By INFRAGISTICS. (74 reviews) Save. Indigo.Design is a complete. SONAR Mac Prototype A collaboration between Cakewalk and CodeWeavers Several months ago, we promised to deliver a SONAR Mac Alpha. To build it, we collaborated with a.

  • Prototype stratos is a racing hovercraft game inspired by the jump levels in Rayman 3. The goal is to collect the most points by collecting cubes or being the quickest to the finish line. The game is currently in the prototype phase. The hovercraft's speed is controlled.
  • Mac OS in '99: Sonata Mac OS X; Mac OS X Server: Rhapsody; Mac OS X Server DR2: Titan; Mac OS X Server CR1: Mac OS Enterprise ('Enterprise' is also the name of Apple's NeXT division) Mac OS X: Cyan (a different 'shade' of the Blue Box), Siam (like Siamese twins, Mac OS and Rhapsody will be joined) Mac OS X API's: Carbon (all Mac life will be.
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:VVVVVV (Windows, Mac OS X, Linux)

This is a sub-page of Proto:VVVVVV (Windows, Mac OS X, Linux).

To do:
  • Talk about the different physics of the prototype.
  • Many other things.

This one is fully playable online here. It was made available on the developer's website sometime in June 2009. This prototype is very early in development, with several incomplete tidbits.

  • 1General Differences
  • 3Sprite Differences

General Differences

  • There is no main menu. The game goes straight to the first room from the title screen.
  • There are no cutscenes.
  • The WASD keys cannot be used to move the player.
  • You cannot flip by using the Up and Down arrow keys, only by pressing Z, V or SPACE.
  • You cannot pause the game by pressing ENTER or ESC.
  • Most of the game instructions say 'Press V' instead of 'Press ACTION'.
  • Pressing R, which would normally kill the player, does nothing.

Music

None of the final game's music tracks are present in this prototype. Instead, there are two placeholder tracks, both composed by Matt Gray.

The title screen music, 'Main_music_1', which is the beginning of the Space Station Oblivion loader theme.

The level music, 'Main_music_2', which is the main theme from the Commodore 64 version of Deliverance: Stormlord II.

Coins

In this prototype, there are coins scattered along the level which you can collect. Their sprite would later be used for an enemy in the final game. You can still spawn them in using internal commands, but the score counter used to track the amount of coins collected was removed. Collecting a coin makes the following sound play, labeled internally as Main_ef_4:

Screens

Prototype
Final

The screen before the title screen is much simpler.

Prototype
Final

The title screen is completely different. Most noticeably, the title of the game is spelled VVVVVVVV (the letter V 8 times rather than 6).

Since no cutscenes are present, the game puts you directly in the first room along with the above placeholder text.

Prototype
Final

Some of the HUD effects when collecting a trinket are missing. Additionally, collecting one does not actually pause the game, although the player is unable to move at all until they advance the text.

Map Differences

Every room has at least one difference from the final version, most commonly are the name and color palette changes. Here's the full map for the game's intro area:

Prototype
Final
Prototype
Final

This room's design is much simpler, with no teleporter divot in the background and a basic set of steps leading towards the next room.

Prototype
Final

Only the room's name and color palette changed here.

Prototype
Final

The prototype has a path downwards that was removed, along with some coins.

Prototype
Final

This room's location was moved two rooms up and one to the left, to where the Supply Room is in this prototype. The room's layout was completely remade, making it much easier to obtain the trinket.

Prototype
Final

Only the room's name and color palette changed here, again.

Prototype stratos mac os download Prototype
Final

Same as above.

Prototype
Final

This room is quite different. The gray 'dirt' blocks are actually fall-through blocks. The path leading up was completely removed, and a checkpoint was added.

These two rooms full of coins appear directly above and below the previous room. Both of which were removed.

Prototype
Final

This room originally had no enemies, and the main obstacle was avoiding the spikes by switching between the platforms. Not one, but two checkpoints were added.

Prototype
Final

Some layout changes, which again make this section easier.

Prototype
Final

Again a complete revamp, most likely to accommodate the additions of the 'Comms Relay' room to the right, as it is not present in the prototype.

Prototype
Final

While the room's name remained the same, the layout suffered small edits, mostly to reduce the room's difficulty.

Prototype
Final

Some coins were removed from the prototype, again.

Prototype
Final

In the prototype, you could just move along the platform at the top and collect the trinket. Some walls were later added to prevent that. The coins became extinct, like usual.

