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Puggsy (SNES)/Changes from the Genesis Version

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This is a sub-page of Puggsy (SNES).

This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
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General Differences

  • The SNES version runs at a lower horizontal resolution than the Genesis version (256px vs. 320px). Only a handful of levels have been adjusted to compensate for this at this point in development.
  • All of the music is 2 semitones higher, and roughly 5bpm faster.
  • Puggsy can defeat enemies by jumping on them by default much like the Sega CD and Amiga versions. In the Genesis version, the player must hold Down while descending to bop enemies without taking damage.
  • The physics are in a less polished state. Additionally, a number of changes were seemingly made to compensate for the slower SNES CPU speed, and as a result, many things do not behave as they do in the Genesis and Sega CD versions.
  • With the exception of Racrock Forge, bumpy terrain does not affect Puggsy's movement in this version, making it much easier to carry stacks of items across surfaces like the sand in The Beach.
  • Thrown objects retain their sparkles and hurtbox for much longer than in the Genesis version.
  • Items that fire projectiles, e.g. the raygun, do not award any points for simply firing it, only when a projectile connects with a killable enemy.
Genesis SNES
Puggsy-GenesisGoal.png Puggsy-SNESGoal.png
  • The level goal is a simple hand pointing right/left that uses Puggsy's palette, instead of the larger raccoon entrance in the Genesis version. This is likely due to a lack of sprite VRAM space.
Genesis SNES
Puggsy-GenesisTally.png Puggsy-SNESTally.png
  • With the exception of extra lives, all objects taken through the exit are only worth 100 points.
    • The text is also slightly altered, referring to itself as an "Object Bonus" instead of an "Item Bonus", and lacking the = character.
  • During boss fights, Puggsy's health bar will only deplete if he does not have shoes or sunglasses; if he gets hit while wearing either of those items, he will lose them instead of taking damage.
  • None of the post-boss intermissions have been implemented yet, though the music that would have accompanied them is present in the data. Upon defeating any of the bosses, the player is kicked back to the world map with the next level unlocked.
  • Passwords are shorter in this version, being 16 numbers long as opposed to the 27-length passwords from the Genesis and Sega CD versions.
    • As a result, the "silly maths question" in the credits is also different.
Genesis SNES
Puggsy-GenesisGameOver.png Puggsy-SNESGameOver.png
  • On the Game Over screen, the "GAME OVER" text scrolls infinitely in the background rather than dissolving in front of the seaside graphic. Additionally, the SNES version stays on this screen indefinitely until the player presses Start to return to the title screen, while the Genesis version automatically returns to the SEGA screen once the music stops.

World Map Differences

Genesis SNES
Puggsy-GenesisWorldMap.png Puggsy-SNESWorldMap.png
  • The SNES version uses a 256-color background mode for the world map, allowing for a much wider variety of colors compared to the 16-color Genesis version.
Genesis SNES
Puggsy-GenesisMapHUD.png Puggsy-SNESMapHUD.png
  • On the world map, the magnifying glass, as well as its appropriate second window, are absent.
    • The main map is also displayed inside of a circle, instead of a square.
Genesis SNES
Puggsy-GenesisGuardians.png Puggsy-SNESGuardians.png
  • All of the face buttons bring up the World Guardians screen in the SNES version. The password is also found here, as opposed to being visible on the main map screen.
    • The guardian portraits are absent, with their names being displayed instead. Once defeated, an arrow appears next to their name.
  • Uncleared levels are marked with the same icon that represents boss levels in the other versions. Once cleared, they revert to their normal icon.
  • Star Fall Pool and Splinter Town 2's secret exit loop into each other, so the only way to access Badger Mill in this version is via Fire Heart.

Level Differences

Junior Mode

All of the levels in Junior Mode are based on the US Genesis version's level set, albeit with a couple of changes.

Genesis SNES
Puggsy (Genesis)-Junior Level Map.png Puggsy-SNESJunior.png
  • The world map levels follow an alphabetical naming scheme, rather than numerical like the other versions.
  • The second level uses The Cove's music instead of A Hidden Place's theme.
  • The third level uses a modified version of Fire Heart 1, albeit with the following changes.
    • The background music is taken from Star Fall Lake.
    • The rolling snowballs that normally chase Puggsy in this level are absent.
    • The rightmost exit at the bottom of the mountain is missing.
  • The fourth and fifth levels uses the music from Pyramids.
  • As the Pyramids boss is absent in this version, there is no boss fight at the end of Junior Mode; instead, finishing the final level plays a shortened version of the credits, albeit with a glitchy palette for the text.
    • Incidentally, this is the only way to access the credits in this version without Pro Action Replay codes.

