2:07 Oh my god, finally! When I was a kid I saw the prototype (at that time I had no idea what a prototype was) on the TV show Cybernet and when the game came out I found it weird that that boss was missing. Many many years passed and I always thought it have been my imagination or a fever dream... until TODAY! Almost 30 years and just now I can confirm it was real but that it never made it to the final cut.
If the Flying King was just about shooting and not carrying that stupid TNT balloon, it would have been a whole lot of fun. Puppy Love should have been just one stage. It's cool that Carnival Ride looks like they were inspired by Donkey Kong Country to do a similar cart type concept before they went their own way with Inflated Head. Too bad there wasn't an Earthworm Jim 3 on the SNES/Genesis, the team certainly had a lot of creativity.
The thing is, if you didn't have the T.N.T balloon, the only good change is that the level won't take as long and the boss would be able to do something, but without it you're just kinda left with a average shooter
I'm pretty sure that the carnival ride segment was ended up being in New Junk City part 2 on the Sega CD/Win 95 version. Even some graphics are similar.
@@eulogp9888 I dunno about that one, but it might be possible since Special Edition was presumably developed alongside EWJ2, and honestly I think you're right, Big Bruty does feel like a EWJ2 level but then again, it would be a bit similar to Udderly Abducted
@@turrican3839 Maybe what I say is fake but, according to a page that I do not remember the name, the version of MS-Dos was released in 1994 and sega CD would come out the same day of the launch of Saturn and windows 95 would be released after the Sega CD, perhaps between July and September
the videos 123123 I know! It looks so much cooler! Carrying that balloon with the TNT attached to it was such a pain and not fun at all... I mean, there were enemy projectiles that also pushed the balloon backwards! 😕
the videos 123123 Yep i remember the weird guys that looked like pigs that were launched towards Jim from catapults. Also at 2:04 that was kinda creepy.
Yeah, it's one of the reasons the series died, all the content that was cut, the complete change in tone, and lack of actual boss fights made people stop caring.
When will a Earthworm Jim 1 beta / prototype surface? I'd really like to see the first game because of how hellishly different it was in concept, design and aesthetics, notably intestinal distress!
Intestinal distress was made because sega wanted something exclusive, and offered them cheaper cartridges, they said it was tested in the same day the game was send to sega, so probably there isn't a beta with that level
@@g_ato3337 Earthworm jim came out after July or June? Because in a prototype found of Maganize Instestinal Distrees appears and the boss was killed with a single shot of plasma
There's a few now, an MD one from 4 days before release, with different object placements and some bugs, and a SNES one from a month before, which has some early graphics (title screen looks like the MD version, For Pete's Sake has a different planet) and has some slowdowns. Nothing that interesting though unfortunately.
They did a lot of experiments with pre-rendered 3D stuff there. I'm glad most of it was cut from the final game, because they look bizarre! Also, the Puppy Breakout thing seems more like something the devs were having fun with than something they'd put in the final game.
The pre-rendered stuff should have been kept in the game since the final release hardly makes any actual use of it, really only 2 levels actually use it, and besides Donkey Kong Country 2 was around the line and both games were apparently dissing and competing eachother.
I always thought the second half of EWJ2 is somewhat unfinished. I think Tangerines, Lorenzen's Soil, Villi People and Udderly Abducted are complete levels, and Flying King too maybe (although it's a terrible level), but Inflated Head, ISO 9001, Level Ate and Seem Jim Run feel like they are just afterthoughts. Level Ate is more or less okay in its final form, as it has a secret and the boss, but the other 3 really cry for an expansion. Inflated Head in particular looks like just a final segment of a much bigger level, while ISO 9001 looks like a level ends abruptly. It should have a post-door challenge in a depot like area with a proper boss. The final version was a joke. The carnival ride looks like a really nice homage to DKC, but somehow ended up being in the first game as a second part of New Junk City. I'm not exactly sure it was a good idea. It might have been better as a platforming segment in Inflated Head with no naked worm slide, but a DKC like mine cart stuff. Big Bruty from the first game also felt like a map made for EWJ2, but it ended up being in the special edition of EWJ1 instead. As for the Puppy Breakout, it's sad it didn't make into the game. Instead of doing the same thing over and over, it should have been the part 2 segment of the Puppy Love series. And part 3 should have been something else too to keep us interested.
