Prototype vs Retail – Game Sack

Prototype vs Retail – Game Sack

(Game Sack Theme) – Hello, and welcome to Game Sack. Now, games have to be finished before they’re released, right? I mean, not these days, they’re released without being finished all the time. But, back in the 8, and the 16-bit, and even the 32-bit days, they were done before they were released. At least as done as they could be. But what of the betas and
the prototype versions of those games? It’s always interesting to
see what’s changed since then. So, let’s take a look at
some of these prototypes. (upbeat Snatcher music) First up, is Revenge of
Shinobi on the Genesis. This one was released in North America in December of 1989. And of course, all of North
America was totally blown away with how amazing this
ninja game turned out. It was also our introduction
to the music of Yuzo Koshiro. I mean, some of us had heard
his music in previous games like Ys, but this is the first time a composer’s name had been
seen right on the title screen. It made me feel that SEGA
loved having good music in their games just as much
as I loved listening to it. (funky synth music) This prototype, however,
is dated as August of 1989 and displays as The Super Shinobi which is what the game is called in Japan. There’s a level select at the start screen so they could easily test
the different levels. In the options screen itself,
is an invincibility mode labeled as “No Death.” Again, likely for testing purposes. And I like how they misspelled
shurikens, syurikins? As you begin playing, it’s very obvious that the game is incomplete
if you’re familiar with any of the released versions. The very first thing that I noticed is that the music is
different in the first stage. And not only that, but the music itself sounds quite a bit different. This is because the drum
samples that Yuzo Koshiro used are different here than
in the final version. In that one, the drums
have a much more deep and muffled sound that was
very unique to the game. (awesome synth music with deep percussion) Here in the prototype,
they sound much brighter. (awesome synth music
with bright percussion) Also, apparently not all of
the music is complete yet. This version only has seven
tracks, so they repeat often. Whereas the final game
had just under 20 tracks. Besides the music, some
of the sound effects are different or just
haven’t been included yet. Graphically, some of the stages feature slightly different colors. In fact, I kind of like how blue the prototype version is here. But I definitely prefer
the darker background of the released version
in the Chinatown stage. Some of the bosses
haven’t even been finished being drawn yet, which
is always kind of funny. Spiderman, Batman, and all
of the pop culture cameos of the initial release version are here. Gameplay-wise, it definitely
hadn’t been fine tuned yet as some of the bosses are way tougher than the released version. In fact, I couldn’t even beat some of them no matter how many times I tried. Well, I mean unless I cheated with the invincibility mode, but yeah. Some of the stages are
even missing enemies, like this one which doesn’t even have the attack nuns in there yet. Also, I can’t do any crouching attacks, so that means I can’t kick
or slash this boss here. And I really want to! You can’t even harm Godzilla at all. The fight just ends after a few seconds and goes to the next stage. The final boss isn’t in here
yet, and once you get there, you just win automatically, and loop back to the beginning of the game. This was really interesting
for me to play through, and it just shows how
many changes can be made in such a short amount of time. (sweet music with bright,
prototype-y percussion) (bubbling) Speaking of Shinobi, Shinobi
3 came to the Genesis in summer of 1993. This is a great game, but not as good as Revenge of Shinobi. I would say that’s just
my opinion, but come on, we all know it’s true. I usually stop playing
at the elevator stage, because it’s extremely long and boring just like a Game Sack episode. What kind of sucks is that
it’s so early in the game. I would’ve liked it if it had been later. It definitely gets better
after this stage though. There are a couple of early
betas that are interesting. This is one is dated
1992, and as you can see, it looks completely different
from the final game. There’s not much to this
one yet, and you basically just need to make it to
the right if you can. The stage will abruptly
end, and then you’ll be in a new area. The music seems mostly complete, though. In fact, this kind of surprises me. Now, I don’t know if this
is more a proof of concept than an actual work-in-progress,
but I’m not the developer so I don’t know how SEGA
proceeded with the design of this particular game. But whatever the case is,
it feels like they just put this one in the trash and
just started from scratch. (cool synth music) Another prototype that’s dated
1993 is far more complete. This time, it’s called
Revenge of Shinobi II, which, honestly, I kind of like. Many of the enemies are
still a different color or design, though. And in stage one, once
you get inside the cave, you can still see the forest behind it unlike the rock wall
of the retail version. You also seem to be
invincible in this build. In some areas, your
shuriken count decreases while in other areas, it doesn’t. One thing that I found
interesting is that you can’t shoot item boxes when you’re crouched. Instead, your weapon just
flies right above it. And this horse stage goes
on forever in this build and nothing really happens. The kites aren’t in here,
the enemies just run in the background and then
attack you in the foreground. And maybe you jump over
a tree trunk or something and it just goes on and
on, and the boss fight isn’t even in here yet. They definitely tightened this one up for the released game. The elevator stage is
still kind of boring, but at least the alarms
aren’t going off constantly like they are in the final game. I don’t know why they
