Earthworm Jim 2 (SNEAKERS Prototype): Difference between revisions
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A prototype of Earthworm Jim 2 for the SNES. | A prototype of Earthworm Jim 2 for the SNES. | ||
==Notes== | ==Notes== | ||
{{Tcrf link|Proto:Earthworm Jim 2 (SNES)/SNEAKERS Prototype}} | |||
* This is a fairly late prototype and could possibly be dated around the first week of August 1995. | * This is a fairly late prototype and could possibly be dated around the first week of August 1995. | ||
* Released by the scene group "SNEAKERS" in the mid 90s via BBS. | * Released by the scene group "SNEAKERS" in the mid 90s via BBS. | ||
Line 105: | Line 106: | ||
<center><youtube width="256" height="224">aq_9ospl2BM</youtube></center> | <center><youtube width="256" height="224">aq_9ospl2BM</youtube></center> | ||
==See also== | |||
* [https://datomatic.no-intro.org/index.php?page=show_record&s=49&n=0696 No-Intro entry] | |||
{{Prototype Footer|{{Navbox prototype|Earthworm Jim 2}}}} | {{Prototype Footer|{{Navbox prototype|Earthworm Jim 2}}}} |
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Download Earthworm Jim 2 (SNEAKERS Prototype) (info) |
A prototype of Earthworm Jim 2 for the SNES.
Notes
- This is a fairly late prototype and could possibly be dated around the first week of August 1995.
- Released by the scene group "SNEAKERS" in the mid 90s via BBS.
- The ROM has been modified by SNEAKERS. It's been noted that the build date in the super cheat menu has been modified by them. Other changes, if any, are currently unknown.
- The dump that appears in no-intro does not work by default. It was assumed when reassessing the ROM for inclusion in both no-intro and GoodSet that the "good" dump was meant to be 3 Megabytes in size like the final game. However, there exists a 3.5 Megabyte dump marked as (a1) that was released that will allow the game to function more properly. The extra .5 Megabytes, which was most likely assumed to be overdump data, was actually a 7th EPROM that was needed by the game to work. The 7th EPROM includes data for most of the sound. This would explain why the accordian sound effect in the beginning of the game clips in the no-intro/GoodSet "normal" dump, but plays in the the (a1) dump. Other differences between the (a1) and accepted dumps also affected the scrolling effect in the "Puppy Love" levels. The bytes are corrupt in the (a1) dump, but are good in the accepted dump.
- The .zip linked in this article contains three ROMs:
- The original ROM that can be found in no-intro/GoodSet.
- The (a1) ROM that can work in emulators with minor issues in the "Puppy Love" levels.
- A new ROM created by us that takes the noncorrupted bytes from the accepted ROM and transplants it with the (a1) ROM. In other words, it's a version of the no-intro ROM with the missing 7th EPROM chip. The data on the 7th EPROM chip should be correct, as the EPROM chip was dumped twice in the [o1] GoodSet dump.
- General Differences
- At 0x1195 in the ROM you can find the following text which does not exist in the final ROM:
Program by Nicholas Jones Program Director of Shiny Entertainment. All enquiries:- 1088 North Coast Highway, Laguna Beach. CA 92651-1338 U.S.A Tel No. (714) 494 0772 Fax No. (714) 494 7673
- At 0x1195 in the ROM you can find the following text which does not exist in the final ROM:
- The game mistakenly calls Lorenzen's Soil (named after the designer Mark Lorenzen) Lorenzon's Soil in the level select screen. Likewise, the credit for Mark is also misspelled. The level name on the title card is spelled "Lorenzo's Soil".
- The title card calls the Puppy Love levels "Puppy Love 1/2/3", the final says "Puppy Love Part 1/2/3".
- The prototype has strings for the title cards "Carnival", "Chicken Head", "BREAKOUT", three strings for "ISO 9660"*, and "Cathedral". The final version doesn't have these strings. The prototype is also missing the strings "Door Chase" and "See Jim Run, Run Jim Run".
- The prototype has the string "Winner" instead of "You Did It" from the final.
- The prototype has the string "GROOVEY WOOVEY! You made it!" which is unused.
- Some of the quiz show answers are worded differently (ex: Proto - "A secret move for Jim", Final - "A secret Jim move").
- Gameplay Differences
- All the demo's seem to desync as Jim doesn't seem to react properly to what's going on during gameplay.
