If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:The Bugs Bunny Birthday Blowout/Stage 2

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:The Bugs Bunny Birthday Blowout.

Hmmm...
To do:
Replace the maps with fixed versions from the clean dump and update the article text accordingly.

Level 2-1

Prototype Sand does that
Final Look out, animate hammer

The first half of this section was redone in the final version, likely due to a behavioral change in the sandquake object. In the prototype it is 4 blocks high, while in the final version it is 2 blocks high. This change also moved the spike bar to the right, covering up one of the pits. The latter half is largely the same. The only change is the replacement of the stone platform with two carrots.

Prototype I hate sand
Final It's so sandy

The prototype is missing a couple of sand tile connectors. These were added in the prototype to make the levels look better. The first stone platform was changed to two carrots, and two more carrots were added after the second.

Prototype Angry platforms
Final Those are supposed to be tumbleweeds, I think

Once more, the collapsible tiles have been marked with a different palette. Other than that, no layout changes can be seen. The prototype also marks where the sand enemies will appear with glitched platform tiles.

Prototype Not that it would help much
Final It's never duck season

The pointless speed-up icon was replaced with a carrot, and another stone platform was added to carry the Large Carrot.

Level 2-2

Prototype So much to cover
Final ARGH

A big section like this is bound to have some big changes. There are five green platforms underneath the stone pipe that were removed. Four carrots were added above the rotating spikes. There's a grouping of power-ups and blocks that make up an S-shape in the prototype. This was changed to 3 rows of 4 blocks, with the last two rows holding power-ups, and the heart-equivalent icon was changed to a speed-up icon. There are no sand platform tiles in the prototype, but the platforms are present. The lower sand platform was moved down 16 pixels. The diamond-shaped tiles interspersed with the rock tiles were removed in the final version.

In the lower-left part of this section, some of the rock platforms were rearranged, and the speed-up icon was downgraded to a carrot.

The lower half of this section is a lot more cramped in the prototype, and it's actually impossible to get through without hitting those rotating spikes. This problem was fixed in the final version by raising the height of the ceiling, moving the rotating spikes to the left, and adding a heart icon. Yet Another speed icon is to the right of that section, which was again downgraded to a carrot in the final. The sphinxes are missing their tails in the prototype, while the T-shaped cluster of rocks is shorter in the final. Another carrot was added to the left of the quicksand, and the stone platform above the quicksand was removed. Since the disappearing platform isn't present in the prototype, it's impossible to exit this area through normal means.

tl;dr: Stuff changed.

Prototype Oh, thank you
Final Hi Tweety

Tweety's boss room seems to be corrupted, though this may be a product of the bad ROM dump.

Level 2-3

Prototype Hmm
Final mmH

In this section, the third and fourth carrots were moved closer together, and the floating platform's position was adjusted to compensate.

Prototype Carrots
Final Carrots

The first group of two carrots was moved to the left, and the first carrot was deleted. Both the hammer icon and the stone block to the right of said icon were moved down, and the hammer icon was changed to a heart. The second set of large cloud tiles are improperly placed: this was fixed in the final version. A carrot is to the left of a palm tree in the prototype, and to the right of that palm tree in the final. The extra block to the left of the speed-up icon was removed.

Prototype No way out
Final Way out!

Another breakable platform was added below the first carrot, so it's now possible for it to be collected! And look, more carrot clustering! But it's not all boring crap with carrots, as the last part of this section was entirely redone. Note that there is no pipe in the prototype, so there's no way to access the last room of the level. This was changed in the final by replacing the last part of this section with the end of level room.

Level 2-4

Prototype Thanks a lot
Final No one is going to find this interesting

Another big room. Oh boy. At the start of this level, in the prototype, there's a warp platform. In all likelihood, this was only here for testing purposes. Whatever the case, it's gone in the final. The second and third carrots were ousted in the final. Two unnecessary rotating platforms are present in the prototype: These platforms, along with the two carrots by the lower one, were removed. Instead, the final has a triangular assemblage of six carrots in the lower half of this section. Like in Level 2-2, the ceiling was elevated in the final version, and the speed-up icon changed to a heart. A floating platform stuck in the middle of the right wall is present in the prototype.

Prototype What's the plural of Sphinx?
Final Desert.png

Another case of missing tile art in the prototype. The ceilings of the orange houses are there, but invisible. The first floating platform was eliminated. In the top and bottom sections, the long spike by the pipe was changed to a set of rotating spikes, which was moved a block to the left. The carrots and blocks above the pipe were also removed.

(Source: Original TCRF research)