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BS-X, Prototype, Unreleased & Other Unique ROMs
Granhistoria - Genshi Sekaiki (Japan) (Sample)
- - Matthew Callis

グランヒストリア 〜幻史世界記〜

A very early, sample cart. Claiming to be 75% complete on the cart label. From May 16th, with a planned release date of May 31st, which it also didn’t make as it was released on June 30th, 1995.

Some quick differences are the Debug Mode, and new added text styles and word choices in the final version. The ROM has an internal header at 0x7FD8 of GRANHISTORIA but the ROM, dumped many times with the same checksum, is insisting it is HiROM and not LoROM.

---------------------Internal ROM Info----------------------
       File: Granhistoria - Genshi Sekaiki (Japan) (Sample).sfc
       Name: _________~___________    Company: Unlicensed
     Header: None                        Bank: HiROM
Interleaved: None                        SRAM: 262144 Kb
       Type: Normal                       ROM: 16 Mb
    Country: Unknown                    Video: NTSC
  ROM Speed: 120ns (FastROM)         Revision: 1.0
   Checksum: Corrupt, Bad 0xCE36    Game Code:
---------------------------Hashes---------------------------
      CRC32: D7415D06
        MD5: 1CAB1930BF771BDCDAB4999DBBD849F1
      SHA-1: 85502DB9F32E64472E40F122A081B64A8037F9CC
--------------------------Database--------------------------
    ROM wasn't found in the database (possible bad dump).

---------------------Internal ROM Info----------------------
       File: Granhistoria - Genshi Sekaiki (Japan).sfc
       Name: グランヒストリア~ゲンシセカイキ~     Company: Banpresto
     Header: None                        Bank: LoROM
Interleaved: None                        SRAM: 64 Kb
       Type: Normal + Batt                ROM: 16 Mb
    Country: Japan                      Video: NTSC
  ROM Speed: 120ns (FastROM)         Revision: 1.0
   Checksum: Good 0xC717            Game Code: AIRJ
---------------------------Hashes---------------------------
      CRC32: 4AA7F384
        MD5: DCE9998F26DE33FA4FE5586D966A4478
      SHA-1: 9AC9496AAC5F5C2BAF277A918598B20260AA99B2
--------------------------Database--------------------------
       Name: Granhistoria
    Country: Japan                   Revision: 1.0
     Port 1: Gamepad                   Port 2: Gamepad
    Genre 1: RPG                      Genre 2: Unknown

Title - Final / Sample

The title is different with the hero having a cape on and the logo letting not having a gradient as it does in in the final version.

From gh_ips_patch: 電源ON直後のメーカーロゴ

Final:無音

Sample:ロゴの表示と同時に音楽が再生される。

Title - Final
Title - Sample
2-Up Swipe Onion Skin

Intro - Final / Sample

The intro wording has changed slightly, gone from less kanji to more kanji. They typeface itself is also slightly different. The color fades in and out and was caught mid animation.

From gh_ips_patch: OPデモに使われているシーン(映画の予告CMの様に、主要シーンがいくつか入る)が無い。歴史年表は、製品版とは別の場所を指していたりしています。

Intro - Final
Intro - Sample
2-Up Swipe Onion Skin

Dialog - Final / Sample

The dialog screen is slightly more centered in the final version.

Dialog - Final
Dialog - Sample
2-Up Swipe Onion Skin

Orbs - Final / Sample

The orbs have changed.

Orbs - Final
Orbs - Sample
2-Up Swipe Onion Skin

Name Entry - Final / Sample

The name entry is missing the numbers in the sample version.

Name Entry - Final
Name Entry - Sample
2-Up Swipe Onion Skin

Final / Sample

The game is very different, especially the intro routine, but how or what is happening I can’t speak to. Hopefully someone knowledgable will chime in.

Update: April 25th, 2016 Some kind folks have chimed in!

From gh_ips_patch: 歴史一覧の部分、製品版と結構違う(でもこれはストーリーが進行すると書き換わるので、イベントが減った/増えたとなる訳では無いと思う)

From gh_ips_patch: セリフは、違いが沢山ありすぎて書き出せません。推敲前の文章のような、荒削りな感じを受けます。

From gh_ips_patch: 効果音が少ない。就寝時、回復アイテム使用時。

From gh_ips_patch: 盗賊の森で盗賊と戦ったあと、製品版ではイベントになるのですが、サンプル版はタンドとガイナスターが出てきて連戦になります。あっさりとゲームオーバーになりました。

You can see more of work on typographic error restoration on their website, 「グランヒストリア~幻史世界記~」 誤植修正ips-patch配布所 (兼、製作記録).


