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Proto:Ecco: The Tides of Time (Genesis)/Ecco 2

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This is a sub-page of Proto:Ecco: The Tides of Time (Genesis).

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Specifically: The formatting of the images can be better. There are editor's notes like this is a WIP article.
Hmmm...
To do:
Explore gameplay with second player.
Download.png Download Ecco 2 (Prototype)
File: Ecco_-_The_Tides_of_Time_(USA)_(Beta).bin (2.0 MB) (info)

The Ecco II Alpha (E2A) is the oldest, most obscure Ecco prototype ever uncovered. It contains almost no levels that made it into the final game, instead having a slew of unique levels that make for unusual gameplay. The only problem is that Ecco is invincible to almost everything.

Startup

This build shows the universe prologue and the vortex cutscenes right away. It doesn't display a Sega logo or any title screen or copyright info.

ECCO - The Tides of Time (U) (playable preview) Startup.PNG ECCO - The Tides of Time (U) (playable preview) Startup2.png ECCO - The Tides of Time (U) (playable preview) Startup3.png

The prologue text is mostly the same as in the final version, except that "THOUGHT" is misspelled as "THOUGT". The Vortex Queen falling through the clouds is cut from the final version, but the data for it still remains in the final game's code. The "meteor" cutscene uses different graphics. In this prototype, it shows a background with landmasses, while the final version shows a plain ocean.

Attract Mode

If Start isn't pressed, the game continues right away to three demos and cycles through them indefinitely.

ECCO - The Tides of Time (U) (playable preview) Demo1.png ECCO - The Tides of Time (U) (playable preview) Demo2.png ECCO - The Tides of Time (U) (playable preview) Demo3.png

All these demos were removed, same for the levels they take place, except the third one which is an almost-finalized "Tube of Medusa".

Startup Shortcuts

  • A + Start: Goes to level 16.
  • B + Start: Password screen / demo recorder.
  • C + Start: Goes into Level 1 - Globeholder.
  • Holding C freezes cutscenes.
  • Up + Start: Goes into 2-Player mode, which was entirely scrapped from the final.

ECCO - The Tides of Time (U) (playable preview) 2Player.png

Password Screen

ECCO - The Tides of Time (U) (playable preview) password screen.png

The password screen exists in this build, but it doesn't seem to have any purpose. The only password that seems to do something is "EASY....", which just plays a sound effect.

After pressing Start, the game jumps directly to the...

Demo Recorder

ECCO - The Tides of Time (U) (playable preview) demo recorder.png

The controls for this menu are as follows:

  • Up/Down changes the item selection.
  • A/B increments/decrements the item value.

The first option, Fieldnumber, selects the stage and goes from -4 to 127. It would appear that negative numbers would make Ecco start in a 3D stage, but it just puts him on Level 0.

  • -4 to -1: Loads level 0.
  • 0-18: Loads the respective stage.
  • 19: Plays the victory celebration.
  • 20-77: Puts Ecco on the Vortex meteor scene with purple colors.
  • 78-96: Same as 0-18.
  • 97-127: Same as 20-77.

The second option is a mode selection: 0-NORM plays the level normally, 1-DEMO locks controls but doesn't seem to do anything else, 2-REC would record the pad inputs into 0x1E0000, if it was a RAM area (possibly to be used with a development RAM cartridge), 3-PBACK doesn't seem to do anything. There are also four other options here: DEMO0, DEMO1, DEMO2, and DEMO3, which are the demo scripts that run in the attract mode in addition to the Home Bay victory celebration.

Record time is exactly what it says on the tin, after the elapsed time, the level ends and the game gets back into this screen.

Initial X/Y Pos, are the coordinates you wish to start on, -1 meaning the default level starting position. The units are in terms of blocks (128×128 pixels).

Differences

  • The game is titled as "Ecco Two" or "Ecco 2" in several parts of the ROM.
  • Has a very different cutscene, which is not used in the final version.
  • Ecco is immortal but can die from lack of air only.
  • There are a few interactive objects, most do not work.
  • Contains many incomplete maps with characteristics similar to the final version.
  • Several errors of the color palette are present.
  • Some different enemies.
  • The only music is that of the Lagoon stage from the first game.

Debug Menu

To enter the debug menu, place Ecco facing the front and press Start. Soon after the game is paused, then press C (×8).

Ecco2X11debugmenu.png

Graphical Differences

Proto Final
Ecco2betasprite.png Ecco2finalsprite.png

The sprite is exactly the same as in the first game. The color palette is different in both versions.

Proto Final
Ecco2-globeearly.png Ecco2-globe.png

The globe lacks many of the veins. The veins were also recolored to make them much more visible.

Proto Final
Ecco2betaminiglobe.png Ecco2miniglobe.png

The mini-globes were redrawn, but it looks significantly less detailed.

Proto Final
Ecco2EarlyEnemy.png Ecco2FinalEnemy.png

A couple of pixels near the mouth were made slightly darker in the final version.

