Earthworm Jim 2 Level 1 Music Snes

вторник 14 апреляadmin

One more important feature is the Rewards System, which is unique to Alien Arena. You will see in your HUD display a green alien head. When you have shot enough players this turns red and allows you to use either 'haste', 'sproing' or 'invisibility' at will (activated by whatever key you chose for them in Customize Controls). Alien arena ubuntu.

Earthworm Jim Miscellaneous Codes. There are two sets of codes players can enter for Earthworm Jim 2, the first is level warp codes for you to skip ahead to any level you want. The second set of codes, these codes, are misc codes. So pretty much every code that does something aside from level select. 10 Extra Meal Worms: C, A, C, A, C, A, C, A.

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< Proto:Earthworm Jim 2 (SNES)

This page details one or more prototype versions of Earthworm Jim 2 (SNES).

To do:
  • This article is under major construction, please refrain from editing.
  • Check for unused data in the ROM (like graphics for Level Ate/'Meat Level' and Lorenzen's Soil/'Dirt'.)
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

An early prototype of Earthworm Jim 2 for the SNES.

  • 3Level Differences
    • 3.2Puppy Love
To do:
  • Check if the title not showing up on the level card is a bug or not.
  • Are there any more unused leftovers from the first game?
  • The majority of the content in this prototype is unfinished and can't be completed aside from one or two exceptions. 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.
  • This prototype is extremely similar to one of the prototypes that can be seen in known preview footage.
  • Only 60% of the ROM is actually used, according to the BizHawk Code Data Logger.
  • At 0xc2, the following string not seen in the final game is present: 'Program by Nicholas Jones Program Director of Shiny Entertainment. All enquiries:- 1088 North Coast Highway, Laguna Beach. CA 92651-1338 U.S.A Tel No. (714) 494 0772 Fax No. (714) 494 7673'. It appears to be contact info for the developers, perhaps intended to be given out to game magazines.
  • The game's header is still using the header from the first game.
  • The staff credits from Earthworm Jim 1 is located at 0x237F0 in the ROM.
  • The game automatically boots into the Super Cheat Menu, with no title screen or copyright notice.
  • Before a level's title card loads, the game cycles through different game artwork. It is unknown where this would be used in the final game, if it was even intended to be in the final game.
  • The level title card is different. Rather than Jim holding a literal card with the level title, it's rather an updated version of the title card from the Special Edition of the first game. Also, the name of the level is not present, and when you complete a level (in the few levels that you can actually complete), the game skips the level card, advancing to the next level straight away, meaning the card will only show up when you select a level from the debug menu.
  • All of Jim's sprites are from the first game, excluding the standing animation and a few others.
  • Snott has not been implemented in the game yet.
  • The Manta Shield hasn't been implemented yet.
  • Jim cannot parachute with Snott, but he can use his body as a helicopter just like in the first game.
  • The CONTINUE marker is from the first game.
  • The game lacks any sound effects aside from the three sound effects used in the Puppy Love/'Bounce the Pup' levels.
  • No level complete screen is implemented - the 'Groovy' screen from the first game has been removed, and the 'well done' screen has not been implemented yet.
  • The game crashes when losing all lives.
  • No new power-ups have been added apart from a few exceptions.
  • The cheat menu is exactly the same as the one from Earthworm Jim 1 (even keeping the 1994 copyright date), apart from the game's title which is now, you guessed it, Earthworm Jim 2.

    Looking through the level select, you can see that the level list is different:

    Apr 24, 1995 prototypeAug 31, 1995 final build
    1 -TANGERINES1 -TANGERINES
    2A-BOUNCING PUPS1B-GRANNY CHAIR
    2B-BOUNCING PUPS2A-PUPPY LOVE 1
    2C-BOUNCING PUPS2B-PUPPY LOVE 2
    3 -PETER PAN2C-PUPPY LOVE 3
    4 -ALIEN ABDUCT3 -THE FLYIN KING
    5 -CARNIVAL RIDE4 -UDDERLY ABDUCT
    5A-INFLATED HEAD5A-INFLATED HEAD
    5B-HAMMER5C-HAMMER HEAD
    5C-CHICKEN HEAD6 -VILLI PEOPLE
    5F-BREAKOUT7 -LORENZENS SOIL
    6 -BLIND SALLY8 -LEVEL ATE
    6A-SALLY BONUS A8A-FLAMIN' YAWN
    6B-SALLY BONUS B8B-FORKED
    7 -DIRT9 -ISO-9000
    8 -MEAT LEVEL9B-DOOR CHASE
    9-LAWYERS RETURN10-CATHEDRAL
    9B-MORE LAWYERS
    9C-MORE LAWYERS
    9D-LAWYERS TEST
    10-PLATFORM 4

    Note the much longer list of levels, meaning the game may have been planned to be bigger at one point. 'Dirt' (Lorenzen's Soil) and 'Meat Level' (Level Ate) do not load normally, however by simply changing a byte in the ROM you can get them to load. This was most likely a programming error.

    The trailhead. Because this is so early in development, most ALL levels contain differences, or even have areas that never even made it into the final.

    Anything but Tangerines!

