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Proto:Legend of Illusion Starring Mickey Mouse/September Prototypes

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This is a sub-page of Proto:Legend of Illusion Starring Mickey Mouse.

Back in 2008, six prototypes were released by drx.

September 22 1994

This is the earliest build, with a lot of differences, particularly in the later levels.

General Differences

Prototype Final
LoI-Proto-Diff.png LoI-Diff.png
  • The lives counter was moved several pixels to the left in the final.
  • You can clip through just about anything except enemies by leaping and throwing a bubble whilst moving across an object.
  • If Mickey holds a Mickey block or a treasure chest, he can defeat any regular enemy simply by walking up to them.
  • Treasure chests do not contain health restoration items.
  • Chests containing extra lives can also contain a Mickey block. They serve no purpose, as all areas requiring such a block have one that regenerates if you lose it in the level already.
    • Holding Mickey blocks in levels they are not ordinarily present in causes them to be out of sync with Mickey when he's on a moving platform.
Prototype Final
LoI-MapProto.png LoI-MapFinal.png
  • Part of the map has been redone in the final, because the level, Crystal Forest, was completely overhauled.
  • The blue in the rainbow uses the same palette as the water in the prototype and thus changes with it, whereas in the final it uses a dark blue.
  • Mickey lacks the white outline on the map.
  • Some sound effects, such as those used when picking up objects, are missing.
  • The level select can be accessed the same way as in the final, but it doesn't work very well. It often places Mickey in the wrong level, and returns to the map each time.

Intro

The story intro has a lot of differences, both in text and their placement on the screen. It was shortened significantly, and all text without accompanying screenshots was removed.

The biggest change is how King Pete is portrayed as a good king in the original script, who initially agrees to go on the search on his own. This was changed in the final of course, because Pete is always the bad guy in these games.

Prototype Final
LoIProtoStoryOp.png LoIStoryOp.png

The font on this screen was modified in the final. In addition to this, the above words are repeated in the story in the prototype. This was fixed in the final since it's rather redundant.

Image Prototype Final
LoI-Story1.png
One upon a mouse,
there was a
kingdom

in a long way from 
where we live...

The kingdom was
happy and joyful
under King Pete.

But...
 
...That was ruled
by the selfish
King Pete.
 
LoI-Story2.png
The dark shadow 
crept across the 
land.

Crops began to 
wither and the
people grew hungry.
One day, a dark
shadow crept
across the land...

...withering crops
and making people
very unhappy.
 
King Pete, knowing
something must be
done, called his
advisors together

so that he could
find a cure for
their ailing
country.
LoI-Story3.png
Finally, one of the
oldest advisors
found the solution.

In a long 
manuscript it was
found written that

the King himself,
no matter the
danger,

should journey
forth to find the
answer.
King Pete's advisor
told him the only
way to cure the

kingdom...

...was for a king
to journey out and
find the legendary

water of life.

 
From the bedroom
balcony, King Pete
announced to his
subjects

that he would
leave to find a
cure.

The subjects 
admired King Pete
with pleasure.
LoI-Story4.png
Entering his room,
King Pete felt
annoyed

and held his head in his arms.
But I can't do
that!

Said King Pete...
 
LoI-Story5.png
King Pete paced
nervously in his
room,

muttering about
how he didn't want
to go on

such a dangerous journey.

...Trying to hide
his fear as he 
paced nervously..
 
LoI-Story6.png
Mickey, a lowly
laundry boy, came
into the room

at that time.

Just then, Mickey, a
lowly laundry boy,
entered the room.
 
LoI-Story7.png
King Pete stopped 
and laughed when
he saw Mickey.
Hmmmmm.
 
LoI-Story8.png
It was at that
moment King Pete
decided to

make Mickey an
honorary king
until the lowly

mouse could find a 
cure for a kingdom

Mickey protested, 
on the grounds 
that

he was not a true king.

But King Pete 
would hear none of
it.

And with that, he
gave his crown to
Mickey

and left the room.

King Pete told
Mickey he was now
an honorary king...

..and had to find 
a cure for the
kingdom.

 
LoI-Story9.png
Mickey was quite
at a loss.

But after he
thought for a 
moment,

Mickey protested,
but King Pete only
gave him his crown

and left the room.
 
