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Proto:LEGO Star Wars: The Video Game (PlayStation 2)

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This page details one or more prototype versions of LEGO Star Wars: The Video Game (PlayStation 2).

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.

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

A prototype of the PS2 version of LEGO Star Wars: The Video Game was released by Hidden Palace on March 20, 2021 as part of Project Deluge.

Dated January 10, 2005, this appears to be a pretty early build. Despite this point in development being only three months from release, it contains a lot of debug features and even has the unused Anakin's Flight level fully intact. It also features plenty of differences compared to the final build.

Debug Menu

A fully functional debug menu is available at any time in the pause menu, labeled as LEGO Options.

"LEGO Options" in the pause menu.
Debug options as listed in-game.

Debug Menu Features

  • Go To Scene - Lists all playable maps and every viewable cutscene in the game.
  • Go To Level - Allows you to go back to the title screen and view the credits.
  • Go To Door - Lists all doors that can be warped to in any area you're currently in. Dexter's Diner allows you to warp to any point in the entire game while in this menu.
  • Restart - Restarts the current level.
  • Open All Doors - Opens all doors in current point in the level.
  • Game Mode: Story/FreePlay - Lets you switch from story mode to free play mode mid-level. Has the unintended effect of breaking cutscenes when loaded in freeplay mode (can be loaded from the Go To Scene menu).
  • Panel - Toggles the visibility of the HUD when not in the pause menu.
  • Lift Player: On/Off - Allows you to moon jump when pressing R1 while on.
  • FPS Display: On/Off - Allows you to view the FPS in-game.
  • Level Streaming: On/Off - Toggles if the next section of a level is preloaded or not.
  • Streaming Display: On/Off - Shows when the next areas of a level are being preloaded.
  • Difficulty: Difficulty 1-10 - A difficulty selector from 1 to 10.
  • Open All Levels - Opens all levels in Dexter's Diner.
  • Collect All Mini-Kits - Sets the Mini-Kit count in all levels to 10 and has all Mini-Kit builds to appear outside.
  • Collect Story Characters - Unlocks all progression-related characters.
  • Collect All Characters - Unlocks every character in the game.
  • View Camera: Pad 1/Pad 2/Off - Allows the selected controller to be used as a debug camera controller.
  • Keycard - Allows you to write data to a separate keycard presumably meant for development purposes. All audio will be disabled if the game isn't reset as prompted.

General Differences

Prototype Final
Save your game, you must. Save completed, it has.
  • The icon used for saving the game features a fully modeled PS2 Memory Card with Yoda's face on it, as opposed to just having Yoda's face be the icon for saving the game. The design for Yoda's head also appears to be slightly different in the model.
  • The iconic loading screen with the headshot icons for Player 1 and Player 2 has not yet been implemented.
  • Studs are called Coins here.
  • The light setup for every single level uses the same plain presets.
  • The Force effect has a more primitive appearance. The effect is made out of lots of blurred circles instead of a glowing aura.
  • Quitting to the title screen and then starting a new game will spawn you in as the characters you had equipped before quitting.
  • Hints don't have Dexter's face on them.
  • The swirling effects around Blaster grapple spots are green.

Characters

Darth Sidious

Prototype Final
I am the Senate. Looks like this new design is fully operational.

Darth Sidious has an early design and early animations. He has a skin tone that resembles his first official minifigure from the year 2000, and he also borrows animations from other characters in this build instead of having his own unique ones. His icon also reflects his early design.

Level Differences

Every level in this version of the game is different in one way or another. Some levels are much less finished than others.

Dexter's Diner

  • The music is different. The final game uses the same music in the opening cutscene for the level "Escape from Naboo."
  • Lots of areas in the diner use different camera angles.
  • Nothing you do in the diner will award you Studs.
  • You can't turn the lights on using the Force.
  • The trash bin things by the mini bar hatch doors are not present.
  • The diner only has shaker, stool, and chair props. Props such as the soft serve machine haven't been added.
  • A salt shaker on a booth table in The Phantom Menace's room will instantly explode upon entering.
  • Using the Force on booth chairs will turn them upside down onto the table instead of shaking them.
Prototype Final
LegoStarWars Proto EpisodeDoors.png The low resolution screenshot doesn't help to show the differences, does it?
Prototype Final
LegoStarWars Proto EpisodeExit.png LegoStarWars EpisodeExit.png
  • The exit for an episode's room has the episode number icon on them instead of Dexter's face.