From Liana Kerr:

So far I just feel grateful they changed that blocky mess they were using for the typeface. There are minor differences in the text, such as changing “it’s truly like a dream” to “I’m truly happy” and spacing it better. The major differences increase emotional impact or clarify. The scene where Toll (the blue haired guy) dies particularly. He walks away slowly, the way the text is spaced is more dramatic, he says his fiancée’s name one more time (Lu). Instead of going straight to the name screen, Chronicle (white orb) explains that in this world you need a name. After naming, in the old version it reads “20 years until the end of the world” (the countdown continues through the game), Chronicle in the finished version explains that you’ve been granted 20 years, after which you can no longer stay in this world.

Which raises even more questions, but does count as some sort of clarification to what is a confusing intro sequence. The difference I found most interesting and showed how the emotional level was increased was when Red Sphere (RS) sees Lu. He is inhabiting her fiancée’s body and they have an awkward conversation. He comments on her after she’s gone.

Old: “Good night. So that was the girl who is to be married tomorrow?”

New: “So that’s the girl Toll would have married tomorrow… Sleep well, poor girl…”

Which is one of the most poignant lines in the game, I think. So I’d imagine there’s lines like that all over. From a cursory look at the villagers, they say the same things but their locations are different. So while the second screenshot you posted of talking to a villager looks very different, the content is just switched. The next big sequence also plays out a little more dramatically in the final version, though the content is about the same, because a bandit attack on a wedding to steal part of a mechanical god isn’t complete without someone yelling “Die!”.

Then there are several differences in the timeline and character list (select 世界記 from the menu to see both). Mostly minor; one minor character was cut from the final list, and a couple more were added. Some don’t have final sprites, and there are some events shuffled around in the timeline, and some that aren’t described. It’s the saddest, most ambitious game from that era I can think of, and although it’s flawed I love it.

There was a major change to the character screen – the very last guy, Kain, never should have been there. It’s a plot point that you don’t know anything about him at the beginning of the game. So it’s interesting he was there at all.

Status - Final
Status - Sample
2-Up Swipe Onion Skin
Post Death - Final
Post Death - Sample
2-Up Swipe Onion Skin
Girl - Final
Girl - Sample
2-Up Swipe Onion Skin
Man - Final
Man - Sample
2-Up Swipe Onion Skin
Entry 1 - Final
Entry 1 - Sample
2-Up Swipe Onion Skin
Entry 2 - Final
Entry 2 - Sample
2-Up Swipe Onion Skin
Entry 2B - Final
Entry 2B - Sample
2-Up Swipe Onion Skin

Debug Mode

Hitting the Y Button cycles through maps, mostly breaking the actual game play but sometimes you can walk around and interact which is neat considering the game is hard to play without knowing Japanese.

Debug Mode Debug Mode Debug Mode

Debug Mode Debug Mode Debug Mode

Debug Mode Debug Mode Debug Mode

Debug Mode Debug Mode Debug Mode

Debug Mode Debug Mode Debug Mode

If you happen to know the game well and find more differences, or can translate any of the screen shots above- please update this post on GitHub or contact me!

Granhistoria (Japan) (Sample) - Cart Front

Hyper Iria (Japan) (Sample)
- - Matthew Callis

ハイパーイリア

A very early, sample cart. Claiming to be 70% complete on the cart label. From July 3rd, with a planned release date of September 30th, which it didn’t make as it was released on October 13th, 1995.

---------------------Internal ROM Info----------------------
       File: Hyper Iria (Japan) (Sample).sfc
       Name: MAHOUJIN GURUGURU        Company: Enix
     Header: None                        Bank: HiROM
Interleaved: None                        SRAM: 64 Kb
       Type: Normal + Batt                ROM: 12 Mb
    Country: Japan                      Video: NTSC
  ROM Speed: 120ns (FastROM)         Revision: 1.0
   Checksum: Bad 0xBF16 != 0xD56F   Game Code: AGUJ
---------------------------Hashes---------------------------
      CRC32: DC48EBC3
        MD5: 21C40A272E29CFFBDCCA798F7C0F0DD9
      SHA-1: 9E3A8BC5E77F9F9BA062870344E3431C76CFC0A8
--------------------------Database--------------------------
    ROM wasn't found in the database (possible bad dump).

