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	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=78168</id>
		<title>Klonoa: Door to Phantomile (Jul 17, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=78168"/>
		<updated>2022-07-15T21:53:54Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Klonoa: Door to Phantomile (Jul 17, 1997 prototype)&lt;br /&gt;
|titlescreen=PSX - Klonoa 10-15-97-0001.png&lt;br /&gt;
|builddate=Jul 17, 1997 16:22:38 &lt;br /&gt;
|buildname=10-15-97&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=Klonoa 10-15-97&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Klonoa: Door to Phantomile&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 19, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jan 7, 1998 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 11, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jun 1998 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/KlonoaDoortoPhantomileJul171997prototype&lt;br /&gt;
|file=Klonoa - Door to Phantomile (Jul 17, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Klonoa: Door to Phantomile for the PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Compiled around 3 months before the initial Japanese retail version&lt;br /&gt;
*Simpler Namco logo on startup&lt;br /&gt;
*No intro FMV, goes straight to the title screen&lt;br /&gt;
*Credits FMV is a placeholder&lt;br /&gt;
*Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).&lt;br /&gt;
*The text box for starting a game is blank.&lt;br /&gt;
*Debug controls: &lt;br /&gt;
**L1 + R1 on title screen- Debug menu&lt;br /&gt;
**R1 (ingame)- Infinite jumps&lt;br /&gt;
**L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values&lt;br /&gt;
**Circle (hold ingame)- Increase Klonoa&#039;s movement speed&lt;br /&gt;
**Select + Start- Soft reset&lt;br /&gt;
*General:&lt;br /&gt;
**Different item/enemy placement&lt;br /&gt;
**Different texture for boss explosions&lt;br /&gt;
**No text on loading screen&lt;br /&gt;
**Game can&#039;t be paused&lt;br /&gt;
**End-of-level screen is in a very early state&lt;br /&gt;
**Different/missing sprites for Klonoa&lt;br /&gt;
**Different camera angles in a few areas that expose level boundaries&lt;br /&gt;
**Missing tracks&lt;br /&gt;
**Missing sound effects&lt;br /&gt;
**Different recordings/takes for some of the voice-acting&lt;br /&gt;
**Different mixing/balance for a lot of the music tracks&lt;br /&gt;
**Remnants exist of a scrapped mechanic that allows Klonoa to place grabbed enemies in wind currents and use them as platforms&lt;br /&gt;
**Getting game over loads a glitchy unfinished version of a &amp;quot;Coming soon&amp;quot; screen&lt;br /&gt;
**Some of the Phantomilians were originally invisible like the eggs which never happens in the final game&lt;br /&gt;
**Enemies can be thrown through spiked balls fired by spiders and Gunnies&lt;br /&gt;
**Different explosion sprite&lt;br /&gt;
*Vision 1-1: &lt;br /&gt;
**Invisible egg is missing before the first bridge&lt;br /&gt;
**Blue dreamstone is missing at the top of the wind current&lt;br /&gt;
**The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)&lt;br /&gt;
*Vision 1-2: &lt;br /&gt;
**The hidden egg right before the entrance of the final cave used to be a hidden Phantomilian&lt;br /&gt;
**The last Phantomilian in the level used to be a hidden egg containing an extra life&lt;br /&gt;
**Ghadius&#039; head is much brighter&lt;br /&gt;
**End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa&#039;s house in the cutscene is unfinished and has no lighting&lt;br /&gt;
*Vision 2-1:&lt;br /&gt;
**Minor bug was fixed- The dreamstones that spill out of the giant Moo at the start can clip through the wall to the other side&lt;br /&gt;
**Forlock villagers have pink legs&lt;br /&gt;
*Vision 2-2:&lt;br /&gt;
**Unused track from 1-2 end cutscene plays when Klonoa first meets Karal&lt;br /&gt;
**Karal&#039;s theme has a slower tempo&lt;br /&gt;
**Klonoa&#039;s talking sprite while riding Karal is glitched&lt;br /&gt;
**Bubbles and background missing from boss loading screen&lt;br /&gt;
**Boss background was given brighter colors and water reflection to make the water more subtle&lt;br /&gt;
**Glitched hand sprite palette on Seadoph when riding spiked balls&lt;br /&gt;
**Music doesn&#039;t fade after defeating boss&lt;br /&gt;
**Scene of Karal taking Klonoa back to Forlock is longer and in a rough state, the leaf Klonoa jumps on is brown and the voice lines used are different and heavily reverbed&lt;br /&gt;
*Vision 3-1:&lt;br /&gt;
**No cutscene of Klonoa jumping off the leaf at the beginning of the stage&lt;br /&gt;
**Breakable boxes are only marked with an X on one side&lt;br /&gt;
**Joka&#039;s voice lines haven&#039;t been added/recorded&lt;br /&gt;
**Glitched palette on Phantomilian bubbles&lt;br /&gt;
**Flying variant of the spider enemy doesn&#039;t have a unique palette yet&lt;br /&gt;
*Vision 3-2:&lt;br /&gt;
**The prototype version of this level&#039;s music included in the game&#039;s official soundtrack is used in this build&lt;br /&gt;
**Sound effects are broken/don&#039;t work&lt;br /&gt;
**Glitched palette on springs&lt;br /&gt;
**1st key door in the level is an ordinary door in the proto (the key that&#039;s in the conveyor belt room in the final  and entered in from the foreground instead of to the side&lt;br /&gt;
**Slight geometry change on the other side of 1st key door&lt;br /&gt;
**The spiked balls in the final section of the level are more frequent making it more difficult&lt;br /&gt;
**Blue debug triangle present in boss fight which seems to mark Klonoa&#039;s spawn point&lt;br /&gt;
*Vision 4-1:&lt;br /&gt;
**Music has no indoor mix&lt;br /&gt;
*Vision 4-2:&lt;br /&gt;
**The frozen Octomoo is entirely missing and the ice column that houses it in the final version is split in half&lt;br /&gt;
**The entrance of the Octomoo chamber is almost completely dark, while in the final version a large round rock formation is visible around the waterfall&lt;br /&gt;
**Joka and Moo are missing from the flying ships in the pre-boss cutscene&lt;br /&gt;
**Debug counters appear during the boss&lt;br /&gt;
**Boss AI is less responsive&lt;br /&gt;
**Boss has a 2nd form which was scrapped completely for the final game- A blue ghost flies between the foreground and background trying to ram into Klonoa&lt;br /&gt;
*Vision 5-1:&lt;br /&gt;
**Running onto lava doesn&#039;t kill Klonoa&lt;br /&gt;
**Layer/clipping errors on one of the doors&lt;br /&gt;
**Different texture/model for the flame jets&lt;br /&gt;
**Last flame jet on the yellow orb route is placed way off from the hitbox/particles&lt;br /&gt;
**Temple guard sprites are glitched in the last cutscene&lt;br /&gt;
**Elevator has SFX&lt;br /&gt;
*Vision 5-2:&lt;br /&gt;
**Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level&lt;br /&gt;
**Level can&#039;t be completed normally due to the 2nd-to-last elevator and the pathway it&#039;s on being broken&lt;br /&gt;
**Different effects for Ghadius teleporting away in the pre-boss cutscene&lt;br /&gt;
**Joka&#039;s monster form has completely different textures&lt;br /&gt;
**Different sound effect for changing the platform colors during boss fight&lt;br /&gt;
**Joka&#039;s body isn&#039;t charred in end-level cutscene&lt;br /&gt;
*Vision 6-1:&lt;br /&gt;
