Proto:Meteos (Nintendo DS)/Kiosk Demo/Gameplay Graphics
This is a sub-page of Proto:Meteos (Nintendo DS)/Kiosk Demo.
Aliens
- The Firim alien has an unknown difference in its animations.
- The Oleana alien uses a different palette.
Jan 19 Demo | Final |
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- The Freaze alien only has a single color. It also has a different idle animation which resembles the Hotted alien's.
Jan 19 Demo | Final |
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- The Hevendor sage still plays its gameplay launch animation, in which it summons two asteroids and launches them, on the results screen, should this planet win a match. The final game uses an altered version which removes this meteor.
- The Florias alien uses a different palette.
Jan 19 Demo | Final |
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Unseen
- The Forte alien uses a different palette, and also has different, less polished animations.
Jan 19 Demo | Final |
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- The Cavious alien uses a different palette.
Jan 19 Demo | Final |
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- The Suburbion alien uses a different palette.
Jan 19 Demo | Final |
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- The Megadom alien uses a slightly different palette.
Jan 19 Demo | Final |
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- The Thirnova alien uses a much more desaturated color palette. Additionally, its idle animation does not loop correctly.
Jan 19 Demo | Final |
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- The Vubble alien uses a different palette, and its bubbles are not transparent.
Jan 19 Demo | Final |
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Planets
Practically all of the planets use different sprites, even some that had unchanged designs between this prototype and the final game. Among these differences, a couple common observations have been noticed:
- The planet icons seem to have been resampled from the original images using an interpolation method, making the color transitions appear smooth. The final game, however, simply resizes them, making the colors appear sharp.
- The planet sprites appear to have sharp borders, due to them not having colors smoothing out the transition to transparency (black). While this still happens in some of the final game's planet sprites (e.g. Geolyte), many now have dithering or smoothing colors.
Jan 19 Demo | Final | Comment | |
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Geolyte | Geolyte's planet sprite is smaller, and its design is much darker, making it clearer that it's a modified version of the Blue Marble. In addition, its icon is also much darker, matching the design seen in the game's first prerelease screenshots. | ||
Bavoom | Bavoom's design is completely tinted blue in the prototype, and lacks a ridge in the bottom right part. Its portrait picture background is also different, though it was reused for Freaze in the final game. | ||
Firim | Firim's design is completely different in the prototype, being a red-tinted version of a picture of Venus from the Magellan mission, rather than an S-shaped shining asteroid. Its portrait picture background is also unique, not shared with any other planet in both the prototype and the final game. | ||
Jeljel | Jeljel's planet sprite is bigger, and its design has more green tones. | ||
Oleana | Oleana's planet design is completely different, being spherical instead of shaped like a bone. Its icon uses much more muted colors than the planet sprite and portrait, matching what is seen in the E3 2005 press kit. | ||
Freaze | Freaze's planet design has harder shading, and its color is closer to emerald than cyan. The portrait also uses an unique background which shows it orbiting around a larger planet, which is not seen in the final game at all. Curiously, the final portrait still uses the old planet design. | ||
Anasaze | Anasaze's planet design in the prototype is a representation of Jupiter. Its sprite is slightly bigger than the final game's, and the background in its portrait is shared with Geolyte and Vubble, whereas the final game uses an unique background. | ||
Forte | Forte's planet design is completely different, being that of a pink circular planet with a large ravine at the north pole. Its icon also lacks shading. | ||
Cavious | Cavious' planet design was originally brown rather than teal. Its sprite is also smaller than the final game's. | ||
Grannest | Grannest's planet design is spherical rather than a concave cylinder. | ||
Mekks | Mekks' planet design is completely different, being that of a dark green and yellow sphere with no spikes at the poles and no top. | ||
Suburbion | A highlight of this prototype is Suburbion's planet design, which was not seen in any of the game's prerelease material. It resembles a thin, cylindrical satellite with three solar panels spread like a prism, rather than a dome. | ||