LoI-Story10.png
He decided that,
even if he wasn't
a real king,

maybe he could 
another one to
help him,

and set off for
the Kingdom of
Goofy

to cure his loving kingdom.
Mickey decided 
even if he wasn't 
a real king...

...maybe he could 
find someone who
was...

...and set off 
to find the
kingdom of Goofy.
 
Prototype Final
LoI-TitleProto.png Legend of Illusion Starring Mickey Mouse GG Title.png

The title screen lacks '© Sega', and the shading on 'of Illusion' was changed from a light blue to a light brown.

Castle Goofstein

There's an extra Mickey step in the prototype, since it's very difficult to grab the one hanging off the edge of the barrel.

Prototype Final
LoI-CG-Proto.png LoI-CG-Final.png

The final removes some of the windows and replaces them with portraits of Goofy, and the swinging sign was changed from a generic symbol to a 'G'. The barrels were also redrawn for the final.

Prototype Final
LoI-ProtoPot.png LoIPot.png

The flower pot was altered to look more like a pot instead of a pipe.

Cutscene

Prototype Final
LoICS-Proto.png LoICS.png

The first cutscene image has a small error on the bottom left of Mickey's cloak.

The cutscene mostly follows the original script, just shortened again.

Prototype Final
I know you've
traveled far, but

unfortunately King
Goofy is not here!

He left some days
ago to help his
good friend King

Donald.
We have not heard
from him and are

greatly concerned.
Can you help us?

I am on a quest of
my own, but I will
do my best to find
him.

It says what?!

I didn't notice it
before, but the
manuscript goes on

to say that
whoever finds a
cure for the

kingdom will be
the new king!

I will not lose my
kingdom to that
lowly little mouse!

We must stop him
before he succeeds.

Unfortunately King
Goofy is not here!

He left some days
ago to help his
good friend...

...King Donald.
We have not heard
from him and are

greatly concerned.
Can you help us?

I am on a quest
of my own...

...But I will
do my best to find
him.

It says what?
But that means...

Yes. Whoever
returns with the
water of life...

...will rule
forever more.

I will not lose my
kingdom to that
lowly little mouse!

I must stop him!

Forest

Round 1

Prototype Final
LoIJungle-Proto.png LoIJungle.png
  • The background tiles were *completely* redrawn for the final, and the palette was changed.
  • The bee from the start of this level (just above Mickey) is missing, as is the second one you encounter.
  • The first treasure chest just above the start of the level can be thrown offscreen. This was fixed in the final so that it hits the side of the screen.

LoI-Twig.png

  • When you defeat the shadow, it drops a branch in the prototype. This is missing entirely from the final, although the sprites for it are still loaded in the level's VRAM.
Prototype Final
LoIBlocks-Proto.png LoIBlocks.png
  • The single stone you move has a hole in the prototype, which was filled in the final.
Prototype Final
LoISlope-Proto.png LoISlope.png
  • This area features a slope in the prototype.
Prototype Final
LoIJungleEnd-Proto.png LoIJungleEnd.png
  • The area at the end is different. There's a slope which the possum runs up instead of a tree, and a slightly lower platform.
  • If you approach the final shadow with a Mickey block in hand, it defeats the shadow. In the final, it defeats him at the expense of one hit point.
  • Speaking of the possum, you don't have to rescue him - just leap behind him to finish the level.

Round 2

Prototype Final
LoIJungle2-Proto.png LoIJungle2.png
  • Like before, the background tiles were completely redone, though the prototype reuses the tiles from round one.
  • The first snake enemy is lower in the prototype.
    • There's only one snake here, instead of two in the final.
Prototype Final
LoIWater1Proto.png LoIWater1.png
  • The muddy water has a clear cut-off point in the final, but in the prototype, it's all the same color. The cut-off point for injuring Mickey is also much lower.
Prototype Final
LoISecretArea-Proto.png LoISecretArea.png
  • There's a hidden area in the water in the prototype with two treasure chests. Both chests and the hidden area were removed in the final.
  • The chest on the ledge (after the possums) is absent.
Prototype Final
LoIWater2Proto.png LoIWater2.png
  • The second muddy water area has no damage detection at all.
  • A snake at the bottom towards the end of the level is missing.
LoIProto-CD.png
  • There's a chunk of road with no collision detection.
LoIProto-HiddenDamage.png
  • There's something that harms Mickey when he first jumps onto the vines. What is it? Nobody knows, there are no enemy sprites here and these vines are meant to be climbable.
  • The final chest in the level has an extra life in the final, but it's just got more points in this version.