This room has been completely removed from the final version. It appears between the previous two rooms. The two platforms move left and right, but using them can be tricky as the player doesn't actually move along with the platforms.

Prototype
Final

This Super Mario Land 2: 6 Golden Coins reference was sadly removed, coins included. If the player dies, the disappearing platform does not respawn. You must leave the room and come back for it to reappear.

Prototype
Final

The bus in here is significantly smaller in the prototype. There is no path on the bottom part of the room as well.

Prototype
Final

There is no checkpoint on the right side of the room, and there are no grids in the background.

Prototype
Final

The path in the middle was removed, again.

Prototype
Final

This evil set of spikes at the bottom was removed, much to the comfort of many gamers.

These rooms are either completely absent in the final version, or so different there's no way to even compare them. After following the path upwards, the prototype ends with the following screen:

Sprite Differences

Checkpoints

Prototype
Final

The checkpoints in this prototype appear to be in a hexagonal-shape and have an S in them instead of a C.

Death Sprite

Prototype
Final

Two pixels from his eyes are filled in rather than one in the final.

Bus

Prototype
Final

The wheels are more visible in the prototype and makes it look more like a bus. Additionally, the bus in the prototype uses four frames, while the final uses two.

Fall-through Tiles

Mechanics Test
VVVVVVVV Prototype

The fall-through platforms from the previous prototype are still here. Only the block the player touches will disappear, making the noise above, labeled internally as 'Main_ef_6'. Previously, these would only break when the player landed on them, not when they walked into it from either side, but this feature has been removed.

Sound Differences

Prototype
Final

The sound played when collecting a trinket is different.

VVVVVVVV Prototype (GOG version)

There's a different version of this prototype, distributed alongside the Mechanics Test. It is almost identical to the one described above, except:

Prototype Stratos Mac Os 11

  • There's no music at all in the game.
  • You can change the amount of horizontal acceleration from 0.5 to 1.4 by pressing the keys 0 through 9 on the keyboard. The game starts with 1.1 by default.
To do:
Are there no other changes?
Retrieved from 'https://tcrf.net/index.php?title=Proto:VVVVVV_(Windows,_Mac_OS_X,_Linux)/VVVVVVVV_(9th_June)&oldid=782353'
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!

This page details one or more prototype versions of Batman: The Video Game (NES).

To do:
If the later prototype is around, document it and make subpages.

The early prototype of the NES Batman: The Video Game has very different cutscenes and even a different ending.

Download Batman (Early Prototype)
File:Batman (U) (Earlier Proto).nes (256 KB) (info)
  • 2Final Boss Battle
  • 6Intro Differences

First Boss Battle

The boss of stage 1 has twice the health in the prototype (and the final Japanese version).

Final Boss Battle

At this point, Firebug is the final boss, and Batman merely punches the Joker out in a cutscene. Someone evidently thought this was pretty lame, and the final has a proper climactic boss fight with the Joker.

Ending Music

The tracks below are played during the ending scene in the prototype: the first when Batman meets the Joker, the second when the Joker has been punched and everything goes black and white.

Debugging Features

Both are done on Controller 2, and are also present in the later prototype.

  • Press A to skip to the next stage.
  • Pressing Down will freeze the screen; pressing it again will unfreeze the action. This was likely to allow pictures to be taken easily for magazines.
(Source: Shizz Boss)

1-up

Prototype Stratos Mac Os X

A 1-up is only present in the first area in Level 1. The graphics remain in the final, though.

Pause Screen Differences

Prototype
Final

Unlike the final, the prototype only shows your remaining lives when you enter a new area or lose a life. Also, the pause screen's font was changed from plain white to yellow with a gradient.

Intro Differences

Graphics

Prototype
Final

The final version, unlike the prototype, flickers between a text and background screen creating an interesting transparency effect. In the prototype, the background is positioned higher up to make room for the text. In addition, there is also a fog effect that goes over the moon.

Prototype
Final

The Joker's portrait was made smaller, has a different palette, and appears to be a different picture altogether.

Prototype
Final

Vicki's portrait was also made smaller and had a palette change.

This scene is only in the final and introduces the murder of Batman's parents to the story.

Text

Each piece of dialogue was changed so it starts with a unique graphic in orange of what's being described. Some line breaks were changed as well as entire sentences to get rid of awkward wording.