thought we needed that. It also feels like the gameplay
has been tweaked slightly for the better once they
finished this one up as well. (cool synth music) Dr. Mario was a hugely popular puzzle game that got its start on
the NES in July of 1990. As a fully qualified and
highly ethical doctor, Mario simply tosses drugs at
the problem until it goes away. You play the part of the body, I guess, to make sure the right drug
gets to the right virus to eliminate it. Fortunately, the pills
that Mario is tossing down your throat are color-coded,
and just like real life the viruses are the same color
of the pill that kills them. Stack up a few and the virus is gone. Clear the stage of all
viruses, and you win. So pop those pills whenever
you feel bad, kids. But check out this prototype
which is dated early 1990 and is simply called Virus. But it still stars Mario
as the quack doctor tossing pills randomly at the problem. And, as you can see, Dr. Mario
looks a bit different here than he does in the final
version of the game. Even the viruses themselves look ever so slightly different here. Over on the left, there’s
a dog who keeps sneezing, and a nurse holding an
icepack on his head. The dog never gets cured,
even when you beat a stage, so that just goes to show you how good of a doctor Mario really is. The options on the start
menu are also different. The fall down means the
other half of the vitamin will fall down if the first half was used to clear some of the colors or a virus. The virus level is your starting stage, and it can go up to 24. The game level is basically
your speed option. Also, there’s no music in this one. (beeping) Anyway, let’s take a quick look at Batman, which came out on the
NES in February of 1990. This is a great game that is
fun to test your skills on. You’ve got to memorize a lot
of the patterns in this one, and they’re super fun to learn
and re-learn years later, because you haven’t played
it for way too long like me. This one has cinema cut-scenes in it that may make you think you’re
actually watching the movie instead of playing a video game. But, look at this prototype from 1989, the cut-scenes are almost
completely different. They have text dialogue and everything. And I kind of like them,
even though the plot is only vaguely similar to the movie. In fact, it makes me wonder
why they were changed. As far as the game itself
goes, it seems mostly fine save for a few tiny and
uninteresting differences. Like telling you how many
lives you have remaining at the start of a stage
instead of the stage number. And it also has an invincibility mode which I didn’t bother enabling. It’s probably there so magazine reviewers could cover it better and
get shots of later stages. Or maybe even for testing purposes. (exciting 8-bit music) Isn’t it fascinating
to see how much things can change over time? Well, I think it is anyway. They often had to make these
games as ready as they could to show off to the press at
trade shows, like this next one. Aladdin was released on the
Genesis in November of 1993. This one started development
in January of that same year, so it was made fairly quickly. It’s known for having its sprites drawn by the Disney animators themselves. As a result, the animation is very fluid and quite faithful to the movie. The game roughly follows
the movie with lots of liberties taken for
the sake of gameplay. It does feel a bit loose
to control sometimes, and often you can’t
see where you can walk, but that’s kind of a trademark
of stuff from Virgin Games. The collision detection
is often kind of wonky like these sliding platforms. I should not be falling
through that but I am. Still, there are lots
of different stages here that’ll keep you busy. But check out this prototype
which is dated June 27, 1993. This was made to be shown off to the press at the Consumer Electronics
Show of that year though the CES show was
at the beginning of June, so I don’t know what’s going on or who to trust anymore. At this point, the game had
only been in development for about six months and
had nearly five more to go. This prototype starts you on a screen, allowing you to select your level. Pressing start takes
you to the title screen, and then the stage you selected. And pressing start at anytime after that will return you to the main menu. That is, unless you have the exciting freezability feature enabled. If it is, then pressing
start pauses the game, but only while you hold
down the start button. There’s also a map mode
that will let you scroll the screen around to see the entire stage. Aside from that, the
game is exactly the same as the released version with the exception of everything that’s
different, which is a lot. Firstly, some of the
sprites are still done with a pencil and haven’t
been colored in yet. And that’s a crazy thing
to see in a video game. However, that’s how
Disney does its animation, and it makes sense to have these kinds of placeholders in here. Some sprites, like certain
icons scattered throughout the stage are different. There are even enemies
in here that, sadly, didn’t make the final game. The game is also much harder at this point in development as they likely had not done much balancing yet. Weirdly though, these
platforms are a lot easier to land on here. I wonder why they made it so I could fall right through them in the final version? I really like Abu’s
bonus stage in this one. It’s very similar to the final version, but I just had a bit
more fun with this one. The Genie’s bonus stage
doesn’t seem to be in here yet. The cinematic cut-scenes
that precede each level are different, and they’d
be redrawn and reworded for the final version of the game. Some stages aren’t even
close to being complete yet like this Cave of Wonder stage. Thankfully, I don’t seem to be dying, but I don’t think I can
win this one, either. The Inside the Lamp stage has gone through significant changes from this version. It’s similar but Goofy’s head is here and there’s no music yet. And it’s virtually
