the cutting room mirror

Last Action Hero (NES)

Like the movie? Hate it? Well it doesn't matter, because this game sucks either way.

Unused Graphics#

Found along the HUD graphics are various icons besides the fist that is always seen during gameplay. These include a clock, a barrel (?), a skull, a knife and a bomb. According to the game's producer Rich Robinson, the game was originally supposed to contain weapons for Jack Slater to use. However, Arnold requested that Slater's weapons be taken out of the game. This is why there is a fist icon on the top of the screen throughout the game's entirety.

A different angle of arrow used by the archer enemies in stage 2.

The soldiers during the helicopter boss fight were possibly planned to crouch and shoot.

Unused Music#

Tracks 6 and 7 in the NSF are short, unused tunes. Judging by their sound, they might have been used as the game over and ending tunes. The cutscene music is used for both of those instead.

Track 6

Track 7

(Source: Original TCRF research)

Source Code#

Two chunks of uncompiled, commented code are stored in the ROM.

0x27600:

pec0,lspec0,lspec1,lspec2,lspec2
leftspech
    dh  lspec0,lspec0,lspec1,lspec2,lspec2
rightspecl
    dl  rspec0,rspec0,rspec1,rspec2,rspec2
rightspech
    dh  rspec0,rspec0,rspec1,rspec2,rspec2

rspec0
    db  66
    db  8,0
    db  0,5,0,0
    db  0,7,0,8
    db  16,3,1,4
    db  240,0,0,0
    db  240,0,0,0
    db  240,0,0,0
rspec1
    db  66
    db  16,0
    db  0,13,0,0
    db  0,15,0,8
    db  0,17,0,16
    db  16,9,1,0
    db  16,11,1,8
    db  240,0,0,0
rspec2
    db  66
    db  20,0
    db  0,19,0,0
    db  0,15,0,8
    db  0,21,0,16
    db  16,9,1,0
    db  16,11,1,8
    db  240,0,0,0

0x358D0:

cok jmp back

dead

   dec enemy_number
   jmp flyoff

startdeath

lda level
cmp #8
bne !skipm

   lda #30+128
   sta mforeground
   jsr setupmeter

!skipm

   ldx #6
   jsr claimspr
   bcs !error

   lda #0
   sta objgenflag

   lda screenx
   sta leftlimit
   sta rightlimit

   lda #3
   sta scrollctrl

   lda freesprites
   sec
   sbc #6
   sta freesprites

   jsr findnextsprite
   lda #12
   sta ctrllist,x

   lda #20
   sta prob1   ;probability of aggressive moves

   lda #128
   sta prob2   ;even weighting of moves

   lda #175
   sta ypos,x

   stx work
   txa
   asl
   asl
   tax
   lda #0
   sta sprdata,x
   sta sprdata+1,x
   sta sprdata+3,x
   lda #255-24     ;start on right
   sta sprdata+2,x
   ldy #5

   jsr linkmore
   lda #0
   sta objgenflag
   lda #1
   sta nosteps

   lda #25
   sta eoln        ;ripper hits

   lda #<deathctab
   sta frameset4
   sta frameset3
   lda #>deathctab
   sta frameset3+1
   sta frameset4+1

   lda #<deathwtab
   sta frameset1
   lda #>deathwtab
   sta frameset1+1

   lda #<deathptab
   sta frameset2
   lda #>deathptab
   sta frameset2+1
   lda #5
   sta baddude
   rts

error

   inc rampalette+1
   jmp !error

firegunr ;man fires right

   lda xpos,y
   clc
   adc #16
   sta temp+1
   lda #2
   sta temp+2
   jmp firegun

firegunl ;man fires left

   lda xpos,y
   sec
   sbc #16
   sta temp+1
   lda #-2
   sta temp+2

firegun

   ldx #1
   jsr claimspr
   bcc !ok
   rts

ok

   lda #150
   sta firedel

   dec freesprites
   lda #5
   sta ctrllist,x
   lda #0
   sta sprlinx,x
   txa
   asl
   asl
   tax
   lda ypos,y
   sec
   sbc #1
   sta sprpage,x
   lda temp+1
   sta sprpage+3,x
   lda #lockbit+1
   sta sprpage+2,x
   lda temp+2
   sta sprdata,x
   lda #0
   sta sprdata+1,x
   ldy level

   lda !bulltabl,y
   sta sprdata+2,x
   lda !bulltabh,y
   sta sprdata+3,x
   rts

bulltabl

   dl  !bullet1,!bullet1,!bullet1,!bullet1,!bulle

(Source: Original TCRF research)

Random Seed#

The string It Work at 0x1FC94 is partially used to initialize the random number generator. Only the first 6 symbols are used.

(Source: Original TCRF research)

References#


  1. Teeny Weeny Games - GDRI :: Game Developer Research Institute↩︎
  2. NES Games↩︎
  3. MobyGames↩︎