The Toads' bloody coin-op entry, clearly rushed and released in a state that doesn't scream "complete". Notable for being Rare's first game to use the Advanced Computer Modeling (ACM) graphics technique later made famous by Donkey Kong Country.
This game didn't get ported for quite a while until it became part of Rare Replay for the Xbox One, nearly 25 years later.
Sub-Page#
Unused Graphics#
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This is Admiral Oink, a cut character who was the boss of Stage 2, as mentioned in magazines before release, but got replaced by Karnath (who was originally the boss of Stage 4 instead). He has a variety of animations, including an idle stance, an attack where he throws a bomb from his sack, get-hit sprites, and him stuffing the Toads inside the sack. A portrait of him still appears in the background of the penultimate stage.
The objective of Stage 2 was to rescue Santa Claus, who was kidnapped by Admiral Oink, which explains the Christmas decorations in the stage's background.
The Stage 2 enemy Scammy has graphics for a punching attack and a variation of his get-hit sprites where he sneezes.
Scammy has a set of sprites with him carrying a gift box, which he promptly tears apart. This set also includes a sneezing animation.
Professor T. Bird, the Toads' gruff mentor, is noticeably absent from this game. However, he does have a sprite present in the game's data. As seen in a pre-release screenshot, this was meant to be shown in stage intermission screens that got cut from the final game.

Angelica, the distressed damsel from the first game, was going to appear in this game in the same role. Due to the big size of her sprite, it's possible that she would appear in either the attract mode or during a cutscene. Despite being absent, she appears in the artwork of the game's flyer.
Some drone-like enemy. It only has sprites of it opening/closing and getting hit.
Brain Damage, an enemy from the Game Boy game, was set to appear but was cut along with its own stage Brain Chase, which was going to work much like the similar level from the Game Boy title: in it, this enemy chased and eventually fought the Toads. It has a large set of digitized sprites of it rolling around.
It's not possible for Big Blag to be knocked down in his base form, only pushed back, but he has some sprites for it.
A single frame of General Vermin's punching animation is never used in the actual game.
The Gristle enemy's airship never faces diagonally when getting wrecked, but this single sprite exists.
Rash's armbands are present on his sprites, but they are not visible due to how his color palette is patterned. As seen in pre-release screenshots, the armbands were originally visible but for some reason were changed to match the color of Rash's skin. However, switching his palette to either Pimple's or Zitz's will result in the armbands being visible.
A sprite of what appears to be a map of the cut Brain Chase level.
(Source: Original TCRF research)
Passing the unused Admiral Oink boss section (see below) displays this otherwise never-seen text on the Korpse Kount screen.
Unused Stages#
Admiral Oink Boss#
The battle section where the cut boss, Admiral Oink, was going to be fought. Its graphics are corrupted, with invisible ladders and platforms that can be climbed on. Santa Claus' aforementioned sprites also make an appearance, albeit with an incorrect palette. The regular boss music is heard here.
Brain Chase#
The cut stage where Brain Damage was meant to be appear, which also has bugged graphics. A splash effect is visible when a toad walks around the level because the ground was meant to be a flesh floor, as seen in a pre-release screenshot. The music heard here is the one for Stages 1 and 6.
(Source: Oddworld-2001)
Unused Music#
A track that seems to remix bits and pieces from the Level 3, Level 4-2, and "Korpse Kount" tracks.
(Source: Oddworld-2001)
Unused Sounds#
Kiss my ass! Let's kick ass! Shiiiit! Asshole! Dumbass! Some voice clips that are missing the pitch-shifting effects used in the final game. No character says these kind of vulgar words in the final game, either, though the much later reboot did incorporate some lighter swearing.
A sample of Godzilla's roar is present. The final boss, Robo-Manus, makes similar noises during his fight, so it may be related.
(Source: Original TCRF research)
Development Text#
Present at 0x7959B4 in the main CPU is text for a debug mode.
HIT-FM
SIZE
OFFSET
FRAME NO
DEFN:
HOLDING
OBJHELD
INDEX NO
ZERO
SLICE
Y-SIZE
HEIGHT
HIT ID
BLK Y =
BLK X =
SFX NO
TUNE NO
DLOAD NO
Audio board running with sound effects and tunes.
TB TA T9 T8 T7 T6 T5 T4 T3 T2 T1 T0
F0 F1 F2 F3 F4 F5 F6 F7
STEREO
MONO
CHAN PROC
FREQ TRAN
Box number:
Upload with:
B, ,<filename>
"HOLDFMS.BIN
SAVE
Present at 0x7A0A72 in the main CPU is text for a crash handler.
WINDOW VIOLATION
HOST INT
NMI
INT1
INT2
G*** ILL-OP ***
=A0 =A1 =A2 =A3 =A4 =A5 =A6
=A7 =A8 =A9 =A10=A11=A12=A13
=A14=ST =SP =PC =B0 =B1 =B2
=B3 =B4 =B5 =B6 =B7 =B8 =B9
=B10=B11=B12=B13=B14
Present at 0x7FE2EB in the main CPU is a build date.
Texas - TMS34010 v3.1 12/4/91
(Source: Original TCRF research)
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The Battletoads series | |
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NES |
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Game Boy |
Battletoads • Battletoads in Ragnarok's World • Battletoads Double Dragon |
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Genesis |
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SNES |
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Game Gear |
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Arcade |
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Sega Master System |
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Game Boy Advance |
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Windows, Xbox One |
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