Cutscene

The cutscene has been shortened for the final again.

Prototype Final
Once through the
forest, Mickey came
upon a large stone
stature.


Why are you
wandering so deep
in my forest?


I am on my way to
Duckingham Palace,
to seek the help


of King Donald in
order to find a
cure for the


kingdom.


To find the cure
you seek you must
cross the Bridges


of Destiny.


Where are they?


In time.
Should you prove
worth, you will


know where to find
them.


Return to me if
you can prove
your worth to a


true king.

Once through the
forest, Mickey came
upon a large stone
statue.


Why are you
wandering so deep
in my forest?


I'm on my way to
Duckingham
Palace...


...to seek the
help of a true
king.


The cure you
desire will
require...


...you to cross
the two Bridges of
Destiny.

Where are they?


You must prove
your worth to a
true king...


...before you will
know where to
find them.

Duckingham Palace

Prototype Final
LoI-Duckingham-Start-Proto.png LoI-Duckingham-Start.png
  • Right off the bat, the prototype uses a blank red foreground object and a North block just underneath. The final version has two South blocks. All sprite North blocks in the prototype exist solely as red ones, since there's no sprite layer for the North blocks yet.
  • Some of the bricks to the left of the window and the left of the door have been changed.
  • The enemy here can fall off in the prototype. In the final, he disappears when you move too far away.
  • From the very top, the crow appears much earlier, catching players off guard.
  • The crow underneath it doesn't hold a pot in the prototype.
Prototype Final
LoI-Duckingham-Push-Proto.png LoI-Duckingham-Push.png
  • The South block changes into a red block when moving them.
Prototype Final
LoI-Duckingham-Blocks-Proto.png LoI-Duckingham-Blocks.png
  • These blocks are also different to the final.
    • Not shown here, the area where these blocks are lacks an enemy that is present in the final.
Prototype Final
LoI-Duckingam-End-Proto.png LoI-Duckingam-End.png
  • The end of the level was changed a bit from the final. Notably, the position of one of the South blocks was moved, extra crates were added and one removed, one treasure chest was removed, and the (pointless) North and red block were removed. A graphical error in the very bottom right was also fixed.
  • There's a crow missing from the last part of the level, when you're moving across the rope.

LoI-Duckingham-EndGlitch.png

  • Lastly, there's a treasure chest here that was removed in the final. Actually getting to the contents of this treasure chest requires precise moving, because landing on it or on the door will end the level, and even if you throw it to the ground, you still need to leap onto it otherwise a pixel later and you trigger the level ending sequence.

Boss

  • Boss takes double the amount of hits to defeat in the prototype.
  • If you're holding the Mickey cube as the boss overlaps Mickey, the block disappears, rendering you unable to complete the fight.
  • Goofy does not fall down like he does in the final.

Cutscene

No music plays during Goofy's cutscene, but it does begin when the screen shifts to Mickey. That cutscene is otherwise identical to the final one, but the sphinx reads differently.

Prototype Final
You have earned

the gratitude of a
true king and thus


proven yourself
worthy to know
where to find the

Bridges of Destiny.
However, the
journey to them


will not be easy.
Are you sure you
wish to continue


your quest?


Yes, I must help my
kingdom.


Very well.
Then know this:
Your kingdom


suffers because
the Great Tree of
Life in the Garden


of Illusion is
dying.
Save the tree and


you will save your
kingdom.
But now, you should


hurry, for King
Donald needs your
help as well.

Where will I find
him?


In the Lake of
Dreams.


We will meet again,
young wanderer.

You have earned
the trust of a
true king...


...and proven
yourself worthy.
However...


...the journey to
the Bridges of
Destiny...


...will not be easy.
Will you continue
your quest?


I can't give up.
I've gotta help
my kingdom.


Very well.
Then know this:


Your kingdom
suffers because
the Tree of Life


in the Garden of
Illusion is dying.
Save the tree...


...and you will
save your kingdom.
But now...


...you must hurry.
King Donald needs
your help as well.


Where will I find him?


In the Lake of
Dreams.


