If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

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

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Earthworm Jim 2 (SNES)/Apr 24, 1995 Prototype.

General Differences

Prototype Final
EWJ2P Puppy1.png
EWJ2P Puppy2.png
EWJ2F Puppy1.png
EWJ2F Puppy2.png
  • 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.
  • This set of 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 the puppy splats.
  • The background and foreground graphics are identical to the final.
  • 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.

EWJ2P Puppy3.png

  • Dropping the bomb causes the text banner "Bounce the Bomb" to appear.
  • Rather than beginning at 4 and counting down to 0, the "Peter Puppy Anger Level" counter begins at 0 and counts up to 11, making the level much easier. The counter starts flashing at 6 and flashes faster at 8.
  • The counter can go over 11 until Peter Puppy stops beating up Jim.
  • When Peter Puppy transforms, the wrong palette is applied to his sprite.
  • The sprite for the bomb is the same one Evil the Cat tosses in Earthworm Jim, so it was most likely temporary.
Prototype Final
EWJ2P Puppy6.png EWJ2F Puppy6.png
  • The flames that spread from dropping a bomb dissipates after a couple of seconds and damages Jim once. In the final, the flames spread all the way to the edges and deals severe continual damage as long as Jim is touching it.
  • When Peter Puppy throws the bomb back at Psy-Crow, the camera still focuses on Jim, a glitch that still is in the "SNEAKERS" prototype.
  • The next round doesn't always start when a bomb is thrown back to Psy-Crow. In fact, the manner in which the next round begins is inconsistent.

Bouncing Pups A

  • This is one of the few levels (along with the other Puppy Love stages) that can be completed. Completing the level simply sends the player to Bouncing Pups B.

Bouncing Pups B

  • Everything from the previous part applies here.

EWJ2P Enemy.png

  • The developers seem to be testing some new concepts in this part. In this case, Big Bruty crawls from inside the ground and pops his head out, causing Jim to dive when passing him. Big Bruty also attacks precisely where the puppies and bomb are going to land making the level much more difficult.
  • Some of Psy-Crow's throwing patterns are impossible for Jim to handle without splatting at least one puppy.
  • Beating this stage takes the player to Bouncing Pups C.

Bouncing Pups C

  • Big Bruty is not present.

EWJ2P Puppy4.png

  • What the developers were testing here is that the mechanic for starting a next round is different. Rather than throwing a single bomb back to Psy-Crow, the next round starts after a couple of bombs are thrown or dropped to the ground. Sometimes, the next round starts in the middle of a current round.

EWJ2P Puppy5.png

  • Psy-Crow's throwing patterns are similar to those from the Difficult setting in the final. A few of them are extremely aggressive, such as throwing a bomb far away from a mass onslaught of puppies next to the funnel.
  • Beating this level takes the player to Peter Pan.