**Cutscene is unfinished&lt;br /&gt;
**The alcove in which the player starts the level was remodeled and the wall on the right removed for the final&lt;br /&gt;
**Different/incomplete lighting&lt;br /&gt;
**Exterior/interior mixes of the music are swapped&lt;br /&gt;
**Electrified floors have a different and less subtle texture&lt;br /&gt;
**Different-looking platforms on blue crystal route&lt;br /&gt;
**No glowing/pulsing effect on crystals&lt;br /&gt;
**The steps leading to the end of the level were originally smaller; for the final they were widened out, the door moved further to the right and yellow statues were placed on the steps to help the player from getting lost&lt;br /&gt;
**No Spikers and much more Boomies in green crystal route&lt;br /&gt;
**Harder enemy placement in green crystal route&lt;br /&gt;
**Phantomilian and a line of Boomies are in place of where the 2nd Mirror Spirit is located in the final&lt;br /&gt;
**Elevator at end of the level has a door that&#039;s blocked by a black statue with accompanying crystal (changed to white in the final)&lt;br /&gt;
**Level can&#039;t be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision&lt;br /&gt;
*Vision 6-2:&lt;br /&gt;
**6-1 music doesn&#039;t play when the level starts&lt;br /&gt;
**6-2 music doesn&#039;t play until leaving the 1st room&lt;br /&gt;
**Sand slides were tweaked and the lighting for the area was darkened to try to hide the fact the sand slides pop into the draw distance from the center&lt;br /&gt;
**Floating metal platforms have different textures despite the same platforms using the final game&#039;s textures in 6-1&lt;br /&gt;
**Hitting switches and hitting/getting hit by Armored Moos play random Klonoa voice lines&lt;br /&gt;
**1st switch puzzle is much more difficult than in the final game due to the switches having shorter reset times&lt;br /&gt;
**Debug info during pre-boss cutscene&lt;br /&gt;
**Ghadius&#039; head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene&lt;br /&gt;
**Camera hangs on the cutscene area when the boss fight starts until the player touches a teleporter&lt;br /&gt;
**Dying on the boss fight spawns the player outside the boss and over the cutscene area which has no collision; Klonoa will fall indefinitely until the game is powered off/reset&lt;br /&gt;
**Blue Moos are used as placeholder for the unique enemies that appear only in this boss and the final boss&lt;br /&gt;
**Ghadius takes 12 hits to defeat compared to 10 in the final&lt;br /&gt;
**Corners of the triangle wireframes Ghadius summons are purple instead of green&lt;br /&gt;
**Ghadius doesn&#039;t scream and his cloak doesn&#039;t get damaged when defeated&lt;br /&gt;
*Final Vision:&lt;br /&gt;
**Different animation for Nahatomb being hatched&lt;br /&gt;
**The ring surrounding Nahatomb is colored different and the walls stretch further down&lt;br /&gt;
**Karal&#039;s model is glitched and remains when the boss fight starts&lt;br /&gt;
**Nahatomb is invisible in all 3 forms; the models for all 3 forms are present in the game files with shading but no textures as well as multiple versions of the 1st form&#039;s model in varying stages of incompletion and the 1st form also has a twirling animation not present in the final game&lt;br /&gt;
**Cannons don&#039;t change color to gold when loaded&lt;br /&gt;
**Getting caught and eaten by Nahatomb&#039;s tongue on the 1st form has the possiblity of triggering the  to load the next form&lt;br /&gt;
**Background on 2nd form is completely different&lt;br /&gt;
**All the crystals on the 2nd form are different colors and classed as their own separate objects in the game files, this was reduced to one object for the small crystals and one for the large in the final&lt;br /&gt;
**Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue Moos when their cannons are loaded&lt;br /&gt;
**Developer message on sky texture in 3rd form&lt;br /&gt;
**Energy waves in 3rd form look different and different camera angle when Nahatomb does the attack&lt;br /&gt;
**Boss can&#039;t be defeated; nothing&#039;s programmed to happen after loading all the cannons on the 3rd form&lt;br /&gt;
*7-1 (Ending cutscene):&lt;br /&gt;
**Ending cutscene hasn&#039;t been implemented (although a few cutscene objects and an early script are present in the game files) but selecting it from the debug level select loads Klonoa into the cutscene area; he can only move around a small area thanks to invisible walls&lt;br /&gt;
**More of Vision 1-1 (from which the cutscene area was copypasted) is present out of bounds including the bridge and the hatch on Klonoa&#039;s window; this was cut down to the bare minimum actually needed for the cutscene in the final&lt;br /&gt;
*8-1 (Extra Vision):&lt;br /&gt;
**No cutscenes&lt;br /&gt;
**No checkpoints&lt;br /&gt;
**One of the room layouts is completely different&lt;br /&gt;
**Last room of the level has almost no objects&lt;br /&gt;
**Klonoa falls out of bounds as he goes through the door at the end of the level which causes the game to spam the &amp;quot;ceiling bonk&amp;quot; sound&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;
==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 - Klonoa 10-15-97-0000.png&lt;br /&gt;
File:PSX - Klonoa 10-15-97-0002.png&lt;br /&gt;
File:KLONOA JUL17 L1DEBUG.png|alt=Klonoa, standing at the beginning of Vision 1-1, with 12 lines of white debug test visible on the right-hand side of the screen|Hold L1 to display debug information.  While holding, press other buttons on the controller to alter some of the values&lt;br /&gt;
File:KLONOA JUL17 V1-1 BLUEGEMMISSING.png|No blue-gem at the top of the first whirlwind in Vision 1-1 in this beta&lt;br /&gt;
File:KLONOA JUL17 NOSLIDEANIMATION.png|Klonoa lacks animations when sliding in the beta, just remaining in his upright, idle pose&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 - Klonoa 10-15-97.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;wVvSJyc4YCo&amp;lt;/youtube&amp;gt;&lt;br /&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 - Klonoa 10-15-97.img|type=File|date=2020-12-13 09:16:33|size=522329808|crc32=171E3435|md5=6241036c00e643879d99a318b1a5ffdd|sha1=88e16ba1fb3b4df0b90565ffd3013879b246a2b0|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.cue|type=File|date=2020-12-13 09:00:59|size=85|crc32=7E228A09|md5=fea04253a182ce18e1aafc9d0c372600|sha1=e62643954df0030d2299544b0b0d47cf39247f0c|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.ccd|type=File|date=2020-12-13 09:00:59|size=772|crc32=23D93708|md5=2280fe97157d2703610129bf074c4bd0|sha1=c4709ebf08a5b037ebe8f24dbe752f355c285d96|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.sub|type=File|date=2020-12-13 09:17:22|size=21319584|crc32=565184E2|md5=27b439d946b9accac551985e741f9e90|sha1=bf06022bef3327970b0400bf29490b182c4ab13a|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.jpeg|type=File|date=2021-03-14 12:14:36|size=942230|crc32=8D154AB7|md5=4467b6e19dd4c00b66bfc2365d4b7f7c|sha1=8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8|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|Klonoa: Door to Phantomile}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=68380</id>