We will meet again,
young wanderer.

Sunken Ruins

Room One

  • The little clam here will hurt you in the prototype.
  • There's a missing tornado in the first room, which you normally throw the broken pillar at.
Prototype Final
LoI-SunkenDoor-Proto.png LoI-SunkenDoor.png
  • Very minor change - the second block down from the right was modified to fit with the rest.

Room Two

  • The first tornado is missing.
Prototype Final
LoI-SunkenStart-Proto.png LoI-SunkenStart.png
  • There's a rotating pillar in the prototype, that was removed from the final, likely because it's effectively an area skip beyond here. It's still possible to get here in the final with a well timed jump, but it's unlikely that many players will try that first.
  • At the top right of the room, another tornado is missing.

LoI-SunkenProto-1.png

  • Nearby, there's a black square that appears after you remove the chest.
Prototype Final
LoI-SunkenWater-Proto.png LoI-SunkenWater.png
  • The water at the bottom starts earlier in the prototype. The final replaces this stretch of water with a tornado.
Prototype Final
LoI-SunkenUnderwater-Proto.png LoI-SunkenUnderwater.png
  • The bricks here were rearranged a little.
  • The spikes run a lot faster, so Mickey must swim across, which is a lot more difficult than just walking through them in the final.
  • When Mickey pops his head up for a breather in the space between the spikes, the screen rather awkwardly moves up with him instead of remaining on the same area.
  • There's a fish missing next to the broken pillar.
Prototype Final
LoI-SunkenSecret-Proto.png LoI-SunkenSecret.png
  • There's an oversight that was created in the final in this area. In the prototype, Mickey can swim upwards to gain access to another area. In the final, the water was lowered and Mickey can only reach this area by getting a well timed jump at the beginning of the level.

LoI-SunkenProtoNoDrown.png

  • When removing the treasure chest at this point, there's a black void. It acts as land, so Mickey's breath is restored.
Prototype Final
LoI-SunkenNearEnd-Proto.png LoI-SunkenNearEnd.png
  • The rotating pillar is longer in the prototype (the brown blocks are the same).
Prototype Final
LoI-SunkenDoor1-Proto.png LoI-SunkenDoor1.png
  • The exit door and the surrounding area has a few changes.

Room Three

This room was redone entirely for the final, and the water lowers (a little) once Mickey enters it. It's much more difficult to complete this area in the final without getting hit by the coral.

Prototype Final
LoI-SunkenScene3-Proto.png LoI-SunkenScene3.png

LoI-ProtoClams.gif Also, instead of shooting bubbles horizontally, the clams display this graphical error.

Room Four

Prototype Final
LoISunken3-Space-Proto.png LoISunken3-Space.png
  • This area near the beginning was widened by a couple of blocks.
Prototype Final
LoISunken3Coral-Proto.png
LoISunken3CoralSide-Proto.png
LoISunken3-Coral3-Proto.png
LoISunken3Coral.png
LoISunken3CoralSide.png
LoISunken3-Coral3.png
  • Several areas were redone in the final to add more coral hazards.
Prototype Final
LoISunken3-Coral4-Proto.png LoISunken3-Coral4.png
  • In this area, a broken pillar was added.
Prototype Final
LoISunkenRuins-End-Proto.png LoISunkenRuins-End.png
  • At the very end, there's a door where Donald normally waits. Like with Goofy, his sprite hasn't been programmed yet. There's also an exit above him, but it leads nowhere.

Cutscene

Prototype Final
Thanks for your

help!


But what brings
you so far from
your kingdom?


Mickey tells
Donald his story...


My goodness!
I didn't know such
things were


happening to my
kingdom.
I must return at


once to drive away
the thieves.
But are you sure


you can save the
Tree of Life by
yourself?


I'll do my best,
sir.


Truly, with such a
noble heart, you
should be a king.


Here, let me give
you the pendant of
Duckingham.


It will make you
stronger.


Thank you!


Best of luck, young
friend.


Thanks for

your help, my lad!


What brings you
so far from your
own kingdom?


The laundry boy
tells King Donald
his story...

Yikes! I must
return at once...


...to drive those
thieves from
my castle!


It's up to you
to find the Tree
of Life...


...and save our kingdoms.


I'll do my best,
sir.

Truly, with such a
noble hear, you
should be a king.


