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Here are unused content that came from the NES version of Action 52.

Cheetahmen Edit

Apollo Cutscene Edit

Action52ApolloCutscene

The Unused text of Apollo from Cheetahmen on the NES.

In ''Cheetahmen'', each character has its own introductory cutscene. However, the cutscene for Apollo appears to have no text accompanied with the obligatory image. This is because Active forgot to put the alphabet characters next to the image tiles in the ROM. The unused text can be found in a memory viewer during the cutscene and Levels 5 and 6 of ''Cheetahmen''.



French Baker Edit

Unused Title screen Edit

Action52FrenchBakerTitle

The Unused title screen for French Baker


''French Baker'' has an unused, near-complete title screen using the ''Cheetahmen II'' font. It can be seen in the PPU as ''French Baker'' is loading.


Alternate Version Edit

For some reason, the code for ''French Baker'' is present ''twice'' in the ROM, once in its own PRG bank and once in the same PRG bank as ''Shooting Gallery'' and ''They Came''. The latter appears to be an early version of the same game. It's noticeably glitchier, as it crashes whenever a projectile goes offscreen or you pause the game. It also contains different sound effects and an extra song on Level 1 that is unused elsewhere. The hidden title screen graphics aren't used though.

Evil Empire Edit

Unused Title Screen/Font Edit

EvilEmpireTitleA52

Unused title for Evil Empire


Like the example above, ''Evil Empire'' also has an unused title screen. 

Action52-evilmpr

An alternate font containing letters called EvilMPR in that order that was also unused.



There is also an alternate font containing the letters "EVILMPR" in that order, which also went unused.


A52 EE numbers (1)

A set of numbers similar to the title font also was unused too.


A set of numbers similar to the title font above, but lacking the shadow.


Unused Sprites Edit

A52 EE dragon


A large dragon/roc/genie included with the enemies. Possibly a boss, as it is close to 20 times the size of everything else in the game. The manual refers to a great genie, but whether or not this is it is unclear as it doesn't look much like anything. It's not known what palette it would have used.

A52 EE dudespr


Unused frames for the player/enemies. From left to right:

  • Possible jumping frames. The player uses no special animation in-game.
  • Holding something in a pose similar to the enemies on flying carpets.
  • An animation for climbing the ropes? The final uses the same animation for all ladder types.
  • ''Maybe'' a climbing animation for the chains?


A52 EE ghostbullet

The genie bullets have a left-facing orientation, but only the right-facing one is used in-game regardless of the direction a bullet is fired.

A52 EE ghostpot


The genie pots have three frames with different levels of smoke. The one with the least smoke isn't used.


Rocket Jockey Edit

Unused Level 3 Edit

Rocket Jockey Level 3

The Unused 3rd level on Rocket Jockey

Setting the value of RAM address {{hex|$338}} to {{hex|02}} (or using the Game Genie code {{hex|ZAOEAPAA}}) at the ''Rocket Jockey'' menu will bring the player to Level 3. This is a semi-playable level with a wrongly colored background and sprites that glitch out when certain enemies appear. There are also mountains in the background that don't appear elsewhere in the game, as well as projectiles that spawn periodically.


Ooze Edit

Completion Message Edit

Ooze

The Completion Message on Ooze

There was a contest planned where anyone who could beat Level 5 of ''Ooze'' would be entered into a drawing for $104,000. However, because this game is awful, ''Ooze'' locks up on Level 2 and hence it's impossible to complete.


Unused Enemy Edit

A52 Oz Frogs


This frog-like enemy appears twice with different palette indexes, as do many enemies in other games. None of the palettes match it very well. 


Unused Level 8 Edit

OozeLevel8

The Unused Level 8 of Ooze

Setting the value of RAM address {{hex|$338}} to {{hex|07}} (or using Game Genie code {{hex|YENEGAAA}}) at the ''Ooze'' menu) will bring the player to Level 8. This level is set in a different environment than the rest of the levels, taking place in the outdoors, with pink oozy things and the giant water droplets from Level 1. There's also a 1-Up which can't be collected. This was intended to be the last level before seeing the screen above.


Billy Bob Edit

There are a whopping 11 unused levels for ''Billy Bob'', all of them inaccessible by normal means because of a bankswitch bug (the bytes written to direct page {{hex|0xFE}} and {{hex|0xFF}}, which trigger the bankswitch, are switched by accident, meaning the bank switch fails). Even if you beat all of the levels, the game will crash because of another bankswitch gone wrong. This game is the first one in the ROM, even if it isn't the first one numbered on the list. However, there are only four that can be accessed with the hex editor, but it won't be done in the same fashion as the unused levels in ''Ooze'' and ''Rocket Jockey''. Also, expect this process to take a few tries, and have a save state of the game selection screen ready if you make a mistake.

Go to the game selection screen and scroll all the way down to the bottom of the RAM list. On address {{hex|0xFFE3}} '''and''' {{hex|0xFFF3}} (meaning they are right on top of one another), you will see just one "L". Highlight one of the "L"s and tap the spacebar fast and the game will boot up a green level in ''Billy Bob'', without you picking the game. Do this again right after the level loads and the game will boot up a level with a pink color scheme, not used in any of the used levels. Do this one more time, and another green level will boot up. After this, there are no more. There is another pink level right after the first one labeled "Level 2", accessed after the first one's exit. After this, there are no more.