Early Shop

Prototype Final
Dexter's seen better days. That's better.
  • The shop in the Dexter's Diner hub had completely different things for sale, including Hearts and default Blasters (a bit redundant considering a lot of characters already have one), items not purchasable in the final build.
  • Nothing in the shop is actually purchasable besides characters and hints.
  • Dexter himself lacks any animations and the entire shop menu is very clearly a work-in-progress.
  • Extras as seen in the final game haven't been implemented yet at all, and the extra Blasters (Bigger, Classic, Silly) have early models attached to them.
  • When selecting characters and hints, they will physically enter and leave the shop through the hatches found at the ends of the bar counter.
Prototype Final
LegoStarWars Proto CharacterShop.png LegoStarWars CharacterShop.png
  • Characters use their internal names in the shop.
  • Every single character has a different price in the prototype from their final version.
Prototype Final
LegoStarWars Proto HintShop.png LegoStarWars HintShop.png
  • Hints have placeholder prices: they increment in the pattern 10 Studs, 100 Studs, 1000 Studs, 0 Studs.
Prototype Final
LegoStarWars Proto CodeMenu.png LegoStarWars CodeMenu.png
  • The code menu uses an extremely primitive UI that doesn't seem to function at all.

Negotiations

  • It uses the same music as Dexter's Diner.
  • The chairs dance around for a much shorter time when acted upon with the Force.
Prototype Final
LegoStarWars Proto NegotiationsGrapple.png LegoStarWars NegotiationsGrapple.png
  • A part near the end has a Blaster grapple spot that isn't in the final.
Prototype Final
LegoStarWars Proto NegotiationsDroideka.png.png LegoStarWars NegotiationsDroideka.png
  • The droideka scene near the end utilizes a different camera angle.

Invasion Over Naboo

  • There is no music.
  • The cutscenes have unfinished backgrounds.
  • There's an extra piece of the ship you must destroy before you can destroy the floor of it and get a Mini-Kit.
  • There is a gold stud in the middle of the cave behind the Jar-Jar portrait instead of a blue stud.
  • Nothing happens to the bricks in the wall after you pull them out using the Force.
  • The tunnel leading to the lake does not have a background.
  • The texture on the log looks different but ill have to check
  • The platform that can be lifted with the Force in the part of the lake obstructed by the ship is a plain grey brick. Upon being lifted, it makes a glitchy, ear-grating sound.
  • The stone head in the part of the lake obstructed by the ship can be walked through.
  • The statue that is put together at the end of the level for a Mini-Kit has a floating center part.
  • The arrow-shaped group of studs at the very end is spread out and is further away from the water.

Escape from Naboo

  • All cutscenes are relatively unfinished.
  • There is no music in the actual level.
  • When the players spawn, the camera is focused on the gate that is next to them.
  • Fences, such as the ones lining the top of the curtain wall at the beginning of the level, make a horribly loud creaking noise upon being opened.
  • The statue inside one of the rooms is indestructible.
  • The rooftop that leads to the next room has a different camera angle.
  • There is no gate that has to be opened by shooting a target.
  • Going to the far left of the fourth part of the level has a different camera angle, showing a structure unseen in the final.
  • The layout of the pathway around the wall in the fourth part ends after the Blaster spot.
  • The final stretch of the level with the buttons has a 2D camera angle instead of an isometric camera angle.
  • There is no control panel behind the battle droids in the final cutscene.
  • The droids do not make any noise in the final cutscene.

Mos Espa Podrace

  • There is no music.
  • The overlay that shows what lap you are on is not present.
  • The race ends after the second lap.
  • The speed-up boosts are grey and blue instead of white and green; they are also not at all LEGO-themed.
  • The time limit does not exist.
  • Everything destructible is gone except for the crystals and the barrier that blocks off the ramp, making it impossible to completely fill up the stud bar.
  • All cutscenes that happen during the race are missing, with the exception of the Tusken raider scene. This also includes the scene that plays when you die.
Prototype Final
You're a funny little boy. LegoStarWars AnakinPodraceIcon.png
  • Anakin's podracer icon uses his own icon as a placeholder.
  • Anakin's podracer animation will only appear to sharply steer left or right, no matter how subtle the controller input is.
Prototype Final
LegoStarWars Proto TPM Sebulba.png LegoStarWars TPM Sebulba.png
  • Sebulba is completely untextured except for his eyes.
Prototype Final
LegoStarWars Proto PodracePit.png LegoStarWars PodracePit.png
  • The pits are nothing like their final game counterparts; the pits are two large, jagged holes instead of multiple smooth holes spread out. There are also speed boosts on each side of the hole in the prototype. The left boost is a ramp that leads to a Mini-Kit.