The Beach

Genesis SNES Sega CD
Puggsy-GenesisPickUp.png Puggsy-SNESPickUp.png Puggsy-SegaCDPickUp.png
Puggsy-SNESDropUse.png Puggsy-SegaCDDropUseGo.png
  • Various tutorial prompts are present throughout the first three levels. These were also present in the Sega CD version, but not the Genesis version.
    • All of the prompts' graphics were revised for the Sega CD release.
    • A "Go" prompt was added to the second level.
  • The lighthouse is not present in the background due to a lack of VRAM space.

The Red Woods

  • The collision on the large barrels is rounder compared to the Genesis version, making it much harder to stand on top of them.
  • The movement of the butterfly enemies in The Red Woods 1 is more erratic.
  • A bouncing sign was added to the inside of the castle lobby in The Red Woods 2, instructing the player to throw an axe to dislodge a rolling ball.
PuggsySNES RedWoods AxeSign.png
  • Once dislodged, the ball has additional frames for rolling down the slope.
  • The animation of the wabbits in Wabbits World is somewhat glitchy.

Redwood Keep

  • The Genesis version of Redwood Keep 2 has a large pit with fans and beach balls to the right of the starting area. This was removed in the SNES version, possibly due to performance issues.
  • In Secret Tunnel, the camera object activated with the remote control is supposed to be inside a cavity in the wall. Due to a physics bug, however, it ends up in one of the tubes with the beach balls. Since you can't see the bottom tube in this state, this makes the puzzle harder than the Genesis version.
  • The Emperor's Old Clothes uses the theme from Diamond Mines rather than its original theme from the Genesis version.
  • Due to the SNES' reduced horizontal resolution; the cannon balls that damage the boss drop in from the top right of the screen, as opposed to rolling up the right side of the screen like in the other versions.

The Light House

  • The Genesis version of the game utilizes the console's shadow/highlight effect to darken the first level; the player can find and use a flashlight to reveal a secret inside a pot to unlock A Hidden Place. These effects are not implemented in the SNES version, and the flashlight shows a black sphere instead of the cone of light seen in the Genesis version (which also does not follow the flashlight sprite properly). A flashlight is present and working in Darkskull Castle, so it seems this level simply hadn't been properly converted yet.
  • One of the shoe boxes in the first level is mistakenly set to display behind the background graphics. If the player throws it in front of one of the windows, it also appears to be much brighter than the other shoes, which may be related to the broken/unimplemented transparency effects.
  • Both of the main levels have an added parallax star layer in the background.
  • A Hidden Place uses the same music as the main Light House levels, though the original music is present in the data.
  • In the Genesis version of A Hidden Place, there are 17 letter objects which spell out "HERE IS A SECRET ROOM". This was cut down to 16 on SNES, with "HERE IS" being condensed to "HERES". The "I" object is still present in the level, though it has been moved offscreen and made invisible.

Angeltier Falls

  • Both of the main levels have an additional 2bpp background layer.
  • The padlock in front of the exit in Angeltier Falls 1 is missing, though the door still opens when the key is brought to it.

Star Fall Lake

  • All three levels use a completely different background.
  • Present across the three levels are bubble streams that override an object's bouyancy when inside.
  • The ending section of Star Fall Lake 1 has been redesigned, with the ruins near the exit being replaced with an optional challenge featuring an acid pit that kills Puggsy on contact. On the other side of the acid pit is an extra life.
  • Star Fall Lake 2 saw a number of changes.
    • The small lake that contains the logs, rubber ducks and a clam enemy in the other versions has been removed.
    • The larger lake closer to the end has been significantly reduced in size, ostensibly to make it easier to clear without shoes.
  • The exit in Star Fall Pool leads to Splinter Town 2, as opposed to Badger Mill 2 like the other versions.

Splinter Town

  • The secret level Puggs In Space uses the same music as the main Splinter Town levels.
  • The upper exit in Splinter Town 2 leads to Star Fall Pool, rather than Badger Mill 2 like the other versions.

