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Proto:Zuma's Revenge! (Xbox 360)

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This page details one or more prototype versions of Zuma's Revenge! (Xbox 360).

Hmmm...
To do:
Actual differences. Can you get the debug console working on it?

A prototype XBLA build dated April 10, 2012, just over a month before release, was released in the Alpha Archive.

Differences

General

  • Debug features are present.
    • It bundles a detailed configuration file named ConfigValues.xml, allowing multiple values to be set on bootup.

Audio

  • The second warning SFX is the exact same as the first game.
  • The bomb powerup SFX is different.
  • The unlocked modes SFX is different.

Level Config

Challenge Mode point requirements and ace times on some levels were changed from the prototype to the final release.

Level Challenge Mode Point Req. (Proto) Challenge Mode Point Req. (Final) Ace Time (Proto) Ace Time (Final)
Jungle 1 60000 40000 3500 6000
Jungle 2 65000 60000 3500 6000
Jungle 3 75000 70000 4000 7500
Jungle 4 75000 80000 3500 6500
Jungle 5 75000 85000 4000 9000
Jungle 6 80000 90000 4500 6500
Jungle 7 80000 100000 4500 8500
Jungle 8 80000 95000 4000 7500
Jungle 9 80000 150000 6500 8500
Jungle 10 90000 140000 4500 7500
Volcano 3 230000 355000 13000 9500
Volcano 4 205000 345000 12000 10000
Volcano 5 180000 350000 12000 10500
Volcano 6 235000 380000 13000 9000
Volcano 7 255000 360000 12000 10000
Volcano 8 250000 365000 13500 8500
Volcano 9 265000 355000 13000 9000
Volcano 10 275000 425000 13500 8000

Additionally, ace times on parts of the sixth boss were also altered between the prototype and the final build.

Boss Ace Time (Proto) Ace Time (Final)
Boss 6, part 1 8000 9000
Boss 6, part 3 10000 10500

Textures

  • The skull middle texture has stray pixels and doesn't have the covering layer.
Hmmm...
To do:
Confirm.
  • The stonehead boss is missing its eye and face textures.
  • The icons for levels in Iron Frog have improper alpha texturing.
  • The enemy frog textures are not split.
  • The main menu texture is larger, though there are stray pixels on top.
  • The monkey's eye textures are gray instead of red.
  • The spirit animal totem doesn't have a shadow overlay overtop.
  • The weekly challenge leaderboard frame has improper alpha texturing.
  • The weekly challenge level texture only has lines on the top of the image.
  • The scorebar texture is slightly smaller in width.
  • The scorebar roller texture has 7 green points.
  • The final boss' first chute has less wider alpha texturing.
  • The final boss' third chute of part 3 has more usage of alpha texturing.
  • The final boss' first, second, and third chutes of part 5 are slightly bigger and slightly zoomed out.
  • Ancient Cistern's background has stray pixels.
  • Empty Cistern's 7th chute is smaller and inverted.
  • Stagnant Ponds' 3rd chute is smaller.
  • Shark Den's 2nd chute has a curve over it.
  • Bones of an Idol's 2nd chute is not expanded and has a bit of white lighting.
  • Sand Trap's 2nd chute is smaller and zoomed in.
  • An earlier version of the map zoom image is present.

ZR X360 Apr102012 MapZoom.png

Debugging Material

Configuration Values

For info on values not listed below, see here.

  • DebugText: Draws a debug display on the top left corner.
0: Disable
1: Mutliplier ball spawning info
2: Spirit animal info
3: Target/highlighted ball info
  • DisplaySafeZone: Displays safe zones overtop the game render.
  • AutoMonkeyMode: Toggles the use of the Auto Monkey, an internal autoplay tool.
0: Disable
1: Plays through the main game (Adventure)
2: Plays through Iron Frog
3: Plays through the weekly challenge
4: Plays through boss rush mode
5: Plays through every mode

Inputs

Hmmm...
To do:
Double check if there's more.
  • LStick: Heavily slows down balls.
  • RStick: Increases the speed cap of balls.

Disabled Anti-Piracy

There's an entry in the config file called RequireSecretCode which is set to false. If it's enabled, it locks out the title screen unless a 6-digit "secret code" using A, B, X, Y, and LT+RT is entered. Given by the note in the configuration file, this would have probably been used to prevent the game from being playable by random developers on PartnerNet outside of PopCap.