This page details one or more prototype versions of Yuu Yuu Hakusho: Makyou Toitsusen.

This article is a work in progress.

...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.



This prototype of Yu Yu Hakusho: Makyou Toitsusen dated June 1994 was found on a Sega Channel development disc (itself dated January 1996). Though the original BIN file was oddly missing, two LZSS compressed copies ("YU_YU.GI" and "YU_YU.SA") were still there.

ROM Header

Prototype Final SEGA MEGA DRIVE (C)SEGA 1994.JUN YUYU HAKUSYO YUYU HAKUSYO GM G-004103-00 SEGA MEGA DRIVE (C)SEGA 1994.JUL YUYU HAKUSYO YUYU HAKUSYO GM G-004122-00

The ROM header dates the prototype one month earlier than the final release. The "GM" code is copied from Gunstar Heroes.

Title

The Treasure logo screen and intro sequence are missing from the prototype. It jumps straight from the Sega screen to the title.

Prototype Final

The title screen itself was completely overhauled for the final release. The prototype displays the traditional Yuu Yuu Hakusho logo on a solid blue background with no subtitle. The final version uses a unique calligraphy-style logo on a textured background.

The prototype music uses the ending version of "Smiling Bomb" (track 89 ) rather than the title versions (tracks 92 / 93 ), which are still present in the prototype sound test.

Options

Prototype Final

The options menu was translated from English to Japanese. Controller configuration settings and a help section were added.

One option that was removed from the final menu was "CHECK". Turning this on enables a CPU meter of sorts. Press X at any time to turn it on/off.

Sound Test

"Smooth Criminal" from Michael Jackson's Moonwalker is used as a placeholder in several spots throughout the sound test. Yes, really.

The song stands in for the following tracks:

80 - (blank)

- (blank) 8D - Mountain Peak

- Mountain Peak 8E - Character Select

- Character Select 90 - Continue?

- Continue? 91 - Game Over

- Game Over 95 - Evil World

- Evil World 97 ~ 9F - (blank)

Character Select

Prototype Final

Younger Toguro is completely missing from the prototype screen. The game crashes at the beginning of the match if you try force-selecting him, and he has no graphical data left in the ROM, so he likely wasn't finished yet.

The characters were spaced farther apart in the final version, presumably to make them easier to select. Jin was also flipped the opposite direction.

Gameplay Differences

Itsuki is missing his floating hands technique.

Graphics Differences

Genkai

Prototype Final

Prototype Final

Genkai's sleeves are the same color as her hair in the prototype. This was corrected so they're the same color as her pants.

Kurama

Prototype Final

Kurama's sprite set was almost entirely retouched for the final release.

Itsuki

Prototype Final

Itsuki's energy charging effect was made thicker.

Elder Toguro

Prototype Final

Elder Toguro's charging animation was slightly recolored to create a brighter lighting effect.

Character Palettes

The player can choose which palette a character uses by selecting the character with either A, B, or C. A (also Start) selects the default palette, while B and C select the alternate palettes.

Kurama

Proto Final Color A Color B Color C

For his default palette, the red used in Kurama's hair, shoes, and belt was made a darker shade. The deep purple outlining his pants and sleeves was also darkened to a bluer shade.

Kurama's second palette was changed from red and blue to pink and yellow. His third palette was changed from all-green to green and white.

Hiei

Proto Final Color A Color C

For his default palette, the purples used for Hiei's pants were darkened. They were previously the same shades of purple used for his shirt. The turquoise used in his hair and belt was also darkened.

Hiei's third palette was changed from red and green to all green.

Elder Toguro

Proto Final Color B Color C

Elder Toguro's second palette was changed from blue and green to red and brown. His third palette was changed from a light brown to a dark brown.

Sonic Crackers Data

Starting at 0x154BC0 in the ROM are leftover graphics from a Sonic Crackers cart. Interestingly, this is not the same cart as the one that's been dumped.



The data consists of Tails' sprites for the overhead "Field" areas. This includes the walking and standing sprites seen in the April 1, 1994 build, and a bunch of other, newer animations. It's not clear what this first one is - it might be an animation for throwing the other player.



Animations for Tails holding the Combi ring (and the other player) back.



A triumphant pose. Not clear where this was meant to play.



Tails' old idle animation, now in three directions!



Tails' staggered animation, which would be triggered after taking enough consecutive damage.



Running animations for Tails. He's also carrying the other player.



Players would be able to crouch in the Field sections...somehow. Obviously pressing Down wouldn't work.



Spin Dash animations. Seems like the logical next step after crouching.



This last sprite would presumably be used for a flying animation.