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Proto:World of Illusion Starring Mickey Mouse and Donald Duck/Round 4

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

Round 4-1

Object Changes

The magic doors aren't animated in the prototype, so the entrance doors are always open, and the exit doors are always closed. They also work differently: Just walking into a door will automatically transport the player to an exit door. In the final game, the player has to go through the standard "Alakazam!" animation, and then press any button to warp.

Prototype Final
WOITapeMeasurerObj.png WOITapeMeasurerFG.png

The tape measure changed from a sprite to a foreground piece. Since this change precludes any kind of transparency, the top of the tape measure was squared off.

Layout

Prototype
WOIRound41Section1P.png
Final
WOIRound41Section1F.png

Only one layout change here, with the green stapler to the left of the large green book being replaced by two more copies of that book. Must be collector's items.

The rubber stamp enemies aren't in the prototype, so taking their place is many more of those pencil compass monsters. There are six pencil compasses in the prototype compared to two pencil compasses and four rubber stamps in the final game. The two stapler springs on the bottom row were moved closer to the two red books, making the jump upward a little easier. The ballpoint woodpeckers on the bottom left and right sides of the screen fell off the dresser and were never heard from again.

Prototype
WOIRound41Section2P.png
Final
WOIRound41Section2F.png

Layout's the same, so here we go again with the list of object changes. In the lower left, the two ballpoint woodpeckers turned to a rubber stamp and pencil compass. The door to Round 4-D isn't there in the prototype, but oh, look, another ballpoint woodpecker. Woo! That stapler on the red book is closer to the wall in the final game. In the lower right, the one pencil compass split into a rubber stamp and ballpoint woodpecker.

Round 4-C

Prototype
WOIRound4CP.png
Final
WOIRound4CF.png

Someone took some of the lumps and bumps out of the sugar cube jar. The presence of four new sugar cube enemies add risk, while the cards and candy reward the player for jumping in.

Round 4-M

Object Changes

Prototype Final
WOIRound4MSpikesP.png WOIRound4MSpikesF.png

The palette for the spike balls in the prototype is messed up, though there's a good reason for this:

Small Large
WOIRound4MSpikesSmall.gif WOIRound4MSpikesLarge.gif

The green and pink colors in the prototype's palette were originally used for foreground-based spike balls. The prototype already changed them to sprite-based objects, it just hadn't completely updated the palette yet.

Layout

Prototype
WOIRound4MSection1P.png
Final
WOIRound4MSection1F.png

The palette of the stars and planets in the prototype is just a tad on the garish side, with bright yellows, pinks, and blues. Those stars and planets turned to dimmer blue and purple tones in the final game, probably for the better. The abrupt cross from the normal starfield and the craziness on the right was fixed by adding a few transitional star clusters in the final version.

The prototype goes way overboard on the spike balls in this stage. If this was the final game, it would be impossible to get through this without taking damage. Luckily the final version's object placement is a bit more sane, and hey, power-up items!

Prototype
WOIRound4MSection2P.png
Final
WOIRound4MSection2F.png

Pretty much the same changes as the previous part. This is just here for completion's sake. Yep.

Round 4-D

Prototype Final
WOIRound4DSection1P.png WOIRound4DSection1F.png

This stage only has one object in the prototype, the drawbridge switch. There isn't even a drawbridge to switch! As such, it would be a bit pointless to compare what's there between versions, so consider this a welcome reprieve from the exhausting process of reading which enemy moved 16 pixels to the left.

Anyway, about the change here: The stacked books use a flat perspective in the prototype which clashes with the slightly slanted look of the rest of the stage. The final version fixes this, and also makes the first stack of books more messily stacked.

Prototype Final
WOIRound4DSection2P.png WOIRound4DSection2F.png

The books have been redrawn and the stacks shuffled again, which looks nice and all, but results in some books that are about 80 pixels longer. Eye-straining. The open book with the bridge tiles suffers from the same perspective problem in the prototype.

Round 4-P

Object Changes

The popping balloons at the end of the stage are individual objects in the prototype version, i.e. stepping on a balloon will only pop that particular balloon. In the final version, all eight balloons will pop simultaneously as soon as both players step on the green balloon.

Layout

Prototype WOIRound4PSection1P.png
Final WOIRound4PSection1F.png

This is another stage where the tileset had to be trimmed a bit to fit in the final ROM. Here, it's most noticeable with the ribbons atop the giant gifts, each of which uses duplicate tiles in the final version. The ropes holding up the green platforms are only in the final version; They're free-floating in the prototype build. More of those green platforms were added around the green gift boxes to keep players from being permanently separated from each other. The hole in the floor was filled in, and a new gap was added in the upper path.

More enemies were added to each path: The lower section got another Jack-in-the-box, while the upper path got a Jack-in-the-box, a party popper, and two dice, which aren't found anywhere in the prototype. The three falling angel figurines over the former pit were cut down to a single, springy angel figurine.

