I would knock on Wario’s wood, but it’s way too hard.

So ReyVGM pulled me away from my YouTube to remind me that I forgot to put a ROM up. OOPS. I got too caught up in goofy Satellawave modifications. Silly me!

A few months back (Well, at this point QUITE a few months back) a certain Johnny Boy tweeted a mysterious Wario no Mori ROM. As you can see from the Twitter history I thought it was Bakusho Ban and asked for it to be ROM dumped.

And yes, it was ROM dumped, I got it… and I got very confused, because it turned out to be similar to, but different from, the Bakusho Ban I was expecting based on what I already knew. It was also very, VERY undocumented.

This, folks, is “Wario no Mori Event Version 2”.

To start, like Bakusho Ban it replaces the traditional Wario’s Woods characters with the Bakushow Mondai (I seriously need to remember to start putting in that W) comedy duo and edited characters that I presume are inspired by their jokes.

Which means I now finally have a sprite rip of one I have called “Yarenaika Thwomp”, because man, THOSE EYES.

Oh, and some other example sprites:


(I slightly edited this one to compensate for cropping of Satebo’s wing there a bit. XP)

It has two gameplay modes, both of which are oriented around time-attacking puzzles. They are HARD. I don’t know how hard it would be for an expert in Wario’s Woods, but for me, it seems like I fail the harder ones no matter how much I try. Presumably after you clear all of them you get a password to receive a prize, but I’ve yet to get that far! Anyone who’d be willing to rise to the challenge would be appreciated.

Anyway, these two gameplay modes are NOT what was described in Bakusho Ban (Which had the traditional Round Game and VS. CPU modes), so I asked bakobepe about it on Twitter. Based on what he looked up (and it seems even for a Japanese person like him with access to loads of Japanese publications, information on this was very difficult to look up), this was the third edition of Wario no Mori released on Satellaview, counting Bakusho Ban and Futatabi. (Meaning an Event Version 1 definitely exists – though what modes it has aren’t confirmed. There’s some suggestions there was a mode centered around coin collecting.)
Besides that? Not much more.

nensondubois datamined the ROM and found data for Round Game, which makes me wonder if the data for Bakusho Ban and Event Version 1 is all already in the ROM. Otherwise, these two are still on the loose.

The download contains Johnnyboy’s 8M dump as it was sent to me.

Please stay tuned to the blog for further updates on this ROM. Also, expect more Satellaview ROM’s soon!

ワリオの森 イベント バージョン VER 2 | Wario no Mori Event Version (Version 2)
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Sprigg is here, tra-la, tra-la!

Back in ye ol’ ROM dumping days, a 8M Pack dump of “Spriggan Powered BS Prelude” was dumped. The name “Prelude”? That refers to that it was a preview of sorts for the Soundlink series “BS Spriggan Powered”.

Recently, an episode of the actual Soundlink series was finally recovered. Apparently it’s episode 3! Which has… Stage 3! tada!

With this ROM it’s not easy to see the episode structure… similarly to the Prelude ROM, each episode had a single stage that you could play repeatedly for a scorerun. I asked bakobepe on Twitter if any other info could be found, and while there isn’t much, we know it played along with a radio drama. Since the game “Spriggan Powered” is apparently a sequel to two PC-Engine CD games, it’s reasonable to assume the music used in the Satellaview soundlink also came from such, but I can’t confirm that without a proper archival.

I wonder how easy it would be to make the other “episodes”, knowing the format here?

スプリガンパワードBS 第3話 | Spriggan Powered BS Dai-3-wa
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BS Snipe Hunt: searching for the Dodo-rere-mimi.

Much of what I know about this ROM is already detailed in the YouTube descriptor:

ikari sent me this ROM via Twitter. 8M Pack provided by @ZueriHB. Based on the month and format I would presume this is from 1996. As usual, there are quite a few interesting pictures, including a Rolling Stones group shot and some quirky art.

The video recording basically shows all the content as well.

The ROM has issues loading on certain emulators – likely the HiROM/LoROM detection issue as usual.

