We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Proto:DuckTales (NES)/Feb 5, 1989

From The Cutting Room Floor
< Proto:DuckTales (NES)
Revision as of 23:10, 25 January 2021 by Xkeeper (talk | contribs) (this page needs some serious help. some of the files are even named wrong. fdsfhadg)
Jump to navigation Jump to search

This is a sub-page of Proto:DuckTales (NES).

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.
Hmmm...
To do:
  • Cover level differences
  • Cover cutscene going back to duckburg differences
  • Cover music differences (for example the Moon level)
  • Cover unimplemented stuff (ending, locked doors, etc.)
  • Cover control differences
  • Cover glitch differences.
Download.png Download DuckTales (Feb 5, 1989 Prototype) ROM and NSF
File: DuckTales (Feb 5, 1989 Prototype).7z (128 KB) (info)

Title Screen

February Build May Build Final
DucktalesTitle-Feb5-Proto.png DucktalesTitleBeta.png DuckTales-title.png

The differences are easy to notice right off the bat. The logo is less shaded and uses a different palette, the background is darker, there's no copyright text to be found and all of the options are arranged vertically and colored white, with a mysterious "INFORMATION" option that was later replaced with the CONTINUE option from the May build (Which would eventually be removed in the final game). Scrooge also winks at a much faster rate.

This build lacks a cursor for the menu and the difficulty options aren't implemented. Pressing Start or Select begins the game.

Map Screen

February Build May Build Final
DuckTales-MapScreen-FebProto.png DuckTales-MapScreen-MayProto.png DuckTales-MapScreen-Final.png

Donald's nephews, the platforms they stand on, the arrow on the map view, and the preview of the level's treasures haven't been implemented yet.

Debug Features

  • Holding Left or Up on the D-Pad on controller 2 disables collision for ground blocks. Up will disable vertical transitions, a feature that was left in the final version.
  • Pressing A + B on the same frame will reset the game.
  • Holding A when entering a boss room will replace the boss with Dracula Duck. This works in all boss arenas, but obviously works best in the Ghost House Transylvania.


Stage Select

Prototype Final
Wow, the entire underground? Oh, you know, just the Moon.

All of the generic stage names were changed into real-world locations.

Prototype Final
This is going to take a while... I like money!

The land money's dollar sign was moved to the left to allow for the adjusted money values. The money here counts down by hundreds in the prototype rather than ten-thousands, meaning that this sequence takes a lot longer to complete.

It's possible to revisit cleared stages in this prototype. In later versions, once you beat a level, you can never return to it on that playthrough.

Glomgold's message doesn't appear after completing every stage. In fact, nothing happens at all — level completion isn't tracked, and there is no final stage.

Dialogue Box

Prototype Final
I can't quite... Finally, some room!

The in-stage dialogue in both prototypes is confined to the tiny Time box. This was (thankfully) expanded in the final version, and now uses the same dialogue box as the final version's items list.

Graphical Differences

Sometimes graphics are changed. These are those times.

Prototype Final
Tasty human burgers. Ducks can eat ice cream, right?

The extra health item was changed from a cheeseburger to ice cream, Scrooge's favorite food in the TV series.

Prototype Final
It could just be a T for "Tombstone"... ...and tear.

The cross was removed from the tombstones in Transylvania. Certainly not because of Nintendo's content guidelines. Nope.

Prototype Final
Thrust exercise! Maybe he ate all the burgers?

This xenomorph-snake looking thing was changed to resemble an alien that appeared in the episode "Where No Duck Has Gone Before". And possibly because its animation looks obscene.

Music Differences

Title Screen

Prototype File:Ducktales-TitleScreen-MayProto.ogg
Final

Slower than the final version (matching the pace of the original song), and with slightly rougher instrumentation all around.

Land Select

Prototype File:Ducktales-MapScreen-MayProto.ogg
Final

The land select screen uses a completely different music piece in the prototype! It's much longer and less repetitive than the final song, but doesn't fit a menu particularly well.

Ghost House/Transylvania

Prototype 300px
Final 300px

Transylvania's stage theme is also completely different.

Moon Surface/The Moon

Prototype 300px
Final 300px

About 20% slower than in the final. The song itself is a bit more fleshed out than in the final version; the melody was unfortunately simplified for the final game.

Text Comparison

Hmmm...
To do:
Double check that the script dumps' are accurate (e.g. linebreaks and puncuation)

All of the game's dialogue was changed, both to take advantage of the game's bigger dialogue boxes, and to fix some odd-sounding text. Text is very similar to the May prototype, but with many more errors, like Scrooge's brand-new rival, Gramgold. The May prototype fixes some of these errors and formatting issues, before they were rewritten entirely.

General

Prototype Final
I GOT
THE 
HIDDEN
TREASURE
.
IT'S A HIDDEN
TREASURE.

A lot of the text changes were done to make the dialogue snappier.

The Amazon

Prototype Final
PAY
$3000
IF YOU
WANT TO
GO THRO-
UGH
HERE.
YES - A
NO  - B.
PAY $300000 TO
PASS THROUGH
HERE.
YES - A.
NO  - B.

Dialogue adjusted to account for the new money values. A period was added after the Yes option.

Prototype Final
THE BOSS
CAN BE
DEFEATED
BY
LOWERING
SCROOGES
CANE.
USE YOUR CANE
TO DEFEAT THE
TREASURE
KEEPERS.

Dewey's hint was changed from being incomprehensible to just obvious.

