the cutting room mirror

Quest for Fame (Arcade)

Quest for Fame is an arcade adaptation of the same-titled PC and PlayStation game. It borrows elements from Virtual Music's later games, including the ability to play with drums, and was one of Namco's four arcade guitar games published at the height of the rhythm game craze.

It is notorious for being extremely rare; while the game was seemingly put into mass production, one of two working cabinets known to exist (the other of which is seemingly being hoarded in Australia) would not be dumped until September 2026.

Unused Text#

Both qf1rom0l.ic12 / qf1rom0u.ic11 and qf2vera.2l / qf2vera.2p contain a file named DIALOG.SUB, which contains subtitles with Japanese translations of the in-game dialogue. While subtitles appear in the PlayStation release, no such text appears in this version. Furthermore, none of the two files match the text seen in the PlayStation game, though the one in the former two ROMs is generally closer to it.

Nail That Riff#

NG03C007.str#

This text would be seen upon clearing Nail That Riff. The usage of "点" in the newer text makes it consistent with every other line that references points.

English Transcription

Unbelievable! You're a certified stunt guitarist!
You've won 500 points and a riff collection to play at home!

PS1 Game / qf1rom

君は超一流と認められた! 賞品は
500ポイントと自宅用リフ・コレクションだ

Garage#

NG05C002.str#

This text would be seen upon completely failing the Garage stage. An exclamation mark was added here.

English Transcription

Get this kid outta here!

PS1 Game / qf1rom

追い出せ

Snooky's Blues Club#

ba35.str#

This text would be seen upon missing a certain amount of times in Snooky's Blues Club... if it existed in the PlayStation release. It was filled in the arcade version's caption files, but even then it's never seen.

English Transcription

qf1rom / qf2vera

Brrrr-idiot!

このバカ!

Aero Studio Entrance#

NG11C006.str#

This text would be seen upon failing to enter Aero Studio. An insult was added to both subtitle files in the arcade game.

English Transcription

Hey, beat it, bonehead!

PS1 Game

帰れ!

Chops' Challenge#

NG07C003.str#

This text would be seen upon passing once during Chops' challenge. An exclamation mark was also added here.

English Transcription

Well alright, but I was just
takin' easy on you that time!

PS1 Game / qf1rom

甘くしてやったんだ

NG07C005.str#

This text would be seen after missing four times during Chops' challenge. An insult was added to the qf1rom text ("baka"), which was later changed to "manuke" in qf2vera. Both roughly mean the same thing (idiot), but the latter also implies clumsiness.

English Transcription

Again, ya pinhead!

PS1 Game

もう一度だ

NG07C006.str#

This text would be seen after passing two times during Chops' challenge. A formalizing particle and an exclamation mark were added. While this changes the general meaning of the first word ("smart" vs "well-behaved"), it also enhances sarcasm in this context.

English Transcription

Now hey, don't get smart!

PS1 Game / qf1rom

利口ぶるなよ

NG07C007.str#

This text would be seen after passing five times during Chops' challenge. While Chops' tone is very coarse in the PlayStation 1 game, an insult ("baka") was added to this specific line in the qf1rom text, which was changed to "manuke" in qf2vera as well. The quotation marks were also removed.

English Transcription

I said "C'mon, let's take it all the way up
and bring this sucker home!"

PS1 Game

「さっさと家に帰れ」と言ったんだ!

NG07C008.str#

This text would be seen upon completely failing Chops' challenge. Oddly, Chops insulting the player wasn't in the original PlayStation strings. While he calls you an idiot in the qf1rom file, it was later changed to rookie.

English Transcription

So you come all this way just to go down in flame?
Well maybe you can head around front you can
still scalp a ticket to watch me play! SUCKER!

PS1 Game

わざわざ打ちのめされに来たか
その辺に俺のショーのチケットがあるぜ

Stadium#

NG12C001.str#

This text would be seen when starting Love in an Elevator in the Stadium. An interrogatory particle was added to the end of this sentence.

English Transcription

Excuse me! Is this elevator goin' down?!

PS1 Game / qf1rom

このエレベーターは下り?

NG16C010.str#

This text would be seen upon clearing the Stadium stage. The sentence here was made more informal.

English Transcription

And now, a little extra noise for a truly
distorted individual. Let's hear it for him!