		<title>Klonoa: Door to Phantomile (Jul 17, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=68380"/>
		<updated>2021-11-26T18:33:03Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Klonoa: Door to Phantomile (Jul 17, 1997 prototype)&lt;br /&gt;
|titlescreen=PSX - Klonoa 10-15-97-0001.png&lt;br /&gt;
|builddate=Jul 17, 1997 16:22:38 &lt;br /&gt;
|buildname=10-15-97&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=Klonoa 10-15-97&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Klonoa: Door to Phantomile&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 19, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jan 7, 1998 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 11, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jun 1998 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/KlonoaDoortoPhantomileJul171997prototype&lt;br /&gt;
|file=Klonoa - Door to Phantomile (Jul 17, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Klonoa: Door to Phantomile for the PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Compiled around 3 months before the initial Japanese retail version&lt;br /&gt;
*Simpler Namco logo on startup&lt;br /&gt;
*No intro FMV, goes straight to the title screen&lt;br /&gt;
*Credits FMV is a placeholder&lt;br /&gt;
*Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).&lt;br /&gt;
*The text box for starting a game is blank.&lt;br /&gt;
*Debug controls: &lt;br /&gt;
**L1 + R1 on title screen- Debug menu&lt;br /&gt;
**R1 (ingame)- Infinite jumps&lt;br /&gt;
**L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values&lt;br /&gt;
**Circle (hold ingame)- Increase Klonoa&#039;s movement speed&lt;br /&gt;
**Select + Start- Soft reset&lt;br /&gt;
*General:&lt;br /&gt;
**Different item/enemy placement&lt;br /&gt;
**Different texture for boss explosions&lt;br /&gt;
**No text on loading screen&lt;br /&gt;
**Game can&#039;t be paused&lt;br /&gt;
**End-of-level screen is in a very early state&lt;br /&gt;
**Different/missing sprites for Klonoa&lt;br /&gt;
**Different camera angles in a few areas that expose level boundaries&lt;br /&gt;
**Missing tracks&lt;br /&gt;
**Missing sound effects&lt;br /&gt;
**Different recordings/takes for some of the voice-acting&lt;br /&gt;
**Different mixing/balance for a lot of the music tracks&lt;br /&gt;
**Remnants exist of a scrapped mechanic that allows Klonoa to place grabbed enemies in wind currents and use them as platforms&lt;br /&gt;
**Getting game over loads a glitchy unfinished version of a &amp;quot;Coming soon&amp;quot; screen that was later used for a demo build&lt;br /&gt;
**Some of the Phantomilians were originally invisible like the eggs which never happens in the final game&lt;br /&gt;
**Enemies can be thrown through spiked balls fired by spiders and Gunnies&lt;br /&gt;
**Different explosion sprite&lt;br /&gt;
*Vision 1-1: &lt;br /&gt;
**Invisible egg is missing before the first bridge&lt;br /&gt;
**Blue dreamstone is missing at the top of the wind current&lt;br /&gt;
**The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)&lt;br /&gt;
*Vision 1-2: &lt;br /&gt;
**The hidden egg right before the entrance of the final cave used to be a hidden Phantomilian&lt;br /&gt;
**The last Phantomilian in the level used to be a hidden egg containing an extra life&lt;br /&gt;
**Ghadius&#039; head is much brighter&lt;br /&gt;
**End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa&#039;s house in the cutscene is unfinished and has no lighting&lt;br /&gt;
*Vision 2-1:&lt;br /&gt;
**Minor bug was fixed- The dreamstones that spill out of the giant Moo at the start can clip through the wall to the other side&lt;br /&gt;
**Forlock villagers have pink legs&lt;br /&gt;
*Vision 2-2:&lt;br /&gt;
**Unused track from 1-2 end cutscene plays when Klonoa first meets Karal&lt;br /&gt;
**Karal&#039;s theme has a slower tempo&lt;br /&gt;
**Klonoa&#039;s talking sprite while riding Karal is glitched&lt;br /&gt;
**Bubbles and background missing from boss loading screen&lt;br /&gt;
**Boss background was given brighter colors and water reflection to make the water more subtle&lt;br /&gt;
**Glitched hand sprite palette on Seadoph when riding spiked balls&lt;br /&gt;
**Music doesn&#039;t fade after defeating boss&lt;br /&gt;
**Scene of Karal taking Klonoa back to Forlock is longer and in a rough state, the leaf Klonoa jumps on is brown and the voice lines used are different and heavily reverbed&lt;br /&gt;
*Vision 3-1:&lt;br /&gt;
**No cutscene of Klonoa jumping off the leaf at the beginning of the stage&lt;br /&gt;
**Breakable boxes are only marked with an X on one side&lt;br /&gt;
**Joka&#039;s voice lines haven&#039;t been added/recorded&lt;br /&gt;
**Glitched palette on Phantomilian bubbles&lt;br /&gt;
**Flying variant of the spider enemy doesn&#039;t have a unique palette yet&lt;br /&gt;
*Vision 3-2:&lt;br /&gt;
**The prototype version of this level&#039;s music included in the game&#039;s official soundtrack is used in this build&lt;br /&gt;
**Sound effects are broken/don&#039;t work&lt;br /&gt;
**Glitched palette on springs&lt;br /&gt;
**1st key door in the level is an ordinary door in the proto (the key that&#039;s in the conveyor belt room in the final  and entered in from the foreground instead of to the side&lt;br /&gt;
**Slight geometry change on the other side of 1st key door&lt;br /&gt;
**The spiked balls in the final section of the level are more frequent making it more difficult&lt;br /&gt;
**Blue debug triangle present in boss fight which seems to mark Klonoa&#039;s spawn point&lt;br /&gt;
*Vision 4-1:&lt;br /&gt;
**Music has no indoor mix&lt;br /&gt;
*Vision 4-2:&lt;br /&gt;
**The frozen Octomoo is entirely missing and the ice column that houses it in the final version is split in half&lt;br /&gt;
**The entrance of the Octomoo chamber is almost completely dark, while in the final version a large round rock formation is visible around the waterfall&lt;br /&gt;
**Joka and Moo are missing from the flying ships in the pre-boss cutscene&lt;br /&gt;
**Debug counters appear during the boss&lt;br /&gt;
**Boss AI is less responsive&lt;br /&gt;
**Boss has a 2nd form which was scrapped completely for the final game- A blue ghost flies between the foreground and background trying to ram into Klonoa&lt;br /&gt;
*Vision 5-1:&lt;br /&gt;
**Running onto lava doesn&#039;t kill Klonoa&lt;br /&gt;
**Layer/clipping errors on one of the doors&lt;br /&gt;
**Different texture/model for the flame jets&lt;br /&gt;
**Last flame jet on the yellow orb route is placed way off from the hitbox/particles&lt;br /&gt;
**Temple guard sprites are glitched in the last cutscene&lt;br /&gt;
**Elevator has SFX&lt;br /&gt;
*Vision 5-2:&lt;br /&gt;
**Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level&lt;br /&gt;
**Level can&#039;t be completed normally due to the 2nd-to-last elevator and the pathway it&#039;s on being broken&lt;br /&gt;
**Different effects for Ghadius teleporting away in the pre-boss cutscene&lt;br /&gt;
**Joka&#039;s monster form has completely different textures&lt;br /&gt;
**Different sound effect for changing the platform colors during boss fight&lt;br /&gt;
**Joka&#039;s body isn&#039;t charred in end-level cutscene&lt;br /&gt;
*Vision 6-1:&lt;br /&gt;