Transylvania

Prototype Final
OH NO!
HUEY
HAS BEEN
CAPTURED
!
HELP
HUEY.
HELP!
HUEY HAS BEEN
KIDNAPPED!
SAVE HIM PLEASE.

Webby is a lot more polite about Huey's rescue from a dangerous criminal in the prototypes.

Prototype Final
THANKS
SCROOGE.
BEWARC
THIS
HOUSE
HAS AN
ILLUSIO-
N WALL
INSIDE
OF IT.
THANKS UNCLE
SCROOGE.
GUESS WHAT. THIS
HOUSE HAS AN
ILLUSION WALL.

Huey, traumatized by the kidnapping, forgets to call the player "Uncle Scrooge" in both prototypes, and misspells "beware" in this one. His dialogue was also compressed a bit.

African Mines

Prototype Final
YOU
CAN'T
ENTER
THIS
HOUSE
WITHOUT
A KEY.
THE KEY
IS
SUPPOSED
TO BE
INSIDE
THE
GHOST
HOUSE.
YOU'LL NEED A
KEY TO GET IN.
IT'S IN
TRANSYLVANIA.

Louie keyblocks Scrooge. He bizarrely refers to the mine as a "house" in the prototype versions, and the dialogue is less certain as to the location of the key.

Prototype Final
I GOT
THE
SKELETON
KEY FOR
LAND-3.
EUREKA!
IT'S THE
SKELETON KEY
TO THE MINE.

All later versions of the game replace the reference to "Land-3" with its actual name (or thereabouts). The final rewrites Uncle Scrooge's dialogue so that it's no longer in the first-person.

Prototype Final
TRY
GETTING
ON THIS
SEESAW.
USE THE SEESAW
UNCLE SCROOGE.

Do or do not, there is no try.

The Himalayas

Prototype Final
UNCLE
SCROOGE
IT LOOKS
LIKE
BUBBA
DUCK
IS LOST
SPMEWHE-
RE BACK
HERE.
PLEASE
HELP HIM
.
BUBBA'S TRAPPED
IN THE ICE!
PLEASE HELP HIM.

In addition to the usual dialogue rewrites, Bubba's name was corrected from "Bubba Duck". The February prototype's dialogue has an amusing "spmewhere" typo that later versions were sure to fix.

Prototype Final
THANK
YOU
SCROOGE.
TO SHOW
MY APPR-
ECIATION
I'LL
GIVE YOUL
THIS TR-
EASURE.
YOU SAVE ME!
GOOD!
I SHOW YOU
SECRET TREASURE.

Bubba lost most of his brain cells in the final. At least he knows how to spell "you" now.

The Moon

Prototype Final
THE
KEY IS
HIDDEN
SOMEWHE-
RE
INSIDE
THIS
UFO.
IT SEEMS
WE CAN'T
MOVE
FURTHER
WITHOUT
THIS KEY
.
THERE'S A KEY
INSIDE THE UFO.
WE CAN'T GO ON
WITHOUT IT.

Dialogue compression, and less repetitive writing.

Prototype Final
UNCLE
SCROOGE
ROBODUC-
K'S
REMOTE
CONTROL
HAS BEEN
STOLEN
BY A
SPAEE
MONSTER.
IF ONLY
ROBODUCK
WOULD
HAVE
BEEN
ABLE TO
BREAK
DOWN
THIS
WALL.
FIND GIZMO
DUCK'S REMOTE
CONTROL!
THEN HE CAN
BLAST THE WALL.

Gizmoduck is not named "Roboduck", so this was fixed. The remote control goes from being stolen by a "spaee monster" to just lost.

Prototype Final
ALRIGHT
I'LL
CALL
ROBODUCK
WITH
THIS
REMOTE
CONTROL
AND
HAVE HIM
BREAKE
DOWN THE
WALL
THAT
IS IN
THE WAY.
BLESS ME
BAGPIPES!
NOW GIZMO DUCK
CAN BLAST THAT
WALL.

First-person dialogue + "Roboduck" + Typo = Bad. One of Scrooge's catchphrases was also snuck in.

Last Level

Prototype Final
SHOOT
I NEVER
THOUGHT
DRACULA
DUCK
WOULD BE
DESTROY-
ED.
BUT WE
CAN'T
GIVE YOU
THE
TREASUR-
ES.
IF YOU
WANT IT
THAT
BADLY
YOU'LL
HAVE TO
CATCH UP
TO ME.
YOU MAY HAVE
BEATEN DRACULA
DUCK BUT NOT ME!
IF YOU WANT THE
TREASURES BACK
YOU'LL HAVE TO
CATCH ME.

The last of the dialogue compression.

Prototype Final
DARN!
GRAMGOLD
TOOK THE
TREASUR-
ES.
WE'LL
HAVE TO
START
OVER
FROM
DRACULA
DUCK.
CURSE ME KILTS!
GLOMGOLD HAS THE
TREASURES.
I MUST FIGHT
DRACULA DUCK
AGAIN.

Interestingly, the first-person dialogue was retained this time. Glomgold stopped being a victim of the L/R mix-up after this prototype. Another one of Scrooge's catchphrases was also snuck in.

Unused

Prototype Final
I
BROUGHT
YOU A
PRSENT
KING OF
TERRA
FERMICS.
HERE'S A
GIFT FOR YOU
OH KING OF THE
TERRA FERMIES.

Even this unused, typo-laden dialogue string was rewritten, changing "prsent" to "a gift", and "Terra Fermics" to "Terra Fermies".