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Proto:World of Illusion Starring Mickey Mouse and Donald Duck/Round 1

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This is a sub-page of Proto:World of Illusion Starring Mickey Mouse and Donald Duck.

Round 1-1

Object Changes

Prototype Final
WOIBugSoldierP.png WOIBugSoldierF.png

The ant soldiers use a unique green and purple palette in the prototype. In the final game, they use Mickey and Donald's palette.

Prototype Final
WOIAntFlowerP.png WOIAntFlowerF.png

The flowers the ants leave behind was clearly designed for the old palette in mind. Looks a bit wonky with the final palette, doesn't it?

Prototype Final
WOILivingPlantP.png WOILivingPlantF1.png

The living plant enemies had their palettes updated to better blend in with the surrounding flora.

Prototype Final
WOIDragonflyP.png WOIDragonflyF.png

This dragonfly-bird(?) had its abdomen redrawn.

Layout

Prototype
WOIRound11Section1P.png
Final
WOIRound11Section1F.png

What a vast improvement in the final version -- Talk about putting your best foot forward! The prototype section consists of a flat brown and green forest with towering trees and a few root obstacles. There's much more detail in the final version, including a heavily wooded area at the start, red mushrooms, a few trees and bits of scenery closer to the camera, and a brief sloped section in the middle of the area. Actually, the only real similarity between versions is the large root object near the end of the section, though even that was moved more to the left in the final version.

As with every other area in the prototype, sprite placement is in a preliminary state. The only enemies here are a pack of four ant soldiers, all clustered together. They're still there in the final version, just spread out more. A living plant enemy and dragonfly-bird were added near the end, and an item bag was added to give the player incentive to actually crawl under the root.

Prototype Final
WOIRound11Section2P.png WOIRound11Section2F.png

It may seem impossible to progress further in the prototype, but that large red mushroom is actually a platform. The orange cliff sides were removed from the final version, replaced with giant leaf platforms and a simplified black space bordered by green vines.

Many item bags were added to the seesaw section to make it more rewarding, and a piece of candy was added at the top of the tree. The two living plant enemies were set further apart in the final version, while the two rudely placed dragonfly-birds were removed completely.

Prototype Final
WOIRound11Section3P.png WOIRound11Section3F.png

More of the same graphical changes here, though it should be noted that the tree openings are naturally formed in the prototype, but seem to be man-made in the final version. The platform steps at the beginning were replaced with a more natural- looking slope. The stage exit was changed from a small cavern to a tree opening with an extended wooden platform.

The prototype has but one living leaf enemy in the upper section, while the final version adds one last dragonfly-bird, a group of four ant soldiers, and an item bag in the log. The ants at the end of the stage were moved to the left, no longer directly under the exit.

Background / Foreground

Prototype Final
WOIRound11BackgroundP.png WOIRound11BackgroundF1.png

The prototype uses the same large forest background in Round 1-1, Round 1-D, and Round 1-M, while the final version has a background that's used just for this stage. The trees are seen in the more horizontally-oriented beginning of the stage, while the orange leaves are meant for the long vertical sections.

Prototype Final
WOIRound11ForegroundP.png WOIRound11ForegroundF.png

In order to make space for the new stage-specific tilesets, the leafy foreground layer was cut in half widthwise and slightly shortened lengthwise.

Round 1-M

Object Changes

Prototype Final
WOILivingPlantP.png WOILivingPlantF2.png

While the palette in the prototype is the same, the living plant had to be updated in the final version to match the new tileset here and in Round 1-D.

Layout

Prototype Final
WOIRound1MSection1P.png WOIRound1MSection1F.png

This stage and Round 1-D in the prototype reuse Round 1-1's tileset, while they both use a new tileset in the final game. Definitely for the best, especially considering the palette errors on the flower platforms and tulips. Speaking of which, the flowers in the prototype are drawn in a slightly overhead style, while they use a flat perspective in the finished game. As a bonus, the change in perspective makes it possible to have flowers of different heights, as can be seen in the very first section.

There are four more ant soldiers in the final version, replacing one of the living plant enemies. Item bags now mark the trajectory of the tulip launchers.

