Burning Rangers (Dec 1, 1997 prototype)
A prototype of Burning Rangers for the Sega Saturn.
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- There are no extra files on the disc (like wallpapers, etc).
- Load times are actually shorter in the prototype in comparison to the final game.
- Despite the game being in Japanese, most of the text and menus are in English already. The opening FMV is different as it features a preliminary English version, while using a rough demo version of the Short Track version of the main theme.
- The title screen is using a lower quality background in comparison to the final. The copyright year in the prototype is 1997 while the final was changed to 1998.
- Game starts with a demo of Stage 3 with Shou in this build, followed by a demo of Stage 2 with Tillis. The main theme of the game plays instead of the character themes. When the demo is over it goes back to the title screen. After the Tillis demo, it’ll try and load up the Sega logo but it will be corrupt.
- There’s no Data Select menu in the prototype. Instead it goes right to the Mode Select.
- A VS MODE option is available from the main menu that was removed from the final.
- VS MODE, OPTIONS, and SUB-GAME are not selectable in the prototype. SUB-GAME becomes available after completing the stage that uses it in the final, and isn’t available at the start. MAIL is selectable even before playing the game for the first time.
- The lighting is slightly different on the characters on the player select screen. There’s a faint white bar that runs across the CHOOSE YOUR PLAYER text that isn’t present in the final. This might be a graphical bug.
- Selecting a character doesn’t cause them to speak in the prototype.
- Selecting Tillis on the character select screen continues to show Shou as the character name
- There’s no sound effect when canceling or going back a menu.
- The Training Space, while selectable in the prototype, loads the last map loaded in memory instead. The map data for the Training Space level hasn’t been implemented yet.
- The mission title isn’t present when starting a stage.
- The temperature increases at a much faster rate in this prototype, making it noticeably more difficult.
- Missing dialog.
- Different HUD.
- No PAUSE graphic.
- Debugging features are enabled in this prototype:
- You can step a frame by pressing the A button while the game is paused.
- Pressing Z while the game is paused will bring up a small debugging menu. You can edit the gouraud shading or adjust the palette lighting. You can activate a free camera while editing the light settings.
- If you press X on the title screen, you can bring up a small sound test menu.
- The retry/gameover screen is preliminary in this prototype, using plaintext instead of graphics.
- The Game Over screen is partially corrupt in the prototype. Otherwise, the graphics and animation is the same as the one used in the final.
- The results screen is also preliminary in this prototype, using plaintext instead of graphics as well. In the final, the mission result displays a replay of your gameplay including a functioning password system.
- Survivors are chosen at random in the prototype. In the final game, your first complete playthrough will have survivors be part of a fixed set.
- There’s a game mechanic where item cards can be awarded for destroying explosive containers. Collecting the cards decreases the temperature temporarily. This was removed from the final.
- Mission 1 differences:
- Unlike the final game where the map is broken up into segments, the game stores the entire first stage into one file.
- The room following the first room is more simplistic in this prototype.
- The room following the hall after the room with the first survivor has a robot in it. This was removed from the final.
- Mission 2 differences:
- The first switch is replaced with a loading zone in the prototype
- The skybox does not properly load in the tube tunnels and is instead just a white background
- The room with the vent duct requires a switch to open
- The area where the first victim is in the final is very different. The victim is missing, and to the left of where they would be is an area labeled “Staff Quarters 14”, containing several small rooms with crystals or fire
- The room labeled “Elevator Hall 14” is different
- The hallway leading to the dolphin tank has a partition
- The dolphin tank cannot be interacted with, and the dolphin’s water is not overheating
- Control Room 14 is much less destroyed in the prototype
- Walkway Area 15 is completely different and leads to an area called “Boiler Room 15”
- The area leading to the elevator is completely different. It contains extra rooms, survivors, and puzzles
- A door blocked by a blue robot is missing
- The room containing the man who gives you the ID card is replaced with a simple door switch
- The entire section containing the area with the dolphin plays differently, with an entire section before the Contuit Control area added
- The room leading to the boss arena does not have a loading zone, making it impossible to progress to the boss.
- The boss has a much larger health bar that goes off screen