This page details one or more prototype versions of Totally Spies! 2: Undercover (Game Boy Advance).
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This prototype is documented on Hidden Palace. |
A European prototype of the Game Boy Advance version of Totally Spies! 2: Undercover. The build date is currently unknown. It was released on January 1st, 2022 along with many other prototypes, hosted by the folks over at Hidden Palace.
General Differences#
- The music is lifted directly from the first game. The songs used are as follows:
Level/Menu |
Totally Spies 1 song used |
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Menus |
Cutscene theme |
Game Over |
Game over theme |
Find the truck |
Enter the chemical laboratory |
Frazzle the lock |
Chase on the highway |
Destroy the tornado |
Dance Evaluation |
Neutralize Geraldine |
Cool the chemicals |
Capture the flower |
Defeat Terrence |
Dissect the flower |
Escape from the building |
Infiltration |
Analyse the clues |
The pursuit |
Free the 7 people |
The grand seduction |
Cutscene theme |
Explore the museum |
Menu theme |
Find the combination |
Find the 5 test tubes |
Catch Kyle |
Neutralise the 6 bombs |
The cornfield |
Enter the chemical laboratory |
Vegetable cutting |
Chase on the highway |
The barn |
Dance Evaluation |
Like father, like son |
Cool the chemicals |
Back to the craft |
Defeat Terrence |
Unplug it all |
Escape from the building |
The space race |
Analyse the clues |
The tease |
Free the 7 people |
- Much of the sound effects are missing. A majority of levels have no sound effects at all.
- Pausing the game doesn't stop the music.
- The "Yes" and "No" options in the pause screens are followed by a question mark. The question marks were removed in the final.
- Game Over screens ask the player if they want to "Start Again" rather than "Retry".
- In both the prototype and final, whenever the player quits out of a level, the game goes into a state where inputs are locked and behaviour is changed (with exact behaviour changes depending on the level) before the level fully fades out. In the final game, this also occurs for 1 frame after unpausing the game but in the prototype, this does not happen after unpausing the game.
- Confessionals can be broken by rapidly changing the page, causing a softlock.
Opening and Menus#
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Prototype |
Final |
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- The game takes longer to boot up.
- French and Dutch have swapped positions on the language select but the position of their respective flags are still the same as the final, resulting in the two languages having the wrong flags.
- Dutch is the default language as opposed to English.
- Nederlands is missing the S at the end.
- Français and Español are missing the accents on the C and N respectively.
- The "Licensed by Nintendo" screen can be skipped as quickly as the other company logos.
- The Marathon Media logo is different and it comes after the Mistic Software logo rather than before.
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Prototype |
Final |
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- The main theme on the title screen starts off in mono and then goes into stereo after a short while, becoming noticeably louder in the process.
- The music on the main menu is the main theme rather than the cutscene theme. The cutscene theme from the first game is used on all the other menus.
- The credits are not yet implemented and use a placeholder screen. The text is still in the ROM and are mostly identical to final except that the credits are split in two and labeled as GBA and DS version credits. Credits for Atari US are missing.
- The save, load, copy and delete screens are missing, with the game instantly moving on once it alters save data.
- When selecting a new game, the player cannot overwrite a pre-existing save file. The player has to use the delete option in order to free up a space for a new save file.
- When copying or deleting pre-existing save data, there is no prompt asking the player if they want to copy/delete before the action is taken.
- Levels are referred to as "stories" in the final and "tables" in the prototype.
- In French, levels are referred to as "tableau" in the final and prototype. For other languages, this was literally translated to "table" which doesn't make sense in other languages, hence why it was changed.
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Prototype |
Final |
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- There are font differences as well as occasional changes to text layout.
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Prototype |
Final |
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- The "skip" button prompt uses a different graphic in the prototype.
- The skip button graphic is broken in German, Spanish, Italian and Dutch.
Prototype |
Final |
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Level Specific Differences#
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To do: |
Episode 1 - Story 2 - Frazzle the lock#
- The border containing the text was smaller with the path on the top right being longer.
- The text was changed in every language other than English.
- German has the same text but it is formatted differently.
- In German and sometimes Dutch, the text extends outside the text border in the prototype.