PS1 Game / qf1rom

歪んだ奴の歪んだノイズを聞いてみよう

Counselor Skruggs#

The following lines consist of job opportunities Counselor Skruggs suggests to you after failing a stage.

hell9.str#

English Transcription

Time to chew your leg out of that musical trap
and try something new. Advertising, noble profession.
You might also try... waste management.

PS1 Game

音楽は諦めて新しい挑戦をしなさい
街頭広告の仕事や
雑巾がけとか

hell10.str#

English Transcription

All aboard the hazbin express. Next stop: manual labor.
Remember, the name tag is nothing to be ashamed of.

PS1 Game

君みたいな人はもっときつい仕事だ

hell12.str#

English Transcription

Make a new friend! Be a sparring partner.
You might also try: colonic technician.

PS1 Game

新しい友達関係
スパーリング・パートナーになれ
それから
パイプ管の掃除もいい

hell18.str#

English Transcription

Other vocations that may exceed your
limited ability are: Fast food worker,
or... sewage inspector.

PS1 Game

他は少し難しいが
配達や
点検作業など

(Source: tikal.)

Uncompiled Source Code#

Starting from 0x1A4E00 upon interleaving qf2vera.2l and qf2vera.2p is a source code fragment.

     pString2 = (Stack.pLong--,*Stack. pString ) ;       
         ldata    = (Stack.pLong--,*Stack. pLong ) ;         
         ldata2   = (Stack.pLong--,*Stack. pLong ) ;         
         doff     = (Stack.pLong--,*Stack. pDataOffset ) ;   
         * ( fpslong )(Globals.DataPool + ( doff ))  = INSCardFileSaveGame(((ushort)   ( ldata2 )) ,
                                                      ((ushort)   ( ldata )) ,
                                                      ((fpubyte)  ( pString2 )) ,
                                                      pString);
         break;

      case CARDFILELOAD_:
         pString = (Stack.pLong--,*Stack. pString ) ;       
         ldata   = (Stack.pLong--,*Stack. pLong ) ;         
         doff    = (Stack.pLong--,*Stack. pDataOffset ) ;   
         * ( fpslong )(Globals.DataPool + ( doff ))  = INSCardFileLoadGame(((ushort)   ( ldata )) ,((fpubyte)  ( pString )) );
         break;

      case CARDFILEDELETE_:
         pString = (Stack.pLong--,*Stack. pString ) ;       
         ldata   = (Stack.pLong--,*Stack. pLong ) ;         
         doff    = (Stack.pLong--,*Stack. pDataOffset ) ;   
         * ( fpslong )(Globals.DataPool + ( doff ))  = CardDelete(((ushort)   ( ldata )) ,((fpubyte)  ( pString )) ); 
         break;

      case CARDGESTALT_:
         doff   = (Stack.pLong--,*Stack. pDataOffset ) ;       
         doff2  = (Stack.pLong--,*Stack. pDataOffset ) ;       
         doff3  = (Stack.pLong--,*Stack. pDataOffset ) ;       
         doff4  = (Stack.pLong--,*Stack. pDataOffset ) ;       
         ldata  = (Stack.pLong--,*Stack. pLong ) ;             
         doff5  = (Stack.pLong--,*Stack. pDataOffset ) ;       
         ldata2 = CardGestalt(((ushort)   ( ldata )) ,
                              ( PGDLARRAY )(Globals.DataPool + (  doff4 )) ,
                              ( PGDLARRAY )(Globals.DataPool + (  doff3 )) ,
                              ( PGDLARRAY )(Globals.DataPool + (  doff2 )) ,
                              ( PGDLARRAY )(Globals.DataPool + (  doff )) ); 
         * ( fpslong )(Globals.DataPool + ( doff5 ))  = ldata2;    
         break;

      case CARDLOADLIST_:
         doff   = (Stack.pLong--,*Stack. pDataOffset ) ;       
         doff2  = (Stack.pLong--,*Stack. pDataOffset ) ;       
         doff3  = (Stack.pLong--,*Stack. pDataOffset ) ;       
         ldata  = (Stack.pLong--,*Stack. pLong ) ;             
         doff4  = (Stack.pLong--,*Stack. pDataOffset ) ;       
         ldata2 = CardLoadList(((ushort)   ( ldata )) ,
                              ( PGDLARRAY )(Globals.DataPool + (  doff3 )) ,
                              ( PGDLARRAY )(Globals.DataPool + (  doff2 )) ,
                              ( PGDLARRAY )(Globals.DataPool + (  doff )) ); 
         * ( fpslong )(Globals.DataPool + ( doff4 ))  = ldata2;    
         break;

