This is a sub-page of Proto:Wally Bear and the NO! Gang.
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This prototype is documented on Hidden Palace. |
This build of Wally Bear and the NO! Gang was found on a Maxivision 30-in-1 multicart prototype which was released by Hidden Palace on March 12, 2025. The multicart itself would eventually be released as the Maxivision 15-in-1, with the cuts being due to licensing and manufacturing issues.
General Differences#
At this point in development, the game is incredibly barebones, only including basic collision and mechanics:
- The score counter is notably longer than in the final game, although there is no way whatsoever to gain score in the prototype.
- The timer mostly functions as it should, and even flashes upon reaching the last 10 seconds, although it underflows upon actually reaching zero.
- There is only one music track present throughout the prototype, which was used as the theme for the suburban stages in the final release.
- The player can switch between three stages by pressing Select: the city, the subway, and the sewers.
- Pressing B allows Wally to switch between walking or riding the skateboard, which gives him a noticeable speed boost. In the final game, Wally is present on his skateboard at all times, and the only way to gain speed is by collecting the extra skateboard power-up.
- In addition to the previous bullet point, holding B will also pause the game until it is released.
- There are only two enemies present in-game: the animals that throw objects outside of their windows, and the droplets in the sewer stage.
Title Screen#
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The image of Wally on the title screen was completely redrawn to look more dynamic for the final release. In addition, the background color was changed from violet to a light shade of blue, the player options were moved slightly to accommodate the new drawing, and one of the colors in the "NO" palette was altered to blend in better with the rest of the title screen.
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The credits simply consist of plain blue text in the prototype, whereas the final version added some presentation, as well as an extra screen promoting the National Clearinghouse for Alcohol and Drug Information.
The credits themselves removed James Ferguson's producing/directing credit, added a credit for the licensed use of the characters, and added three names: Keith Rupp (programmer), Gary Marsh (composer of the title song), and James Dunn (game testing).
Graphical Differences#
Sprites#
As previously suggested, there is an entire set of graphics for Wally sans his skateboard. These were completely overwritten in the final in favor of more enemy sprites.
In addition, some sprites from even earlier in development can be found within the subway stage's CHR data.
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The window-throwing enemy was changed from a lizard throwing jars (or flowerpots, in an unused variation) in the prototype to a rat throwing bombs in the final release.
Stage Layouts#
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The subway originally contained an (almost certainly unlicensed) ad for Pepsi alongside a sign that just reads "SAY NO". In the final, these were replaced with ads for American Game Cartridges and two of their other titles: ShockWave, and a port of Exidy's Crossbow that ultimately never came to fruition.
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The underground fortress originally spawned the player at the top of the screen, requiring the player to either jump down or slide under the heads.
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The prototype has a doorway included right at the beginning of the sewer, giving the player easy access to the maze of doors. This was unsurprisingly removed from the final version.
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"SUBWAY" was originally spelled as two words, and the booth didn't take up the entirety of the screen horizontally.
Apartment Layout#
Completely absent from the final release are these apartment staircases. In the prototype, these are accessed by entering some of the buildings in the city, with one building allowing for entry from the top. In the final version, you cannot enter any of the buildings except for Uncle Gary Grizzly's house, and present in place of the apartment's top entrance is a power-up.
Unused Graphics#
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The bats were cleaned up slightly for the final version.
A few sprites of an enemy, one standing idly and the others walking, which don't seem to directly match up with any character and/or palette in the final release. Possibly an early design for Ricky Rat.
A key.
An icicle. For some reason, this is contained within the subway stage's graphics bank.
Game Over Placeholder#
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In the prototype, taking any damage will result in what appears to be a placeholder for the Game Over screen, in which a string of numbers slowly move towards the middle of the screen. This also disables the timer the first time it occurs. In the final release, the Game Over screen is entirely different, featuring Wally's death sprite over a teal, cartoon-ish font.