Ahh... Rockman. Capcom's finest hour. And, completely unexpectedly, it was a bit different from the release version too! I played through the game on my Super Game Boy, and noted differences between it and the release version of Rockman World quite easily. The biggest differences are the layout of many of the levels, the adjusted brightness of some of the graphics, and the music that is slightly different. Oh, and the missing final level of Dr. Wily's stage. The different music is quite intriguing. Only a couple of the tracks are different: the boss selection music with its downtempo beat; and the boss intro music, which is the same tune as the one from NES/Famicom Rockman 2. In other words, it's totally different. It isn't actually that good a rendition, however, so I can see why they changed it. So, let's get this show going with a pictorial rundown of the differences between this proto and the final game. I've tinted the proto pics slightly blue, and the final pics slightly red, for easier recognition. Finally, at the bottom, I'll post a list of further differences between the two versions. Sorry, the ROM is NOT available for download from this page due to copyright reasons. |
PROTO |
FINAL |
PROTO |
FINAL |
First off, the proto completely lacks any password feature.
It can't be selected on the title screen; you don't get a password after
defeating a boss; and when you lose all your lives, you're unceremoniously
kicked back to the title screen. |
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Cut
Man Stage
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The most apparent
difference at first is that the levels have all been brightened-up in
the release version. Either Capcom's programmers suffered eye strain from
the (ever slightly so) dark backgrounds, or Nintendo made them do it as
part of their "outer-space is white on the Gameboy" policy.
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And, ooh! There are level layout differences aplenty! They closed off this ledge with the power-up on it for the release version, for some reason. |
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No ladders,
no safety lines for you!
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And so the
final version gets TWO of the fast-moving buzzsaw enemies with no power-ups
in sight!
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Thus Capcom
decided that the whole game needed an overall boost in difficulty for
the release version.
The proto is pretty tough already! |
The end-of-level
gates in the proto version are placed generally a bit earlier than in
the release version.
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Plus the gates in the proto don't even open! |
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It's obvious
that in the proto, they had intended for Rockman to enter the boss' lair
from the left. (But in the proto he just clumsily falls through the ceiling
from the room above!)
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In the proto,
defeated bosses' levels have not been blocked off and can be revisited.
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Ice Man Stage
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Not much is unusual in this stage, except for the placement
of some enemies and the aforementioned boss lair gates.
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Elec Man Stage
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These electric
beams deflect your shots in the Proto.
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Here is the
only real difference in this level's layout.
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Fire Man Stage
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Fire Man's stage has been given greater contrast, thank
goodness. |
Some blocks
were added to the final version. It does make it a bit less hectic when
you drop in.
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Power-ups
have become less stingy in some places, and more stingy in others. Why
change them at all?
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Dr. Wily Stage 1
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Which do you
prefer, Wily as a grey man with white hair, or a white man with grey hair?
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Or how about
a grey man with darker grey hair?
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Now the Wily
stages are really different between the prototype and final release versions
of this game!
Much of the layout is changed, as are many tile graphics for the backgrounds. |
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And as usual, most screens have been
made more difficult in the final game.
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I find the flat layout of the final's "mole attack"
section quite boring. |
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Here, the
final version has far more vertical screens than the prototype.
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PROTO |
FINAL |
PROTO |
FINAL |
The proto has a time-waster; the final, a life-waster. |
We can see the epitome of the proto's differences here.
The power-ups have been made more generous, and the enemies in the proto
are strictly from Rockman 1. The final has an enemy strictly from Rockman
2. |
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Proto Rockman
is thinking "I'd love a power-up, if I could actually get over
there! The proto doesn't have the "CARRY" platform at all.
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.
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I like the diabolicalness of the trap in the proto version
better. |
From this point,
the final version has several more rooms than the proto.
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.
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The proto doesn't
even have those birds from Rockman 2 in it.
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Oh, so dark!
You'll fry the Gameboy's screen for sure!
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Flashman has
a sprite glitch in the proto. Also, in the proto he just fires bullets
at you. In the final, he uses his flash stopper as well.
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And after defeating the four bosses in the proto, you're
just sent back to the title screen! Game over. Of course in the final, you fight Enker and go on to the final level. |
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Dr. Wily Stage 2
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After hacking
the game to get to the final stage in the proto, things REALLY start getting
weird. The proto's final stage is unpopulated by enemies up to the end
of the first room. As you can see, this level has a bunch of blocks scattered
around the screen. It's very difficult to avoid falling to your death.
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At last! An enemy! |
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OK, from here, it just gets insane. These screw enemies
in the proto seem to have been removed from the final version; I don't
remember them. The level layout of each version of the game is almost
totally different from this point onwards, so just follow the screens
to the end. |
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More differences
between the games:
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PROTO |
FINAL |
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And sadly,
the proto version doesn't seem to have its final boss accessible.
Rockman just walks through the gate and into a black room. Nothing happens after that... |
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