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Proto:Earthworm Jim 2 (SNES)/SNEAKERS Prototype

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This is a sub-page of Proto:Earthworm Jim 2 (SNES).

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

A mid-to-late prototype of Earthworm Jim 2 for the SNES released by the scene group "SNEAKERS".

General Differences

  • All of the familiar level layouts are here but with less polish.
  • The game was in development for both the Sega Genesis and SNES at the same time. According to Mean Machines Sega, Andy Astor programmed half of the game for the Genesis then ported over the data to Nick Jones who was handling the other half for the SNES, and vice versa. This is evident in their respective version's credits in which one was the main programmer while the other was part of additional programming. As such, graphics, sound effects, and quirks present for the Genesis final are also present in this prototype.
  • The game's theme song plays during the Nintendo logo then restarts after the animation is over. The final has the music only start when the Nintendo logo animation is finished/skipped.
  • The Manta Shield is activated by pressing Up + L + R instead of Up + X.
  • Jim can change weapons in levels where he's either defaulted to a single weapon or cannot use them. The manner his weapons are affected depends on the level he's in.
  • A few levels have their names changed:
SNEAKERS Final
Puppy Love 1 Puppy Love Part 1
Puppy Love 2 Puppy Love Part 2
Puppy Love 3 Puppy Love Part 3
ISO 9660 ISO 9000
Cathedral See Jim Run, Run Jim Run.

Super Cheat Screen

SNEAKERS Final
These walk down stairs, alone or in pairs: Toys that were metal but are now plastic and just not as cool
  • The build date was changed to say "S N E A K E R S !".
  • Lorenzens Soil is misspelled as Lorenzons Soil. The level title card is still "Lorenzo's Soil" for both versions.
  • Despite being called ISO 9660 in the title card, the level is referred to as "ISO 9000" in the level select.

Credits

Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Credits1.png EWJ2 Sneakers Credits1.png EWJ2 Credits1.png
  • Mark Lorenzen's name is misspelled as Mark Lorenzon.
SNEAKERS Final
EWJ2 Sneakers Credits2.png EWJ2 Credits2.png
  • The final organizes their last names in alphabetical order and adds Chris 'Master' Muster to the Special Thanks.

Visual

SNEAKERS Final
EWJ2 Sneakers Title.png
EWJ2 Sneakers Options.png
EWJ2 Sneakers Password.png
EWJ2 Title.png
EWJ2 Options.png
EWJ2 Password.png
  • Some text in the game is uncentered.
SNEAKERS Final
EWJ2 Sneakers Continue Marker.png EWJ2 Continue Marker.png
  • Continue Markers use the Genesis design. Jim does not say "Funky!" when activating them.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Level Clear.png EWJ2 Sneakers Level Clear.png EWJ2 Level Clear.png
  • The large block of stone Jim uses to leave the level uses the Genesis sprite when it's by itself and the final SNES sprite when Jim picks it up. Additionally, the life counter disappears or flies off the screen when the cutscene starts.

Anything but Tangerines

  • Jim says "Funky!" when placing a pig onto the Pig Chute. In the final, a cuckoo sound plays.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Tangerines1.png EWJ2 Sneakers Tangerines1.png EWJ2 Tangerines1.png
  • The striped wallpaper is misaligned with the shadowed wallpaper.
  • The Jaws posters have a border that is identical to the Genesis' wallpaper pattern.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Tangerines2.png EWJ2 Sneakers Tangerines2.png EWJ2 Tangerines2.png
  • Granny Chair features misaligned wallpaper and different edges.
  • Only the first Jaws poster was mirrored in the final.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Tangerines3.png EWJ2 Sneakers Tangerines3.png EWJ2 Tangerines3.png
  • The teleporter that returns Jim to the main level floats above the ground.

EWJ2 Sneakers Tangerines4.gif

  • Jim will fall if he runs up to the main path instead of jumping to it.

Lorenzo's Soil

  • The diggable dirt is partially implemented. The dirt does work in real-time but its graphics don't update until Jim goes off-screen and runs back.
  • Jim has an easier time getting stuck inside the dirt and can lead to him clipping through the floor.
  • All of his weapons can be used here and have infinite ammo. His Plasma Blaster and Three-Finger Gun use the Electro-Gun's electric ray graphics. Using the Barn Blaster causes the screen to go dark and any sprites to flash white.
  • Hitting the Psy-Crow statues flashes the screen black instead of white.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Lorenzos1.png EWJ2 Sneakers Lorenzos1.png EWJ2 Lorenzos1.png
  • The spotlight that shines on Jim is much brighter.
  • The lower-left sides of the diggable dirt is shaded pink.
SNEAKERS Final
EWJ2 Sneakers Lorenzos BG.png EWJ2F Dirt BG1.png
  • The dirt is much brighter and also better distinguishes the diggable dirt from the background in the final release.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Lorenzos2.png EWJ2 Sneakers Lorenzos2.png EWJ2 Lorenzos2.png
  • This fire pillar was removed in the final.

