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	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Sep_8,_1996_prototype)&amp;diff=77512</id>
		<title>Pandemonium! (Sep 8, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Sep_8,_1996_prototype)&amp;diff=77512"/>
		<updated>2022-06-04T19:51:05Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* Differences */ Added the phrases Fargus and Nikki both say&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Sep 8, 1996 prototype)&lt;br /&gt;
|titlescreen=PSX - Pandemonium-0000.png&lt;br /&gt;
|builddate=Sep 8, 1996 17:41:56 &lt;br /&gt;
|buildname=N/A&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Pandemonium&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 19, 1996 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 2, 1996 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Feb 28, 1997 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 31, 1996 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/PandemoniumSep81996prototype&lt;br /&gt;
|file=Pandemonium! (Sep 8, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Plextor drive dumped the disc in scrambled mode. Converted to RAW in ISOBuster&lt;br /&gt;
*Compiled a little over 3 weeks before the US retail version&lt;br /&gt;
*Title logo after the opening FMV, followed by a loading screen, both not seen in the retail&lt;br /&gt;
*Doesn&#039;t go to the title screen, instead goes straight into the level select (different, simpler), with some counters overlaying the screen&lt;br /&gt;
*Status bar/display is noticeably different&lt;br /&gt;
*Music continues to play during the loading screen&lt;br /&gt;
*Infinite health is provided&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
**Game contains dongle protection: No.&lt;br /&gt;
**Game contains debugging symbols: N/A&lt;br /&gt;
**Dump was originally scrambled: Yes&lt;br /&gt;
&lt;br /&gt;
==Differences==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Save feature!&#039;&#039;&#039;  Whereas the final-game only supports passwords, pressing START while on the MAP screen displays a menu with &amp;quot;Settings&amp;quot;, &amp;quot;Save Game&amp;quot;, &amp;quot;Load Game&amp;quot; and &amp;quot;New Game&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Characters can talk&#039;&#039;&#039;!  Both Nikki and Fargus can talk in this game -- though each only has &#039;&#039;three&#039;&#039; phrases, all of which repeat regularly during each level.  (Within the &#039;&#039;Settings&#039;&#039; screen is an option titled &amp;quot;Voice&amp;quot;, though the slider doesn&#039;t move, so the voice cannot be disabled.  It would seem therefore with just a few-weeks to go this feature was scrapped, and instead &#039;&#039;Gex3D: Enter the Gecko&#039;&#039; would be their next-game to feature a speaking-character.)&lt;br /&gt;
**&#039;&#039;&#039;Fargus:&#039;&#039;&#039; &amp;quot;A great place for my purple chaps!&amp;quot;; &amp;quot;That&#039;s what put Aunt May&amp;quot;; &amp;quot;Onwards! In the name of all that&#039;s good and decent and chicken-ey!&amp;quot;&lt;br /&gt;
**&#039;&#039;&#039;Nikki:&#039;&#039;&#039; &amp;quot;Psycho hopscotch!&amp;quot;, &amp;quot;Ye-ess!&amp;quot;, &amp;quot;I used to be a bird, myself&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;map-screen&#039;&#039;&#039; works similar to the final, with each level represented by a themed area, though there is only darkness between each area, unlike in the final&lt;br /&gt;
*By-default, &#039;&#039;&#039;X is now jump&#039;&#039;&#039;, as in the final, and is also used to enter levels (replacing TRIANGLE from both previous betas)&lt;br /&gt;
*&#039;&#039;&#039;You are invulnerable&#039;&#039;&#039; in this beta, and can only die from falling into a bottomless pit.  You still lose your current attack power-up each time you take a hit, however&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; are present in this game, replacing the red-diamonds from the previous betas&lt;br /&gt;
*At the end of each level, the &#039;&#039;&#039;treasure tally screen&#039;&#039;&#039; is now present, showing what percentage of the coins in the level you collected; if you collected the majority of them, you can access one of two bonus levels&lt;br /&gt;
*&#039;&#039;&#039;You can pick which bonus-stage to play&#039;&#039;&#039;, if you collect enough coins: &amp;quot;GOTO BONUS 1&amp;quot; and &amp;quot;GOTO BONUS 2&amp;quot; are offered as choices at the end of the level, with Bonus 1 being the run-from-warp stage, and Bonus 2 being the pinball simulator.  (In the final game, you cannot choose, and which one you get depends on whether you got 80-89% of the coins, or 90% or more).&lt;br /&gt;
*The &#039;&#039;&#039;coin-doubler&#039;&#039;&#039; powerup is now present, though is represented by a grey circular icon, not the gold &amp;quot;X2&amp;quot; in a ring as in the final.  While the powerup is active, nothing on-screen indicates this (whereas the text &amp;quot;x2&amp;quot; flashes in the final)&lt;br /&gt;
*&#039;&#039;&#039;Fargus has his spin-attack ability&#039;&#039;&#039;, though the sound-effect is different from the final&lt;br /&gt;
*The &#039;&#039;&#039;gold-keys&#039;&#039;&#039; now use the same, large sprite as in the final&lt;br /&gt;
*All &#039;&#039;&#039;small hearts&#039;&#039;&#039; have been removed; the &#039;&#039;&#039;large hearts&#039;&#039;&#039; replace them, and perform their previous function: restoring one hit-point of health&lt;br /&gt;
*The &#039;&#039;&#039;gold ankhs&#039;&#039;&#039; replace the &amp;quot;green clubs&amp;quot; from the previous betas, and award one life for each one collected&lt;br /&gt;
*&#039;&#039;&#039;Lives&#039;&#039;&#039; are now a concept in the game, and aside from the aforementioned gold ankhs, collecting 200 value in coins will award one (whereas you require 300 in the final game, and 500 in &#039;&#039;Pandemonium 2&#039;&#039;)&lt;br /&gt;
*The power-up attacks from the final game are all present (plasma balls; ice; shrink) and so the &#039;&#039;&#039;gold star&#039;&#039;&#039; pickups have been removed&lt;br /&gt;
*&#039;&#039;&#039;The red switch&#039;&#039;&#039; in the second-level (near the end; where you can drop-down via a crumbling floor) has been removed&lt;br /&gt;
*There are some different &#039;&#039;&#039;mushroom images&#039;&#039;&#039; which do not have their transparency set correctly&lt;br /&gt;
*The &#039;&#039;&#039;floating mushroom-head&#039;&#039;&#039; at the end of one level, in a green acid pool, now moves, unlike in the previous beta, allowing that level to be finished&lt;br /&gt;
*Some levels feature an icon of a &#039;&#039;&#039;heart inside a gold square&#039;&#039;&#039;; collecting them does nothing.  In the final, these represent a hit-point extension&lt;br /&gt;
*At this late beta, there is still one stage featuring &#039;&#039;&#039;leftovers from the previous betas&#039;&#039;&#039;: in one of the desert stages, you&#039;ll find four of the plasma-powerups within the same area.  This is leftover from the earliest beta, when the gold-stars used to award three shots each.  However in this beta, and the final-game, you cannot &amp;quot;stack&amp;quot; powerups; collecting multiple of the same-one has no effect, and when you are next hit by an enemy, you always lose your current power-up.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium-0001.png|Seen after the title-card screen, and before each level&lt;br /&gt;
File:PSX - Pandemonium-0002.png|The start of the map-screen.  You return here after completing each level&lt;br /&gt;
File:PAN01 8SEP1996.png|Example of how levels look on the map; some are just a blank tile&lt;br /&gt;
File:PSX - Pandemonium-0003.png|Most of the earlier levels are near-final in their texturing&lt;br /&gt;
File:PSX - Pandemonium-0004.png|You are invulnerable in this beta&lt;br /&gt;
File:PAN02 8SEP1996.png|Press START on the MAP for this screen -- you can save in this beta!&lt;br /&gt;
File:PAN03 8SEP1996.png|The &amp;quot;SAVE GAME&amp;quot; screen!  (No saving at-all in the final game)&lt;br /&gt;
File:PAN04 8SEP1996.png|Both characters talk, but the &amp;quot;VOICE&amp;quot; slider here cannot be adjusted&lt;br /&gt;
File:PAN05 8SEP1996.png|Fargus &#039;&#039;finally&#039;&#039; has his spin-attack!&lt;br /&gt;
File:PAN06 8SEP1996.png|Large hearts now restore a hit-point; small hearts are all removed&lt;br /&gt;
File:PAN07 8SEP1996.png|The grey-icon is the &amp;quot;coin-doubler&amp;quot;, represented by &amp;quot;x2&amp;quot; in the final game.  While its power is active, nothing is shown on-screen&lt;br /&gt;
File:PAN08 8SEP1996.png|The gold-ankhs are finally here, replacing the &amp;quot;green clubs&amp;quot; from the previous betas that served no-purpose&lt;br /&gt;
File:PAN09 8SEP1996.png|The gold-star that used to be here is now replaced by one of the powerup&#039;s icons&lt;br /&gt;
File:PAN10 8SEP1996.png|At the end of each level, you&#039;ll now see this screen.  Get enough coins and you can choose which bonus level you play!&lt;br /&gt;
File:PAN11 8SEP1996.png|The odd &amp;quot;walking-legs-and-torso&amp;quot; enemy in this level has been replaced&lt;br /&gt;
File:PAN12 8SEP1996.png|The gold-key sprite now matches the final&lt;br /&gt;
File:PAN13 8SEP1996.png|No grey or red button on the floor here now&lt;br /&gt;
File:PAN14 8SEP1996.png|The floating mushroom-head in this acid-pool now moves when you step on it&lt;br /&gt;
File:PAN15 8SEP1996.png|This heart-in-box pickup does nothing in this beta; in the final, it is a rare collectible that awards an extra hit-point&lt;br /&gt;
File:PAN16 8SEP1996.png|Having two powerup pickups so-close is a leftover from the first beta, where each gold-star would award you three shots...&lt;br /&gt;
File:PAN17 8SEP1996.png|...but in this beta and the final, this is pointless as you cannot stack powerups, and lose your current one the moment you take a hit&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX - Pandemonium.img|type=File|date=2021-04-03 16:06:35|size=167549424|crc32=406EB165|md5=7ea95ecf3828d6d808075110fc3fb19f|sha1=617190d67dcc2ec921d3c24bd652b8948530ad3e|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Pandemonium.cue|type=File|date=2021-04-03 17:16:39|size=81|crc32=F3B75A97|md5=e0375492eb88f9a0ba80d5467227bcf0|sha1=25e8408cc069c7791301d1f808886c1d38769134|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Pandemonium.ccd|type=File|date=2021-04-03 17:35:16|size=772|crc32=572F4538|md5=23ab9b6d38fe4ecdb035ef8ba74e4d16|sha1=61312aa014fdcdf6b50eace13d83d3f2b9063628|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Pandemonium.sub|type=File|date=2020-12-14 04:08:32|size=6838848|crc32=51CD9DA6|md5=170f9472fc8a2092ab97fe595ba58489|sha1=7df141f6ed481830d21ef3abeda47577a1e57cc2|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Pandemonium.jpeg|type=File|date=2021-03-14 12:15:01|size=857039|crc32=43074CC3|md5=133b0a2d664578ee332fb5aef48a5471|sha1=5d35ff8fabe8fc48b4e09b420c9d616297c670b0|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Iniche for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jul_19,_1996_prototype)&amp;diff=77511</id>
		<title>Pandemonium! (Jul 19, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jul_19,_1996_prototype)&amp;diff=77511"/>
		<updated>2022-06-04T18:54:28Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* From the previous beta (5 June 1996) */ Removed bit about the previous beta not retaining hit-points between levels, as this isn&amp;#039;t the case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Jul 19, 1996 prototype)&lt;br /&gt;
|builddate=Jul 19, 1996 17:34:36&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Dizzzy&lt;br /&gt;
|releasedby=Dizzzy&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|titlescreen=Pandemonium! (Jul 19, 1996 prototype).png&lt;br /&gt;
|origin_labels=Pandemonium! 7/19 U.S. PSX #8 PREVIEW ONLY&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|EU|Nov 8, 1996}} {{RegionDate|US|Oct 2, 1996}}&lt;br /&gt;
|release_date={{RegionDate|US|Oct 31, 1996}} {{RegionDate|EU|Nov 1996}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Pandemonium! (Jul 19, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the Sony PlayStation.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Pandemonium! (USA) (Preproduction) - Disc Label.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Differences==&lt;br /&gt;
&lt;br /&gt;
===From the previous beta (5 June 1996)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;18 levels&#039;&#039;&#039; on the MAP are now playable; the white-dot between levels 6 and 7, and the one after 18, don&#039;t do anything&lt;br /&gt;
*Nikki now has her &#039;&#039;&#039;double-jump&#039;&#039;&#039; (but Fargus is still lacking his roll-attack)&lt;br /&gt;
*Most of the &#039;&#039;&#039;earlier levels&#039;&#039;&#039; (the ones featured in the previous beta) &#039;&#039;&#039;are more-refined&#039;&#039;&#039; and matching the final game, with many-more textures now in-place&lt;br /&gt;
*&#039;&#039;&#039;Gold stars&#039;&#039;&#039; now give you unlimited shots (not 3 per-star, as was the previous beta), but the powerup only lasts for about 15 seconds, with the countdown resetting (not accumulating) if you collect multiple stars in-a-row.  Due to this change, there is no-longer a &amp;quot;shots-remaining&amp;quot; counter in the on-screen display &lt;br /&gt;
*Some of the &#039;&#039;&#039;red diamond&#039;&#039;&#039; collectables are now-worth up-to 25 points -- though, as with the previous beta, this one still doesn&#039;t feature LIVES, so collecting them doesn&#039;t seem to do anything&lt;br /&gt;
*A &#039;&#039;&#039;strange voice&#039;&#039;&#039; can be heard at various points throughout the game, saying something to the effect of &amp;quot;bring back the filename&amp;quot;.  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&#039;t exist.  You can avoid some instances by zooming-in (R1), which will reduce the polygon-count&lt;br /&gt;
*The &#039;&#039;&#039;slide&#039;&#039;&#039; found in the first level now works; in the previous beta, you just run-down it like a normal path&lt;br /&gt;
*The &#039;&#039;&#039;biting-plant&#039;&#039;&#039; enemies are now fully-textured&lt;br /&gt;
*The &#039;&#039;&#039;golden keys&#039;&#039;&#039; are now larger in-size, though still not as-large as those in the final game&lt;br /&gt;
*There are a number of times when you can &#039;&#039;&#039;randomly float up into the air&#039;&#039;&#039;, such as in the first level, once inside the skull&lt;br /&gt;
*Some of the &#039;&#039;&#039;bonus-rooms&#039;&#039;&#039; found in the final game have been added&lt;br /&gt;
*The &#039;&#039;&#039;shooting-head traps&#039;&#039;&#039; 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&lt;br /&gt;
*The &#039;&#039;&#039;third-level&#039;&#039;&#039; 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&lt;br /&gt;
*The &#039;&#039;&#039;poison-plants&#039;&#039;&#039;, with the magenta tops, now spit-out their pink, acid-bubbles; in the previous beta, they were fairly-harmless as they didn&#039;t do this attack&lt;br /&gt;
*&#039;&#039;&#039;Two new transformations&#039;&#039;&#039; are now available in the later-levels: the dinosaur, which features the horn-charge attack; and the &amp;quot;dragon&amp;quot;, 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).&lt;br /&gt;
*&#039;&#039;&#039;An unused vehicle&#039;&#039;&#039; also exists: in the same level as the &amp;quot;dragon&amp;quot; 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 &amp;quot;on-foot&amp;quot;, at which point your character automatically jumps-out&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PANDY01 19JUL1996.png|&amp;quot;Map&amp;quot; screen, in this beta&lt;br /&gt;
File:PANDY02 19JUL1996.png|Once you drop-down here, a strange voice is heard&lt;br /&gt;
File:PANDY03 19JUL1996.png|The area past the waterfall in LEVEL01 is still untextured in this beta also&lt;br /&gt;
File:PANDY04 19JUL1996.png|The slide in the first level now works&lt;br /&gt;
