Burning Rangers (Jan 3, 1998 prototype): Difference between revisions

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A prototype of Burning Rangers for the Sega Saturn.
A prototype of Burning Rangers for the Sega Saturn.
==Notes==
==Notes==
* This build of the game is mostly complete but is still unfinished in a few areas. While all the missions are present, most of them are missing certain sections and are buggy.
 
* Unlike the December 1, 1997 build, the wallpapers and sound files in the EXTRA folder are present.
*This build of the game is mostly complete but is still unfinished in a few areas. While all the missions are present, most of them are missing certain sections and are buggy.
* Debug features enabled.
*Unlike the December 1, 1997 build, the wallpapers and sound files in the EXTRA folder are present.
** There is positioning information as you play the game.
*Debug features enabled.
** When you press the navigation button, you go into a free camera mode. The camera can be controlled with the D-pad and the character can be moved into any location that you want.
**There is positioning information as you play the game.
** A sound test is available from the title screen.
**When you press the navigation button, you go into a free camera mode. The camera can be controlled with the D-pad and the character can be moved into any location that you want.
** You can skip to the next round (sub-section of a mission) by pausing and pressing the navigation button.
**A sound test is available from the title screen.
** The debug menu present in the earlier prototype doesn't seem to exist anymore.
**You can skip to the next round (sub-section of a mission) by pausing and pressing the navigation button.
* Versus mode is present from the main menu, which was removed late from the final game. Unlike the December 1, 1997 prototype, the Versus Mode is actually selectable and playable.
**The debug menu present in the earlier prototype doesn't seem to exist anymore.
** You choose between either Shou or Tillis and then are dropped into a room that looks similar to the Training Space map.
*Versus mode is present from the main menu, which was removed late from the final game. Unlike the December 1, 1997 prototype, the Versus Mode is actually selectable and playable.
** You can run around and shoot at the other character. When you hit then, they fall back. A second player can control the other character with a second controller, but the camera has trouble focusing on them.
**You choose between either Shou or Tillis and then are dropped into a room that looks similar to the Training Space map.
** Angels With Burning Hearts is set has the background music.
**You can run around and shoot at the other character. When you hit then, they fall back. A second player can control the other character with a second controller, but the camera has trouble focusing on them.
** None of the relevant voice clips that seem related to the Versus Mode that are present in the sound test seem to be used here.
**Angels With Burning Hearts is set has the background music.
** There are two other adjacent rooms located on this map.  
**None of the relevant voice clips that seem related to the Versus Mode that are present in the sound test seem to be used here.
** Very buggy.
**There are two other adjacent rooms located on this map.
* Unlike the December 1, 1997 prototype, the Training Space map exists.
**Very buggy.
** The charge shot doesn't properly destroy crystals.
*Unlike the December 1, 1997 prototype, the Training Space map exists.
** A textureless "dummy" character model is used for the rescue NPC instead of a fully textured NPC.
**The charge shot doesn't properly destroy crystals.
* Mission 1 is close to completion
**A textureless "dummy" character model is used for the rescue NPC instead of a fully textured NPC.
** There are no crystals in front of the mandatory rescue for the doctor's assistant, Peter Smith. As such, you don't need 5 crystals to rescue him like in the final game.
*Mission 1 is close to completion
** Some of the rooms that were built to hold certain NPCs are present but are missing certain survivors.
**There are no crystals in front of the mandatory rescue for the doctor's assistant, Peter Smith. As such, you don't need 5 crystals to rescue him like in the final game.
** After the second "lights out" sequence, you don't get the cutscene with Lead; you just hear his dialogue.  
**Some of the rooms that were built to hold certain NPCs are present but are missing certain survivors.
* Mission 2 is slightly less finished than Mission 1.
**After the second "lights out" sequence, you don't get the cutscene with Lead; you just hear his dialogue.
** The last rooms of the map are completely empty.
*Mission 2 is slightly less finished than Mission 1.
** Some sections are very buggy, such as the swimming sections. The water controls aren't finalized yet. You can't ascend by pressing jump, so you have to float. You can swim with the dolphin and orcas by using placement mode, though.
**The last rooms of the map are completely empty.
** The Claris and Elliot cameos use knock-off, dummy models. In the final they use their original models from NiGHTs.
**Some sections are very buggy, such as the swimming sections. The water controls aren't finalized yet. You can't ascend by pressing jump, so you have to float. You can swim with the dolphin and orcas by using placement mode, though.
** In one section, there are fuel cylinders that roll back and forth aggressively. This was cut from the final.
**The Claris and Elliot cameos use knock-off, dummy models. In the final they use their original models from NiGHTs.
* Mission 3 differences.