Gravitas | Gravitas' planet design is spherical and has more vibrant colors; the texture used for the surface is still used in the final design. Additionally, its icon lacks shading. | ||
Layazero | Layazero's sprites have stronger shading, though its icon lacks it. The background in its portrait is also different, though it's used by Lastar in the final game. | ||
Boggob | Boggob's sprites are just slightly darker. | ||
Wuud | Wuud's sprites are tilted differently, and its design has bigger ridges. | ||
Megadom | Megadom's sprites are orange instead of lime, making it clearer that it's a representation of Saturn. | ||
Dawndus | Dawndus' design has much stronger shading. The main planet is also larger. | ||
Thirnova | Thirnova lacks its glow. Its icon also has slightly more muted colors. | ||
Gigagush | While the concept of Gigagush being a vortex remains the same, its design is completely different from the final game, being colored crimson instead of purple, and the center being black rather than white. | ||
Hevendor | While Hevendor's design is essentially the same in both versions, the icon and planet sprites received touchups. The planet portrait was not changed at all. | ||
Brabbit | Brabbit's center region originally had shades of orange to white, rather than the many colors seen in the final design. | ||
Yooj | While Yooj still looks like a mass of clouds, its design is completely different from the final game, looking much smaller and using more muted colors. | ||
Hotted | Hotted's design is not as vibrant as the final game. Its planet sprite is also smaller. | ||
Vubble | While Vubble's planet design in the prototype looks viscous (like a bubble), it is not see-through (like a bubble). | ||
Wiral | Wiral looks slightly darker. | ||
Florias | Notably, Florias lacks its rings. | ||
Globin | Globin's shading is slightly weaker, and its sprites are smaller than the final game. | ||
Starrii | Starrii's planet sprite is slightly larger than the final game; its design is also a little brighter. | ||
Lastar | Lastar's planet design is completely different from the final game, being that of a glowing cyan sphere. If one looks a little closer, the texture used for the surface is the same as Florias' surface. A unique background is also used for the portrait picture. | ||
Luna=Luna | Both of Luna=Luna's moons have no color difference between them, and the further moon is slightly smaller. Its icon also depicts only one moon, rather than both. | ||
Meteo | While its icon is the same, and its planet sprite would be reused for the Star Trip variations of the planet, Meteo's portrait is completely different, using an unique background which resembles its appearance in the True Meteo grouping, rather than a cutscene still. |
Blocks
Several of the game's block sets contain differences, mainly relating to their color palettes.
Unused
There are also several block sets that go completely unused; most of them are leftovers from early stages of Meteos' development.
Tiles | |
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bl_com_inseki00.bnm | An early version of what became Anasaze's block tiles. These are slightly different from bl_com_inseki.bnm, which can also be found unused in the final game, as each of the blocks use separate, 16-color palettes, rather than a single, shared 256-color palette. |
bl_com_inseki01.bnm | A tileset with no final equivalent. Some of the blocks here were seen in the Meteos website's Secret Report Page. |
bl_com_inseki02.bnm | An early version of what became Oleana and Suburbion's block tiles. These can be seen in several of the game's first prerelease screenshots. |
bl_com_inseki03.bnm | A tileset with no final equivalent. These can be seen in several of the game's first prerelease screenshots. |
bl_com_inseki04.bnm | A tileset with no final equivalent. Some of the blocks here were seen in the Meteos website's Secret Report Page. |
bl_com_inseki05.bnm | A tileset with no final equivalent. |
bl_com_inseki06.bnm | Another tileset with no final equivalent. |
bl_com_inseki07.bnm | A tileset slightly reminiscent of bl_com_inseki04. Possibly became the tileset used in Cavious and Dawndus. |
bl_com_inseki08.bnm | An early version of what became the tileset used in Jeljel and Wuud. These can be seen in several of the game's first prerelease screenshots. |
bl_com_inseki09.bnm | Seen in a picture from the game's second batch of screenshots. A similar, albeit larger tileset can still be found unused in the final version. |
bl_com_inseki10.bnm | A tileset with no final equivalent. |
bl_com_inseki11.bnm | Another tileset with no final equivalent. It is very reminiscent of bl_com_inseki10's design. |
bl_com_inseki10_22.bnm | The only tileset consisting of 22x22 blocks. Seems to be a placeholder. |
bl_com_inseki13_15.bnm | A placeholder set for 15x15 blocks. Notably absent from the final build. |
Items
- The Heavy Weight and Super Eraser items use different icons in the prototype.
