the cutting room mirror

Brain Challenge vol.2: Think Again!

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Brain Challenge vol.2: Think Again! is the sequel to the iOS release of Brain Challenge. It would later receive a downgraded port for J2ME, Android and Blackberry systems under the name Brain Challenge 3, keeping its English subtitle.

Unused Graphics#

The folder data\2d, which contains the game's UI assets, contains several early splash screens for the game's localizations. Notably, they reuse the title screen design from the previous game, but on landscape mode rather than portrait.

splash_de.png
brainchallenge2IOS-splash_de.png

splash_fr.png
brainchallenge2IOS-splash_fr.png

splash_it.png
brainchallenge2IOS-splash_it.png

splash_jp.png
brainchallenge2IOS-splash_jp.png

splash_sp.png
brainchallenge2IOS-splash_sp.png

Debugging Text#

The game's executable, BrainChallenge2, contain text strings related to a cheat menu of sorts:

Show Debug Info or not
Unlock All
Go to Check All Text
Increase Brain Usage by 1
Increase Brain Usage by 10
Decrease Brain Usage by 1
Decrease Brain Usage by 10
Lock Level: 1
Lock Level: 100
Lock Level: None
Time to 9999
Time to 0
Score to 1200
Result: Normal
Result: Always Correct
Result: Always Wrong

Uncompiled Particle File#

The folder data\3d\scene_snow contains an uncompiled particle file, labeled particletestcode_tobedelete.txt:

   
load----------------------
//particle test
    BCStageManager::GetSingleton().GetMinigameSceneManager()->loadScene("data/3d/test.irr");
    irr::scene::IParticleSystemSceneNode* pParticleTestNode = (irr::scene::IParticleSystemSceneNode*) BCStageManager::GetSingleton().GetMinigameSceneManager()->getSceneNodeFromName("particle");
    pParticleTestNode->setPosition(irr::core::vector3df(0,0,300));
    pParticleTestNode->setMaterialFlag(irr::video::EMF_LIGHTING, false);
    pParticleTestNode->setMaterialType((irr::video::E_MATERIAL_TYPE)EMT_BC_TRANSPARENT_VERTEX_ALPHA);
    pParticleTestNode->setDebugDataVisible(irr::scene::EDS_OFF);

    irr::scene::IParticleAffector* pafTemp = pParticleTestNode->createFadeOutParticleAffector(irr::video::SColor(0,255,255,255),1000);
    pParticleTestNode->addAffector(pafTemp);
    pafTemp->drop();

    //set default alpha to 1.0f
    int nMat = pParticleTestNode->getMaterialCount();
    for (int i = 0; i<nMat; i++)
    {
        irr::video::SMaterial& myMaterial = pParticleTestNode->getMaterial(i);
        myMaterial.MaterialTypeParam2 = 1.0f;
    }



update------------------------
    Mouse* mouse = (Mouse*)InputManager::GetSingleton().GetInputDevice("MOUSE_0");
    irr::core::vector3d<f32> pos3D = BCStageManager::GetSingleton().ScreenToWorldAtCamZ(mouse->GetCursorX(), mouse->GetCursorY(), 300,BCStageManager::GetSingleton().GetMinigameSceneManager());
    irr::scene::IParticleSystemSceneNode* pParticleTestNode = (irr::scene::IParticleSystemSceneNode*) BCStageManager::GetSingleton().GetMinigameSceneManager()->getSceneNodeFromName("particle");
    pParticleTestNode->setPosition(pos3D);



render------------------------
    GFX_Start3DRender();
    irr::scene::ISceneNode* pParticleTestNode = BCStageManager::GetSingleton().GetMinigameSceneManager()->getSceneNodeFromName("particle");
    pParticleTestNode->render();
    GFX_End3DRender();