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Proto:LEGO Racers 2 (Game Boy Advance)/Singleplayer Games
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Trying to play this Bonus Game in any difficulty will spawn the player outside of the racetrack boundaries, preventing completion.
This is a sub-page of Proto:LEGO Racers 2 (Game Boy Advance).
Contents
General Differences
Singleplayer/Multiplayer
- Every game (minus the time trials and bonus games) have this menu appear when selected.
Prototype | Final |
---|---|
- Selecting Singleplayer will go to a settings menu, which allows a lot more things to be changed than any Singleplayer game in the final (if the chosen game even has any).
- Selecting Multiplayer, however, shows this screen and hangs up the game.
Results
Prototype | Final |
---|---|
- The Results screen in the prototype is rather bare-bones, and has many changes.
- The metal background is missing in the prototype.
- The text is lower down the screen and light yellow, which got changed to white in the final game.
- The names of the racers are in all-caps, and spaces are represented with a horizontal line.
- Finally, the colons are missing from the times.
Arcade Game
Prototype | Final |
---|---|
- At this point, the racer selection screen is horrendously broken, has every character unlocked, and allows up to eight CPU racers at a time.
- The text at the top says Select Racers instead of Choose Racers.
- In addition, the prototype has three more raceable NPCs: Slyboots, Ghost, and Freeze. Selecting them will load the wrong sprite and palette.
Prototype | Final |
---|---|
- The prototype map selection for Arcade Game reuses the menu for the Battle Game, but with a lighter palette. As such, it shares many of its differences.
- In addition, the selection arrows on the top are broken.
- Trying to leave the map selection screen with B will start the race on whatever track the player has chosen.
Battle Game
- As shown above, the Single/Multiplayer menu for Battle Game misspells battle as "batlle".
Prototype | Final |
---|---|
- The Battle Game's selection menu went through some drastic changes for the final game.
- The menu's name was changed from "Battle Arena", and the bar behind it was extended to fill the border's space.
- The placeholder maps were removed.
- The palette for the shadowed stud background was changed from orange to dark grey.
- The green arrow was replaced with the two stars.
- A small pink line at the top of the screen was removed.
- Trying to get past the Battle Game's menu screen, however, will throw up the "WAITING FOR MASTER" screen.
Special Games
Bonus Games
Prototype | Final |
---|---|
- The level numbers are spelled out in the prototype.
Prototype | Final |
---|---|
- The menu shown when winning or losing a bonus game had its text changed.
- Both of the "Collect" Bonus Games have a time limit of 2 minutes on all of their (playable) levels. This makes it impossible (if not incredibly hard) to finish a single level.
Cops and Robbers
- If accessed, Level 1 instantly ends as if it was just beaten (or lost).
- The number of bags in Levels 2 and 3 are two and four, respectively.
Collect the Eggs
Tube Racing
Prototype | Final |
---|---|
- The menu's text was properly centered for the final game.
Prototype | Final |
---|---|
- The prototype incorrectly uses the Tony the Coastguard cutscene (with the beach background).
- The music for the Bonus Game is broadly the same as the final game, but incredibly screechy (and possibly corrupted).
Prototype | Final |
---|---|
- Pausing the Bonus Game will darken the screen, but the menu will not appear and function properly.
- Levels 1 and 2 use the gem requirements and layouts from the final game's second and third levels. Because of this, accessing Level 3 will crash the game, similar to the first level in Cops and Robbers.
Collect the Meteor(ite)s
Prototype | Final |
---|---|
- This Bonus Game's menu is very buggy in the prototype, with O letters replacing the stars and the title extending past the screen.
Prototype | Final |
---|---|
- Cosmo Cool doesn't load his minigame's text in the prototype.
Capture the Flag
- Entering this game (and the one after it) is complicated in the prototype. It starts out with the regular 'Batlle' menu, then a menu designed for the game, before showing the settings and the map selector.
- There is no timer in the prototype.
Prototype | Final |
---|---|
- Brickton's CTF arena has some notable changes in the prototype.
- The ground is a darker shade of green.
- There are no trees, bricks, or lakes whatsoever.
- The background loads the wrong palette.
Prototype | Final |
---|---|
- The rest of the CTF stages fail to load the arena or its items.
Construction Game
The Construction Game is not playable in the prototype, throwing up a familiar screen if one tries to play it.
Time Trial
- The trials themselves only go up to two laps in the prototype. This was extended to five in the final game.
Prototype | Final |
---|---|
- The High Scores screen was given a facelift in the final game. The records themselves were changed from 1:39:99 to 30:00:00.
- The ability to see the records in the current world's tracks was also added.
Prototype | Final |
---|---|
- The Time Trial HUD is somewhat incomplete in the prototype.
- There are two lap counters on-screen, but only the right counter works. It was moved over to the left in the final game.
- The first timer on the right, which shows the track's record, always shows a best time of 00:00:00.
- The second timer on the right, which shows the best lap done on the track, is missing.
- The timers themselves count slower than their final version. In addition, they received colons, and their asterisks were moved further to the left.
Prototype | Final |
---|---|
- Like the High-Score screen, the results screen was given an overhaul. The extra three laps were added, too.
- If a lap/time record was obtained in the prototype, the corresponding time would flash. This was omitted from the final game.
Prototype | Final |
---|---|
- Like the menu in Collect the Meteors, the menu shown after finishing a race in Time Trial has letter graphics replacing the stars.