Retake Theed Palace

  • Cutscenes are close to completion, but most are missing backgrounds and sound. Some shots have different camera angles.
  • There is a large wrecked wall at the back of the beginning of the level that you can walk up on.
  • The rebuilt staircase is asymmetrical.
  • The statue model used throughout the level has a solid bottom, meaning you cannot see underneath it. Some of the statues also have Obi-Wan's face.
  • The painting of the house that turns into a picture of PadmĂ© is already a picture of the latter, using the force will shake the painting.
  • The contraption that blocks Anakin from being able to touch the button to open the gate is not here.
  • The droids that block the room that leads to the spaceport are not programmed to do anything.
  • The captive guards are shown in a different order, and the camera is very far away from them.
  • One guard does not have any droids holding him captive at all.
  • A random grey brick appears next to the astromech droid panel once all the guards are rescued.
  • Anakin uses his hatless model with hair from the Mos Espa Podrace intro in the final cutscene.

Anakin's Flight

The famous cut level Anakin’s Flight is fully playable in this prototype build. All the level's cutscenes that were touched up and finished for LEGO Star Wars: The Complete Saga are here and accounted for, albeit unfinished. It can played through its own door in Dexter's Diner or through the debug menu. Playing the level through story mode will spawn the player at the very last scene of the level, labeled as "Anakin_E" in the game's files. However, using the debug menu allows you to see the rest of the level as it was originally designed.

  • "Anakin_A" starts with Anakin approaching the Droid Control Ship, shooting down enemy ships along the way.
  • "Anakin_B" starts with Anakin flying around the Droid Control Ship, shooting turrets and radars. This segment doesn't end and you need to select another scene within the debug menu to continue.
  • "Anakin_C" has Anakin inside the ship, blasting through doors and shooting more turrets. This scene also doesn't transition into the next one, as Anakin will fly into a door that is impossible to open.
  • "Anakin_D" has up to two players shoot an endless barrage of Droids and Droid Troop Carriers in a turret section. You're supposed to destroy a reactor in this scene but destroying it doesn't progress the level.
  • "Anakin_E" is where the level begins in story mode, as he escapes the Droid Control Ship as it gets destroyed.
  • Both "Anakin_F" and "Anakin_H" once again has Anakin fly around the Droid Control Ship endlessly, only this time there aren't any enemies at all. There also isn't any collision in anything besides the floor. These scenes were most likely made as tests for the flight path around the ship, given the fact that they're after the scene where the level properly ends.
Droid Control Ship Mini-Kit as seen in the outside hub.
  • The level even has its own Mini-Kit set that is completely removed in the final build due to the level's removal. Though there are no LEGO Canisters that spawn anywhere in the level itself, and thus it can only be seen by unlocking all the Mini-Kits in the debug menu.

Darth Maul

  • The level has no music.
  • The first area's fight is different. Familiarly, you have to attack Darth Maul with the flying ship parts, until he runs away. In this version, there are no battle droids, and Darth Maul does not have a health bar in this phase.
  • The AI will get stuck in the first room upon approaching the platforms that 2 players must lift through the Force.
  • Windows throughout the level have a light effect, showing rays shining through them.
LegoStarWars Proto DarthMaulWalkways.png
  • The third room has walkways in-between the platforms, removed in the final game.
  • The beams that lift you up to the platforms have a much simpler design.
Prototype Final
Roger roger. Uh oh.
  • The cutscene of the commander droids calling backup is at a different angle, and it depicts the droids running from offscreen instead of flying down from crates.
  • Because of the early commander droid mechanic, no new droids will spawn unless the commander is offscreen.
Prototype Final
LegoStarWars Proto DMCornerCamera.png LegoStarWars DMCornerCamera.png
  • The walkways to the commander droids have a different camera angle.
  • The walkways themselves have much less detailed textures.
  • The last room's boss fight is very different:
    • The first phase is similar to the final game, but you must drain all of the health from Darth Maul before moving on to the second phase, whereas in the final game it will move on to the second phase when Darth Maul reaches 5 hearts.
LegoStarWars Proto DMFinalPhase2.png
    • The second phase is very different. Darth Maul will jump across the platforms and throw flying objects at you as usual - however, in the prototype, the goal is not to deflect the objects back to him, but to use the Force to destroy the platforms he is standing on. Also in the prototype, the objects flying towards you move much faster and at a different camera angle making them appear smaller.
    • The third phase is also very similar to the final game. However, unlike the final game, Darth Maul has a full healthbar.
  • The game does not give you a hint telling you to tag your teammate before being put in a Force hold.

