Dungeon Master for Super NES version 1.0 (English, NTSC)
Dungeon Master for Super NES version 1.0 (English, PAL)
Note: Both English versions contain a bug that is not present in any other version of the game, including both Japanese SNES versions: As shown on the screenshots below, 'master' skill level names are prefixed with characters ' ' 'a' 'b' 'c' 'd' 'e' instead of the appropriate power symbols .
Dungeon Master for Super Famicom version 1.0 (Japanese NTSC)
Note: This version contains two bugs that were fixed in version 1.1 and in both English versions:
If you come back to the dungeon entrance with the Firestaff (not completed with the power gem) to see the alternate ending, the game hangs and the saved game data is corrupted so that you cannot restore it anymore.
There is a small bug with Hissssa's name: If you open the inventory of a champion other than Hissssa then move to Hissssa's inventory, then Hissssa's name does not fully overwrite the previous champion name. On the screenshot below, the other champion (Alex) is the party leader: his name was printed in yellow and the last character of his name remains on screen, following Hissssa's name printed in gray (right above the eye icon).
Dungeon Master for Super Famicom version 1.1 (Japanese NTSC)
This archive contains 19 SPC files from Dungeon Master for Super NES / Super Famicom. SPC files contain a dump of the console's sound chip RAM. See table below for a description of each file.
[Source: http://snesmusic.org/v2/profile.php?set&selected=773 ]
In order to play these files, you can use SNESAmp which is a Winamp plug-in that can also be used with XMPlay. There are also many other tools and players on SPC Players/Utilities page at Zophar's Domain.
MP3 recordings
The following MP3 files were recorded with Audacity while the game was running in the bsnes emulator. The game ROM was modified to change which track to play in the Hall of Champions at (00,08,04) to make it easy to play all tracks and two unused tracks were also found.
In the game, music starts playing when the party moves to the listed square coordinates. The track numbers are those used internally by the game.