the cutting room mirror

Black Tiger (Arcade)

Black Tiger is an action-adventure game by Capcom. It features a hero with a mace and an infinite supply of daggers.

It's also the game that introduces the ubiquitous Zenny currency that appears in many other Capcom games.

Unused Graphics#

There's only so much you can say on this subject.

Sundry unused font characters. The characters without shading are for the Japanese font sets.

These characters at the end of each font block are 訂 (Correct) and 完 (End).

Eleven Kanji that would be used by the wise men that the player saves.

Their possible meanings: 敵 (Enemy), 売 (Sell), 破 (Break), 毒消し (Antidote), 何 (What), 求 (Call), 薬 (Medicine),
恩 (Kindness), 青 (Blue / Green), 炎 (Flame)

The hourglass graphic that the wise men use has sand in it. This graphic does not.

BlackTigerArcGem.pngBlackTigerArcKnife.png

Two unused HUD graphics: A gem, possibly an early Zenny graphic. And a dagger, which the player always has.

Early designs for the 4 and 5 HP HUD graphics. Here, it's represented by a shield rather than a set of armor.
These are the only remnants of this design. The 1, 2, and 3 HP versions were replaced by the 6, 7, and 8 HP armor. Perhaps the player once maxed out at 5 hit points?

A large HUD graphic for a suit of armor. This might've been the first design for the HP display!

Where's the rest of it?

An unused fifth armor type. This is stored in ROM before the other four armor graphics.
Presumably, buying this would give the player an armor with 1 HP. This was replaced in the shop by the antidote.
Five sets of armor complement the theory that the game once capped the player at 5 HP.
The other four armors were then altered from (2, 3, 4, 5) HP to (2, 4, 6, 8) HP.

This is an olden, golden version of the shop key graphic. This design can be seen on old arcade flyers for the game.
The final shop graphic is the same silver design seen in the rest of the game.

An angry-looking version of the cow bonus item. The angriest cow in history.

(Translation: divingkataetheweirdo)

Early

Final

They took Supersize off of the menu.
Take your time.

A happy medium
The golden hourglass fallacy.

There are three "sizes" of Potions and Hourglasses in the graphics ROM. Only one of each is used, and even then their designs were changed.

Unused Music#

ID

Track

Notes

35

Four miscellaneous congratulatory tracks. Each track could have been assigned to a high score slot, which would've been a nice feature.

36

37

39

Regional Differences#

To do:
There are reportedly more changes, such as more instant-death boulders and adjusted collision on the bosses of stages 3/5/7 to stop the player from ducking under them.

The Japanese version was made after the international version and has further refinements and balance adjustments.

High Score List#

International

Japan

The character limit per name was changed from 3 to 4.

International

Japan

Furthermore, the Japanese game uses a completely different character set for its high score entry screen that includes katakana, hiragana, and numerical symbols.

Shop Prices#

International

Japan

The prices of all shop items were changed for the Japanese game. Note that each difficulty level has its own price table. 1 is the easiest difficulty, 5 is the default setting, and 8 is the toughest difficulty.

Prices in bold print were increased for the Japanese release.

International

Difficulty Level

Item

1

Weapon LV 2

100

Weapon LV 3

1000

Weapon LV 4

2400

Weapon LV 5

9600

Armor LV 2

80

Armor LV 4

300

Armor LV 6

800

Armor LV 8

1600

Additionally, the price of keys was changed from 30 Zenny to 80 Zenny. This applies to all difficulty levels.

Graphical Changes#

International

Japan

These four Kanji were touched up a bit.

International

Japan

The shading on the top of the cave entrances in Round 3 was redone.

International

Japan

The wall spike tiles were changed to match the brightness of the rest of the adjacent bricks.

International

Japan

More shading changes, this time to Stage 6. The Japanese version certainly looks better.

International

Japan

Some of the edge tiles were changed so that they meld better with the surrounding wall.

Level Changes#

Round 1#

International

Japan

Some of the cliff tiles in this section are missing in the international release.

Round 2#

International

Japan

One of the spikes on the large left "orb" is improperly flipped in the international game.

Round 3#

International

Japan

This area looks sloppily constructed in the international versions of the game. The Japanese added more cliff tiles to the game's BG graphics ROM, allowing this area to be redone in a more natural way.

(Source: Original TCRF research)