**In one section, there are fuel cylinders that roll back and forth aggressively. This was cut from the final.
** Mission 3 is missing the section where you carry Neal Belmondo, and doesn't have survivors in their expected locations.
*Mission 3 differences.
** The Boss is very buggy. The boss needs to have all its armor knocked off before you can inflict damage, making it much harder. This is similar to how it is in the December 1 alpha.
**Mission 3 is missing the section where you carry Neal Belmondo, and doesn't have survivors in their expected locations.
** In the last part of the level, Ami Shibata's room is unlocked; you don't need ID cards. She's not there, though.
**You don't need to have two ID cards to get into Ami Shibata's room; it is unlocked. She isn't in it, however. A version of her with a different model is in the Starlight Lounge room, however.
** Yuji Naka's room is open, but he's not there either.
**The hallway with four doors that's just before Neal (Stick Canyon path) has the room with a central tower open. Yuji Naka is in this area in the final game, but he's not there in this build.
** Neal is just standing there when you encounter him. You don't pick him up, and instead proceed to the rescue pod alone.
**One of the other four doors leads to an anti-gravity switch. After toggling it, the player's character can walk on the ceiling.
** You can also find switches that invert the gravity. The character walks on the ceiling until you toggle the switch again. This was cut from the final.
**Another of the four doors leads to a spinning fan. While it's running, the player's character can float upward with its air current.
* Mission 4 differences.
**Neal is just standing there when you encounter him. You don't pick him up, and instead proceed to the rescue pod alone.
** You don't get to play the Burning Ship part. The later sections aren't finished, and are missing various objects.
**The boss can only be damaged after all its armor has been knocked off (similar to the December 1 build), so it is much harder.
** You also don't team up with Lead or Big in the area with Iria's stasis chamber. in fact, that chamber is missing from its room.
*Mission 4 differences.
** The "burning sun" enemies (that sometimes appears in Mission 1 in the final) are much more aggressive, as in the December 1 alpha.  
**You don't get to play the Burning Ship part. The later sections aren't finished, and are missing various objects.
** There is a weird red fuel tank that acts as an elevator into the final boss area.
**You also don't team up with Lead or Big in the area with Iria's stasis chamber. in fact, that chamber is missing from its room.
** The bosses are all incomplete. Sometimes you can't damage the floating crystal boss, but sometimes on later attempts it can fall after several charge shots. The final one only has a single attack pattern. Its damage meter doesn't change with hits, but you can still beat it.
**The "burning sun" enemies (that sometimes appears in Mission 1 in the final) are much more aggressive, as in the December 1 alpha.
* Misc differences.
**There is a weird red fuel tank that acts as an elevator into the final boss area.
** There's a 99 crystal limit. Pink flames are also very generous with crystals. Crystal colors are the opposite of what they're supposed to be; red when idle, pink when being acquired.
**The bosses are all incomplete. Sometimes you can't damage the floating crystal boss, but sometimes on later attempts it can fall after several charge shots. The final one only has a single attack pattern. Its damage meter doesn't change with hits, but you can still beat it.
** You can't save your game yet. There is a spot for game data in the Options menu, but it doesn't work.
*Misc differences.
** You can select the Burning Ship sub game from the Mode screen. It's really broken, with text scattered across the screen (including RINGCOUNT), but you can sort of play it.
**There's a 99 crystal limit. Pink flames are also very generous with crystals. Crystal colors are the opposite of what they're supposed to be; red when idle, pink when being acquired.
** The Mail system isn't implemented yet. The messages that were in MAIL.BIN in the December 1 alpha aren't there anymore. If you open a message in the Rescue List, the graphics are corrupt.
**You can't save your game yet. There is a spot for game data in the Options menu, but it doesn't work.
** The survivor names are the ones from the December 1 alpha. Their models and animations are definitely improved in the final version.
**You can select the Burning Ship sub game from the Mode screen. It's really broken, with text scattered across the screen (including RINGCOUNT), but you can sort of play it.
** There are no passwords on the results screens. And if you try to put one in from the mission select screen, you just start Mission 1.
**The Mail system isn't implemented yet. The messages that were in MAIL.BIN in the December 1 alpha aren't there anymore. If you open a message in the Rescue List, the graphics are corrupt.
** Ami Shibata doesn't appear in the credits. In the final version she is given "greatest gratitude."
**The survivor names are the ones from the December 1 alpha. Their models and animations are definitely improved in the final version.
**There are no passwords on the results screens. And if you try to put one in from the mission select screen, you just start Mission 1.
**Ami Shibata doesn't appear in the credits. In the final version she is given "greatest gratitude."