**Cutscene is unfinished&lt;br /&gt;
**The alcove in which the player starts the level was remodeled and the wall on the right removed for the final&lt;br /&gt;
**Different/incomplete lighting&lt;br /&gt;
**Exterior/interior mixes of the music are swapped&lt;br /&gt;
**Electrified floors have a different and less subtle texture&lt;br /&gt;
**Different-looking platforms on blue crystal route&lt;br /&gt;
**No glowing/pulsing effect on crystals&lt;br /&gt;
**The steps leading to the end of the level were originally smaller; for the final they were widened out, the door moved further to the right and yellow statues were placed on the steps to help the player from getting lost&lt;br /&gt;
**No Spikers and much more Boomies in green crystal route&lt;br /&gt;
**Harder enemy placement in green crystal route&lt;br /&gt;
**Phantomilian and a line of Boomies are in place of where the 2nd Mirror Spirit is located in the final&lt;br /&gt;
**Elevator at end of the level has a door that&#039;s blocked by a black statue with accompanying crystal (changed to white in the final)&lt;br /&gt;
**Level can&#039;t be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision&lt;br /&gt;
*Vision 6-2:&lt;br /&gt;
**6-1 music doesn&#039;t play when the level starts&lt;br /&gt;
**6-2 music doesn&#039;t play until leaving the 1st room&lt;br /&gt;
**Sand slides were tweaked and the lighting for the area was darkened to try to hide the fact the sand slides pop into the draw distance from the center&lt;br /&gt;
**Floating metal platforms have different textures despite the same platforms using the final game&#039;s textures in 6-1&lt;br /&gt;
**Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines&lt;br /&gt;
**1st switch puzzle is much more difficult than in the final game due to the switches having shorter reset times&lt;br /&gt;
**Debug info during pre-boss cutscene&lt;br /&gt;
**Ghadius&#039; head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene&lt;br /&gt;
**Camera hangs on the cutscene area when the boss fight starts until the player touches a teleporter&lt;br /&gt;
**Dying on the boss fight spawns the player outside the boss and over the cutscene area which has no collision; Klonoa will fall indefinitely until the game is powered off/reset&lt;br /&gt;
**Blue Moos are used as placeholder for the unique enemies that appear only in this boss and the final boss&lt;br /&gt;
**Ghadius takes 12 hits to defeat compared to 10 in the final&lt;br /&gt;
**Corners of the wireframes Ghadius summons are purple instead of green&lt;br /&gt;
**Ghadius doesn&#039;t scream and his cloak doesn&#039;t get damaged when defeated&lt;br /&gt;
*Final Vision:&lt;br /&gt;
**Different animation for Nahatomb being hatched&lt;br /&gt;
**The ring surrounding Nahatomb is colored different and the walls stretch further down&lt;br /&gt;
**Karal&#039;s model is glitched and remains when the boss fight starts&lt;br /&gt;
**Nahatomb is invisible in all 3 forms; the models for all 3 forms are present in the game files with shading but no textures as well as multiple versions of the 1st form&#039;s model in varying stages of incompletion and the 1st form also has a twirling animation not present in the final game&lt;br /&gt;
**Cannons don&#039;t change color to gold when loaded&lt;br /&gt;
**Getting caught and eaten by Nahatomb&#039;s tongue on the 1st form has the possiblity of triggering the  to load the next form&lt;br /&gt;
**Background on 2nd form is completely different&lt;br /&gt;
**All the crystals on the 2nd form are different colors and classed as their own separate objects in the game files, this was reduced to one object for the small crystals and one for the large in the final&lt;br /&gt;
**Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue Moos when their cannons are loaded&lt;br /&gt;
**Developer message on sky texture in 3rd form&lt;br /&gt;
**Energy waves in 3rd form look different and different camera angle when Nahatomb does the attack&lt;br /&gt;
**Boss can&#039;t be defeated; nothing&#039;s programmed to happen after loading all the cannons on the 3rd form&lt;br /&gt;
*7-1 (Ending cutscene):&lt;br /&gt;
**Ending cutscene hasn&#039;t been implemented (although a few cutscene objects and an early script are present in the game files) but selecting it from the debug level select loads Klonoa into the cutscene area; he can only move around a small area thanks to invisible walls&lt;br /&gt;
**More of Vision 1-1 (from which the cutscene area was copypasted) is present out of bounds including the bridge and the hatch on Klonoa&#039;s window; this was cut down to the bare minimum actually needed for the cutscene in the final&lt;br /&gt;
*8-1 (Extra Vision):&lt;br /&gt;
**No cutscenes&lt;br /&gt;
**No checkpoints&lt;br /&gt;
**One of the room layouts is completely different&lt;br /&gt;
**Last room of the level has almost no objects&lt;br /&gt;
**Klonoa falls out of bounds as he goes through the door at the end of the level which causes the game to spam the &amp;quot;ceiling bonk&amp;quot; sound&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;
==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 - Klonoa 10-15-97-0000.png&lt;br /&gt;
File:PSX - Klonoa 10-15-97-0002.png&lt;br /&gt;
File:KLONOA JUL17 L1DEBUG.png|alt=Klonoa, standing at the beginning of Vision 1-1, with 12 lines of white debug test visible on the right-hand side of the screen|Hold L1 to display debug information.  While holding, press other buttons on the controller to alter some of the values&lt;br /&gt;
File:KLONOA JUL17 V1-1 BLUEGEMMISSING.png|No blue-gem at the top of the first whirlwind in Vision 1-1 in this beta&lt;br /&gt;
File:KLONOA JUL17 NOSLIDEANIMATION.png|Klonoa lacks animations when sliding in the beta, just remaining in his upright, idle pose&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 - Klonoa 10-15-97.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;wVvSJyc4YCo&amp;lt;/youtube&amp;gt;&lt;br /&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 - Klonoa 10-15-97.img|type=File|date=2020-12-13 09:16:33|size=522329808|crc32=171E3435|md5=6241036c00e643879d99a318b1a5ffdd|sha1=88e16ba1fb3b4df0b90565ffd3013879b246a2b0|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.cue|type=File|date=2020-12-13 09:00:59|size=85|crc32=7E228A09|md5=fea04253a182ce18e1aafc9d0c372600|sha1=e62643954df0030d2299544b0b0d47cf39247f0c|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.ccd|type=File|date=2020-12-13 09:00:59|size=772|crc32=23D93708|md5=2280fe97157d2703610129bf074c4bd0|sha1=c4709ebf08a5b037ebe8f24dbe752f355c285d96|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.sub|type=File|date=2020-12-13 09:17:22|size=21319584|crc32=565184E2|md5=27b439d946b9accac551985e741f9e90|sha1=bf06022bef3327970b0400bf29490b182c4ab13a|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.jpeg|type=File|date=2021-03-14 12:14:36|size=942230|crc32=8D154AB7|md5=4467b6e19dd4c00b66bfc2365d4b7f7c|sha1=8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8|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|Klonoa: Door to Phantomile}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=68362</id>
		<title>Klonoa: Door to Phantomile (Jul 17, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=68362"/>
		<updated>2021-11-25T00:17:17Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Klonoa: Door to Phantomile (Jul 17, 1997 prototype)&lt;br /&gt;
