I
had an inclination that this Adventures
in the Magic Kingdom prototype could be
special based on the fact that a DuckTales
proto with a similar label contained many
interesting differences. Turns out, I was
right for a change.
The
EPROMs inside lack the company stickers seen
in many Capcom prototypes. The chips are housed
on an official Nintendo NES-SKWEPROM-01 board.
There
is a white wire on the back of the circuit
board that does not appear on the released
version's PCB, as well as five screws on the
back of the cartridge (the retail game uses
three screws).
This
prototype comes all the way from Hollywood,
CA, about 300 miles north of Capcom's former
Santa Clara headquarters:
As
of 2011, the address is now home to Applied
Materials, Inc. (NASDAQ: AMAT), a company
that, according to their site, "is the
global leader in providing innovative equipment,
services and software to enable the manufacture
of advanced semiconductor, flat panel display
and solar photovoltaic products."
Continue
Option
In the retail version, the Continue option
only appears after losing all of your lives.
In this prototype, however, the option appears
before even beginning a new game.
Unreleased
Yoko Shimomura Music Track (Download Full
.NSF
File [ripped by Chris
Covell] & .MP3
Sample)
The retail game plays the Mickey Mouse Club
theme song during the opening cutscene. This
prototype uses a different song that cannot
be heard anywhere in the retail game.
Side
note: Yoko Shimomura composed the Adventures
in the Magic Kingdom soundtrack. Shimomura
would go on to orchestrate the scores to Super
Mario RPG and Kingdom Hearts.
Text
Sound Effects (Download .MP3
Sample)
The prototype uses a loud, annoying typewriting
sound effect for whenever text emerges. No such
sound effect exists in the retail game.
It's
Not Polite To Point
The flashing, downward-pointing arrow is missing
on the final screen of cutscenes in the prototype.
Select
Screen Changes
Pressing Select pulls up a menu where you can
use the stars that you've collected in your
adventures to replenish health, briefly become
invincible, freeze enemies, or gain an extra
life. The prototype requires fewer stars to
purchase these items.
Missing
Main Street, USA Store Rooftop Sprites
The sprites on the rooftops of the Main Street,
USA stores are not yet implemented in the prototype.
(Now where am I going to find the souvenir top
hats?)
L-A-Z-Y.
E-Y-E. Why?
Mickey Mouse seems distracted in the prototype
version, as his eyes stare away from you during
several cutscenes and in the Select menu. Or
maybe Mickey just has a terrible case of lazy
eye?
Space
Mountain Lettered Stars Not Displayed
Mickey instructs you to find the silver key
on Star "F," but the prototype does
not display any letters on the HUD. "F"
the alphabet!
Projectile
Dysfunction
In the prototype, blue-colored lasers, not
missiles, are fired at asteroids. In the retail,
the laser sprites are used only when blasting
incoming enemy spaceships/Star Destroyer rip-offs.
No
Congratulations Music
Music does not play after you beat an attraction,
only the aforementioned irritating text sound
effect.
No
Game Over Music
In addition, the game does not play any music
when you lose.
Map
Music Plays Before Attraction Begins
At the start of an attraction, the map background
music continues to play.
New
Autopia Drawbridge Sprites
The Autopia drawbridge in the prototype version
uses more realistic-looking sprites than the
"extending bridge" graphics in the
retail version.
Failing
to wait until the drawbridge comes down runs
you the risk of driving right into the water.
I suppose the sprites may have confused some
gamers into thinking that they could use the
drawbridge as a ramp.
Look
At Me When I'm Talking To You!
If you approach one of the kids from the side
or from behind to trigger the trivia game, your
character will be turned to look directly forward.
In the prototype, your cowboy has poor social
skills and shows no such politeness.
Dog-Loving
Girl Repositioned
During the trivia game, the girl with the dog
is placed a little higher up on the map in the
prototype, so much so that her bouffant gets
in the way of the white text box.
Dog-Loving
Guy Repositioned
Also during the trivia game, the boy with the
dog is placed a little higher up on the map
in the prototype version.
Pirate-Tosser
Cannonball Color
The prototype cannonballs that the bearded pirates
carry and throw at you in the Pirates of the
Caribbean attraction are painted a different
brown. As a result, they blend in with some
of the background.
Boat-Bound
Cannonball Color
The prototype cannonballs that drop from the
sky during the boating portions of Pirates of
the Caribbean are painted a deeper blue.
Scorpion
Surprise
The prototype adds a scorpion on the platform
where the skeleton pirate throws his gold coins,
making that section much trickier.
Skeleton
Pirate Throws Like a Girl
To make up for the missing scorpion, the skeleton
pirate's throw radius is far greater in the
retail game. In the prototype, once you're on
the ladder, you're safe.
