Pandemonium! (Jun 5, 1996 prototype): Difference between revisions
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File:PANDY003 5JUN1996.png|Hold R2 to zoom-out (to the maximum shown)... | File:PANDY003 5JUN1996.png|Hold R2 to zoom-out (to the maximum shown)... | ||
File:PANDY004 5JUN1996.png|...or R1 to zoom-in (to the maximum shown) | File:PANDY004 5JUN1996.png|...or R1 to zoom-in (to the maximum shown) | ||
File:PANDY036 5JUN1996.png|You run to the left to reach the waterfall-opening, not right, in this beta | |||
File:PANDY005 5JUN1996.png|Expect many untextured areas | File:PANDY005 5JUN1996.png|Expect many untextured areas | ||
File:PANDY006 5JUN1996.png|The "cliff-skull" as of this beta | File:PANDY006 5JUN1996.png|The "cliff-skull" as of this beta | ||
File:PANDY007 5JUN1996.png|A "green club" collectible, this one seemingly unreachable | File:PANDY007 5JUN1996.png|A "green club" collectible, this one seemingly unreachable | ||
File:PANDY037 5JUN1996.png|The "cliff-skull" has more-variety in tooth-design in this beta | |||
File:PANDY008 5JUN1996.png|Beta end-of-level effect | File:PANDY008 5JUN1996.png|Beta end-of-level effect | ||
File:PANDY009 5JUN1996.png|Beta walking-enemy | File:PANDY009 5JUN1996.png|Beta walking-enemy | ||
File:PANDY010 5JUN1996.png|Beta lava | File:PANDY010 5JUN1996.png|Beta lava | ||
File:PANDY011 5JUN1996.png|Beta glass-roof | File:PANDY011 5JUN1996.png|Beta glass-roof | ||
File:PANDY038 5JUN1996.png|To make the lift come down, stand on the grey button; in the final, it's already down waiting | |||
File:PANDY012 5JUN1996.png|A trap which fires a triangular bolt when you step on the arrows... | File:PANDY012 5JUN1996.png|A trap which fires a triangular bolt when you step on the arrows... | ||
File:PANDY013 5JUN1996.png|...which is the head of one of the purple enemies | File:PANDY013 5JUN1996.png|...which is the head of one of the purple enemies | ||
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File:PANDY034 5JUN1996.png|After you get the key here, go right in the area below to make the wall open... | File:PANDY034 5JUN1996.png|After you get the key here, go right in the area below to make the wall open... | ||
File:PANDY035 5JUN1996.png|...and then to avoid the game crashing here, zoom-in fully (R1) before trying to enter the next room | File:PANDY035 5JUN1996.png|...and then to avoid the game crashing here, zoom-in fully (R1) before trying to enter the next room | ||
File:PANDY039 5JUN1996.png|In LEVEL03, you move left, not right, as in the final... | |||
File:PANDY040 5JUN1996.png|...and you go left (clockwise) in the circular-area, too! | |||
File:PANDY041 5JUN1996.png|A removed-section from LEVEL03, near the end | |||
File:PANDY042 5JUN1996.png|In the final, this section was revised to make getting to the doorway easier | |||
File:PANDY043 5JUN1996.png|If you fall-down here... | |||
File:PANDY044 5JUN1996.png|...you'll end up on a wooden-bench... | |||
File:PANDY045 5JUN1996.png|...jump across the suspended platforms... | |||
File:PANDY046 5JUN1996.png|...for a shortcut to the end of the level area! (Not sure this is still in the final?) | |||
File:PANDY047 5JUN1996.png|If this door won't open, check you've defeated all enemies in the area leading up to it... | |||
File:PANDY048 5JUN1996.png|...though moments later, you cannot get-past this point anyway! | |||
</gallery></center> | </gallery></center> | ||
==Origin== | ==Origin== |
Latest revision as of 12:06, June 4, 2022
Pandemonium! (Jun 5, 1996 prototype) | ||||||||||||||||||||||||||||
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Download Pandemonium! (Jun 5, 1996 prototype) (info) |
Download Pandemonium! (Jun 5, 1996 prototype) from external mirror |
A prototype of Pandemonium! for the PlayStation.
Notes
- Very early, with no startup disclaimers, logos, sequences etc.
- Opens to a simple title card, then goes straight into the game.
- Game begins in an interesting level select menu, in the form of a playable "level".