Honestly, it should've only been 1 level for Puppy Love as having to play over 15 rounds is pretty boring and semi-frustrating. Anything but Tangerines is super short and needs an expansion, the beta build's missing graphics chunks implies highly about a much bigger and longer level, plus it's background has a translucent fog layer which looks very nice, and now seeing the beta mini-boss / boss, the empty corridor with the homing gun looks super wrong doesn't it? ISO 9000 is clearly rushed as it's horrendously short and when the level starts to get good it just ENDS around the end with the gag boss with the door, the beta builds clearly imply there was more to be done such as the mousewheel, the potential exploding tax numbers and elevators, plus an unused room with an elevator exit which may have been a boss fight against a Taxman (I think of this because there's multiple times a fat dude's face can be seen throughout the level). Level Ate is *very very* linear and it's secrets are only found by backtracking, I find it to be a fine enough level and challenge but then again, the beta layout appears to feature much more that would've been preferred. There's only 3 reasons I could think of as to why these things were cut, the following includes: -Gimmicks that the devs didn't feel like it would fit and pander the levels for far too long (I mean Carnival initially had over 4 bonus games you had to do on top of a possible cart ride). The fact they wanted to get the game out as soon as possible to bank on the success of the first game (this was only released a year after all). And them running out of space, the game features tons of varying tiles, animations, effects and sounds and attempting to cram all assets would've probably carry several burdens.
Flying King should have had dragons and stuff too. And yeah I agree that Inflated Head is supposed to be part of a larger level and ISO 9000 is supposed to have a boss. They probably rushed the game for some reason, or probably there were some technical issues
In the stage Iso9000, I notice that there are various metal sculptures of a chubby old man's face. Now, in the beta we see that there is also the same faces on an abacus in the background. Was this possibly a removed stage boss? Perhaps a lawyer?
Btw more than 10 years we wanting fir this after rayman snes seen in 2017 everybody starting to think about jim i hope we seen the unused levels from jim 1 in the futuer
Good find! This would be the "Nick Arcade prototype" of Earthworm Jim 2. Even New Junk City from the first game is here. That "Puppy Breakout" stage is weird, wonder what part of the game that would be in if it was in the final. Same with "Carnival Pipe", it looks like some sort of platforming section for Inflated Head. And that early The Flyin King is weird. So many interesting things in this prototype. EDIT: Just realised it's called "Carnival Ride", not Carnival Pipe. I thought it was called Pipe because I thought the bones were a pipe because of the metallic colour :P Judging by the name "Carnival Ride", it could be a minecart section?
This also proves Earthwom Jim 2 was either originally developed on the SNES (it is the superior version after all) and ported to the Megadrive after or the SNES and Megadrive versions were developed at the same time.
@@TolerableDruid6 I agree that the SNES version of 2 is better than the Sega version but if you ever get the chance play 1 on the Sega CD and 2 on the Saturn. They're the best versions and I recently had a lot of fun going through them.
Yeah, SegaCD/Windows version of the first game is the superior version in my opinion too. In my opinion though, the Saturn/PS1 version of 2 is not that great. They have random things changed for no reason, the physics feel off and they don't have the same humorous feel as the SNES and Megadrive versions. Soundtrack is great on those versions though.
Update: Turns out lorenzen's soil was actually blue, didn't have the vignette affect and it had a lot more background detail like gears and cogs and rubble
Yeah, I have the patched version of the prototype, turns out the original prototype was broken and glitched up. I think Lorenzen's Soil (or "Dirt" as it was called in this prototype) was meant to be more factory themed, and I think you were supposed to start at the top of the stage, and dig your way down, as Jim spawns up there, but since most of the dirt wasn't placed yet you just fall to the bottom of the level.
Si "the flyin king" fuera en el juego que ahora tenemos un nivel enfocado únicamente en los disparos y no un nivel de cuidar a un mugre globo para derrotar a mayor mucus, sería el mejor nivel no solo del juego, sino de toda la saga
I wonder if that was what The Flyin' King was originally gonna be, or if it was meant to be a bonus stage in that level (the bonus music plays, after all)
Possibly. Also that theme might have just been the original theme of the level. I remember reading somewhere though that there were supposed to be much more bonus rooms in the game apart from Granny Chair (and also Forked but that doesn't really count) though. That would explain why Inflated Head has so many sub-areas in this prototype, and why Inflated Head is so short too (I think Carnival Ride was meant to be the main part of the stage, with Inflated Head being one of the bonus stages, either that or I also remember reading that Inflated Head was originally supposed to just be a carnival with many different games to play). It would also explain why Villi People's "Repeat The Sequence" section is not only in another sub-area here, but why there's 2 of them.