Here, let me give
you the pendant of
Duckingham.


It will make you
stronger.


Gosh. Thanks!


Best of luck, young
friend.

Before he returns to the sphinx, this message displays which is not in the final:

Mickey leaves the ruin.
Prototype Final
You have done well.

The Bridges of
Destiny lie just

ahead.
Beyond them you
will find keys


which, together,
will open the
doorway to the


Realm of Illusion.
Only then will you
be able to find


the path that will
lead you to the
Tree of Life.


Well, guess I
better get started
...


Wait.
In each of the
worlds beyond you


will find a
guardian who uses
great magic.


Your ordinaly soap
will not help you
there


Show it to me
before you cross
the bridge, and I


will cast a spell
on it to make it
stronger.

You have done well.

The Bridges of
Destiny lie ahead.


Beyond them you
will find two keys
that together...


will open the
doorway to the
Realm of Illusion.


Only then will you
find the path to
the Tree of Life.


Well... Gee, then
I guess I better
get started...


Wait.
In each of the
worlds beyond...


...you will find
a guardian who
uses great magic.


Your ordinary soap
will not help you
there.


Show it to me
before the cross
the bridges...


...and I will cast
a spell to make it
stronger.

Rainbow Wasteland

  • Surprisingly, the only difference here is the boss - the hit box is more precise, making it much more difficult to actually win.
  • The game doesn't register your first key vs your second. In other words, visiting this place first will still prompt Mickey to say that he's got the 'second' key instead of the first. Text is otherwise identical to the final.

Crystal Forest

Prototype Final
LoICrystalForest-Proto.png LoICrystalForest.png
  • The tiles for this level had a complete revamp for the final. The prototype shows a 'forest' made out of stained glass, whereas the final actually uses crystals for decoration. Despite this, all enemies and objects remain the same between both versions.
Prototype Final
LoICrystalForestArea1-Proto.png LoICrystalForestArea1.png
  • At the beginning, it's a straight pathway to the first door in the prototype, but the final added a couple of blocks to leap over plus an enemy.
  • There's a minor error in the final game not present in the prototype - when sitting atop the queen piece, Mickey bobs constantly in the final. He doesn't in the prototype.
Prototype Final
LoICrystalForestEnemy-Proto.png LoICrystalForestEnemy.png
  • There's an enemy missing in the area with the first crystal puzzle.
  • Some of the crystal platforms don't blink.
Prototype Final
LoICrystalForestBlock-Proto.png LoICrystalForestBlock.png
  • There's an extra block in this area.
Prototype Final
LoICrystalForestPlatform-Proto.png LoICrystalForestPlatform.png
  • In this area, there's a platform near the top left in the final game which has yet to be implemented.
  • There's a treasure chest missing from the first water area (at the bottom right).
  • In the second water area, the screen doesn't shift when you swim to the top. Instead, Mickey takes damage from the spikes above (even though they're covered by blocks).
Prototype Final
LoICrystalForestUp-Proto.png LoICrystalForestUp.png
  • This area is blank at the top, and was fixed to make it look less like a secret passageway.
Prototype Final
LoICrystalForestChests-Proto.png LoICrystalForestChests.png
  • Your prize for going on an extra journey results in two treasure chests in the prototype, but only one in the final. At least the final guarantees you an extra life, as opposed to the points and potentially extra life in the prototype. If you don't get the extra life, you receive a Mickey block that serves no purpose because you're practically at the end of the level anyway (and there's no use for one in this level, period).
Prototype Final
LoICrystalForestFinal-Proto.png LoICrystalForestFinal.png
  • This platform has been changed for the final, and since it's unlikely first time players will land on the final version, there's a treasure chest that is absent in the prototype.

Boss

Prototype Final
LoICrystalForestBoss-Proto.png LoICrystalForestBoss.png
  • As is to be expected, the boss reuses the tiles from the rest of the level.

LoICrystalForestBossCheat.png

  • If you're lazy, you can also clip through the wall and beat it like this...

Cliff

As with the majority of cutscenes, some changes were made.

Prototype Final
Very good, young
wanderer.

I see you have
found both keys.

Hold them in your
hands and leap
into the chasm


before you, for it
leads to the Realm
of Illusion.


But before you go,
take with you this
pendant.


It is the last
thing I can give
you.