==Screenshots==
==Screenshots==
<center><gallery heights="352" widths="240">
<center><gallery heights="352" widths="240">
br 1-3-98 1.png
File:Br 1-3-98 1.png
br 1-3-98 2.png
File:Br 1-3-98 2.png
br 1-3-98 3.png
File:Br 1-3-98 3.png
br 1-3-98 4.png
File:Br 1-3-98 4.png
br 1-3-98 5.png
File:Br 1-3-98 5.png
br 1-3-98 7.png
File:Br 1-3-98 7.png
br 1-3-98 8.png
File:Br 1-3-98 8.png
br 1-3-98 9.png
File:Br 1-3-98 9.png
br 1-3-98 10.png
File:Br 1-3-98 10.png
br 1-3-98 11.png
File:Br 1-3-98 11.png
br 1-3-98 12.png
File:Br 1-3-98 12.png
br 1-3-98 13.png
File:Br 1-3-98 13.png
br 1-3-98 14.png
File:Br 1-3-98 14.png
br 1-3-98 15.png
File:Br 1-3-98 15.png
br 1-3-98 16.png
File:Br 1-3-98 16.png
br 1-3-98 17.png
File:Br 1-3-98 17.png
</gallery></center>
</gallery></center>


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==See also==
==See also==
* [https://www.bbayles.com/index/burning-rangers/br-beta-2023 Excellent write-up on Bo Bayles Annex!]
 
* [https://twitter.com/andreasscholl09 Andreas Scholl's twitter]
*[https://www.bbayles.com/index/burning-rangers/br-beta-2023 Excellent write-up on Bo Bayles Annex!]
* [https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor (comparisons coming soon)]
*[https://twitter.com/andreasscholl09 Andreas Scholl's twitter]
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor (comparisons coming soon)]


{{Prototype Footer|{{Navbox prototype|Burning Rangers}}}}
{{Prototype Footer|{{Navbox prototype|Burning Rangers}}}}

Revision as of 03:08, January 15, 2023

Title Screen
Burning Rangers (Jan 3, 1998 prototype)
Dump status Released, redump needed
Dumped by iGREKKESS
Released by Bo Bayles Annex
File release date January 8, 2023
Origin CD-R
Dump method CloneCD
Ownership Unknown (1998-2023)
Game Burning Rangers
System Sega Saturn
Genre Action
Final build JP Jan 27, 1998
EU May 6, 1998
US May 6, 1998
Release date EU Jun 16, 1998
JP Feb 26, 1998
US May 31, 1998
Download Burning Rangers (Jan 3, 1998 prototype) (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.

A prototype of Burning Rangers for the Sega Saturn.

