Cocoto Platform Jumper (Nov 18, 2003 prototype)
| Cocoto Platform Jumper (Nov 18, 2003 prototype) | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
| Download Cocoto Platform Jumper (Nov 18, 2003 prototype) (info) |
| Download Cocoto Platform Jumper (Nov 18, 2003 prototype) from external mirror |
An early prototype of Cocoto Platform Jumper for the Sony PlayStation 2.
Notes
- The game was just called "Cocoto"
- A cheat menu is accessible by inputting the following code in-game: R1 + Square and Start.
- It was said that there are more levels in the prototype[1], but they do not start due to missing level folders.
- The Abyss has 1 level instead of 6 in the final.
- There are quite a lot of sounds (mainly for Cerber, the Abyss and Volcano) but they are left unused.
- The Volcano was called the Hell even though the level selection world image had it called "Volcano Land" [2]
- There are unused graphics, especially a map texture present in every level.
- The title screen, which have some left overs from Charlie's Angels (PS2)[3] contains the most of them, especially early versions of other textures. It also includes early animations for the characters.[4]
- The presence of cactuses and an unused sand graphic in the Atlantis land could indicate that it was originally a desert world. Turns out it is also a left over from Charlie's Angels[5].
- The
is used much more.
Videos
Screenshots
This BOSS level is accessible using cheats on the Cocoto Platform Jumper November 18 2003 prototype. The normally unused boss music (3rd in music data) plays in the level. Depending on the loaded geometry and elements, the decor will change. Boss levels are unbeatable due to the elements not including any boss, whereas other levels allow the checkpoint Fairy to appear.
See also
References
- ↑ Xindictive From what i saw, the levels like the hell/volcano one were just empty Just the starting platform and background
- ↑
- ↑
- ↑ It is insanely hard to see the animations. First, it is needed to have the PC port of Cocoto Platform Jumper to be able to do file-swaps easily.
Then, to choose a level (preferably a battle level, for example jungle battle) level to replace its geometry data (L34.PC in the case of Jungle Battle) with the prototype FRONT END/Title Screen level geometry L40.PC (Texture data and offset data must not be loaded, or the game will crash.)
You need to select either the charactes with names Baggy or Neuro before starting the game. It is because the early animations are stored in their early models, which were Shiny duplicates.
The animations are now hard to see due to the title screen cave geometry being sideways.
There are some other early animations used in the game, but they are either much closer to their final version, or very minor: The checkpoint Fairy animation does not move in its final version, only vertically. / A early iteration of the character's idle looking exists, which wasn't removed until the late beta. It is also still in the GBA port of the game.
- ↑
-