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Proto:Earthworm Jim 2 (SNES)/Apr 24, 1995 Prototype

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This is a sub-page of Proto:Earthworm Jim 2 (SNES).

To do:
Check for unused data in the ROM (like graphics for Level Ate/"Meat Level" and Lorenzen's Soil/"Dirt".)
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
EWJ2P Title.png

An early prototype of Earthworm Jim 2 for the SNES.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

General Differences

To do:
  • Check if the title not showing up on the level card is a bug or not.
  • Are there any more unused leftovers from the first game?
Prototype Final
EWJ2P Title.png Earthworm Jim 2 (SNES)-title.png
  • The title screen is very different; it lacks the final's options and if Start isn't pressed, cycles through different artwork.
  • The majority of the content in this prototype is unfinished and can't be completed aside from one or two exceptions. While most of the content was completely dropped from the game, some of the content uses familiar aspects of the final but takes them in a different direction in comparison to what would eventually be done for the final game.
  • This prototype is extremely similar to one of the prototypes that can be seen in known preview footage.
  • Only 60% of the ROM is actually used, according to the BizHawk Code Data Logger.
  • At 0xc2, the following string not seen in the final game is present: "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". It appears to be contact info for the developers, perhaps intended to be given out to game magazines.
  • The game's header is still using the header from the first game.
  • The staff credits from Earthworm Jim 1 are located at 0x237F0 in the ROM.
  • The game automatically boots into the Super Cheat Menu, with no title screen or copyright notice.
  • Before a level's title card loads, the game cycles through different game artwork. It is unknown where this would be used in the final game, if it was even intended to be in the final game.
Prototype Final
EWJ2P Card.png EWJ2F Card.png
  • The level title card is different. Rather than Jim holding a literal card with the level title, it's rather an updated version of the title card from the Special Edition of the first game. Also, the name of the level is not present, and when you complete a level (in the few levels that you can actually complete), the game skips the level card, advancing to the next level straight away, meaning the card will only show up when you select a level from the debug menu.
  • All of Jim's sprites are from the first game, excluding the standing animation and a few others.
  • Snott has not been implemented in the game yet.
  • The Manta Shield hasn't been implemented yet.
  • Jim cannot parachute with Snott, but he can use his body as a helicopter just like in the first game.
  • The CONTINUE marker is from the first game.
  • The game lacks any sound effects aside from the three sound effects used in the Puppy Love/"Bounce the Pup" levels.
  • No level complete screen is implemented - the "Groovy" screen from the first game has been removed, and the "well done" screen has not been implemented yet.
  • The game crashes when losing all lives.
  • No new power-ups have been added apart from a few exceptions.
  • The game uses prerendered graphics in a lot of areas. The final game consists almost entirely of hand-drawn sprites instead.

Super Cheat Menu

The cheat menu is exactly the same as the one from Earthworm Jim 1 (even keeping the 1994 copyright date), apart from the game's title which is now, you guessed it, Earthworm Jim 2.

Looking through the level select, you can see that the level list is different:

Apr 24, 1995 prototype Aug 31, 1995 final build
7 -DIRT 9 -ISO-9000

Note the much longer list of levels, meaning the game may have been planned to be bigger at one point. "Dirt" (Lorenzen's Soil) and "Meat Level" (Level Ate) do not load normally, however by simply changing a byte in the ROM you can get them to load. This was most likely a programming error.

Level Differences

Because this is so early in development, most ALL levels contain differences, or even have areas that never even made it into the final.

Anything but Tangerines!

  • At this point, the level is simply named "Tangerines". Ironically, the tangerine enemy hasn't actually been implemented yet.
  • There is no Granny Chair sub-area yet.
Prototype Final (Genesis) Final (SNES)
EWJ2P Level1.png EWJ2G Level1.png EWJ2F Level1.png
  • The level uses a background more similar to the Genesis version of the final game.
  • There is a transparent foreground resembling fog covering the level, giving it a more ambient feel than the final.
  • The tileset is mostly the same as the final, but there are some minor differences.
  • The Alien Octopi enemies haven't been implemented yet.

