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March 28, 1994 Prototype

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This is a sub-page of Proto:Bonkers (Genesis).

This prototype is documented on Hidden Palace.

To do:
I feel the graphics could be compared in more detail.

The March 28, 1994 prototype of Bonkers was released by drx during the February 23, 2008 proto release. The game is pretty clearly in an early stage of development at this point.

General#

  • The internal header reads "ETERNAL CHAMPIONS".
  • The "Level Complete" screen does not exist at this point.
  • While a number of music tracks are present, all but the title theme and "level complete" tune were replaced in the final.
  • This appears upon startup. Game Module selects the level, while Game Level selects which act of the level to start on. Most levels only have up to 10 acts coded, and from then on there's either repeats, a bare background, crashes, or a blank screen with the level's music playing. Exit takes the player to the Sega logo (see below), and then the Junkyard stage. This option was later renamed to "Whole Game" to make it more clearer as to what the option does. The font used is the one from the Atari 8-bit computers.
  • One of the available options in the Game Module section is Logo, which shows an animation of Toots hopping from the left onto the Sega logo. This is not used in the final game, though it's certainly much more familiar to fans of the show than the random animations the final game uses.
  • This comes up whenever the game crashes. Often it can be seen when pausing and unpausing in certain levels, most notably the Museum. It can also come up when screwing around with the debug options. It can also rarely pop up at seemingly random times.
  • Pressing Start within a level will bring up an act select counter, though for whatever reason it doesn't seem to always correspond directly with the same Game Level option at the title stage select screen. Selecting Exit to go to the main game, and then pressing Start and choosing any number with A, will always end the player up in the next consecutive level regardless.
  • Debug mode can be accessed by pressing Start within a level and pressing C. Pressing B lays out objects. There are a few other options available, but none of them will make much sense to most people. The debug implemented is too slow and not too welcoming to mess with.

Proto

Final

  • The title theme is less heavy on the sound effects and samples.

Proto

Final

  • The "level complete" theme not only goes unused in this build, but is slower and has a simpler bassline.

Level Differences#

Junkyard Mayhem#

Proto

Final

Proto

Final

What's considered the first level of the proto (as the player is directed here after selecting Exit, as mentioned before), this level is completely different from the final. In the final, the goal is to block the machine on the other side by throwing bricks to block him. Here, however, Bonkers doesn't have much anything to do but just avoid what's coming at him.

At first, he's confronted by a bunch of pogo sticks, then tires.

Bonkers_(Prototype_-_Mar_28,_1994)_(hidden-palace.org)003.png‎

Eventually, the level moves onto a second act which definitely lingers longer, with more tires flying in.

Bonkers_(Prototype_-_Mar_28,_1994)_(hidden-palace.org)004.png

Sometimes, Bonkers can get a hammer to hit away any obstacles for a brief period of time.

Bonkers_(Prototype_-_Mar_28,_1994)_(hidden-palace.org)015.png

One of the later levels shakes things up a little, and throws blobs of slime into the mix.

Museum Heist#

Proto

Final

Proto

Final

The items that the raccoons steal appear to keep their graphics up to the final (though not their palettes), while everything else is completely different. All raccoons in the back go back and forth, while some make it up front, and others often get stuck. If Bonkers keeps hitting them, the level eventually will move on to the next, but there doesn't seem to be a final level that's obtainable.

One major difference is the projectile: In the final, Bonkers just shoots straight ahead wherever he's positioned, and it hits whatever is in his path. It's a bit more convenient in this build, though the timing isn't as great.

Bonkers_prototype_-_mar_28_1994_hidden-palace.org3332.png

At random times, Toots will jump onto the screen with a broken palette. He doesn't seem to have any purpose implemented yet.

Hollywood Freeway#

Proto

Final

Proto

Final

This level is definitely in a primitive state. The player can drive around aimlessly through the small paths laid out, though there really isn't much to see. Two other police cars race around the area aimlessly. The controls are also somewhat different, and plays more like a traditional top-down racer. Pressing A (instead of holding it) will give the car a slight temporary boost in speed, after a short revving animation. With enough luck, by flooring into the many corners of the map, Bonkers can drive out of bounds. This can asimilarly be done to go back in bounds.

Bonkers_(Prototype_-_Mar_28,_1994)_(hidden-palace.org)012.png‎

These clouds can be seen often. When approached, they become angry and emit thunder, after which a puddle of rain appears under them.

Warehouse#

Proto

Final

This level shares the same music as Junkyard Mayhem in this build.

Proto

Final

In the final, Bonkers has to collect all the pieces of Fall Apart Rabbit before the timer runs out and the bomb explodes. In this build, the role of the timed explosive is played by Toon Bomb (from the series episode "Fall Apart Bomb Squad"), rather than an actual bomb. The gameplay is much the same as the final: destroy crates that jump around to collect the body pieces. Unlike the final where Bonkers does a karate chop to break boxes, you just press A next to them and he'll either push them, or break them right there. Unlike the final, Bonkers won't lose any pieces if he gets hurt. Whenever he stops moving, Bonkers will be left in whatever animation frame he was last in.

March 28 Proto

May 3 Proto - Final

The screen that shows how many pieces of Fall Apart Rabbit the player has currently collected is accessed with Start in this build, instead of C in the final. The final game would receive a proper pause menu to make up for the change. Bonkers' hand is noticeably less detailed than in the final.

Proto

Final

Fall Apart's right hand also was changed so that it's extending like the left one, most likely to avoid layering issues with his tail.

Unused Level#

Bonkers_(Prototype_-_Mar_28,_1994)_(hidden-palace.org)000.png Bonkers_(Prototype_-_Mar_28,_1994)_(hidden-palace.org)001.png‎

Can only be reached by choosing Exit and going past the Museum Heist stage. As soon as the level starts, the gray box underneath the cat in the left shot runs away from the player.

As can be seen in the above images, this stage is very clearly unfinished: it's quite small, loops in all four directions, is crawling with cats and birds, and contains hand-drawn pictures and a crudely-painted... snowball cart with a sunroof?

It's not at all clear what the intent was here. Perhaps some sort of early idea for a bonus level?

Unused Sprites#

This trash can is loaded into VRAM in the Junkyard level, but isn't used anywhere.