Discovery on Kamino

  • This level has no music or unique sounds.
  • The opening cutscenes have no model for the saberdart.
Prototype Final
LegoStarWars Proto KaminoEntry.png LegoStarWars KaminoEntry.png
  • R4-P17 appears to be in some sort of default pose during the cutscene where Obi-Wan meets Lama Su and Taun We, as her zapper is clearly and unintentionally visible.
  • The door is already open in the cutscene before Obi-Wan and R4-P17 enter, but Obi-Wan still has an animation for waiting for the door to open.
Prototype Final
LegoStarWars Proto KaminoCloset.png LegoStarWars KaminoCloset.png
  • There is a shelf in the closet near where you first enter the Tipoca City building.
  • The mines found throughout the level are only toggleable by directly attacking it and will instantly kill anyone in radius.
  • The scene revealing the clones is in a primitive state. It doesn't show the adult clones, and it also lacks Obi-Wan's reaction.
Prototype Final
LegoStarWars Proto KaminoDroidPanel.png LegoStarWars KaminoDroidPanel.png
  • The astromech droid panel that opens the door to the rooms has R2-D2's image on it.
Prototype Final
LegoStarWars Proto KaminoWindow.png LegoStarWars KaminoWindow.png
  • The outside of the windows are much less visually appealing. There is also a blue stud in the middle of the stud row behind the window.
  • In Jango Fett's room, you can use the Force to put the chairs on top of the table instead of making them dance to jazz music.
  • Rockets don't fly out Jango Fett's closet when it is opened.
  • You can't use the Force to turn the Jango Fett portrait into a clonetrooper portrait.
  • There's no dancing animation when the disco mode is enabled in the research room.
Prototype Final
LegoStarWars Proto KaminoMinikitPuzzle.png LegoStarWars KaminoMinikitPuzzle.png
  • The puzzle that shows where to step on the light buttons in order to get a Mini-Kit has a different base on which the lights are laid out on. The lights themselves are smaller.
Prototype Final
LegoStarWars Proto KaminoTable.png LegoStarWars KaminoTable.png
  • In the room that leads to the outside, nothing on the table can be played with using the Force. The table and cups are also untextured and the chairs can be walked through.
  • The cutscene showing Jango placing down landmines is absent.
  • The view of the inside of the city that is seen from the walkway was not added yet. Instead, there is a repeating texture pattern.
  • The building that has a moving platform and targets is half untextured.
Prototype Final
LegoStarWars Proto KaminoCeilingBricks.png LegoStarWars KaminoCeilingBricks.png
  • The blocks blocking the astromech droid panel are transparent and blue.
  • The Dark Side door is less obviously meant for use with the Dark Side, being a gate with bright colors instead.
Prototype Final
LegoStarWars Proto KaminoFightIntro.png LegoStarWars KaminoFightIntro.png
  • The exterior of the building leading to the boss fight is incomplete, so you can see floating doors and objects in the boss fight intro.
  • Boba Fett doesn't show up inside the Slave I during the battle.
  • In Jango Fett's third phase, you cannot deflect his rockets back to him. You must either attack him with your lightsaber or deflect the ship blasters onto him.
Prototype Final
LegoStarWars Proto KaminoOutro1.png LegoStarWars KaminoOutro1.png
  • Obi-Wan's lightsaber and tracking device don't appear in the final cutscene. The cutscene also has earlier lighting for the level.
Prototype Final
LegoStarWars Proto KaminoOutro2.png LegoStarWars KaminoOutro2.png
  • Obi-Wan's ship doesn't appear in the final cutscene. Added with very different camera angles, the scene is rather hard to understand.