File:PANDY05 19JUL1996.png|A small heart, which like in the final game...&lt;br /&gt;
File:PANDY06 19JUL1996.png|...restores one hit-point&lt;br /&gt;
File:PANDY07 19JUL1996.png|A large heart, which in this beta and the previous one...&lt;br /&gt;
File:PANDY08 19JUL1996.png|...awards an extra hit-point!  You won&#039;t get them so-easily in the final!&lt;br /&gt;
File:PANDY09 19JUL1996.png|The green pickup here can be collected in this beta&lt;br /&gt;
File:PANDY10 19JUL1996.png|The star pickups now give you unlimited plasma shots, but only for 15 seconds&lt;br /&gt;
File:PANDY11 19JUL1996.png|In some areas, you randomly fly-off up into the air!&lt;br /&gt;
File:PANDY12 19JUL1996.png|This heart cannot be collected&lt;br /&gt;
File:PANDY13 19JUL1996.png|Doors that open now added at the end of LEVEL01&lt;br /&gt;
File:PANDY14 19JUL1996.png|Though they are untextured at the start of LEVEL02!&lt;br /&gt;
File:PANDY15 19JUL1996.png|The gold-keys are now bigger&lt;br /&gt;
File:PANDY16 19JUL1996.png|The glass-roof here now matches the final more-closely&lt;br /&gt;
File:PANDY17 19JUL1996.png|The biting-plant enemies now have their textures&lt;br /&gt;
File:PANDY18 19JUL1996.png|This switch is red, compared to the grey in the previous beta&lt;br /&gt;
File:PANDY19 19JUL1996.png|Many of the levels now feature this architecture to mark the exit&lt;br /&gt;
File:PANDY20 19JUL1996.png|Unlike in the previous beta, LEVEL03 sees you go right (as with the final), not left, at the start...&lt;br /&gt;
File:PANDY21 19JUL1996.png|...and right (counter-clockwise) at the circular section too, again, the same as in the final&lt;br /&gt;
File:PANDY22 19JUL1996.png|One of the new bonus-areas now added&lt;br /&gt;
File:PANDY23 19JUL1996.png|Where the bonus leads to; five gold stars are available in the bottom-right area&lt;br /&gt;
File:PANDY24 19JUL1996.png|The &amp;quot;shooting-head&amp;quot; traps now fire about once every 3-4 seconds&lt;br /&gt;
File:PANDY25 19JUL1996.png|Unlike in the previous beta, you can jump atop this roof&lt;br /&gt;
File:PANDY26 19JUL1996.png|The poison-plant enemies actually release their harmful bubbles as of this beta&lt;br /&gt;
File:PANDY27 19JUL1996.png|An example of a large diamond pickup...&lt;br /&gt;
File:PANDY28 19JUL1996.png|...which is worth 25 points!&lt;br /&gt;
File:PANDY29 19JUL1996.png|Some very-pixelated sprite assets&lt;br /&gt;
File:PANDY30 19JUL1996.png|The falling-rock area is now fully-textured...&lt;br /&gt;
File:PANDY31 19JUL1996.png|...and is another place a newly-added bonus area can be found!&lt;br /&gt;
File:PANDY32 19JUL1996.png|You still cannot finish this level though!&lt;br /&gt;
File:PANDY33 19JUL1996.png|Some oddly-textured assets in the background&lt;br /&gt;
File:PANDY34 19JUL1996.png|Some sprites which have not had their transparency set correctly&lt;br /&gt;
File:PANDY35 19JUL1996.png|You can actually get past the point you couldn&#039;t in the previous beta, on this level!&lt;br /&gt;
File:PANDY36 19JUL1996.png|Though you cannot complete the level, as this floating mushroom-head doesn&#039;t move&lt;br /&gt;
File:PANDY37 19JUL1996.png|Not sure if this sign exists in the final game?&lt;br /&gt;
File:PANDY38 19JUL1996.png|In this beta, the dinosaur transformation is available&lt;br /&gt;
File:PANDY39 19JUL1996.png|The game crashes beyond this point in this level&lt;br /&gt;
File:PANDY40 19JUL1996.png|The rolling-logs are now textured... and harm you!&lt;br /&gt;
File:PANDY41 19JUL1996.png|In this area, the large black ball was added&lt;br /&gt;
File:PANDY42 19JUL1996.png|Unlike in the previous beta, you can enter this area&lt;br /&gt;
File:PANDY43 19JUL1996.png|A vehicle removed from the final game...&lt;br /&gt;
File:PANDY44 19JUL1996.png|...hold JUMP to go up, and run left or right to move in that direction&lt;br /&gt;
File:PANDY45 19JUL1996.png|The darts are untextured&lt;br /&gt;
File:PANDY46 19JUL1996.png|You encounter the removed vehicle here also...&lt;br /&gt;
File:PANDY47 19JUL1996.png|...but as you approach it, the door behind you becomes a solid wall...&lt;br /&gt;
File:PANDY48 19JUL1996.png|...and instead the transformation-gates appear and you become the dragon... sort of!&lt;br /&gt;
File:PANDY49 19JUL1996.png|Not sure if this background was used in the final?&lt;br /&gt;
File:PANDY50 19JUL1996.png|The letters &amp;quot;AFP&amp;quot; spelt-out using diamonds&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[https://archive.org/details/PandemoniumUSAPreproduction Original release page on Archive.org.] [http://archive.is/igSoP (Archive)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jun_5,_1996_prototype)&amp;diff=77510</id>
		<title>Pandemonium! (Jun 5, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jun_5,_1996_prototype)&amp;diff=77510"/>
		<updated>2022-06-04T12:06:27Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* Screenshots */ Added further screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Jun 5, 1996 prototype)&lt;br /&gt;
|titlescreen=PSX - Pandemonium very beta-0000.png&lt;br /&gt;
|builddate=Jun 5, 1996 19:37:06 &lt;br /&gt;
|buildname=Beta&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Pandemonium very beta&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 19, 1996 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 2, 1996 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Feb 28, 1997 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 31, 1996 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/PandemoniumJun51996prototype&lt;br /&gt;
|file=Pandemonium! (Jun 5, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Very early, with no startup disclaimers, logos, sequences etc.&lt;br /&gt;
*Opens to a simple title card, then goes straight into the game.&lt;br /&gt;
*Game begins in an interesting level select menu, in the form of a playable &amp;quot;level&amp;quot;.&lt;br /&gt;
**Different angle of view, zoomed out&lt;br /&gt;
**Walk over a square and press Triangle to enter a level.&lt;br /&gt;
*No loading screen before levels&lt;br /&gt;
*Different HUD/status display&lt;br /&gt;
*Most levels feature differences in areas, and many untextured areas&lt;br /&gt;
*Different music for the level, also&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
**Game contains dongle protection: No.&lt;br /&gt;
**Game contains debugging symbols: N/A&lt;br /&gt;
**Dump was originally scrambled: No&lt;br /&gt;
&lt;br /&gt;
==Differences (from final)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No map-screen&#039;&#039;&#039; yet, only a rudimentary &amp;quot;flat&amp;quot; level-select &amp;quot;board&amp;quot; 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&lt;br /&gt;
*&#039;&#039;&#039;Different controls:&#039;&#039;&#039; 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&lt;br /&gt;
*&#039;&#039;&#039;Change characters during levels:&#039;&#039;&#039; 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 &amp;quot;BODYSWAP&amp;quot; cheat is used, then TRIANGLE is used to switch)&lt;br /&gt;
*&#039;&#039;&#039;Nikki and Fargus lack their final unique abilities&#039;&#039;&#039;: 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!)&lt;br /&gt;
*&#039;&#039;&#039;Rolling-logs&#039;&#039;&#039; do not hurt you, but do send you flying backwards a lot more than in the final&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collectables:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Red-diamonds&#039;&#039;&#039; 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&#039;t exist in this beta, collecting them appears to do nothing (in the final, every 300 in value awards a new life)&lt;br /&gt;
*&#039;&#039;&#039;Gold-stars&#039;&#039;&#039; 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&lt;br /&gt;
*&#039;&#039;&#039;Keys&#039;&#039;&#039; exist, but are much-smaller than in the final, so harder-to-see&lt;br /&gt;
*&#039;&#039;&#039;Small red hearts&#039;&#039;&#039; restore one hit-point each (in the final, the large hearts serve this purpose, and no small hearts appear)&lt;br /&gt;
*&#039;&#039;&#039;Large red hearts&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;Green &amp;quot;clubs&amp;quot;&#039;&#039;&#039;: similar to the &amp;quot;club&amp;quot; or &amp;quot;clover&amp;quot; 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&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TRIANGLE&#039;&#039;&#039; to jump, and to enter levels (stand in the middle of a white square on the &amp;quot;map&amp;quot; screen, then jump).  In the final game, &#039;&#039;&#039;X&#039;&#039;&#039; is used.  When held-down on a trampoline, or while landing on an enemy, allows a higher jump-off to be performed&lt;br /&gt;
*&#039;&#039;&#039;SQUARE&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;D-Pad Left&#039;&#039;&#039; and &#039;&#039;&#039;D-Pad Right&#039;&#039;&#039; to move left or right&lt;br /&gt;
*&#039;&#039;&#039;D-Pad Down&#039;&#039;&#039; to duck.  When transformed to the TURTLE, makes you invincible while held-down, required for getting-past some circular-saws&lt;br /&gt;
*&#039;&#039;&#039;R1&#039;&#039;&#039; to zoom camera in (removed from final game)&lt;br /&gt;
*&#039;&#039;&#039;R2&#039;&#039;&#039; to zoom camera out (removed from final game)&lt;br /&gt;
*&#039;&#039;&#039;START&#039;&#039;&#039; to pause; press SELECT while paused to return to the MAP&lt;br /&gt;
*&#039;&#039;&#039;SELECT&#039;&#039;&#039; to change between Nikki and Fargus at any-time!  (In the final-game, this is only possible via the &amp;quot;BODYSWAP&amp;quot; cheat, where TRIANGLE is then used.  Otherwise, you can only change characters while on the MAP, between-levels)&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:PANDY000 5JUN1996.png|Title card for this beta&lt;br /&gt;
File:PSX - Pandemonium very beta-0001.png|The MAP SCREEN.  Stand on a square and jump (TRIANGLE) to enter...&lt;br /&gt;
File:PSX - Pandemonium very beta-0002.png|...note that levels 8, 13, 14, 15, 16, 17 and 18 do not work.&lt;br /&gt;
File:PSX - Pandemonium very beta-0003.png|No power-up is offered when toppling this statue, unlike in the final&lt;br /&gt;
File:PANDY001 5JUN1996.png|Press SELECT at any-time during a level...&lt;br /&gt;
File:PANDY002 5JUN1996.png|...to switch character!&lt;br /&gt;
File:PANDY003 5JUN1996.png|Hold R2 to zoom-out (to the maximum shown)...&lt;br /&gt;
File:PANDY004 5JUN1996.png|...or R1 to zoom-in (to the maximum shown)&lt;br /&gt;
File:PANDY036 5JUN1996.png|You run to the left to reach the waterfall-opening, not right, in this beta&lt;br /&gt;
File:PANDY005 5JUN1996.png|Expect many untextured areas&lt;br /&gt;
File:PANDY006 5JUN1996.png|The &amp;quot;cliff-skull&amp;quot; as of this beta&lt;br /&gt;
File:PANDY007 5JUN1996.png|A &amp;quot;green club&amp;quot; collectible, this one seemingly unreachable&lt;br /&gt;
File:PANDY037 5JUN1996.png|The &amp;quot;cliff-skull&amp;quot; has more-variety in tooth-design in this beta&lt;br /&gt;
File:PANDY008 5JUN1996.png|Beta end-of-level effect&lt;br /&gt;
File:PANDY009 5JUN1996.png|Beta walking-enemy&lt;br /&gt;
File:PANDY010 5JUN1996.png|Beta lava&lt;br /&gt;
File:PANDY011 5JUN1996.png|Beta glass-roof&lt;br /&gt;
File:PANDY038 5JUN1996.png|To make the lift come down, stand on the grey button; in the final, it&#039;s already down waiting&lt;br /&gt;
File:PANDY012 5JUN1996.png|A trap which fires a triangular bolt when you step on the arrows...&lt;br /&gt;
File:PANDY013 5JUN1996.png|...which is the head of one of the purple enemies&lt;br /&gt;
File:PANDY014 5JUN1996.png|You cannot jump onto this roof...&lt;br /&gt;
File:PANDY015 5JUN1996.png|...however, enter this door...&lt;br /&gt;
File:PANDY016 5JUN1996.png|...then exit back out...&lt;br /&gt;
File:PANDY017 5JUN1996.png|...and then you&#039;ll appear atop it!&lt;br /&gt;
File:PANDY018 5JUN1996.png|Another of the beta &amp;quot;green clubs&amp;quot;&lt;br /&gt;
File:PANDY019 5JUN1996.png|The front-view of the beta Invulnerability Shield looks similar...&lt;br /&gt;
File:PANDY020 5JUN1996.png|...but the final doesn&#039;t feature this reverse-view&lt;br /&gt;
File:PANDY021 5JUN1996.png|A very untextured area, where the game usually crashes near the end...&lt;br /&gt;
File:PANDY022 5JUN1996.png|...however, jump at the right spot and you can get past it...&lt;br /&gt;
File:PANDY023 5JUN1996.png|...though you cannot finish this level!&lt;br /&gt;
File:PANDY024 5JUN1996.png|You complete this slide-section as the frog, unlike in the final&lt;br /&gt;
File:PANDY025 5JUN1996.png|To get past this point, keep pressing DOWN and RIGHT together to clip-through the stump&lt;br /&gt;
File:PANDY026 5JUN1996.png|Closest view of one of the beta &amp;quot;green club&amp;quot; collectibles&lt;br /&gt;
File:PANDY027 5JUN1996.png|Possibly the only level in this beta that ends with this platform&lt;br /&gt;
File:PANDY029 5JUN1996.png|The (untextured) rolling-logs don&#039;t hurt you in the beta, but do push you backwards a lot more&lt;br /&gt;
File:PANDY030 5JUN1996.png|You can ride this hot-air balloon into the trees...&lt;br /&gt;
File:PANDY031 5JUN1996.png|...once it goes behind them, jump and move left or right to return to the previous area&lt;br /&gt;
File:PANDY032 5JUN1996.png|A level-background I don&#039;t think is used in the final&lt;br /&gt;
File:PANDY033 5JUN1996.png|A view of the waterfalls in this beta&lt;br /&gt;
File:PANDY034 5JUN1996.png|After you get the key here, go right in the area below to make the wall open...&lt;br /&gt;
File:PANDY035 5JUN1996.png|...and then to avoid the game crashing here, zoom-in fully (R1) before trying to enter the next room&lt;br /&gt;
File:PANDY039 5JUN1996.png|In LEVEL03, you move left, not right, as in the final...&lt;br /&gt;
File:PANDY040 5JUN1996.png|...and you go left (clockwise) in the circular-area, too!&lt;br /&gt;
File:PANDY041 5JUN1996.png|A removed-section from LEVEL03, near the end&lt;br /&gt;
File:PANDY042 5JUN1996.png|In the final, this section was revised to make getting to the doorway easier&lt;br /&gt;
File:PANDY043 5JUN1996.png|If you fall-down here...&lt;br /&gt;
File:PANDY044 5JUN1996.png|...you&#039;ll end up on a wooden-bench...&lt;br /&gt;
File:PANDY045 5JUN1996.png|...jump across the suspended platforms...&lt;br /&gt;
File:PANDY046 5JUN1996.png|...for a shortcut to the end of the level area!  (Not sure this is still in the final?)&lt;br /&gt;
File:PANDY047 5JUN1996.png|If this door won&#039;t open, check you&#039;ve defeated all enemies in the area leading up to it...&lt;br /&gt;
File:PANDY048 5JUN1996.png|...though moments later, you cannot get-past this point anyway!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium very beta.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX - Pandemonium very beta.img|type=File|date=2020-12-14 04:09:15|size=45367728|crc32=AF463BCB|md5=8cc8b559d10117302d82d4c5e244d2eb|sha1=29390253daaac752e7eeea087114242b77fac2f1|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Pandemonium very beta.cue|type=File|date=2020-12-14 04:08:33|size=91|crc32=799D307A|md5=483d3d3c8c4edd9061b9a48eebd84bb0|sha1=3452a921b0c244c0562aad8ed53685f4db669bef|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Pandemonium very beta.ccd|type=File|date=2020-12-14 04:08:33|size=771|crc32=5A216F90|md5=edf72dce985dbd187fbccd0b12f00c61|sha1=ea6bf60d8c4768ed6135cb7514d741a1670b729e|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Pandemonium very beta.sub|type=File|date=2020-12-14 04:09:19|size=1851744|crc32=F9564CCB|md5=033bf2d997b0b4c7455ddd27c736e6ff|sha1=07be960e047d8c0643f70dff257f0ac102fe9d81|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Pandemonium very beta.jpeg|type=File|date=2021-03-14 12:15:02|size=994181|crc32=1F36420E|md5=4ce38b5645d58f1c169a6ecfafb2d5ae|sha1=fcf52c17696c4993b37147bf840a4e3dead07772|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Iniche for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY048_5JUN1996.png&amp;diff=77509</id>
		<title>File:PANDY048 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY048_5JUN1996.png&amp;diff=77509"/>