- The Continue markers are all using the Megadrive version's graphics
- Jim doesn't say "Funky" when you touch a Continue marker.
- If Granny lands on you and causes you to fall down the stairs, no damage is taken.
- The palette for the bumpers in Villi People are incorrect.
- There is a faint shadow over the foreground layer when playing "Flyin' King".
- The snot walls that come flying at you in "Flyin' King" don't exist yet.
- The dirt graphics in Lorenzen's Soil don't change when you shoot at them.
- In Lorenzen's Soil, the fire ants carry tea cups instead of babies.
- "Cathedral" (See Jim Run Run Jim Run) is the most unfinished, Psycrow is no where to be seen and most of the hazards haven't been implemented. Psycrow does appear if you go into map view mode and then come back out of it. The floating spheres don't circle around the platform (they just bob up and down). Princess Whats-her-name isn't sitting on the chair and walking to her just ends the level with a "well done".
- Cheat Combinations (Press these buttons in sequence while the game is paused - credit goes to Hacc from TCRF for finding these)
0003: PUPPY LOVE 2 (Pause the game and press Down, Right, A, B, X, Left, Right, A)
0004: PUPPY LOVE 3 (Pause the game and press Up, Right, A, B, X, Left, Right, A)
0005: THE FLYIN' KING (Pause the game and press A, B, X, Left, Right, Left, A, B)
0006: UDDERLY ABDUCTED (Pause the game and press Up, B, X, Left, Right, Down, A, X)
0007: INFLATED HEAD (Pause the game and press Up, Down, X, A, B, Y, Left, Right)
0009: VILLI PEOPLE (Pause the game and press A, B, X, A, B, X, Left, Right)
000A: LORENZEN'S SOIL (Pause the game and press A, X, Left, Right, X, Left, Right, Left)
000B: LEVEL ATE (Pause the game and press X, X, Down, Down, A, Left, Right, Left)
000E: ISO 9660 (Pause the game and press A, B, X, Left, Left, Right, Left, Right)
0010: CATHEDRAL (Pause the game and press A, B, X, Left, Left, Left, Left, Right)
FFE9: PAUSE / DIM (Pause the game and press A, A, A, A, B, B, B, B)
FFEA: PLASMA GUN (Pause the game and press X, X, X, X, A, A, A, B)
FFEB: HOMING GUN (Pause the game and press X, X, X, X, A, A, B, A)
FFEC: 3 FINGER GUN (Pause the game and press X, X, X, X, A, A, A, X)
FFED: BUBBLE GUN (Pause the game and press X, X, X, X, A, A, B, B)
FFEE: BARN BLASTER (Pause the game and press X, X, X, X, A, A, B, X)
FFEF: 81 WORMS (Pause the game and press A, B, A, B, A, B, A, B)
FFF0: EXTRA LIFE (Pause the game and press B, B, B, B, A, A, X, A)
FFF1: ONE TIME EXTRA LIFE (Pause the game and press B, B, A, X, A, A, A, A)
FFF2: FULL ENERGY (Pause the game and press X + A, B, A, B, B, Y+X, B, A) *Same code used in EWJ1*
FFF3: SUICIDE? (Pause the game and press A, B, X, Y, Y, X, B, A) *Same unused code for EWJ1 and causes the game to freeze upon restart of the level*
FFF4: FULL AMMUNITION (Pause the game and press X(8))
FFF5: ONE TIME FULL AMMUNITION (Pause the game and press A, B, B, B, X, A, X, X)
FFF6: MONEY WORM (Pause the game and press A, A, B, A, A, X, B, X)
FFF7: ONE TIME MONEY WORM (Pause the game and press A, A, B, A, A, Y, B, Y)
FFF8: EXTRA CONTINUE (Pause the game and press Y, B, Y, B, X, B, X, B)
FFF9: ONE TIME EXTRA CONTINUE (Pause the game and press A, B, A, B, X, Y, X, Y)
FFFA: BOMB? (Pause the game and press X, X, X, X, B, B, B, B)
FFFB: ENDING (Pause the game and press A, X, X, X, X, A, X, A)
FFFC: INVINCIBILITY (Pause the game and press A, A, X, A, Left, Right, Right, Left)
FFFD: MAP VIEW MODE (Pause the game and press B(8))
FFFE: LEVEL SKIP (Pause the game and press A, B, X, A, A, B, B, A)
Screenshots
Videos
See also