the cutting room mirror

Bakutotsu Kijuutei

Bakutotsu Kijuutei: Baraduke II is the sequel to Alien Sector, a.k.a. Baraduke. The gameplay has changed significantly: Instead of having to eliminate every Octy to proceed, the player just has to reach the end of the stage. The health system is gone, so the player has a maximum of two hits before dying. Oh, and the player can only fire to the right, they can't backtrack, and there's an encroaching wall of death that they must outrun.

This was the last game in the Baraduke series.

Debug Functions#

Most of these are already labeled correctly in MAME.

Sprite Viewer#

BakutotsuObjectViewer.png
Flip this dip switch to enable a sprite viewer on the title screen. Press 1P Up / Down to scroll through sprites.

Stage Select#

BakutotsuStageSelect.png
Flip this dip switch to enable a stage select feature before starting a new game. This is actually a floor select (since this game has branching paths and all) and ranges from 00 to 47. Press 1P Left / Right to adjust the floor number by 1, and 1P Up / Down to adjust the floor number by 10.

Coordinate Display#

BakutotsuCoordinates.png
The "Show Coordinates" dip switch does just what it says it does, printing the character's relative X and Y positions to the bottom-center of the screen.

Alternate Stage Count Display#

The second dip switch labeled "Unknown" in MAME will change the way stage numbers are displayed. Normally the game uses a table to look up what stage the player is actually on and prints that to the screen at the start of the stage and at the bottom-left of the screen, but if this dip switch is set, the game will print the raw stage ID instead.

ADS Mode#

To see the remnants of an ADS mode...

  • Put the following code in bakutotu.xml:
  <cheat desc="ADS Mode">
    <script state="run">
      <action>user1.md@3FBA26=123EE37E</action>
    </script>
    <script state="off">
      <action>user1.md@3FBA26=F8002710</action>
    </script>
  </cheat>
  • Start a normal game with the service dip switch set to Off.
  • Enable the code.
  • Press the Service Mode button (Default F1 in MAME).

BakutotsuADSMode1.png
The game doesn't actually track anything, though, hence "remnants".

BakutotsuADSMode2.png BakutotsuADSModeFull.png
Press the Service button (Default 9 in MAME) to switch to the next page. Note that the game skips from 13 minutes to 21 minutes. The full list of audits is loaded to the first background layer and is 512 pixels tall.

(Source: namcos1.cpp MAME driver)

(Source: Original TCRF research)

Alternate Layout Feature#

BakutotsuAlternateLayout.png
If the Freeze dip switch is set, the game will load alternate layouts for most floors, 13 of which are unused in the normal layout set. Note that only the stage layout changes - object layouts remain the same. The obvious problem with all this is that the Freeze dip switch, well, freezes the game. Put the following code in bakutotu.xml to disable the freezing function:

  <cheat desc="Disable Freezing Function">
    <script state="run">
      <action>user1.mb@366B85=00</action>
    </script>
    <script state="off">
      <action>user1.mb@366B85=F6</action>
    </script>
  </cheat>

The table listed below first lists the floor number, then the earliest floor that uses this floor's normal layout, and then the first floor that has a normal layout that matches this floor's alternate layout, if any. For example, Floor 31's normal layout first appears in Floor 22, while Floor 31's alternate layout first appears as Floor 4's normal layout.

Floor

Normal

Alternate

Floor

Normal

Alternate

Floor

Normal

Alternate

0

Floor 0

Floor 4

27

Floor 27

Unique

36

Floor 36

Floor 6

1

Floor 0

Floor 10

28

Floor 28

Unique

37

Floor 37

Unique

14

Floor 14

Unique

29

Floor 29

Unique

38

Floor 38

Floor 23

17

Floor 17

Floor 9

30

Floor 30

Unique

39

Floor 39

Unique

19

Floor 19

Floor 30

31

Floor 22

Floor 4

42

Floor 4

Floor 0

20

Floor 20

Unique

32

Floor 32

Floor 36

44

Floor 44

Floor 24

22

Floor 22

Floor 4

33

Floor 33

Unique

45

Floor 36

Floor 30

23

Floor 23

Unique

34

Floor 34

Unique

46

Floor 4

Floor 30

24

Floor 24

Unique

35

Floor 35

Floor 23

47

Floor 19

Floor 30

25

Floor 9

Unique

(Source: Original TCRF research)

Unused Bonus Roulette Content#

Second Layout#

Wheel 1

Wheel 2 (Unused)

If var $00E9 is set to a non-zero value, the bonus roulette will use a second, unused layout. The "L" icons are supposed to manipulate var $00E9, but since those icons are only on the second wheel, the player never gets past the first wheel.

