Pandemonium! (Jul 19, 1996 prototype): Difference between revisions
Jump to navigation
Jump to search
(→Screenshots: Added some screenshots) |
(→Screenshots: Added more screenshots) |
||
Line 65: | Line 65: | ||
File:PANDY16 19JUL1996.png|The glass-roof here now matches the final more-closely | File:PANDY16 19JUL1996.png|The glass-roof here now matches the final more-closely | ||
File:PANDY17 19JUL1996.png|The biting-plant enemies now have their textures | File:PANDY17 19JUL1996.png|The biting-plant enemies now have their textures | ||
File:PANDY18 19JUL1996.png|This switch is red, compared to the grey in the previous beta | |||
File:PANDY19 19JUL1996.png|Many of the levels now feature this architecture to mark the exit | |||
File:PANDY20 19JUL1996.png|Unlike in the previous beta, LEVEL03 sees you go right (as with the final), not left, at the start... | |||
File:PANDY21 19JUL1996.png|...and right (counter-clockwise) at the circular section too, again, the same as in the final | |||
File:PANDY22 19JUL1996.png|One of the new bonus-areas now added | |||
File:PANDY23 19JUL1996.png|Where the bonus leads to; five gold stars are available in the bottom-right area | |||
File:PANDY24 19JUL1996.png|The "shooting-head" traps now fire about once every 3-4 seconds | |||
File:PANDY25 19JUL1996.png|Unlike in the previous beta, you can jump atop this roof | |||
File:PANDY26 19JUL1996.png|The poison-plant enemies actually release their harmful bubbles as of this beta | |||
File:PANDY27 19JUL1996.png|An example of a large diamond pickup... | |||
File:PANDY28 19JUL1996.png|...which is worth 25 points! | |||
File:PANDY29 19JUL1996.png|Some very-pixelated sprite assets | |||
File:PANDY30 19JUL1996.png|The falling-rock area is now fully-textured... | |||
File:PANDY31 19JUL1996.png|...and is another place a newly-added bonus area can be found! | |||
File:PANDY32 19JUL1996.png|You still cannot finish this level though! | |||
File:PANDY33 19JUL1996.png|Some oddly-textured assets in the background | |||
File:PANDY34 19JUL1996.png|Some sprites which have not had their transparency set correctly | |||
File:PANDY35 19JUL1996.png|You can actually get past the point you couldn't in the previous beta, on this level! | |||
File:PANDY36 19JUL1996.png|Though you cannot complete the level, as this floating mushroom-head doesn't move | |||
File:PANDY37 19JUL1996.png|Not sure if this sign exists in the final game? | |||
File:PANDY38 19JUL1996.png|In this beta, the dinosaur transformation is available | |||
File:PANDY39 19JUL1996.png|The game crashes beyond this point in this level | |||
File:PANDY40 19JUL1996.png|The rolling-logs are now textured... and harm you! | |||
File:PANDY41 19JUL1996.png|In this area, the large black ball was added | |||
File:PANDY42 19JUL1996.png|Unlike in the previous beta, you can enter this area | |||
File:PANDY43 19JUL1996.png|A vehicle removed from the final game... | |||
File:PANDY44 19JUL1996.png|...hold JUMP to go up, and run left or right to move in that direction | |||
File:PANDY45 19JUL1996.png|The darts are untextured | |||
File:PANDY46 19JUL1996.png|You encounter the removed vehicle here also... | |||
File:PANDY47 19JUL1996.png|...but as you approach it, the door behind you becomes a solid wall... | |||
File:PANDY48 19JUL1996.png|...and instead the transformation-gates appear and you become the dragon... sort of! | |||
File:PANDY49 19JUL1996.png|Not sure if this background was used in the final? | |||
File:PANDY50 19JUL1996.png|The letters "AFP" spelt-out using diamonds | |||
</gallery> | </gallery> | ||
Revision as of 20:39, June 3, 2022
Pandemonium! (Jul 19, 1996 prototype) | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Download Pandemonium! (Jul 19, 1996 prototype) (info) |
A prototype of Pandemonium! for the Sony PlayStation.
Origin
Differences
From the previous beta (5 June 1996)
- 18 levels on the MAP are now playable; the white-dot between levels 6 and 7, and the one after 18, don't do anything
- Nikki now has her double-jump (but Fargus is still lacking his roll-attack)
- Most of the earlier levels (the ones featured in the previous beta) are more-refined and matching the final game, with many-more textures now in-place
- Gold stars now give you unlimited ammo when collected (rather than 3 shots each, in the previous-beta), though the ammo only lasts for 15 seconds after the last star collected. This is closer to the final game, where attacks do not have an on-screen counter, except in the final they last until you either get hit by an enemy, die instantly (such as falling into a pit), or once you return to the MAP
- The number of Hit-Points (hearts) are retained between levels; if you exit a level with 5, you begin the next one with 5 (whereas in the previous beta, you begin each level with just 3)
- Some of the red diamond collectables are now-worth up-to 25 points -- though, as with the previous beta, this one still doesn't feature the concept of LIVES, so collecting them doesn't seem to do anything
- A strange voice can be heard at various points throughout the game, saying something to the effect of "bring back the filename". This is first-encountered in the very first level, upon dropping-down into the second section. It seems to occur at the same time as on-screen graphical errors, so might indicate when a script has either failed, or some sort of object or texture referenced doesn't exist?
- The slide found in the first level now works; in the previous beta, you just run-down it like a normal path
- The biting-plant enemies are now fully-textured
- The golden keys are now larger in-size, though still not as-large as those in the final game
- There are a number of times when you can randomly float up into the air, such as in the first level, once inside the skull
- Some of the bonus-rooms found in the final game have been added
- The shooting-head traps found in the first level now shoot on a timed basis (one shot about every 3 seconds), rather than only when you move-over the arrows; the arrows texture has been removed as a result
- The third-level has changed direction since the previous beta; in this version, you start-out running to the right, and when you reach the circular section, you also move right (counter-clockwise) around it; in the previous beta, this was the only level where you start-out going left, and move clockwise around the circular section. The final game matches the change in direction found in this beta
- The poison-plants, with the magenta tops, now spit-out their pink, acid-bubbles; in the previous beta, they were fairly-harmless as they didn't do this attack
- Two new transformations are now available in the later-levels: the dinosaur, which features the horn-charge attack; and the "dragon", though while in this transformation your character is grey and untextured, and looks more like a witch: you can still fly in all-directions, but there is no attack (unlike the flame-breath in the final game).
- An unused vehicle also exists: in the same level as the "dragon" transformation is a wooden contraption which you can stand in the middle of, and then have to hold JUMP to make it ascend, and run left or right to move in that direction. As it is essentially a more-awkward-to-control version of the dragon, this is likely why it was dropped. You also cannot get-off the vehicle once on it, until you come to the next part of the level defined as "on-foot", at which point your character automatically jumps-out
Screenshots
See also
Original release page on Archive.org. (Archive)