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04-24-22 08:20:21 AM
Jul - The Cutting Room Floor - Vectorman 2 (Prototype) New poll - New thread - New reply
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Fuzn
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Posted on 09-16-11 04:32:40 PM (last edited by Fuzn at 09-16-11 01:32 PM) Link | Quote
I found a Beta-labeled version of Vectorman 2 a while back from a ROM site. Turns out it's more aptly labelled a proto. However, I'm no expert at all things Vectorman-related. Almost none of the final's music is in this prototype, since it was being built off of Vectorman 1 directly. A lot of references likely still exist, the game still tallies TVs even though they were completely replaced by this point.


Final - Beta

They added and re-did Vectorman's shading, as well as tweaked the logo and added a background.



The options screen shown here isn't really the final's options screen. No, it's nowhere near close to it. It's actually a level select and sound test! All of the levels can be played, though in varying stages of completeness. I'm sure someone who knows Vectorman 2 can get more in-depth with this than I can.


I did look at some gameplay footage from the Tank levels in Vectorman 2, and compared it to this prototype:


This stage (the only one that exists out of the two) is vastly incomplete, lacking platforms, enemies, and even a general level design. It's even out of Scene order, and was originally called "Tanked". This is as far as you can get without glitching (shooting and then quickly hit jump to jump indefinitely here as the Tank). The tank itself, clearly, is also unfinished, shooting out Vectorman's usual shots rather than the explosive tank shots.


The level can be completed, but completing it as the tank produces this... Error? Level editor description?

Lastly, In-game, using a six-button controller allows you to access debug options:
- Pressing X in the middle of a level will either reset it to the opening credits or reset it straight to the stage select depending on the level.
- Pressing Y mid-level allows you to switch Vectorman's current weapon type, and sets his health to 10 units (or orbs, whichever). There seem to be a lot of placeholder weapons, including one that kills anything in one shot.
- Pressing Z on some levels enables a free movement mode where SOME objects can also be placed, but it is more likely to crash the game. Pressing Z while in free movement mode moves (or attempts to move) Vectorman into the spot.
Hacc

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Posted on 09-20-11 11:39:40 PM (last edited by Hacc at 09-28-12 10:46:15 PM) Link | Quote
Thanks for this online reminder. I was planning on doing this for a while now (I wasn't aware of this site at the time of my post on Hidden-Palace). Here is my post from the Hidden-Palace forums.

I uploaded a video on my YouTube channel:
http://www.youtube.com/watch?v=KStn-G4Czhk

These pics are from Vectorman 2 (Prototype - Aug 15, 1996):

http://i54.tinypic.com/moabp.jpg



I don't recall seeing this weapon in the retail version:

http://i53.tinypic.com/33ngia1.jpg



No need to enter the weapon code X times like the retail:

http://i56.tinypic.com/2maaeg.jpg



These codes will also work for the August 16 and 19 builds. The builds from August 26 through the 28 use the retail version cheats.

Level Select: Press X on a 6 button controller at the options screen, or during gameplay. You can also view the credits and press Start.

Weapon Select, Infinite Ammo, and Full Health: Press Y on a 6 button controller during gameplay. The weapons cycle in this order: M Ball, Rapid Laser Beam, Energy Shot, Super Shot, Overkill, Pulse Beam, Tick Punch, G Shot, Fireball and Shield. Note: Most of these are missing in the August 16 and 19 builds.

Cursor Mode: Pause the game and press C, A, Left(2), A, C, A, B. Repeat the code to disable it.

Map Coordinates 1: Pause the game and press B, A, Left(2). Repeat the code to disable it.

Map Coordinates 2: Pause the game and press Left, Up, A, Up. Repeat the code to disable it.

Map Coordinates 3: Pause the game and press B, A, Left, Down. Repeat the code to disable it.

Full Health: Pause the game and press A, B, Right, A, C, A, Down, A, B, Right, A.