Prototype WOIRound4PSection2P.png
Final WOIRound4PSection2F.png

There are no more layout changes in this stage, so all that's left are the many differences in level graphics. The Christmas tree got hit hard by the level art compression, and most of the unique ornaments and asymmetrical elements were replaced with duplicate tiles. At least the tree box got a more detailed design. The look of the box in the lower-left was also simplified and now shares most of its 16x16 tiles with the flower box in the lower-middle. The flowers are incorrectly drawn in the prototype version, lacking the stems seen in the final game. To keep the bulb colors consistent, the string of bulbs on the right switched from green/orange to orange/green.

The lone party popper takes the place of the two Jack-in-the box enemies. Theme-appropriate item bags were placed around the Christmas tree, and a die was added to the right side of the screen.

Prototype WOIRound4PSection3P.png
Final WOIRound4PSection3F.png

The wrapping paper around the large green gift box was altered to keep a proper pattern. The same kind of change applies to the orange gift boxes below, which are more evenly split up in the final version. The simplified ribbon tiles are most apparent in this section.

The number of party popper enemies double in the lower section, while just one party popper was placed on the upper path. One last die was added at the end of the golden tinsel.

Prototype WOIRound4PSection4P.png
Final WOIRound4PSection4F.png

The balloons in front are green, orange, and yellow in the prototype, but just orange and yellow in the finished game. The border tiles for the balloons aren't present in the prototype stage, making the left and right side of the balloon mass look cut off.

Another Jack-in-the-box now comes in a pair, and the three party poppers were grouped together as well. For some reason an angel statue was added to the start of the section. Doesn't really serve much of a purpose, but there it is.

Background / Foreground

Prototype Final
WOIRound4PBackgroundP.png WOIRound4PBackgroundF.png

The abstract set of lights and tinsel in the prototype was changed to a more distinctly Christmas backdrop.

Prototype
WOIRound4PForegroundP.png
Final
WOIRound4PForegroundF.png

The foreground tileset was also trimmed down and reorganized, but at least there's more shine to it. Counts for something, right?

Round 4-2

Object Changes

Prototype Final
WOIChocolateBridgeP.png WOIChocolateBridgeF.png

The candy bridge segments are 8 pixels longer in the final game, mainly to fix a spot of slowdown in the first section.

Layout

Prototype
WOIRound42Section1P.png
Final
WOIRound42Section1F.png

The gap between platforms where the candy bridge hangs is shorter in the final version. This helps fix the previously mentioned slowdown by reducing the bridge segments from six to four pieces. There's now a gap between the last two sets of platforms, letting players go back if they wanted to for some weird reason. The chocolate pillar on the right side had to be shortened, as it's yet another place where two players can get permanently separated in the prototype. Instead, that little section was transformed into a bonus area with a piece of candy, a card, and an extra life.

The mistletoe mosquitoes (Or mistlesquitoes, if you will (But why would you?)) are introduced at the very start of the stage in the prototype version. They take a while later to appear in the final version. The first pastry golem was removed, with four cards marking its former location. The second pastry golem's place is where a chocolate soldier -- coded in the prototype, but not placed anywhere in the stage -- now patrols. Two dripping cream objects, purely aesthetic, were placed above the second river section. The third pastry golem was turned into a chocolate soldier and moved to the far left, taking the place of the second jelly plane. Finally, another cream puff platform can be found in the upper-middle.

Prototype
WOIRound42Section2P.png
Final
WOIRound42Section2F.png

The far left and far right cake platforms were placed further away from the three other cake platforms. What a delicious difference.

The prototype's tendency towards random placing moving platforms can clearly be seen in this section. The first two cream puff platforms now move in the same path, and that useless third cream puff was removed...'cause it was useless. Two of the pastry golems were replaced by chocolate soldiers, and another pastry golem replaced the jelly plane on the far left. The fourth mistletoe mosquito was deleted from the stage, and all three remaining mistletoe monsters are now properly embedded in the ground. The prototype is missing the champagne cork, leaving the only ways to get into Round 4-M the stage select or free movement mode. The final version has the cork but removed the two pastry golems around the bottle.

Prototype Final
WOIRound42Section3P.png WOIRound42Section3F.png

In the prototype, player(s) exit the stage by falling into the pit on the bottom-right. This is a small problem in 2P mode, as both players have to fall into the pit to exit the stage. If just one player falls in, they'll just sort of float above the pit until the other player joins them, since there's no actual pit death object here. The final version fills in that pit to keep things from looking weird.

The two mistletoe mosquitoes transformed into a chocolate soldier and jelly plane, as if by magic. And for the next trick, watch as a second soldier / plane pair appears out of thin air!

Background

Prototype Final
WOIRound42BackgroundP.png WOIRound42BackgroundF.png

The most obvious change: The color of the sky changed from pink to a yellow-green color. There are a plethora of other, smaller changes, the most obvious of which is the addition of those delicious-looking blue-green frosted pastries in the background.