Jan 19 Demo | Final |
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- The thunderbolts and flashes created by the the Fury Hammer item are much brighter in the prototype.
Jan 19 Demo | Final |
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Unused
Within the game's data, there are several files that contain images related to unused items:
bl_ic_item_12.bnm contains item graphics which have the old 12x11 blocks in mind. This set seems to be later than the one in bl_ic_item.bnm, which can also be found unused in the final game. More details about the items that don't have final matches can be seen below.
Within bl_ic_item_15.bnm, which is the used item graphic repository, are several tiles that are never called by the game. Some of which are reminiscent of the old 12x11 items seen above:
A capsule item of sorts, which has an unknown function.
The Drill Bomb item, which is used by the final game. However, it has a slightly different appearance in this prototype, lacking the red region in the middle.
A grimacing, evil face. According to Fusion Room graphics found unused within this prototype, this icon is of "Fake Meteos".
A gadget of sorts. According to Fusion Room graphics found unused within this prototype, this icon belongs to a "Freezer" item.
The Rocket item, which is used by the final game. However, its appearance is drastically different from the final game.
What seems to be a battery. According to Fusion Room graphics found unused within this prototype, this icon belongs to a "Rocket Fuel" item.
According to Fusion Room graphics found unused within this prototype, this icon belongs to a "Semi-Gravity Zone" item.
According to Fusion Room graphics found unused within this prototype, this icon belongs to a "Super Gravity Zone" item.
A bunch of bars. According to Fusion Room graphics found unused within this prototype, this icon belongs to a "Polarization Zone" item.
A lock. According to Fusion Room graphics found unused within this prototype, this icon belongs to a "Click Lock" item, which would eventually be reformulated into the Speeder Lock item the final game has.
What seems to be a grafitti can. Possibly an earlier version of the Smoke Line item.
What seems to be a box. Belongs to an unknown item.
bl_ic_item_22.bnm contains larger items meant for a scrapped playfield. However, many of them are duplicates of the bomb item.
The files itemgimick.bnm and itemgimick22.bnm contain the graphics for the Heavy Weight and Smoke Screen items' effects, meant to be used with 12x11 and 22x22 blocks. However, the only noticeable difference is in the graphic of the Heavy Weight.
Other Unused Graphics
Early HUD Element
Alongside bg_com_cons_00.bnm, which can still be found unused in the final game, and bg_com_cons_01.bnm, which can be found unused in the Download Play Demo, is bg_com_num.bnm, which contains the numbers which were meant to be displayed in the counters.
12 and 22-Size Minimaps
Minimap images for these playfields can also be found within the game's data, at files subliverep_bg.bnm and subliverep_bg22.bnm. The former contains minimaps for planets from 5 to 13 columns, while the latter only contains an image for planets with 7 columns.
5/6-Column Minimaps
Like with the final game, minimap graphics for planets with 5 and 6 columns can be found within subliverep_bg15.bnm, but are unused by normal means.
12 and 22-Size Playfields
Playfield grid images for 12-sized and 22-sized blocks. The former were used in builds prior to the Nintendo World event, but the larger variant remains a mystery.
Gameplay Effects
Multiple graphics meant to be displayed alongside the 12-sized and 22-sized playfields.
Game Over
An unused Game Over graphic can be found within bg_gameover_h_[001~004].nbfc. It can possibly be a leftover from early stages of Meteos' development.
VS Mode Menu
netsearch_ue_ok_h.bnm and netsearch_ue_wave_h.bnm are two unused graphics related to an early version of the VS Mode menu.
Fireworks
Fireworks of unknown use. While only one palette can be seen here, there are actually 11 different ones.
Early Explosion?
Found at ef_baku.bnm is a simple explosion graphic that doesn't seem to fit the game's aesthetic.
Earlier Aliens
File: ch_u01_b01_[01~06]_h.yicg / ch_u01_e01_01_h.yicg / ch_u01_h01_01_h.yicg
An even earlier design for a Megadom alien. While it has the same body color as the variation seen in this build, it noticeably lacks a separate palette for its eyes.
Sprites that feature an early design for a Geolyte alien. While the design matches the first prerelease screenshots, the sprites themselves don't match what is seen.
Backup Error Screens
backup_error1.bnm and backup_error2.bnm are both placeholders in this build.