Slow Motion: Pause the game and press Down, Right, A, C, Up, Left, A. The game will slow down when Vectorman is hit. Repeat the code to disable it.

Unknown Meter: Pause the game and press A, Left, A, B, A, Mode, A on a 6 button controller. A meter will appear under your score. I think this meter has something to do with the VRAM.

Restart Level: Pause the game and press Left(2), A, Mode, A on a 6 button controller.

Sample/Keith's Test level codes:

Cursor Mode (Version 2): Press Z on a 6 button controller during gameplay. You can move anywhere in the level. Press Z to place Vectorman.

Level Editor: Press Z on a 6 button controller during gameplay. Then, press the B button to scroll through the sprites, and A to insert them.

These are leftovers from Vectorman:

Unknown Cheat (disabled): Press B, Up, B(2), A at the options screen. You'll hear the 'score multiplier' SFX to know it's enabled. I have no idea what it does. Repeat the code to disable it. The PAR (Pro Action Replay) code is FFE810:0001 (retail version). Enable it at the title screen to avoid conflicts with the Sega intro.

Unknown Cheat 2 (disabled?): Press C, A, Left(2), A, B, A, Down, B, A, B, Y, Down, Up, Mode, B (spells CALL A BAD BABY DUMB) on a 6 button controller. The Vectorman 2 version of this code is C, Right, Y, B, A, B, Y, C, Right, Y (spells CRY BABY CRY) on a 6 button controller. I have entered this code everywhere with no confirmation of it doing anything.

Unknown Cheat 3 (disabled): Press A, B(2), A, Down, A, B(2), A. This was the debug menu code for Vectorman.
Krvavi Abadas

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Posted on 09-29-14 03:51:32 PM (last edited by Krvavi Abadas at 09-29-14 04:03:38 PM) Link | Quote
Sorry for the three year bump, but there's actually A LOT more interesting stuff in the first proto.

>All of the original game's soundtrack is in the proto, with stage 4's theme listed several times in the sound test for some reason. (As Reclamation, ICECAP, BUGGY, and Rocket.)
>The actual reclamation theme is listed (as field and info) and it sounds completely different in the sound test,
https://drive.google.com/file/d/0BxtiUbl853wOck1FZWJVMWpLNTQ/edit
but when you actually load up a level it's featured in (deep bog is one of them.) it sounds almost identical to the final (The intro is different. So it's the only thing featured in this WAV.)
https://docs.google.com/file/d/0BxtiUbl853wOUGhfQWFPcjRfNnc/edit
(Edit: Turns out the track is also somewhat slower and appears to missing a few instruments when in a level)
If this is a bug or if there really is multiple versions of the track i'm not sure. It's also the only Vectorman 2 track in the proto.
>There's a grand total of 5(!) test levels in the proto, Sample Level, Ron's test level, Keith's test level, John's Test Level, and Thi's test level.
>The "Mist chances" level was originally titled "The Depths of Heck", and featured bizarre gold colored bats.

>Shout and Twist was originally titled "Blown Away". The tornado itself is colored brown, when the final just makes it the same color as the wind.

>Every level after the "cheat" option (which just reloads the level select) uses the same placeholder graphics that the test levels use. With the exception of "Lava Falls" Which features an unfinished sketch of a Volcano as a background.

and "tank level".

There's also a later proto that is almost identical to the final, but does feature a completely different Game Over screen (The first proto just features a generic "You Lose" screen.).

Hacc

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Posted on 10-03-14 01:25:25 AM Link | Quote
Some nice info there, Krvavi. My main goal with the Vectorman protos were the button cheats, as they allowed you to explore the game much faster. That "Game Over" screen isn't new to me, as it used to be my desktop background at one point. I'm still surprised that the protos weren't researched much over the years.
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Jul - The Cutting Room Floor - Vectorman 2 (Prototype) New poll - New thread - New reply


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Acmlmboard - commit 47be4dc [2021-08-23]
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