		<updated>2022-06-04T11:56:18Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
You cannot get past here though, as the game still thinks the platform is up and a &amp;quot;glass wall&amp;quot; constantly blocks you&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY047_5JUN1996.png&amp;diff=77508</id>
		<title>File:PANDY047 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY047_5JUN1996.png&amp;diff=77508"/>
		<updated>2022-06-04T11:56:16Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This door will only open if all enemies in the preceding area are defeated, and the key near it collected&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY045_5JUN1996.png&amp;diff=77507</id>
		<title>File:PANDY045 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY045_5JUN1996.png&amp;diff=77507"/>
		<updated>2022-06-04T11:56:16Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
...and can cross some platforms...&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY046_5JUN1996.png&amp;diff=77506</id>
		<title>File:PANDY046 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY046_5JUN1996.png&amp;diff=77506"/>
		<updated>2022-06-04T11:56:16Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
...to shortcut to the area near the end of the level!&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY043_5JUN1996.png&amp;diff=77505</id>
		<title>File:PANDY043 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY043_5JUN1996.png&amp;diff=77505"/>
		<updated>2022-06-04T11:56:15Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
If you fall down here...&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY044_5JUN1996.png&amp;diff=77504</id>
		<title>File:PANDY044 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY044_5JUN1996.png&amp;diff=77504"/>
		<updated>2022-06-04T11:56:15Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
...you&#039;ll land on this wooden chair...&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY042_5JUN1996.png&amp;diff=77503</id>
		<title>File:PANDY042 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY042_5JUN1996.png&amp;diff=77503"/>
		<updated>2022-06-04T11:56:15Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In the final, this section was revised to only have one branch on the right and two on the left, to avoid having to jump up each one&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY039_5JUN1996.png&amp;diff=77502</id>
		<title>File:PANDY039 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY039_5JUN1996.png&amp;diff=77502"/>
		<updated>2022-06-04T11:56:14Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In LEVEL03, you go left, not right, as in the final&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY041_5JUN1996.png&amp;diff=77501</id>
		<title>File:PANDY041 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY041_5JUN1996.png&amp;diff=77501"/>
		<updated>2022-06-04T11:56:14Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Near the end of LEVEL01 is a section deleted from the final featuring multiple shooters triggered when you stand on the floor-arrows&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY040_5JUN1996.png&amp;diff=77500</id>
		<title>File:PANDY040 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY040_5JUN1996.png&amp;diff=77500"/>
		<updated>2022-06-04T11:56:14Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In LEVEL03, you go left (clockwise) around the circular-area, unlike in the final&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY036_5JUN1996.png&amp;diff=77499</id>
		<title>File:PANDY036 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY036_5JUN1996.png&amp;diff=77499"/>
		<updated>2022-06-04T11:56:12Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
You go left, not right, to the waterfall in this beta&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY038_5JUN1996.png&amp;diff=77498</id>
		<title>File:PANDY038 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY038_5JUN1996.png&amp;diff=77498"/>
		<updated>2022-06-04T11:56:12Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A grey switch to stand-on to make the lift come down; in the final, it&#039;s already down waiting&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY037_5JUN1996.png&amp;diff=77497</id>
		<title>File:PANDY037 5JUN1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY037_5JUN1996.png&amp;diff=77497"/>
		<updated>2022-06-04T11:56:12Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The teeth inside the cliff-skull look more like teeth in this beta&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jun_5,_1996_prototype)&amp;diff=77496</id>
		<title>Pandemonium! (Jun 5, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jun_5,_1996_prototype)&amp;diff=77496"/>
		<updated>2022-06-04T11:45:56Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* Screenshots */ Another amendment, as I found you can actually progress further than I was able to originally&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Jun 5, 1996 prototype)&lt;br /&gt;
|titlescreen=PSX - Pandemonium very beta-0000.png&lt;br /&gt;
|builddate=Jun 5, 1996 19:37:06 &lt;br /&gt;
|buildname=Beta&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Pandemonium very beta&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 19, 1996 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 2, 1996 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Feb 28, 1997 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 31, 1996 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/PandemoniumJun51996prototype&lt;br /&gt;
|file=Pandemonium! (Jun 5, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Very early, with no startup disclaimers, logos, sequences etc.&lt;br /&gt;
*Opens to a simple title card, then goes straight into the game.&lt;br /&gt;
*Game begins in an interesting level select menu, in the form of a playable &amp;quot;level&amp;quot;.&lt;br /&gt;
**Different angle of view, zoomed out&lt;br /&gt;
**Walk over a square and press Triangle to enter a level.&lt;br /&gt;
*No loading screen before levels&lt;br /&gt;
*Different HUD/status display&lt;br /&gt;
*Most levels feature differences in areas, and many untextured areas&lt;br /&gt;
*Different music for the level, also&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
**Game contains dongle protection: No.&lt;br /&gt;
**Game contains debugging symbols: N/A&lt;br /&gt;
**Dump was originally scrambled: No&lt;br /&gt;
&lt;br /&gt;
==Differences (from final)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No map-screen&#039;&#039;&#039; yet, only a rudimentary &amp;quot;flat&amp;quot; level-select &amp;quot;board&amp;quot; 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&lt;br /&gt;
*&#039;&#039;&#039;Different controls:&#039;&#039;&#039; 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&lt;br /&gt;
*&#039;&#039;&#039;Change characters during levels:&#039;&#039;&#039; 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 &amp;quot;BODYSWAP&amp;quot; cheat is used, then TRIANGLE is used to switch)&lt;br /&gt;
*&#039;&#039;&#039;Nikki and Fargus lack their final unique abilities&#039;&#039;&#039;: 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!)&lt;br /&gt;
*&#039;&#039;&#039;Rolling-logs&#039;&#039;&#039; do not hurt you, but do send you flying backwards a lot more than in the final&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collectables:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Red-diamonds&#039;&#039;&#039; 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&#039;t exist in this beta, collecting them appears to do nothing (in the final, every 300 in value awards a new life)&lt;br /&gt;
*&#039;&#039;&#039;Gold-stars&#039;&#039;&#039; 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&lt;br /&gt;
*&#039;&#039;&#039;Keys&#039;&#039;&#039; exist, but are much-smaller than in the final, so harder-to-see&lt;br /&gt;
*&#039;&#039;&#039;Small red hearts&#039;&#039;&#039; restore one hit-point each (in the final, the large hearts serve this purpose, and no small hearts appear)&lt;br /&gt;
*&#039;&#039;&#039;Large red hearts&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;Green &amp;quot;clubs&amp;quot;&#039;&#039;&#039;: similar to the &amp;quot;club&amp;quot; or &amp;quot;clover&amp;quot; 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&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TRIANGLE&#039;&#039;&#039; to jump, and to enter levels (stand in the middle of a white square on the &amp;quot;map&amp;quot; screen, then jump).  In the final game, &#039;&#039;&#039;X&#039;&#039;&#039; is used.  When held-down on a trampoline, or while landing on an enemy, allows a higher jump-off to be performed&lt;br /&gt;
*&#039;&#039;&#039;SQUARE&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;D-Pad Left&#039;&#039;&#039; and &#039;&#039;&#039;D-Pad Right&#039;&#039;&#039; to move left or right&lt;br /&gt;
*&#039;&#039;&#039;D-Pad Down&#039;&#039;&#039; to duck.  When transformed to the TURTLE, makes you invincible while held-down, required for getting-past some circular-saws&lt;br /&gt;
*&#039;&#039;&#039;R1&#039;&#039;&#039; to zoom camera in (removed from final game)&lt;br /&gt;
*&#039;&#039;&#039;R2&#039;&#039;&#039; to zoom camera out (removed from final game)&lt;br /&gt;
*&#039;&#039;&#039;START&#039;&#039;&#039; to pause; press SELECT while paused to return to the MAP&lt;br /&gt;
*&#039;&#039;&#039;SELECT&#039;&#039;&#039; to change between Nikki and Fargus at any-time!  (In the final-game, this is only possible via the &amp;quot;BODYSWAP&amp;quot; cheat, where TRIANGLE is then used.  Otherwise, you can only change characters while on the MAP, between-levels)&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:PANDY000 5JUN1996.png|Title card for this beta&lt;br /&gt;
File:PSX - Pandemonium very beta-0001.png|The MAP SCREEN.  Stand on a square and jump (TRIANGLE) to enter...&lt;br /&gt;
File:PSX - Pandemonium very beta-0002.png|...note that levels 8, 13, 14, 15, 16, 17 and 18 do not work.&lt;br /&gt;
File:PSX - Pandemonium very beta-0003.png|No power-up is offered when toppling this statue, unlike in the final&lt;br /&gt;
File:PANDY001 5JUN1996.png|Press SELECT at any-time during a level...&lt;br /&gt;
File:PANDY002 5JUN1996.png|...to switch character!&lt;br /&gt;
File:PANDY003 5JUN1996.png|Hold R2 to zoom-out (to the maximum shown)...&lt;br /&gt;
File:PANDY004 5JUN1996.png|...or R1 to zoom-in (to the maximum shown)&lt;br /&gt;
File:PANDY005 5JUN1996.png|Expect many untextured areas&lt;br /&gt;
File:PANDY006 5JUN1996.png|The &amp;quot;cliff-skull&amp;quot; as of this beta&lt;br /&gt;
File:PANDY007 5JUN1996.png|A &amp;quot;green club&amp;quot; collectible, this one seemingly unreachable&lt;br /&gt;
File:PANDY008 5JUN1996.png|Beta end-of-level effect&lt;br /&gt;
File:PANDY009 5JUN1996.png|Beta walking-enemy&lt;br /&gt;
File:PANDY010 5JUN1996.png|Beta lava&lt;br /&gt;
File:PANDY011 5JUN1996.png|Beta glass-roof&lt;br /&gt;
File:PANDY012 5JUN1996.png|A trap which fires a triangular bolt when you step on the arrows...&lt;br /&gt;
File:PANDY013 5JUN1996.png|...which is the head of one of the purple enemies&lt;br /&gt;
File:PANDY014 5JUN1996.png|You cannot jump onto this roof...&lt;br /&gt;
File:PANDY015 5JUN1996.png|...however, enter this door...&lt;br /&gt;
File:PANDY016 5JUN1996.png|...then exit back out...&lt;br /&gt;
File:PANDY017 5JUN1996.png|...and then you&#039;ll appear atop it!&lt;br /&gt;
File:PANDY018 5JUN1996.png|Another of the beta &amp;quot;green clubs&amp;quot;&lt;br /&gt;
File:PANDY019 5JUN1996.png|The front-view of the beta Invulnerability Shield looks similar...&lt;br /&gt;
File:PANDY020 5JUN1996.png|...but the final doesn&#039;t feature this reverse-view&lt;br /&gt;
File:PANDY021 5JUN1996.png|A very untextured area, where the game usually crashes near the end...&lt;br /&gt;
File:PANDY022 5JUN1996.png|...however, jump at the right spot and you can get past it...&lt;br /&gt;
File:PANDY023 5JUN1996.png|...though you cannot finish this level!&lt;br /&gt;
File:PANDY024 5JUN1996.png|You complete this slide-section as the frog, unlike in the final&lt;br /&gt;
File:PANDY025 5JUN1996.png|To get past this point, keep pressing DOWN and RIGHT together to clip-through the stump&lt;br /&gt;
File:PANDY026 5JUN1996.png|Closest view of one of the beta &amp;quot;green club&amp;quot; collectibles&lt;br /&gt;
File:PANDY027 5JUN1996.png|Possibly the only level in this beta that ends with this platform&lt;br /&gt;
File:PANDY029 5JUN1996.png|The (untextured) rolling-logs don&#039;t hurt you in the beta, but do push you backwards a lot more&lt;br /&gt;
File:PANDY030 5JUN1996.png|You can ride this hot-air balloon into the trees...&lt;br /&gt;
File:PANDY031 5JUN1996.png|...once it goes behind them, jump and move left or right to return to the previous area&lt;br /&gt;
File:PANDY032 5JUN1996.png|A level-background I don&#039;t think is used in the final&lt;br /&gt;
File:PANDY033 5JUN1996.png|A view of the waterfalls in this beta&lt;br /&gt;
File:PANDY034 5JUN1996.png|After you get the key here, go right in the area below to make the wall open...&lt;br /&gt;
File:PANDY035 5JUN1996.png|...and then to avoid the game crashing here, zoom-in fully (R1) before trying to enter the next room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium very beta.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX - Pandemonium very beta.img|type=File|date=2020-12-14 04:09:15|size=45367728|crc32=AF463BCB|md5=8cc8b559d10117302d82d4c5e244d2eb|sha1=29390253daaac752e7eeea087114242b77fac2f1|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Pandemonium very beta.cue|type=File|date=2020-12-14 04:08:33|size=91|crc32=799D307A|md5=483d3d3c8c4edd9061b9a48eebd84bb0|sha1=3452a921b0c244c0562aad8ed53685f4db669bef|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Pandemonium very beta.ccd|type=File|date=2020-12-14 04:08:33|size=771|crc32=5A216F90|md5=edf72dce985dbd187fbccd0b12f00c61|sha1=ea6bf60d8c4768ed6135cb7514d741a1670b729e|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Pandemonium very beta.sub|type=File|date=2020-12-14 04:09:19|size=1851744|crc32=F9564CCB|md5=033bf2d997b0b4c7455ddd27c736e6ff|sha1=07be960e047d8c0643f70dff257f0ac102fe9d81|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Pandemonium very beta.jpeg|type=File|date=2021-03-14 12:15:02|size=994181|crc32=1F36420E|md5=4ce38b5645d58f1c169a6ecfafb2d5ae|sha1=fcf52c17696c4993b37147bf840a4e3dead07772|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Iniche for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jun_5,_1996_prototype)&amp;diff=77495</id>
		<title>Pandemonium! (Jun 5, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jun_5,_1996_prototype)&amp;diff=77495"/>
		<updated>2022-06-04T11:42:53Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* Screenshots */ Amended one description, as I found you can get through that level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Jun 5, 1996 prototype)&lt;br /&gt;
|titlescreen=PSX - Pandemonium very beta-0000.png&lt;br /&gt;
|builddate=Jun 5, 1996 19:37:06 &lt;br /&gt;
|buildname=Beta&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Pandemonium very beta&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 19, 1996 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 2, 1996 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Feb 28, 1997 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 31, 1996 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/PandemoniumJun51996prototype&lt;br /&gt;
|file=Pandemonium! (Jun 5, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Very early, with no startup disclaimers, logos, sequences etc.&lt;br /&gt;
*Opens to a simple title card, then goes straight into the game.&lt;br /&gt;
*Game begins in an interesting level select menu, in the form of a playable &amp;quot;level&amp;quot;.&lt;br /&gt;
**Different angle of view, zoomed out&lt;br /&gt;
**Walk over a square and press Triangle to enter a level.&lt;br /&gt;
*No loading screen before levels&lt;br /&gt;
*Different HUD/status display&lt;br /&gt;
