Splatterhouse Arcade
Splatterhouse was released in November 1988. Licensed to Atari Games for distribution in the USA (February 1989). Only 100 PCBs were produced by Atari because the game was banned in most arcades in the USA due to its violent nature as well as some questionable bosses such as the chapel boss (The inverted cross). Oct 13, 2017 Splatterhouse 2 takes place a few months after the epic conclusion of the original Splatterhouse - Rick finds out that Jennifer is actually still alive, and that he needs to head to the hidden.
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Splatterhouse |
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Developer: Namco This game has unused enemies. |
Splatterhouse is Namco's grand tribute to 80s horror. Destroy the undead and other horrors with extreme prejudice.
- 1Debug Functions
- 2Unused Game Modes
- 3Unused Objects
- 5Unused Music
Debug Functions
CPU Display & Freeze Frame
Put this code in MAME's splatter.xml cheat file:
This cheat will enable two features:
- A CPU usage display. The game will draw a string of Ss on the left side of the screen and Ms on the right side, then try to clear them before the frame updates. The game is always able to clear the Ms, but the Sub CPU lags during fade-ins and fade-outs and when there are too many objects on screen, leaving some Ss visible.
- A freeze-frame feature: Press 2P Start to pause the game, and press any other input to advance the game four frames.
Debug Start
Put the following code in splatter.xml and turn it on to enable a few options during the mask cutscene at the start of the game:
- STAGE SELECT: Starting stage. Ranges from 1 to 7.
- LEFT: Starting lives. Ranges from 1 to 7.
- LIFE: Starting health. Ranges from, guess what, 1 to 7.
Health is supposed to cap at 6, so setting it to 7 makes the health meter bleed over to the item section. Oh well.
Unused Game Modes
RAM address 003D, when set to a non-zero value, changes the way 1P and 2P games are played. This was probably supposed to be controlled through the Game Options screen, but there's no option that effects this variable. Even if there was, the game clears 003D every frame on the Press Start screen. Put the following code in MAME's splatter.xml cheat file (Or any of the other Splatterhouse sets' cheat files) to set 003D to 01:
This address also skips the mask cutscene at the start of the game.
Continuous Play
Starting a 1 player game enables a new feature: When the player dies, the player will revive at the same spot they died instead of the game fading out and the player reviving at the nearest checkpoint.
When the player runs out of lives, a countdown timer will appear in the upper-left corner. As long as the player has credits, they can press 1P Start and continue at the same spot they died with the appropriate number of lives and health.
There are a few issues with this mode:
- Reviving more than once in an area disables Rick's hitbox, but not his hurtbox. So, enemies can attack Rick but he can't attack them back. Entering a new area fixes this.
- There's no Game Over condition. Letting the continue coutdown expire respawns Rick at the start of the area, but the life counter underflows to 255.
- After beating Stage 7 and going through the credits and high score entry screen, instead of being kicked back to the title screen, the player respawns at the start of Stage 7.
New Version |
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The older versions have special strings specifically for this mode: 'CONTINUE 1P' and 'CONTINUE 2P'. When the developers updated the text in the newer versions, they took those strings out and changed the pointers to point to the same 'CONTINUE' text used on the standard Game Over screen. They didn't change the length of the string, though, so the text runs over into the 'STAGE SELECT' text used in the debug start screen.
Co-op Mode
Yes, really! Start a 2 player game and you'll find two Ricks just standing there, ready for action. Player 2 will spawn at the standard location, while Player 1 will spawn to their right. This mode also skips all stage intros.
As can be expected with a half-implemented mode like this, there are a number of bugs and quirks that keep this from being completely playable:
- Both players have their own health and lives, but only Players 2's will be displayed on-screen. The score will also not update on the HUD, though it's still being properly tracked in RAM; both players share the same score. It's possible that Player 1's health was supposed to be put on the upper part of the HUD, and that's why the score doesn't update.
- There's no code to handle a player joining in after getting a game over. So, if one player gets a game over and lets the continue timer run out, they're permanently out of the game.
- If one player has a weapon and either player tries to pick up a different weapon, the second weapon will default to Player 1's hands.
- If Player 1 already has a weapon, the weapon that they were previously holding will drop to the floor and they'll start holding the second weapon.
- If Player 2 already has a weapon, they'll keep their weapon and Player 1 will get the second weapon.
- When one player loses control of their character (climbing a ladder, being dragged by one of the Monstrous Hands in Stage 3, etc.) the other player will be able to move freely. In the case of cutscenes, the player furthest to the right will lose control of their character while the other character will be able to mess around while the cutscene's playing.
