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Racetracks

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This is a sub-page of Proto:LEGO Racers 2 (Game Boy Advance).

General Changes#

Gameplay#

  • Before a race begins in Story/Arcade Game, this flyby of the racetrack is shown. Given enough time, it'll reach the finish line and the race will begin. It can be skipped with A.
  • The AI is dumber than the final game - it loves to veer off-road, and prefers not to use powerups (if at all).
  • In the prototype, the player starts out at first place, no matter how many racers there are. The final moves them to second or third, depending on how many racers are present.

Prototype

Final

  • The final game adds some signs warning the player of upcoming turns, as well as the finish line.
  • The health bar is represented by numbers in the prototype. It defaults to 256 which, when combined with the NPCs' lack of powerup usage, makes the player immune to damage.
  • The brakes are less effective in the prototype.
  • The powerup box is slightly smaller in the final game.
  • No sound effects play during a race in the prototype.
  • Some fish were added to the water in Brickton and Arctic, while fireballs were added to Mars' lava.
  • The music is louder in the prototype, and plays at the very start of the race. The final game makes it quieter, and starts playing it before the yellow light.

Prototype

Final

  • The race pause menu's font is orange and uses both upper and lower case, and selecting Restart (Race) or Quit doesn't bring up a confirmation prompt.

Prototype

Final

  • The powerup sprites were made smaller in the final game.

Brickton#

Prototype

Final

  • Going to the map's edge in Brickton shows a pink background in the prototype. This was changed to an appropriate green in the final game.

Prototype

Final

  • The graphics for the traffic cones were completely changed.

Prototype

Final

  • Brickton 1 starts the player at an angle in the prototype. This was fixed in the final game.

Prototype

Final

  • Overall, the sides of Brickton 1 lack the multitude of trees that the final game has. Instead, there are a lot more traffic cones on the road, as well as cones on the outer corners of the track.

Prototype

Final

  • Brickton 2 is quite the opposite, however. Whereas the prototype track features a load of trees and traffic cones on the side of the road, the final omits most of them.

Prototype

Final

  • Brickton 3's prototype track has more traffic cones on the road, and its trees were less spread out.

Prototype

Final

  • Brickton 4 seems to swing between two positions on decoration: having a lot of trees/traffic cones on the side of the road, or being a barren grassland.

Prototype

Final

  • Most of Brickton 5's track is straddled by either trees or traffic cones. The final game tones this down significantly.

Dino Island#

Prototype

Final

  • The backgrounds for every racetrack (minus Brickton) were replaced in the final game, mainly to remove obvious seams and add better detail to them.

Prototype

Final

  • More trees and boulders were added to the sides of Dino Island 1's track.

Prototype

Final

  • Starting on Dino Island 2 (and ending on Mars 5), the prototype's tracks lack the roadside decorations that the final game has. As such, the tracks affected will not be documented unless other changes were made to them.

Mars#

Prototype

Final

No, Mars doesn't have lava on its surface. Usually.
  • Mars' background was given a night sky and some lava.

Prototype

Final

  • Mars 1 had some traffic cones removed from the course. In addition, more rocks were added to the side of Mars' tracks.
  • How the jump pads work is different between the prototype and final version.
    • In the prototype, the jump's height and speed depended on the player's actual speed. This makes clearing certain gaps frustrating, especially in Mars 4 and 5.
    • The final game made it so that the jump pads gave the player a certain speed and jump height, no matter how slow they go.
  • Speaking of jump pads, more of them were added to the Mars tracks.

Prototype

Final

  • A set of islands in Mars 5 were changed to a straight stretch of road.

Arctic#

Prototype

Final

  • You guessed it, another background change. The prototype version looked like something straight out of Donkey Kong Country.

Prototype

Final

  • Much like Brickton, the edges of Arctic's tracks were changed from purple to blue.
  • Like Mars, Arctic's tracks were given more icebergs at the side of the road.

Prototype

Final

  • Arctic 1 was given more trees and boulders, especially at the beginning. Traffic cones were removed.

Prototype

Final

  • Arctic 2 has decoration, but most of it seems to have accidentally been placed out of the map. What's left are some non-snowy trees at the beginning, and a whole mess of traffic cones right after that, all of which have no collision.
  • Arctic 3, 4, and 5 lack decoration, much like Mars and (most of) Dino Island.

Prototype

Final

  • Arctic 4, like Brickton 1, starts the player at an angle at the start of a race.

Xalax#

Prototype

Final

  • And here's the last background change. Just look at that ugly seam on the right!
  • The music for Xalax's tracks does not load during Story/Arcade Game, resulting in an annoying tone.
  • All of Xalax's tracks have no decoration on them. Pretty anticlimactic.
  • In the prototype, falling into Xalax's acid will sometimes result in an infinite death loop, as the respawn point for the player can be right over the acid itself.