It would appear they were supposed to be different areas in the same stage as the level ID of those levels both begin with 5. As I said, I remember reading that Inflated Head was supposed to be a carnival with different mini-games to play, explaining why Inflated Head is so short in this prototype, and why Carnival Ride is full of different doors . Perhaps Carnival Ride would have been the main part of the stage, and you would travel around to the different doors to play the different games like Inflated Head, Hammer Head, Chicken Head and Breakout. I wonder what Chicken Head was supposed to be. (also the Saturn/PS1 version has a loading screen for every single sub-area, including Granny Chair and Hammer Head).
2:07 Oh my god, finally!
When I was a kid I saw the prototype (at that time I had no idea what a prototype was) on the TV show Cybernet and when the game came out I found it weird that that boss was missing. Many many years passed and I always thought it have been my imagination or a fever dream... until TODAY!
Almost 30 years and just now I can confirm it was real but that it never made it to the final cut.
If the Flying King was just about shooting and not carrying that stupid TNT balloon, it would have been a whole lot of fun. Puppy Love should have been just one stage. It's cool that Carnival Ride looks like they were inspired by Donkey Kong Country to do a similar cart type concept before they went their own way with Inflated Head. Too bad there wasn't an Earthworm Jim 3 on the SNES/Genesis, the team certainly had a lot of creativity.
The thing is, if you didn't have the T.N.T balloon, the only good change is that the level won't take as long and the boss would be able to do something, but without it you're just kinda left with a average shooter
I'm pretty sure that the carnival ride segment was ended up being in New Junk City part 2 on the Sega CD/Win 95 version. Even some graphics are similar.
better says EarthWorm Jim 3 on Sega Saturn(and playstation)
@@eulogp9888 I dunno about that one, but it might be possible since Special Edition was presumably developed alongside EWJ2, and honestly I think you're right, Big Bruty does feel like a EWJ2 level but then again, it would be a bit similar to Udderly Abducted
@@turrican3839 Maybe what I say is fake but, according to a page that I do not remember the name, the version of MS-Dos was released in 1994 and sega CD would come out the same day of the launch of Saturn and windows 95 would be released after the Sega CD, perhaps between July and September
I already knew that earthworm jim had weird and creepy imagery, but this is just next level weird
It looks like Jims little goopy pet wasn't implemented yet, as he doesn't parachute down. But instead uses bis helicopter move from the first game
the dragon level music suddenly makes sense now
Yeah that's how the flying King should have been not that bullshit that was in the final version
the videos 123123 I know! It looks so much cooler! Carrying that balloon with the TNT attached to it was such a pain and not fun at all... I mean, there were enemy projectiles that also pushed the balloon backwards! 😕
yeah and all the stupid enemies they're like those guys that were shot from the Cannons and hang off Jim's spaceship that whole level was just stupid
the videos 123123 Yep i remember the weird guys that looked like pigs that were launched towards Jim from catapults.
Also at 2:04 that was kinda creepy.
It doesn't even look like it belongs in the game
0:45 is that an earlier version of Peter puppy? That image to me looks kind of weird.
An amazing find.
Bouncing pups that must be princess what's her name's stage
If you know what I'm saying
Whoa the circus level started as a side scroller?! Interesting!
Yeah, it's one of the reasons the series died, all the content that was cut, the complete change in tone, and lack of actual boss fights made people stop caring.
@@caslaBBalsac Said who, it was because of Interplay
When will a Earthworm Jim 1 beta / prototype surface?
I'd really like to see the first game because of how hellishly different it was in concept, design and aesthetics, notably intestinal distress!
Intestinal distress was made because sega wanted something exclusive, and offered them cheaper cartridges, they said it was tested in the same day the game was send to sega, so probably there isn't a beta with that level
@@g_ato3337 Earthworm jim came out after July or June? Because in a prototype found of Maganize Instestinal Distrees appears and the boss was killed with a single shot of plasma
@@NoTengoIdea9975 idk then
@@g_ato3337 Wasn't Intestinal Distress cut due to Nintendo's much stricter censorship?
There's a few now, an MD one from 4 days before release, with different object placements and some bugs, and a SNES one from a month before, which has some early graphics (title screen looks like the MD version, For Pete's Sake has a different planet) and has some slowdowns.
Nothing that interesting though unfortunately.
The fleeing door always cracks me up
They did a lot of experiments with pre-rendered 3D stuff there. I'm glad most of it was cut from the final game, because they look bizarre!