Unused Graphics Edit

Ninja Assault Edit

A52Dragon

''Ninja Assault'''s third and final level is plagued by graphical errors, which renders the graphics for the final boss unseen in any sensible manner during normal gameplay. Turns out it was a dragon.

A52 ninja assault fire

There are also graphics for what may be a fire attack for the boss. The dragon doesn't actually do anything in-game except move in a triangle. The palette might not be accurate.

Lollipops Edit

A52Lollipops

This stickman with a bunch of frames can be found in the graphics for ''Lollipops''.

Sharks Edit

A52Sharks

These snake-looking things are found in the graphics for ''Sharks''.

Hambo Edit

A52Hambo

These powerup graphics seem to be for ''Hambo'', but the game only gives you one type of item, a 1-up.

G-Force Fighter Edit

A52Gforce

This small guy and...''thing'' can be found in ''G-Force Fighter'''s graphics.

Micro Mike Edit

A52haha
  

A cloud of smoke (?) with the words "ha ha" twice. 

Streemerz Edit

A52Streemerz

A smiley face. Everything you touch in the game gives you a frowny face and does damage to you (enemies, magic wands, bunnies, bags of money). It would seem that picking up money wasn't meant to be harmful after all!

Illuminator Edit

A52 IL 9volt
A52 IL otherbattery

Two battery sprites. The manual refers to collecting batteries, but none appear in-game.

A52 IL hearts


Some hearts.


A52 illuminator girl

Unused girl sprites.

     

By glitching the game with {{hex|001A:54}}, you can get these unused girl sprites to appear fully assembled and character mapped. 

Silver Sword Edit

A52 SS swordorientations


Additional orientations for the player sword projectiles. The game uses the up and/or right-facing ones for all directions.

A52 SS Glowydude


A set of player sprites with a glow-like effect. The left and right orientations are incomplete.

Mashman Edit

A52 MM hurt


A hurt sprite for Mash Man.


A52 MM eyeframe

The eye enemies aren't animated, but there are three frames for them. The red and blue ones use one frame, and the pink uses another, leaving this one unused. The colored parts are actually repeated three times (they use the same outlines), once for each version. Therefore, two out of three frames for every one are unused, but aside from the red and blue enemies missing a single pixel tile from the frame the pink one uses they are identical.


A52 MM bgufos

Found among the background tiles. There are no spherical buildings in the game otherwise.

Space Dreams Edit

A52 SD playersquash

A frame of the player pacifier with the "head" squashed.


A52 SD plant


A plant enemy. It doesn't fit any palette all that well.

Haunted Hills
Edit

A52 HH droopyghost

What might be another ghost.


A52 HH playerturn


A sprite of the player turning.


A52 HH robebloke


Someone in a hooded robe. It doesn't have any animation, but it does have death frames.

Operation Full Moon Edit

A52 OFM antennae

The antennas from the player rover. The rover has its antennas baked into the graphics, not overlayed. There aren't graphics for a back-facing antenna for the rover.


A52 OFM undecipherablethings

Some object twice. The different colors would be used for palette swaps.

Star Evil Edit

A52 SE shipbits


Although ''Star Evil'' is a vertical shooter, a few of the ships have partial horizontal versions. Some missing parts may have been filled by mirroring the graphics that are present, but even then some ships would be incomplete and/or missing the left orientation.

Miscellaneous Edit

A52F321

These tiles are repeated multiple times in the ROM and were used to test animations.

Warps Edit

Slashers Edit

If you enter the '''second door''' in the '''second level''' it will warp you to level 3.

Cheetahmen Edit

The '''second waterfall''' of the '''first level''' and the '''second pit''' in '''levels 3''' and '''5''' act as warps, taking you to a room with a 1-up before taking you to the next level. The warps in '''level 5''' (most of the pits) do not work properly and instead of warping you to the next level, they take you to a glitched room in which you fall and die until you run out of lives.


Copyright Notice Edit

One for Active Enterprises, possibly for the sound driver, is at offset {{hex|0x80034}}.

Copyright 1991 ACTIVE ENTERPRISES All Rights

 Reserved by Author  Driver  Version 2.09x


Menu Template Edit

Due to the way the ''Action 52'' cart handles bankswitching, a few games had to be split up into two or more parts. Each of these parts is essentially a standalone game (hence why you can't exit ''Billy-Bob'' from Level 3 onwards) and is based on the same code template as every other game on the cart. As a result, several ROM banks contain a default menu template which it says "GAME NAME ONE PLAYER TWO PLAYER MAIN MENU

This unused template is present eight times in the ROM, at {{hex|0x74C9}}, {{hex|0xF4C9}}, {{hex|0x4DC66}}, {{hex|0x555F6}}, {{hex|0x5E1B2}}, {{hex|0x654F2}}, {{hex|0x6DD82}}, and {{hex|0x1774C9}}.

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