EWJ2P BBT1.pngEWJ2P BBT2.pngEWJ2P BBT3.png

  • This level is mostly empty, but as you walk shortly into the level, you encounter a sign reading "Big Bad Trouble", with an entrance into a short room, where you meet the boss, Big Bad Trouble, a green alien with humanoid hands. The boss then belches up a transparent gooey-looking green ball, that chases you into the next segment of the level, which ends abruptly after corrupted graphics due to the level being unfinished. The gooey ball can't damage you yet or take damage, but shooting it turns it a red color.
  • This level cannot be completed.

Puppy Love

Called "Bounce The Pups" here in this prototype, this is the most complete part of the game at this point in development. It is very possible this was one of the first ideas for the game.

Puppy Love Part 1

  • Called "Bounce the Pups A" at this point in development.
  • This is one of the few levels (along with the other Puppy Love stages) that can be completed. Completing the level simply sends you to Part 2 (or in this case, Part B).
  • The Puppy Love levels are the only ones that contain sound effects, in this case, sound effects for the bomb, the puppies bouncing on the marshmallow, and when you drop a puppy.
Prototype Final
EWJ2P Puppy1.png
EWJ2P Puppy2.png
EWJ2F Puppy1.png
EWJ2F Puppy2.png
  • The Puppy Love levels also are the only ones to contain a text banner. The text banners in this prototype use a different, more basic and temporary font. The letters also shake faster than they do in the final, move horizontally, don't zoom onto the screen when first displayed/fall off the screen, and don't play a "splat" sound. The text banners are displayed at the beginning of the level, saying "Bounce the Pups", and at the start of a round, saying the round number.
  • Rather than beginning at 4 and counting down to 0, the "peter puppy anger level" counter begins at 0 and counts up to 10, making the level much easier.
  • When the counter reaches 10 and Peter Puppy gets angry, the wrong palette is applied to his sprite.
  • The sprite for the bomb is different and seems as if it was drawn in Microsoft Paint, so it was most likely temporary.
  • When Peter Puppy throws the bomb back at Psycrow, the camera glitches out and focuses on Jim, a glitch that still is in the "SNEAKERS" prototype.

Puppy Love Part 2

  • Called "Bounce the Pups B" at this point in development.
  • Everything from part 1 applies here.

EWJ2P Enemy.png

  • The developers seem to be testing some new concepts in this part and Part 3. In this case, there is a blue square-shaped enemy with eyes and a mouth that walks across the ground, causing Jim to jump/trip over when passing it.
  • A possible bug causes this level to be almost uncompletable without getting damaged, as Psycrow throws too many puppies than that the player can handle.
  • Beating this stage takes you to Part 3.

Puppy Love Part 3

  • Called "Bounce the Pups Part C".
  • Same thing, everything applies here.
  • What the developers were testing here is that the mechanic for starting a next round is different. Rather than throwing 1 bomb back to Psy-Crow, you either have to throw two bombs back, or drop one on the ground.
  • The enemy from part 2 is missing, but the bug still applies.
  • Beating this level takes you to The Flyin' King.

The Flyin' King

  • Called "Peter Pan" at this point in development.
  • This level's mechanics are completely different from the final. In the final version of the game, the goal is to guide a bomb attached to a hot-air balloon to the end of the map and detonate it to defeat Major Mucus. Here, it's much more of a linear level (because of this, you cannot turn around unlike the final), where you simply shoot at oncoming enemies until the stage ends.
  • The level was originally meant to be much longer, covering all sorts of terrain, including oceans, mountains, lakes, plains, and a cloud area. In the final, there are simply only grasslands, small parts of the sea, and an area made out of snot.
  • The camera moves slightly slower than the final.
  • The firework rockets have not been added yet, or more likely, were not even considered at this point due to the different level idea.
  • While the final uses a unique theme made for this level and Level Ate, at this point it uses the bonus level theme. This could mean that it was originally planned as a bonus level, but unlikely as there is no letter suffix at the end of the level ID.
  • The pirate ships have not been fully implemented yet - they do exist, but cannot shoot, and the flying pig enemies and Snott UFOs haven't been implemented yet at all.
  • Ammo is not infinite here - you can run out, unlike the final version. Despite this, the game is coded to still let Jim fire in this level even after running out, meaning at this point they had already decided to make it infinite.
  • It is possible to guide your fire, a mechanic not seen in the final.
  • Jim can do a homing attack, where he flys across the screen, but it does not seem to do anything. Strangely, his rocket disappears when he does this. The sprite for this uses a wrong palette. This cannot be done in the final.
  • Jim can also throw things (another thing you can't do in the final version of this stage), but as there is nothing to pick up in this stage (or even any behavior in the programming that would allow you to pick up anything), he simply just plays a "throwing" animation without actually doing anything. Again, his rocket disappears when he does this and the sprite for this uses a wrong palette.
  • One of the different types of removed terrain is a cloud area. In this area, dragon enemies appear and breathe fire, which takes 5% of damage from Jim.
  • The entire level had been planned at this point, although enemy placement wasn't fully added yet, and some tiles were not added yet either, resulting in corrupted or placeholder graphics.
  • It is impossible to beat the stage, the scrolling simply stops at the end, and doesn't allow you to do anything.

