Proto:Super Ninja Boy
This page details one or more prototype versions of Super Ninja Boy.
Download Super Ninja Boy prototype
File: Super_Ninja_Boy_(prototype).zip (994 KB) (info)
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A localization prototype of Super Ninja Boy, with quite a few differences.
Contents
Sub-Pages
Battles Lots of battlefield changes. |
Chinaland The first region of the game. |
Fairyland The second region of the game. |
Mysteryland The third region of the game. |
Futureland The fourth region of the game. |
Splash Screen
Proto | Final |
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The Culture Brain logo is blue instead of yellow in the prototype, and the copyright logo has a gradient instead of being plain white.
Title Screen
Proto | Final |
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The logo in the prototype is completely different, and resembles the logo used for the Game Boy Ninja Boy titles. The background is black instead of purple, the text is blue instead of yellow, the copyright symbol has a gradient instead of being plain white, and there's a period after "Licensed by Nintendo".
Intro
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This screen of the intro has an oddly-placed period instead of a comma in the prototype.
Proto | Final |
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This screen of the intro starts with "The" instead of "A" in the prototype. A spaceship was also removed from the right half of the scene, presumably because it was a foreground object that wasn't sized properly.
Proto | Final |
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This screen of the intro says "people in Chinaland" instead of "people of Chinaland" in the prototype.
Proto | Final |
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This screen of the intro incorrectly refers to Emperor Chin as Emperor Ching in the prototype, and uses an image that was removed in the final.
Proto | Final |
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More removed graphics.
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This screen of the intro is missing a quotation mark in the prototype.
Ending
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Like the title screen, the ending screen was redesigned in the final.
Proto | Final |
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The prototype contains a post-ending cutscene featuring Gingaramaō, the primary antagonist of the game's sequel, Super Chinese World 2 (localized here as Super Ninja Boy 2). This was removed in the final due to the cancellation of the game's American release.
General
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The menu background was repositioned in the final.
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Dialogue boxes are slightly taller in the final.
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An oddly-placed period was removed from the convenience store dialogue in the final. The full message is "You will go on to the next level if you get [number] experience points", so the period would have split the sentence in half.
Proto | Final |
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In the Soundmaster's concentration minigame, "10 sens" was corrected to "10 sen" in the final.
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Cliffs have slightly different collision detection in the prototype.
Graphical Differences
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The top-right tile used for mountains on the overworld was edited slightly in the final.
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Jack and Ryu's jumping sprites in the prototype are simpler and only have one frame of animation.
Proto | Final |
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Jack and Ryu have a unique running animation in the final, which isn't present in the prototype.
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The Moonsault Kick attack was redrawn in the final.
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The Miracle Kick attack has a unique animation in the prototype, which isn't present in the final.
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Broken P Blocks have a different palette in the final.
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This enemy got a larger beak in the final.
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Using the Escape Leaf spell in the prototype surrounds you with glowing balls of light instead of leaves.
Proto | Final |
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The item that appears when you use the Mighty Ball spell has a "P" in the prototype, which was changed to an "M" in the final.
Proto | Final |
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The throwing stars used in the Mighty Ball, T-Star, and Reflextar spells were redrawn in the final.
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The charged up throwing stars from the T-Star and Reflextar spells were redrawn, enlarged, and animated in the final.
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Several stair tiles were edited a bit in the final.
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It's subtle, but the treasure chest palette was changed very slightly in the final.
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The spikes in the cave tileset were redrawn in the final to look longer.
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The particles left behind by the Jumping Fire enemies were redrawn in the final.
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The moving platforms that appear in sidescrolling segments were redrawn in the final.
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These bridge tiles were redrawn in the final.
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This cave tile was redrawn in the final. This was most likely to remove the debris, since not all caves are the result of blowing up cracked walls.
Proto | Final |
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The cracked wall tile was redrawn in the final to be more visible.
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The moving platforms in the cave to Mt. Wasabi and Mr. Slowpo's cave have an odd palette in the prototype.
Proto | Final |
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Death's Boat looks a lot more primitive in the prototype.
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The falling platforms in the cave tileset are identical to regular platforms in the prototype, but were changed to look cracked in the final. They look cracked while falling in both versions, however.
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P Blocks on the Arc-De-Travel and Shark Cruiser have unique graphics in the final.
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This door graphic was redrawn in the final.
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This enemy was completely redesigned in the final.
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The pots in the Tower of Belba were edited slightly in the final.
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P Blocks in Airosche's training course have unique graphics in the final.
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The spikes in Airosche's training course were recolored in the final.
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The falling platforms in Airosche's training course have unique graphics in the final.
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The barrier in Airosche's training course has unique graphics in the final.
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The moving platforms in Airosche's training course have a unique palette in the prototype.
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This enemy was made less human-looking in the final.
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These grass tiles were changed slightly in the final.
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Miss Finny's portrait was given clothes in the final, lowered a bit, and given a full outline. It's also one pixel shorter, for some reason.