unplayable at this point unless I’m just completely doing it wrong which is likely, I suck at games! One interesting change is
that in the final version, the Genie is dressed as a
referee by the SEGA logo when you power up the game. But in this one, he’s dressed
as a busty cheerleader. I guess maybe SEGA was
having none of that. The music has been moved around as well compared to the final game. The Desert stage seems to have music I haven’t even heard before. (jaunty music) I certainly don’t
remember this tune at all from the released version. All in all, it’s truly amazing
how the game progressed in less than five months
mostly for the better. (cheerful trumpet music) Next up, is Castlevania
Bloodlines from Konami on the Genesis which was
released in March of 1994. I talked about this game a few months ago when I covered all of the
16-bit Castlevania games. So if you want to hear all
of my thoughts on this one, be sure to check that video out. We also did this one
on Playing with Sacks. So I’ll just sum up the released
version of the game here by saying that you’ve gotta play it, and it’s definitely worth
your time to get good at. (sinister 16-bit music) This prototype, which is
dated November of 1993 is generally assumed to actually
to be earlier than that. And I agree with that assessment judging by the condition of the build here. The first thing that I
noticed is that they hadn’t turned on the Blast Processing yet, so your characters move noticeably slower. Actually, the entire
game seems to be plagued with slow down issues which
happen at the drop of a hat. Even the music can slow
down a little bit sometimes. (variable speed synth music) And whenever you complete
a section of a stage, the music starts over from the beginning instead of just continuing like it does in the final release. Next, quite a few things
look different including many of the enemies which have changed for the released version. Compare these mermen, for example. Or, the mini-boss of stage one. I still think he looks cool
in his early form, though. If you choose to play as Eric,
his entire walking animation has been changed for the
final revision of the game, which do you prefer? His animation going up stairs
is pretty funky here, too. This stage doesn’t have
the second background layer in it yet, so it looks pretty dark since there’s no blue wall back there. The platforms that you can float on here are definitely placeholder graphics. And look, the Medusa
heads look kind of weird, and they even stick
their tongue out at you. And, of course, the gameplay
isn’t completely balanced yet, so what works in the final game certainly doesn’t work 100
percent of the time here. And suffice it to say,
I died more than I cared to admit on this bone bridge here. And I’m not sure if you can
even defeat these enemies before you drown, not without
using a special weapon anyway. Some enemies aren’t even in here yet, like the two giant metal guys after defeating the water dude. And what are these harpies
doing in this stage? The belong in the next one, and that goes for these guys, too. Once you get to the stage
two boss here and win, it just resets the game
back to the beginning of stage one. There are more stages on here,
but you have to access them by doing the Konami code
on the title screen. Here’s stage 3-1. I have
a feeling that this stage isn’t quite finished yet. There aren’t any enemies
here, and getting to the end puts you at the beginning of stage 2-2. Stage 3-2 is here as well,
but also without enemies and slightly reconfigured. Beating this puts you on
stage 3-3, which has barely had any work done on it at all yet. All you can really do is
fall down to the bottom. Eventually, you’ll get stuck there, and there’s nothing you can do. It’s really interesting
to see all the refinements that they made to this. Honestly, it makes me
appreciate the end product that much more. (ominous synth music) All right, I know I’ve been
covering a lot of Genesis games so far, but hey they have the
most interesting prototypes, at least that I can find. But here’s a Super
Nintendo game just for you followed by a Genesis game. (happy music that makes you
happier than you were before) The Lion King came to
all available platforms in late 1994 and early 1995. And this is the Super Nintendo version. Obviously, you play as
Simba, both as a cub and later as an adult. This game is awesome, at least
from a technical standpoint when it comes to its graphics and sound. But you don’t play this
game, this game plays you. That’s right, it can be pretty brutal, even as early as stage two. For example, sometimes
when I’m riding the ostrich and do the double-jump, I
land back on him and I’m fine, but other times, he’s not even there, and of course that means I’m a dead kitty, because you’re not supposed
to touch the ground. And don’t even get me
started on these hippo tails. I don’t believe I’ve ever
even made it across here not without cheating anyway. I think if I were 6 to 10 years old, and my parents bought this game for me, I would’ve grown up to
become a serial killer. Thankfully, the cheat code
lets you actually practice and maybe even see some
other stuff in the game. (dramatic music) Now, check out this undated prototype. As you can see, Simba
and the other sprites aren’t quite complete yet. And while there’s music,
there’s no sound effects. Some sprites are simply
just outlines or wire-frames at this point. Disney did the animation
in this one as well, but apparently they refined
the way they do it for games instead of just having pencil
sketches as placeholders. Simba can float around the level
using the L and R triggers. The boss fight is here but
it’s hard to do damage to him. In the final game, you
only need to hop on him once or twice, not here. But, if you die you can
just press the select button to get a new life. You can eventually beat
him, but you’re stuck in this stage forever. The next beta is much later
on in the development process. Some of the enemies are
still a bit different, like these bugs. It’s almost impossible