|titlescreen=PSX - Klonoa 10-15-97-0001.png&lt;br /&gt;
|builddate=Jul 17, 1997 16:22:38 &lt;br /&gt;
|buildname=10-15-97&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=Klonoa 10-15-97&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Klonoa: Door to Phantomile&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 19, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jan 7, 1998 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 11, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jun 1998 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/KlonoaDoortoPhantomileJul171997prototype&lt;br /&gt;
|file=Klonoa - Door to Phantomile (Jul 17, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Klonoa: Door to Phantomile for the PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Compiled around 3 months before the initial Japanese retail version&lt;br /&gt;
*Simpler Namco logo on startup&lt;br /&gt;
*No intro FMV, goes straight to the title screen&lt;br /&gt;
*Credits FMV is a placeholder&lt;br /&gt;
*Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).&lt;br /&gt;
*The text box for starting a game is blank.&lt;br /&gt;
*Debug controls: &lt;br /&gt;
**L1 + R1 on title screen- Debug menu&lt;br /&gt;
**R1 (ingame)- Infinite jumps&lt;br /&gt;
**L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values&lt;br /&gt;
**Circle (hold ingame)- Increase Klonoa&#039;s movement speed&lt;br /&gt;
**Select + Start- Soft reset&lt;br /&gt;
*General:&lt;br /&gt;
**Different item/enemy placement&lt;br /&gt;
**Different texture for boss explosions&lt;br /&gt;
**No text on loading screen&lt;br /&gt;
**Game can&#039;t be paused&lt;br /&gt;
**End-of-level screen is in a very early state&lt;br /&gt;
**Different/missing sprites for Klonoa&lt;br /&gt;
**Different camera angles in a few areas that expose level boundaries&lt;br /&gt;
**Missing tracks&lt;br /&gt;
**Missing sound effects&lt;br /&gt;
**Different recordings/takes for some of the voice-acting&lt;br /&gt;
**Different mixing/balance for a lot of the music tracks&lt;br /&gt;
**Remnants exist of a scrapped mechanic that allows Klonoa to place grabbed enemies in wind currents and use them as platforms&lt;br /&gt;
**Getting game over loads a glitchy unfinished version of a &amp;quot;Coming soon&amp;quot; screen that was later used for a demo build&lt;br /&gt;
**Some of the Phantomilians were originally invisible like the eggs which never happens in the final game&lt;br /&gt;
**Enemies can be thrown through spiked balls fired by spiders and Gunnies&lt;br /&gt;
**Different explosion sprite&lt;br /&gt;
*Vision 1-1: &lt;br /&gt;
**Invisible egg is missing before the first bridge&lt;br /&gt;
**Blue dreamstone is missing at the top of the wind current&lt;br /&gt;
**The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)&lt;br /&gt;
*Vision 1-2: &lt;br /&gt;
**The hidden egg right before the entrance of the final cave used to be a hidden Phantomilian&lt;br /&gt;
**The last Phantomilian in the level used to be a hidden egg containing an extra life&lt;br /&gt;
**Ghadius&#039; head is much brighter&lt;br /&gt;
**End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa&#039;s house in the cutscene is unfinished and has no lighting&lt;br /&gt;
*Vision 2-1:&lt;br /&gt;
**Minor bug was fixed- The dreamstones that spill out of the giant Moo at the start can clip through the wall to the other side&lt;br /&gt;
**Forlock villagers have pink legs&lt;br /&gt;
*Vision 2-2:&lt;br /&gt;
**Unused track from 1-2 end cutscene plays when Klonoa first meets Karal&lt;br /&gt;
**Karal&#039;s theme has a slower tempo&lt;br /&gt;
**Klonoa&#039;s talking sprite while riding Karal is glitched&lt;br /&gt;
**Bubbles and background missing from boss loading screen&lt;br /&gt;
**Boss background was given brighter colors and water reflection to make the water more subtle&lt;br /&gt;
**Glitched hand sprite palette on Seadoph when riding spiked balls&lt;br /&gt;
**Music doesn&#039;t fade after defeating boss&lt;br /&gt;
**Scene of Karal taking Klonoa back to Forlock is longer and in a rough state, the leaf Klonoa jumps on is brown and the voice lines used are different and heavily reverbed&lt;br /&gt;
*Vision 3-1:&lt;br /&gt;
**No cutscene of Klonoa jumping off the leaf at the beginning of the stage&lt;br /&gt;
**Breakable boxes are only marked with an X on one side&lt;br /&gt;
**Joka&#039;s voice lines haven&#039;t been added/recorded&lt;br /&gt;
**Glitched palette on Phantomilian bubbles&lt;br /&gt;
**Flying variant of the spider enemy doesn&#039;t have a unique palette yet&lt;br /&gt;
*Vision 3-2:&lt;br /&gt;
**The prototype version of this level&#039;s music included in the game&#039;s official soundtrack is used in this build&lt;br /&gt;
**Sound effects are broken/don&#039;t work&lt;br /&gt;
**Glitched palette on springs&lt;br /&gt;
**1st key door in the level is an ordinary door in the proto (the key that&#039;s in the conveyor belt room in the final  and entered in from the foreground instead of to the side&lt;br /&gt;
**Slight geometry change on the other side of 1st key door&lt;br /&gt;
**The spiked balls in the final section of the level are more frequent making it more difficult&lt;br /&gt;
**Blue debug triangle present in boss fight which seems to mark Klonoa&#039;s spawn point&lt;br /&gt;
*Vision 4-1:&lt;br /&gt;
**Music has no indoor mix&lt;br /&gt;
*Vision 4-2:&lt;br /&gt;
**The frozen Octomoo is entirely missing and the ice column that houses it in the final version is split in half&lt;br /&gt;
**The entrance of the Octomoo chamber is almost completely dark, while in the final version a large round rock formation is visible around the waterfall&lt;br /&gt;
**Joka and Moo are missing from the flying ships in the pre-boss cutscene&lt;br /&gt;
**Debug counters appear during the boss&lt;br /&gt;
**Boss AI is less responsive&lt;br /&gt;
**Boss has a 2nd form which was scrapped completely for the final game- A blue ghost flies between the foreground and background trying to ram into Klonoa&lt;br /&gt;
*Vision 5-1:&lt;br /&gt;
**Running onto lava doesn&#039;t kill Klonoa&lt;br /&gt;
**Layer/clipping errors on one of the doors&lt;br /&gt;
**Different texture/model for the flame jets&lt;br /&gt;
**Last flame jet on the yellow orb route is placed way off from the hitbox/particles&lt;br /&gt;
**Temple guard sprites are glitched in the last cutscene&lt;br /&gt;
**Elevator has SFX&lt;br /&gt;
*Vision 5-2:&lt;br /&gt;
**Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level&lt;br /&gt;
**Level can&#039;t be completed normally due to the 2nd-to-last elevator and the pathway it&#039;s on being broken&lt;br /&gt;
**Different effects for Ghadius teleporting away in the pre-boss cutscene&lt;br /&gt;
**Joka&#039;s monster form has completely different textures&lt;br /&gt;
**Different sound effect for changing the platform colors during boss fight&lt;br /&gt;
**Joka&#039;s body isn&#039;t charred in end-level cutscene&lt;br /&gt;
*Vision 6-1:&lt;br /&gt;
