This will be the last round of footage before the eventually dump, FYI. Today we have three videos covering Doppler stages 1&2, Gravity Beetle, Blizzard Buffalo, and boss battles with Bit and Vile Mk. II. There's lots to see!
-Midboss doesn't have walking SFX.
-Exit door glitches (turns blue)
-Hyper chip capsule is blue instead of pink (IIRC all the special upgrade capsules are blue in the proto)
-Hyper chip makes most of your armor black instead of gold armor, though I think this might be a palette glitch/something not yet programmed instead of something intentional
-As far as I can tell, you will always fight Godkarmachine as the boss.
-Godkarmachine looks quite different from the final version (and, in my opinion, much more menacing)
-BG makes the level appear to be some sort of water treatment system or hydroelectric plant, which kind of explains why there is a water pit partway through the stage and why Kurageeru is fought in water. Maybe the midboss's fluid-sucking is intended to relate to this as well (removing impurities)?
-Kurageeru's room's BG has a type of panel that isn't there in the final
-No foreground water surface graphics or color change
-You can get stuck in the midboss room if you defeat him while the exit door is offscreen. If this happens you will have to reset the game.
-Zero's sprite glitches out, though I can't recall if this always happens here or not. The prototype is a little bit glitchy overall, with the boss intro pose sprites sometimes displaying all garbled up among a couple other things
-Once you get the Z-saber, you can final finish your full charge shot and not be stuck glowing green
-The snail robot's head glows yellow when going down, red when going up. This was removed in the final version where the head is always red.
-You never fight Vava in this stage. I never even visited the factory in this run and yet he is nowhere to be seen in Doppler 2.
-Kurageeru does not flash when hit and lacks invulnerability frames.
-Once you finish the stage, a COMING SOON message appears and the game resets
-The snowstorm graphics seem a bit different (will need to confirm)
-Leg upgrade capsule is positioned a bit differently
-Buffalio shoots his ice beam from his palm and not from an arm cannon (not seen in this video)
-Buffalio does not seem to fall victim to the wall slamming loop
-Buffalio's ice clusters display a glitched graphic when destroyed
-Different background graphics at various points
-Beetbood's projectile causes X to fall to his knee (not sure if this always happens or not)
-Beetbood's gravity well attack doesn't seem to work properly
-I think the little dots in the well have some different colors
-Upgraded charge shot doesn't work properly: the max charge level is green (implying that X has the Z-saber) but since X doesn't yet have the saber, he gets stuck glowing green after firing a max charged shot. He can no longer charge and can only shoot uncharged shots until he switches weapons.
-Ride armor is colored differently
-Strangely enough, Vava briefly flashes as an earlier version of his sprite once you destroy his ride armor (clearly a glitch)
-Vava stops midair to use his knee bomb
-Not showcased here, but I believe the fire actually stops your buster shot
-He simply flees battle despite being finished off with a weakness
-60 seconds instead of 50 seconds to escape
-No debris seems to fall in the second elevator shaft
- Pretty much the same as final, though his saber looks a bit different.
For those just catching up, we have this prototype but need very specific hardware to produce a playable dump. The CX4 chip here is a bit different than the retail X3, so if anyone has or know the whereabouts of a Super Wildcard X2, get in touch with us! Comment, e-mail, tweet, etc.