*Most levels feature differences in areas, and many untextured areas&lt;br /&gt;
*Different music for the level, also&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
**Game contains dongle protection: No.&lt;br /&gt;
**Game contains debugging symbols: N/A&lt;br /&gt;
**Dump was originally scrambled: No&lt;br /&gt;
&lt;br /&gt;
==Differences (from final)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No map-screen&#039;&#039;&#039; yet, only a rudimentary &amp;quot;flat&amp;quot; level-select &amp;quot;board&amp;quot; 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&lt;br /&gt;
*&#039;&#039;&#039;Different controls:&#039;&#039;&#039; 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&lt;br /&gt;
*&#039;&#039;&#039;Change characters during levels:&#039;&#039;&#039; 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 &amp;quot;BODYSWAP&amp;quot; cheat is used, then TRIANGLE is used to switch)&lt;br /&gt;
*&#039;&#039;&#039;Nikki and Fargus lack their final unique abilities&#039;&#039;&#039;: 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!)&lt;br /&gt;
*&#039;&#039;&#039;Rolling-logs&#039;&#039;&#039; do not hurt you, but do send you flying backwards a lot more than in the final&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collectables:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Red-diamonds&#039;&#039;&#039; 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&#039;t exist in this beta, collecting them appears to do nothing (in the final, every 300 in value awards a new life)&lt;br /&gt;
*&#039;&#039;&#039;Gold-stars&#039;&#039;&#039; 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&lt;br /&gt;
*&#039;&#039;&#039;Keys&#039;&#039;&#039; exist, but are much-smaller than in the final, so harder-to-see&lt;br /&gt;
*&#039;&#039;&#039;Small red hearts&#039;&#039;&#039; restore one hit-point each (in the final, the large hearts serve this purpose, and no small hearts appear)&lt;br /&gt;
*&#039;&#039;&#039;Large red hearts&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;Green &amp;quot;clubs&amp;quot;&#039;&#039;&#039;: similar to the &amp;quot;club&amp;quot; or &amp;quot;clover&amp;quot; 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&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TRIANGLE&#039;&#039;&#039; to jump, and to enter levels (stand in the middle of a white square on the &amp;quot;map&amp;quot; screen, then jump).  In the final game, &#039;&#039;&#039;X&#039;&#039;&#039; is used.  When held-down on a trampoline, or while landing on an enemy, allows a higher jump-off to be performed&lt;br /&gt;
*&#039;&#039;&#039;SQUARE&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;D-Pad Left&#039;&#039;&#039; and &#039;&#039;&#039;D-Pad Right&#039;&#039;&#039; to move left or right&lt;br /&gt;
*&#039;&#039;&#039;D-Pad Down&#039;&#039;&#039; to duck.  When transformed to the TURTLE, makes you invincible while held-down, required for getting-past some circular-saws&lt;br /&gt;
*&#039;&#039;&#039;R1&#039;&#039;&#039; to zoom camera in (removed from final game)&lt;br /&gt;
*&#039;&#039;&#039;R2&#039;&#039;&#039; to zoom camera out (removed from final game)&lt;br /&gt;
*&#039;&#039;&#039;START&#039;&#039;&#039; to pause; press SELECT while paused to return to the MAP&lt;br /&gt;
*&#039;&#039;&#039;SELECT&#039;&#039;&#039; to change between Nikki and Fargus at any-time!  (In the final-game, this is only possible via the &amp;quot;BODYSWAP&amp;quot; cheat, where TRIANGLE is then used.  Otherwise, you can only change characters while on the MAP, between-levels)&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:PANDY000 5JUN1996.png|Title card for this beta&lt;br /&gt;
File:PSX - Pandemonium very beta-0001.png|The MAP SCREEN.  Stand on a square and jump (TRIANGLE) to enter...&lt;br /&gt;
File:PSX - Pandemonium very beta-0002.png|...note that levels 8, 13, 14, 15, 16, 17 and 18 do not work.&lt;br /&gt;
File:PSX - Pandemonium very beta-0003.png|No power-up is offered when toppling this statue, unlike in the final&lt;br /&gt;
File:PANDY001 5JUN1996.png|Press SELECT at any-time during a level...&lt;br /&gt;
File:PANDY002 5JUN1996.png|...to switch character!&lt;br /&gt;
File:PANDY003 5JUN1996.png|Hold R2 to zoom-out (to the maximum shown)...&lt;br /&gt;
File:PANDY004 5JUN1996.png|...or R1 to zoom-in (to the maximum shown)&lt;br /&gt;
File:PANDY005 5JUN1996.png|Expect many untextured areas&lt;br /&gt;
File:PANDY006 5JUN1996.png|The &amp;quot;cliff-skull&amp;quot; as of this beta&lt;br /&gt;
File:PANDY007 5JUN1996.png|A &amp;quot;green club&amp;quot; collectible, this one seemingly unreachable&lt;br /&gt;
File:PANDY008 5JUN1996.png|Beta end-of-level effect&lt;br /&gt;
File:PANDY009 5JUN1996.png|Beta walking-enemy&lt;br /&gt;
File:PANDY010 5JUN1996.png|Beta lava&lt;br /&gt;
File:PANDY011 5JUN1996.png|Beta glass-roof&lt;br /&gt;
File:PANDY012 5JUN1996.png|A trap which fires a triangular bolt when you step on the arrows...&lt;br /&gt;
File:PANDY013 5JUN1996.png|...which is the head of one of the purple enemies&lt;br /&gt;
File:PANDY014 5JUN1996.png|You cannot jump onto this roof...&lt;br /&gt;
File:PANDY015 5JUN1996.png|...however, enter this door...&lt;br /&gt;
File:PANDY016 5JUN1996.png|...then exit back out...&lt;br /&gt;
File:PANDY017 5JUN1996.png|...and then you&#039;ll appear atop it!&lt;br /&gt;
File:PANDY018 5JUN1996.png|Another of the beta &amp;quot;green clubs&amp;quot;&lt;br /&gt;
File:PANDY019 5JUN1996.png|The front-view of the beta Invulnerability Shield looks similar...&lt;br /&gt;
File:PANDY020 5JUN1996.png|...but the final doesn&#039;t feature this reverse-view&lt;br /&gt;
File:PANDY021 5JUN1996.png|A very untextured area, where the game usually crashes near the end...&lt;br /&gt;
File:PANDY022 5JUN1996.png|...however, jump at the right spot and you can get past it...&lt;br /&gt;
File:PANDY023 5JUN1996.png|...though you cannot finish this level!&lt;br /&gt;
File:PANDY024 5JUN1996.png|You complete this slide-section as the frog, unlike in the final&lt;br /&gt;
File:PANDY025 5JUN1996.png|To get past this point, keep pressing DOWN and RIGHT together to clip-through the stump&lt;br /&gt;
File:PANDY026 5JUN1996.png|Closest view of one of the beta &amp;quot;green club&amp;quot; collectibles&lt;br /&gt;
File:PANDY027 5JUN1996.png|Possibly the only level in this beta that ends with this platform&lt;br /&gt;
File:PANDY029 5JUN1996.png|The (untextured) rolling-logs don&#039;t hurt you in the beta, but do push you backwards a lot more&lt;br /&gt;
File:PANDY030 5JUN1996.png|You can ride this hot-air balloon into the trees...&lt;br /&gt;
File:PANDY031 5JUN1996.png|...once it goes behind them, jump and move left or right to return to the previous area&lt;br /&gt;
File:PANDY032 5JUN1996.png|A level-background I don&#039;t think is used in the final&lt;br /&gt;
File:PANDY033 5JUN1996.png|A view of the waterfalls in this beta&lt;br /&gt;
File:PANDY034 5JUN1996.png|After you get the key here, go right in the area below to make the wall open...&lt;br /&gt;
File:PANDY035 5JUN1996.png|...though the game crashes once you enter the area to the right, anyway!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium very beta.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX - Pandemonium very beta.img|type=File|date=2020-12-14 04:09:15|size=45367728|crc32=AF463BCB|md5=8cc8b559d10117302d82d4c5e244d2eb|sha1=29390253daaac752e7eeea087114242b77fac2f1|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Pandemonium very beta.cue|type=File|date=2020-12-14 04:08:33|size=91|crc32=799D307A|md5=483d3d3c8c4edd9061b9a48eebd84bb0|sha1=3452a921b0c244c0562aad8ed53685f4db669bef|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Pandemonium very beta.ccd|type=File|date=2020-12-14 04:08:33|size=771|crc32=5A216F90|md5=edf72dce985dbd187fbccd0b12f00c61|sha1=ea6bf60d8c4768ed6135cb7514d741a1670b729e|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Pandemonium very beta.sub|type=File|date=2020-12-14 04:09:19|size=1851744|crc32=F9564CCB|md5=033bf2d997b0b4c7455ddd27c736e6ff|sha1=07be960e047d8c0643f70dff257f0ac102fe9d81|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Pandemonium very beta.jpeg|type=File|date=2021-03-14 12:15:02|size=994181|crc32=1F36420E|md5=4ce38b5645d58f1c169a6ecfafb2d5ae|sha1=fcf52c17696c4993b37147bf840a4e3dead07772|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Iniche for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jun_5,_1996_prototype)&amp;diff=77494</id>
		<title>Pandemonium! (Jun 5, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jun_5,_1996_prototype)&amp;diff=77494"/>
		<updated>2022-06-04T11:41:18Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* Differences (from final) */ Further revisions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Jun 5, 1996 prototype)&lt;br /&gt;
|titlescreen=PSX - Pandemonium very beta-0000.png&lt;br /&gt;
|builddate=Jun 5, 1996 19:37:06 &lt;br /&gt;
|buildname=Beta&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Pandemonium very beta&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 19, 1996 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 2, 1996 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Feb 28, 1997 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 31, 1996 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/PandemoniumJun51996prototype&lt;br /&gt;
|file=Pandemonium! (Jun 5, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Very early, with no startup disclaimers, logos, sequences etc.&lt;br /&gt;
*Opens to a simple title card, then goes straight into the game.&lt;br /&gt;
*Game begins in an interesting level select menu, in the form of a playable &amp;quot;level&amp;quot;.&lt;br /&gt;
**Different angle of view, zoomed out&lt;br /&gt;
**Walk over a square and press Triangle to enter a level.&lt;br /&gt;
*No loading screen before levels&lt;br /&gt;
*Different HUD/status display&lt;br /&gt;
*Most levels feature differences in areas, and many untextured areas&lt;br /&gt;
*Different music for the level, also&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
**Game contains dongle protection: No.&lt;br /&gt;
**Game contains debugging symbols: N/A&lt;br /&gt;
**Dump was originally scrambled: No&lt;br /&gt;
&lt;br /&gt;
==Differences (from final)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No map-screen&#039;&#039;&#039; yet, only a rudimentary &amp;quot;flat&amp;quot; level-select &amp;quot;board&amp;quot; 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&lt;br /&gt;
*&#039;&#039;&#039;Different controls:&#039;&#039;&#039; 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&lt;br /&gt;
*&#039;&#039;&#039;Change characters during levels:&#039;&#039;&#039; 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 &amp;quot;BODYSWAP&amp;quot; cheat is used, then TRIANGLE is used to switch)&lt;br /&gt;
*&#039;&#039;&#039;Nikki and Fargus lack their final unique abilities&#039;&#039;&#039;: 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!)&lt;br /&gt;
*&#039;&#039;&#039;Rolling-logs&#039;&#039;&#039; do not hurt you, but do send you flying backwards a lot more than in the final&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collectables:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Red-diamonds&#039;&#039;&#039; 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&#039;t exist in this beta, collecting them appears to do nothing (in the final, every 300 in value awards a new life)&lt;br /&gt;
*&#039;&#039;&#039;Gold-stars&#039;&#039;&#039; 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&lt;br /&gt;
*&#039;&#039;&#039;Keys&#039;&#039;&#039; exist, but are much-smaller than in the final, so harder-to-see&lt;br /&gt;
*&#039;&#039;&#039;Small red hearts&#039;&#039;&#039; restore one hit-point each (in the final, the large hearts serve this purpose, and no small hearts appear)&lt;br /&gt;
*&#039;&#039;&#039;Large red hearts&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;Green &amp;quot;clubs&amp;quot;&#039;&#039;&#039;: similar to the &amp;quot;club&amp;quot; or &amp;quot;clover&amp;quot; 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&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TRIANGLE&#039;&#039;&#039; to jump, and to enter levels (stand in the middle of a white square on the &amp;quot;map&amp;quot; screen, then jump).  In the final game, &#039;&#039;&#039;X&#039;&#039;&#039; is used.  When held-down on a trampoline, or while landing on an enemy, allows a higher jump-off to be performed&lt;br /&gt;
*&#039;&#039;&#039;SQUARE&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;D-Pad Left&#039;&#039;&#039; and &#039;&#039;&#039;D-Pad Right&#039;&#039;&#039; to move left or right&lt;br /&gt;
*&#039;&#039;&#039;D-Pad Down&#039;&#039;&#039; to duck.  When transformed to the TURTLE, makes you invincible while held-down, required for getting-past some circular-saws&lt;br /&gt;
*&#039;&#039;&#039;R1&#039;&#039;&#039; to zoom camera in (removed from final game)&lt;br /&gt;
*&#039;&#039;&#039;R2&#039;&#039;&#039; to zoom camera out (removed from final game)&lt;br /&gt;
*&#039;&#039;&#039;START&#039;&#039;&#039; to pause; press SELECT while paused to return to the MAP&lt;br /&gt;
*&#039;&#039;&#039;SELECT&#039;&#039;&#039; to change between Nikki and Fargus at any-time!  (In the final-game, this is only possible via the &amp;quot;BODYSWAP&amp;quot; cheat, where TRIANGLE is then used.  Otherwise, you can only change characters while on the MAP, between-levels)&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:PANDY000 5JUN1996.png|Title card for this beta&lt;br /&gt;
File:PSX - Pandemonium very beta-0001.png|The MAP SCREEN.  Stand on a square and jump (TRIANGLE) to enter...&lt;br /&gt;
File:PSX - Pandemonium very beta-0002.png|...note that levels 8, 13, 14, 15, 16, 17 and 18 do not work.&lt;br /&gt;
File:PSX - Pandemonium very beta-0003.png|No power-up is offered when toppling this statue, unlike in the final&lt;br /&gt;
File:PANDY001 5JUN1996.png|Press SELECT at any-time during a level...&lt;br /&gt;
File:PANDY002 5JUN1996.png|...to switch character!&lt;br /&gt;
File:PANDY003 5JUN1996.png|Hold R2 to zoom-out (to the maximum shown)...&lt;br /&gt;
File:PANDY004 5JUN1996.png|...or R1 to zoom-in (to the maximum shown)&lt;br /&gt;
File:PANDY005 5JUN1996.png|Expect many untextured areas&lt;br /&gt;
File:PANDY006 5JUN1996.png|The &amp;quot;cliff-skull&amp;quot; as of this beta&lt;br /&gt;
File:PANDY007 5JUN1996.png|A &amp;quot;green club&amp;quot; collectible, this one seemingly unreachable&lt;br /&gt;
File:PANDY008 5JUN1996.png|Beta end-of-level effect&lt;br /&gt;
File:PANDY009 5JUN1996.png|Beta walking-enemy&lt;br /&gt;
File:PANDY010 5JUN1996.png|Beta lava&lt;br /&gt;
File:PANDY011 5JUN1996.png|Beta glass-roof&lt;br /&gt;
File:PANDY012 5JUN1996.png|A trap which fires a triangular bolt when you step on the arrows...&lt;br /&gt;
File:PANDY013 5JUN1996.png|...which is the head of one of the purple enemies&lt;br /&gt;
File:PANDY014 5JUN1996.png|You cannot jump onto this roof...&lt;br /&gt;
File:PANDY015 5JUN1996.png|...however, enter this door...&lt;br /&gt;
File:PANDY016 5JUN1996.png|...then exit back out...&lt;br /&gt;
File:PANDY017 5JUN1996.png|...and then you&#039;ll appear atop it!&lt;br /&gt;
File:PANDY018 5JUN1996.png|Another of the beta &amp;quot;green clubs&amp;quot;&lt;br /&gt;
File:PANDY019 5JUN1996.png|The front-view of the beta Invulnerability Shield looks similar...&lt;br /&gt;
File:PANDY020 5JUN1996.png|...but the final doesn&#039;t feature this reverse-view&lt;br /&gt;
File:PANDY021 5JUN1996.png|A very untextured area, where the game usually crashes near the end...&lt;br /&gt;
File:PANDY022 5JUN1996.png|...however, jump at the right spot and you can get past it...&lt;br /&gt;
File:PANDY023 5JUN1996.png|...though you cannot finish this level!&lt;br /&gt;
File:PANDY024 5JUN1996.png|You complete this slide-section as the frog, unlike in the final&lt;br /&gt;
File:PANDY025 5JUN1996.png|It would seem in this level, you cannot get further than this point&lt;br /&gt;