      case CARDFILEICON_:
         ldata  = (Stack.pLong--,*Stack. pLong ) ;             
         ldata2 = (Stack.pLong--,*Stack. pLong ) ;             
         ldata3 = (Stack.pLong--,*Stack. pLong ) ;             
         ldata4 = (Stack.pLong--,*Stack. pLong ) ;             
         CardFileIcon(((ushort)   ( ldata4 )) ,((ushort)   ( ldata3 )) ,((ushort)   ( ldata2 )) ,((ushort)   ( ldata )) );
         break;

      case CARDLOADICON_:
         pString = (Stack.pLong--,*Stack. pString ) ;       
         CardLoadIcon(pString);
         break;

      case CARDPATTERN_:
         pString = (Stack.pLong--,*Stack. pString ) ;       
         CardPattern(pString);
         break;

      case TAPPRESENT_:
         doff = (Stack.pLong--,*Stack. pDataOffset ) ;
         * ( fpslong )(Globals.DataPool + ( doff ))  = TapPresent();
         break;

      case STRBUILDASCII_:
         doff    = (Stack.pLong--,*Stack. pDataOffset ) ;
         doff2   = (Stack.pLong--,*Stack. pDataOffset ) ;
         pArray  = ( PGDLARRAY )(Globals.DataPool + ( doff2 )) ;
         pString = ((fpstring) ( StrBuildASCII(pArray) )) ;
         * ( fpfpubyte )(Globals.DataPool + ( doff ))  = ((fpubyte)  ( pString )) ;
         break;

      case STRBUILDSJIS_:
         doff    = (Stack.pLong--,*Stack. pDataOffset ) ;
         doff2   = (Stack.pLong--,*Stack. pDataOffset ) ;
         pArray  = ( PGDLARRAY )(Globals.DataPool + ( doff2 )) ;
         pString = ((fpstring) ( StrBuildSJIS(pArray) )) ;
         * ( fpfpubyte )(Globals.DataPool + ( doff ))  = ((fpubyte)  ( pString )) ;
         break;

      case STRUNPACK_:
         pString = (Stack.pLong--,*Stack. pString ) ;             
         doff    = (Stack.pLong--,*Stack. pDataOffset ) ;         
         pArray  = ( PGDLARRAY )(Globals.DataPool + ( doff )) ;
         StrUnPack(pArray,((fpubyte)  ( pString )) );
         break;

      case STRNCMP_:
         ldata    = (Stack.pLong--,*Stack. pLong ) ;         
         pString2 = (Stack.pLong--,*Stack. pString ) ;       
         pString  = (Stack.pLong--,*Stack. pString ) ;       
         doff     = (Stack.pLong--,*Stack. pDataOffset ) ;   
         * ( fpslong )(Globals.DataPool + ( doff ))  = STRFstrncmp(pString,pString2,(sint)ldata);
         break;

 
      case SENDMESSAGE_:
         doff    = (Stack.pLong--,*Stack. pDataOffset ) ;         
         pArray  = ( PGDLARRAY )(Globals.DataPool + ( doff )) ;
         MSGSendMessage(pArray);
         break;

      case FETCHMESSAGE_:
         doff    = (Stack.pLong--,*Stack. pDataOffset ) ;         
         pArray  = ( PGDLARRAY )(Globals.DataPool + ( doff )) ;
         MSGFetchMessage(pArray);
         break;

      default:
         sprintf (opnum,"%d",opcode);
         ScriptErr(15 ,opnum);
         break;
      }
   }

LEAVEHANDLER:

   DontHandle = wasDontHandle;
 
}

void INSStartEvents(void) {
   EventsDisabled = 0 ;
}

void INSStopEvents(void) {
   EventsDisabled = 1 ;
}

void INSLoadSaveGame(fpstring fname)
{
   INSLoadGa

essHyper

(Source: tikal.)

References#


  1. PRESS ROOM/「クエスト フォー フェイム」を業務用ゲーム機で発売↩︎