Proto:Taz-Mania 2
This page details one or more prototype versions of Taz-Mania 2.
This prototype is documented on Hidden Palace.
This was documented on Forest of Illusion.
A prototype of Beam Software's Taz-Mania was released by Forest of Illusion and Gaming Alexandria. Judging by the lack of '2' in the title, it appears to be based on the European version of the game.
There are numerous differences.
To do: Music is different, some different sprites. |
This page is loooong... Consider grouping related content into additional subpages to ease readability. |
Contents
- 1 General Differences
- 2 Level Differences
- 2.1 Jungle Level 1
- 2.2 Jungle Level 2
- 2.3 Jungle Level 3
- 2.4 Jungle Boss
- 2.5 Condo Caves Level 1
- 2.6 Condo Caves Level 2
- 2.7 Condo Caves Level 3
- 2.8 Condo Caves Boss
- 2.9 Underground Mines Level 1
- 2.10 Underground Caves Level 2
- 2.11 Underground Caves Level 3
- 2.12 Underground Caves Boss
- 2.13 Desert Level 1
- 2.14 Desert Level 2
- 2.15 Desert Level 3
- 2.16 Desert Boss
General Differences
Proto | Final |
---|---|
The prototype is much lighter on the copyright info.
Proto | Final |
---|---|
Dialogue isn't implemented yet, with empty text boxes briefly flashing on the screen instead.
Proto | Final |
---|---|
Different high scores.
- Taz's voice clip hasn't been added.
- In the final, leaving Taz idle for 20 seconds causes the game to restart. This doesn't happen in the prototype.
- The background in the Jungle level is missing, making it appear much more bland.
- Kangaroos have a different behavior. In the prototype, they throw boomerangs at Taz, whereas in the final they jump on the spot. This was likely changed to make the enemy unique, as opposed to a larger variation of the bushrat.
- Due to the different behavior, Taz can die in Condo Caves 2 and complete the level at the same time.
- Taz's jumping sprites were changed for the final.
- Taz can't throw anything at the bosses.
- The Level Select found in the final also exists in the prototype, and can be accessed with Game Genie code 209-F59-4CA.
Level Differences
Jungle Level 1
Proto | Final |
---|---|
The starting position and item placement in the first screen is different.
Proto | Final |
---|---|
The rock is absent and there's a Bushrat on the platform above it instead. 209-
Proto | Final |
---|---|
There's another Bushrat on this platform.
Proto | Final |
---|---|
Items have a different placement.
Proto | Final |
---|---|
The background is missing.
Proto | Final |
---|---|
The Danger! sign is absent.
Proto | Final |
---|---|
The Bushrat is placed closer to the left.
Proto | Final |
---|---|
There's a stick of dynamite here.
Proto | Final |
---|---|
Different floating platforms.
Proto | Final |
---|---|
Platforms here are different to the ones in the final, and most are static. Background is also missing.
Proto | Final |
---|---|
There's an item missing, plus there's no platform at the bottom.
Jungle Level 2
Proto | Final |
---|---|
There's a point in place of the dynamite.
Proto | Final |
---|---|
The rock is absent, and there are different point placements.
Proto | Final |
---|---|
Different point placements, and there's a piranha plant in here that was removed in the final.
Proto | Final |
---|---|
Different point placements.
Proto | Final |
---|---|
More point placement differences.
Proto | Final |
---|---|
Like the previous level, platforms are different.
Proto | Final |
---|---|
Like before, Danger! sign is missing.
Proto | Final |
---|---|
There's a scorpion here instead of the rock in the final.
Proto | Final |
---|---|
Different item placement.
Proto | Final |
---|---|
Point placement differences.
Proto | Final |
---|---|
More point placement differences.
Proto | Final |
---|---|
A scorpion is at the top of this hill instead of a falling rock.
Proto | Final |
---|---|
Point placement differences.
Jungle Level 3
Proto | Final |
---|---|
The kangaroo is a little more to the right, and has an entirely different behavior.
Proto | Final |
---|---|
There's a spin restore here. Sometimes, grabbing it can cause the game to crash.
Proto | Final |
---|---|
There's a scorpion here, and no falling boulder to the left of it.
Proto | Final |
---|---|
Another missing Danger! sign.
Proto | Final |
---|---|
Picking up the powerup here shows a different HUD icon for it.