    • At this point, the level is simply named 'Tangerines'. Ironically, the tangerine enemy hasn't actually been implemented yet.
    • There is no Granny Chair sub-area yet.
    • The level uses a background more similar to the Megadrive version of the final game.
    • There is a transparent foreground resembling fog covering the level, giving it a more ambient feel than the final.
    • The tile set is mostly the same as the final, but there are some minor differences.
    • The Alien Octopi enemies haven't been implemented yet.
    • This level is mostly empty, but as you walk shortly into the level, you encounter a sign reading 'Big Bad Trouble', with an entrance into a short room, where you meet the boss, Big Bad Trouble, a green alien with humanoid hands. The boss then belches up a transparent gooey-looking green ball, that chases you into the next segment of the level, which ends abruptly after corrupted graphics due to the level being unfinished. The gooey ball can't damage you yet or take damage, but shooting it turns it a red colour.
    • This level cannot be completed.

    Puppy Love

    Called 'Bounce The Pups' here in this prototype, this is the most complete part of the game at this point in development. It is very possible this was one of the first ideas for the game.

    Puppy Love Part 1

    • Called 'Bounce the Pups A' at this point in development.
    • This is one of the few levels (along with the other Puppy Love stages) that can be completed. Completing the level simply sends you to Part 2 (or in this case, Part B).
    • The Puppy Love levels are the only ones that contain sound effects, in this case, sound effects for the bomb, the puppies bouncing on the marshmellow, and when you drop a puppy.
    • The Puppy Love levels also are the only ones to contain a text banner. The text banners in this prototype use a different, more basic and temporary font. The letters also shake faster than they do in the final, move horizontally, don't zoom onto the screen when first displayed/fall off the screen, and don't play a 'splat' sound. The text banners are displayed at the beginning of the level, saying 'Bounce the Pups', and at the start of a round, saying the round number.
    • Rather than beginning at 4 and counting down to 0, the 'peter puppy anger level' counter begins at 0 and counts up to 10, making the level much easier.
    • When the counter reaches 10 and Peter Puppy gets angry, the wrong palette is applied to his sprite.
    • The sprite for the bomb is different and seems as if it was drawn in Microsoft Paint, so it was most likely temporary.
    • When Peter Puppy throws the bomb back at Psycrow, the camera glitches out and focuses on Jim, a glitch that still is in the 'SNEAKERS' prototype.

    Puppy Love Part 2

    • Called 'Bounce the Pups B' at this point in development.
    • Everything from part 1 applies here.
    • The developers seem to be testing some new concepts in this part and Part 3. In this case, there is a blue square-shaped enemy with eyes and a mouth that walks across the ground, causing Jim to jump/trip over when passing it.
    • A possible bug causes this level to be almost uncompletable without getting damaged, as Psycrow throws too many puppies than that the player can handle.
    • Beating this stage takes you to Part 3.

    Puppy Love Part 3

    • Called 'Bounce the Pups Part C'.
    • Same thing, everything applies here.
    • What the developers were testing here is that the mechanic for starting a next round is different. Rather than throwing 1 bomb back to Psy-Crow, you either have to throw two bombs back, or drop one on the ground.
    • The enemy from part 2 is missing, but the bug still applies.
    • Beating this level takes you to The Flyin' King.

    The Flyin' King

    • Called 'Peter Pan' at this point in development.
    • This level's mechanics are completely different from the final. In the final version of the game, the goal is to guide a bomb attached to a hot-air balloon to the end of the map, and detonate it to defeat Major Mucus. Here, it's much more of a linear level (because of this, you cannot turn around unlike the final), where you simply shoot at oncoming enemies until the stage ends.
    • The level was originally meant to be much longer, covering all sorts of terrain, including oceans, mountains, lakes, plains, and a cloud area. In the final, there are simply only grasslands, small parts of the sea, and an area made out of snot.
    • The camera moves slightly slower than the final.
    • The firework rockets have not been added yet, or more likely, were not even considered at this point due to the different level idea.
    • While the final uses a unique theme made for this level and Level Ate, at this point it uses the bonus level theme. This could mean that it was originally planned as a bonus level, but unlikely as there is no letter suffix at the end of the level ID.
    • The pirate ships have not been fully implemented yet - they do exist, but cannot shoot, and the flying pig enemies and Snott UFOs haven't been implemented yet at all.
    • Ammo is not infinite here - you can run out, unlike the final version. Despite this, the game is coded to still let Jim fire in this level even after running out, meaning at this point they had already decided to make it infinite.
    • It is possible to guide your fire, a mechanic not seen in the final.
    • Jim can do a homing attack, where he flys across the screen, but it does not seem to do anything. Strangely, his rocket disappears when he does this. The sprite for this uses a wrong palette. This cannot be done in the final.
    • Jim can also throw things (another thing you can't do in the final version of this stage), but as there is nothing to pick up in this stage (or even any behavior in the programming that would allow you to pick up anything), he simply just plays a 'throwing' animation without actually doing anything. Again, his rocket disappears when he does this and the sprite for this uses a wrong palette.
    • One of the different types of removed terrain is a cloud area. In this area, dragon enemies appear, and breath fire which takes 5% of damage from Jim.
    • The entire level had been planned at this point, although enemy placement wasn't fully added yet, and some tiles were not added yet either, resulting in corrupted or placeholder graphics.
    • It is impossible to beat the stage, the scrolling simply stops at the end, and doesn't allow you to do anything.
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