Unused Spaces#

BakutotsuRouletteMod.png
Put the following code in bakutotu.xml to replace all of the spaces on the first wheel with an unused space:

'...But what does it mean?'
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!

  <cheat desc="Change Roulette Setup">
    <parameter>
      <item value="0x86068606">+1 L</item>
      <item value="0x88068806">-1 L</item>
      <item value="0x8A068A06">2 Shot Vessel</item>
      <item value="0x8E068E06">Speed Power-up</item>
      <item value="0x92069206">Paccet Cluster</item>
    </parameter>
    <script state="run">
      <action>user1.md@367593=param</action>
      <action>user1.md@367597=param</action>
      <action>user1.md@36759B=param</action>
      <action>user1.md@36759F=param</action>
    </script>
    <script state="off">
      <action>user1.mq@367593=8C06840694068206</action>
      <action>user1.mq@36759B=8206820694068206</action>
    </script>
  </cheat>

Icon

Message

Translation

Notes

ふふふふふふ
きをつけて
いきなされ

Fufufufufufu.
Tread carefully.

Increments $00E9. All bonus rounds will use the second layout until an L- space is hit.

さきはまだ
なかゆい

Sets $00E9 to zero.

あたらしい
ふねは
いるか?

Is there a
new ship?

As expected, the player will get a 2-shot vehicle on the next round. Uses an incorrect palette - should be BakutotsuItemVehicle2ShotF.gif instead.

なにも,
あたらず.
ざんね,!

Should act like the speed power-ups in the normal game, but it doesn't actually do anything.

てしたを
いつぴき
あたえよう

Would presumably give the player multiple Paccets at the start of the next round, but it does nothing.
The text is identical to the text used on the normal bonus Paccet spaces.

(Source: Original TCRF research)

Unused Graphics#

Character Graphics#

BakutotsuShadedFonts.png
Two shaded fonts, neither of them used. The font used in-game is decidedly unshaded.

BakutotsuUnusedHUDIcons.png
16x16 icons of the player (probably meant to represent lives before the vehicle icon replaced it), adult and baby Paccets & Octys, and a gun.

BakutotsuUnusedSymbols.png
A bunch of unused symbols. There's the Paccet and Octy again, along with an eye and, umm...other things!

BakutotsuMeters.png
Two different kinds of meters, both unused. Maybe this game had a health system at one point?

FG / BG Graphics#

BakutotsuTileset1.png
There are six stage tilesets in the game: Three with stalactites and stalagmite graphics, and three without. The first tileset, the one with marble-like stones, is completely unused.

BakutotsuTileset2Unused.png BakutotsuTileset3Unused.png
The tileset with smooth stone blocks only has a single block unused: A two-way arrow block. The mossy tileset has a few more unused blocks, including a pass-through block and a different version of the two-way arrow block.

BakutotsuTileset4Unused.png BakutotsuTileset5.png BakutotsuTileset6.png
The three tilesets without stalactites and stalagmites are mostly unused. The first set is only used on floors 28 and 37 and leaves a lot of the blocks in the tileset are unused, while the smooth and mossy versions are completely unused.

BakutotsuUnusedBG1.png BakutotsuUnusedBG2.png BakutotsuUnusedBG3.pngBakutotsuUnusedBG4.png BakutotsuUnusedBG5.png
Five background graphics are unused. Yep.

Sprites#

Early

Final

There's an early design for the player character at the start of the object graphics ROM. This design lacks the eyes and dark outline seen in the final art.

Early

Final

The early design appears in an alternate version of the player's death animation. The final design made this animation more comedic by keeping the player's head visible after the explosion. Each animation has nice touches that the other version lacks: In the early animation, ash falls to the ground after the explosion, while in the final animation, the player's suit is lit up by the explosion.

Used

Alt

A third design, one with blue boots, fixed arm outlines, and a larger visor, appears later in the object graphics ROM.

BakutotsuPlayerCrouch.png BakutotsuPlayerMeteorite.png
The blue-booted design shows up in unused crouching graphics and an alternate death pose. The meteorite did it, I tells ya.

Early

Final

An early version of the "START!" graphic. A little hard to make out.