---------------------Internal ROM Info----------------------
       File: Hyper Iria (Japan).sfc
       Name: ハイパーイリア                Company: Banpresto
     Header: None                        Bank: HiROM
Interleaved: None                        SRAM: 0 Kb
       Type: Normal                       ROM: 12 Mb
    Country: Japan                      Video: NTSC
  ROM Speed: 120ns (FastROM)         Revision: 1.0
   Checksum: Good 0xA9CB            Game Code: AZEJ
---------------------------Hashes---------------------------
      CRC32: AE7F2B0D
        MD5: 32314AD978DEECD5FEF5AD5E55906D1E
      SHA-1: D725C456869198F95DC254D7377EBEA78DD4274E
--------------------------Database--------------------------
       Name: Hyper Iria
    Country: Japan                   Revision: 1.0
     Port 1: Gamepad                   Port 2: Gamepad
    Genre 1: Platform Adventure       Genre 2: Shooter

Title - Final / Sample

The title is very different with the large sample label. The PASSWORD and OPTIONS do not work in the sample. There is no title screen music in the sample.

Title - Final
Title - Sample
2-Up Swipe Onion Skin

Intro - Final / Sample

The intro wording has changed slightly. There is no flying dialog after this screen in the sample. The item on the right is animated and will is not aligned in the screenshots.

Intro - Final
Intro - Sample
2-Up Swipe Onion Skin

Level 1 - Final / Sample

The first level is very different. The dialog and the layout has changed.

Level 1 Speaking - Final
Level 1 Speaking - Sample
2-Up Swipe Onion Skin
Level 1 Elevator - Final
Level 1 Elevator - Sample
2-Up Swipe Onion Skin

If you happen to know the game well and find more differences, please update this post on GitHub!

Hyper Iria (Japan) (Sample) - Cart Front

Pikiinya! (Japan) (Sample)
- - Matthew Callis

An interesting penguin themed puzzle game. Write up at SNESCentral.

Title - Final / Sample

The title is slightly different, but the logo is still animated, so that isn’t aligned between the two Title images. There is no intro demo where he runs laps in the sample.

Title - Final
Title - Sample
2-Up Swipe Onion Skin

Game Select 1 - Final / Sample

The first game select screen is quite different, but I’m not familiar with the game enough to know exactly what each one does.

Game Select - Final
Game Select - Sample
2-Up Swipe Onion Skin

There is a Music and Sprite Test in the place of the 2 penguin icon for mono or stereo. All the buttons seem to do different things here. Any feedback on what does what is welcome!

Music & Sprite Test - Sample

Game Select 2 - Final / Sample

The second game select screen is also quite different, but again I’m not familiar with the game.

Game Select - Final
Game Select - Sample
2-Up Swipe Onion Skin

The last icon has what looks like time trials for the lap game, that wasn’t on this screen in the final.

Time Trial - Sample

Player Select - Final / Sample

The player select screen is the same.

Player Select - Final
Player Select - Sample
2-Up Swipe Onion Skin

Name Entry - Final / Sample

The little penguin dances so he will be different, otherwise the same. There was a 3rd game select screen after this screen in the final, but not the sample.

Name Entry - Final
Name Entry - Sample
2-Up Swipe Onion Skin

Difficulty - Final / Sample

The word easy is spelled eazy in the sample, and the lettering is brighter in the sample. The top and scores are animated so they won’t line up.

Difficulty - Final
Difficulty - Sample
2-Up Swipe Onion Skin

Game Play - Final / Sample

The lettering is brighter in the sample, but that was all I noticed.

Game Play - Final
Game Play - Sample
2-Up Swipe Onion Skin

Intro - Final / Sample

The background is much more subtle in the final version, and some type is set differently.

Intro - Final
Intro - Sample
2-Up Swipe Onion Skin

Controller - Final / Sample

Again the background is much more subtle in the final version, and some title type is a differently color.

Controller - Final
Controller - Sample
2-Up Swipe Onion Skin

After a soft reset there was a second title screen I couldn’t get to show in the final version of the game.