**Cutscene is unfinished&lt;br /&gt;
**The alcove in which the player starts the level was remodeled and the wall on the right removed for the final&lt;br /&gt;
**Different/incomplete lighting&lt;br /&gt;
**Exterior/interior mixes of the music are swapped&lt;br /&gt;
**Electrified floors have a different and less subtle texture&lt;br /&gt;
**Different-looking platforms on blue crystal route&lt;br /&gt;
**No glowing/pulsing effect on crystals&lt;br /&gt;
**The steps leading to the end of the level were originally smaller; for the final they were widened out, the door moved further to the right and yellow statues were placed on the steps to help the player from getting lost&lt;br /&gt;
**No Spikers and much more Boomies in green crystal route&lt;br /&gt;
**Harder enemy placement in green crystal route&lt;br /&gt;
**Phantomilian and a line of Boomies are in place of where the 2nd Mirror Spirit is located in the final&lt;br /&gt;
**Elevator at end of the level has a door that&#039;s blocked by a black statue with accompanying crystal (changed to white in the final)&lt;br /&gt;
**Level can&#039;t be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision&lt;br /&gt;
*Vision 6-2:&lt;br /&gt;
**6-1 music doesn&#039;t play when the level starts&lt;br /&gt;
**6-2 music doesn&#039;t play until leaving the 1st room&lt;br /&gt;
**Sand slides were tweaked and the lighting for the area was darkened to try to hide the fact the sand slides pop into the draw distance from the center&lt;br /&gt;
**Floating metal platforms have different textures despite the same platforms using the final game&#039;s textures in 6-1&lt;br /&gt;
**Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines&lt;br /&gt;
**1st switch puzzle is much more difficult than in the final game due to the switches having shorter reset times&lt;br /&gt;
**Debug info during pre-boss cutscene&lt;br /&gt;
**Ghadius&#039; head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene&lt;br /&gt;
**Camera hangs on the cutscene area when the boss fight starts until the player touches a teleporter&lt;br /&gt;
**Dying on the boss fight spawns the player outside the boss and over the cutscene area which has no collision; Klonoa will fall indefinitely until the game is powered off/reset&lt;br /&gt;
**Blue Moos are used as placeholder for the unique enemies that appear only in this boss and the final boss&lt;br /&gt;
**Ghadius takes 12 hits to defeat compared to 10 in the final&lt;br /&gt;
**Corners of the wireframes Ghadius summons are purple instead of green&lt;br /&gt;
**Ghadius doesn&#039;t scream and his cloak doesn&#039;t get damaged when defeated&lt;br /&gt;
*Final Vision:&lt;br /&gt;
**Different animation for Nahatomb being hatched&lt;br /&gt;
**The ring surrounding Nahatomb is colored different and the walls stretch further down&lt;br /&gt;
**Karal&#039;s model is glitched and remains when the boss fight starts&lt;br /&gt;
**Nahatomb is invisible in all 3 forms; the models for all 3 forms are present in the game files with shading but no textures as well as multiple versions of the 1st form&#039;s model in varying stages of incompletion and the 1st form also has a twirling animation not present in the final game&lt;br /&gt;
**Cannons don&#039;t change color to gold when loaded&lt;br /&gt;
**Getting caught and eaten by Nahatomb&#039;s tongue on the 1st form has the possiblity of triggering the  to load the next form&lt;br /&gt;
**Background on 2nd form is completely different&lt;br /&gt;
**All the crystals on the 2nd form are different colors and classed as their own separate objects in the game files, this was reduced to one object for the small crystals and one for the large in the final&lt;br /&gt;
**Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue Moos when their cannons are loaded&lt;br /&gt;
**Developer message on sky texture in 3rd form&lt;br /&gt;
**Energy waves in 3rd form look different and different camera angle when Nahatomb does the attack&lt;br /&gt;
**Boss can&#039;t be defeated; nothing&#039;s programmed to happen after loading all the cannons on the 3rd form&lt;br /&gt;
*7-1 (Ending cutscene):&lt;br /&gt;
**Ending cutscene hasn&#039;t been implemented (although a few cutscene objects and an early script are present in the game files) but selecting it from the debug level select loads Klonoa into the cutscene area; he can only move around a small area thanks to invisible walls&lt;br /&gt;
**More of Vision 1-1 (from which the cutscene area was copypasted) is present out of bounds including the bridge and the hatch on Klonoa&#039;s window; this was cut down to the bare minimum actually needed for the cutscene in the final&lt;br /&gt;
*8-1 (Extra Vision):&lt;br /&gt;
**No cutscenes&lt;br /&gt;
**No checkpoints&lt;br /&gt;
**One of the room layouts is completely different&lt;br /&gt;
**Last room of the level has almost no objects&lt;br /&gt;
**Exiting through the door at the end of the level plays a buzzing sound&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;
==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 - Klonoa 10-15-97-0000.png&lt;br /&gt;
File:PSX - Klonoa 10-15-97-0002.png&lt;br /&gt;
File:KLONOA JUL17 L1DEBUG.png|alt=Klonoa, standing at the beginning of Vision 1-1, with 12 lines of white debug test visible on the right-hand side of the screen|Hold L1 to display debug information.  While holding, press other buttons on the controller to alter some of the values&lt;br /&gt;
File:KLONOA JUL17 V1-1 BLUEGEMMISSING.png|No blue-gem at the top of the first whirlwind in Vision 1-1 in this beta&lt;br /&gt;
File:KLONOA JUL17 NOSLIDEANIMATION.png|Klonoa lacks animations when sliding in the beta, just remaining in his upright, idle pose&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 - Klonoa 10-15-97.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;wVvSJyc4YCo&amp;lt;/youtube&amp;gt;&lt;br /&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 - Klonoa 10-15-97.img|type=File|date=2020-12-13 09:16:33|size=522329808|crc32=171E3435|md5=6241036c00e643879d99a318b1a5ffdd|sha1=88e16ba1fb3b4df0b90565ffd3013879b246a2b0|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.cue|type=File|date=2020-12-13 09:00:59|size=85|crc32=7E228A09|md5=fea04253a182ce18e1aafc9d0c372600|sha1=e62643954df0030d2299544b0b0d47cf39247f0c|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.ccd|type=File|date=2020-12-13 09:00:59|size=772|crc32=23D93708|md5=2280fe97157d2703610129bf074c4bd0|sha1=c4709ebf08a5b037ebe8f24dbe752f355c285d96|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.sub|type=File|date=2020-12-13 09:17:22|size=21319584|crc32=565184E2|md5=27b439d946b9accac551985e741f9e90|sha1=bf06022bef3327970b0400bf29490b182c4ab13a|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.jpeg|type=File|date=2021-03-14 12:14:36|size=942230|crc32=8D154AB7|md5=4467b6e19dd4c00b66bfc2365d4b7f7c|sha1=8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8|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|Klonoa: Door to Phantomile}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=68361</id>
		<title>Klonoa: Door to Phantomile (Jul 17, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=68361"/>
		<updated>2021-11-25T00:13:27Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Klonoa: Door to Phantomile (Jul 17, 1997 prototype)&lt;br /&gt;
|titlescreen=PSX - Klonoa 10-15-97-0001.png&lt;br /&gt;
|builddate=Jul 17, 1997 16:22:38 &lt;br /&gt;