ドレミでふぁ~!3/30 | Do Re Mi defa~! 3/30
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Filler gets us closer to the goal.

A more basic upload set for filler after the whammy of a find the other day. This was sent to me via the no-intro forums (It was discussed on publicly-viewable threads there IIRC) months ago… back in May or so, I think! And as such this is the most obvious “I was way behind on posting these” backlog update.

It’s just Super Formation Soccer by Human. Same as the retail game outside the expected areas. I don’t recall seeing it in any of the schedule archives I have.

The ROM is in a .rar archive rather than a .zip as that is how I obtained it initially.

[サテラビュー] スーパーフォーメーションサッカー | Super Formation Soccer (BS)
ROM download

EDIT: I am dumb and posted about that before. Blast my bad memory.

And to pad out this article some more…!

A Parlor! Parlor! 2 (BS) redump. If I recall correctly this was in a haul ikari sent me.

Likewise, a BS Tantei Club: Kouhen redump

And also, a redump of Cu-On-Pa SFC (BS)!

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BREAKING: It’s not quite “BS Beta”, but it’s pretty close!

Alright, this is already making the waves over my Twitter, YouTube and the BS Zelda forum, let’s get this out here too. This is basically a BREAKING NEWS ROM dump here. Once again, sanmaiwashi got this 8M and skaman from no-intro sent it to me.

Very yes~

BS Zelda Dai-2-wa.

Now, you may be wondering “Why would you want Dai-2-wa so bad? Wouldn’t Dai-4-wa be better?”

But let me tell you, I was curious about this ever since it clicked on me that the episode 3 data was not complete with episode 4 being a mere week from broadcast. I REALLY wanted to see how things changed each episode, and… wow, some of this is interesting.

A part of me has considered the speculation that BS Zelda was literally being worked on and tweaked as it was being broadcast, with changes to the data occuring between episodes. And this… well…

Let me copy paste some of what I put on the BS Zelda Homepage forum thread on this.


There is one difference that even a casual playsession can notice with a careful eye. This screenshot appears to show 2 instances of a player character location, but what it actually is is that the compass indicator is green in this, instead of red! (SmashManiac cross-checked this with makuchan’s broadcast uploads and confirmed it was that way there too, though it was a lot harder to see.)

Further differences to find required more digging. Unfortunately, many of the old PAR cheat codes for the other ROMs do NOT work here, including the ones for many of the items. So I had to do some crazy ROM hack douchery to go into levels 5, 7 and 8. (I did not go to level 6 as it was locked by the game clock.)

Level 5 is pretty similar to how I remember, except that when you feed the bait to the NPC, instead of flickering away, he just poofs out suddenly.

Level 7… ohhhh, dear is this one interesting. Let’s show some screens.

What is THIS eartly graphic? My livestream audience immediately shouted “Poison room!” though it seems it may use the same tiles as the lava that would be there later… or… I dunno. Whatever it is… WEIRD.

All the rupees in the secret rooms are off-center!

Even in this room!

AI behavior that screenshots can’t show well; Double Patra is a LOT more aggressive. The duo can zoop around all the way to the edges of the screen and I swear it’s almost like their movement is random! THIS version of the boss is SCARY.

There are dungeon layout differences of some kind. While I may have went through many of them not noticing, THIS one hit me hard;

Right before Level 7’s boss room… a red bubble room! What makes this TERRIFYING? When you take the stairs to this room, you immediately spawn a mere TWO TILES TO THE RIGHT from one of the bubbles. You can get hit by one ALMOST IMMEDIATELY WHEN YOU ENTER, and you can’t defeat the ep. 4 Aquamentos without a sword, so you gotta go back through the stairs to the nearest room with a green bubble – which ALSO has a red bubble AS WELL AS blade traps.

peaking of which, that Aquamentos is kinda buggy – instead of going from green, to blue, to red, he goes from green, to red, to green again. The shot pattern also seems different somehow but my memory is fuzzy there.

