- Back to: Chaotix (prototype 0119).
General comparisons
All levels in save data slots are marked as clear, though Marina Madness's text is misaligned.
This is the first known prototype that lets you skip the tutorial after the first demonstration. The "skip" option acts like "leave" in the final game, meaning you can't skip individual tutorials. Pressing when paused will call your partner like in normal play, but will detach the D-Pad and button icons from the HUD.
The 0119 prototype has "working" Time Attack mode. It is just a gateway to training levels 0, 1, 2 and 3 (as opposed to 1, 2, 3 and 4 in the final game's "Training" mode), all of which loop endlessly and lack objects. Because levels can't be finished, setting times is impossible. You're also given a score of -1 as soon as you enter.
This is the last known build to call the mode "Time Attack".
While it still has a bare-bones NPC select screen, the 0119 prototype isn't using placeholder icons anymore and ********** has been removed.
This is the first known prototype to feature a credits sequence. Select "Not Used" level 0, and the good ending credits for '"Cassablanca"projects' will roll on a blue background. Some of the Sega of America staff are missing, while others are grouped under a "Sega of America" heading at the end. Then-president of Sega Hayao Nakayama gets an "executive producer" credit in this build, while he's not mentioned at all in the final game.
This is the first prototype to introduce "change" monitors. If broken, characters change without any smoke or special sound effect. It is always the NPC partner that changes regardless of who broke the monitor, and when changing back, there is a chance the game will crash.
Level comparisons
References