File:PANDY026 5JUN1996.png|Closest view of one of the beta &amp;quot;green club&amp;quot; collectibles&lt;br /&gt;
File:PANDY027 5JUN1996.png|Possibly the only level in this beta that ends with this platform&lt;br /&gt;
File:PANDY029 5JUN1996.png|The (untextured) rolling-logs don&#039;t hurt you in the beta, but do push you backwards a lot more&lt;br /&gt;
File:PANDY030 5JUN1996.png|You can ride this hot-air balloon into the trees...&lt;br /&gt;
File:PANDY031 5JUN1996.png|...once it goes behind them, jump and move left or right to return to the previous area&lt;br /&gt;
File:PANDY032 5JUN1996.png|A level-background I don&#039;t think is used in the final&lt;br /&gt;
File:PANDY033 5JUN1996.png|A view of the waterfalls in this beta&lt;br /&gt;
File:PANDY034 5JUN1996.png|After you get the key here, go right in the area below to make the wall open...&lt;br /&gt;
File:PANDY035 5JUN1996.png|...though the game crashes once you enter the area to the right, anyway!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium very beta.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX - Pandemonium very beta.img|type=File|date=2020-12-14 04:09:15|size=45367728|crc32=AF463BCB|md5=8cc8b559d10117302d82d4c5e244d2eb|sha1=29390253daaac752e7eeea087114242b77fac2f1|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Pandemonium very beta.cue|type=File|date=2020-12-14 04:08:33|size=91|crc32=799D307A|md5=483d3d3c8c4edd9061b9a48eebd84bb0|sha1=3452a921b0c244c0562aad8ed53685f4db669bef|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Pandemonium very beta.ccd|type=File|date=2020-12-14 04:08:33|size=771|crc32=5A216F90|md5=edf72dce985dbd187fbccd0b12f00c61|sha1=ea6bf60d8c4768ed6135cb7514d741a1670b729e|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Pandemonium very beta.sub|type=File|date=2020-12-14 04:09:19|size=1851744|crc32=F9564CCB|md5=033bf2d997b0b4c7455ddd27c736e6ff|sha1=07be960e047d8c0643f70dff257f0ac102fe9d81|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Pandemonium very beta.jpeg|type=File|date=2021-03-14 12:15:02|size=994181|crc32=1F36420E|md5=4ce38b5645d58f1c169a6ecfafb2d5ae|sha1=fcf52c17696c4993b37147bf840a4e3dead07772|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Iniche for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jun_5,_1996_prototype)&amp;diff=77493</id>
		<title>Pandemonium! (Jun 5, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jun_5,_1996_prototype)&amp;diff=77493"/>
		<updated>2022-06-04T09:48:52Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* Differences (from final) */ Changed some wording, and removed bit about the hedgehog as it doesn&amp;#039;t harm you in the final either&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Jun 5, 1996 prototype)&lt;br /&gt;
|titlescreen=PSX - Pandemonium very beta-0000.png&lt;br /&gt;
|builddate=Jun 5, 1996 19:37:06 &lt;br /&gt;
|buildname=Beta&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Pandemonium very beta&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 19, 1996 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 2, 1996 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Feb 28, 1997 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 31, 1996 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/PandemoniumJun51996prototype&lt;br /&gt;
|file=Pandemonium! (Jun 5, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Very early, with no startup disclaimers, logos, sequences etc.&lt;br /&gt;
*Opens to a simple title card, then goes straight into the game.&lt;br /&gt;
*Game begins in an interesting level select menu, in the form of a playable &amp;quot;level&amp;quot;.&lt;br /&gt;
**Different angle of view, zoomed out&lt;br /&gt;
**Walk over a square and press Triangle to enter a level.&lt;br /&gt;
*No loading screen before levels&lt;br /&gt;
*Different HUD/status display&lt;br /&gt;
*Most levels feature differences in areas, and many untextured areas&lt;br /&gt;
*Different music for the level, also&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
**Game contains dongle protection: No.&lt;br /&gt;
**Game contains debugging symbols: N/A&lt;br /&gt;
**Dump was originally scrambled: No&lt;br /&gt;
&lt;br /&gt;
==Differences (from final)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No map-screen&#039;&#039;&#039; yet, only a rudimentary &amp;quot;flat&amp;quot; level-select &amp;quot;board&amp;quot; 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&lt;br /&gt;
*&#039;&#039;&#039;Different controls:&#039;&#039;&#039; 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&lt;br /&gt;
*&#039;&#039;&#039;Change characters during levels:&#039;&#039;&#039; 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 &amp;quot;BODYSWAP&amp;quot; cheat is used, then TRIANGLE is used to switch)&lt;br /&gt;
*&#039;&#039;&#039;Nikki and Fargus lack their final unique abilities&#039;&#039;&#039;: 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!)&lt;br /&gt;
*&#039;&#039;&#039;Rolling-logs&#039;&#039;&#039; do not hurt you, but do send you flying backwards a lot more than in the final&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collectables:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Red-diamonds&#039;&#039;&#039; 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&#039;t exist in this beta, collecting them appears to do nothing (in the final, every 300 in value awards a new life)&lt;br /&gt;
*&#039;&#039;&#039;Gold-stars&#039;&#039;&#039; 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&lt;br /&gt;
*&#039;&#039;&#039;Keys&#039;&#039;&#039; exist, but are much-smaller than in the final, so harder-to-see&lt;br /&gt;
*&#039;&#039;&#039;Small red hearts&#039;&#039;&#039; restore one hit-point each (in the final, the large hearts serve this purpose, and no small hearts appear)&lt;br /&gt;
*&#039;&#039;&#039;Large red hearts&#039;&#039;&#039; add an extra hit-point, up-to a maximum of 8.  These extra hit-points last for the current level only; you begin each level with just 3 hit-points.  (In the final, there are 5 hit-points to be found in secret-areas, and they look-like a small red heart within a gold square.  Once collected, they permanently get added to your hit-point count.  As you begin in the final with 2 hit-points, not 3, that means the maximum is 7 hit-points in the final, compared to 8 in this beta.) &lt;br /&gt;
*&#039;&#039;&#039;Green &amp;quot;clubs&amp;quot;&#039;&#039;&#039;: similar to the &amp;quot;club&amp;quot; or &amp;quot;clover&amp;quot; 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&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TRIANGLE&#039;&#039;&#039; to jump, and to enter levels (stand in the middle of a white square on the &amp;quot;map&amp;quot; screen, then jump).  In the final game, &#039;&#039;&#039;X&#039;&#039;&#039; is used.  When held-down on a trampoline, or while landing on an enemy, allows a higher jump-off to be performed&lt;br /&gt;
*&#039;&#039;&#039;SQUARE&#039;&#039;&#039; 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)&lt;br /&gt;
*&#039;&#039;&#039;D-Pad Left&#039;&#039;&#039; and &#039;&#039;&#039;D-Pad Right&#039;&#039;&#039; to move left or right&lt;br /&gt;
*&#039;&#039;&#039;D-Pad Down&#039;&#039;&#039; to duck.  When transformed to the TURTLE, makes you invincible while held-down, required for getting-past some circular-saws&lt;br /&gt;
*&#039;&#039;&#039;R1&#039;&#039;&#039; to zoom camera in (removed from final game)&lt;br /&gt;
*&#039;&#039;&#039;R2&#039;&#039;&#039; to zoom camera out (removed from final game)&lt;br /&gt;
*&#039;&#039;&#039;START&#039;&#039;&#039; to pause; press SELECT while paused to return to the MAP&lt;br /&gt;
*&#039;&#039;&#039;SELECT&#039;&#039;&#039; to change between Nikki and Fargus at any-time!  (In the final-game, this is only possible via the &amp;quot;BODYSWAP&amp;quot; cheat, where TRIANGLE is then used.  Otherwise, you can only change characters while on the MAP, between-levels)&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:PANDY000 5JUN1996.png|Title card for this beta&lt;br /&gt;
File:PSX - Pandemonium very beta-0001.png|The MAP SCREEN.  Stand on a square and jump (TRIANGLE) to enter...&lt;br /&gt;
File:PSX - Pandemonium very beta-0002.png|...note that levels 8, 13, 14, 15, 16, 17 and 18 do not work.&lt;br /&gt;
File:PSX - Pandemonium very beta-0003.png|No power-up is offered when toppling this statue, unlike in the final&lt;br /&gt;
File:PANDY001 5JUN1996.png|Press SELECT at any-time during a level...&lt;br /&gt;
File:PANDY002 5JUN1996.png|...to switch character!&lt;br /&gt;
File:PANDY003 5JUN1996.png|Hold R2 to zoom-out (to the maximum shown)...&lt;br /&gt;
File:PANDY004 5JUN1996.png|...or R1 to zoom-in (to the maximum shown)&lt;br /&gt;
File:PANDY005 5JUN1996.png|Expect many untextured areas&lt;br /&gt;
File:PANDY006 5JUN1996.png|The &amp;quot;cliff-skull&amp;quot; as of this beta&lt;br /&gt;
File:PANDY007 5JUN1996.png|A &amp;quot;green club&amp;quot; collectible, this one seemingly unreachable&lt;br /&gt;
File:PANDY008 5JUN1996.png|Beta end-of-level effect&lt;br /&gt;
File:PANDY009 5JUN1996.png|Beta walking-enemy&lt;br /&gt;
File:PANDY010 5JUN1996.png|Beta lava&lt;br /&gt;
File:PANDY011 5JUN1996.png|Beta glass-roof&lt;br /&gt;
File:PANDY012 5JUN1996.png|A trap which fires a triangular bolt when you step on the arrows...&lt;br /&gt;
File:PANDY013 5JUN1996.png|...which is the head of one of the purple enemies&lt;br /&gt;
File:PANDY014 5JUN1996.png|You cannot jump onto this roof...&lt;br /&gt;
File:PANDY015 5JUN1996.png|...however, enter this door...&lt;br /&gt;
File:PANDY016 5JUN1996.png|...then exit back out...&lt;br /&gt;
File:PANDY017 5JUN1996.png|...and then you&#039;ll appear atop it!&lt;br /&gt;
File:PANDY018 5JUN1996.png|Another of the beta &amp;quot;green clubs&amp;quot;&lt;br /&gt;
File:PANDY019 5JUN1996.png|The front-view of the beta Invulnerability Shield looks similar...&lt;br /&gt;
File:PANDY020 5JUN1996.png|...but the final doesn&#039;t feature this reverse-view&lt;br /&gt;
File:PANDY021 5JUN1996.png|A very untextured area, where the game usually crashes near the end...&lt;br /&gt;
File:PANDY022 5JUN1996.png|...however, jump at the right spot and you can get past it...&lt;br /&gt;
File:PANDY023 5JUN1996.png|...though you cannot finish this level!&lt;br /&gt;
File:PANDY024 5JUN1996.png|You complete this slide-section as the frog, unlike in the final&lt;br /&gt;
File:PANDY025 5JUN1996.png|It would seem in this level, you cannot get further than this point&lt;br /&gt;
File:PANDY026 5JUN1996.png|Closest view of one of the beta &amp;quot;green club&amp;quot; collectibles&lt;br /&gt;
File:PANDY027 5JUN1996.png|Possibly the only level in this beta that ends with this platform&lt;br /&gt;
File:PANDY029 5JUN1996.png|The (untextured) rolling-logs don&#039;t hurt you in the beta, but do push you backwards a lot more&lt;br /&gt;
File:PANDY030 5JUN1996.png|You can ride this hot-air balloon into the trees...&lt;br /&gt;
File:PANDY031 5JUN1996.png|...once it goes behind them, jump and move left or right to return to the previous area&lt;br /&gt;
File:PANDY032 5JUN1996.png|A level-background I don&#039;t think is used in the final&lt;br /&gt;
File:PANDY033 5JUN1996.png|A view of the waterfalls in this beta&lt;br /&gt;
File:PANDY034 5JUN1996.png|After you get the key here, go right in the area below to make the wall open...&lt;br /&gt;
File:PANDY035 5JUN1996.png|...though the game crashes once you enter the area to the right, anyway!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium very beta.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX - Pandemonium very beta.img|type=File|date=2020-12-14 04:09:15|size=45367728|crc32=AF463BCB|md5=8cc8b559d10117302d82d4c5e244d2eb|sha1=29390253daaac752e7eeea087114242b77fac2f1|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Pandemonium very beta.cue|type=File|date=2020-12-14 04:08:33|size=91|crc32=799D307A|md5=483d3d3c8c4edd9061b9a48eebd84bb0|sha1=3452a921b0c244c0562aad8ed53685f4db669bef|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Pandemonium very beta.ccd|type=File|date=2020-12-14 04:08:33|size=771|crc32=5A216F90|md5=edf72dce985dbd187fbccd0b12f00c61|sha1=ea6bf60d8c4768ed6135cb7514d741a1670b729e|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Pandemonium very beta.sub|type=File|date=2020-12-14 04:09:19|size=1851744|crc32=F9564CCB|md5=033bf2d997b0b4c7455ddd27c736e6ff|sha1=07be960e047d8c0643f70dff257f0ac102fe9d81|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Pandemonium very beta.jpeg|type=File|date=2021-03-14 12:15:02|size=994181|crc32=1F36420E|md5=4ce38b5645d58f1c169a6ecfafb2d5ae|sha1=fcf52c17696c4993b37147bf840a4e3dead07772|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Iniche for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Sep_8,_1996_prototype)&amp;diff=77492</id>
		<title>Pandemonium! (Sep 8, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Sep_8,_1996_prototype)&amp;diff=77492"/>
		<updated>2022-06-03T23:41:19Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* Screenshots */ Added my own screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Sep 8, 1996 prototype)&lt;br /&gt;
|titlescreen=PSX - Pandemonium-0000.png&lt;br /&gt;
|builddate=Sep 8, 1996 17:41:56 &lt;br /&gt;
|buildname=N/A&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Pandemonium&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 19, 1996 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 2, 1996 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Feb 28, 1997 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 31, 1996 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/PandemoniumSep81996prototype&lt;br /&gt;
|file=Pandemonium! (Sep 8, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Plextor drive dumped the disc in scrambled mode. Converted to RAW in ISOBuster&lt;br /&gt;
*Compiled a little over 3 weeks before the US retail version&lt;br /&gt;
*Title logo after the opening FMV, followed by a loading screen, both not seen in the retail&lt;br /&gt;
*Doesn&#039;t go to the title screen, instead goes straight into the level select (different, simpler), with some counters overlaying the screen&lt;br /&gt;
*Status bar/display is noticeably different&lt;br /&gt;
*Music continues to play during the loading screen&lt;br /&gt;
*Infinite health is provided&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
**Game contains dongle protection: No.&lt;br /&gt;
**Game contains debugging symbols: N/A&lt;br /&gt;
**Dump was originally scrambled: Yes&lt;br /&gt;
&lt;br /&gt;
==Differences==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Save feature!&#039;&#039;&#039;  Whereas the final-game only supports passwords, pressing START while on the MAP screen displays a menu with &amp;quot;Settings&amp;quot;, &amp;quot;Save Game&amp;quot;, &amp;quot;Load Game&amp;quot; and &amp;quot;New Game&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Characters can talk&#039;&#039;&#039;!  Both Nikki and Fargus can talk in this game -- though each only has &#039;&#039;three&#039;&#039; phrases, all of which repeat regularly during each level.  Within the &#039;&#039;Settings&#039;&#039; screen is an option titled &amp;quot;Voice&amp;quot;, though the slider doesn&#039;t move, so the voice doesn&#039;t seem like it can be disabled.  It would seem therefore with just a few-weeks to go this feature was scrapped, and instead &#039;&#039;Gex3D: Enter the Gecko&#039;&#039; would be their next-game to feature a speaking-character&lt;br /&gt;
*The &#039;&#039;&#039;map-screen&#039;&#039;&#039; works similar to the final, with each level represented by a themed area, though there is only darkness between each area, unlike in the final&lt;br /&gt;
*By-default, &#039;&#039;&#039;X is now jump&#039;&#039;&#039;, as in the final, and is also used to enter levels (replacing TRIANGLE from both previous betas)&lt;br /&gt;
*&#039;&#039;&#039;You are invulnerable&#039;&#039;&#039; in this beta, and can only die from falling into a bottomless pit.  You still lose your current attack power-up each time you take a hit, however&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; are present in this game, replacing the red-diamonds from the previous betas&lt;br /&gt;
