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 |
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PS1 Game / qf1rom |
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Garage#
NG05C002.str#
This text would be seen upon completely failing the Garage stage. An exclamation mark was added here.
English Transcription |
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PS1 Game / qf1rom |
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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 |
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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 |
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PS1 Game |
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Chops' Challenge#
NG07C003.str#
This text would be seen upon passing once during Chops' challenge. An exclamation mark was also added here.
English Transcription |
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PS1 Game / qf1rom |
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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 |
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PS1 Game |
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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 |
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PS1 Game / qf1rom |
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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 |
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PS1 Game |
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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 |
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PS1 Game |
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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 |
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PS1 Game / qf1rom |
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NG16C010.str#
This text would be seen upon clearing the Stadium stage. The sentence here was made more informal.
English Transcription |
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PS1 Game / qf1rom |
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Counselor Skruggs#
The following lines consist of job opportunities Counselor Skruggs suggests to you after failing a stage.
hell9.str#
English Transcription |
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PS1 Game |
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hell10.str#
English Transcription |
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PS1 Game |
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hell12.str#
English Transcription |
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PS1 Game |
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hell18.str#
English Transcription |
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PS1 Game |
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(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#
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The Aerosmith series | |
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Arcade |
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Windows |
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Genesis |
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SNES |
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PlayStation |
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Sega Saturn, DOS |
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PlayStation 2 |
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