Prototype
WOIRound1MSection2P.png
Final
WOIRound1MSection2F.png

The tulip platform and plateaus below are all skinner in the final game, while the other floating platform was widened, likely to make it possible to actually jump up to it. The floating leaf platforms, which are activated by jumping on the orange flowers in the final game, are always present in the prototype. There's also a wider gap between each leaf, they don't rise as high, and are unevenly spaced.

The number of enemies here is identical between versions, though every enemy was moved to a different location. Item bags were added to the floating leaf platforms to give them some sort of purpose.

Prototype Final
WOIRound1MSection3P.png WOIRound1MSection3F.png

The layout here is mostly the same, though the platform that the final tulip is planted on was moved a bit to the right. A helpful exclamation sign was posted before the first and only pit in the stage.

Two of the ant soldiers now charge at Mickey from the left side of the screen, the bottommost tulip is now closer to the wall, and the ant soldiers no longer overlap that tulip. Besides that, just the standard item bag additions.

Background

Prototype Final
WOIRound11BackgroundP.png WOIRound11BackgroundF2.png

That background from the prototype's Round 1-1 makes it first appearance here in the final game, and its changed considerably. The muted palette has been changed to a brighter set of browns, greens, and yellows. The trees were redrawn to properly match Round 1-1's updated art style, though the wavy trees further in the back are unchanged. More branches were added to the crowns of the trees, and there are less gaps in-between the leaves. The bottom bit of the background has changed from a field of giant red tulips to a grassy meadow with the shadows of the trees above.

Round 1-D

Object Changes

Prototype Final
WOILeafPlatformP.png WOILeafPlatformF.png

The leaf platforms in the final version were redrawn, and are now identical to the vine leaves found throughout the stage.

Layout

Prototype Final
WOIRound1DSection1P.png WOIRound1DSection1F.png

The odd looking vines in the prototype were thankfully redrawn to look more vine-like. Both the vines and the leaves on them are closer to the ground in the prototype. The ground layout is mostly the same, except for the tree stump raised higher to the sky and the first sprout platform extending further to the left.

The object layout in the prototype is a mess, with the random assortment of leaf platforms looking more like an object test than anything else. These are placed in a more sane manner in the final game; The first leaf platform now actually leads somewhere, the second moving leaf is easier to get to and is placed directly under a cake power-up, and the third leaf is now a one-way trip to an item bag. Each leaf path in the prototype is flanked by a dragonfly-bird in the prototype, but in the final version two of those enemies were deleted. The first set of ant soldiers now faces to the right, and two item bags were placed on the ground.

Prototype Final
WOIRound1DSection2P.png WOIRound1DSection2F.png

The branch on the tree stump was changed to another tree stump. This doesn't really change anything, but it does look nicer. Like in Round 1-M, an exclamation sign was added before the only pit in the stage, and the step down to the pit is lower in the final version.

The dragonfly-birds in the sky were replaced by two ant soldiers on the ground, and the third living leaf enemy was removed entirely. An extra moving leaf (and another card) was placed between the first two leaves found in the prototype game, and a stationary leaf platform with a piece of candy was added to make those platforms not completely pointless. Another item bag was placed on the last moving leaf in this section.

Prototype Final
WOIRound1DSection3P.png WOIRound1DSection3F.png

The entire layout past the first vine has been lowered in the final version. Other than that, the only other changes are the widening of the first trunk on the ground and the standard cave-to-tree exit change.

A piece of candy was added to the topmost leaf, a floating leaf was added to its left, and the leaf to the right of the vine was removed. The two leaf platforms that move leftwards were removed, as they serve absolutely no purpose. Only one of the dragonfly-birds made it to the final layout, the lone living leaf enemy was taken out, and two more ant soldiers (including one oddly embedded in the ground) were added to the end of the stage.

Round 1-P

Object Changes

Prototype Final
WOIMinerP.png WOIMinerF.png

Like the ant soldiers, the miner enemies have their own palette in the prototype, but reuse Mickey & Donald's palette in the final version. Unlike the ant soldiers, the miner isn't quite suited to the new palette; The traditional yellow miner's helmet is now an odd red color, and the shiny belt buckle now looks more like a tiny magnet.

