Klonoa: Door to Phantomile (Jul 17, 1997 prototype)

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Title Screen
Klonoa: Door to Phantomile (Jul 17, 1997 prototype)
Build date Jul 17, 1997 16:22:38
Build name 10-15-97
Dump status Released, redump needed
Released by Hidden Palace
File release date April 17, 2021
Origin CD-R
Lot Project Deluge
Labels Klonoa 10-15-97
Dump method PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)
Game Klonoa: Door to Phantomile
System PlayStation
Genre Action Adventure
Final build JP Oct 19, 1997
EU Apr 28, 1998
US Jan 7, 1998
Release date JP Dec 11, 1997
EU Apr 28, 1998
US Jun 1998
Download Klonoa: Door to Phantomile (Jul 17, 1997 prototype) (info)
Download Klonoa: Door to Phantomile (Jul 17, 1997 prototype) from external mirror

A prototype of Klonoa: Door to Phantomile for the PlayStation.

Notes

  • Compiled around 3 months before the initial Japanese retail version
  • Simpler Namco logo on startup
  • No intro FMV, goes straight to the title screen
  • Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).
  • The text box for starting a game is blank.
  • Debug controls:
    • L1 + R1 on title screen- Debug menu
    • R1 (ingame)- Infinite jumps
    • L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values
    • Circle (hold ingame)- Increase Klonoa's movement speed
    • Select + Start- Soft reset
  • General:
    • Different item/enemy placement
    • Different texture for boss explosions
    • No text on loading screen
    • Game can't be paused
    • End-of-level screen is in a very early state
    • Different/missing sprites for Klonoa
    • Different camera angles in a few areas that expose level boundaries
    • Missing tracks
    • Missing sound effects
    • Different mixing/balance for a lot of the music tracks
    • Remnants exist of a scrapped mechanic where Klonoa can place grabbed enemies in wind currents and use them as platforms
    • Getting game over loads the remnants of a "Coming soon" screen from a demo build, accompanied by a voice line not from the final game
    • Enemies can be thrown through spiked balls fired by spiders and Gunnies
    • Different explosion sprite for Boomies
  • Vision 1-1:
    • Invisible egg is missing before the first bridge
    • Blue dreamstone is missing at the top of the wind current
    • The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)
  • Vision 1-2:
    • Ghadius' head is much brighter
    • End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa's house in the cutscene is unfinished and has no lighting
  • Vision 2-1:
    • Minor bug was fixed- The dreamstones that spill out of the giant Moo at the start can clip through the wall to the other side
    • Forlock villagers have pink legs
  • Vision 2-2:
    • Unused track from 1-2 end cutscene plays when Klonoa first meets Karal
    • Karal's theme has a slower tempo
    • Klonoa's talking sprite while riding Karal is glitched
    • Bubbles and background missing from pre-boss cutscene
    • Glitched hand sprite palette on Seadoph when riding spiked balls
    • Music doesn't fade after defeating boss
    • Scene of Karal taking Klonoa back to Forlock is longer and has different/unfinished voice acting and textures
  • Vision 3-1:
    • Breakable boxes are only marked with an X on one side
    • Joka's voice lines haven't been added/recorded
    • Glitched palette on Phantomilian bubbles
    • Flying variant of the spider enemy doesn't have a unique palette yet
  • Vision 3-2:
    • The prototype version of this level's music included in the game's official soundtrack is used in this build
    • Sound effects are broken/dont' work
    • Glitched palette on springs
    • 1st key door in the level is placed in the background instead of to the side and is already opened
    • Slight geometry change on the other side of 1st key door
    • Spiked balls are much more frequent in the final section of the level
    • Blue debug triangle present in boss fight which seems to mark Klonoa's spawn point
  • Vision 4-1:
    • Music has no indoor mix
  • Vision 4-2:
    • Joka and Moo are missing from the flying ships in the pre-boss cutscene
    • Debug counters appear during the boss
    • Boss AI is less responsive
    • Boss has a 2nd form which was scrapped completely for the final game- A blue ghost thing flies between the foreground and background trying to ram into Klonoa
    • Game crashes after defeating the boss
  • Vision 5-1:
    • Running onto lava doesn't kill Klonoa
    • Layer/clipping errors on one of the doors
    • Different texture/model for the flame jets
    • Last flame jet on the yellow orb route is placed way off from the hitbox/particles