Alien Abduct (Udderly Abducted)

  • This level is a semi-complete port of "New Junk City" from the first game with some additional changes. For some reason, playing this level results in severe graphic corruption. The level can still be played normally, however.
  • The music for this level is "The Big Top Polka" whereas the final uses "The Moo Tango".
  • At the start of the stage, there is an animated 3D robot that goes unused in the final game. This object can't be interacted with and doesn't seem to do anything except replay the same animation.
  • At the start of the level, there are three collectable letters that spell "E W J" that float toward the upper left hand corner of the screen when collected. They don't seem to do anything else, however.
  • The stage layout is exactly the same as it was in the first game sans the enemies and bosses.
  • The collision for the ledge grab seems to be less precise than it was in the original game.
  • Climbing wires puts Jim off-center for some reason.
  • This stage cannot be completed.

Carnival Ride/Inflated Head

Carnival Ride

EWJ2P Cart.png

  • This level was completely cut from the final game. It looks like it was meant to be a "rail cart" segment similar to the one in Donkey Kong Country where you were meant to dodge obstacles while riding in a cart.
  • The level spawns Jim away from the cart without the map view cheat.
  • If you land Jim on top of a cart, he can rotate the cart in place but can't seem to move it around.
  • It looks like there were meant to be several other rooms you can access (possibly to the various games) that could only be explored by taking certain routes with the cart. However, the "doors" to the rooms lack warps so their purpose is unknown.
  • This stage cannot be completed.

Inflated Head

  • The general layout of the stage has been implemented but appears to be shorter than what was used in the final game. The prototype seems to lack the falling Evil the Cat segments.
  • There is nothing to allow Jim to become a "balloon", so the stage is only explorable through map view.
  • This stage cannot be completed.

Hammer Head

  • Similar to the hammer and bell stage in the final game, but is unimplemented in this prototype.

Chicken Head

  • Similar to the hammer and bell stage in the final game, but is unimplemented in this prototype.


EWJ2P Breakout.png

  • This level was completely cut from the final game. It's nothing more than a simple game of Breakout using similar mechanics to the Puppy Love stages. You bounce around a puppy breaking blocks to move on to the next stage. Later previews that featured this stage had multi-colored dog bones instead of plain blue bricks.
  • Even though there is a counter, it doesn't count up under any circumstances. This was presumably meant to count up when the puppy lands on the floor.
  • The music in this stage is "Moonlight Sonata (1st movement)" (which might possibly be in error since the next stage in the list is "Villi People").
  • Even though you can clear all the bricks, the level doesn't end.

Blind Sally (The Villi People)

  • The layout is mostly different in comparison to the final. It doesn't look like the "easy"/"hard" routes have been considered yet.
  • The stage's foreground tileset has various graphical glitches.
  • Aside from a handful of objects, this level lacks collision.
  • Sally the Salamander can't shoot with his gun yet, even though his sprite has one.
  • Sally's sprites are all test animation frames.
  • If you land on a platform (in this case, the bass in the beginning of the level), you can actually control Sally left and right. In the final, you can only move Sally when he's in the air.
  • If you get hurt you can still move around. In the final, they added a stun that lasts a second if you touch a monster or any part of the villi covered walls.
  • The color palette takes on a teal-like color while the final uses something akin to flesh.
  • The "Exploding Aquatic Sheep" found in the final are instead replaced with immobile omeba like monsters instead.
  • Mealworms are present at this stage of development. You can collect them, but you can't use them for anything yet.
  • The area of the map that contains the trivia show exists but nothing happens when you're anywhere near the area itself.
  • The Simon Sez minigame doesn't seem to be anywhere on the map.
  • This stage cannot be completed.

