Known differences from retail at this point. I will soon be posting a video from the avid EJ fan who found these and ran through the proto side by side with the released version:
1. New Junk City - Chuck boss can glitch out so that no crate appears or that Chuck is invisible to crates. Game breaking, and Jim must die. Perhaps an error in the coding where the event stayed triggered and did not reset itself.
2. What the heck? - just before the segment where Jim has so whip the wheel to make the gate rise (part with the lawyer) and where Jim has to swing from 2 hooks, there is a hook object just below the ground. This was removed in the final. Perhaps it was used for a debugging purposes? As it would allow the testers to backtrack to near the beginning of the level?
3. Another thing that is interesting is that the event where Evil the cat throws a bomb can be triggered multiple times! If Jim leaves the area and comes back to it, he will pop back up!
4. Level 5 - Level 5 part 2 where Jim is out of the suit. 2nd conveyer belt, there are more health pick ups and some assets have been moved around, feels like they extended that part slightly.
5. The 2nd hook's hit box is not positioned properly. This is the hook you have to swing from just before reaching the end of part 2 is.
6. The "Continue" just before the Robot Chicken is missing.
7. Intestinal Distress - Doc Duodenum can be killed in 1 hit with a plasma which breaks the game. His coding is the same as a regular enemy. 1 plasma and dead.
8. Different demos for Jim when he starts showing off for the camera when the screen darkens due to inactivity! Probably my favorite find so far.
Edited: 07/16/2017
at 03:12 PM
by ExplodedHamster