    • Temple guard sprites are glitched in the last cutscene
    • Elevator has SFX
  • Vision 5-2:
    • Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level
    • Level can't be completed due to the 2nd-to-last elevator and the pathway it's on being broken
    • Different effects for Ghadius teleporting away in the pre-boss cutscene
    • Joka's monster form has completely different textures
    • Different sound effect for changing the platform colors during boss fight
    • Joka's body isn't charred in end-level cutscene
  • Vision 6-1:
    • Cutscene is unfinished
    • Start of level looks completely different
    • Darker lighting
    • Exterior/interior mixes of the music are swapped
    • Electrified floors have different/out of place textures
    • Different-looking platforms on blue crystal route
    • No glowing/pulsing effect on crystals
    • The steps leading to the end of the level are narrower and don't have yellow statues on them
    • No Spikers and much more Boomies in green crystal route
    • Harder enemy placement in green crystal route
    • 2nd Mirror Spirit was originally Phantomilian
    • Elevator at end of the level has a door that's blocked by a black statue with accompanying crystal (changed to white in the final)
    • Level can't be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision
  • Vision 6-2:
    • Moon Kingdom guard has different voice lines
    • 6-1 music doesn't play when the level starts
    • 6-2 music doesn't play until leaving the 1st room
    • Sand slides are placed closer and can be seen from the central part of the level popping into the draw distance
    • Floating metal platforms have different textures
    • Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines
    • 1st switch puzzle is much more difficult than the final game due to the switches having shorter reset times
    • Debug info during pre-boss cutscene
    • Ghadius' head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene
    • Camera gets stuck on the cutscene model when the boss fight starts until the player touches a teleporter
    • Dying on the boss fight spawns the player outside the boss and over the cutscene model which has no collision; Klonoa will fall indefinitely until the game is powered off/reset
    • Blue Moos are used as placeholder for the unique enemies that appear only in the 6-2 and final boss
    • Boss has more HP
    • Corners of the wireframes Ghadius summons are purple instead of green
    • Ghadius doesn't scream and his cloak doesn't get damaged when defeated
    • Game crashes after defeating Ghadius
  • Final Vision:
    • Different animation for Nahatomb being hatched
    • Floor is a different color on 1st form
    • Karal's model is glitched and remains when the boss fight starts
    • Nahatomb is invisible/has no model in any of his forms
    • Cannons don't change to gold when loaded
    • Getting caught and eaten by Nahatomb's tongue on the 1st form moves the player to the 2nd form
    • Background on 2nd form is completely different
    • Crystals on 2nd form have different colors
    • Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue when their cannons are loaded
    • Developer message on sky texture in 3rd form
    • Energy waves in 3rd form look different
    • Boss can't be defeated; nothing's programmed to happen after loading all the cannons on the 3rd form
  • 7-1 (Ending cutscene):
    • Ending cutscene hasn't been implemented but selecting it from the debug menu level select loads a partially finished cutscene model with no background where Klonoa can be controlled and moved around; the ground is solid, possibly due to the cutscene model being copypasted from 1-1
  • 8-1 (Extra Vision):
    • No cutscenes
    • No checkpoints
    • One of the room layouts is completely different
    • Last room of the level has almost no objects
    • Exiting through the door at the end of the level plays a buzzing sound
  • 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

Screenshots

Origin

Videos

Files

File Type Date Size SHA-1
PSX - Klonoa 10-15-97.img File 2020-12-13 09:16:33 498.13 MB 88e16ba1fb3b4df0b90565ffd3013879b246a2b0
PSX - Klonoa 10-15-97.cue File 2020-12-13 09:00:59 85 bytes e62643954df0030d2299544b0b0d47cf39247f0c
PSX - Klonoa 10-15-97.ccd File 2020-12-13 09:00:59 772 bytes c4709ebf08a5b037ebe8f24dbe752f355c285d96
PSX - Klonoa 10-15-97.sub File 2020-12-13 09:17:22 20.33 MB bf06022bef3327970b0400bf29490b182c4ab13a
PSX - Klonoa 10-15-97.jpeg File 2021-03-14 12:14:36 920.1 KB 8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8

Acknowledgments

A huge thanks to Iniche for doing the initial research on this prototype!

See also