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Proto:Star Fox 2/December 28, 1994 (CES)

From The Cutting Room Floor
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This is a sub-page of Proto:Star Fox 2.

Hmmm...
To do:
Document this build from the July Gigaleaks. Needs screenshots and comparing the differences.
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.

The Winter CES build of Star Fox 2 was among the source code leak from July 24, 2020.

The ROM can be found in other.7z\SFC.7z\ソースデータ\StarFox2\SF2\SF2_CES.ZIP, however, its header needs to be patched to make it bootable. Apply this patch to fix it.

General Differences

SF2CES-Title.png
  • The sheep character featured in the August 31, 1994 prototype has been replaced by Fay. This is currently the earliest known build to feature her.
  • The map screen is different compared to later prototypes, featuring a more squared off Lylat System map. Planets in this prototype feature animated graphics similar to what was used in the first Star Fox.
  • Training mode does not feature a neighborhood area like the August 31, 1994 prototype. It's instead similar in function to the Training mode in later prototypes, where it plays similar to the main game.
  • A patch can be made to enable the Test, Training, and Sound selections on the title screen.
Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
  • Some bosses feature different names from their counterparts seen in later prototypes. The Mirage Dragon is Frumpy Dragon, Tal Kong is Tunnel Runner, and Space Blade is Spin Crusher. Other bosses either don't have names at all, have the same name, or are simply not present in later prototypes.
  • The only time that Andross actually speaks on the map screen in this prototype is when he first begins his invasion, simply saying "GO GO !". Oddly enough, he says this line whenever you hit Start to pause the map screen.
  • Andross teleports Astropolis onto the center of the main map screen once all of his forces are destroyed, instead of having the player automatically fly to Astropolis in the Mothership like in later prototypes.
  • When an enemy escapes in space levels, the message "The enemy has gone" is displayed instead of "Enemy out of range" like in later prototypes.
  • Corneria's damage meter that appears during missions is misspelled as "Coneria".
  • Andross remains on a secondary map screen seemingly outside of the Lylat Sysytem itself for most of the main game.
  • Control options A and B are still the only control schemes implemented (which swaps the directions the Arwing goes when the player presses Up/Down).
  • The default button layout for A, B, X, and Y is the same as the first Star Fox, earlier Star Fox 2 prototypes, and is akin to Control option C/D in later builds.
  • Each character on the pilot select screen has unique designations instead of providing stats for their Arwings. Fox is FM-001, Falco is FL-001, Peppy is PH-001, Slippy is ST-001, Miyu is MW-001, and Fay is FO-001. It's important to note that Fox, Falco, Peppy, and Slippy use their initials for their designations, which seems to imply that Miyu and Fay do the same with theirs.
  • The cutscene of Corneria being destroyed shows multiple ships of different varities flying into Corneria's atmosphere, as opposed to only having a few of the same type.
  • The difficulty options for Mission mode are Easy, Normal, and Hard instead of Normal, Hard, and Expert.
  • The opening cutscene for Astropolis only features the two characters you chose at the start of the main game attacking it instead of featuring the entire Star Fox team + the Mothership.
  • The Mothership is located to the left of Corneria on the map screen instead of being over it.
  • The Pepper Medallions seen in later prototypes are also absent.