EWJ2 Sneakers Lorenzos4.png

  • The ants could also throw giant tea cups. This was removed in both the final Genesis and SNES versions but were reimplemented for the Sega Saturn and PlayStation releases.
SNEAKERS Final
EWJ2 Sneakers Lorenzos3.png EWJ2 Lorenzos3.png
  • The falling rocks stack on each other in level with Jim's position which also causes them to float.
SNEAKERS Final (Genesis)
EWJ2 Sneakers Lorenzos6.gif EWJ2 Gen Lorenzos6.gif
  • Using the Manta Shield at the moment the time hits zero causes the rocks to miss Jim and be placed in different positions. Jim's movement is affected as he has a lower but floaty jump. Additionally, the screen shakes indefinitely which glitches out the HUD. The bug can be reverted by touching one of the rocks. However, this makes most of the rocks disappear; touching any leftover rocks kills Jim.
  • This bug is partially present in the Genesis version with Jim staying in place until the earthquake finishes. The SNES final fixes this by removing Jim's Manta Shield. The European release also removes his shield but gives a no-damage bonus for shielding on time.

EAT DIRT!

  • Using the Barn Blaster on Pedro Pupa destroys him and makes the level unwinnable. If this is done at the moment Pedro Pupa eats Jim, then Jim will also become invisible.

Puppy Love

SNEAKERS (Normal) SNEAKERS (Patched) Final
EWJ2 Sneakers Puppy1A.png EWJ2 Sneakers Puppy1B.png EWJ2 Puppy1.png
  • Loading any of these levels causes the scrolling to be glitched and background elements to vanish.
  • The puppy counter counts up from zero and has no set cap. Peter Puppy still transforms when the counter hits four.
SNEAKERS Final (SNES)
EWJ2 Sneakers Puppy2.png EWJ2 Puppy2.png
  • The camera fully focuses on Peter Puppy from his initial shock until the bomb finishes exploding inside Psy-Crow's shack. The final changes focus to the bomb once Peter throws it.

EWJ2 Sneakers Puppy3.png

  • With the exception of bombs and Atoms, items thrown by Psy-Crow are invisible. Jim cannot bounce them with his marshmallow.

Villi People

SNEAKERS Final (SNES)
EWJ2 Sneakers Villi1.png EWJ2 Villi1.png
  • Neon signs, pencils, and pinball bumpers do not cycle through palettes. The latter object also has incorrect coloration.
  • The fish have a slight difference in shading.
  • The spotlight is always present throughout the level.
  • Sally has a different skin tone.
  • Sally is able to change weapons. The ammo and fire rate is the same as the Plasma Blaster.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Villi7.png EWJ2 Sneakers Villi7.png EWJ2 Villi7.png
  • Windows feature an orange sky and all of them have a crescent moon visible.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Villi2.png EWJ2 Sneakers Villi2.png EWJ2 Villi2.png
  • The exploding sheep are in the same placements as the final Genesis release. The final SNES version adds more sheep and compensates by adding ammo pickups.
SNEAKERS Final (SNES)
EWJ2 Sneakers Villi6.png EWJ2 Villi6.png
  • A pinball bumper is placed incorrectly.
SNEAKERS Final (SNES)
EWJ2 Sneakers Villi4.png EWJ2 Villi4.png
  • The bottommost-right corner of the level does not darken.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Villi5.png EWJ2 Sneakers Villi5.png EWJ2 Villi5.png
  • An arrow is added and the pinball bumper is placed behind the villi in the final.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Villi8.png EWJ2 Sneakers Villi8.png EWJ2 Villi8.png
  • Arrows are added where the hard and easy paths meet.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Villi9.png EWJ2 Sneakers Villi9.png EWJ2 Villi9.png
  • A checkpoint that Sally can stand on is removed.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Game Show.gif EWJ2 Sneakers Game Show.gif EWJ2 Game Show.gif
  • The Game Show's set uses the SNES design with the Genesis color scheme. The light designs do not cycle palettes.
  • The light bulb timer follows the Genesis pattern but does not correlate with the visible bulbs. This causes the light to go past the right side of the screen. The changes to the final SNES light pattern also reduces the timer by two seconds.
  • The Game Show abruptly ends at the Mealworm award tier.
  • Some questions and answers have been modified from their Genesis counterparts to avoid clutter and graphical corruption.
Final (Genesis) SNEAKERS Final (SNES)
  • The answer choices use the Genesis button layout instead of the SNES' buttons. In fact, Sally says C instead of Y in the prototype. The A and B voice clips are the same.
SNEAKERS Final (SNES)
EWJ2 Sneakers Villi10.png EWJ2 Villi10.png
  • Sally gets launched correctly through the hole instead of landing next to it.
SNEAKERS Final (SNES)
EWJ2 Sneakers Villi11.png EWJ2 Villi11.png
  • The leftmost pinball bumper has a pi symbol.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2F-Sally10 Genesis.png EWJ2 Sneakers Villi3.png EWJ2F-Sally10.png
  • Below the exit are four pinball bumpers.

EWJ2 Sneakers Villi12.png

  • Clearing this level or loading another level while here causes the title card to corrupt.

Udderly Abducted

Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Udderly1.png EWJ2 Sneakers Udderly1.png EWJ2 Udderly1.png
  • Shading and color for the shacks are different.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Udderly2.png EWJ2 Sneakers Udderly2.png EWJ2 Udderly2.png
  • The alcove where the Worm Flag resides lacks the ammo pickup and Chip Butty.
SNEAKERS Final
EWJ2 Sneakers Udderly3.png EWJ2 Udderly3.png
  • This ledge is not connected properly.
Final (Genesis) SNEAKERS Final (SNES)
EWJ2 Gen Udderly4.png EWJ2 Sneakers Udderly4.png EWJ2 Udderly4.png
  • The slime ceilings are shaded differently.
  • The cannon's middle pole is of a darker blue.