the boredom of the later bosses, where they really weren't much challenge to fight, but took forever to kill."

That doesn't sound so bad, except it's completely wrong. In reality, the vast majority of the enemies in the game – all of them, not just bosses – were made more difficult by increasing their HP and sometimes Attack. There are only two enemies that were given slightly less HP, and there appears to be exactly one case where a boss was made easier in any way – and even then, it was given 50% more HP!

While the HP and Attack values in the table below should be self-explanatory, the Magic columns require some explanation:

  • The damage "bonus". This is a constant added to the total damage done after the multiplier bonus has been computed.

As shown, the only instance in which those settings were touched was for a single boss, where the bonus for all magic was increased from 6 to 8. This essentially means spells do 33% more damage against that boss in the US version.

In lieu of proper names, the "Index" column here refers to each enemy's entry number in the index of BALANCE.BIN, which contains the enemy difficulties (among other things).

In the tables below, instances in which a stat rose have been marked in red. The rare cases where a stat actually decreased are marked in green. Instances in which a stat rose by more than 5 points and constituted a change of 50% or greater from the original amount appear in magenta. Enemies whose stats didn't change are omitted.

To do:
Enemy names. Also, double-check to make sure none of the entries below are spurious, since BALANCE.BIN also seems to contain some non-monster-related stuff.