*At the end of each level, the &#039;&#039;&#039;treasure tally screen&#039;&#039;&#039; is now present, showing what percentage of the coins in the level you collected; if you collected the majority of them, you can access one of two bonus levels&lt;br /&gt;
*&#039;&#039;&#039;You can pick which bonus-stage to play&#039;&#039;&#039;, if you collect enough coins: &amp;quot;GOTO BONUS 1&amp;quot; and &amp;quot;GOTO BONUS 2&amp;quot; are offered as choices at the end of the level, with Bonus 1 being the run-from-warp stage, and Bonus 2 being the pinball simulator.  (In the final game, you cannot choose, and which one you get depends on whether you got 80-89% of the coins, or 90% or more).&lt;br /&gt;
*The &#039;&#039;&#039;coin-doubler&#039;&#039;&#039; powerup is now present, though is represented by a grey circular icon, not the gold &amp;quot;X2&amp;quot; in a ring as in the final.  While the powerup is active, nothing on-screen indicates this (whereas the text &amp;quot;x2&amp;quot; flashes in the final)&lt;br /&gt;
*&#039;&#039;&#039;Fargus has his spin-attack ability&#039;&#039;&#039;, though the sound-effect is different from the final&lt;br /&gt;
*The &#039;&#039;&#039;gold-keys&#039;&#039;&#039; now use the same, large sprite as in the final&lt;br /&gt;
*All &#039;&#039;&#039;small hearts&#039;&#039;&#039; have been removed; the &#039;&#039;&#039;large hearts&#039;&#039;&#039; replace them, and perform their previous function: restoring one hit-point of health&lt;br /&gt;
*The &#039;&#039;&#039;gold ankhs&#039;&#039;&#039; replace the &amp;quot;green clubs&amp;quot; from the previous betas, and award one life for each one collected&lt;br /&gt;
*&#039;&#039;&#039;Lives&#039;&#039;&#039; are now a concept in the game, and aside from the aforementioned gold ankhs, collecting 200 value in coins will award one (whereas you require 300 in the final game, and 500 in &#039;&#039;Pandemonium 2&#039;&#039;)&lt;br /&gt;
*The power-up attacks from the final game are all present (plasma balls; ice; shrink) and so the &#039;&#039;&#039;gold star&#039;&#039;&#039; pickups have been removed&lt;br /&gt;
*&#039;&#039;&#039;The red switch&#039;&#039;&#039; in the second-level (near the end; where you can drop-down via a crumbling floor) has been removed&lt;br /&gt;
*There are some different &#039;&#039;&#039;mushroom images&#039;&#039;&#039; which do not have their transparency set correctly&lt;br /&gt;
*The &#039;&#039;&#039;floating mushroom-head&#039;&#039;&#039; at the end of one level, in a green acid pool, now moves, unlike in the previous beta, allowing that level to be finished&lt;br /&gt;
*Some levels feature an icon of a &#039;&#039;&#039;heart inside a gold square&#039;&#039;&#039;; collecting them does nothing.  In the final, these represent a hit-point extension&lt;br /&gt;
*At this late beta, there is still one stage featuring &#039;&#039;&#039;leftovers from the previous betas&#039;&#039;&#039;: in one of the desert stages, you&#039;ll find four of the plasma-powerups within the same area.  This is leftover from the earliest beta, when the gold-stars used to award three shots each.  However in this beta, and the final-game, you cannot &amp;quot;stack&amp;quot; powerups; collecting multiple of the same-one has no effect, and when you are next hit by an enemy, you always lose your current power-up.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium-0001.png|Seen after the title-card screen, and before each level&lt;br /&gt;
File:PSX - Pandemonium-0002.png|The start of the map-screen.  You return here after completing each level&lt;br /&gt;
File:PAN01 8SEP1996.png|Example of how levels look on the map; some are just a blank tile&lt;br /&gt;
File:PSX - Pandemonium-0003.png|Most of the earlier levels are near-final in their texturing&lt;br /&gt;
File:PSX - Pandemonium-0004.png|You are invulnerable in this beta&lt;br /&gt;
File:PAN02 8SEP1996.png|Press START on the MAP for this screen -- you can save in this beta!&lt;br /&gt;
File:PAN03 8SEP1996.png|The &amp;quot;SAVE GAME&amp;quot; screen!  (No saving at-all in the final game)&lt;br /&gt;
File:PAN04 8SEP1996.png|Both characters talk, but the &amp;quot;VOICE&amp;quot; slider here cannot be adjusted&lt;br /&gt;
File:PAN05 8SEP1996.png|Fargus &#039;&#039;finally&#039;&#039; has his spin-attack!&lt;br /&gt;
File:PAN06 8SEP1996.png|Large hearts now restore a hit-point; small hearts are all removed&lt;br /&gt;
File:PAN07 8SEP1996.png|The grey-icon is the &amp;quot;coin-doubler&amp;quot;, represented by &amp;quot;x2&amp;quot; in the final game.  While its power is active, nothing is shown on-screen&lt;br /&gt;
File:PAN08 8SEP1996.png|The gold-ankhs are finally here, replacing the &amp;quot;green clubs&amp;quot; from the previous betas that served no-purpose&lt;br /&gt;
File:PAN09 8SEP1996.png|The gold-star that used to be here is now replaced by one of the powerup&#039;s icons&lt;br /&gt;
File:PAN10 8SEP1996.png|At the end of each level, you&#039;ll now see this screen.  Get enough coins and you can choose which bonus level you play!&lt;br /&gt;
File:PAN11 8SEP1996.png|The odd &amp;quot;walking-legs-and-torso&amp;quot; enemy in this level has been replaced&lt;br /&gt;
File:PAN12 8SEP1996.png|The gold-key sprite now matches the final&lt;br /&gt;
File:PAN13 8SEP1996.png|No grey or red button on the floor here now&lt;br /&gt;
File:PAN14 8SEP1996.png|The floating mushroom-head in this acid-pool now moves when you step on it&lt;br /&gt;
File:PAN15 8SEP1996.png|This heart-in-box pickup does nothing in this beta; in the final, it is a rare collectible that awards an extra hit-point&lt;br /&gt;
File:PAN16 8SEP1996.png|Having two powerup pickups so-close is a leftover from the first beta, where each gold-star would award you three shots...&lt;br /&gt;
File:PAN17 8SEP1996.png|...but in this beta and the final, this is pointless as you cannot stack powerups, and lose your current one the moment you take a hit&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX - Pandemonium.img|type=File|date=2021-04-03 16:06:35|size=167549424|crc32=406EB165|md5=7ea95ecf3828d6d808075110fc3fb19f|sha1=617190d67dcc2ec921d3c24bd652b8948530ad3e|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Pandemonium.cue|type=File|date=2021-04-03 17:16:39|size=81|crc32=F3B75A97|md5=e0375492eb88f9a0ba80d5467227bcf0|sha1=25e8408cc069c7791301d1f808886c1d38769134|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Pandemonium.ccd|type=File|date=2021-04-03 17:35:16|size=772|crc32=572F4538|md5=23ab9b6d38fe4ecdb035ef8ba74e4d16|sha1=61312aa014fdcdf6b50eace13d83d3f2b9063628|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Pandemonium.sub|type=File|date=2020-12-14 04:08:32|size=6838848|crc32=51CD9DA6|md5=170f9472fc8a2092ab97fe595ba58489|sha1=7df141f6ed481830d21ef3abeda47577a1e57cc2|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Pandemonium.jpeg|type=File|date=2021-03-14 12:15:01|size=857039|crc32=43074CC3|md5=133b0a2d664578ee332fb5aef48a5471|sha1=5d35ff8fabe8fc48b4e09b420c9d616297c670b0|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Iniche for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN17_8SEP1996.png&amp;diff=77491</id>
		<title>File:PAN17 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN17_8SEP1996.png&amp;diff=77491"/>
		<updated>2022-06-03T23:31:28Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Likewise, just seconds later, another two stacked powerups&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN16_8SEP1996.png&amp;diff=77490</id>
		<title>File:PAN16 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN16_8SEP1996.png&amp;diff=77490"/>
		<updated>2022-06-03T23:31:27Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In the original beta, there would have been two gold-stars here, each of which would grant three plasma attacks.  As of this beta, having two are redundant, as you cannot stack them&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN15_8SEP1996.png&amp;diff=77489</id>
		<title>File:PAN15 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN15_8SEP1996.png&amp;diff=77489"/>
		<updated>2022-06-03T23:31:26Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In the final game, this heart-in-square icon would give an extra hit-point.  As of this late beta, it appears to do nothing&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN14_8SEP1996.png&amp;diff=77488</id>
		<title>File:PAN14 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN14_8SEP1996.png&amp;diff=77488"/>
		<updated>2022-06-03T23:31:26Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The floating mushroom-head in this pool now moves&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN13_8SEP1996.png&amp;diff=77487</id>
		<title>File:PAN13 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN13_8SEP1996.png&amp;diff=77487"/>
		<updated>2022-06-03T23:31:26Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
No grey or red button here now&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN12_8SEP1996.png&amp;diff=77486</id>
		<title>File:PAN12 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN12_8SEP1996.png&amp;diff=77486"/>
		<updated>2022-06-03T23:31:25Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Gold-key sprite now matching the final&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN11_8SEP1996.png&amp;diff=77485</id>
		<title>File:PAN11 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN11_8SEP1996.png&amp;diff=77485"/>
		<updated>2022-06-03T23:31:25Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The odd &amp;quot;walking-legs-and-torso&amp;quot; enemies from the previous betas are now replaced&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN10_8SEP1996.png&amp;diff=77484</id>
		<title>File:PAN10 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN10_8SEP1996.png&amp;diff=77484"/>
		<updated>2022-06-03T23:31:24Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Ending a level now shows this screen&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN07_8SEP1996.png&amp;diff=77483</id>
		<title>File:PAN07 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN07_8SEP1996.png&amp;diff=77483"/>
		<updated>2022-06-03T23:31:23Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The grey icon here is the &amp;quot;coin-doubler&amp;quot; (&amp;quot;x2&amp;quot;) from the final game&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN09_8SEP1996.png&amp;diff=77482</id>
		<title>File:PAN09 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN09_8SEP1996.png&amp;diff=77482"/>
		<updated>2022-06-03T23:31:23Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Plasma-powerup icon, replacing where a gold-star previously was&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN08_8SEP1996.png&amp;diff=77481</id>
		<title>File:PAN08 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN08_8SEP1996.png&amp;diff=77481"/>
		<updated>2022-06-03T23:31:23Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The gold ankhs are now present, replacing the &amp;quot;green clubs&amp;quot; from the previous betas&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN06_8SEP1996.png&amp;diff=77480</id>
		<title>File:PAN06 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN06_8SEP1996.png&amp;diff=77480"/>
		<updated>2022-06-03T23:31:22Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
All small-hearts are gone; the large-hearts replace their purpose&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN05_8SEP1996.png&amp;diff=77479</id>
		<title>File:PAN05 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN05_8SEP1996.png&amp;diff=77479"/>
		<updated>2022-06-03T23:31:22Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Fargus has his spin attack now&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN04_8SEP1996.png&amp;diff=77478</id>
		<title>File:PAN04 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN04_8SEP1996.png&amp;diff=77478"/>
		<updated>2022-06-03T23:31:22Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Voice option present, but its slider does nothing&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN03_8SEP1996.png&amp;diff=77477</id>
		<title>File:PAN03 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN03_8SEP1996.png&amp;diff=77477"/>
		<updated>2022-06-03T23:31:21Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Save Game screen; the final game offers only a password&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN02_8SEP1996.png&amp;diff=77476</id>
		<title>File:PAN02 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN02_8SEP1996.png&amp;diff=77476"/>
		<updated>2022-06-03T23:31:21Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Ability to save is present!&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PAN01_8SEP1996.png&amp;diff=77475</id>
		<title>File:PAN01 8SEP1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PAN01_8SEP1996.png&amp;diff=77475"/>
		<updated>2022-06-03T23:31:21Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of a level on the map&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Sep_8,_1996_prototype)&amp;diff=77474</id>
		<title>Pandemonium! (Sep 8, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Sep_8,_1996_prototype)&amp;diff=77474"/>
		<updated>2022-06-03T23:25:55Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* Screenshots */ Added captions to initial images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Sep 8, 1996 prototype)&lt;br /&gt;
|titlescreen=PSX - Pandemonium-0000.png&lt;br /&gt;
|builddate=Sep 8, 1996 17:41:56 &lt;br /&gt;
|buildname=N/A&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Pandemonium&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 19, 1996 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 2, 1996 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Feb 28, 1997 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 31, 1996 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/PandemoniumSep81996prototype&lt;br /&gt;
|file=Pandemonium! (Sep 8, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Plextor drive dumped the disc in scrambled mode. Converted to RAW in ISOBuster&lt;br /&gt;
*Compiled a little over 3 weeks before the US retail version&lt;br /&gt;
*Title logo after the opening FMV, followed by a loading screen, both not seen in the retail&lt;br /&gt;
*Doesn&#039;t go to the title screen, instead goes straight into the level select (different, simpler), with some counters overlaying the screen&lt;br /&gt;
*Status bar/display is noticeably different&lt;br /&gt;
*Music continues to play during the loading screen&lt;br /&gt;
*Infinite health is provided&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
**Game contains dongle protection: No.&lt;br /&gt;
**Game contains debugging symbols: N/A&lt;br /&gt;
**Dump was originally scrambled: Yes&lt;br /&gt;
&lt;br /&gt;
==Differences==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Save feature!&#039;&#039;&#039;  Whereas the final-game only supports passwords, pressing START while on the MAP screen displays a menu with &amp;quot;Settings&amp;quot;, &amp;quot;Save Game&amp;quot;, &amp;quot;Load Game&amp;quot; and &amp;quot;New Game&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Characters can talk&#039;&#039;&#039;!  Both Nikki and Fargus can talk in this game -- though each only has &#039;&#039;three&#039;&#039; phrases, all of which repeat regularly during each level.  Within the &#039;&#039;Settings&#039;&#039; screen is an option titled &amp;quot;Voice&amp;quot;, though the slider doesn&#039;t move, so the voice doesn&#039;t seem like it can be disabled.  It would seem therefore with just a few-weeks to go this feature was scrapped, and instead &#039;&#039;Gex3D: Enter the Gecko&#039;&#039; would be their next-game to feature a speaking-character&lt;br /&gt;
*The &#039;&#039;&#039;map-screen&#039;&#039;&#039; works similar to the final, with each level represented by a themed area, though there is only darkness between each area, unlike in the final&lt;br /&gt;