to avoid taking a hit after you bounce on them
before they explode. I’m glad they ended up fixing that. You can beat the stage
boss, but it’s a crapshoot if it decides to take you
to the next stage or not. This one plays the same except
there are no indicator arrows when you’re on the ostrich. Oh, and the game will crash randomly. The last prototype of the
game seems nearly complete. Everything that I can see
appears to be as it is in the final version of the game. But, check this out, I was actually able to make it past the hippo
tails without cheating. I assure you that this
was 100 percent pure luck and zero percent skill. Of course, if I die after this point, they make sure I start out
before the hippo tails. Yeah, good! I’m not sure which of
these prototypes is the one where they decided that angering
children and adults alike would be the best way to proceed, but I’m gonna say probably the second one. Still, with some
fine-tuning, they could’ve made this a fantastic game. – [Simba] Cool. (spooky jungle music) Ow. Ow.
(roaring) Ow. (somber music) – [Joe] Here is Street Fighter
II Special Champion Edition for the Genesis, which
was released on the system in September of 1993. This 24 meg cart had pretty
much all of the same features as Street Fighter II Turbo
on the Super Nintendo and it was actually supposed
to come out before that. But, of course, it
didn’t, because you know, it’s SEGA, and Nintendo is the priority. Stupid SEGA owners, that’ll teach you for not choosing the mighty
Super Nintendo, you idiots. No, I’m just kidding. The voices are pretty
much trash, but some argue that they’re better because
they’re not truncated and sped up like the ones
on the Super Nintendo. (shouting in Japanese) And the music could go either way. It’s good on both systems. Back when the first
Street Fighter II came out on the Super Nintendo in July of 1992, SEGA owners always wanted a
version of it for their console. A six-button controller was
announce along with CAPCOM as a new third-party for the console. And indeed they did
start developing a port of Street Fighter II Champion Edition where you could play as the bosses. And that’s what this version is, even though the title screen
only calls it ST II-Turbo. There’s nothing turbo
about this version though as it runs at the same speed
as normal Street Fighter II. Some other notable
differences between this and the retail version of
Special Champion Edition is that this one’s graphics
are even more washed out. Many of the colors used
differ from the final game as do some of the background
layouts, at least slightly. It seemed like they weren’t
trying very hard with this one. Also, the music is different. The drums have a lot more bass in them, and the music as a whole
sounds a bit beefier. Check it out. (heroic music) (lighter heroic music) The voices are pretty much the
same, which is to say awful, but there are a lot less of them. And they never overlap each other, either. – Hadouken.
– Hadouken. – [Joe] In the final game, the
voices do sometimes overlap, and on the Genesis, to do this, you need to cut the sound quality
in half, at least. (screaming) In the prototype here,
your punches and kicks play a funny sound instead
of the normal whooshes that you hear in any other
finished version of the game. But the story of this prototype is what makes it really interesting. According to legend, this
was presented to SEGA, who was reportedly not
happy at all with it, especially after it was
announced that the superior Street Fighter II Turbo would be released on the Super Nintendo first. It’s also reported that
CAPCOM may have farmed this version out to a different developer. Regardless, SEGA demanded
that they go back to the drawing board and rework
the game, which they did. I remember reading in some of
the magazines back in the day complaining about the
big, ugly, black border around the game. I don’t know, this seems
kind of silly to me. Anyone who actually complained back then about the border was an idiot,
and likely still is today. Why is that? Well, check it out, the
Super Nintendo version was letterboxed even
more than the prototype and not one person at any
magazine ever complained about the black borders. Unless Nintendo just gets
a pass on these things for some unspoken reason. I mean, why would you complain
about the SEGA version which has six more pixel rows of graphics? The final version had borders
that were nearly equal in size but with only one more pixel
row of visual information compared to the prototype. So I highly doubt that was
one of SEGA’s complaints. Otherwise, CAPCOM did a fairly good job of getting things up to
par for the final release. They added in a Turbo
Mode that you can adjust without putting in a
code for faster gameplay. They added crappy overlapping voices, slightly better graphics,
and better gameplay. Still, I’m glad I was able to play this infamous first version. While it’s not as bad as the
magazines made it out to be, it certainly did need
someone like SEGA to come in and tell them that it wasn’t good enough. (heroic music) – Sonic Boom. Sonic Boom. – Hadouken. Hadouken. (screaming) – All right, so that
was all the prototypes for every game ever released
in the history of mankind except for the ones that I forgot. So let me know which ones I forgot. Actually, let me know
which ones are actually interesting to look at and why. And if I can gather enough, maybe I’ll do another one of these
episodes in the future. In the meantime, thank you
for watching Game Sack. I sure am pointing at
the camera lens a lot in this episode, but
that’s because I like you. (Game Sack Credits Theme) (ominous humming) (rapid beeping) (jaunty music) Why are the lights on? (ominous humming)
(rapid beeping) (jaunty woodwind music) Saturn, huh? Yeah, play some of this, and
my favorite, Street Fighter. Yeah, play some of this, and
my favorite, Street Fighter. (sighing) Now, some for some sweet 32-bit action that can only be provided
by the SEGA Saturn. (ominous humming)
(beeping) (explosion)

