This page details one or more prototype versions of M.C. Kids.
A fairly late prototype, date unknown, for M.C. Kids. While there are many unimplemented features, most of the level designs are in place and similar to the final game. That said, literally every level present in both the prototype and the final has some differences.
Sub-Page
Music and Sound
The prototype's sound engine is hard-coded to play one of the background music tracks, used for example in Ronald 4 from the final, and there are no sound effects. However, two other music tracks are present. One is the level select theme, the other is the short fanfare played in the Ronald cutscene at the end of the game. Both of the music tracks are changed slightly in the final. The most notable change is the volume mixing of the instruments.
Prototype Level Select |
Final Level Select |
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Prototype Background Music 3 |
Final Background Music 3 |
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(Source: BMF54123, ColdPie)
Unused Graphics
| To do: Please, find a way to rip these with the correct palettes. |
Hamburglar
Although Hamburglar is not present at this point, his graphics exist in the ROM and are quite different from the final design.
Prototype |
Final |
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![MCKids-HamburglarProto.png](/images/f/f7/MCKids-HamburglarProto.png) |
![MCKids-HamburglarFinal.png](/images/0/04/MCKids-HamburglarFinal.png) |
Enemies
| To do: Find a way to get the correct palettes and see if any programming exists for the unused enemies. |
This bird enemy is found in both the prototype and final. The prototype doesn't load the graphics correctly, though, rendering them unused.
This fish enemy is loaded in some levels in World 2 and is only in the prototype. They appear to be an early version of the sharkfin-holding gophers, which also appear in World 2, in both this prototype and the final game.
This enemy is loaded with the other World 2 enemy graphics and is only in the prototype.
This bear enemy is found only in the prototype.
Miscellaneous
Prototype |
Final |
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![MCKids-Proto-Beehive.png](/images/1/13/MCKids-Proto-Beehive.png) |
![MCKids-Final-NoBeehive.png](/images/8/87/MCKids-Final-NoBeehive.png) |
A beehive, possibly removed from the final because there are no actual bees anywhere in the game. The graphics are still present in the final, though.
These strange things are loaded in some levels, but the graphics were removed in the final.
Level Changes
The following images were ripped from the ROMs by mcmapper. Some prototype levels have graphical glitches, which are noted below.
Level names are taken from the ROMs. The prototype version is on the top (or left) of each comparison, and the final version is on the bottom (or right).
Prototype
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Final
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Ronald's Clubhouse
Lvl1: Merry Meadow
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Lvl1: The Garden
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Lvl2: Mushy Meadow
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Lvl2: Gopher Grove
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Lvl2: Mushy Meadow (subscreen)
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Lvl2: Gopher Grove (subscreen)
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Lvl3: Happy Forest
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Lvl3: Lazy Leaves
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Lvl4: Mucho Meadow
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Lvl4: Mountain View
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Lvl5: Leaky Forest
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Lvl5: Hidden Glen
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Lvl6: M Forest
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Lvl6: Towering Trees
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Birdie's Treehouse
Lvl1: The Stratosphere
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Lvl1: The Stratosphere
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Lvl1: The Stratosphere (subscreen)
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Lvl1: The Stratosphere (subscreen)
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Lvl2: Caution, Snow!
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Lvl2: Slippery Slopes
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Lvl2: Caution, Snow! (subscreen)
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Lvl2: Slippery Slopes (subscreen)
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Lvl3: Slippery
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Lvl3: Icy Maze
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The prototype version of this level uses an outdated tileset definition, so some tiles appear incorrectly.
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Lvl4: Puffy Clouds
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Lvl4: Secret Suprize (sic)
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Lvl5: Treacherous Secret
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Lvl5: Frozen Caverns
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The prototype version of this level uses an outdated tileset definition, so some tiles appear incorrectly.
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Lvl6: Snow Clouds
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Lvl6: Frosty Mountain
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Grimace's Loft
Grimace's Loft was renamed to Grimace's Highlands in the final version.