From now on, you
must create your
own destiny.


The fate of our
world rests in
your hands.


Mickey holds the
two items in each
hand and dives off


the cliff.

Very good, young
wanderer.


I see you have
found both keys.


Hold them tightly
and leap into
the chasm beyond.


You will be
taken to the
Realm of Illusion.


But before you go,
take with you this
pendant.


It is the last
thing I can give
you.


From now on, you
must create your
own destiny.


The fate of our
world rests in
your hands.


Mickey clasps the
keys tightly...


...and leaps off
the cliff.

Gardens of Illusion

Prototype Final
LoIGardenStart-Proto.png LoIGardenStart.png
  • The flowers at the start are missing.
  • The branch is lower in the final.
  • When you allow the thread to pull you up, Mickey falls at the top. In the final, he perches on the branch.
Prototype Final
LoIGarden-Spikes-Proto.png LoIGarden-Spikes.png
  • There's a Mickey block to help you cross, instead of a spider. There's also only one row of spikes, instead of two in the final.
Prototype Final
LoIGardenLeaves-Proto.png LoIGardenLeaves.png
  • The leaves have a palette issue, and part of the leaves on the tree have been cut off.
    • Sometimes, the upper leaf won't display at all (save for the stem).
  • After you get to the next area, the screen won't move back up until you leave it completely.
Prototype Final
LoIGardenSpikes2-Proto.png LoIGardenSpikes2.png
  • The spikes at the end of the level are absent.
Prototype Final
LoIGardenEnd1-Proto.png LoIGardenEnd1.png
  • The end of this area is directly in the center, here. Walking past it will not trigger the next part of the level.

Scene Two

  • The musical notes are only three long, and the double quaver is never used. There are no sound effects in the prototype.
Prototype Final
LoIGardenEnd2-Proto.png LoIGardenEnd2.png
  • The area blocking off the exit is different and the treasure chest is placed elsewhere.
Prototype Final
LoINotes-Proto.png LoINotes.png
  • There are three notes in the prototype, compared to two in the final.
Prototype Final
LoIGardenFullEnd-Proto.png LoIGardenFullEnd.png
  • You can go offscreen in the prototype. You can do this to some degree in the final, too.

Cutscene

Prototype Final
Are you the Tree

of Life?


Indeed I am.
And who are you?


My name is Mickey.
I've journeyed
here to help you.


Hmm.
It looks like the
waterway has dried


up.
What happened?


The water in the
River of Time
suddenly stopped.


If you can't find
a way to start the
water flowing


again, we shall all
soon perish.


What can I do?


The River of Time
flows down from
the Mountain of


Mystery.
You can see the
mountain from here.


Maybe you can find
what the problem
is by going up


there.


Well then I'll get
to the bottom... Er
...top of this


right away!


There's not enough
time left for you
to travel there by


foot.
I have summoned
this dragonfly


to take you there.


Great.
My feet have been
hurting a bit from


all the walking I've
been doing.

Are you the Tree

of Life?


I am.
And who are you?


My name's Mickey,
and I've come to
help, if I can.


The waters of the
River of Time
have stopped.


If you can not
start them flowing
again...


...we shall all
soon perish.


What can I do?


The river flows
from the Mountain
of Mystery.


You can see the
mountain from here.


Where the river
begins...


...you will find
the source of our
problems.


Well, then I'll
get to the
bottom... Er...


top of this
right away!

I have summoned
this dragonfly
to take you there.


Gee, thanks! My
feet have been
hurting a bit...


...from all the
walking I've
been doing.

Tree of Life

Same as final.

Mountain of Mystery

Prototype Final
LoI-DamProto.png LoI-Dam.png
  • The dam palette has changed.
  • The water doesn't flow.
Prototype Final
LoI-BeaverProto.gif LoI-Beaver.gif
  • The beaver also received a bit of a palette change.

Cutscene

Prototype Final
Who are you?


I am the sorcerer
of darkness.


Once the Tree of
Life is gone,
darkness will


spread across the
world and my power
will grow stronger


beyond your
imagination.


Soon I will rule
over everything in
existence!


Ha ha ha.


I don't think so.


And who is going
to stop me?


You, laundry boy??
Just try!

Who are you??

I am the sorcerer
of darkness.


One the Tree of
Life is gone...


