This page details one or more prototype versions of Rio (Nintendo DS).
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This prototype is documented on Hidden Palace. |
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To do:
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A very early build of Rio that was built on July 9, 2010, nine months before release.
General Differences#
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Proto |
Final |
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- The title screen is completely different, with the prototype depicting a logo that was seemingly created by the developers themselves, as it was never used by Blue Sky in any material for the movie, both prior to the release and afterward. The backgrounds are two sketched artworks of a beach on the top screen and a ground-level view of Rio itself on the bottom screen, rather than the stylized floral patterns and curves used in the retail version. Lastly, the options menu is available from the main menu rather than within the user profiles, and a "credits" option is directly available (though stubbed out).
- The menu and selection graphics are, in general, very rough and mostly consist of light blue rectangles.
- Pressing the L button will cause black banners to appear on the top and bottom screens. Keeping the L button held and pressing directions on the D-Pad will allow the user to navigate a psuedo-file directory. The directory itself contains options to adjust various aspects of the game, though it is unclear if they actually function.
- The badge selection menu (badges serve as the player's icon in the game) is a set of eight red squares presented on a table. None of them have any graphics.
- Only the "Story" option is available on the menu. "Minigames" and "Wireless" (known in the retail build as "Multiplayer") are stubbed, while "Options" has, as mentioned before, not been moved here yet.
- It is impossible to return to the main menu from the story mode menu due to the back button not working: the only way to exit it without resetting the system is to enter a level before quitting it from the pause menu.
- A five-by-four grid of twenty levels form the story mode menu, but only four of them are selectable; only one of these levels (being "Beach Volley!") is properly implemented. The other levels are tests and use an alternating light blue and black floor and background, with the colours of each swapping every unit. Jewel does not appear in any of the levels.
- Rather than flowers, the player collects balloons for points scored without needing to touch the screen. Additionally, the icons when tapping the screen are watermelons rather than instruments, and the shrinking icon that overlays the icons when the player approaches them is a white target symbol instead of a yellow ring.
- The bonus section only appears in "Beach Volley!" and is represented as Blu standing on a platform in the middle of the darkened level as a spotlight shines on him as he dodges obstacles and collects balloons. He is not animated here.
- "Blu Steel:" Takes the third slot. This level does not exist in the game. It only consists of two empty units before the level ends.
- "Crawl of the Wild:" Takes the tenth slot. Despite the name, this level is actually meant for displaying the "Beach Volley!" objects, each of which are labelled. The level is three units long.
- "Follow my Beak:" Takes the eleventh slot. The level is completely empty and continues indefinitely until the player pauses and exits.
- "Beach Volley!:" Takes the thirteenth slot. Features an early layout with differing graphics: for instance, there are no sand castles and the background is much more monotone. The surfboards bear a completely different design.
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The Rio series | |
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Wii, Xbox 360, PlayStation 3 |
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Nintendo DS |
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Windows, Mac OS X, iOS, Android, Windows Phone |
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