Jungle Boss
Proto | Final |
---|---|
The boss is a bit further back in the prototype, and the camera raised. You have an unlimited number of sticks to 'throw', but it doesn't matter anyway because they never leave Taz's hands and the boss is invincible. Bombs don't blow up when they hit the floor, they go straight through it instead. The good news is that you can walk straight across to complete the level! The Exit sign isn't there in the final (probably because you can't Exit it without beating the boss), and in the final there are two bushes instead. You can only reach this area after you've beaten the boss in the final, though. Finally, you never see the white flag raise, because he disappears in the prototype once you've touched the Exit sign.
In the following cutscene, Taz's dad never displays a speech bubble. The next cutscene shows a blank speech bubble as usual, but no speech bubble appears from Taz's mom until after she's captured.
Condo Caves Level 1
There's an extra minute on the timer.
Proto | Final |
---|---|
Players can't really see the bones in the prototype.
Condo Caves Level 2
There's an extra minute on the timer.
Condo Caves Level 3
There's an extra minute on the timer.
Proto | Final |
---|---|
There's a stack of dynamite next to the piranha plant that was removed in the final.
Taz can clip through the floor a little.
Proto | Final |
---|---|
At the end of the level, there's a scorpion instead of a kangaroo.
Condo Caves Boss
Proto | Final |
---|---|
Like the boss before it, the level can be completed by walking to the end of the screen. The prototype has a bit of extra space for the Exit sign, and the condor is placed a little lower. Taz still cannot throw sticks in this build.
Underground Mines Level 1
There's an extra minute on the timer.
Proto | Final |
---|---|
There's a full spin restore right at the beginning of the level, which isn't particularly helpful since Taz will start the level with a full spin.
Proto | Final |
---|---|
The Danger! sign is missing.
Proto | Final |
---|---|
The falling rocks are absent.
Proto | Final |
---|---|
There's a change to the ledge in this area.
Proto | Final |
---|---|
This path was shortened in the final.
Proto | Final |
---|---|
Rocks are missing.
Proto | Final |
---|---|
This helper bird was completely redesigned for the final, likely to make it appear less like the enemies found in the level.
Proto | Final |
---|---|
The points are missing.
Proto | Final |
---|---|
This area was redone for the final, and contains two of the missing points.
Proto | Final |
---|---|
This ledge was redesigned.
Proto | Final |
---|---|
There's a point here instead of a partial spin recovery.
Proto | Final |
---|---|
The Danger! sign is missing again.
Proto | Final |
---|---|
The end was restructured.
Proto | Final |
---|---|
The Danger! sign and crumbling rocks are missing.
Proto | Final |
---|---|
There's an extra life in place of the infinite-spin.
Proto | Final |
---|---|
The point item is to the side of the spikes, making it much easier to grab.
Underground Caves Level 2
Proto | Final |
---|---|
Danger! sign is missing, and there's a full spin recovery item.
Proto | Final |
---|---|
The Danger! sign is absent and the platform is a steep slope in the prototype.
The prototype has a glitch in this area, where Taz can clip through the wall just a little. When he jumps, he can go straight up through the level until he hits another ceiling.
This area, whilst still existing in the final, can no longer be accessed normally. In the prototype, Taz can walk through the wall next to it, although nothing outside of accidental discovery would suggest it's anything other than a regular wall.
Proto | Final |
---|---|
The points here were removed in the final.
Proto | Final |
---|---|
There's a 1,000 point item here that's no longer present in the final.
Proto | Final |
---|---|
The wooden frames were removed for the final, for whatever reason.
Proto | Final |
---|---|
This area was shortened for the final, and the platform changed.
Proto | Final |
---|---|
The moving platforms were exchanged for static bricks, making it harder to reach in the final. Despite this, the chains were kept in.
Proto | Final |
---|---|
There's a point here instead of the partial spin recovery (which can make it difficult to reach the next platform without).
Proto | Final |
---|---|
A condo enemy is here instead of a bushrat.
Proto | Final |
---|---|
Different point placement, and the falling rocks are missing.
Underground Caves Level 3
An extra minute was added to the timer.
Proto | Final |
---|---|
There's a full spin powerup at the beginning.
Proto | Final |
---|---|
This slope ends abruptly in the prototype.
Proto | Final |
---|---|
There's a (broken sprite) invincibility here instead of the egg in the final.
Proto | Final |
---|---|
Missing Danger! sign.
Proto | Final |
---|---|
Another missing Danger! sign, plus a different point placement.
Proto | Final |
---|---|
There are points here that go missing in the final.
Proto | Final |
---|---|
More points that were removed in the final.
Proto | Final |
---|---|
Another slope that ends abruptly that was fixed for the final.
Proto | Final |
---|---|
Items were moved around.
Proto | Final |
---|---|
There's a bird enemy here instead of the falling rocks.