- Timer-based events count down twice as fast; it seems that the game counts once for each active character. The Stage 1 boss fight ends early with the ending music triggering much too quickly, while the dresser layer in the Stage 2 boss fight moves up and loops around the screen endlessly.
- After beating the game, the players respawn at the start of Stage 7, but Player 1 will be unable to control their Rick. Player 1's lives will underflow to 255, so there's not much Player 2 can do here..just reset the game.
Unused Objects
Put the following cheats in splatter.xml to change the first object type in Stage 1 or 7 to a different, unused object. Some objects need to have their heights adjusted to work properly, so use the height modifier for that.
Unique Objects
Grave Hand
Point Value: 200.
A rotting hand that is initially hidden until the player gets close enough, at which point it bursts out of the dirt. If the player gets too close, the hand will strike at them. One hit and it quickly decomposes.
Red Head
Point Value: 200.
This fleshy red head can't actually hurt the player. When it spawns, it speeds off bouncing to the right, gradually losing speed. When it runs out of juice, it will face the player and then start bouncing again. One hit will send it on its way.
Wooden Gate
Point Value: None.
This is a simple wooden gate. Not sure where this would have been used, but there it is.
Rick cares not for gates; punching or kicking it will bust it apart.
Floating Wood
Point Value: 200.
This flying chunk of wood comes towards the player at a downward angle before bouncing on the floor and flying upwards. One hit will splinter it, with the resulting debris floating to the left as if being sucked in by an unknown force.
Headless
Point Value: 500.
One of the more complicated unused objects. Its movement pattern is a simple left-to-right walking pattern, but unlike pretty much every other enemy in the game, it will block Rick's attacks if he gets too close.
After it's blocked at least one attack, the enemy will start punching Rick if he gets too close. Hit it twice to destroy it.
Unfortunately, the object is very buggy:
- After blocking one of Rick's attacks, it loses all of its collision properties, so it can neither hurt nor be hurt by Rick.
- Even if the collision worked properly, hitting it while its in its blocking stance restores 1 HP for every frame of contact.
Flame Geyser
Point Value: None.
While the art for this object has been finished and is in the object graphics ROM, the only code for the object is its initialization subroutine, with every other subroutine pointing to a dummy RTS opcode. Basically, existing is all it does. Thing isn't even animated.
Unused Variations
Shibito (Ball and Chain, No Acid)
Point Value: None.
Set height to 08 for this to work properly.
The chained-up corpses in Stage 1 all vomit acid when Rick gets close enough. This version doesn't. It's just a decorative corpse.
Spear
Point Value: None.
An enemy version of the spears that Rick can use in Stage 4. The player can punch or kick these to knock them out of the air. But what enemy would use a spear?
Mirror Rick (Spear)
Point Value: 3000.
This guy. Yes, there's an unused version of the Mirror Rick enemy that will throw a spear at the player when they get close enough. After throwing the spear, they'll move to the right before doubling back to attack Rick like the normal versions. Even worse, while the normal Mirror Ricks have 3 hit points, these spear-wielding versions have a whopping 8 hit points!
(Un)fortunately, the spear is bugged, which is what probably kept this variant from appearing in the final game. The spears are supposed to start off harmless when held by Mirror Rick, then gain velocity and a hurtbox after being thrown at the player. Instead, the spear remains immobile and harmless, though the player can still kick it out of the air if they feel like it.
Deadman (Twitching)
Point Value: None.
There's one Deadman in Stage 4 that starts off twitching on the ground before getting up and leaping at the player. This version never stops twitching. It's just a decorative Deadman.
Shibito (Exploding)
Point Value: None.
Set height to 10 for this to work properly.
So, there are these corpses in Stage 2 that are impaled by swords and chained to the wall, but they'll try to menace Rick as he comes near. Those versions don't do much, but this variant has a damn bomb on its back.
After about two seconds, the corpse will explode into eight easy pieces. These fragments will hurt Rick, so watch out!
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Bird (Idle)
Point Value: 300.
Unused version of the crows(?) from Stage 3 that fly in a straight line. This variant starts out idle, flies up and to the left, idles again, then flies up and to the right. This will go on forever if you let it.
Bat (Wave)
Point Value: 300.These bats fly in a slow wave-like pattern. Not like those fast and straight-flying bats from Stage 1. Think they're so big.
Fire Dead (Tracking)
Point Value: None.
Usually, the Fire Dead in Stage 7 hop to the left without any regard for Rick. These Fire Dead will chase after Rick, and since they're immortal, their sheer numbers will quickly overload the game and the player. If they could still be killed it wouldn't be as much of an issue.
Unused Graphics
Sure, having a health bar with literal hearts is spooky..but what if the hearts were beating, and the hearts burst when the player took a hit? Wouldn't that be cool? Well, too bad.