Sally Bonus A

  • In the final version, the Simon Sez minigame is located on the same map as the main Villi People stage but comes after the trivia show. In the prototype, it seems that they originally wanted to have the stage be part of its own map.
  • It seems that the minigame is functional, but due to collision issues (and the inclusion of a death pit), this makes the minigame unplayable.

Losing the minigame sends you back to "Tangerines".

Sally Bonus B

  • An unused second minigame that appears to be similar to the previous Simon Sez minigame. However, it appears that it doesn't work yet. The arrangement of the bumpers is different in comparison to the previous map, so it's unclear if this is just another (harder/easier?) version of Simon Sez or if it was meant to be another kind of minigame entirely.
  • Interestingly, the background seems to be different in comparison to the first stage. This stage consists of two background layers with one layer being semi-transparent. Due to severe graphical glitching, it's unknown what the background could've been. In the final, the game only uses one background layer for the entire stage.
  • This stage cannot be completed.

Dirt (Lorenzen's Soil?)

  • This stage doesn't load, but it is presumably supposed to be "Lorenzen's Soil". It appears that some tile data gets loaded when selecting the stage from the super cheat menu, but it's unclear as to what's causing it not to work.
  • Loading the stage plays the song "Tangerine". In the final, the stage uses "Subterranean".

Meat (Level Ate?)

  • This stage doesn't load, but it is presumably supposed to be "Level Ate". It appears that some tile data gets loaded when selecting the stage from the super cheat menu, but it's unclear as to what's causing it not to work.
  • Loading the stage plays the song "Italian Medley". In the final, the stage uses "Tropical Paradise".
  • Preview images for this level indicate that the level featured a much different gimmick, involving a series of straws that Jim must navigate while dodging obstacles in the form of bugs. The bugs appeared to be using a real time sprite rotation effect, which no other object has in the final game.

Lawyer's Return (ISO 9000)

Prototype Final
EWJ2P Lawyer.png EWJ2F Lawyer.png
  • The color palette is slightly duller in comparison to the final version.
  • The background includes an additional detail in the background involving an abacus of an unknown character.
  • The music in this stage is "Tangerine" wherein the final it uses "Subterranean".
  • The Masked Lawyers don't exist in the prototype.
  • The gimmick involving the hamster wheel doesn't exist in the prototype.
  • There are number ones littered throughout the stage for some reason.
  • There are killer filing cabinets in this version of the stage, but they don't suck up paper or hurt you.

More Lawyers (B)

EWJ2P LawyerTest1.png

  • A small unused stage with what looks like an elevator. The stage itself is locked horizontally and doesn't feature much else. Perhaps this could have been an enemy rush?

More Lawyers (C)

EWJ2P LawyerTest2.png

  • A small unused stage that also features the unknown character. This appears to be a possible boss room.

Lawyers Test

  • A small room that's similar to "More Lawyers (B)". This stage is similar to the one in the final game where you have to chase a door to advance to the next stage. While the final version was more of a puzzle, the prototype is much more linear. It's possible that this was meant to be a test stage for the gimmick.
  • The leg coming out of the closet is a foot with a boot. The final version uses a bare foot instead. The design of the closet overall is different in comparison to the final.
  • You can't pick up the closet.
  • When Jim enters the door, the game soft locks and doesn't advance to the next stage.

Platform 4 (See Jim Run, Run Jim Run)

  • A small level featuring a more simplistic version of the final's tileset. In the final game, you have to race against Psy Crow to reach the end of the stage before he does. It seems that the prototype is nothing more than a test stage at this point, possibly to test the tileset.
  • Both the foreground and background tiles lack the details used in the final version.
  • There are some noticeable graphics near the top of the screen that can't seem to be reached.
  • This stage plays "The Big Top Polka" instead of "Moonlight Sonata (3rd Movement)".
  • This stage cannot be completed.