Proto Final
Ecco2protoshellenemy.png Ecco2finalshelenemy.png

A very minor line was erased from the top of the sprite and it became less purple.

Proto Final
Ecco2Protofish.png Ecco2fishfinal.png

This fish was completely redrawn for the final game.

Sonar Map

Proto Final
Ecco2x11sonar.png Ecco2sonar.png

This also contains graphics of its predecessor and the map of the radar has a green tone.

Level Differences

3D Stages

3D Stages have different mechanics and purposes in this build and appear to be related to time travel, unlike the final version in which they are meant for long-distance travel.

The first things that are noticed is that there are two meters on the top-left:

  • Top one is a time remaining meter, which decreases over time. Going through a ring replenishes one segment.
  • Second meter is the regular health meter. It can be replenished by sonaring against the "eagles", which are just placeholder graphics. This is also true for the final version.

To pass the 3D stages, Ecco must cover a given distance without dying or depleting the "time meter". Missing a ring has no detrimental effect (other than not replenishing the time), unlike the final version where missing a few makes Ecco restart the level.

There's a debug function when a 3D stage is paused that allows to configure the difficulty (makes rings float around, instead of being stationary) and change the time decrement amount. Also shows the distance from start, which is what determines the length of the level (can't be changed). It appears that all 3D stages end at distance = 1000, but it needs confirmation.

ECCO - The Tides of Time (U) (playable preview) 3Ddebug.png

Buttons Up/Down changes the difficulty parameter, Left/Right changes the time decrement. This function corrupts the water tiles when called, and the text will be garbled after jumping out of the water.

Near this debugging function are two others:

ECCO - The Tides of Time (U) (playable preview) 3Ddebug hack.png

One that would imply the 3D stages were meant to be bonus stages(?) at some point (the function itself doesn't clear the screen, I did it manually for clarity). Final score shows the same value as the distance from the start. Enemies show the number of enemies killed in the stage, including ones struck by the hunter song. Powerups are the amount of eagles sonared (life meters gained). Timeups are the number of rings passed. The other function just shows "Stage: 0" (could be reading something that doesn't exist anymore). There is no -6 MIXED in this build.

-5: "3D Lines"

A level with pseudo 3D, with some obstacles. The color palette was not implemented and several glitches occur. You can take damage when touching the obstacles. Similar to level -5 in the final version.

Proto Final
Ecco2proto3d1.png Ecco2-5final.png

-4: "3D Lines"

Similar to -5, with changes in the background. In the final version, the level -4 is the same as -5.

Ecco2proto-4.png

-3: "3D Shark"

Uses a strange sprite which in the final version was changed to sharks.

Proto Final
Ecco2proto-3.png Ecco2-3.png

-2: "3D Medusa"

This level has medusas. Similar to Level -2 of the final version.

Proto Final
Ecco2proto-2.png Ecco2-2.png

-1: "3D Bubble"

Proto Final
Ecco2-1.png Ecco2final-1.png

Regular Stages

0: "Sea of Green"

No equivalent exists in the final. The only interesting thing about this stage is that this is where Ecco drops off his globes collected from stage 6, building the Asterite.

Proto Final
Ecco2betaseaofgreenss.png Ecco2seaofgreenss.png
Proto Final
Ecco2protoSea of Green.png
Ecco2sea of green.png

1: "Globe Holder"

Similar to Globe Holder. The main differences are that the level art is mostly different and the globe is indestructible. It can be broken loose and damaged, but its chains never burn off and it never chases Ecco.

Ecco2proto01.png

Ecco201.png

For some reason, the Globe sometimes floats across the screen when the level is paused.

2: "Cutscene"

No equivalent on the final version. It's just a very long stretch of shallow water used for the first demo in attract mode. Sonaring here is disabled.

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E2A level2sonarmap.PNG

3: "Two Tides"

Is named as Third Stage and the password is SGRQQFBB. Became "Two Tides" in the final version. Mostly complete. This stage came from Ecco 1 CD, where it was called Ship Grave Sea.

Ecco2protoTwo Tides.png
Ecco2twotidesmap.png
Comparison between the prototype and the final map. The areas in blue were removed in the final version and red were added.

4: "Unknown"

Ecco2protolv1.png

Fourth Stage - IFKUQFBN

This evolved into Home Bay, even though it bears little resemblance. This is where Ecco starts the game. You can find a dolphin that you'll have to follow to leave the level, into a 3D stage.

Careful, you'll lose an eye.
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There's a whole lotta words here, but not enough pictures. Please fix this.

5: "Unknown"

ECCO - The Tides of Time (U) playable preview level5sonar.png

Fifth Stage - IFKUQFBN

Hmmm...
To do:
More information about that level.

Contains a cutscene which would occur when the Vortex Queen is defeated, but she can't be defeated.

This level is very similar to the former, if not an earlier form of it. Sonaring here is disabled, pressing A calls Ecco's friends to do some stunts. Below is a sonar map of it using a level viewer.