BakutotsuItemPaccetWhite.gif BakutotsuItemSpeedDown.gifBakutotsuItemVehiclePlusOne.gif BakutotsuItemPaccetVehicle.gifBakutotsuItemBagann.gif BakutotsuItemMystery.gif
Yes, there are still more unused power-up graphics, these without any code associated with them. From left to right, they include a bonus White Paccet, a speed-down to match the speed-up power-up, some kind of vehicle power-up (more vehicle health?), armor for the Paccets (which uses its own unique graphic in the final game), a Bagann (which just pop out of the capsules on their own), and a random power-up icon.

Used

Corrected

This final unused power-up would have given the player one single yellow Paccet. The graphic is assigned an incorrect palette in the sprite viewer - the erroneous palette is meant for the weapon power-ups.

Early

Final

Preliminary versions of the score numbers. The early numbers have much thinner outlines and only go up to 4.

Bakutotsu10Points.png
Graphics for a 10 point bonus. Paccet eyeballs are worth 1 point in the final game; they were probably originally 10 points before single-digit scoring was implemented.

BakutotsuPlayerGunAlt.gif
Yet another early design for something. They really could have cleaned up the object graphics ROM. Anyway, this is an alternate design for the player's gun.

BakutotsuGunVehicle.gif BakutotsuFloatingGun.gif
Two, that's right, two unused floating guns! Most games are lucky if they get just one. The first one might have been a vehicle for the player to use, while the second one seems like an obstacle.

Early

Used

The Molamola enemy has an alternate design in the game ROM, one that more closely resembles how it appeared in the first game.

BakutotsuMolamolaUnused.png
The final design has six unused frames, five of which have a different, craggier head. Maybe it could have acted as a barrier of some sort.

BakutotsuCapsulePaccet.gif
Black Paccets can appear in yellow capsules, but they never peek out and look around like this.

BakutotsuBagannStoneTurn.gif BakutotsuBagannStoneRight.gifBakutotsuBagannStoneUp.gif
The stone Baganns have a bunch of unused animations. In the final game, they always face to the left and chomp, but they have turning, right-facing, and upward-facing animations...

BakutotsuBagannStoneBlink.gif BakutotsuBagannStoneHappy.gif
...as well as blinking and happy animations.

BakutotsuPaccetStone.png
This Paccet in the same style of the stone Baganns is completely unused.

BakutotsuStoneEye1.gif BakutotsuStoneEye2.gif BakutotsuStoneEye3.gif
How many stone creatures does this game need, anyway? Here are single-eyed, double-eyed, and blinking stone pillars. That's pretty weird...

BakutotsuStoneHeads.gif
...but not as weird as this chomping stomp thing. What the hell?

Shades

No Shades (Palette 3F)

No Shades (Palette 39)

This is an unused version of Takky and/or Hommy without shades. There are two possible palettes: The first palette doesn't have any obvious errors but makes the player's smile very hard to make out, while the second palette has a more accurately-colored vehicle and a more noticeable smile, but uses an incorrect blue color for the vehicle's tarp.

BakutotsuPaccetDesigns.png
These Paccet designs appear right after the Paccets used in the game's credit sequence. They lack the more complicated shading of the Paccets used in the final game.

(Source: Original TCRF research)

Hidden Text#

Startup Text#

BakutotsuSubmode01.png
This text with info on the game's sub-CPU is normally displayed at the start of the game for a single frame. Set the Freeze dip switch and reset the game to get a chance to actually read the thing. Apparently they never got to 1.00, which would explain a lot...

Placeholder Text#

There are four sub-CPU modes that print placeholder text to the screen and then stop. Put the following code in bakutotu.xml to replace the Press 1P Start Button text with a chunk of placeholder text.

  <cheat desc="Change Press Start Text">
    <parameter>
      <item value="0x03">Temp Title</item>
      <item value="0x05">D E A D Text</item>
      <item value="0x09">Game Over</item>
      <item value="0x0A">Demo 1</item>
    </parameter>
    <script state="run">
      <action>user1.mb@367613=param</action>
      <action>user1.mw@3FD925=0x1212</action>
      <action>user1.mb@3FD927=0x12</action>
    </script>
    <script state="off">
      <action>user1.mb@367613=0x0C</action>
      <action>user1.mw@3FD925=0xF5BD</action>
      <action>user1.mb@3FD927=0x19</action>
    </script>
  </cheat>

03 - Game init

05 - Death cutscene

09 - Game over

0A - Attract mode

(Source: Original TCRF research)