It's the only section that has some sound effects and can be completed. The prototype's version of Puppy Love (called "Bounce the Pups") is the most complete section in the game.The Granny's Chair level hasn't been implemented yet and there is no indication that a second part to this level was considered yet.However, it does seem like some parts of the level were given a "layout" to determine how the level should look before the final tiles are implemented. Aside from the Big Bad Trouble, the level seems to abruptly end afterwards as no other part of the map has been completely designed yet.This gimmick was completely cut from the final game. Shooting at the cloud causes the sprite to turn red but then slowly turns back to green after a few seconds. Touching the toxic cloud causes no damage. As you walk further into the level you will encounter the "Big Bad Trouble", a gigantic alien like flytrap plant with human hands that belches a toxic cloud that follows you throughout the level.This enemy is present in later builds that feature this version of the level but with different artwork. The level lacks any of the alien octopi with blunderbusses.The foreground tile set seems identical to what's used in the final game, but with minor differences. This level contains a completely different color palette and background layer comprisng of a transparent fog layer and a static red sky layer.Pressing START at the super cheats screen will go to the title screen unlike the final which goes right into the level you select.Out of all the stages available on the start level list, "DIRT" and "MEAT LEVEL" do not load.The "START LEVEL" list has different entries in comparison to the final:.The prototype says "FREEZEABILITY" where the final says "PAUSE / DIM"."START LEVEL" and "FREEZEABILITY" aren't aligned with CHEAT MODE unlike the final version."SOUND EFFECTS" test is absent from the super cheat menu.The prototype has a different statistic that reports "MAX TILES TO MAKE MAP".The prototype says "ROOM FOR SPRTLIST.658" where the final says "ROOM FOR SPRTLIST".The prototype says "PROGRAM CODE BANK USES" where the final says "ASSEMBLER CODE USES".The prototype says "MUSIC & SOUND FX USES" where the final says "MUSIC & SOUND USES".The super cheat menu contains a telephone number and fax extension for Shiny offices, where the final just says "SUPER CHEAT SCREEN".The text that describes the region of the game is yellow instead of neon green.The majority of the items exclusive to this game do not seem to be implemented either. None of Jim's upgrades and weapons seem to have been implemented yet.The game over screens have not been implemented yet, and will lock the game if triggered.The cow intermissions between each level haven't been implemented yet.The game lacks any sound effects aside from the three sound effects used in the "Bounce the Pup" levels.The CONTINUE marker is from the first game.Jim cannot parachute with Snott, but he can use his body as a helicopter just like in the first game.The Manta Shield hasn't been implemented yet.Snott has not been implemented in the game yet.For instance, all of the idle animations are from the previous game. Most of Jim's sprites are lifted right from the first game with no alteration.There are no title cards before playing a level.This was probably done so that those who were previewing the game could have something to source artwork from for their previews. Instead, the game cycles through artwork of various characters. The Options screen has not been implemented yet.There is no Nintendo or Shiny title card yet.The game begins at the super cheat menu screen rather than the title screen.The staff credits from Earthworm Jim is located at 0x237F0 in the ROM.The game's header is still using the header from the first game.All enquiries:- 1088 North Coast Highway, Laguna Beach. Program by Nicholas Jones Program Director of Shiny Entertainment.The ROM contains the following string at 0xC2.However, some of the data could've been read in error since many of the stages loaded with graphical glitches and more. Roughly 60% of the game's ROM can be accessed with the game (as determined by BizHawak's Code Data Logger).This prototype is extremely similar to the prototypes that can be seen in known preview footage.While most of the content was completely dropped from the game, some of the content uses familiar aspects of the final but takes them in a different direction in comparison to what would eventually be done for the final game. ![]() The majority of the content in this prototype is unfinished and can't be "completed" aside from one or two exceptions.
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