A nun. That's pretty weird. Might've gone in the Stage 4 boss area somewhere.
Full |
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The unused red head enemy has an extra frame of animation that the game doesn't use.
Palette 19 (Alt) |
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The Hanging Dead enemies usually use palette 18, which gives them green blood. Palette 19 turns the blood from green to red, making them a bit more gruesome; however, given that Namco didn't want any of the enemies to bleed red blood, palette 19 was ultimately unused. Note that the Stage 3 preview keeps the Hanging Dead's original red palette.
There's also an unused animation of the Hanging Dead shriveling up, probably meant to be used after they shot a certain amount of acid at the player.
The Fire Dead enemies have an unused death animation, but Rick can't hurt them in the final game. Don't punch fire, kids.
Tribes 2 pc game. This is the full animation of the unused flame geyser object. Seems it would periodically spew fire and the player would have to time their jumps accordingly.
Oh, apparently it would also spit fireballs at the player.
Palette no longer in the ROM: This is just a best guess.
A completely unused picture of Rick, Jennifer, and a few staff members is hidden in the background graphics ROM. This would probably be shown after the credits if the player fulfilled some condition (Beating the game without losing a continue, maybe?).
Unused Music
Completely Unused
ID | Loop | Track | Notes |
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00 | No | The four note motif from Beethoven's Symphony No. 5. Probably only meant as a stereo test. | |
25 | Yes | Frantic music that might have been meant for the in-stage continue countdown. | |
2B | Yes | A short, suspenseful sting. The last note is held forever. | |
31 | Yes | A faster, higher-pitched version of the music played during the initial phase of the Poltergeist boss fight. Might there have been yet another phase that got cut? | |
3A | Yes | A simple heartbeat, probably related to the Mother boss fight in some way. | |
40 | No | Another short, spooky sting that is never heard in-game. |
Partially Unused
ID | Loop | Track | Notes |
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2A | Yes | The Terror Mask cutscene is only 12 seconds long, but the track used there is 38 seconds long and even loops! It's likely that this was supposed to be used in one of the stages before being repurposed for the game intro. | |
2E | No | Only 22 seconds of the 57 second long High Score track are heard before the timer runs out. | |
35 | No | The track used for Jennifer's death plays for 16 seconds max, leaving the last 12 seconds unheard in normal play. |
Revision Differences
New Version |
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The new version changes the Push Start text and moves it up a row. The text flashes in the old versions, but not the new version.
The new version also adds a dip switch-activated stage select feature. Unlike the debug stage select, the game will start automatically after 12 seconds.
The Splatterhouse series | |
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Arcade | Splatterhouse |
NES | Splatterhouse: Wanpaku Graffiti |
Genesis | Splatterhouse 2 • Splatterhouse 3 |
FM Towns | Splatterhouse |
TurboGrafx-16 | Splatterhouse |
Xbox 360 | Splatterhouse |
Splatterhouse © 1988 Namco.In a dark and stormy night, Rick and his girlfriend Jeniffer take refuge in the creepy West mansion, only to find himself dead and Jeniffer missing! Now, a mysterious sacrificial mask with amazing powers brings him back from the dead and in order to free himself from its curse, he must destroy the evil lurking deep within the mansion and save Jennifer in the process! Features some of the goriest graphics ever seen at its release date, awesome music & sound effects, lots of the typical toys seen in horror flicks (knives, etc.) as well as lots of challenge! Splatterhouse was released in November 1988.Licensed to Atari Games for distribution in the USA (February 1989). Only 100 PCBs were produced by Atari because the game was banned in most arcades in the USA due to its violent nature as well as some questionable bosses such as the chapel boss (The inverted cross). Slide Kick: Rick's most powerful attack is also the trickiest move to do in the game!
Do a big jump (hold the jump button) while walking either left or right, then as Rick comes down from the jump hold diagonally down-left or down-right and press the attack button JUST BEFORE Rick's feet touch the ground. Use this move to take out many enemies at once and to quickly reach a level's exit but be sure not to slide right into a trap such as a pit, an acid puddle, etc.!. Reaching The Exit Is More Important Than Fighting!: When you are close enough to the end of a level, Rick will automatically walk towards the exit and he becomes completely invulnerable to any incoming enemy attack!.
Save Your Ammo!: You can only use your weapons while standing or jumping. This means you are free to low kick or slide kick your enemies in order to save your weapons for tougher enemies in a particular level. Also each time you pick another weapon, Rick will drop the previous weapon slightly ahead of him allowing you to pick it up again. This is particularly useful against the third stage's boss since you'll be able to easily blow him away with two shotguns!