As internally the PAL and NTSC Sega Saturn models are the same hardware, bar some minor changes most noticeable the crystal oscillator MHz speed, all units can be modified to output 60/50Hz as needed.ĭo note that PAL modified consoles, may not correctly match the same Hz speed as a original NTSC console in some cases, due to the crystal oscillator MHz speed being different. Unlike the Sega Mega Drive the Saturn can have the screen aspect ratio corrected at 50Hz, also no games feature graphical issues such as screen roll seen on some PAL Mega Drive games. Until such time we are happy with all tests and have compared all games with an NTSC counterpart if available and on a NTSC Saturn unit, this list will not be finalised.Īs with the Sega Mega Drive a number of PAL games are optimised in some form or another to support 50Hz properly. We have begun a second test pass on all games and test results may change in the future. In some cases, there are areas that never made it into the final.Randomised Gaming presents a now complete list (first pass) of the 60Hz support for all PAL Sega Saturn games. This was most likely a programming error.īecause this is so early in development, all levels contain differences. "Dirt" (Lorenzen's Soil) and "Meat Level" (Level Ate) do not load normally, however by simply changing a byte in the ROM you can get them to load. Note the much longer list of levels, meaning the game may have been planned to be bigger at one point. Looking through the level select, you can see that the level list is different: The cheat menu is exactly the same as the one from Earthworm Jim (even keeping the 1994 copyright date), apart from the game's title which is now, you guessed it, Earthworm Jim 2. The final game consists almost entirely of hand-drawn sprites instead. The game uses prerendered graphics in a lot of areas.Enemies and bosses not visible in the prototype exist within the ROM as test animation frames.No new power-ups have been added apart from a few exceptions.If the player manages to see the Game Over screen, it'll show glitched graphics based on the level the player died on. The Game Over screen is based on the first game, although the game normally crashes when losing all lives.No level complete screen is implemented - the "Groovy" screen from the first game has been removed, and the "Well Done" screen has not been implemented yet.The game lacks any sound effects aside from the three sound effects used in the Puppy Love/"Bounce the Pup" levels.The CONTINUE marker is from the first game.Jim is able to aim and shoot in mid-air but cannot move around when he's shooting. ![]() Jim cannot parachute with Snott, but he can use his body as a helicopter just like in the first game.The Manta Shield hasn't been implemented yet.Snott has not been implemented yet, although sprites of him exist in the ROM.All of Jim's sprites are from the first game, excluding the standing animation and a few others.Also, the name of the level is not present, and when completing a level (in the few levels that can be actually completed), the game skips the level card, advancing to the next level straight away, meaning the card will only show up when selecting a level from the debug menu. Rather than Jim holding a literal card with the level title, it's an updated version of the title card from Earthworm Jim: Special Edition. It is unknown where this would be used in the final game, if it was even intended to be in the final game. Before a level's title card loads, the game cycles through different game artwork. ![]()
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