Lvl1: Cliffyland
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Lvl1: Cliffton Heights
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Lvl1: Cliffyland (subscreen)
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Lvl1: Cliffton Heights (subscreen)
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Lvl2: Cliffaroni
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Lvl2: Moose Bridge
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Lvl3: The Cliffs
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Lvl3: Lumberjack Lane
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Lvl4: Too High!
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Lvl4: Fry Kid Falls
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Lvl4: Too High! (subscreen)
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Lvl4: Fry Kid Falls (subscreen)
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Lvl5: Boatland
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Lvl5: Danger Lake
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Lvl6: Lakes in the Sky
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Lvl6: Far Falls Forest
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Professor's Workshop
Lvl1: Dock on the Water
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Lvl1: Ports O'Comets
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Lvl1: Dock on the Water (subscreen)
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Lvl1: Ports O'Comets (subscreen)
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Lvl2: Vacation Island
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Lvl2: Dino Dunes
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Lvl3: Magic Forest
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Lvl3: Magic Forest
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Lvl4: Dinosaur Island
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Lvl4: Desert Cove
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Lvl5: The Raging Queen
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Lvl5: Captain's Ship
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Cosmic's Getaway
Cosmic's Getaway was renamed to CosMc's Retreat in the final version.
Lvl1: Low Gravity
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Lvl1: Moon Monsters
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The prototype version of this level uses an outdated tileset definition, so some tiles appear incorrectly.
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Lvl2: Say Cheeeezzz
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Lvl2: Swisserland
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The prototype version of this level uses an outdated tileset definition, so some tiles appear incorrectly.
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Lvl3: The Sky's the Limit
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Lvl3: Constellations
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The prototype version of this level uses an outdated tileset definition, so some tiles appear incorrectly.
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Lvl3: The Sky's the Limit (subscreen)
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Lvl3: Constellations (subscreen)
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Hamburglar's Hideout
Lvl1: Hot Hot Hot
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Lvl1: Burning Bridges
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Lvl2: Hot Lava Machines
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Lvl2: Lava Belts
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The prototype does not contain graphics for the conveyor belts.
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Lvl3: Hot foot
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Lvl3: Molten Madness
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The prototype does not contain graphics for the conveyor belts.
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Ronald's PuZzLeWoRlD
In the final version, the styling was changed to Ronald's PuzzLeWoRlD because the game's font lacks a capital Z character. In the prototype, this world's name is rendered as Ronald's Pu.zLeWoRlD.
Lvl1: Place those blocks
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Lvl1: Phony Finishes
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Lvl2: Ronald's Help
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Lvl2: Clowning Around
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Lvl3: Zipperland
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Lvl3: zippety Do Da
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Unused prototype levels
Unused prototype level
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Possibly intended as a level subscreen or just a test area. Note that some
tile graphics are probably corrupt due to changing tileset definitions.
Unused prototype level
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A full, unused level containing two cards. This level was probably discarded
because it would be incredibly obnoxious to try to grab the cards while
bouncing around on springs.
To try it out and decide for yourself, see the Notes page.
Ship Dialogue
Present in offset 11608 and ending at 11779, this would appear to correspond to Vacation Island:
Hamburglar just used my ship to cross over to the Island!
If you want you may also use my ship!
My ship will take you back and fourth as often as you want!
Interestingly, even in the final version of the game, the boat is rendered as an actor instead of as a background tile like the rest of the stationary map graphics. This shows that the boat was intended to move at some point. This leads to an unnecessary graphical glitch when moving the character on the same horizontal line as the boat, due to the NES's limitation of eight sprites per line.
Unseen Credits
Developer credits are present, albeit impossible to see.
by Daroon Bartlett and Gregg Iz-Tavares.
Copyright McDonald's Corp. 1991 All Rights Reserved.
In the final, Darren's real name was used instead of his nickname, "Daroon".