I was able to find the Red Candle in Level 7 and the Silver Arrow in Level 8 much like expected, which makes me wonder why I can’t cheat to get them.

Like the episode 3 ROM, Level 8 gets a bit quirky near the end. Not quite the same way, though…

“Oopsie there. Misplaced my fire.”

The triple dodongo room in level 8 has dodongos with bugged walking animations – they look like they are CONSTANTLY in pain when they move horizontally. Strangly, the triple dodongo room in level 5 did not have this problem. (Again, needs video to show)

After beating the Aquamentos again, I braced myself for the next room, which we all know has the Blue Manhandla that was bugged in the episode 3 ROM. I was expecting something similar to that, or maybe some interesting conceptual idea…

I was not quite expecting a regular Manhandla. A plain, ol’, Vanilla Manhandla.

So does that mean the next room is a plain ol’ Gohma?

Nope, it’s a blue Gohma! But… there’s just one!
Man, considering how it seemed like the earlier level 7 was designed by an utter sadist, this level 8 feels anticlimatic in comparison!

also, BREAKING: LuigiBlood has tested the music/SPC hacking. There is ONE TRACK missing….
And it’s the new track made specially for BS Zelda, which was buggy in the episode 3 dump (of what is available in ROM data only the Map 2 dump has the correct version.)

WOW!

… Okay, let me just link the ROM already! I need more ROM hackers in on this.

[サテラビュー] BSゼルダの伝説 第2話 | BS Zelda (Map 1) Episode 2
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8M Packed with “Protien.”


This one isn’t exactly a “release” per se, as it – and it’s story – are already on the Assemblergames forum thread here. But Luigiblood fixed the dump, so I had to look at it…

Eeeeeekkk!

… okay, I’ll be fair, this demo doesn’t have much of the stuff I would find inherently bothersome about Cho Aniki, since the only two playable characters in this demo are the more bog-standard protagonist Idaten and the goofy-face Umimin. But still… it’s Cho Aniki! And it’s on Satellaview! Gahh~~

While I am not absolutely certain on broadcast date and time, comparing the header date (9/15) the the Japanese release date of the retail game (9/22/1995) suggests that this was broadcast a mere week before the retail game. Strangely, though, I do not see this referenced in the Famitsu scan schedules that were submitted to me…? Logically it’d have been on one of these pages somewhere, right?

There are two separate zip files in this zip package, which contain the respective assemblergames uploads. If you want to play this on a Satellaview emulator please use Luigiblood’s patched “Cho Aniki Satellaview.zip” ROM.

超兄貴 爆烈乱闘篇 BS版 | Chou Aniki – Bakuretsu Rantou Hen BS Ban (Satellaview)
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Winning the war against bitrot.

So, remember the BS Zelda Map 2 dump from a bit back? The same 8M Pack dumper supplied this one!

Looks like Super Famicom Wars! There was a ROM dump of a Super Famicom Wars BS Ban prior… but this one has a totally different map!

I recall reading prior that 4 maps were put up on Satellaview. Perhaps by comparing this with the previous dump and whatever archived data is on the internet, we can restore those as well!

More info to come. (This article was rushed out due to time constraints + site technical issues)

ファミコンウォーズBS ハゴロモジマ | Super Famicom Wars BS Ban – Hagoromojima
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Hard4Games’ 8M; (Chrono) Trigger Warning

Hard4games already covered this better than I could, so this will probably just have a few extra notes:

1) This 8M has both a hiROM and loROM ROM file, demonstrating that that is indeed possible.
2) The AK Live ROM has many similarities to the previous AK Live ROM release. The main difference, obviously, is that it’s the April 28th issue rather than the May 30th one.
3) These were also basically in the same state that pack was in – both ROMs were “deleted” and set to be overwritten.
4) some additional footage;


The ZIP file here contains two files.
H4G_MPBSX.bs ; the 8M dump as it was
H4G_MPBSX_CHKFIX.bs : the header data was restored, enabling the ROMs to boot on BS-X compatible emulators (Do not try these on other emulators, you will most likely get bugged text!)

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