|buildname=10-15-97&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=Klonoa 10-15-97&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Klonoa: Door to Phantomile&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 19, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jan 7, 1998 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 11, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jun 1998 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/KlonoaDoortoPhantomileJul171997prototype&lt;br /&gt;
|file=Klonoa - Door to Phantomile (Jul 17, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Klonoa: Door to Phantomile for the PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Compiled around 3 months before the initial Japanese retail version&lt;br /&gt;
*Simpler Namco logo on startup&lt;br /&gt;
*No intro FMV, goes straight to the title screen&lt;br /&gt;
*Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).&lt;br /&gt;
*The text box for starting a game is blank.&lt;br /&gt;
*Debug controls: &lt;br /&gt;
**L1 + R1 on title screen- Debug menu&lt;br /&gt;
**R1 (ingame)- Infinite jumps&lt;br /&gt;
**L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values&lt;br /&gt;
**Circle (hold ingame)- Increase Klonoa&#039;s movement speed&lt;br /&gt;
**Select + Start- Soft reset&lt;br /&gt;
*General:&lt;br /&gt;
**Different item/enemy placement&lt;br /&gt;
**Different texture for boss explosions&lt;br /&gt;
**No text on loading screen&lt;br /&gt;
**Game can&#039;t be paused&lt;br /&gt;
**End-of-level screen is in a very early state&lt;br /&gt;
**Different/missing sprites for Klonoa&lt;br /&gt;
**Different camera angles in a few areas that expose level boundaries&lt;br /&gt;
**Missing tracks&lt;br /&gt;
**Missing sound effects&lt;br /&gt;
**Different recordings/takes for some of the voice-acting&lt;br /&gt;
**Different mixing/balance for a lot of the music tracks&lt;br /&gt;
**Remnants exist of a scrapped mechanic that allows Klonoa to place grabbed enemies in wind currents and use them as platforms&lt;br /&gt;
**Getting game over loads a glitchy unfinished version of a &amp;quot;Coming soon&amp;quot; screen that was later used for a demo build&lt;br /&gt;
**Some of the Phantomilians were originally invisible like the eggs which never happens in the final game&lt;br /&gt;
**Enemies can be thrown through spiked balls fired by spiders and Gunnies&lt;br /&gt;
**Different explosion sprite&lt;br /&gt;
*Vision 1-1: &lt;br /&gt;
**Invisible egg is missing before the first bridge&lt;br /&gt;
**Blue dreamstone is missing at the top of the wind current&lt;br /&gt;
**The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)&lt;br /&gt;
*Vision 1-2: &lt;br /&gt;
**The hidden egg right before the entrance of the final cave used to be a hidden Phantomilian&lt;br /&gt;
**The last Phantomilian in the level used to be a hidden egg containing an extra life&lt;br /&gt;
**Ghadius&#039; head is much brighter&lt;br /&gt;
**End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa&#039;s house in the cutscene is unfinished and has no lighting&lt;br /&gt;
*Vision 2-1:&lt;br /&gt;
**Minor bug was fixed- The dreamstones that spill out of the giant Moo at the start can clip through the wall to the other side&lt;br /&gt;
**Forlock villagers have pink legs&lt;br /&gt;
*Vision 2-2:&lt;br /&gt;
**Unused track from 1-2 end cutscene plays when Klonoa first meets Karal&lt;br /&gt;
**Karal&#039;s theme has a slower tempo&lt;br /&gt;
**Klonoa&#039;s talking sprite while riding Karal is glitched&lt;br /&gt;
**Bubbles and background missing from boss loading screen&lt;br /&gt;
**Boss background was given brighter colors and water reflection to make the water more subtle&lt;br /&gt;
**Glitched hand sprite palette on Seadoph when riding spiked balls&lt;br /&gt;
**Music doesn&#039;t fade after defeating boss&lt;br /&gt;
**Scene of Karal taking Klonoa back to Forlock is longer and in a rough state, the leaf Klonoa jumps on is brown and the voice lines used are different and heavily reverbed&lt;br /&gt;
*Vision 3-1:&lt;br /&gt;
**No cutscene of Klonoa jumping off the leaf at the beginning of the stage&lt;br /&gt;
**Breakable boxes are only marked with an X on one side&lt;br /&gt;
**Joka&#039;s voice lines haven&#039;t been added/recorded&lt;br /&gt;
**Glitched palette on Phantomilian bubbles&lt;br /&gt;
**Flying variant of the spider enemy doesn&#039;t have a unique palette yet&lt;br /&gt;
*Vision 3-2:&lt;br /&gt;
**The prototype version of this level&#039;s music included in the game&#039;s official soundtrack is used in this build&lt;br /&gt;
**Sound effects are broken/don&#039;t work&lt;br /&gt;
**Glitched palette on springs&lt;br /&gt;
**1st key door in the level is an ordinary door in the proto (the key that&#039;s in the conveyor belt room in the final  and entered in from the foreground instead of to the side&lt;br /&gt;
**Slight geometry change on the other side of 1st key door&lt;br /&gt;
**The spiked balls in the final section of the level are more frequent making it more difficult&lt;br /&gt;
**Blue debug triangle present in boss fight which seems to mark Klonoa&#039;s spawn point&lt;br /&gt;
*Vision 4-1:&lt;br /&gt;
**Music has no indoor mix&lt;br /&gt;
*Vision 4-2:&lt;br /&gt;
**The frozen Octomoo is entirely missing and the ice column that houses it in the final version is split in half&lt;br /&gt;
**The entrance of the Octomoo chamber is almost completely dark, while in the final version a large round rock formation is visible around the waterfall&lt;br /&gt;
**Joka and Moo are missing from the flying ships in the pre-boss cutscene&lt;br /&gt;
**Debug counters appear during the boss&lt;br /&gt;
**Boss AI is less responsive&lt;br /&gt;
**Boss has a 2nd form which was scrapped completely for the final game- A blue ghost flies between the foreground and background trying to ram into Klonoa&lt;br /&gt;
*Vision 5-1:&lt;br /&gt;
**Running onto lava doesn&#039;t kill Klonoa&lt;br /&gt;
**Layer/clipping errors on one of the doors&lt;br /&gt;
**Different texture/model for the flame jets&lt;br /&gt;
**Last flame jet on the yellow orb route is placed way off from the hitbox/particles&lt;br /&gt;
**Temple guard sprites are glitched in the last cutscene&lt;br /&gt;
**Elevator has SFX&lt;br /&gt;
*Vision 5-2:&lt;br /&gt;
**Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level&lt;br /&gt;
**Level can&#039;t be completed normally due to the 2nd-to-last elevator and the pathway it&#039;s on being broken&lt;br /&gt;
**Different effects for Ghadius teleporting away in the pre-boss cutscene&lt;br /&gt;
**Joka&#039;s monster form has completely different textures&lt;br /&gt;
**Different sound effect for changing the platform colors during boss fight&lt;br /&gt;
**Joka&#039;s body isn&#039;t charred in end-level cutscene&lt;br /&gt;
*Vision 6-1:&lt;br /&gt;
