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User:DrTapeworm/Ecco 2 Prototype 0429

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This cactus is UNDER CONSTRUCTION
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.

(putting this here while i work on it until it's fleshed out enough to be its own page)

Released by drx on December 22, 2009, the April 29th, 1994 prototype of Ecco: The Tides of Time represents an intermediate point between the earlier X11 prototype and the final game. Even within the short time between the two prototypes there are some notable differences, including but not limited to polishing of rough level drafts and the addition of some very strange test levels.

General Differences

  • The SEGA screen and title screen can be skipped in this version.
  • The title screen still uses Sea of Darkness' music, despite the intended music being in this prototype..
  • Title cards appear before levels now.
  • While the game is paused, pressing B will play the death sound, while pressing C will play the charge sound.
  • The rest of the final game's music was added.
  • The three unique songs from X11 were removed, but at this point the developers had forgotten to change the levels that used them to use valid music, so they're silent. Oops!
  • Pressing A while paused still changes the music to a removed slot.
  • The brown Vortex worms have distinct heads and tails, like the final game.
  • The segmented alien enemies and Atlantean crabs still use the early graphics from X11.
  • The graphic used for vertical sonar appears to be glitched slightly.

Unused Graphics

Hmmm...
To do:
Find where the eel/snake is in the ROM; it's compressed alongside level graphics iirc
Artwork Description
Ecco2-0429-UnusedSnake.gif A segmented enemy (Novotrade loved those apparently) resembling an eel or snake, but rather different from the eels used in Moray Abyss. The GIF is an interpretation of what the pieces look like combined.
(Source: Korama)
Ecco2-0429-leech.png The leech enemy from Ecco the Dolphin; still here, still unused, still left over in the final.
Ecco2-0429-tentacle.png The Eight Arms' tentacle from Ecco the Dolphin is also left over.
Ecco - The Tides of Time Genesis starfish.gif This unused starfish from the final is still unused here...
Ecco - The Tides of Time Genesis tiny tentacles.png ...as well as the tail segment for thin segmented enemies.

Level Names

Most level names remain the same as X11, though some have been changed (bolded for emphasis.)

X11 0429 Final
Corall Reefs Boss Entrance Sea of Green
Deep Horizont Deep Horizont Deep Ridge
Collect Collect Sea of Birds
Spiral Spiral Secret Cave
Shark Shark The Hungry Ones
Globeholder Globeholder Globe Holder
Between A Times Between A Times Two Tides
Broken Glyph Lost Orcas The Lost Orcas
Medusa Tube Medusa Tube Vents of Medusa
Four In A Row Four In A Row Four Islands
A Maze-Ing A Maze-Ing Maze of Stone
Dark Stage Dark Stage Sea of Darkness
N/A The Begining Crystal Springs
Medusa Entrance Medusa Entrance Trellia's Bay
Upstair Upstair Skyway
Asterite Cave Asterite Cave Asterite's Cave
Bird Walk Bird Walk Eagle's Bay
Flying Bird Flying Bird Fin to Feather
N/A Islands Skylands
Giant Medusa Giant Medusa Tube of Medusa
Autocamera Autocamera Aqua Tubeway
Fastcamera Fastcamera Sky Tides
Csigaboss Csigaboss Moray Abyss
Asterite Ide Asterite Ide Asterite's Home
Atlantis00 Atlantis00 Atlantis
Big-Bug Big-Bug City of Forever
Fishmorph Fishmorph Fish City
Future01 Future01 Black Clouds
Entrance Entrance Vortex Future
Vortex on Earth Vortex on Earth Lunar Bay
Vortex Entrance Vortex Entrance Dark Sea
Autovortex Autovortex New Machine
Second01 Second01 Inter
Second02 Second02 Innuendo
Second03 Second03 Trans
Stomach Stomach Inside
Sarlac Sarlac Vortex Queen
Big Whale Big Whale Big Water
Attack Attack The Pod

Level Differences

Boss Entrance (Sea of Green)

Deep Horizont (Deep Ridge)

The Eye

Collect (Sea of Birds)

Spiral

Shark (The Hungry Ones)

Between A Times (Two Tides)

  • This level has no music as it uses a blanked slot.
  • The alcove to the far left of the level that contains a pulsar in the final instead contains some spikes. You're welcome. The pulsar itself is instead located right next to where Ecco starts.
  • The earthquake event is still present before meeting Trellia as this prototype lacks a Fault Zone equivalent.

The Begining (Crystal Islands)

Islands (Skylands)

Fishmorph (Fish City)

The level's visuals have yet to be polished up, but it is functional. As with X11; Ecco starts in fish form instead of touching a metasphere; therefore, if Ecco dies in fish form, he respawns without transforming and can explore the level as a dolphin.

Vortex on Earth (Lunar Bay)

The level has been polished significantly and is near-final.

Vortex Entrance (Dark Sea)

  • Like Lunar Bay, this level got a ton of polish; most notably, it has actual objects besides dolphin-drone encounters now.
  • The dolphin-drone objects no longer freak the game out.
  • Unlike in X11, the moon is gone. The developers put it back for the final game.
  • The tall island separating the two surface areas of Dark Sea is still present, and its collision still doesn't accurately reflect its shape. It got flattened considerably into a much easier shape to jump over in the final game, which also allowed the developers to re-implement the moon in the background without causing tile errors.
  • Like in X11, the autoscroll begins the moment Ecco enters the Vortex installation.
  • The Ecco the Dolphin-style Vortex Drones use their final palette now.

Second01, Second02, Second03, Stomach (Inter, Innuendo, Trans, Inside)

These mini-levels have title cards appear when the player is forced into them; the final removed these.

The Test Levels

Two very experimental test levels are present here; they are levels 47 and 48 respectively. They both use the Lunar Bay tileset with unfinished detailing, and have currents set up in interesting setups that ultimately never really saw use.

Downtown

Ecco starts on the edge of a mountain and tumbles down into the water. The level presumably gets its name because of the solid blocks arranged like buildings with current "roads" between them.

Oneway

Starts similarly to Downtown, but the mountain Ecco falls onto has no collision. This level is mostly big and empty, except for a set of clustered currents going in various directions, and a massive amount of fish onscreen that causes the framerate to noticeably chug a bit.