Second Title - Sample

NUS-64
- - Matthew Callis

From Jlukas and the original thread:

The NUS software on the cart is designed to work ONLY on the special NUS Checker hardware system. While the physical flash cart can technically run on a standard SNES, the NUS test software programmed on it MUST be used in combination with the Checker hardware to use its functions. All those red Caution messages you see when booting the cart is errors where the program is trying to communicate with the special hardware and not receiving the responses it expects.

Standard controllers aren’t supported by the software at all, further proof that it’s not meant for regular systems. All user input goes through a special register instead. Apparently, the NUS Checker hardware has its own kind of controller (or more likely, has buttons or a keypad located on the front panel) that must be used to navigate the menus.

It’s possible to create fake input by using cheat codes to navigate through the menus. But there’s not much to explore or do as it’s not running on the correct system. As its name suggests, it just checks the hardware and vice versa and that’s about it

NUS-64 ROM 1 NUS-64 ROM 2 NUS-64 ROM 3 NUS-64 ROM 4 NUS-64 ROM 5 NUS-64 ROM 6 NUS-64 ROM 7 NUS-64 ROM 8 NUS-64 ROM 9 NUS-64 ROM 10 NUS-64 ROM 11

CHR Data

CHR Data 1 CHR Data 2 CHR Data 3 CHR Data 4 CHR Data 5

General Info

The cartridge is 8 megabit (1,048,576 bytes) LoROM (without header, and all following addresses assume it’s not present)

Internal cart info starting at $007FC0 is almost completely blank except for required values (e.g., reset vector)

Address range $080000-0FFFFF is a mirror of $000000-07FFFF

Cassette is designed only to be used with NUS Checker

The program doesn’t recognize standard SNES controllers. User I/O is done through register $21C6

Patch Info

These address ranges are damaged (approximate):

$000980-00FFFF
$0305F0-0306FF
$0D9BA0-0DFFFF

The following individual bytes are not the same between mirrors:

Offset  - Value, Mirror - Notes
$0000A0 - $00,$80 - $80 is correct, used to jump to address $80C8
$017FFF - $28,$A8 - $A8 is probably correct, unused space area?
$026E22 - $B0,$F8 - $F8 is probably correct, unused space area?
$047D18 - $18,$9A - $9A is probably correct, unused space area?
$047D19 - $48,$EA - $EA is probably correct, unused space area?
$0F9D93 - $FA,$F8 - $FA is probably correct, unused space area?
$0F9F92 - $AB,$A9 - $AB is probably correct, unused space area?
$0F9F93 - $8A,$88 - $8A is probably correct, unused space area?

Patch Codes

Use these patch codes (Action Replay cheats) to skip past error messages and see the different menus.

When you see the Caution message on bootup, enter the following 3 patch codes and then use reset (ie, so the codes are active on bootup)

Patch code 008E1380 skips AD CONVERTER ERROR
Patch code 008E9780 skips NUS POWER-ON ERROR
Patch code 008EBB80 skips START SIGNAL ERROR

After applying these changes, instead of showing a Caution screen, the screen will be blank for several seconds before the program continues to load.

Next, a screen will appear “DATA SHEET CHECK”. This finishes after several seconds (usually with an error)

When the text EXIT appears on the bottom of the screen, enter patch code 00914600 to view the main menu.

As standard controllers are not supported, to access submenus you must enter one of the following patch code sets, and reset.

After the Data Sheet Check, the selected submenu will appear in place of the main menu.

0087B8xx
0087B9yy

XXyy
F8A3 - Clear all data sheets in SHVC cassette
ADA5 - Cassette Check*
A5B3 - Data Sheet Set
29B8 - Data Sheet Copy
54BF - EEPROM Copy
CDC2 - Stand Alone
BAC9 - Dump List
B2CC - Data Sheet Check
85D1 - Cassette Check*
E2D4 - Cassette Check*
  • When screen is loaded, enter patch code 00A5F380 to proceed to the next screen (won’t work if error “Cannot check this cassette” is displayed).”

Strings

Below are random strings I found looking through the ROMs.

0x24200: NAK1989 S-CG-CADVer1.11 930511 F

0x81010: DATA SHEET CHECK

0x85580: CASSETTE CHECK

0x810D6: DATA SHEET(S) ARE FIXED.

0x8111A: DATA SHEET(S) ARE LOST.