There's a beta Trellia on it which will initiate a time traveling sequence into... nowhere. Just puts Ecco back at the initial position.

Use debug coordinates X=3 and Y=12 and swim to the right, to get into the chamber. There's no way to reach it under normal means as the current is too strong to push through.

BZZZRRRRRRTTTT
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There's a whole lotta words or pictures here, but not enough videos. Please fix this.

6: "Unknown"

Ecco2ProtoTheEyes.png

Is named as Sixth Stage and the password is: AXTQRFBR.

This level is very reminiscent of level The Eye, including some orbs and seven closed entries with crystals.

7: "Skyway"

Ecco2protoskylands.png

Is named as Seventh Stage and the password is EBPFRFBW.

Resembles Skyway or Skylands somewhat. This is one of the levels that plays music (the other is level 9), of course left over from Ecco 1.

The goal of this level is to reach the water tube as that's where the level exit is, which leads to stage 11. There is a magic arm on the right side. It works similarly as in the final: You charge-sonar it and a part of its tail is released (the final has bubbles instead). If Ecco collects it, he gets 8(?) charges of the hunter song to use on the 3D stages.

8: "Unknown"

Ecco2protolv9.png

Is named as Eight Stage and the password is UZHJRFBG.

9: "Unknown"

Ecco2protolv09.png

"Untitled Level" and the password is APHUPFBL.

It is the highest level, not used, intended to be a maze. Contains four crystals where you can interact.

10: "Asterite's Cave"

Ecco2protolv10.png
Ecco2protobetaasterite.png

Is named as H and the password is QNAYPFBW.

Very simple form of what would be the Asterite's cave from the final version. There's nothing to do here; the Asterite doesn't interact with Ecco in any way and there's no exits.

11: "Tube of Medusa"

This stage is an almost finalized Tube of Medusa (on hard). The main difference is that the level exit is upwards and not to the right. If Ecco falls to the bottom of the level, he will drop to level 7 from the sky.

Proto Final
Ecco2protomedusamap.png
Ecco2medusamap.png

12: "Vortex Arrived Intro"

This is the backdrop used for the vortex meteor falling into the ocean. In the final version, it's a "level" called Vortex Arrived. There's nothing to do here and Ecco isn't supposed to be here anyway.

13: "Moray Abyss"

Is named as Fourth Stage and the password is IFKUQFBN.

Very crude stage of what would be the Moray Abyss boss in the final. The mechanics are the same, except the side eels are much longer and will cause sprite overload and slowdown. When you defeat the shell eel, two globes pop out of it (like the final) and they will say this:

    Sing to the 
   shelled ones 
   and they will 
 heal your wounds

Clearly just a leftover from Ecco 1. An opening will be revealed on the right side and a teleport ring will take you out.

14: "Time Machine"

Is named as H and the password is CIYMQFBQ.

Early version of Time Machine (TMACHINE). This is just a chopped area leftover from the Ecco 1 time machine stage with crazy colors. If the left dish is sonared, the blocks will crush Ecco.

15: "Black Clouds"

Ecco2protodarkcloud.png

Is named as H and the password is GMTBQFBI.

This is a Vortex future stage, but it plays underwater unlike the final levels which take place in the sky. This level is also a boss fight with a cyborg dolphin.

16: "Dark Sea"

Ecco2protodarksea.png

Is named as O.MESSAGE O.MESSAGE O.MESSAGE and the password is WKMFQFBT.

Very crude version of Dark Sea maybe, there are a few drones that can shoot venom bubbles at Ecco or even grab him, but that's it. The level exit is on the right side to a 3D stage.

17: "Queen Vortex"

Ecco2protovortexqueenmap.png

Early version of the Vortex Queen boss fight. Uses different graphics for nourishing, and she's unbeatable.

18: "Trellia's Bay"

Ecco2prototrellya'sbay.png
Ecco2finaltrellya'sbay.png
Comparison between the prototype and the final map. The areas in blue were removed in the final version and red were added.

Is named as ECCO, IF WE BREATHE AIR WHY DO WE LIVE BENEATH THE WAVES ? and the password is KGNJTFBL.

A very incomplete version of Trellia's Bay. This level has almost no object definitions, and as such, there's nothing in here besides the FG/BG art. There's only a bit of collision on the right side (they were probably starting to define objects at this time). Of course, there are no enemies, no fish, and no level exits. Also, the water tubes are just decorative.

Other Level Names

  1. Nu
  2. null stage
  3. first stage
  4. second stage
  5. third stage
  6. fourth stage
  7. fifth stage
  8. sixth stage
  9. seventh stage
  10. eight stage
  11. H

Enemies

Ecco2protoenemy01.png Ecco2protoenemy02.png Ecco2protoenemy03.png Ecco2protoenemy04.png Ecco2protoenemy05.png Ecco2protoenemy06.png Ecco2protoenemy07.png Ecco2protoenemy08.png Ecco2protoenemy09.png Ecco2protoenemy10.png