This is a sub-page of Proto:Tempo Jr..
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This prototype is documented on Hidden Palace. |
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This page or section needs more images. |
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This needs some investigation. |
General Differences#
- There's no Sega Club logo when booting the game in the U.S. region.
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November 28, 1994 Prototype |
Final |
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- Tempo was re-drawn and stripped of animations for the final title screen, to make it closer to the 32X version. The logo was also re-drawn to accommodate the name change, and a trademark symbol was added in the top-right corner. The hidden level select code has no effect on the game other than a brief note.
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November 28, 1994 Prototype |
Final |
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- The notes on the password screen were colored in for the final.
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November 28, 1994 Prototype |
Final |
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- The pre-performance intro doesn't have Tempo, Major Minor, or a sneak peak of the performance's boss in the prototype. The old format would eventually be used for the hidden level select.
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November 28, 1994 Prototype |
Final |
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- The pause menu got a couple of new statistics and a new font for the final version.
- The game is almost completely silent in the prototype; the only sounds that exist are notes during the first bonus game, the password screen, and entering the hidden level select code.
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November 28, 1994 Prototype |
Final |
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- Tempo's idle animation is completely different from the final. It matches the one used in prerelease footage of Tempo, which was ultimately repurposed as Katy's idle animation in Super Tempo.
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November 28, 1994 Prototype |
Final |
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- When idle for a little while, no thought bubble appears above Tempo to show which direction the player should go. Instead, arrows are present throughout the levels that were removed in the final.
- The number of lives a player has is shown in the bottom right corner during the gameplay rather than in the pause menu.
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November 28, 1994 Prototype |
Final |
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- Rather than using musical notations, Tempo's attack-modifying powerups instead show which direction the shot will fire. The prototype also has a powerup that returns the attack to its default state that was removed for the final.
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November 28, 1994 Prototype |
Final |
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- The CDs have an animation that was (for whatever reason) removed in the final.
- Coins are obtained automatically upon beating a boss in the prototype, while in the final they must be obtained in the levels.
- The golden notes don't exist yet, meaning the player only needs to reach the exit to beat each level.
- Katy only appears when the second and third bosses are defeated.
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November 28, 1994 Prototype |
Final |
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- The first bonus game has a very disorganized layout compared to the final version. It was likely re-organized in the final version to make it easier for younger children.
- The second bonus game, Hit & Hit, is completely missing, although its graphics are present.
Level Differences#
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This needs some investigation. |
Inner City Performance#
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November 28, 1994 Prototype |
Final |
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- The boss and the corresponding arena are completely different; instead of Baffo, you fight two yellowjackets that swoop down at Tempo. They have hurt animations, unlike any boss in the final. There's a victory dance programmed for them, but it only consists of the brown-headed yellowjacket awkwardly gliding out of frame and back.
Through The Woodwinds Performance#
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November 28, 1994 Prototype |
Final |
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- The fly enemies have larger feet, and a slightly different pose.
- The pitcher plant enemies don't use their hurt sprite when stunned, nor do they constantly flip when defeated.
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November 28, 1994 Prototype |
Final |
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- The frog boss was given highlights for its eyes.
Winter Wonderland Performance#
- The spikes on both the ground and ceiling don't have any collision nor deal damage.
- The penguin boss' snowball attack doesn't trap Tempo if he's midair, making the fight trivial. The boss also shoots mini-penguins regardless of whether Tempo has been trapped or not.
Night Lights Performance#
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November 28, 1994 Prototype |
Final |
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- The moth enemies have a messed-up palette.
- Like the previous performance, the spikes do nothing in the prototype. The electrical barriers still hurt you, however.
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November 28, 1994 Prototype |
Final |
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- The Buzzelles (or rather, just the one) are missing. Instead, the player fights a static sign saying "Now Making!" atop a glitched version of the first boss's stage. The sign can deal damage and be defeated, but Tempo's victory dance is cut short after only a second.
Grudge Match/Final Showdown Performance#
- You only ever fight the sign.
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November 28, 1994 Prototype |
Final |
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- No endings are present in the prototype; instead, the game displays "TEMPO TEST ENDING".