Droid Factory

  • This level has no sound.
  • All cutscenes are missing except for the final cutscene.
  • All astromech droid panels in this level are glitchy; in some areas; the light will be green. In others, the light will remain red or it will simply disappear after being toggled.
  • You don't lose studs for dying under a hydraulic press.
  • The astromech droid panel that stops the conveyor belt is non-functional.
  • The fans do not have the distorting air effect.
  • There are no studs on the trail of the third fan.
  • The first Blaster spot has an offset aura.
  • All the astromech droid panels in the Red-Yellow-Blue Mini-Kit room are non-functional. One panel has a dark blue light instead of red.
  • PadmĂ© must shoot levers with targets on top of them to raise the vats of lava instead of simply shooting the target. One of these lever targets still remains in the final version.
  • Anakin must throw a lever instead of putting a target on top of it using the Force.
  • Anakin must jump onto the platform that moves C-3PO around and then use the force on the gear, as the gear is just offscreen in this version.
  • The second C-3PO platform is already facing the first platform when it is finished being turned, so it is faster to get to the other side.
  • The lava has no texture, and is instead pure darkness.
  • The wedge that leads to lava and a blue stud is a staircase.
  • Instead of building a platform and then switching to R2-D2 to trigger the bridge, Anakin has to hold the platform up using the Force. The R2-D2 NPC will then fly to the other side of the pit and trigger the bridge.
  • The door will close shut after C-3PO opens it the first time; he will have to open it again in order for it to work.
  • The last area where you rescue Obi-Wan takes place on a ledge.
  • Obi-Wan does not have a special animation for this sequence. He just plays his falling animation instead.
  • Obi-Wan's model does not expand and contract when he is captive like it does in the final game.
  • The contraption that is holding Obi-Wan is grey instead of black.

Jedi Battle

  • The level has no sound.
  • The level uses regular Episode I droids in the place of Geonosian droids.
  • The level also uses Geonosian droids in place of Episode 1 security droids.
  • There is an unused third horde of droids before the Jango Fett fight, five Super Battle Droids and five Droidekas.
  • Just like in Discovery on Kamino, you do not use the Force on Jango's rockets, but you simply avoid them while attacking him instead.

Gunship Cavalry

  • The door leading to this level is broken, and it is only playable through the debug menu.
  • The level has no sound.
  • There are no lasers at all throughout the level.
  • It's impossible to take damage here.
  • There is a much higher number of enemies that spawn in the first part.
  • The second part is missing a time limit.
  • The second part is in a very early state. Since there are no lasers yet, there is no way to disable the shields. That means that the level is unbeatable past the second part.

Count Dooku

  • The door leading to this level is broken, and it is only playable through the debug menu.
  • The level has no sound.
  • The exploding mines that reveal a Mini-Kit are disabled and on the other side of the room. You must use the Force to move them to the other side and activate them.
  • You use the Force to move the blue speeder in the first room instead of destroying it. It falls down once the Force stops being used, making it much more difficult to get the studs behind it in singleplayer.
  • There are 2 gold studs and 1 blue stud behind the blue speeder instead of 2 blue studs.
  • The level uses an earlier lever model.
  • Count Dooku starts his second phase when he loses 2 hearts instead of 3.
  • In the second phase, Count Dooku only throws rather large pillars at you. (I do not believe that they show up at all in the final game.)
  • Anakin's disembodied hand doesn't show up in the cutscenes.
  • Yoda's model appears slightly after the cutscene camera cuts to where he is supposed to be.
  • Each cutscene is varying in levels of completion. The ending cutscene is the most unfinished one, with plain lighting and wholly missing backgrounds.

Battle over Coruscant

The level is in a very, very early state:

  • There is nothing that gives you studs here, making the stud bar impossible to fill up.
  • The cutscenes use placeholders, but they only use the background of the current level instead of the room with the Droideka stating that the cutscene is unfinished.
  • There is absolutely no music or sounds in this level other than the noise upon obtaining a Mini-Kit.
  • The ships Obi-Wan and Anakin fly do not have an icon.
  • Nothing is collidable except for the red brick domes, the hologram gate at the end of the level, and the first large ship in the level.
  • Your ship is not programmed to lock on the red domes that you must shoot in order to open doors, but it doesn't impede on progress in the level as nothing is collidable.
  • Crashing into something that is collidable will not take health or kill you; simply put, you are invincible.
  • The only ships fighting in the background appear at the beginning, the rest of the level is completely devoid of decoration except for the larger static ships.
  • The backdrop for the ship at the very end of the level is not present.