Gameplay Differences

  • This is the last known build to implement a Battle mode. You are able to choose between three different stages in this mode known as Ground, Space, and Room. It is mostly complete aside from being unable to return to the title screen without resetting the game itself.
  • Star Wolf and the Andross boss haven't been implemented into the main game yet but it is possible to access an early version of the Andross boss in the Test menu under the EXT 1-Senkan selection.
  • The UFO mode for the Arwing featured in earlier prototypes is featured in this prototype as well; Pressing Select in space levels will allow your Arwing to transform into this mode.
  • The controls for the UFO mode have changed since the August 31, 1994 prototype.
    • Holding Up or Down on the D-Pad allows you to immediately fly vertically instead of just simply adjusting your engines.
    • Holding the X button causes you to fly forward while holding the B button causes you to fly backward instead of having both buttons propel the player like in earlier prototypes.
  • The Walker is faster than it was in earlier prototypes but is still slower than it is in later prototypes. Also like earlier builds, it is possible to make it speed up by holding the Y button.
  • Pressing L or R twice in Walker mode and UFO mode allows you to spin and deflect enemy shots much like doing a barrel roll in Arwing mode. This is the only known prototype to feature this functionality for these modes.
  • The first-person mode was temporarily removed in this build, but was brought back by June 8, 1995.
  • Bosses are present in this prototype, but are encountered much differently compared to later prototypes. Instead of encountering bosses in space like in later prototypes, bosses are encountered as missions on planets and mostly have different behavior compared to later prototypes.
    • Most bosses encountered in this prototype are present in later prototypes, but one boss, known as Mad Tank, is unique to this prototype.
  • The boost meter seen in earlier prototypes is still in this prototype, but lasts much longer. Boosting or braking for too long will cause the engine of your Arwing to overheat and temporarily stall. This was replaced with an E-Charge meter in later prototypes.
  • Andross's forces are able to capture liberated planets at any time in the Normal and Hard difficulties and can even recapture liberated planets. Though it is possible to intercept and destroy his forces before they can capture a planet. One of the forces that can be intercepted is actually an early version of the Hunter Fantron boss seen in later prototypes.
    • Each planet has additional objectives in the event they are recaptured.
  • Enemies continue to move on the map screen even when you have stopped moving, the only way to pause everything is by pressing Start.
  • You are unable to use the Mothership to quickly travel to liberated planets like in later prototypes, though you can still refill your shields with it. By placing your Arwing over the Mothership, you can slowly refill your shields instead of instantly like in later prototypes.
  • You are unable to switch to your partner on the map screen like in later prototypes. Instead, you are only able to play as your partner after one character dies. This wouldn't be implemented until the June 22, 1995 build.
  • Bombs home in on a target and revolve around it instead of just immediately exploding like in later prototypes and the original Star Fox.
  • The player starts out with 5 Bombs regardless of what type of Arwing the character pilots.
  • There is a unique item, not seen in other prototypes, that is represented by a blue D icon. Using this item creates decoys of the player, but it doesn't seem to be very useful during gameplay.
  • It is possible to speed up time on the map screen by holding the B button, a function also present in the August 31, 1994 build.
  • Standing on a shield recharge pad does not hold your Walker into place while your shield replenishes like it does in later prototypes.
  • The Satellite Defense System seen in later prototypes is nowhere to be found.

Stage Differences

  • Levels have drastically different layouts compared to both earlier and later prototypes.
  • Base themed missions are not present for most of the planets like in the later prototypes. Instead there is more variety for what can be encountered; Missions could revolve around destroying enemies, missiles, bosses, bases(not from the inside like in later prototypes though), Poisoners, radar equipment, and freeing captured Walkers.
  • Meteor and Astropolis are the only exceptions in this prototype when it comes to base themed missions.
    • Meteor doesn't involve destroying the base itself, and instead only features missions themed around destroying missiles, enemies, and Hacking Units.
  • Your Arwing transforms into Walker mode once the opening cutscene for Astropolis finishes instead of remaining in Arwing mode like in later prototypes.
  • Stepping on switches is occasionally used in missions that use the Walker, instead of being the main focus.

Graphical Differences

  • Characters still use their earlier sprites seen as early back as the May 6, 1994 build, although Fay's sprites are new.
  • The title screen's menu options are 10 pixels tall (compared to 7 pixels tall in later builds), are written in a serif, and a ▸ is present next to whatever option the player has highlighted.
  • Astropolis doesn't have its unique background yet.
  • This prototype continues to use the versions of the Arwing models seen in earlier prototypes, which would change in later prototypes.
  • The icon for Bombs is represented by 8 red dots arranged into a ring.
  • Enemy fighters have unique graphics on the map screen depending on their types.
  • The Game Over screen is rather plain compared to later prototypes, featuring a black background with Andross's face instead of having a background with Astropolis in space with Andross's face over it.
  • A red icon appears saying "Engage" in white letters once you choose both of your characters. This is also present in the August 31, 1994 and June 8, 1995 builds.
    • This would be replaced with indicators showing what items you start with in the June 22, 1995 build onward.
  • The background for Eladard features dark mountains instead of factories.
  • Meteor has a fancy opening cutscene of your Arwing flying inside of a base before the gameplay for the mission starts.
  • The Shield does not spin whenever it is used during gameplay.

Audio Differences

Hmmm...
To do:
Cover the different stage music and music unique to this build.
  • The music that plays on the title screen is as it was in the August 31, 1994 build, but now with its final instrumentation.
  • The voice that says "Good luck" on the pilot select screen is still the same clip used in the first Star Fox.
  • The voice heard during the cutscene of Corneria being destroyed says "Enemies coming in! Enemies coming in! Star Fox... what are you doing?!" instead of "Emergency! Emergency! Incoming enemy fighters! Come in, Star Fox! Come in, Star Fox!" like in later prototypes.
  • Andross does not speak whenever one of your players die, nor when you continue as your partner.