Notes

  • This build of the game is mostly complete but is still unfinished in a few areas. While all the missions are present, most of them are missing certain sections and are buggy.
  • Unlike the December 1, 1997 build, the wallpapers and sound files in the EXTRA folder are present.
  • Debug features enabled.
    • There is positioning information as you play the game.
    • When you press the navigation button, you go into a free camera mode. The camera can be controlled with the D-pad and the character can be moved into any location that you want.
    • A sound test is available from the title screen.
    • You can skip to the next round (sub-section of a mission) by pausing and pressing the navigation button.
    • The debug menu present in the earlier prototype doesn't seem to exist anymore.
  • Versus mode is present from the main menu, which was removed late from the final game. Unlike the December 1, 1997 prototype, the Versus Mode is actually selectable and playable.
    • You choose between either Shou or Tillis and then are dropped into a room that looks similar to the Training Space map.
    • You can run around and shoot at the other character. When you hit then, they fall back. A second player can control the other character with a second controller, but the camera has trouble focusing on them.
    • Angels With Burning Hearts is set has the background music.
    • None of the relevant voice clips that seem related to the Versus Mode that are present in the sound test seem to be used here.
    • There are two other adjacent rooms located on this map.
    • Very buggy.
  • Unlike the December 1, 1997 prototype, the Training Space map exists.
    • The charge shot doesn't properly destroy crystals.
    • A textureless "dummy" character model is used for the rescue NPC instead of a fully textured NPC.
  • Mission 1 is close to completion
    • There are no crystals in front of the mandatory rescue for the doctor's assistant, Peter Smith. As such, you don't need 5 crystals to rescue him like in the final game.
    • Some of the rooms that were built to hold certain NPCs are present but are missing certain survivors.
    • After the second "lights out" sequence, you don't get the cutscene with Lead; you just hear his dialogue.
  • Mission 2 is slightly less finished than Mission 1.
    • The last rooms of the map are completely empty.
    • Some sections are very buggy, such as the swimming sections. The water controls aren't finalized yet. You can't ascend by pressing jump, so you have to float. You can swim with the dolphin and orcas by using placement mode, though.
    • The Claris and Elliot cameos use knock-off, dummy models. In the final they use their original models from NiGHTs.
    • In one section, there are fuel cylinders that roll back and forth aggressively. This was cut from the final.
  • Mission 3 differences.
    • Mission 3 is missing the section where you carry Neal Belmondo, and doesn't have survivors in their expected locations.
    • You don't need to have two ID cards to get into Ami Shibata's room; it is unlocked. She isn't in it, however. A version of her with a different model is in the Starlight Lounge room, however.
    • The hallway with four doors that's just before Neal (Stick Canyon path) has the room with a central tower open. Yuji Naka is in this area in the final game, but he's not there in this build.
    • One of the other four doors leads to an anti-gravity switch. After toggling it, the player's character can walk on the ceiling.
    • Another of the four doors leads to a spinning fan. While it's running, the player's character can float upward with its air current.
    • Neal is just standing there when you encounter him. You don't pick him up, and instead proceed to the rescue pod alone.
    • The boss can only be damaged after all its armor has been knocked off (similar to the December 1 build), so it is much harder.
  • Mission 4 differences.
    • You don't get to play the Burning Ship part. The later sections aren't finished, and are missing various objects.
    • You also don't team up with Lead or Big in the area with Iria's stasis chamber. in fact, that chamber is missing from its room.
    • The "burning sun" enemies (that sometimes appears in Mission 1 in the final) are much more aggressive, as in the December 1 alpha.
    • There is a weird red fuel tank that acts as an elevator into the final boss area.
    • The bosses are all incomplete. Sometimes you can't damage the floating crystal boss, but sometimes on later attempts it can fall after several charge shots. The final one only has a single attack pattern. Its damage meter doesn't change with hits, but you can still beat it.
  • Misc differences.
    • There's a 99 crystal limit. Pink flames are also very generous with crystals. Crystal colors are the opposite of what they're supposed to be; red when idle, pink when being acquired.
    • You can't save your game yet. There is a spot for game data in the Options menu, but it doesn't work.
    • You can select the Burning Ship sub game from the Mode screen. It's really broken, with text scattered across the screen (including RINGCOUNT), but you can sort of play it.
    • The Mail system isn't implemented yet. The messages that were in MAIL.BIN in the December 1 alpha aren't there anymore. If you open a message in the Rescue List, the graphics are corrupt.
    • The survivor names are the ones from the December 1 alpha. Their models and animations are definitely improved in the final version.
    • There are no passwords on the results screens. And if you try to put one in from the mission select screen, you just start Mission 1.
    • Ami Shibata doesn't appear in the credits. In the final version she is given "greatest gratitude."

Screenshots

Files

File Type Date Size SHA-1
B_RANGERS.IMG File 2023-01-05 21:45:20 371.03 MB 3cc3322a1d388be34bc982c1a42ec1015c5ad073
B_RANGERS.CUE File 2023-01-05 21:45:21 178 bytes ffc8db183d5d45d2238399b9bd678e32b46d84ae

Acknowledgments

We'd like to thank Bo Bayles and his excellent write up and for seeking this long forgotten prototype! We'd also like to thank iGREKKESS for kindly redumping and sharing the prototype for everyone to enjoy once again! Finally, we'd like to thank Andreas Scholl on his research on the various formats and internal workings of Burning Rangers as well as other Sega Saturn games, and as well on his work on the Burning Rangers remake.

See also