Enemy Stat Changes JP->US

Index

HP

Attack

Earth Magic
Bonus

Water Magic
Bonus

Fire Magic
Bonus

Wind Magic
Bonus

149

6 -> 9

+3, 50%

1

0

0

0

0

14A

10 -> 15

+5, 50%

1

0

0

0

0

14F

6 -> 9

+3, 50%

1

0

0

0

0

152

6 -> 9

+3, 50%

3

0

0

0

0

155

6 -> 9

+3, 50%

4

0

0

0

0

158

6 -> 9

+3, 50%

1

0

0

0

0

15B

2 -> 3

+1, 50%

6

0

0

0

0

15E

10 -> 15

+5, 50%

6

0

0

0

0

15F

10 -> 15

+5, 50%

4

0

0

0

0

164

10 -> 15

+5, 50%

6

0

0

0

0

165

10 -> 15

+5, 50%

4

0

0

0

0

16A

8 -> 12

+4, 50%

3

0

0

0

0

16D

8 -> 12

+4, 50%

3

0

0

0

0

16E

10 -> 15

+5, 50%

2

0

0

0

0

173

8 -> 12

+4, 50%

2

0

0

0

0

174

10 -> 15

+5, 50%

3

0

0

0

0

179

4 -> 6

+2, 50%

3

0

0

0

0

182

4 -> 6

+2, 50%

4

0

0

0

0

185

24 -> 36

+12, 50%

4

0

0

0

0

188

1 -> 2

+1, 100%

1

0

0

0

0

18B

20 -> 30

+10, 50%

3

0

0

0

0

191

16 -> 24

+8, 50%

3

0

0

0

0

194

10 -> 15

+5, 50%

1

0

0

0

0

19A

4 -> 6

+2, 50%

3

0

0

0

0

19B

10 -> 15

+5, 50%

2

0

0

0

0

19C

160 -> 240

+80, 50%

8 -> 11

+3, 38%

0

0

0

0

19D

10 -> 15

+5, 50%

8 -> 11

+3, 38%

0

0

0

0

19E

10 -> 15

+5, 50%

20 -> 28

+8, 40%

0

0

0

0

19F

10 -> 15

+5, 50%

10 -> 14

+4, 40%

0

0

0

0

1A2

60 -> 68

+8, 13%

20 -> 30

+10, 50%

1

0

2

0

1A3

10 -> 15

+5, 50%

40 -> 60

+20, 50%

0

0

0

0

1A4

10 -> 8

-2, -20%

20 -> 30

+10, 50%

0

0

0

0

1A7

5 -> 4

-1, -20%

20 -> 35

+15, 75%

0

0

0

0

1A8

1 -> 2

+1, 100%

20

0

0

0

0

1A9

20 -> 30

+10, 50%

5

0

0

0

0

1AC

6 -> 9

+3, 50%

1

0

0

0

0

1AF

4 -> 6

+2, 50%

3

0

0

0

0

1B0

10 -> 15

+5, 50%

2

0

0

0

0

1B5

10 -> 15

+5, 50%

3

0

0

0

0

1B8

6 -> 9

+3, 50%

3

0

0

0

0

1B9

20 -> 30

+10, 50%

10

8

8

8

8

1BB

12 -> 18

+6, 50%

6

0

0

0

0

1BC

10 -> 15

+5, 50%

4

0

0

0

0

1BE

40 -> 48

+8, 20%

16 -> 28

+12, 75%

1

0

1

0

1BF

10 -> 15

+5, 50%

24 -> 42

+18, 75%

0

0

0

0

1C0

10 -> 15

+5, 50%

20 -> 35

+15, 75%

0

0

0

0

1C1

10 -> 15

+5, 50%

2

0

0

0

0

1C2

15 -> 22

+7, 47%

16 -> 28

+12, 75%

0

0

0

0

1C4

20 -> 30

+10, 50%

4

6

6

6

6

1C5

32 -> 48

+16, 50%

16

0

0

0

0

1C6

50 -> 75

+25, 50%

20

0

0

0

0

1C7

1 -> 2

+1, 100%

1

0

0

0

0

1C8

48 -> 72

+24, 50%

16

0

0

0

0

1CA

1 -> 2

+1, 100%

1

0

0

0

0

1CB

28 -> 42

+14, 50%

2

0

0

0

0

1CC

18 -> 27

+9, 50%

1

0

0

0

0

1CD

30 -> 45

+15, 50%

6

0

0

0

0

1CE

10 -> 15

+5, 50%

2

0

0

0

0

1CF

50 -> 75

+25, 50%

1

1

0

1

0

1D0

96 -> 144

+48, 50%

60 -> 90

+30, 50%

0

0

0

0

1D1

10 -> 15

+5, 50%

20 -> 35

+15, 75%

0

0

0

0

1D3

1 -> 2

+1, 100%

3

0

0

0

0

1D4

10 -> 15

+5, 50%

2

0

0

0

0

1D5

10 -> 15

+5, 50%

28

0

0

0

0

1D6

10 -> 15

+5, 50%

10 -> 15

+5, 50%

0

0

0

0

1D7

120 -> 135

+15, 12%

1

6

8

6

8

1D8

10 -> 15

+5, 50%

7 -> 9

+2, 29%

0

0

0

0

1D9

24 -> 36

+12, 50%

8

0

0

0

0

1DA

10 -> 15

+5, 50%

4

0

0

0

0

1DB

10 -> 15

+5, 50%

4

0

0

0

0

1DC

120 -> 180

+60, 50%

4

8

0

8

0

1DD

10 -> 15

+5, 50%

1

0

0

0

0

1DE

6 -> 9

+3, 50%

1

0

0

0

0

1DF

50 -> 75

+25, 50%

20

1

0

1

0

1E0

10 -> 15

+5, 50%

32

0

0

0

0

1E1

10 -> 15

+5, 50%

16

0

0

0

0

1E2

100 -> 150

+50, 50%

3

0

0

0

0

1E3

10 -> 15

+5, 50%

6

0

0

0

0

1E4

1 -> 2

+1, 100%

3

0

0

0

0

1E5

80 -> 120

+40, 50%

6

6

0

6

0

1E6

1 -> 2

+1, 100%

4

0

0

0

0

1E7

1 -> 2

+1, 100%

4

0

0

0

0

1E8

100 -> 150

+50, 50%

4

6

0

6

0

1E9

10 -> 15

+5, 50%

4

6

0

6

0

1EA

10 -> 15

+5, 50%

4

6

0

6

0

1EB

10 -> 15

+5, 50%

4

6

0

6

0

1EC

10 -> 15

+5, 50%

4

6

0

6

0

1ED

10 -> 15

+5, 50%

1

0

0

0

0

1EE

120 -> 180

+60, 50%

6

6 -> 8

6 -> 8

6 -> 8

6 -> 8

1EF

10 -> 15

+5, 50%

7

0

0

0

0

1F0

6 -> 9

+3, 50%

4

0

0

0

0

1F1

50 -> 75

+25, 50%

12

6

6

6

6

1F2

10 -> 15

+5, 50%

12

0

0

0

0

1F3

10 -> 15

+5, 50%

1

0

0

0

0

1F4

200 -> 225

+25, 12%

6 -> 9

+3, 50%

6

6

6

6

1F5

200 -> 225

+25, 12%

6 -> 9

+3, 50%

6

6

6

6

1F6

3 -> 4

+1, 33%

3

0

0

0

0

1F7

3 -> 4

+1, 33%

3

0

0

0

0

1F8

12 -> 18

+6, 50%

3

0

0

0

0

1F9

20 -> 30

+10, 50%

3

0

0

0

0

1FA

200 -> 255

+55, 27%

6

6

6

6

6

1FB

10 -> 15

+5, 50%

6

0

0

0

0

1FC

10 -> 15

+5, 50%

2

0

0

0

0

1FD

60 -> 90

+30, 50%

8

1

1

1

1

1FE

10 -> 15

+5, 50%

20

0

0

0

0

1FF

10 -> 15

+5, 50%

8

0

0

0

0

References#


  1. アランドラ - 製品情報 | 株式会社マトリックス↩︎
  2. WD Newsroom. "01/07/98 - Alundra Shipments Begin!"↩︎
  3. https://web.archive.org/web/19980525032541/http://www.psygnosis.com/gameidx.html↩︎
  4. Super Power 1998.06 (Finnish), p. 46. "JULKAISIJA Psygnosis"↩︎
  5. Swedish Super Play June 1998, p. 34. "Alundra 12 jun"↩︎
  6. Swedish Super Play July 1998, p. 44. "Alundra 12 jun"↩︎