User:Lavacopter/Proto:Boktai: The Sun is in Your Hand
This page details one or more prototype versions of Boktai: The Sun is in Your Hand.
"E3 Version" demo of Boktai: The Sun is in Your Hand, playable through the end of Bloodrust Mansion.
Leaked a couple months prior to US release, it likely comes from one of the carts given out to the press at E3.
Contents
Sub-Page
Text Differences Sunflowers monologuing into infinity. (Intro to Sunwishing Plaza) |
Text Differences 2 Magical ~gardening~ powers! (Bloodrust Mansion) |
Text Differences 3 Blatant palette swap evil twin. (Re: Sunwishing Plaza to Dark Castle) |
Text Differences 4 No sane person has ever 100 percented this game. (New Game+, Azure Sky Tower, Etc.) |
General Differences
- Still uses Japanese voice clips.
- Does not play a second sound clip after "Bokura no Taiyou!" on title screen.
- Text has an additional pixel between characters.
- Many line breaks are in different places.
- Uses way more text boxes.
- Text also displays much slower in this version.
- (x) Button and (x) Key consistently have an extra space after the special character.
- Has a small selection of American and European locations to choose from. The Sunrise/Sunset times programmed in for them differ somewhat from the ones used in the NA and EU finals:
City | Sunrise | Sunset |
---|---|---|
Los Angeles | 1 min late | 1 min late |
Chicago | 1 min late | 1 min late |
New York | 2 min early | 2 min early |
Madrid | same as final | same as final |
London | 1 min early | 1 min early |
Paris | 1 min early | same as final |
Frankfurt | same as final | same as final |
Rome | 1 min late | 1 min late |
Menu Differences
The changes noted here are of text graphics, rather than of text text.
First Startup
Prototype | Final |
---|---|
Whoops! Looks like someone hadn't read up on their Official Nintendo nomenclature™.
Solar Sensor Setup
Prototype | Final |
---|---|
And again. Tightened up the spacing on "A Button" even in graphics.
Time Settings
Prototype | Final |
---|---|
Hadn't put in Daylight Savings Time yet.
The default date is set to July 11th, 2003, six days earlier than the JP final. Unlikely to be a build date, given that the defaults in the final versions are on the release date or within a few days of them.
Options
Prototype | Final |
---|---|
Demo has "CONFIRM" rather than "OK" in all menus.
No tutorial demos, trying to access them via memory hacking just resets the game.
Sound Test
Prototype | Final |
---|---|
You can access the sound test in the demo by, at the title screen menu, changing the value at 0200351A to 03 and pressing A.
The demo has an extra BGM track. The 22nd track is the little "Da-da-da-dan!" that plays when you enter a miniboss room. This is used ingame in all versions, but is only in the sound test of the demo. Unfortunately, the track titles are not included in the demo's text, so it goes unnamed.
Apparently the tracks "Azure Sky Tower 1, 2 and 3" weren't finished yet, as their slots just have the track "Remains" as a placeholder.
Also:
- They added more space for the track titles in the NA Version.
- There is no sound effect played when moving through the menu.
- More sound effects, and many of them are quite different.
- More slots for voice clips, but most of the samples do not seem to have been included in the rom.
Creating New Game
Prototype | Final |
---|---|
Localization change, Japanese style ellipses to English style. Looks fine here but...
Prototype | Final |
---|---|
Looked pretty awkward here.
Prototype | Final |
---|---|
Changed from Region to City, region being a more direct translation (The JP version has you choose your prefecture), city for localization (NA and EU have you choose the nearest city).
Prototype | Final |
---|---|
Cartridge to Game Pak again. Ends up looking a little out of place.
Ingame Differences
Starting Screen
Prototype | Final |
---|---|
Different chest placement on the first screen.
Fog Castle
Prototype | Final |
---|---|
The camera drifts a good bit further down during the first Pile Driver creation cutscene.
Also note that Otenko's position is a bit off when he's below the text box during daytime. The positioning is the same as final at night, aside from one case (see below).
Exiting Fog Castle
Prototype | Final |
---|---|
Django runs into place for the lecture about overheating, then... nothing happens. The text for it isn't anywhere in the rom.
Undead Dungeons
Prototype | Final |
---|---|
The wipe when you enter an Undead dungeon is a lighter color than in the final, because the darkest entries in many of the background palettes are a bit lighter in the demo. Doesn't seem to be noticeable anywhere else, though.
Inventory
Prototype | Final |
---|---|
One more bit of text graphic. Very thorough with the symbol spacing change.
Bloodrust Mansion
Prototype | Final |
---|---|
Doesn't move the camera to highlight the lattice door during the explanation of weight switches. Also Otenko's position is way off here for some reason at night.
Prototype | Final |
---|---|
The reward chests don't spawn after you Pile Drive the Count (makes sense since you don't get the opportunity to collect them), and the music track "Victory" plays instead of "Bloodrust Mansion".
Audio Differences
Prototype | |
---|---|
Final |
The little jingle when you save your game is completely different.
To do: there seem to be a LOT of sound effect changes. like, this will need to be a subpage, a lot. |