the cutting room mirror

October 19th, 1994 Prototype

This article has a talk page!
view on tcrf.net

This is a sub-page of Proto:Ristar (Game Gear).

To do:
Add more differences/changes in this build from the September prototype and the final.

This prototype is documented on Hidden Palace.

More than a month after the previous build, the game is almost complete at this point, and everything is nearly finalized, especially regarding the localization. But despite that, there are still plenty of differences from the final.

General Differences#

  • Debug mode is still enabled by default, like the previous build.

Intro#

  • The Sega screen is now visually identical to the final but still uses the generic Game Gear start up sound instead of the unique tune in the final.
  • The title screen is identical to the finals now.
  • The method to reset the game by pressing 1, 2, up, and enter at the same time still works in this build, but no longer plays the unique voice sample associated with it due to it being removed from the ROM. Similarly, pressing up during the Sega screen also won't play the voice sample.
  • The options menu is finalized now.
  • Like the previous build, when in the password screen, trying to use the password KUMI from the final game doesn't work, probably because level select is enabled by default.
  • The level passwords FEEL and AAAAAA no longer work.
  • The sound test is now mostly finalized as the conductor is present, however it is now named "Sound Test" rather than the final's "Music Theater". Some stars in the background were also moved around in the final.
  • The layout itself is also nearly identical to the final game now, the only differences being the game over track having a blank name and the ending tracks using the same names from the September 9th prototype.

September 9th Proto

October 19th Proto

Final

Level Differences#

Round 2-1#

  • Still uses the yellowish palette for the clouds, but the level design appears to be finalized.

Kaiser Greedy#

  • It is mostly identical to the final now, with the ending cinematic also added in; however, it appears to have no audio yet.

Credits Sequence#

Watch on YouTubeThe credits sequence has been implemented in this build, but is very bare bones at this point, since during the slideshow, no names or sprites of Ristar and enemies are shown, the slideshow part also cuts off abruptly with its music compared to the final game. The second part of the credits has many names listed in a bunch of question marks, with only a couple of actual names in it, such as the art director Gutoko Nencoo, whose first and last name was switched around in the final game, as well as Mr. Katagiri as producer who was replaced by Rhonda Van as producer in the final.

Some other differences in the second part include the Lead Tester sections being grouped together as Test Players in the prototype, the Megadrive and Genesis staff header section being referred to as the Ristar 16-Bit Staff, and the Pj. Ristar text in the final having GG before Ristar in the prototype. The still ending shot also starts earlier as soon as the camera fully moves to the right, with Ristar's sprite not flickering like in the final, Kaiser Greedy not blinking at all, and "The End" text being a dark blueish color rather than the final's orange color.

Audio Differences#

  • Several sound effects are still missing, like the sound for collecting stars or earning an extra life, and the menu sounds.
  • Kaiser Greedy's theme remains the same as the September prototype.
  • The Crazy Kings track seems to have gotten updated, where now the start of the track is mostly the same as the final by having the same key and no pitch bend; however, the noise channel percussion acts the same as the previous version by continually making "kicks" at the start.