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The prototype has no such check and can access Edit Play mode right away.
In the final game, attempting to play custom levels when none are defined will show a message instead. The latter is identical to the final game. Because cursor movement is disabled in the menus, the VS CPU and the Edit mode submenu are inaccessible in the demo. The respective menu text graphics are missing too. The main menu is missing options to view the demo instructions in both Puzzle and VS CPU mode. When a submenu is exited, the cursor always moves to the first option in the main menu. Menu options aren't highlighted with a different color palette unless they are selected, in which case they still flash multiple colors as they do in the final version. There is no music track assigned to this screen. In the character select screen, Cross and Circle select an option, while Square returns to the difficulty select screen and Triangle does nothing. In the difficulty select screen, Triangle and Circle select an option, Square returns to the main menu, and Cross does nothing. In the main menu, Cross and Circle select an option, while Square and Triangle cancel. This is consistent across the main menu, difficulty select and character select screens. In the final game, selecting an option is done through Circle, while Cross cancels and the other two buttons do nothing. Rather than blinking the PUSH START BUTTON text, in the demo it alternates between two shorter strings. Advancing to the main menu can only be done by pressing Start. The game simply returns to the Taito logo. This is the first screen which loads when starting the demo, even before the Taito logo. The picture itself is cut off 8 pixels vertically in-game, for whatever it's worth. After the Game Over screen, an advertisement is shown featuring an unique background picture not seen elsewhere. At least everything else of the unavailable characters was kept. XA files and the demo also disables controls in the character select screen. It's to be expected, considering they are stored in separate. The level select screen reflects this by only marking the 'A' and 'B' level paths, even though the graphics for the other letters exist.
Only the first five levels of Arcade Puzzle mode can be played. There isn't much point in keeping them enabled either, because most of the game modes were removed from the demo and will eventually softlock the game to a black screen. Directional controls are locked in the main menu. The final game adds four more common tiles, to add up to a total of 12.
Anyway, the true palette used for the proto tile is unknown. Not really a loss consideirng an almost identical block still remains in both versions of the game. One of the eight common background tiles in the prototype was overwritten with the one used in the Edit Mode ending when not all 25 levels are defined.Note that the addition of the new loading screen also added a few more characters to the font.
#BUST A MOVE 4 MADAME LUNA PLUS#
The only change in the existing characters is the plus sign being replaced with two hyphens. On the other hand, the 8x16/16x16 font is mostly identical between versions.To make room for the new loading screen text, the (unused) lowercase English font and most of the (still unused) "box characters" (?) were removed in the final game.It looks similar to the loading screens from the Sega Saturn ports of the previous games. The loading screen is much simpler in the prototype and reuses the generic 8x16 font.The screen resolution is 320x232 in the prototype, which was reduced to 319x228 in the final game.More in detail in the following sections. The game resembles the arcade version a lot more as most of the port-specific changes haven't been made yet.