- Different angle of view, zoomed out
- Walk over a square and press Triangle to enter a level.
- No loading screen before levels
- Different HUD/status display
- Most levels feature differences in areas, and many untextured areas
- Different music for the level, also
- Miscellaneous Notes:
- Game is emulatable: Yes (as of April 17, 2021).
- Game contains dongle protection: No.
- Game contains debugging symbols: N/A
- Dump was originally scrambled: No
Differences (from final)
- No map-screen yet, only a rudimentary "flat" level-select "board" is offered, and of the 18 slots, only levels 1-7 and 9-12 work. Level 8 makes the game lock-up; levels 13-18 just return you to the left of the Level 1 square
- Different controls: TRIANGLE, not X, is used to jump and enter levels; and R1 and R2 can be used to zoom the camera in and out, a mechanic removed in the final
- Change characters during levels: during a level, press SELECT to switch-character. In the final game, this is only possible on the MAP screen, not during a level (unless the "BODYSWAP" cheat is used, then TRIANGLE is used to switch)
- Nikki and Fargus lack their final unique abilities: Nikki lacks her double-jump, and Fargus does not have his roll-attack, meaning both characters play exactly the same (and so being able to swap between-them during a level rather pointless!)
- Rolling-logs do not hurt you, but do send you flying backwards a lot more than in the final
Collectables:
- Red-diamonds are the main collectable (the final uses coins); most are worth 1, but the large-ones can be worth 5 or 10. As LIVES don't exist in this beta, collecting them appears to do nothing (in the final, every 300 in value awards a new life)
- Gold-stars each give three-shots of the pink plasma-ball powerup (which is the only powerup in this beta). The shots counter resets to 0 at the start of each level
- Keys exist, but are much-smaller than in the final, so harder-to-see
- Small red hearts restore one hit-point each (in the final, the large hearts serve this purpose, and no small hearts appear)
- Large red hearts add an extra hit-point, up-to a maximum of 8 (7 in the final, and only 5 extra hit-points can be found in the entire game, mostly in secret-areas, and their icon has changed to a small heart in the centre of a gold square)
- Green "clubs": similar to the "club" or "clover" symbol in a pack of playing-cards, these can be found a handful of times within each stage, though seem to have no purpose; in the final, most of these were replaced by the gold ankhs, though others were replaced with either a high-value coin, or a powerup
Controls
- TRIANGLE to jump, and to enter levels (stand in the middle of a white square on the "map" screen, then jump). In the final game, X is used. When held-down on a trampoline, or while landing on an enemy, allows a higher jump-off to be performed
- SQUARE to fire a shot (after a gold-star has been collected; each star grants three shots. Right-most on-screen counter shows shots remaining, which always resets to 0 between levels)
- D-Pad Left and D-Pad Right to move left or right
- D-Pad Down to duck. When transformed to the TURTLE, makes you invincible while held-down, required for getting-past some circular-saws
- R1 to zoom camera in (removed from final game)
- R2 to zoom camera out (removed from final game)
- START to pause; press SELECT while paused to return to the MAP
- SELECT to change between Nikki and Fargus at any-time! (In the final-game, this is only possible via the "BODYSWAP" cheat, where TRIANGLE is then used. Otherwise, you can only change characters while on the MAP, between-levels)
Screenshots
Origin
Files
File | Type | Date | Size | SHA-1 |
---|---|---|---|---|
PSX - Pandemonium very beta.img | File | 2020-12-14 04:09:15 | 43.27 MB | 29390253daaac752e7eeea087114242b77fac2f1 |
PSX - Pandemonium very beta.cue | File | 2020-12-14 04:08:33 | 91 bytes | 3452a921b0c244c0562aad8ed53685f4db669bef |
PSX - Pandemonium very beta.ccd | File | 2020-12-14 04:08:33 | 771 bytes | ea6bf60d8c4768ed6135cb7514d741a1670b729e |
PSX - Pandemonium very beta.sub | File | 2020-12-14 04:09:19 | 1.77 MB | 07be960e047d8c0643f70dff257f0ac102fe9d81 |
PSX - Pandemonium very beta.jpeg | File | 2021-03-14 12:15:02 | 970.9 KB | fcf52c17696c4993b37147bf840a4e3dead07772 |
Acknowledgments
A huge thanks to Iniche for doing the initial research on this prototype!
See also
- Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)
- Cutting Room Floor (TCRF)
- Internet Archive (IA)