Badger Mill

  • All three levels have an additional 2bpp background layer.
  • Badger Mill 2 saw some significant changes in what appears to be an attempt to make it less frustrating than the original.
    • In the starting room, the opening in the chute that the coins need to be thrown into has been lowered by one tile, with small pocket being added behind it to reduce the chance of coins being knocked out.
    • A raised platform has also been added to help the player get a good shot if they didn't bring shoes into the level.
    • At the end of the level, the chute that the camera needs to be thrown into has added zig-zags.
  • The conveyor belts in Badger Mill 3 move faster to the left than the right in this version.
Genesis SNES
Puggsy-GenesisBadgerMillBoss.png Puggsy-SNESBadgerMillBoss.png
  • The Flour Power boss has a number of changes.
    • Flour Power's theme from the Genesis version is not present, so the fight uses The Emperor's Old Clothes' theme instead.
    • An extra window has been added to the background, with a scrolling layer of clouds visible behind it.
    • The health bars are placed at the bottom of the screen, rather than in the top right like in the Genesis version.
    • The rotating wooden wheel is missing.
    • While the fight is still about catching the flour bag and dropping it on the badger's head, the conveyor belt from the Genesis version is missing; the player must use the claw to throw it back themselves.
    • There are only two levers in this version: the left one controls the movement direction of the claw, while the right one sets the axis along which it moves.


  • The boss of this area is absent; clearing Pyramids 3 simply unlocks Darkblade Forest.

Darkblade Forest

  • The second level reuses the music from the other Darkblade Forest levels, rather than the Emperor's Old Clothes theme like the Genesis version.

Diamond Mines

  • All three levels use the music heard on the World Guardians and anti-piracy screens in the Genesis version.

Darkskull Castle

  • The floating cauldron in the first level only starts floating when the player activates the remote. In the Genesis version, it starts floating as soon as the remote is picked up.
  • In Darkskull Castle 1, right exit takes the player to Fire Heart 1, while the left exit opens the rest of Darkskull Castle. In the Genesis version, both paths are unlocked regardless of which exit the player takes.
  • The second level is noticably brighter than in the Genesis version for the same reason as The Light House 1. However, the flashlight works properly in this level.
    • Once a letter has been put into its correct slot, it turns invisible and only re-appears when the flashlight shines on it.
  • The collision of the cauldron in the third level is different; Puggsy cannot stand on the edges like in the other versions.
  • The green pumpkins' hopping pattern is synced differently between versions. On SNES, the three rightmost pumpkins are perfectly synced when the level loads. On Genesis, the pumpkins jump in a sine wave pattern.

Fire Heart

  • Fire Heart 2 only has one exit; the one on the right side of the hill, which takes the player to Badger Mill.
    • The area that originally contained the real exit in the Genesis version is still present, however, it now contains three extra lives instead of an exit.
  • Once in place, the orbs in Fire Heart 3 appear to be more stable than in the Genesis version. Puggsy can also stand on them without falling through them.
  • The walls in the boss arena are missing (although Puggsy still collides with them), and Halitosis' fire breath is a different colour compared to the Genesis version.

Aztec Temple

  • In Aztec Games, the "?" and "!" teleporter panels only work once, whereas they can be repeatedly activated in the Genesis version. Additionally, the screen scrolling is not yet locked.

Racrock Forge

  • The secret level Pugsanoid has been made narrower to fit the SNES's lower screen resolution.
  • Racrock Forge 2 cannot be completed without shoes, as the key and balloon rise too fast for the player to keep up otherwise.

Raclantis Docks

  • The "bottomless" pit in the first level doesn't kill Puggsy like in the other versions; if he falls into it, the only way out is to quit the level by pausing and press all four face buttons at once.
  • The final boss, If Looks Could Kill, has a couple of minor changes.
    • The "If Looks Could Kill!" theme is not present, so the fight once again reuses The Emperor's Old Clothes' theme.
    • The method of cheesing this fight from the Genesis version, where the player could stand in a specific spot to avoid damage from the Emperor's lasers, does not work in this version.
    • The spiked balls that fall from the ceiling are replaced with less threatening orbs that use Puggsy's palette.
    • The ending is present in the data, but like the other post-boss intermissions, it has not been properly implemented; defeating the final boss just anticlimactically sends you back to the world map.

Never Mined

  • The Genesis version of this level reverses the player's controls, making it somewhat more difficult to complete. This effect is not yet present in the SNES version. Additionally, the teleporter object is invisible, and the collision for the boxes containing the items at the top of the level is broken, causing the items to immediately fall to the ground.

Lee and Err???

  • The question mark graphic is not loaded on the map screen, causing the level name to be displayed as "LEE AND ERR".
  • The background is entirely black.
  • The text in the level still references the Mega Drive; it's unknown whether this would have been changed in the final build.

The End Of All

  • The ending text that normally displays after completing this level in the Genesis version does not appear. As with the bosses, you are unceremoniously kicked back to the world map upon completion.