...darkness will
spread across the
world...


...and my power
will grow beyond
your imagination!


I will rule
over everything in
existence!


Not if I can
help it, foul
sorcerer!


Who is going
to stop me?


You, laundry boy??!

Merlock

Prototype Final
LoI-SorcererProto.png LoI-Sorcerer.png
  • Different background color.
  • Merlock doesn't have a white outline like in the final.
  • Less hits are required to take out Merlock.
  • The music doesn't change after Merlock transforms into his dragon form.
  • There are no sound effects for the dragon boss.
  • Dragon Merlock only takes four hits to defeat instead of ten.

LoI-DragonProto.png

  • There's a sprite error that occurs when the dragon moves across the screen.
  • When defeated, he scrolls offscreen instead of blinking and disappearing.

Falls of Fortune

Prototype Final
LoIFalls-Start-Proto.png LoIFalls-Start.png
  • There's a bit of a problem with part of the water layer, and it doesn't seam together very well.
  • The gems don't make a sound effect when picked up.
Prototype Final
LoIFalls-Gem-Proto.png LoIFalls-Gem.png
  • This gem is a different shade of blue.
  • Mickey can complete the level still on the rope just above the level exit. This was fixed in the final so that the end of level flag can only be set once he's on ground floor.
  • The rest of this level appears to be untouched. Even the glitched gems from the final (that don't award points like they should) haven't been amended for the final.

Rainbow Scene

LoI-RainbowTop.png

  • The prototype places Mickey's "level complete" animation a smidge too low, and the player can see Mickey pause at the top.
  • This "level" can be paused, unlike in the final. Doing so causes the game to glitch a little, and you'll have to continuously press the Start button to advance frame by frame because the game will constantly re-pause it.

King Pete

Cutscene

Several mistakes are present in the prototype.

Prototype Final
Thank you, Mickey.
Your world and

mine have been


saved.


That's relief.
Just let me know
if you ever need


my help again.
But how can I
return to my world.


Very simple.
Just follow the
River of Time.


Your Highness, my
task is complets


Yes, indeed it is.
Guards, arrest this
lad for stealing


the royal crown.


What?
But you said...


Not so fast, Pete!


Who dares to...


This is the brave
hero who saved our
world.


And, as written in
the ancient scroll,
he has proven his


worth and must be
made the new king.


Not if I can help
it!

Thanks to you,
Mickey, your

world and mine...


...have been saved.


Whew! That's
good to hear!


But how can I
return to my
world?


Very simple.
Just follow the
River of Time.


Mickey returns
to his kingdom and finds Pete
waiting...


Guards, arrest
this lad...


for impersonating
a king!


What?
But you said...


Not so fast, Pete!


Who dares to...


This is the brave
hero who saved our
world....


...and as written
in the ancient
scroll....


...has proven
himself to be
the rightful king!


King? He'll be
breaking rocks in
the royal quarry!

Final Boss

Prototype Final
LoI-Pete-Proto.png LoI-Pete.png
  • The background colour was changed so that it doesn't interfere with the sun and clouds.
  • You can't actually beat King Pete, because Mickey can't grab items in mid-air in the prototype.

Ending

  • Part of the cutscene won't load on the prototype. It cuts straight to the kingdoms celebrating.
  • The prototype also moves Mickey on the map to each kingdom when their respective cutscene shows (with the map dimming at each stop). No music plays at any stage, save for the time it returns to the map where it plays the regular map music.
    • Despite this, music does exist for this cutscene, and it's longer and a little different from the final.
Proto Final
  • The last scene with text shows, but there is no accompanying text. It also cuts off abruptly at one point.
Prototype Final
LoIFinalCutscene-Proto.png LoIFinalCutscene.png
  • Lastly, this scene is missing a chunk of the image.
Prototype Final
...at Duckingham

Palace...


...at Castle
Goofstein...


...and especially
in the Kingdom of
Pete...


Which was renamed,
the Kingdom of
Mickey, after it's


Mark my words, one
day, I'll be king
again!

Great going Mickey!

I knew you could
do it!


This calls for a
celebration across
the land!


And as the shadows
faded, the people
rejoiced...


...at Duckingham
Palace...


...at Castle
Goofstein...


...and especially
in the Kingdom of
Pete...


