Before there was Pokémon, there was Pulseman, an eccentric action-platformer with a circuit-crossing hero.
Though available through the Sega Channel service, overseas players had to wait until 2009 to see a proper release, for international waters CAN DESTROY PULSEMAN‼
Originally developed under the working names Superman Spark (超人スパーク) and Spark (スパーク).
Level Select#
When the Sega logo appears, press A, B, C, C, B, A on controller 2. The level selector can be found in the options menu under "Map".
Unused Graphics#
Early Graphics#
NOTE: The palettes for the early graphics here are best guesses based on the palettes used in the final game. The old palettes may not be in the game anymore.
GFX Offset |
Early Graphic |
Final Graphics |
Notes |
|---|---|---|---|
0x03CBBC |
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Remnants for an older title screen, back when it was called Spark. The name might have been changed for trademark purposes. |
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0x0A1C5E |
A more realistically drawn design for the VR guy in Stage 1. He's more conservatively dressed, and his VR gear is a helmet, not glasses. |
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0x0A3232 |
More leftovers from the game's "Spark" days. Note that this is a separate element from the news picture. The final text is part of the pic. |
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0x0F3666 |
The older drill platform's top is not animated, and the drill itself is less complicated compared to the final graphic's corkscrew design. |
Object Graphics#
GFX Offset |
Graphics |
Comments |
|---|---|---|
0x096BCE |
Two alternate explosion graphics: One for real areas, and one for CG areas. |
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0x0EA98A |
These garbage cans are left over from Magical Taruruuto-kun, and were most likely used as test graphics. |
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0x0F5C42 |
The Polygon Waruyama tileset has graphics for this cannon object. It's not part of the final battle in any capacity. |
Level Graphics#
Stage / Area |
Graphics |
Comments |
|---|---|---|
Unknown |
Odd BG tiles featuring the Earth from space. There's no place in the game set in outer space besides the Galaxy Gunner game. |
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Stage 1 |
A large chip graphic platform. The circuit walls are never thick enough to warrant this graphic's use. |
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Stage 1 |
The entire machine seen in the right side of the area. The last half of the machine is cut off by the screen borders. |
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Stage 2 |
Smaller 16x16 versions of the blocks that make up the bulk of the area. 32x32 and 48x48 blocks are used instead. |
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Stage 2 |
Various spikes that never appear in the stage proper. Get used to unused spike tiles, by the way. They're all over the place. |
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Stage 3 |
The desert boss fight in Stage 3 has unused slope tiles. The final stage is flat and scrolls infinitely on a loop. |
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Stage 3 |
These look similar to the purple spikes used in the final game, only these spikes are surrounded by what look like green berries. |
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Stage 3 |
Two signs that would be featured in the already graphically busy neon-lit boss background. |
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Stage 4 |
There are two different "layers" of waterfalls in this area which scroll at different speeds. |
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Stage 4 |
A Galaxy Gang platform that appears in many other areas besides this one. This particular design's unique to this stage. |
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Stage 4 |
Two unused blocks: A red, breakable block (only destructible blocks use Pulseman's palette) and an alternate stone design. |
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Stage 4 |
These background blocks are remarkably intact given what's happened to the rest of the ruins. |
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Stage 4 |
Two unused 16x16 blocks. There is nothing interesting that can be said about them. Look at them. |
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Stage 4 |
New for 1994: The unused Spike XL! Now in palette-cycling two-tone pink! |
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Stage 5 |
What kind of weirdos would put spikes in a mountain-climbing section? Not Game Freak, that's for sure. |
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Stage 5 |
Did you know that "Spikes" is the mascot of the Rochester Red Wings, a Minor League Triple-A baseball team? |
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Stage 5 |
Other famous spikes include Tom & Jerry's alliance-shifting adversary, Tommy Pickles' dog, and Snoopy's older brother. |
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Stage 6 |
Finally, something else! The structures in the sea base aren't as block-based as other stages, so these tiles are not used. |
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Stage 7 |
Confusingly, even though this area is only used for a cutscene, a Galaxy Gang platform is part of the tileset. |
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Stage 7 |
These floor tiles are part of the background, but they're always obscured by foreground tiles. |
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Stage 7 |
An actual galaxy in Galaxy Gunner's tileset! This was discarded in favor of a scrolling parallax starfield. |
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Stage 7 |
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There are flames in the background and foreground at the bottom of the screen in Galaxy Gunner 3. |
Stage 7 |
Hard-to-see spikes set against a static background. In a boss area. Easy to see why these weren't used! |
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Credits |
Pulseman appears on several monitors in the ending credits. This is the only shot that's never seen. |
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Used BG |
Full BG |
|---|---|
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There are more tiles for the damaged arcade building than are seen in the actual game. The image on the left is as far as it gets before the game fades to white.
Unused Animations#
Graphics |
Comments |
|---|---|
This object only appears in one area, before the final boss, and there's only one of them in the actual area! |
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The VR Guy's hands were supposed to be more lively in the VR Hand boss fight. |
An animation of Waruyama with a shocked expression is part of his Stage 3 boss graphics. |
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These water spouts appear in the first area of Stage 4. They shoot downwards, though, not left or right. |
(Source: Original TCRF research)
Oddities#
Music Oddity#
Like Game Freak's previous Sega title, Magical Taruruuto-kun, every song in the soundtrack is internally programmed two semitones higher than what they're played as in-game.
Internal pitch |
In-game |
|---|---|
Version Differences#
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This prototype is documented on Hidden Palace. |
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To do: |
Pulseman was never released on cartridges outside of Japan, but it was "broadcasted" in the US via the Sega Channel service in 1995. The ROM used here was dated April 1994, about two months before the game's Japanese release. It was also used for the limited Sega Channel broadcasts for Europe in 1996 and Latin America in 1997.
Contrary to popular belief, the game was never officially translated into English, and the Sega Channel version was in Japanese. Despite this, it's very import friendly, as the only Japanese text, having to do with the story, is relatively minimal, and much of the voice acting and in-game help text was already in English.
The Japanese version was re-released worldwide on the Wii Virtual Console in 2007, though the game's flashing light patterns were addressed by the emulator setting the screen brightness to 68%, rather than altering the ROM to remove the patterns. The Nintendo Classics release in 2023 made more extensive modifications to the timings of the flashing patterns.
Header#
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Sega Channel (US) |
Mega Drive (JP) |
|---|---|
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The US version is dated April 1994 while the Japanese version is dated May 1994. The US version also lacks an international title, and uses the same serial number and checksum as Magical Taruruuto-kun.
Region Error#
Attempting to play the Japanese version of Pulseman in a different region Mega Drive or Genesis console it was not designed for will result in this message appearing when the game is powered on. The US version does not feature any region lockout and can be played on any console regardless of region.
Other#
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Sega Channel (US) |
Mega Drive (JP) |
|---|---|
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The attract demo is slightly longer in the US Sega Channel version.
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Sega Channel (US) |
Mega Drive (JP) |
|---|---|
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The unpause animation of Beatrice is cut short in the US Sega Channel version.
(Source: Original TCRF research)