*By-default, &#039;&#039;&#039;X is now jump&#039;&#039;&#039;, as in the final, and is also used to enter levels (replacing TRIANGLE from both previous betas)&lt;br /&gt;
*&#039;&#039;&#039;You are invulnerable&#039;&#039;&#039; in this beta, and can only die from falling into a bottomless pit.  You still lose your current attack power-up each time you take a hit, however&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; are present in this game, replacing the red-diamonds from the previous betas&lt;br /&gt;
*At the end of each level, the &#039;&#039;&#039;treasure tally screen&#039;&#039;&#039; is now present, showing what percentage of the coins in the level you collected; if you collected the majority of them, you can access one of two bonus levels&lt;br /&gt;
*&#039;&#039;&#039;You can pick which bonus-stage to play&#039;&#039;&#039;, if you collect enough coins: &amp;quot;GOTO BONUS 1&amp;quot; and &amp;quot;GOTO BONUS 2&amp;quot; are offered as choices at the end of the level, with Bonus 1 being the run-from-warp stage, and Bonus 2 being the pinball simulator.  (In the final game, you cannot choose, and which one you get depends on whether you got 80-89% of the coins, or 90% or more).&lt;br /&gt;
*The &#039;&#039;&#039;coin-doubler&#039;&#039;&#039; powerup is now present, though is represented by a grey circular icon, not the gold &amp;quot;X2&amp;quot; in a ring as in the final.  While the powerup is active, nothing on-screen indicates this (whereas the text &amp;quot;x2&amp;quot; flashes in the final)&lt;br /&gt;
*&#039;&#039;&#039;Fargus has his spin-attack ability&#039;&#039;&#039;, though the sound-effect is different from the final&lt;br /&gt;
*The &#039;&#039;&#039;gold-keys&#039;&#039;&#039; now use the same, large sprite as in the final&lt;br /&gt;
*All &#039;&#039;&#039;small hearts&#039;&#039;&#039; have been removed; the &#039;&#039;&#039;large hearts&#039;&#039;&#039; replace them, and perform their previous function: restoring one hit-point of health&lt;br /&gt;
*The &#039;&#039;&#039;gold ankhs&#039;&#039;&#039; replace the &amp;quot;green clubs&amp;quot; from the previous betas, and award one life for each one collected&lt;br /&gt;
*&#039;&#039;&#039;Lives&#039;&#039;&#039; are now a concept in the game, and aside from the aforementioned gold ankhs, collecting 200 value in coins will award one (whereas you require 300 in the final game, and 500 in &#039;&#039;Pandemonium 2&#039;&#039;)&lt;br /&gt;
*The power-up attacks from the final game are all present (plasma balls; ice; shrink) and so the &#039;&#039;&#039;gold star&#039;&#039;&#039; pickups have been removed&lt;br /&gt;
*&#039;&#039;&#039;The red switch&#039;&#039;&#039; in the second-level (near the end; where you can drop-down via a crumbling floor) has been removed&lt;br /&gt;
*There are some different &#039;&#039;&#039;mushroom images&#039;&#039;&#039; which do not have their transparency set correctly&lt;br /&gt;
*The &#039;&#039;&#039;floating mushroom-head&#039;&#039;&#039; at the end of one level, in a green acid pool, now moves, unlike in the previous beta, allowing that level to be finished&lt;br /&gt;
*Some levels feature an icon of a &#039;&#039;&#039;heart inside a gold square&#039;&#039;&#039;; collecting them does nothing.  In the final, these represent a hit-point extension&lt;br /&gt;
*At this late beta, there is still one stage featuring &#039;&#039;&#039;leftovers from the previous betas&#039;&#039;&#039;: in one of the desert stages, you&#039;ll find four of the plasma-powerups within the same area.  This is leftover from the earliest beta, when the gold-stars used to award three shots each.  However in this beta, and the final-game, you cannot &amp;quot;stack&amp;quot; powerups; collecting multiple of the same-one has no effect, and when you are next hit by an enemy, you always lose your current power-up.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium-0001.png| Seen after the title-card screen, and before each level &lt;br /&gt;
File:PSX - Pandemonium-0002.png| The start of the map-screen.  You return here after completing each level &lt;br /&gt;
File:PSX - Pandemonium-0003.png| Most of the earlier levels are near-final in their texturing &lt;br /&gt;
File:PSX - Pandemonium-0004.png| You are invulnerable in this beta &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX - Pandemonium.img|type=File|date=2021-04-03 16:06:35|size=167549424|crc32=406EB165|md5=7ea95ecf3828d6d808075110fc3fb19f|sha1=617190d67dcc2ec921d3c24bd652b8948530ad3e|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Pandemonium.cue|type=File|date=2021-04-03 17:16:39|size=81|crc32=F3B75A97|md5=e0375492eb88f9a0ba80d5467227bcf0|sha1=25e8408cc069c7791301d1f808886c1d38769134|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Pandemonium.ccd|type=File|date=2021-04-03 17:35:16|size=772|crc32=572F4538|md5=23ab9b6d38fe4ecdb035ef8ba74e4d16|sha1=61312aa014fdcdf6b50eace13d83d3f2b9063628|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Pandemonium.sub|type=File|date=2020-12-14 04:08:32|size=6838848|crc32=51CD9DA6|md5=170f9472fc8a2092ab97fe595ba58489|sha1=7df141f6ed481830d21ef3abeda47577a1e57cc2|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Pandemonium.jpeg|type=File|date=2021-03-14 12:15:01|size=857039|crc32=43074CC3|md5=133b0a2d664578ee332fb5aef48a5471|sha1=5d35ff8fabe8fc48b4e09b420c9d616297c670b0|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Iniche for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Sep_8,_1996_prototype)&amp;diff=77473</id>
		<title>Pandemonium! (Sep 8, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Sep_8,_1996_prototype)&amp;diff=77473"/>
		<updated>2022-06-03T23:15:50Z</updated>

		<summary type="html">&lt;p&gt;Dftf: Added the &amp;quot;Differences&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Sep 8, 1996 prototype)&lt;br /&gt;
|titlescreen=PSX - Pandemonium-0000.png&lt;br /&gt;
|builddate=Sep 8, 1996 17:41:56 &lt;br /&gt;
|buildname=N/A&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Pandemonium&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 19, 1996 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 2, 1996 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Feb 28, 1997 }} {{RegionDate|EU|Oct 9, 1996 }} {{RegionDate|US|Oct 31, 1996 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/PandemoniumSep81996prototype&lt;br /&gt;
|file=Pandemonium! (Sep 8, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Plextor drive dumped the disc in scrambled mode. Converted to RAW in ISOBuster&lt;br /&gt;
*Compiled a little over 3 weeks before the US retail version&lt;br /&gt;
*Title logo after the opening FMV, followed by a loading screen, both not seen in the retail&lt;br /&gt;
*Doesn&#039;t go to the title screen, instead goes straight into the level select (different, simpler), with some counters overlaying the screen&lt;br /&gt;
*Status bar/display is noticeably different&lt;br /&gt;
*Music continues to play during the loading screen&lt;br /&gt;
*Infinite health is provided&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
**Game contains dongle protection: No.&lt;br /&gt;
**Game contains debugging symbols: N/A&lt;br /&gt;
**Dump was originally scrambled: Yes&lt;br /&gt;
&lt;br /&gt;
== Differences ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Save feature!&#039;&#039;&#039;  Whereas the final-game only supports passwords, pressing START while on the MAP screen displays a menu with &amp;quot;Settings&amp;quot;, &amp;quot;Save Game&amp;quot;, &amp;quot;Load Game&amp;quot; and &amp;quot;New Game&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Characters can talk&#039;&#039;&#039;!  Both Nikki and Fargus can talk in this game -- though each only has &#039;&#039;three&#039;&#039; phrases, all of which repeat regularly during each level.  Within the &#039;&#039;Settings&#039;&#039; screen is an option titled &amp;quot;Voice&amp;quot;, though the slider doesn&#039;t move, so the voice doesn&#039;t seem like it can be disabled.  It would seem therefore with just a few-weeks to go this feature was scrapped, and instead &#039;&#039;Gex3D: Enter the Gecko&#039;&#039; would be their next-game to feature a speaking-character&lt;br /&gt;
* The &#039;&#039;&#039;map-screen&#039;&#039;&#039; works similar to the final, with each level represented by a themed area, though there is only darkness between each area, unlike in the final&lt;br /&gt;
* By-default, &#039;&#039;&#039;X is now jump&#039;&#039;&#039;, as in the final, and is also used to enter levels (replacing TRIANGLE from both previous betas)&lt;br /&gt;
* &#039;&#039;&#039;You are invulnerable&#039;&#039;&#039; in this beta, and can only die from falling into a bottomless pit.  You still lose your current attack power-up each time you take a hit, however&lt;br /&gt;
* &#039;&#039;&#039;Coins&#039;&#039;&#039; are present in this game, replacing the red-diamonds from the previous betas&lt;br /&gt;
* At the end of each level, the &#039;&#039;&#039;treasure tally screen&#039;&#039;&#039; is now present, showing what percentage of the coins in the level you collected; if you collected the majority of them, you can access one of two bonus levels&lt;br /&gt;
* &#039;&#039;&#039;You can pick which bonus-stage to play&#039;&#039;&#039;, if you collect enough coins: &amp;quot;GOTO BONUS 1&amp;quot; and &amp;quot;GOTO BONUS 2&amp;quot; are offered as choices at the end of the level, with Bonus 1 being the run-from-warp stage, and Bonus 2 being the pinball simulator.  (In the final game, you cannot choose, and which one you get depends on whether you got 80-89% of the coins, or 90% or more).&lt;br /&gt;
* The &#039;&#039;&#039;coin-doubler&#039;&#039;&#039; powerup is now present, though is represented by a grey circular icon, not the gold &amp;quot;X2&amp;quot; in a ring as in the final.  While the powerup is active, nothing on-screen indicates this (whereas the text &amp;quot;x2&amp;quot; flashes in the final)&lt;br /&gt;
* &#039;&#039;&#039;Fargus has his spin-attack ability&#039;&#039;&#039;, though the sound-effect is different from the final&lt;br /&gt;
* The &#039;&#039;&#039;gold-keys&#039;&#039;&#039; now use the same, large sprite as in the final&lt;br /&gt;
* All &#039;&#039;&#039;small hearts&#039;&#039;&#039; have been removed; the &#039;&#039;&#039;large hearts&#039;&#039;&#039; replace them, and perform their previous function: restoring one hit-point of health&lt;br /&gt;
* The &#039;&#039;&#039;gold ankhs&#039;&#039;&#039; replace the &amp;quot;green clubs&amp;quot; from the previous betas, and award one life for each one collected&lt;br /&gt;
* &#039;&#039;&#039;Lives&#039;&#039;&#039; are now a concept in the game, and aside from the aforementioned gold ankhs, collecting 200 value in coins will award one (whereas you require 300 in the final game, and 500 in &#039;&#039;Pandemonium 2&#039;&#039;)&lt;br /&gt;
* The power-up attacks from the final game are all present (plasma balls; ice; shrink) and so the &#039;&#039;&#039;gold star&#039;&#039;&#039; pickups have been removed&lt;br /&gt;
* &#039;&#039;&#039;The red switch&#039;&#039;&#039; in the second-level (near the end; where you can drop-down via a crumbling floor) has been removed&lt;br /&gt;
* There are some different &#039;&#039;&#039;mushroom images&#039;&#039;&#039; which do not have their transparency set correctly&lt;br /&gt;
* The &#039;&#039;&#039;floating mushroom-head&#039;&#039;&#039; at the end of one level, in a green acid pool, now moves, unlike in the previous beta, allowing that level to be finished&lt;br /&gt;
* Some levels feature an icon of a &#039;&#039;&#039;heart inside a gold square&#039;&#039;&#039;; collecting them does nothing.  In the final, these represent a hit-point extension&lt;br /&gt;
* At this late beta, there is still one stage featuring &#039;&#039;&#039;leftovers from the previous betas&#039;&#039;&#039;: in one of the desert stages, you&#039;ll find four of the plasma-powerups within the same area.  This is leftover from the earliest beta, when the gold-stars used to award three shots each.  However in this beta, and the final-game, you cannot &amp;quot;stack&amp;quot; powerups; collecting multiple of the same-one has no effect, and when you are next hit by an enemy, you always lose your current power-up.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium-0001.png&lt;br /&gt;
File:PSX - Pandemonium-0002.png&lt;br /&gt;
File:PSX - Pandemonium-0003.png&lt;br /&gt;
File:PSX - Pandemonium-0004.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Pandemonium.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX - Pandemonium.img|type=File|date=2021-04-03 16:06:35|size=167549424|crc32=406EB165|md5=7ea95ecf3828d6d808075110fc3fb19f|sha1=617190d67dcc2ec921d3c24bd652b8948530ad3e|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Pandemonium.cue|type=File|date=2021-04-03 17:16:39|size=81|crc32=F3B75A97|md5=e0375492eb88f9a0ba80d5467227bcf0|sha1=25e8408cc069c7791301d1f808886c1d38769134|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Pandemonium.ccd|type=File|date=2021-04-03 17:35:16|size=772|crc32=572F4538|md5=23ab9b6d38fe4ecdb035ef8ba74e4d16|sha1=61312aa014fdcdf6b50eace13d83d3f2b9063628|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Pandemonium.sub|type=File|date=2020-12-14 04:08:32|size=6838848|crc32=51CD9DA6|md5=170f9472fc8a2092ab97fe595ba58489|sha1=7df141f6ed481830d21ef3abeda47577a1e57cc2|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Pandemonium.jpeg|type=File|date=2021-03-14 12:15:01|size=857039|crc32=43074CC3|md5=133b0a2d664578ee332fb5aef48a5471|sha1=5d35ff8fabe8fc48b4e09b420c9d616297c670b0|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Iniche for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jul_19,_1996_prototype)&amp;diff=77472</id>
		<title>Pandemonium! (Jul 19, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jul_19,_1996_prototype)&amp;diff=77472"/>
		<updated>2022-06-03T20:39:36Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* Screenshots */ Added more screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Jul 19, 1996 prototype)&lt;br /&gt;
|builddate=Jul 19, 1996 17:34:36&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Dizzzy&lt;br /&gt;
|releasedby=Dizzzy&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|titlescreen=Pandemonium! (Jul 19, 1996 prototype).png&lt;br /&gt;
|origin_labels=Pandemonium! 7/19 U.S. PSX #8 PREVIEW ONLY&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|EU|Nov 8, 1996}} {{RegionDate|US|Oct 2, 1996}}&lt;br /&gt;
|release_date={{RegionDate|US|Oct 31, 1996}} {{RegionDate|EU|Nov 1996}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Pandemonium! (Jul 19, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the Sony PlayStation.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Pandemonium! (USA) (Preproduction) - Disc Label.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Differences==&lt;br /&gt;
&lt;br /&gt;
===From the previous beta (5 June 1996)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;18 levels&#039;&#039;&#039; on the MAP are now playable; the white-dot between levels 6 and 7, and the one after 18, don&#039;t do anything&lt;br /&gt;
*Nikki now has her &#039;&#039;&#039;double-jump&#039;&#039;&#039; (but Fargus is still lacking his roll-attack)&lt;br /&gt;
*Most of the &#039;&#039;&#039;earlier levels&#039;&#039;&#039; (the ones featured in the previous beta) &#039;&#039;&#039;are more-refined&#039;&#039;&#039; and matching the final game, with many-more textures now in-place&lt;br /&gt;
*&#039;&#039;&#039;Gold stars&#039;&#039;&#039; 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&lt;br /&gt;
*The number of &#039;&#039;&#039;Hit-Points&#039;&#039;&#039; (hearts) &#039;&#039;&#039;are retained between levels&#039;&#039;&#039;; 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)&lt;br /&gt;
*Some of the &#039;&#039;&#039;red diamond&#039;&#039;&#039; collectables are now-worth up-to 25 points -- though, as with the previous beta, this one still doesn&#039;t feature the concept of LIVES, so collecting them doesn&#039;t seem to do anything&lt;br /&gt;