Which was renamed
the Kingdom of
Mickey, after its


brave new king!


Long live the new
king! Long live
King Mickey!


Mark my words, one
day, I'll be king
again!

September 30 1994

A lot of progress has been made in the near-week.

Image Prototype Final
LoI-Story1.png
One upon a mouse,
there was a
kingdom

in a long way from 
where we live...

The kingdom was
happy and joyful
under King Pete.

But...
 
Once upon a mouse,

There was a 
kingdom in a far
away place...

...That was ruled
by the selfish
King Pete.
 
  • Pete has now been written as the bad guy right off the bat. Aside from the very beginning, it has been shifted to what will be the final version.
  • Health items are now included in the treasure chests.
  • Clipping has been fixed.
  • Flower pot sprite has been changed to final.
  • Goofstein's cutscene has had the graphic fixed, but is otherwise the same as the previous prototype.
September 22 September 30 Final
LoIJungle-Proto.png LoIJungle-Proto30.png LoIJungle.png
  • Forest graphics have been updated. There's a minor change to a background leaf, and a slightly lighter sky colour.
September 22 September 30 Final
LoIJungle2-Proto.png LoIJungle2-Proto30.png LoIJungle2.png
  • Same as above.
September 22 September 30 Final
LoIBlocks-Proto.png LoIBlocks-Proto30.png LoIBlocks.png
  • This hole still appears.
September 22 September 30 Final
LoISlope-Proto.png LoISlope-Proto30.png LoISlope.png
  • The slope has been modified, but still isn't in the final version.
  • You still don't have to save the possum.
September 22 September 30 Final
LoIWater2Proto.png LoIWater2Proto30.png LoIWater2.png
  • Water has been changed.
September 22 September 30 Final
LoI-Duckingham-Start-Proto.png LoI-Duckingham-Start-Proto30.png LoI-Duckingham-Start.png
  • Duckingham house bricks are the same as the former prototype, but it otherwise resembles the final game's layout and placement. The only difference is the crow at the top which is missing.
  • The crow at the top of Duckingham (after you move across the first rope) has been removed.
  • The blocks in Duckingham have been fixed and the area at the end now resembles that of the final.
  • The pillar in the Sunken Ruins stage that you can clip through near the first area of water (without trying) has been fixed.

LoIProto30-SunkenRuins.png

  • The third Sunken Ruins room has been changed, but lacks several of the clams. The horizontal clams do not spray anything.
  • The coral in the fourth room of Sunken Ruins have been updated to add more space in like the final.
September 22 September 30 Final
LoISunken3-Coral4-Proto.png LoISunken3-Coral4-Proto30.png LoISunken3-Coral4.png
  • The broken pillar has been moved.
  • The graphical glitches with Sunken Ruins have been fixed, along with the 'breathe underwater' glitch.
September 22 September 30 Final
LoICrystalForest-Proto.png LoICrystalForest-Proto30.png LoICrystalForest.png
  • The Crystal Forest still resembles the prototype, but the main blocks have actually been modified and now include a darker outline.
September 22 September 30 Final
LoIGardenStart-Proto.png LoIGardenStart-Proto30.png LoIGardenStart.png
  • Garden of Illusion is a hybrid of the earlier prototype and final at this stage. It starts off like the prototype, but has the background of the final. The first spike pit resembles the final, but the second one is still missing.
  • The second Garden stage has a similar effect. The notes now play as they do in the final, but the rest of the stage resembles the prototype.
  • Merlock still takes less hits to defeat, but is otherwise the same as the final.
  • The gem from the Falls has been updated to the final version.
  • The rainbow scene has been fixed.
  • Mickey's 'complets' has been corrected to 'complete'.
September 22 September 30 Final
LoIFinalCutscene-Proto.png LoIFinalCutscene-Proto30.png LoIFinalCutscene.png
  • The final main cutscene has been updated, but still lacks the rainbow found in the final. Mickey is referred to as 'Micky'.

September 30 1994 SEL

This version is near-identical to the other prototype, but with two changes.

First, the prototype opens with the level select. Outside of hacking, there is no way to get the intro to play.

Secondly, no interactive elements (excluding enemies) work. This includes objects that are required to complete levels, such as the barrels in Castle Goofstein and the switches in the Sunken Ruins. In some cases, attempting to work them causes the game to crash.