Candle
in the Wind
The prototype candle item in Pirates of the
Caribbean hangs on the right side of the ladder
instead of on the left.
Pirate-Cannon-Firing
Cannonball Color
The prototype cannonballs that the seated pirates
fire at you are painted red with a teal blue
shine. The ones seen in the retail game match
the pirates' attire: dark blue with a gray shine.
Some
Like It Hot
As our little cowboy makes his voyage out on
the final paddle boat in Pirates of the Caribbean,
the flames from the kindling rise and fall in
the prototype. The prototype's logs are positioned
slightly closer to the water, as well.
Zombies
Hock Loogies Without Warning
In the retail game, zombies are pleasant enough
to pause for a good two or three seconds to
let you know that they're hocking up a ghostly
loogie. Not so much in the prototypethese
guys keep on walking as they're clearing their
throats of evil, never missing a beat.
Flying
Ghouls Are Cheap Bastards
The flying ghouls are another reason why The
Haunted Mansion stage is much more difficult
in the prototype. After getting through the
library in the mansion, you have to do some
platform jumping on chairs that fall once
you plant your feet on them. Problem is, when
you reach the second chair, a low-flying ghoul
always pops up where you have to land, causing
you to get hit and fall.
To
combat the creep, throw a candle while you're
on the first chair and just hope that the
flame hits its target when the cheap bastard
spawns. Even easier, when you get to the first
chair, press Select and then use your stars
to purchase Freeze to keep the ghoulie at
bay, or Invincible to out-ghost his ass.
In
the retail game, this flying ghoul comes after
you land on the second chair, not while
you're making your landing.
Y'All
Come Back Now, Ya Hear?
Big Thunder Mountain Railroad's opening text
in the prototype adopts a more dialectic, Southern
drawl. Bless gracious! Dat dar twan
no good, honey.
Time's
the Limit
In the prototype's Big Thunder, the time limit
shows three digits instead of two.
More
Rocking, More Rolling
An extra boulder rolls across the track in the
prototype at the first right turn.
Dead-End
Track #1
There's a dead-end track at the first left turn
that does not appear in the retail version.
Dead-End
Track #2
If you continue down the first right turn, you'll
wind up going into a dead-end track in the prototype.
Borderless
Stars
The star icons scattered around Big Thunder
do not have white borders. Counting as five
stars each, they were supposed to stand out
from regular stars.
Dead-End
Track #3
If you keep riding the right side past the first
star, you'll see another dead-end track that
does not appear in the retail game.
Dead-End
Track #4
Are you seeing a pattern here? Past the
bridge, and on the far right, you'll come across
another dead-end.
Dead-End
Track #5
Keep going through the dig site on the right-hand
side, and this dead-end threatens to end your
train ride.
Wide
Gap
Towards the end of the level, on the far right
around the patches of cacti, the gap between
the right and left tracks has narrowed.
GOOOOAAAALLL
In the retail game, the stations at the end
are marked by numbers, and your train has to
arrive at the one where Mickey tells you to
go. The stations have not yet been assigned
their numbers in the prototype version, but
the GOAL sprite is marked to let you know which
one to choose.
Offroading
In the prototype, if you ride the left-hand
track past the bridge, you can derail your
train but still continue downward after you're
no longer on the track. The barrier in the
retail version prevents this from happening.
You
can also derail at other parts of the ride,
like at dead-ends, by slowing down while making
a turn. The key is to make that turn at the
precise time so that the train moves over
the top of the barrier, and then immediately
slow up.
Using
this method at the fossil dig site area, you
can derail from the left track and then keep
going left until the train goes off screen.
The train will soon reappear on the opposite
side of the screen, onto the far right track.
Things do not go back to normal, however,
as the game still thinks you're on the left
track. So when the right track starts to curve
right, the train goes off screen again and
you wind up back on the left side. That is,
unless you slow your speed and press Down.
In that case, you head straight through the
terrain.
Rocky
Roadblock
A boulder blocks the track on the far left in
the mine car graveyard.
Track
Detour #1
After the mine cars, the far left track turns
into two straightaway tracks in the prototype.
Track
Detour #2
Also after the mine cars, the track to the right
of the far left track has an extra straightaway
in the prototype.
Track
Detour #3
Yet another track in the prototype, this time
near the final stretch of Big Thunder.
Game
Over, Man
When you lose all of your lives in the retail
version, you're taken to the Game Over screen
and then automatically back to the Title screen
where the Continue option is highlighted.
In the prototype, though, the Game Over screen
stays until you press Start, at which point
the Start option is highlighted instead.
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