*A &#039;&#039;&#039;strange voice&#039;&#039;&#039; can be heard at various points throughout the game, saying something to the effect of &amp;quot;bring back the filename&amp;quot;.  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&#039;t exist?&lt;br /&gt;
*The &#039;&#039;&#039;slide&#039;&#039;&#039; found in the first level now works; in the previous beta, you just run-down it like a normal path&lt;br /&gt;
*The &#039;&#039;&#039;biting-plant&#039;&#039;&#039; enemies are now fully-textured&lt;br /&gt;
*The &#039;&#039;&#039;golden keys&#039;&#039;&#039; are now larger in-size, though still not as-large as those in the final game&lt;br /&gt;
*There are a number of times when you can &#039;&#039;&#039;randomly float up into the air&#039;&#039;&#039;, such as in the first level, once inside the skull&lt;br /&gt;
*Some of the &#039;&#039;&#039;bonus-rooms&#039;&#039;&#039; found in the final game have been added&lt;br /&gt;
*The &#039;&#039;&#039;shooting-head traps&#039;&#039;&#039; 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&lt;br /&gt;
*The &#039;&#039;&#039;third-level&#039;&#039;&#039; 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&lt;br /&gt;
*The &#039;&#039;&#039;poison-plants&#039;&#039;&#039;, with the magenta tops, now spit-out their pink, acid-bubbles; in the previous beta, they were fairly-harmless as they didn&#039;t do this attack&lt;br /&gt;
*&#039;&#039;&#039;Two new transformations&#039;&#039;&#039; are now available in the later-levels: the dinosaur, which features the horn-charge attack; and the &amp;quot;dragon&amp;quot;, 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).&lt;br /&gt;
*&#039;&#039;&#039;An unused vehicle&#039;&#039;&#039; also exists: in the same level as the &amp;quot;dragon&amp;quot; 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 &amp;quot;on-foot&amp;quot;, at which point your character automatically jumps-out&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PANDY01 19JUL1996.png|&amp;quot;Map&amp;quot; screen, in this beta&lt;br /&gt;
File:PANDY02 19JUL1996.png|Once you drop-down here, a strange voice is heard&lt;br /&gt;
File:PANDY03 19JUL1996.png|The area past the waterfall in LEVEL01 is still untextured in this beta also&lt;br /&gt;
File:PANDY04 19JUL1996.png|The slide in the first level now works&lt;br /&gt;
File:PANDY05 19JUL1996.png|A small heart, which like in the final game...&lt;br /&gt;
File:PANDY06 19JUL1996.png|...restores one hit-point&lt;br /&gt;
File:PANDY07 19JUL1996.png|A large heart, which in this beta and the previous one...&lt;br /&gt;
File:PANDY08 19JUL1996.png|...awards an extra hit-point!  You won&#039;t get them so-easily in the final!&lt;br /&gt;
File:PANDY09 19JUL1996.png|The green pickup here can be collected in this beta&lt;br /&gt;
File:PANDY10 19JUL1996.png|The star pickups now give you unlimited plasma shots, but only for 15 seconds&lt;br /&gt;
File:PANDY11 19JUL1996.png|In some areas, you randomly fly-off up into the air!&lt;br /&gt;
File:PANDY12 19JUL1996.png|This heart cannot be collected&lt;br /&gt;
File:PANDY13 19JUL1996.png|Doors that open now added at the end of LEVEL01&lt;br /&gt;
File:PANDY14 19JUL1996.png|Though they are untextured at the start of LEVEL02!&lt;br /&gt;
File:PANDY15 19JUL1996.png|The gold-keys are now bigger&lt;br /&gt;
File:PANDY16 19JUL1996.png|The glass-roof here now matches the final more-closely&lt;br /&gt;
File:PANDY17 19JUL1996.png|The biting-plant enemies now have their textures&lt;br /&gt;
File:PANDY18 19JUL1996.png|This switch is red, compared to the grey in the previous beta&lt;br /&gt;
File:PANDY19 19JUL1996.png|Many of the levels now feature this architecture to mark the exit&lt;br /&gt;
File:PANDY20 19JUL1996.png|Unlike in the previous beta, LEVEL03 sees you go right (as with the final), not left, at the start...&lt;br /&gt;
File:PANDY21 19JUL1996.png|...and right (counter-clockwise) at the circular section too, again, the same as in the final&lt;br /&gt;
File:PANDY22 19JUL1996.png|One of the new bonus-areas now added&lt;br /&gt;
File:PANDY23 19JUL1996.png|Where the bonus leads to; five gold stars are available in the bottom-right area&lt;br /&gt;
File:PANDY24 19JUL1996.png|The &amp;quot;shooting-head&amp;quot; traps now fire about once every 3-4 seconds&lt;br /&gt;
File:PANDY25 19JUL1996.png|Unlike in the previous beta, you can jump atop this roof&lt;br /&gt;
File:PANDY26 19JUL1996.png|The poison-plant enemies actually release their harmful bubbles as of this beta&lt;br /&gt;
File:PANDY27 19JUL1996.png|An example of a large diamond pickup...&lt;br /&gt;
File:PANDY28 19JUL1996.png|...which is worth 25 points!&lt;br /&gt;
File:PANDY29 19JUL1996.png|Some very-pixelated sprite assets&lt;br /&gt;
File:PANDY30 19JUL1996.png|The falling-rock area is now fully-textured...&lt;br /&gt;
File:PANDY31 19JUL1996.png|...and is another place a newly-added bonus area can be found!&lt;br /&gt;
File:PANDY32 19JUL1996.png|You still cannot finish this level though!&lt;br /&gt;
File:PANDY33 19JUL1996.png|Some oddly-textured assets in the background&lt;br /&gt;
File:PANDY34 19JUL1996.png|Some sprites which have not had their transparency set correctly&lt;br /&gt;
File:PANDY35 19JUL1996.png|You can actually get past the point you couldn&#039;t in the previous beta, on this level!&lt;br /&gt;
File:PANDY36 19JUL1996.png|Though you cannot complete the level, as this floating mushroom-head doesn&#039;t move&lt;br /&gt;
File:PANDY37 19JUL1996.png|Not sure if this sign exists in the final game?&lt;br /&gt;
File:PANDY38 19JUL1996.png|In this beta, the dinosaur transformation is available&lt;br /&gt;
File:PANDY39 19JUL1996.png|The game crashes beyond this point in this level&lt;br /&gt;
File:PANDY40 19JUL1996.png|The rolling-logs are now textured... and harm you!&lt;br /&gt;
File:PANDY41 19JUL1996.png|In this area, the large black ball was added&lt;br /&gt;
File:PANDY42 19JUL1996.png|Unlike in the previous beta, you can enter this area&lt;br /&gt;
File:PANDY43 19JUL1996.png|A vehicle removed from the final game...&lt;br /&gt;
File:PANDY44 19JUL1996.png|...hold JUMP to go up, and run left or right to move in that direction&lt;br /&gt;
File:PANDY45 19JUL1996.png|The darts are untextured&lt;br /&gt;
File:PANDY46 19JUL1996.png|You encounter the removed vehicle here also...&lt;br /&gt;
File:PANDY47 19JUL1996.png|...but as you approach it, the door behind you becomes a solid wall...&lt;br /&gt;
File:PANDY48 19JUL1996.png|...and instead the transformation-gates appear and you become the dragon... sort of!&lt;br /&gt;
File:PANDY49 19JUL1996.png|Not sure if this background was used in the final?&lt;br /&gt;
File:PANDY50 19JUL1996.png|The letters &amp;quot;AFP&amp;quot; spelt-out using diamonds&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[https://archive.org/details/PandemoniumUSAPreproduction Original release page on Archive.org.] [http://archive.is/igSoP (Archive)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jul_19,_1996_prototype)&amp;diff=77471</id>
		<title>Pandemonium! (Jul 19, 1996 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Pandemonium!_(Jul_19,_1996_prototype)&amp;diff=77471"/>
		<updated>2022-06-03T20:19:33Z</updated>

		<summary type="html">&lt;p&gt;Dftf: /* Screenshots */ Added some screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Pandemonium! (Jul 19, 1996 prototype)&lt;br /&gt;
|builddate=Jul 19, 1996 17:34:36&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Dizzzy&lt;br /&gt;
|releasedby=Dizzzy&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|titlescreen=Pandemonium! (Jul 19, 1996 prototype).png&lt;br /&gt;
|origin_labels=Pandemonium! 7/19 U.S. PSX #8 PREVIEW ONLY&lt;br /&gt;
|game=Pandemonium!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|EU|Nov 8, 1996}} {{RegionDate|US|Oct 2, 1996}}&lt;br /&gt;
|release_date={{RegionDate|US|Oct 31, 1996}} {{RegionDate|EU|Nov 1996}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Pandemonium! (Jul 19, 1996 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Pandemonium! for the Sony PlayStation.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Pandemonium! (USA) (Preproduction) - Disc Label.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Differences==&lt;br /&gt;
&lt;br /&gt;
===From the previous beta (5 June 1996)===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;18 levels&#039;&#039;&#039; on the MAP are now playable; the white-dot between levels 6 and 7, and the one after 18, don&#039;t do anything&lt;br /&gt;
*Nikki now has her &#039;&#039;&#039;double-jump&#039;&#039;&#039; (but Fargus is still lacking his roll-attack)&lt;br /&gt;
*Most of the &#039;&#039;&#039;earlier levels&#039;&#039;&#039; (the ones featured in the previous beta) &#039;&#039;&#039;are more-refined&#039;&#039;&#039; and matching the final game, with many-more textures now in-place&lt;br /&gt;
*&#039;&#039;&#039;Gold stars&#039;&#039;&#039; 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&lt;br /&gt;
*The number of &#039;&#039;&#039;Hit-Points&#039;&#039;&#039; (hearts) &#039;&#039;&#039;are retained between levels&#039;&#039;&#039;; 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)&lt;br /&gt;
*Some of the &#039;&#039;&#039;red diamond&#039;&#039;&#039; collectables are now-worth up-to 25 points -- though, as with the previous beta, this one still doesn&#039;t feature the concept of LIVES, so collecting them doesn&#039;t seem to do anything&lt;br /&gt;
*A &#039;&#039;&#039;strange voice&#039;&#039;&#039; can be heard at various points throughout the game, saying something to the effect of &amp;quot;bring back the filename&amp;quot;.  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&#039;t exist?&lt;br /&gt;
*The &#039;&#039;&#039;slide&#039;&#039;&#039; found in the first level now works; in the previous beta, you just run-down it like a normal path&lt;br /&gt;
*The &#039;&#039;&#039;biting-plant&#039;&#039;&#039; enemies are now fully-textured&lt;br /&gt;
*The &#039;&#039;&#039;golden keys&#039;&#039;&#039; are now larger in-size, though still not as-large as those in the final game&lt;br /&gt;
*There are a number of times when you can &#039;&#039;&#039;randomly float up into the air&#039;&#039;&#039;, such as in the first level, once inside the skull&lt;br /&gt;
*Some of the &#039;&#039;&#039;bonus-rooms&#039;&#039;&#039; found in the final game have been added&lt;br /&gt;
*The &#039;&#039;&#039;shooting-head traps&#039;&#039;&#039; 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&lt;br /&gt;
*The &#039;&#039;&#039;third-level&#039;&#039;&#039; 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&lt;br /&gt;
*The &#039;&#039;&#039;poison-plants&#039;&#039;&#039;, with the magenta tops, now spit-out their pink, acid-bubbles; in the previous beta, they were fairly-harmless as they didn&#039;t do this attack&lt;br /&gt;
*&#039;&#039;&#039;Two new transformations&#039;&#039;&#039; are now available in the later-levels: the dinosaur, which features the horn-charge attack; and the &amp;quot;dragon&amp;quot;, 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).&lt;br /&gt;
*&#039;&#039;&#039;An unused vehicle&#039;&#039;&#039; also exists: in the same level as the &amp;quot;dragon&amp;quot; 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 &amp;quot;on-foot&amp;quot;, at which point your character automatically jumps-out&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PANDY01 19JUL1996.png|&amp;quot;Map&amp;quot; screen, in this beta&lt;br /&gt;
File:PANDY02 19JUL1996.png|Once you drop-down here, a strange voice is heard&lt;br /&gt;
File:PANDY03 19JUL1996.png|The area past the waterfall in LEVEL01 is still untextured in this beta also&lt;br /&gt;
File:PANDY04 19JUL1996.png|The slide in the first level now works&lt;br /&gt;
File:PANDY05 19JUL1996.png|A small heart, which like in the final game...&lt;br /&gt;
File:PANDY06 19JUL1996.png|...restores one hit-point&lt;br /&gt;
File:PANDY07 19JUL1996.png|A large heart, which in this beta and the previous one...&lt;br /&gt;
File:PANDY08 19JUL1996.png|...awards an extra hit-point!  You won&#039;t get them so-easily in the final!&lt;br /&gt;
File:PANDY09 19JUL1996.png|The green pickup here can be collected in this beta&lt;br /&gt;
File:PANDY10 19JUL1996.png|The star pickups now give you unlimited plasma shots, but only for 15 seconds&lt;br /&gt;
File:PANDY11 19JUL1996.png|In some areas, you randomly fly-off up into the air!&lt;br /&gt;
File:PANDY12 19JUL1996.png|This heart cannot be collected&lt;br /&gt;
File:PANDY13 19JUL1996.png|Doors that open now added at the end of LEVEL01&lt;br /&gt;
File:PANDY14 19JUL1996.png|Though they are untextured at the start of LEVEL02!&lt;br /&gt;
File:PANDY15 19JUL1996.png|The gold-keys are now bigger&lt;br /&gt;
File:PANDY16 19JUL1996.png|The glass-roof here now matches the final more-closely&lt;br /&gt;
File:PANDY17 19JUL1996.png|The biting-plant enemies now have their textures&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[https://archive.org/details/PandemoniumUSAPreproduction Original release page on Archive.org.] [http://archive.is/igSoP (Archive)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY50_19JUL1996.png&amp;diff=77470</id>
		<title>File:PANDY50 19JUL1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY50_19JUL1996.png&amp;diff=77470"/>
		<updated>2022-06-03T20:12:00Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The letters &amp;quot;AFP&amp;quot;&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY49_19JUL1996.png&amp;diff=77469</id>
		<title>File:PANDY49 19JUL1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY49_19JUL1996.png&amp;diff=77469"/>
		<updated>2022-06-03T20:11:59Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Another background that might not appear in the final game?&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY48_19JUL1996.png&amp;diff=77468</id>
		<title>File:PANDY48 19JUL1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY48_19JUL1996.png&amp;diff=77468"/>
		<updated>2022-06-03T20:11:58Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
...then the dragon-transformation gates appear.  Though, you don&#039;t look much like a dragon, but can still fly in all directions, but have no attack&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY47_19JUL1996.png&amp;diff=77467</id>
		<title>File:PANDY47 19JUL1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY47_19JUL1996.png&amp;diff=77467"/>
		<updated>2022-06-03T20:11:58Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
...but as you move closer, the door behind you becomes a solid wall...&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY46_19JUL1996.png&amp;diff=77466</id>
		<title>File:PANDY46 19JUL1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY46_19JUL1996.png&amp;diff=77466"/>
		<updated>2022-06-03T20:11:58Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Here you see the vehicle...&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY45_19JUL1996.png&amp;diff=77465</id>
		<title>File:PANDY45 19JUL1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY45_19JUL1996.png&amp;diff=77465"/>
		<updated>2022-06-03T20:11:57Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The darts are untextured&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY44_19JUL1996.png&amp;diff=77464</id>
		<title>File:PANDY44 19JUL1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY44_19JUL1996.png&amp;diff=77464"/>
		<updated>2022-06-03T20:11:57Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
To move left and right, you have to run in that direction&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:PANDY43_19JUL1996.png&amp;diff=77463</id>
		<title>File:PANDY43 19JUL1996.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:PANDY43_19JUL1996.png&amp;diff=77463"/>
		<updated>2022-06-03T20:11:56Z</updated>

		<summary type="html">&lt;p&gt;Dftf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An vehicle removed from the final game&lt;/div&gt;</summary>
		<author><name>Dftf</name></author>
	</entry>
</feed>