100 thoughts on “Prototype vs Retail – Game Sack

  1. Pretty sure Japan knows how to spell japanese words…. wait nope they don't…I am baffled… perhaps the reason is because it's in romaji? Who knows.

  2. Surprised you didn’t mention Sonic 2, with it’s weird extra-polished control scheme that was cut from the final for time restrictions

  3. Before we retaliate, let's make sure who's responsible for the attack, maybe an inside job trying to finger point against former employees… let's dig a little.

  4. There's a playable prototype of fighting force for the saturn. Can only play the first level and it's very unfinished but still interesting to play as it never came out.

  5. Shinobi 3 is wayyy better than better in every way,gameplay,controls,graphics,sound effect,enemies,level design..even music (not by Koshiro) sounds as good/maybe better than 1st game.

  6. This is a really interesting video. Ive never been able to play lion king, honestly even though you mentioned the difficulty i just wana play it more. As for the street fighter voices: im not a fan of street fighter. Just never was, however, i have always preferred voices on sega vs nintendo. Simply because back then, i didnt like it when my games didnt sound like games. It sounds more robotic on sega. Stupid… i know.

  7. Ive always been fasinated by the Chrono Trigger beta. It doesnt seem different at first but if you really dive into the parts beyond the intro theres a lot of alterations and cut content.

  8. How about the MegaDrive Panoramic Cotton? There's already released beta build as well as the even earlier one I obtained.

  9. Only thing I want to tell you guys at Gamesack, since some months ago, all your videos look quite "dim", not bright enough. While we can fix this by turning our monitors brightness, etc. I think it might be important for you to know this. You are the best guys! My best regards.

  10. starwing on the snes uk version had a tv competition cart made that you had a countdown of 90 seconds to get highest score as possible before the next player has a go to beat it

  11. There's a prototype of Illusion of Gaia on Super NES that's easy to find. Gamepro even reviewed this version, since they listed it as "Soul Blazer: Illusion of Gaia" in the review, which is what it's titled in the prototype.

  12. The original pictures I saw of the Genesis version had a huge black bar behind the names, that was my gripe with what I saw. I don't care if they letterbox it a bit, just a bar on top and bottom and retain the look of the arcade as much as possible. But that black bar I saw, was behind the energy bars and names, which made it look 8 bit.

