the cutting room mirror

Wild Guns

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This page details one or more prototype versions of Wild Guns.

This sample build of Wild Guns appeared on the internet "many years ago", according to Evan G. on SNES Central.

General Differences#

  • Only Carson City and two other stages can be completed before the Game Over screen appears and you are taken back to the title screen

Proto

Final

The title screen has a "SAMPLE" graphic over it. The "SAMPLE" graphics exist in some of the final versions of the game (except the European version).

Proto

Final

Carson City is called "Dangerous Town" in this build.

Proto

Final

Ammunition Depot is called "Ordnance Factory".

Proto

Final

Desolation Canyon is called "Devils Mountain". (The two remaining stages have the same name as their counterparts in the final.)

(Source: SNES Central)

Stage Differences#

In this build, the Final Fight stages are not normally accessible, as the game ends after completing three stages. However, by using Pro Action Replay code 7E0200:?? (where "??" is one of the following), these stages can be accessed:

  • 18 = Final Fight Section 1 (Outside the Spaceship)
  • 19 = Final Fight Section 2 (Piles of Gold)
  • 1A = Final Fight Section 3 (Vault Door)
  • 1B = Final Boss

All of these sections have background and foreground elements and music implemented, but no enemies, bosses, or power-ups spawn.

Final Fight Section 1#

Proto

Final

  • The spawn location is slightly more to the left than in the final.
  • The background and foreground elements do not scroll at the same rate, which is fixed in the final.
  • The truck on tank treads on the right side of the screen is slightly off screen in the prototype, but it can still be shot, which awkwardly displays the sprites for its broken windscreen floating in the air in front the spaceship.
  • Some of the small electronic lights on the ship are different colors to their counterparts in the final game.

Final Fight Section 2#

Proto

Final

  • The shine on the floor seems to be misplaced in the prototype version, but it is fixed in the final.
  • Some gold bars and bags of gold were taken away from the pile in the final.
  • The blue highlight on a wooden platform in the background extends further along the platform in the final.

Final Fight Section 3#

Proto

Final

  • The wrong palette is used for the piles of gold, making it look less orange than both the previous section's and the final's gold.
  • The lights on the ceiling are a solid green, whereas in the final game it changes between yellow and green.
  • The lights above and below the gun are a solid orange. The final changes them to a flashing blue.
  • The gun above the vault's design was altered in the final, giving it more detail and an extra chamber in its centre.

Final Boss#

Proto

Final

  • The most noticeable difference is that the background of the stage isn't implemented correctly yet, as you can see the end of it on the right side of the window.
  • The only other differences are that the electronic lights are slightly different shades of pink, red, and blue respectively, and the terminals at the back of the room have an extra ring of pink light on their screens.
  • Once this level is beaten, the prototype does not play the credits, instead just ending like a normal level.

(Source: Original TCRF research)