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Prototype |
Final |
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Episode 1 - Story 3 - Destroy the tornado#
- After failing and retrying, the game will remember the amount of damage you've done to the tornado. The final game resets it's health to full.
- When shooting the tornado in the prototype, the game flashes a prompt to press the R button even though you shoot by pressing B. The final game has no prompt.
- The tornado has a smaller hitbox, making it possible to jump over the Tornado.
Episode 2 - Story 1 - Catch the Plant#
- Alex's portrait is used instead of Jerry's for the initial dialogue.
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Prototype |
Final |
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- Alex teeters in the air for a short while when the level starts.
- If the initial dialogue is skipped with the start button, it will pause the game. This does not happen in other levels in the prototype.
- Alex can attack on this level in the prototype, even though there is nothing to attack.
- Performing an air kick notably prevents the player from taking fall damage.
- The plant is far more aggressive in the prototype, attacking more often and being able to latch onto Alex while she is climbing buildings (which it cannot do in the final).
- It is possible to wall jump on the invisible walls at the beginning and the end of the level.
- Sam is standing in mid-air in prototype. She also does not run up to the plant unlike in the final.
- The plant can still latch onto you even after Sam has caught it at the end of the level.
- In the final game, the player can only perform their double jump for an 11 frame window in this level. In the prototype however, the player can delay their double jump for an extra 26 frames, matching every other platforming level in the game.
- In the final game, the player cannot jump if they are too close to an edge. In the prototype however, you can jump near an edge to the point that you can slip off an edge and jump, functioning like the first game. This is a general change in all the platforming levels.
- If the player drops off the first large building, the plant will not follow you, forcing the player to backtrack to have the plant follow you. In the final game, the plant will follow you if you perform this skip.
- If the player game overs in the level and resets, they can control Alex in the beginning section. If they jump over the initial dialogue box, Alex will amusingly float above the ground, moving forwards quickly until the dialogue is skipped.
- If the player takes too long to skip the dialogue, this can allow you to pass the plant, forcing you to go back to activate it.
- If the player dies via fall damage, the level breaks. Retrying the level will result in Alex not appearing and then dying shortly after the level begins. This will keep happening whenever the level is played although it can be fixed by dying in other levels.
Episode 2 - Story 2 - Dissect the plant#
- Hitting the edges of the plant with the tweezers will result in immediate failure, while in the final game you have four hitpoints.
- The walls in the first section are closer, being inside the light green areas rather than the edges of the plant.
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Prototype |
Final |
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Episode 3 - Story 3 - Find the combination#
- The background was colored in pink for the final.
- Most of the borders are thicker than in the final.
- The buttons were rearranged and redesigned. The glasses being replaced with the OK and the backspace with an eraser.
- The prototype has an extra button to quit the level and cannot be quit the normal way of pressing Start and L.
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Prototype |
Final |
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Episode 4 - Story 1 - The cornfields#
- The level has no health pickups.
- The level has much smoother performance. In the final game, the level has extreme frame drops, with the level often running at half its intended speed but in the prototype, lag is far less frequent and far less severe. Similar performance can be achieved in the final by turning off music and sound.
- The exit sign is different, likely being changed so that it would not need to be translated for different languages.
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Prototype |
Final |
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Episode 4 - Story 3 - The barn#
- The air kick does not function properly. Its hitbox is tiny (making it near impossible to use against enemies) and it does not bounce off objects it hits. This is not the case for other platforming levels.
- Enemies do not have solid collision, allowing the player to walk through them.
- The heart on the platform above the door is missing.
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Prototype |
Final |
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- In the prototype, it is possible to jump from the platform below the boom box to the platform with the boom box. This is not possible in the final game as the player cannot jump if they are too close to an edge in the final.
- If the player has not collected the boom box in the final, there is a textbox where Jerry tells the player to collect the boom box and the player is blocked off from the door. In the prototype, this textbox is not present (although the text is still in the files) and the player can walk all the way up to the door while it is closed.
- When the door is open, the player can finish the level without collecting the boom box in the prototype. This is not possible in the final.
