Journey to Silius is a side-scrolling platformer where you shoot intimidating mechanical enemies to avenge the death of your father. It has some of the most rockin' music on the system.
Sub-Pages#
Stage Select#
Game Genie code XTUSKTAV (ROM address 1DE4C:EA) activates the game's stage select. A or B changes the starting level, and Start starts the game. Combined with the code TEXINTIA (1DEB7:06), you can jump straight to the final boss by selecting "ENDING[]".
(Source: Chris Covell)
In the European version, XTVSNTAV activates the stage select. When combined with TESSXTIA, "ENDING[]" can be selected.
(Source: Original TCRF research)
Sound Test#
Press B (×33), Start on the title screen. This menu also allows you to adjust your number of continues.
(Source: Martin Nelson, NESworld.com)
Unused Graphics#
The game began life as a title based on The Terminator, but this copyright text and some unknown graphics are all that remain from that development period. Aside from the large Sunsoft logo, this same copyright text appeared in a promo video shown at the 1989 WCES, back when the game was being developed as a Dragon's Lair-style title, making this a very old leftover.
(The Terminator license would eventually be picked up by Mindscape a couple of years later.)
Unused Music#
Neither of these tracks can even be accessed in the sound test without a patch code.
Set address 0300 to 0B for this track, which may have either been a cutscene stinger or an early game over cue.
Set it to 0F for one that could have played after beating the final boss.
Regional Differences#
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The game was released as Rough World on the Famicom and Journey to Silius on the NES. However, the word "Rough" is spelled on the logo with phonetic symbols as "[rʌf]" instead of normal letters. As a result, a lot of people tend to misinterpret the title as "Raf World", due to the fact that the turned v looks like an uppercase A.
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The options screen for the Famicom version has "Rough" spelled out in normal English but leaves out the "World", for some reason.
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The US version appears to be based on an earlier build of the game, as evident by the sprites used for the player character, which could be seen in a Japanese preview for the game from around May 1990. In the final Japanese version, Jay McCray's sprites were updated, giving him a full-body armor that covers his head. The updated sprites were used for the European version as well.