Also, the Puppy Breakout thing seems more like something the devs were having fun with than something they'd put in the final game.
The pre-rendered stuff should have been kept in the game since the final release hardly makes any actual use of it, really only 2 levels actually use it, and besides Donkey Kong Country 2 was around the line and both games were apparently dissing and competing eachother.
That Green Monster in the beginning looks cool as hell. I don't know what you're talking about
I honestly love the fever dreamy feel the 3D elements give. Too bad we didn’t get it in the final version…
I always thought the second half of EWJ2 is somewhat unfinished. I think Tangerines, Lorenzen's Soil, Villi People and Udderly Abducted are complete levels, and Flying King too maybe (although it's a terrible level), but Inflated Head, ISO 9001, Level Ate and Seem Jim Run feel like they are just afterthoughts. Level Ate is more or less okay in its final form, as it has a secret and the boss, but the other 3 really cry for an expansion.
Inflated Head in particular looks like just a final segment of a much bigger level, while ISO 9001 looks like a level ends abruptly. It should have a post-door challenge in a depot like area with a proper boss. The final version was a joke. The carnival ride looks like a really nice homage to DKC, but somehow ended up being in the first game as a second part of New Junk City. I'm not exactly sure it was a good idea. It might have been better as a platforming segment in Inflated Head with no naked worm slide, but a DKC like mine cart stuff. Big Bruty from the first game also felt like a map made for EWJ2, but it ended up being in the special edition of EWJ1 instead.
As for the Puppy Breakout, it's sad it didn't make into the game. Instead of doing the same thing over and over, it should have been the part 2 segment of the Puppy Love series. And part 3 should have been something else too to keep us interested.
Honestly, it should've only been 1 level for Puppy Love as having to play over 15 rounds is pretty boring and semi-frustrating.
Anything but Tangerines is super short and needs an expansion, the beta build's missing graphics chunks implies highly about a much bigger and longer level, plus it's background has a translucent fog layer which looks very nice, and now seeing the beta mini-boss / boss, the empty corridor with the homing gun looks super wrong doesn't it?
ISO 9000 is clearly rushed as it's horrendously short and when the level starts to get good it just ENDS around the end with the gag boss with the door, the beta builds clearly imply there was more to be done such as the mousewheel, the potential exploding tax numbers and elevators, plus an unused room with an elevator exit which may have been a boss fight against a Taxman (I think of this because there's multiple times a fat dude's face can be seen throughout the level).
Level Ate is *very very* linear and it's secrets are only found by backtracking, I find it to be a fine enough level and challenge but then again, the beta layout appears to feature much more that would've been preferred.
There's only 3 reasons I could think of as to why these things were cut, the following includes:
-Gimmicks that the devs didn't feel like it would fit and pander the levels for far too long (I mean Carnival initially had over 4 bonus games you had to do on top of a possible cart ride).
The fact they wanted to get the game out as soon as possible to bank on the success of the first game (this was only released a year after all).
And them running out of space, the game features tons of varying tiles, animations, effects and sounds and attempting to cram all assets would've probably carry several burdens.
Flying King should have had dragons and stuff too. And yeah I agree that Inflated Head is supposed to be part of a larger level and ISO 9000 is supposed to have a boss. They probably rushed the game for some reason, or probably there were some technical issues
Video hasn't even started yet and I know it's going to be amazing
25:10 be cool if they left this as a mini game in the final product
Dude! Amazing! I grew up with this game and this is such a nice discovery!
4:08
Interesting bug where the bonus items transform into a puppy
You can really tell they looked at DKC and were like "Oh yeah? Well watch THIS!" But it didn't quite pan out and they had to scrap a lot.
In the stage Iso9000, I notice that there are various metal sculptures of a chubby old man's face. Now, in the beta we see that there is also the same faces on an abacus in the background. Was this possibly a removed stage boss? Perhaps a lawyer?
Creepy
19:03 *randomly includes first stage from first game
Edit: its also glitchy
Anything but tangerines... looks like something out of DOOM TROOPERS n Splatterhouse!
Btw more than 10 years we wanting fir this after rayman snes seen in 2017 everybody starting to think about jim i hope we seen the unused levels from jim 1 in the futuer
Good find! This would be the "Nick Arcade prototype" of Earthworm Jim 2. Even New Junk City from the first game is here. That "Puppy Breakout" stage is weird, wonder what part of the game that would be in if it was in the final. Same with "Carnival Pipe", it looks like some sort of platforming section for Inflated Head. And that early The Flyin King is weird. So many interesting things in this prototype. EDIT: Just realised it's called "Carnival Ride", not Carnival Pipe. I thought it was called Pipe because I thought the bones were a pipe because of the metallic colour :P Judging by the name "Carnival Ride", it could be a minecart section?