Prototype Stratos Mac Os Download

Prototype
Final
GOTHAM CITY --- IT'S A DARK,
DESERTED CITY GOVERNED BY
CRIME AND VIOLENCE.
THERE, THE WHOLE TOWN IS NOW
IN PREPARATION FOR THE 200TH
ANNIVERSARY OF GOTHAM CITY
FESTIVAL.
GOTHAM CITY--IT'S A DARK,
DESERTED CITY GOVERNED
BY CRIME AND VIOLENCE. THE WHOLE
TOWN IS NOW IN PREPARATION
FOR THE 200TH
ANNIVERSARY OF
THE GOTHAM CITY FESTIVAL.

The final didn't change anything too major, just some rewording.

Prototype
Final
SUDDENLY, JOKER, THE CITY'S
EVIL LEADER, APPEARS BY
SPREADING 'DDID' NERVE GAS
EVERYWHERE AND TRAPS THE
WHOLE GOTHAM CITY INTO A
COMPLETE TERROR AND CHAOS.
JOKER--THE CITY'S EVIL LEADER.
HE HAS SPREAD POISONOUS NERVE
GAS ALL OVER TOWN AND HAS
TERRORIZED THE POPULATION.

The reference of 'DDID' gas was removed, and some major Engrish was fixed.

Prototype
Final
MEANWHILE, VICKI VALE,
A SHREWD PHOTO JOURNALIST
TRACKING THE GAS BUSINESS
SCANDAL, IS KIDNAPED WITH
KEY INFORMATION IN HER HAND.
VICKI VALE--A SHREWD PHOTO
JOURNALIST TRACKING THE
POISON GAS MYSTERY IS
ENDANGERED MANY TIMES
BUT RESCUED EACH TIME BY A
MYSTERIOUS BLACK FIGURE,WHO,
IN FACT, IS......

The final no longer has Vicki kidnapped, and she no longer has key information. In addition, the final adds text to lead up to the next scene with Batman.

Level 1 Cutscene

At this point, the cutscene is Batman stopping a street thug to learn the whereabouts of Vicki. In the final, this was removed in favor of a short cutscene of Batman in his Batmobile.

Prototype
Final


Level 2 Cutscene

The final version actually retains some of the early cutscenes!

  • Prototype Only

These are only in the prototype. The third scene with the Batmobile appears to have identical graphics to the one in the final, but has subtle differences.

  • Scene Similarities
Prototype
Final
  • Found in Both

These two scenes are the only scenes both versions share.

Level 3 Cutscene

In contrast to the final, which contains only one scene here, the prototype uses four.

Prototype
Final

Level 4 Cutscene

Prototype
Final

Level 5 Cutscene

Prototype
Final


Final Boss

The prototype's cutscene is shown when the player enters the boss room. Once the boss is beaten, the ending is shown. Since the Joker was added as a boss in the final, a further cutscene was added after the Level 5 boss.

Prototype
Final

Endings

Drastic changes were made to the ending, which was completely redone for the final.

Prototype
Final
The Batman series
NESThe Video Game (Prototype) • Return of the Joker • Batman Returns
Game Boy (Color)The Video Game • The Animated Series • Batman Forever • Beyond: Return of the Joker • Catwoman (Japanese Version)
SNESBatman • Batman Returns (Prototype) • The Adventures of Batman & Robin • Batman Forever • Revenge of the Joker
GenesisThe Video Game • Batman Returns • The Adventures of Batman & Robin • Batman Forever
Sega Master SystemBatman Returns
Game GearBatman Returns • The Adventures of Batman & Robin (Prototype) • Batman Forever
TurboGrafx-16Batman
Atari LynxBatman Returns
WindowsThe Adventures of Batman & Robin Activity Center • Arkham Asylum • LEGO Batman • LEGO Batman 2: DC Super Heroes • Arkham Knight • LEGO Batman 3: Beyond Gotham
Mac OS ClassicThe Adventures of Batman & Robin Activity Center
PlayStationBatman & Robin • Gotham City Racer • Beyond: Return of the Joker
Game Boy AdvanceVengeance • Batman Begins • Catwoman
GameCubeCatwoman
PlayStation 2Catwoman
WiiThe Brave and the Bold • LEGO Batman 2: DC Super Heroes
Nintendo DSLEGO Batman
Plug & PlayThe Batman
PlayStation PortableLEGO Batman
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