Layout

Prototype Final
WOIRound1PSection1AP.png WOIRound1PSection1AF.png

Four of the little cubbies were filled up, though it's still obvious where they once were if you look close enough. The remaining cubby was enlarged, and is now only accessible through the two player balancing act. The area to the right of the first miner was changed from a set of steps to a flat surface, giving Donald a space to land after he's pulled through the small gap to the left. Oh, and it's possible to climb up from the lower area to the top in the final game through a set of steps in the bottom-left. These steps were taken out in the final game, and it's now just tall enough to keep both players from climbing back up.

There are other tiny layout changes here, mostly to improve the flow of the level. There are two places on the main path in the prototype that require one player to balance the other and then hoist the supporting player up; Since those spots do nothing but slow the game down, extra platforms were added to make them accessible with simple jumps. There are two more places where the player has to crawl to proceed, each of which was shortened in the final build.

All of the miners except for the second were repositioned further down their respective tunnels, and the third miner in the second tunnel was moved down to the third tunnel.

Prototype Final
WOIRound1PSection1BP.png WOIRound1PSection1BF.png

The one miner enemy here was moved further to the right. The falling rock in the first part of the see-saw cart was replaced by a new object - a jutting rock pillar.

Prototype Final
WOIRound1PSection2P.png WOIRound1PSection2F.png

While the ceiling opens up at a certain point, that point takes a while longer to get to in the final version. Another rock pillar was added to this newly extended ceiling. The oddly placed hanging rope tiles above the track were corrected in the final game.

The second falling rock was moved to a different, more visible location.

Prototype Final
WOIRound1PSection3P.png WOIRound1PSection3F.png

The final section of the stage is totally harmless in the prototype build. In the final game, this open area is considerably less so, and the third rock pillar adds some possibility of danger.

Round 1-2

Object Changes

Prototype Final
WOIRound12FragileWebP.png WOIRound12FragileWebF.png
  • The fragile webs are more obvious in the final version.
This isn't actually an object, but it's in the same spirit, if that means anything (it doesn't).
Prototype Final
WOIHelpfulSpiderP.png WOIHelpfulSpiderF.png
  • The helpful spiders no longer have the same colored face and abdomens as the enemy spiders in the final game, and they're also a bit thinner.
Prototype Final
WOIHelpfulSpiderPathP.png WOIHelpfulSpiderPathF.png
  • The amount of time it takes for the thread to start disappearing is longer in the final version, giving both players more room to figure out where the spider's going next.
  • In the final game only, helpful spiders will return to their staring positions once they've reached the end of the path.

Layout

Prototype
WOIRound12Section1P.png
Final
WOIRound12Section1F.png

Whoever designed the prototype stage went a little nuts with the webbing here, as there are significantly more platforms and fragile webs. Every platform has a fragile web in it, making this part much more perilous, while the final version only has two fragile sections - one in the beginning and one at the end. The actual web part was shortened to make room for an additional thread spider section, better acquainting players with thread paths before the longer thread spider sequence coming up.

The fourth spider in the prototype is above the camera's view in the prototype. This kinda cheap trick isn't in the final, and as a result the final version has one less spider. Oh, and obviously all of the spiders were shifted around.

Prototype
WOIRound12Section2P.png
Final
WOIRound12Section2F.png

The first section of the area was compressed for the final version to make way to the longer thread spider path. This is probably for the best, since the big web platform "maze" in the prototype is completely pointless; Players will most likely walk to the right to skip the area, miss the friendly spider, and fall into the giant pit unawares. The aforementioned thread path is much more straightforward compared to the twisting, drawn-out mess of a path in the prototype.

An added seesaw platform negates any danger the first web stack once posed. Obviously, without the web maze, all five of those spiders had to go. Six cards, five item bags, and a spider at the end gives the player(s) something to look out for on the otherwise uneventful thread path.

Round 1-B

Object Changes

  • The spider boss is twice as fast in the final game. He moves at 0.75 pixels per frame in the prototype and 1.5 pixels per frame in the final game.
  • The spider will always crawl straight down in the prototype. In the final version, he can crawl down diagonally.
  • He takes 4, not 5, hits to defeat. This mean it's possible to defeat him before he does that weird web-flossing animation that does nothing, which is a damn shame.

Layout

Prototype Final
WOIRound1BP.png WOIRound1BF.png

There's a misplaced tile to the left of the middle-right web platform in the prototype. That's it.