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Prototype |
Final |
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Episode 4 - Story 4 - Like father, like son#
- The conveyor belt still moves when the game is paused.
- Haybales are spawned more frequently.
- Carrot Man's icon is bugged in the prototype.
- If the player quits out and retries, the game will remember what character you were fighting. In the final game, this still occurs if the player dies but if they quit out with the pause menu, they will have to fight all 3 bosses again.
Episode 5 - Story 2 - Unplug it all#
- The way you disable the speakers and lights is different in the prototype. Instead of the same "hacking" mechanic, you have to time a single button press when a bar is filled to a certain point.
- The big star was removed from the background.
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Prototype |
Final |
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Episode 5 - Story 3 - The space race#
- The camera is not locked to the boss unlike the final game. The camera is instead locked to the center of the player like most other platforming levels. Getting behind the camera is instant death in the final game but since that cannot happen in the prototype, you can effortlessly run behind the boss.
- Jumping physics are different to the final game. For example, if you jump horizontally in the final, you perform a fairly high jump but in the prototype, you perform a very low jump with a lot of horizontal speed.
- The boss will not break rocks when he runs into them. When combined with the camera following the player, this means you can have the boss run into the same rock over and over again to beat him easily.
- Rocks have unlimited upwards range, forcing the player to either walk under them or jump over them using a jump while running upwards. This also means that the boss will run into the rock no matter what if it is placed on the bottom of the screen.
- Pits have dodgier collision. If the player falls into a pit, Alex can still be seen, phasing into the ground.
- The boss can hit a rock when jumping over a pit above a rock. The boss takes damage although it will only go into its damage animation if it is close enough to the rock.
- If the boss goes into its damage animation over a pit, it can consistently take multiple hits in rapid succession.
- These techniques can be used to cause the boss' health to underflow to 255 hit points.
- If the boss goes into its damage animation over a pit, it can consistently take multiple hits in rapid succession.
Episode 5 - Story 4 - The tease#
- The hint and quit buttons were switched around and the prompts moved below them. The button icons are also higher than in the final.
- The complete picture displayed by the hint button is discolored.
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Prototype |
Final |
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Text Differences#
Episode 1 - Arnold the Great#
Story 1 - Find the truck
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Prototype |
Final |
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Story 2 - Frazzle the lock
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Prototype |
Final |
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Prototype |
Final |
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Prototype |
Final |
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Prototype |
Final |
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Story 3 - Destroy the tornado
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Prototype |
Final |
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Story 4 - Neutralize Geraldine
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Prototype |
Final |
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Episode 2 - Booby Blooms#
Story 1 - Capture the flower
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Prototype |
Final |
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Prototype |
Final |
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Prototype |
Final |
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Prototype |
Final |
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Story 2 - Dissect the flower
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Prototype |
Final |
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Story 4 - The pursuit
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Prototype |
Final |
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Confessional
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Prototype |
Final |
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Prototype |
Final |
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Episode 3 - Hot Thief#
Story 1 - The grand seduction
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Prototype |
Final |
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Prototype |
Final |
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Story 3 - Find the combination
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Prototype |
Final |
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Episode 5 - Spies in Space#
Story 2 - Unplug it all
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Prototype |
Final |
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Prototype |
Final |
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Confessional
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Prototype |
Final |
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Prototype |
Final |
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Credits#
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Prototype |
Final |
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Unused Text From the DS Version#
All of the text specific to the DS version remains in the GBA version and vice-versa, these also include some changes.
General
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Prototype |
Final |
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Multiplayer
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Prototype |
Final |
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Episode 1 - Story 2 - Frazzle the lock
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Prototype |
Final |
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Episode 2 - Story 3 - Infiltration
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Prototype |
Final |
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Prototype |
Final |
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Episode 3 - Story 3 - Find the combination
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Prototype |
Final |
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Prototype |
Final |
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Episode 5 - Story 1 - Back to the craft This change is only in the unused DS version of the instructions.
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Prototype |
Final |
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The Totally Spies! series | |
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Game Boy Advance |
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Plug & Play |
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Nintendo DS |
Totally Spies! 2: Undercover • Totally Spies! 3: Secret Agents • Totally Spies! 4: Around The World |


