the cutting room mirror

Osomatsu-kun Hachamecha Gekijou

Osomatsu-kun Hachamecha Gekijou is a platform game based off Osomatsu-kun. The only licensed game in the 1988 lineup, it was panned for poor design and crashing frequently. It's the only launch game that never left Japan.

Since this game predates the TradeMark Security System, it rarely runs on anything other than a pre-VA6 Model 1 Mega Drive.

Leftover Debug Functionality#

The game has some debug functionality left over, but the way to trigger it is not only disabled, but doesn't appear to work right. Before a new screen starts, activate the Pro Action Replay code 635E:4E71, then turn it off after the level begins.

This needs some investigation.
Discuss ideas and findings on the talk page.

Afterward, you have nearly free movement (Osomatsu-kun is still bound by level object collision). A and C cycle through Osomatsu-kun's sprites. Hitting Start on Controller 2 exits this mode with no obvious way to get back in.

(Source: andlabs)

Alternatively, if you wish to access this free movement/sprite test mode freely at any point, use the Pro Action Replay code FFD024:0015 while playing in-game. If you wish to exit this mode simply disable the code and hit Start on Controller 2.

Unused "Music"#

Spread across the ROM (these were found when the .VGM rip by Project2612 was made) are very... strange leftovers. Specifically, bits and pieces of duplicated song data and drafts for the game over theme are strewn across the music IDs, taking up precious space for a game that already was cut in half. Poking Z80 register $1D03 with a debugger with these values will play these "songs".

Track number: 84#

A seemingly broken duplicate of the song that plays in Totoko's shop; Channel 1 is duplicated to all six channels.

Track number: 8A#

A slow variant of the game over jingle.

Track number: 8B#

A slow variant of the game over jingle.

Track number: 8C#

A louder variant of the game over jingle, this time with more instruments.

Track number: 8E#

A short jingle, which bears little resemblance to the others in the game.

Track number: 90#

A short fanfare.

Track number: 91#

Track number: 92#

Track number: 93#

Track number: 94#

Four duplicates of varying channels of the title screen song.

Track number: 96#

A very broken song. While initializing it doesn't do anything, starting a sound effect (i.e. jumping, shooting, or getting hit) starts the "song" which is a bassline that only plays on the left speaker. Getting hit plays a sound effect that takes up two channels, which immediately get replaced with two instances of the song.

References#


  1. It can be inferred that R&D2 was involved, thanks to R&D2 employee Yasushi Takeuchi listing the game in his interview for Saturn Fan.↩︎
  2. https://www.sega.jp/fb/segahard/md/soft.html↩︎