Proto | Final |
---|---|
The birdy is a bat again.
Proto | Final |
---|---|
The prototype only has one partial spin restore, the final has two. The missing one is on the slope.
Proto | Final |
---|---|
Missing Danger! sign.
Proto | Final |
---|---|
This stretch was redesigned, featuring two moving platforms instead of bushrats.
Proto | Final |
---|---|
The exit has more space around it in the prototype.
Underground Caves Boss
Proto | Final |
---|---|
The platform is longer in the prototype.
Proto | Final |
---|---|
Just down here, there's a spring leading back to the top.
Proto | Final |
---|---|
The above platforms are at different heights on the prototype.
As with the previous boss levels, you can't actually defeat the boss. Just behind Axl is the Exit sign. The final removes this and the camera never pans further. Standing here causes graphical glitches and lag.
Desert Level 1
Proto | Final |
---|---|
A point at the start was removed.
Proto | Final |
---|---|
More points were removed in the final here.
Proto | Final |
---|---|
There's a kangaroo here instead of a cactus.
Proto | Final |
---|---|
Due to the behavioral change, the kangaroo was pushed forward for the final.
Proto | Final |
---|---|
There's a stick of dynamite that got removed.
Proto | Final |
---|---|
There's a scorpion instead of a cactus.
Proto | Final |
---|---|
A scorpion is here instead of a cactus.
Proto | Final |
---|---|
There's different foliage here, plus the Danger! sign is absent.
Proto | Final |
---|---|
The Danger! sign is missing again.
Proto | Final |
---|---|
A piranha plant is here instead of a kangaroo.
Proto | Final |
---|---|
A scorpion can be found here instead of a cactus. A point is also missing.
Proto | Final |
---|---|
A point is here that's missing in the final.
Proto | Final |
---|---|
This stretch of road is longer in the final.
Proto | Final |
---|---|
There's a crude background here.
Proto | Final |
---|---|
The kangaroo (and a point) changes position.
Proto | Final |
---|---|
There's a bushrat instead of dynamite here.
Proto | Final |
---|---|
Final stretch is longer in the final.
Desert Level 2
Proto | Final |
---|---|
The background is crudely illustrated again.
Proto | Final |
---|---|
There's a scorpion instead of a cactus here.
Proto | Final |
---|---|
As above, a scorpion instead of a cactus.
Proto | Final |
---|---|
Danger! sign is missing, and the bushrat is instead a stack of dynamite.
Proto | Final |
---|---|
There's no 1-Up here, nor is there the secret pathway just beneath it.
Proto | Final |
---|---|
The platform is the same from the opening levels. It was redesigned to match the level in the final.
Proto | Final |
---|---|
A scorpion is in the place of a cactus again.
Proto | Final |
---|---|
This platform contains a bushrat instead of a 1-Up, which makes little sense given how difficult it is to reach this point. Speaking of which, you can't get onto the platform in the prototype at all, due to Taz's swinging mechanics being very basic.
Proto | Final |
---|---|
No Danger! sign and a scorpion replaces the dynamite.
Proto | Final |
---|---|
Another absent Danger! sign.
Proto | Final |
---|---|
Collectables re-arranged.
Proto | Final |
---|---|
The dynamite is missing and there's a scorpion here instead of a cactus.
Proto | Final |
---|---|
Danger! sign is missing.
Proto | Final |
---|---|
Another missing Danger! sign and the scorpion enemy is there instead of a cactus.
Desert Level 3
Proto | Final |
---|---|
Different foliage and missing Danger! sign.
Proto | Final |
---|---|
The Danger! sign is absent.
Proto | Final |
---|---|
The scorpion replaces two cactus enemies, and there's another missing Danger! sign.
Proto | Final |
---|---|
There's no enemy here, but a cactus appears in the final.
Proto | Final |
---|---|
Another missing cactus foe.
Proto | Final |
---|---|
Missing Danger! sign and the point is at a different height.
Proto | Final |
---|---|
Different point placement, one less point and yet another missing Danger! sign.
Proto | Final |
---|---|
The partial spin recovery was moved further right in the final.
Proto | Final |
---|---|
The points are missing.
Desert Boss
Neither of the bosses work here at all. They're just sprites with no collision.
The boss begins much lower.
Proto | Final |
---|---|
The prototype is a long stretch of road, but in the final, after you take down Bull's plane, you have to leap down further to face off against him again.
As with all the bosses in this game, you can walk all the way to the right where an Exit sign finishes the level.
After completing this level, you're shown Taz rescuing Jake, and then the high score screen appears. The ending cutscene has not yet been programmed at all.