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Miss Finny herself put a shirt on in the final.
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Miss Finny grabs you with her breasts in the prototype, which was changed in the final for obvious reasons.
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The dummy created by the De Tecoy spell is a pin-up girl in the prototype. This was changed to a copy of Jack or Ryu in the final.
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The moving platforms in the woods near Satoon have a unique palette in the prototype.
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The spikes in the woods tileset were redrawn in the final.
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The falling platforms in the woods tileset are identical to regular platforms in the prototype, but were changed to look cracked in the final. They look cracked while falling in both versions, however.
Proto | Final |
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Death's Boat has a unique palette in the woods near Satoon in the prototype.
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The weeds in Satoon were changed to flowers in the final.
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The factory next to the Ghost Castle was redrawn in the final.
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The spikes in the factory next to the Ghost Castle were redrawn in the final.
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The moving platforms in the factory next to the Ghost Castle have a unique palette in the prototype.
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The conveyor belts in the factory next to the Ghost Castle were redrawn in the final.
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P Blocks in the factory next to the Ghost Castle and Grandpolis have unique graphics in the final.
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The falling platforms in the factory next to the Ghost Castle were redrawn to look cracked in the final. They look cracked while falling in both versions, however.
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The barrier in the factory next to the Ghost Castle has unique graphics in the final.
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General Konk looks a lot worse in the prototype.
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This enemy was given wings in the final.
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These stairs were redrawn in the final.
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The buildings in Arcadia Town that can't be entered look identical to accessible buildings in the prototype. They were given closed doors in the final.
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The throwing stars used in the Boomerstar spell rapidly change sizes in the prototype. They just spin in the final.
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The barrier in Mr. Slowpo's cave was recolored in the final.
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Using the Micro Ninja spell turns you into a chicken in the prototype. This was changed in the final.
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The moving platform in the first segment of Mt. Kyojin has unique graphics in the prototype.
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One of Bigbot's flying sprites has a weird shadow in the prototype.
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Ghouland looks like a regular town in the prototype.
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The downward stairs in Ghouland are wells in the prototype.
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This enemy's projectile was changed from a bomb to a red ball in the final.
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This enemy was touched up a bit in the final.
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This enemy was changed from an Olympic torch to a football player in the final.
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The Magic Wind spell summons a swarm of bees in the prototype. This was changed to a bunch of small tornadoes in the final.
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P Blocks in the sewers have unique graphics in the final.
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This enemy was made less human-looking in the final.
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The Futureland grass tiles Bigbot can't land on were redrawn in the final.
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This enemy was changed from an octopus to a dragon in the final.
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The minecarts were redrawn and given a different palette in the final.
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The Marvel Box has an incorrect palette in the prototype, which was fixed in the final.
Audio Differences
To do: Audio rips. |
One of the damage sound effects is different in the prototype.
Enemies
This enemy gives 90 EXP in the prototype and 160 EXP in the final.
This enemy gives 100 EXP in the prototype and 180 EXP in the final.
Tangoman gives 40 EXP and 80 sen in the prototype, and 240 EXP and 300 sen in the final.
This enemy takes multiple hits to defeat in the prototype, and one hit in the final.
This enemy takes multiple hits to defeat in the prototype, and one hit in the final.
Items
Proto | Final |
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The Dragon Egg's price was halved in the final, making it the only item with a price not ending in zero.
Proto | Final |
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In the prototype, the Spider Shoes are a spell (which costs 10 NP to use) instead of an item.
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The Dragon Egg price change also applies to Errandbot.
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Bigbot's starting position is slightly different in the prototype.
Proto | Final |
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In the prototype, the Aura Helmet is called the Aura Helm in the equip menu. This was fixed in the final.
Magic
Proto | Final |
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When Jack uses De Tecoy in the prototype, the resulting dummy uses Ryu's palette for some reason. This was fixed in the final.
Test Modes
The prototype contains two hidden test modes that don't exist in the final. Pressing B during either triggers a sound test, where by entering a three-digit code and pressing B again, you can play all the music and sound effects in the game.
The first test mode is known as 「マップ ロ テストモード」 ("Map Test Mode"). Unlike the regular test modes, which are accessed through special passwords, the Map Test Mode is accessed by pressing Select in towns, dungeons, or side-scrolling segments. By entering a three-digit code and pressing A, you can warp to any location on the game's map.
Pressing L or R while in the Map Test Mode takes you to another test mode, known as 「メッセージ ロ テストモード」 ("Message Test Mode"). By entering a three-digit code and pressing A, you can access any cutscene in the game. Pressing L or R again during this test mode returns you to the Map Test Mode.
The Ninja Boy series
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NES | Kung-Fu Heroes • Little Ninja Brothers • Super Chinese 3 |
Game Boy | Ninja Boy • Ninja Boy 2 • Super Chinese Land 3 |
SNES | Super Ninja Boy (Prototype) • Super Chinese World 2 • Super Chinese World 3 • Super Chinese Fighter |