The last line of the prologue text isn't in the early draft. This is a formatting change the first line in the early draft is one character too long.īut that was just a prelude to X's next battle. The S, X, and Z (all new to this game) were touched up in the final version. Unlike X1, the large font in X2 has every letter of the English alphabet. The early prototype has no large font, but the later prototype does. The question mark is particularly different. Most of the characters in the game's alphanumeric font were tweaked in the final game. The final game redraws each character to add a shadow, then adds a few letters and numbers into the set. The hiragana + katakana character set is identical to the first game's set in the prototypes. There are no full stops (。) in the early draft.Light still uses a dialogue picture in the early prototype. The later prototype's draft doesn't include the cutscene that plays after defeating all Mavericks without collecting all of Zero's parts, nor the "Repairing Zero" cutscene that plays when the player exits a stage for the first time with all of Zero's parts.The early prototype only has new dialogue for the Light Capsules.Weather Crystals have 20 frames of invincibility after getting hit in the early prototype and just 2 in later versions. Then, if the player is close enough, they'll try to drill into them. In later versions, the Scrivers will stay in place until the player gets close enough, at which point they'll hop towards them. In the early prototype, Scrivers will continually drill in the air until the player gets close enough, at which point they'll jump towards the player.Fisherns move twice as fast in the later prototype.This is likely due to their unique destruction animation wherein the big frog explodes first, then the little frog after that. Croak Hopper are bugged in that their hitbox lingers while they're exploding.They're unaffected by the Crystal Hunter in the final game. The Barrier Attacker can be frozen by the Crystal Hunter in both prototypes, something that's required to do to get across a spike pit in X-Hunter 1.Tiranos (firing - uses X-Buster sound effect).Slidame (grabbing - uses X's damaged sound effect).Raider Killer (firing lasers - uses half-charged X-Buster sound effect).Cannon Driver (firing - uses X-Buster sound effect).Similarly, the following enemies use temporary sound assignments in the early prototype:.Raider Killer (landing and firing plasma shots only).It's actually quicker to list what enemies do have their final sound effects assigned: Almost all enemies are missing sound effects in the early prototype.Like the enemies' HP values, these were mostly reduced in the final game, though there are a few that were either increased or swapped around. All but two were reductions the two that had their HP increased were the Bar Waying (to keep them blocking the player longer) and the Disc Boy 08 (to keep them from being destroyed by one single fully-charged X-Buster shot). Most enemies in the game have HP differences between the two prototypes and the final game. The following tracks are completely absent from both prototypes: The following tracks are completely absent in the early prototype: Pro Action Replay (PAR) code 0688891A will play this track in Morph Moth's stage in the early prototype, while 0688051D will play it in the same stage in the later prototype. Occupying slot 1A (the regular boss theme in the final game) in the early prototype and slot 1D (the stage select theme in the final game) in the later prototype is a very strange unused track of unknown purpose. The most stable emulator available at the moment is bsnes-plus. While bsnes will accurately display graphics and position sprites, it seems to freeze at certain points.
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