This page details one or more prototype versions of Quarth (MSX2).
This page covers the demo version of Quarth, which was sent to stores before the game's release.
Menu Differences#
- The game's font is positioned a pixel further to the left. This is especially noticeable in the game's title screen:
Demo |
Final |
|---|---|
- The menu boxes are black instead of blue.
- It is not possible to change the background music. This applies to all of the game's modes.
Demo |
Final |
|---|---|
Gameplay Differences#
General#
- Before a game starts, be it during the attract sequence or not, a screen that indicates the game's instructions is shown. Graphical data for this screen can still be found unused in the final game.
Basic Rules |
Basic Rules |
- Player 1's ship uses a stronger shade of red.
Demo |
Final |
|---|---|
- Pausing the game does not hide the playfield with Konami's logo.
- It is still possible to shoot squares after clearing a level or when the opponent player loses in 2P MODE 2.
- During the attract sequence or after finishing Stage 3 in 1P MODE, an advertisement screen shows up:
Decision |
Classic software |
Quarth |
1P MODE/2P MODE 1#
- The number notations during a level are displayed in hexadecimal values, and seem to top at C (12). The final game tops at 10, and no notations are displayed afterwards.
Demo |
Final |
|---|---|
- The walls in Stages 1 and 3 use the same palette as Stages 0 and 2.
Demo |
Final |
|---|---|
- The playfield does not stop moving after the clear message is fully displayed.
- There is no retry system; losing takes the player back to the title screen.
2P MODE 2#
- The falling blocks are orange instead of blue.
- When blocks are being erased, they have a thicker outline.
- The design of the nuisance blocks is also much less polished, having the same thick outline.
- The message displayed when a player loses is much less clear.
Demo |
Final |
|---|---|