Chancellor in Peril

  • The level has no music.
  • The opening cutscene's animation is complete, but it takes place in the placeholder cutscene background.
  • Obi-Wan and Anakin's ships are missing from the start point.
  • The left door model in the very first room is broken.
  • Pulling all the levers in the first room doesn't drop any studs.
  • The NPC player will get stuck trying to jump up the platforms in the 2nd room.
  • The protocol droid door near is coded to be an astromech droid door, however it still has an icon for protocol droids.
  • The space around the air vents will not get distorted as part of the air effect.
  • Count Dooku only has 4 hearts. His third phase where he puts the players in a Force hold is not present.
  • Chancellor Palpatine's jumping animation is missing only from the cutscene where he gets rescued.
  • The second protocol droid door leads to a dark grey wall.
  • The large, moving wall doesn't have any particles coming from it. The wall moves in increments instead of linearly. It also doesn't kill you; it only pushes you.
  • There is no astromech droid panel to push the moving wall back at the end of the hallway.
  • The astromech droid leading to the final hallway has a green light once you reach it, but it is actually still disabled.
  • The cutscene where General Grievous escapes the ship is missing.
  • The ending cutscene is unfinished.

General Grievous

  • There is no music.
  • All cutscenes are incomplete.
  • There's a random grey brick floating in the air that is part of the first bridge you build.
  • Going into the cave that contains the exploding mine that you move with the force will allow you to see out of bounds.

Defense of Kashyyyk

  • There is no music.
  • The generic Wookiee is not a playable character in this level.
  • All cutscenes are incomplete. Most use the placeholder cutscene, but there is a very early version of the Order 66 cutscene present.
  • The level starts immediately with the Wookiee rescue mission prompt.
  • The Darth Sidious hologram (which is a brick in this version) doesn't disappear after the cutscene.
  • There are no battle droids in the swamp region.
  • The walkers have not been fully coded, so they die in one hit. They float in mid-air. Funnily enough, they will attack the enemies and not you or the other players.
  • Boulders cannot be destroyed at all.
  • Luminara becomes a playable character in the final area.

Ruin of the Jedi

  • All cutscenes are missing.
  • There is no music.
  • The second large orb in the temple will start rotating once it is put together with the Force.
  • The gate that leads to the archive room is completely untextured.
  • Any and all Dark Side platforms are missing.
  • The 4th and 5th lever rooms are already available, but the levers are stil not reachable without Free Play.
  • All platforms extend to the same length.
  • The final cutscene is pure darkness and not a placeholder cutscene.

Darth Vader

  • Only 5,000 studs are required for the Mini-Kit piece.
  • All cutscenes are missing. Some have backgrounds, but all use the placeholder camera movement.
  • There is no music.
  • The door at the beginning is untextured.
  • For some reason, the beams on the left side of the door in the second room won't be able to be moved with the force. You must move the left ones out of the way before the right ones.
  • When using the Force to move the second right beam out of the way, the model will become corrupted.
  • The section where characters press the buttons to reach the next point in the third area has not been implemented yet.
  • The NPC will not do anything in the third room other than throwing the lever to turn off the gas.
  • Lots of models in the fourth room are earlier renditions of their final models.
  • Anakin and/or Obi-Wan have 4 hearts in the final battle.
  • It's not possible to beat Anakin/Obi-Wan in the final battle, you must let them kill you in order for the level to end.
  • In a scenario where Anakin/Obi-Wan dies instead of your own character, the level will restart from the beginning of the third stage and the boss health bar will stay on-screen.

Unused Audio

Collectibles

Minikits that are nearby play a completely different sound from the final build. The filename was also slightly changed.

MK-Loop22-28 (Prototype) MK-Loop (Final)

Enemies

Battle Droids

The two death sounds of Battle droids are completely different from the game's release.

Droiddie01 (Prototype) DroidDie01 (Final)


Droiddie02 (Prototype) DroidDie02 (Final)