  13. LOVE this one. So much is Early Access now. It's awesome to see what the games I grew up on would have been like on a EA release. Please MORE OF THIS!

  14. One thing you could cover is the difference between demo versions of games & the final release. There are occasions where many PS1 games that had a demo, the final version differed in some way.

  15. I’m guessing the killer will be revealed around Halloween, I’m also guessing that the killer is no other than one of Dave’s personalities, the mean one…

  16. They didn't misspell shuriken. Japanese romanization is a little awkward but syuriken is a possible romanization of the word.

  17. The demo to A Bug's Life on PlayStation is interesting because it's a very basic prototype of level 1. You can beat that stage in 20 seconds in the demo.

  18. Prototype Game Sack, was crazy, they hand drew some dude and forgot to put in hair. Final retail release fixed it though by just erasing him, cause dont need 2 dudes, to bad it's not a Japanese game, cause a hot chick would be co-host.

  19. So thank you for the fantastic content, this was very very fun to watch as it's something I studied in school, only relevant to me. haha

    Also what's up with that cliffhanger? I'm curious JOE!

  20. I always thought lion king was rushed and that was why it was so unforgiving. Crazy to see it was almost harder still seems rushed to port it out. Love the video thx

  21. I think I remember the version of Revenge of Shinobi included in the Sega Smash Pack on PC being an iteration of the prototype, rather then what was released on Genesis. I think Virus also did see a release on the Nintendo VS hardware.

  22. Man, how I miss those sound effects in Street Fighter. Up until SFIV, they were great and very satisfying to hear when you hit your opponent. In SFV, it sounds like a fist hitting water.

  23. Prototype Bloodlines was obviously for SNES with all that slowdown. Konami must have realized that Bloodlines would require blast-processing and moved the game to the Genesis!

  24. Hey, Dave. You forgot to mention the beta version of Sonic the Hedgehog 2 for Sega Genesis. There are lot of changes compare to the final game. Like for example, you are originally going to play the Hidden Palace Zone after Sonic collects all 7 chaos emeralds. However, the level was scrapped due to time constraints.

  25. If we're talking prototype games, I'm surprised you didn't cover the prototype version of Pokemon Gold and Silver that was shown off to consumers at Space World 1997! This version of the game was found and dumped a year ago now, and it's DRASTICALLY different from the final version, so much so that it's still running on Pokemon Red and Blue's engine! It's definitely worth a look into if you end up doing another video on this topic.

  26. Leave it to Youtube to label this as Prototype the game. Have no fear everyone, if algorithms are any indication of a future lead by robots… they're going to be quite stupid robots. And 11 hours layer its changed tp Dr. Mario. Make me look like a fool will you YT?!

  27. Not "Goofy's head." It's a novelty Goofy hat like Genie was wearing at the end of the movie. It's even hanging on a hat rack. It was typical to see people wearing them at Disney theme parks and that is what Genie was trying to evoke.

  28. Wow, this is like in Trading Places. Dave loses his job with Game Sack and just a few weeks later he's turned into a full fledged criminal. Sad, just sad.

  29. No, Shinobi III is VASTLY superior to Revenge of Shinobi. You seriously need to take off those nostalgia goggles every once in a while.

  30. Is that 'Street Fighter: The Movie: The Game'? If so, that terrorist did you a favour. Being blown up is more enjoyable than playing that game.

  31. Although Virus is much more basic compared to Dr Mario, the scoring was a bit more dynamic, awarding points for clearing excess pills and not viruses alone. A slightly later proto changed that to give no points like the final, but give bonus points for clearing with as few pills used as possible. I think the best choice would've been making the bonus time-based like the Puyo Puyo games where you earn more points for faster clears.

    Also, I kinda liked Princess Peach appearing as a nurse. I think she did in the manual, but not in the final game.

  32. There's a prototype nba jam for the snes.the reason why its interesting because its the version where you can play as the dinosaurs instead of bill clinton

  33. Besides the music (that is debatable), nostalgia goggles are the only reason I can imagine that could make people prefer Revenge of Shinobi over Shinobi III. The sequel is so much better, way better gameplay, better animation, your character actually moves like a ninja instead of that weird holding-a-cross stance. Revenge of Shinobi shows being an early game.

  34. I hate the term "prototype" used. A prototype is generally a cheap "pretend" model of a final product. There are just pre-release builds or betas depending on their point in the schedule.

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