0x811BC: Various

CAUTION
CHECKER IS OUT OF CONTROL
ERROR OCCURED IN CHECKER !!
CANNOT CONTINUE...
PLEASE POWER OFF AND TRY AGAIN
   (NUS POWER-ON ERROR)
   (START SIGNAL ERROR)
   (AD CONVERTOR ERROR)
    (END SIGNAL ERROR)
  (STANDBY SIGNAL ERROR)
 (INT CHECK SIGNAL ERROR)

0x81B76: Various

NUMBER....
CODE...
CIC........
MASKROM........
MBIT
EEPROM.................
KBIT
KBIT

0x821B2: Various

MENU
1.CASSETTE CHECK
2.DATA SHEET SET
3.DATA SHEET COPY
4.DATA SHEET LIST
5.EEPROM COPY

6.DUMP LIST
7.STAND ALONE

0x889DA: Various

SELECT MODE.                  ----------------OK      
NO DATA SHEET !!              ------------------------
CANNOT RECORD MORE !!         ------------------------
INPUT DATA SHEET.             
CLEAR   EXIT    RECORD  CLEAR ?                       
--------CANCEL  OK      RECORD ?                      
--------CANCEL  OK      OVERWRITE ?
--------CANSEL  OK      EXECUTING.....                
------------------------COMPLETE.
------------------------CHECK SUM ERROR !!            
------------------------ILLEGAL DATA ERROR !!
------------------------SELECT COPY DIRECTION.
--------EXIT    EXECUTE REALLY ?
--------CANCEL  OK      CANNOT COPY !!
------------------------VERIFY ERROR !!
------------------------DATA SHEET VIEW.
--------EXIT    --------DELETE ?                      
--------CANCEL  OK      INPUT NUMBER.                 
BY CODE EXIT    OK      INPUT CODE.                   
BY NO   EXIT    OK      NOT FOUND !!
------------------------CHECK ?
--------CANCEL  OK      CHECK DATA SHEET...           
------------------------ERROR OCCURRED !!
--------EXIT    --------FORMAT ?
--------CANCEL  OK      SELECT COPY DIRECTION AND SIZE
--------CANCEL  OK      NO CASSETTE !!
------------------------DUMMYDUMMYDUMMYDUMMYDUMMYDUMMY
EDIT    EXIT    --------DUMMYDUMMYDUMMYDUMMYDUMMYDUMMY
--------EXIT    --------DUMMYDUMMYDUMMYDUMMYDUMMYDUMMY
DUMP    EXIT    --------SELECT MODE.
--------CANCEL  OK      CANNOT CHECK THIS CASSETTE.   
--------CANCEL  --------SELECT DATA SHEET.            
INSERT CASSETTE.              ATTACH TEST-PIN.
NOT START CHECK !!            OVER CURRENT !!
PUSH START BUTTON.            CHECKING...
NOT FINISH CHECK !!           PULLOUT CASSETTE.             
POWER.........................
12V POWER.....................
3.3V VOLTAGE.................
V12V VOLTAGE..................
VEUT RESET-....................
STAND ALONE
3.3V VOLTAGE:       (  )
3.3V CURRENT:       (  )
 12V VOLTAGE:       (  )
 12V CURRENT:       (  )
BAT. VOLTAGE:       (  )
SRAM VOLTAGE:       (  )
BAT. CURRENT:       (  )
BAT. CURRENT:       (  )

SRAM Strings

These abbreviation strings were located in the SRAM, and a wild guess here, refer to something, many match up with released game codes that I have added next to them:

