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M.C. Kids

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This page details one or more prototype versions of M.C. Kids.

A prototype of M.C. Kids from fairly late in development. While there are many unimplemented features, most of the level designs are in place and similar to the final game. That said, every single level present in both the prototype and the final has some differences.

Sub-Page#

Music and Sound#

The prototype's sound engine is hard-coded to play one of the background music tracks, used for example in Ronald 4 from the final, and there are no sound effects. However, two other music tracks are present: One is the level select theme, while the other is the short fanfare played in the Ronald cutscene at the end of the game. Both of the music tracks are changed slightly in the final. The most notable change is the volume mixing of the instruments.

Proto Level Select

Final Level Select

Proto Background Music 3

Final Background Music 3

(Source: Rachel Mae, ColdPie)

Unused Graphics#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Please, find a way to rip these with the correct palettes.

Hamburglar#

Although Hamburglar is not present at this point, his graphics exist in the ROM and are quite different from the final design.

Proto

Final

Enemies#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find a way to get the correct palettes and see if any programming exists for the unused enemies.

This bird enemy is found in both the prototype and final. The prototype doesn't load the graphics correctly, though, rendering them unused.

This fish enemy is loaded in some levels in World 2 and is only in the prototype. They appear to be an early version of the sharkfin-holding gophers, which also appear in World 2, in both this prototype and the final game.

This enemy is loaded with the other World 2 enemy graphics and is only in the prototype.

This bear enemy is found only in the prototype.

Miscellaneous#

Proto

Final

A beehive, possibly removed from the final because there are no actual bees anywhere in the game. The graphics are still present in the final, though.

These strange things are loaded in some levels, but the graphics were removed in the final.

Level Changes#

The following images were ripped from the ROMs by mcmapper. Some prototype levels have graphical glitches, which are noted below.

Level names are taken from the ROMs. The prototype version is on the top (or left) of each comparison, and the final version is on the bottom (or right).

Proto

Final

Ronald's Clubhouse#

Lvl1: Merry Meadow

Lvl1: The Garden

Lvl2: Mushy Meadow

Lvl2: Gopher Grove

Lvl2: Mushy Meadow (subscreen)

Lvl2: Gopher Grove (subscreen)

Lvl3: Happy Forest

Lvl3: Lazy Leaves

Lvl4: Mucho Meadow

Lvl4: Mountain View

Lvl5: Leaky Forest

Lvl5: Hidden Glen

Lvl6: M Forest

Lvl6: Towering Trees

Birdie's Treehouse#

Lvl1: The Stratosphere

Lvl1: The Stratosphere

Lvl1: The Stratosphere (subscreen)

Lvl1: The Stratosphere (subscreen)

Lvl2: Caution, Snow!

Lvl2: Slippery Slopes

Lvl2: Caution, Snow! (subscreen)

Lvl2: Slippery Slopes (subscreen)

Lvl3: Slippery

Lvl3: Icy Maze

The prototype version of this level uses an outdated tileset definition, so some tiles appear incorrectly.

Lvl4: Puffy Clouds

Lvl4: Secret Suprize (sic)

Lvl5: Treacherous Secret

Lvl5: Frozen Caverns

The prototype version of this level uses an outdated tileset definition, so some tiles appear incorrectly.

Lvl6: Snow Clouds

Lvl6: Frosty Mountain

Grimace's Loft#

Renamed to Grimace's Highlands in the final version.

Lvl1: Cliffyland

Lvl1: Cliffton Heights

Lvl1: Cliffyland (subscreen)

Lvl1: Cliffton Heights (subscreen)

Lvl2: Cliffaroni

Lvl2: Moose Bridge

Lvl3: The Cliffs

Lvl3: Lumberjack Lane

Lvl4: Too High!

Lvl4: Fry Kid Falls

Lvl4: Too High! (subscreen)

Lvl4: Fry Kid Falls (subscreen)

Lvl5: Boatland

Lvl5: Danger Lake

Lvl6: Lakes in the Sky

Lvl6: Far Falls Forest

Professor's Workshop#

Lvl1: Dock on the Water

Lvl1: Ports O'Comets

Lvl1: Dock on the Water (subscreen)

Lvl1: Ports O'Comets (subscreen)

Lvl2: Vacation Island

Lvl2: Dino Dunes

Lvl3: Magic Forest

Lvl3: Magic Forest

Lvl4: Dinosaur Island

Lvl4: Desert Cove

Lvl5: The Raging Queen

Lvl5: Captain's Ship

Cosmic's Getaway#

Renamed to CosMc's Retreat in the final version.

Lvl1: Low Gravity

Lvl1: Moon Monsters

The prototype version of this level uses an outdated tileset definition, so some tiles appear incorrectly.

Lvl2: Say Cheeeezzz

Lvl2: Swisserland

The prototype version of this level uses an outdated tileset definition, so some tiles appear incorrectly.

Lvl3: The Sky's the Limit

Lvl3: Constellations

The prototype version of this level uses an outdated tileset definition, so some tiles appear incorrectly.

Lvl3: The Sky's the Limit (subscreen)

Lvl3: Constellations (subscreen)

Hamburglar's Hideout#

Lvl1: Hot Hot Hot

Lvl1: Burning Bridges

Lvl2: Hot Lava Machines

Lvl2: Lava Belts

The prototype does not contain graphics for the conveyor belts.

Lvl3: Hot foot

Lvl3: Molten Madness

The prototype does not contain graphics for the conveyor belts.

Ronald's PuZzLeWoRlD#

In the final version, the styling was changed to "Ronald's PuzzLeWoRlD" because the game's font lacks a capital Z character. In the prototype, this world's name is rendered as "Ronald's Pu.zLeWoRlD".

Lvl1: Place those blocks

Lvl1: Phony Finishes

Lvl2: Ronald's Help

Lvl2: Clowning Around

Lvl3: Zipperland

Lvl3: zippety Do Da

Unused Levels#

Unused prototype level

Possibly intended as a level subscreen or just a test area. Note that some tile graphics are probably corrupt due to changing tileset definitions.

Unused prototype level

A full, unused level containing two cards. This level was probably discarded because it would be incredibly obnoxious to try to grab the cards while bouncing around on springs.

To try it out and decide for yourself, see the Notes page.

Ship Dialogue#

Present in offset 11608 and ending at 11779, this would appear to correspond to Vacation Island:

Hamburglar just used my ship to cross over to the Island!
If you want you may also use my ship!
My ship will take you back and fourth as often as you want!

Interestingly, even in the final version of the game, the boat is rendered as an actor instead of as a background tile like the rest of the stationary map graphics. This shows that the boat was intended to move at some point. This leads to an unnecessary graphical glitch when moving the character on the same horizontal line as the boat, due to the NES' limitation of eight sprites per line.

Unseen Credits#

Developer credits are present, albeit impossible to see.

by Daroon Bartlett and Gregg Iz-Tavares.
Copyright McDonald's Corp.  1991  All Rights Reserved.

In the final, Darren's real name was used instead of his nickname "Daroon".