This also proves Earthwom Jim 2 was either originally developed on the SNES (it is the superior version after all) and ported to the Megadrive after or the SNES and Megadrive versions were developed at the same time.
@@TolerableDruid6 I agree that the SNES version of 2 is better than the Sega version but if you ever get the chance play 1 on the Sega CD and 2 on the Saturn. They're the best versions and I recently had a lot of fun going through them.
Yeah, SegaCD/Windows version of the first game is the superior version in my opinion too. In my opinion though, the Saturn/PS1 version of 2 is not that great. They have random things changed for no reason, the physics feel off and they don't have the same humorous feel as the SNES and Megadrive versions. Soundtrack is great on those versions though.
Update: Turns out lorenzen's soil was actually blue, didn't have the vignette affect and it had a lot more background detail like gears and cogs and rubble
Yeah, I have the patched version of the prototype, turns out the original prototype was broken and glitched up. I think Lorenzen's Soil (or "Dirt" as it was called in this prototype) was meant to be more factory themed, and I think you were supposed to start at the top of the stage, and dig your way down, as Jim spawns up there, but since most of the dirt wasn't placed yet you just fall to the bottom of the level.
Groovy
5:28
IF I FLIP THE PIZZAS MR.AZIZ WILL FLIP OUT
Oh no, Dr. Conner’s class! I forgot all about it! He’s going to kill me!
Totally AWSOME! Thank you!
13:22 What was that?
Looks like some sort of homing attack that was never implemented in the final game.
TolerableDruid6 He also had a karate chop move, i like that!
Talk about creepy, look at that skeleton cart on the inflated head level.
outstanding stuff. thanks for the upload
Check out the creator or Earthworm Jim's channel here on UA-cam, just search 'Doug TenNaple channel'.
Now it’s “Doug in Exile.”
Huh….I wonder how you can find all this
Si "the flyin king" fuera en el juego que ahora tenemos un nivel enfocado únicamente en los disparos y no un nivel de cuidar a un mugre globo para derrotar a mayor mucus, sería el mejor nivel no solo del juego, sino de toda la saga
I think the snake boss would've been better than fighting a fish and pressing no buttons
Thats a flytrap....
Listen moon sonata 0,25 very creepy
*Funky lizzard*
Wow, it's pretty surreal to see all these weird graphics in the game for the first time. Test levels and whatnot.
Totally Groovy man! Well done.
Where the fuck did he find this can you make it available in a ROM
It's in the description...
14:00 wtf
I wonder if that was what The Flyin' King was originally gonna be, or if it was meant to be a bonus stage in that level (the bonus music plays, after all)
Possibly. Also that theme might have just been the original theme of the level. I remember reading somewhere though that there were supposed to be much more bonus rooms in the game apart from Granny Chair (and also Forked but that doesn't really count) though. That would explain why Inflated Head has so many sub-areas in this prototype, and why Inflated Head is so short too (I think Carnival Ride was meant to be the main part of the stage, with Inflated Head being one of the bonus stages, either that or I also remember reading that Inflated Head was originally supposed to just be a carnival with many different games to play). It would also explain why Villi People's "Repeat The Sequence" section is not only in another sub-area here, but why there's 2 of them.
It would appear they were supposed to be different areas in the same stage as the level ID of those levels both begin with 5. As I said, I remember reading that Inflated Head was supposed to be a carnival with different mini-games to play, explaining why Inflated Head is so short in this prototype, and why Carnival Ride is full of different doors . Perhaps Carnival Ride would have been the main part of the stage, and you would travel around to the different doors to play the different games like Inflated Head, Hammer Head, Chicken Head and Breakout. I wonder what Chicken Head was supposed to be. (also the Saturn/PS1 version has a loading screen for every single sub-area, including Granny Chair and Hammer Head).
I knew about the Breakout bones but I never knew about the exploding tax numbers, that sounds interesting.
28:08 Как называется эта серая пресноводная?
Саламандра, лол.
Зёбра!😜
Well done
Nice, what does Sega look like bros?
Good find 👍
it was really gude game
I love it! 😍😍😍😍😍
My life
This seen in used in sega
puppy breakout is the best :)