TE16
TE16
NSWP  Star Wars: Shadows of the Empire Japan
NSHJ  Saikyou Haniu Shogi
NSMJ  ShinDou Super Mario 64
NPWJ  Pilotwings 64 Japan
NSME  makerom - NSME (Nintendo Super Mario English)
NPWE  Pilotwings 64 USA
NWRJ  Shindou Wave Race 64 Kawasaki Jet Ski Rumble Japan
NMKE  Mortal Kombat Trilogy (USA)
NWRE  Wave Race 64
NWGE  Wayne Gretzky's 3D Hockey (USA)
NKIE  Killer Instinct Gold
NJ2J  Wonder Project J2 Japan
NCUE  Cruis'N USA
NSWE  Star Wars: Shadows of the Empire USA
NSTJ  St Andrews Old Course Japan
NJPJ  Japanese Jikkyou J League Perfect Striker
NPKJ  King of Pro Baseball Yakyuu
NMMJ  Mahjong Master
NKTJ  Mario Kart 64 Japan
NXGE  NBA Hang Time
NPWP  Pilotwings 64 Europe
NSMP  Super Mario 64 Europe
NWGE  Wayne Gretzky's 3D Hockey (USA)
NSWP  Star Wars: Shadows of the Empire Japan
NTUD  Turok: Dinosaur Hunter Europe
NJPP  International Superstar Soccer 64
NTUP  Turok: Dinosaur Hunter Europe
NKTP  Mario Kart 64 Europe
NGEP  GoldenEye 007 Europe
NWGP  Virtual Pro Wrestling 64
NFXP  Star Fox 64 Europe
NKIP  Killer Instinct Gold Europe
NDMP  Doom 64 Europe
NMRP  Multi Racing Championship Europe
NBMP  Bomberman 64 Europe
NTRP  Top Gear Rally UK
NCFP  ClayFighter 63 1/3 Europe
NQ8P  NFL Quarterback Club 98 Europe
NTMP  Mischief Makers Europe
NLCP  Automobili Lamborghini Scandinavia
NHGP  F1 Pole Position 64 Europe
NDYP  Diddy Kong Racing Europe

N8IP  FIFA 98 UK
NCUP  World Cup 98 USA
NH5P  Winter Olympics '98
NQKP  Quake Nintendo 64
NMYP  Mortal Kombat Mythologies: Sub Zero France
NDHP  Dual Heroes PAL
N8WP  World Cup 98 Europe
NTUD  Turok: Dinosaur Hunter Europe
NFOD  Forsaken 64 (Germany)
NGCP  GT 64: Championship Edition Europe
NBKE  Top Gear Hyper-Bike USA

NKAF  Fighters Destiny France
NKAD  Fighters Destiny Europe
NBKP  Banjo Kazooie Europe

SRAM
TE16

There are 3 ROMs provided, one I was sent with the cart from eBay and another when I attempted to dump it, and one patched. The one from the auction seems more correct based on corrupted strings in my own. Not provided with the auction was the SRAM, which has more strings in it.

NUS-64 - Cart Back NUS-64 - Cart Front NUS-64 - PCB Back NUS-64 - PCB Front

Chibi Maruko-chan - Mezase! Minami no Island!! (Japan) (Sample)
- - Matthew Callis

ちびまる子ちゃん めざせ!南のアイランド!!

Another Konami sample. Interestingly the title from the label matches the title on the final game, RS051 CHIBIMARUKOCHAN, but in the sample it is simply title.

---------------------Internal ROM Info----------------------
       File: game.sfc
       Name: title                    Company: Konami
     Header: None                        Bank: LoROM
Interleaved: None                        SRAM: 0 Kb
       Type: Normal                       ROM: 16 Mb
    Country: USA                        Video: NTSC
  ROM Speed: 120ns (FastROM)         Revision: 1.0
   Checksum: Bad 0x260B != 0x2705   Game Code:
---------------------------Hashes---------------------------
      CRC32: 178D0201
        MD5: 8D594E0DD7E6C90E062D3F961D14C89F
      SHA-1: 77617120D5A3C4ED2DFE6427A4C98A3AA172FEEA
--------------------------Database--------------------------

Title - Final / Sample

The opening scene is not animated like it is in the final, and beginning a game didn’t show the opening dialog sequence present in the final.

Title - Final
Title - Sample
2-Up Swipe Onion Skin

Balloon Select - Final / Sample

Noticeably different is the balloon baskets, banner and the lower cloud is gone.

Balloon Select - Final
Balloon Select - Sample
2-Up Swipe Onion Skin

Mountain - Final / Sample

Noticeably different is the balloon setup, mountain and words.

Mountain - Final
Mountain - Sample
2-Up Swipe Onion Skin

Setup - Sample

Setup 1 - Sample Setup 2 - Sample

VS Screen - Final / Sample

VS Screen - Final
VS Screen - Sample
2-Up Swipe Onion Skin

Missing from the final game, or maybe only this mode, is this level select screen.

Level Select - Sample

In Game - Final / Sample

The main path of just confirming every dialog has changed, final appears to be a story mode and the sample is a multiplayer mode.

In Game - Final
In Game - Sample
2-Up Swipe Onion Skin