the cutting room mirror

November 28th, 1994 Prototype

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This is a sub-page of Proto:Tempo Jr..

This prototype is documented on Hidden Palace.

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General Differences#

  • There's no Sega Club logo when booting the game in the U.S. region.

November 28, 1994 Prototype

Final

  • 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.

November 28, 1994 Prototype

Final

  • The notes on the password screen were colored in for the final.

November 28, 1994 Prototype

Final

TempoJrLevelStartNov28.png TempoJrLevelStartFinal.png
  • 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.

November 28, 1994 Prototype

Final

  • 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.

November 28, 1994 Prototype

Final

TempoJrIdleNov28.gif TempoJrIdleFinal.gif

November 28, 1994 Prototype

Final

TempoJrArrowNov28.png TempoJrNoArrowFinal.png
  • 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.

November 28, 1994 Prototype

Final

TempoJrPickupsNov28.png TempoJrPickupsFinal.png
  • 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.

November 28, 1994 Prototype

Final

TempoJrCDNov28.gif TempoJrCDFinal.png
  • 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.

November 28, 1994 Prototype

Final

  • 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#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check for any changes in level design.

Inner City Performance#

November 28, 1994 Prototype

Final

TempoJrBoss1Nov28.png TempoJrBoss1Final.png
  • 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#

November 28, 1994 Prototype

Final

TempoJrFlyNov28.png TempoJrFlyFinal.png
  • 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.

November 28, 1994 Prototype

Final

TempoJrFrogBossNov28.png TempoJrFrogBossFinal.png
  • The frog boss was given highlights for its eyes.

Winter Wonderland Performance#

TempoJrSpikesNov28.png
  • 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#

November 28, 1994 Prototype

Final

TempoJrMothNov28.png TempoJrMothFinal.png
  • 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.

November 28, 1994 Prototype

Final

TempoJrBoss4Final.png
  • 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.

November 28, 1994 Prototype

Final

TempoJrEndingNov28.png TempoJrEndingFinal.png
  • No endings are present in the prototype; instead, the game displays "TEMPO TEST ENDING".