**Cutscene is unfinished&lt;br /&gt;
**The alcove in which the player starts the level was remodeled and the wall on the right removed for the final&lt;br /&gt;
**Different/incomplete lighting&lt;br /&gt;
**Exterior/interior mixes of the music are swapped&lt;br /&gt;
**Electrified floors have a different and less subtle texture&lt;br /&gt;
**Different-looking platforms on blue crystal route&lt;br /&gt;
**No glowing/pulsing effect on crystals&lt;br /&gt;
**The steps leading to the end of the level were originally smaller; for the final they were widened out, the door moved further to the right and yellow statues were placed on the steps to help the player from getting lost&lt;br /&gt;
**No Spikers and much more Boomies in green crystal route&lt;br /&gt;
**Harder enemy placement in green crystal route&lt;br /&gt;
**Phantomilian and a line of Boomies are in place of where the 2nd Mirror Spirit is located in the final&lt;br /&gt;
**Elevator at end of the level has a door that&#039;s blocked by a black statue with accompanying crystal (changed to white in the final)&lt;br /&gt;
**Level can&#039;t be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision&lt;br /&gt;
*Vision 6-2:&lt;br /&gt;
**6-1 music doesn&#039;t play when the level starts&lt;br /&gt;
**6-2 music doesn&#039;t play until leaving the 1st room&lt;br /&gt;
**Sand slides were tweaked and the lighting for the area was darkened to try to hide the fact the sand slides pop into the draw distance from the center&lt;br /&gt;
**Floating metal platforms have different textures despite the same platforms using the final game&#039;s textures in 6-1&lt;br /&gt;
**Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines&lt;br /&gt;
**1st switch puzzle is much more difficult than in the final game due to the switches having shorter reset times&lt;br /&gt;
**Debug info during pre-boss cutscene&lt;br /&gt;
**Ghadius&#039; head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene&lt;br /&gt;
**Camera hangs on the cutscene area when the boss fight starts until the player touches a teleporter&lt;br /&gt;
**Dying on the boss fight spawns the player outside the boss and over the cutscene area which has no collision; Klonoa will fall indefinitely until the game is powered off/reset&lt;br /&gt;
**Blue Moos are used as placeholder for the unique enemies that appear only in this boss and the final boss&lt;br /&gt;
**Ghadius takes 12 hits to defeat compared to 10 in the final&lt;br /&gt;
**Corners of the wireframes Ghadius summons are purple instead of green&lt;br /&gt;
**Ghadius doesn&#039;t scream and his cloak doesn&#039;t get damaged when defeated&lt;br /&gt;
*Final Vision:&lt;br /&gt;
**Different animation for Nahatomb being hatched&lt;br /&gt;
**The ring surrounding Nahatomb is colored different and the walls stretch further down&lt;br /&gt;
**Karal&#039;s model is glitched and remains when the boss fight starts&lt;br /&gt;
**Nahatomb is invisible in all 3 forms; the models for all 3 forms are present in the game files with shading but no textures as well as multiple versions of the 1st form&#039;s model in varying stages of incompletion and the 1st form also has a twirling animation not present in the final game&lt;br /&gt;
**Cannons don&#039;t change color to gold when loaded&lt;br /&gt;
**Getting caught and eaten by Nahatomb&#039;s tongue on the 1st form has the possiblity of triggering the  to load the next form&lt;br /&gt;
**Background on 2nd form is completely different&lt;br /&gt;
**All the crystals on the 2nd form are different colors and classed as their own separate objects in the game files, this was reduced to one object for the small crystals and one for the large in the final&lt;br /&gt;
**Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue Moos when their cannons are loaded&lt;br /&gt;
**Developer message on sky texture in 3rd form&lt;br /&gt;
**Energy waves in 3rd form look different and different camera angle when Nahatomb does the attack&lt;br /&gt;
**Boss can&#039;t be defeated; nothing&#039;s programmed to happen after loading all the cannons on the 3rd form&lt;br /&gt;
*7-1 (Ending cutscene):&lt;br /&gt;
**Ending cutscene hasn&#039;t been implemented (although a few cutscene objects and an early script are present in the game files) but selecting it from the debug level select loads Klonoa into the cutscene area; he can only move around a small area thanks to invisible walls&lt;br /&gt;
**More of Vision 1-1 (from which the cutscene area was copypasted) is present out of bounds including the bridge and the hatch on Klonoa&#039;s window; this was cut down to the bare minimum actually needed for the cutscene in the final&lt;br /&gt;
*8-1 (Extra Vision):&lt;br /&gt;
**No cutscenes&lt;br /&gt;
**No checkpoints&lt;br /&gt;
**One of the room layouts is completely different&lt;br /&gt;
**Last room of the level has almost no objects&lt;br /&gt;
**Exiting through the door at the end of the level plays a buzzing sound&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;
==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 - Klonoa 10-15-97-0000.png&lt;br /&gt;
File:PSX - Klonoa 10-15-97-0002.png&lt;br /&gt;
File:KLONOA JUL17 L1DEBUG.png|alt=Klonoa, standing at the beginning of Vision 1-1, with 12 lines of white debug test visible on the right-hand side of the screen|Hold L1 to display debug information.  While holding, press other buttons on the controller to alter some of the values&lt;br /&gt;
File:KLONOA JUL17 V1-1 BLUEGEMMISSING.png|No blue-gem at the top of the first whirlwind in Vision 1-1 in this beta&lt;br /&gt;
File:KLONOA JUL17 NOSLIDEANIMATION.png|Klonoa lacks animations when sliding in the beta, just remaining in his upright, idle pose&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 - Klonoa 10-15-97.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;wVvSJyc4YCo&amp;lt;/youtube&amp;gt;&lt;br /&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 - Klonoa 10-15-97.img|type=File|date=2020-12-13 09:16:33|size=522329808|crc32=171E3435|md5=6241036c00e643879d99a318b1a5ffdd|sha1=88e16ba1fb3b4df0b90565ffd3013879b246a2b0|comment=}}&lt;br /&gt;
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{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.jpeg|type=File|date=2021-03-14 12:14:36|size=942230|crc32=8D154AB7|md5=4467b6e19dd4c00b66bfc2365d4b7f7c|sha1=8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8|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|Klonoa: Door to Phantomile}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=68360</id>
		<title>Klonoa: Door to Phantomile (Jul 17, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=68360"/>
		<updated>2021-11-24T23:52:29Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: Rewording/fixing misinformation/elaboration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Klonoa: Door to Phantomile (Jul 17, 1997 prototype)&lt;br /&gt;
|titlescreen=PSX - Klonoa 10-15-97-0001.png&lt;br /&gt;
|builddate=Jul 17, 1997 16:22:38 &lt;br /&gt;
|buildname=10-15-97&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=Klonoa 10-15-97&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Klonoa: Door to Phantomile&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 19, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jan 7, 1998 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 11, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jun 1998 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/KlonoaDoortoPhantomileJul171997prototype&lt;br /&gt;
|file=Klonoa - Door to Phantomile (Jul 17, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Klonoa: Door to Phantomile for the PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Compiled around 3 months before the initial Japanese retail version&lt;br /&gt;
*Simpler Namco logo on startup&lt;br /&gt;
*No intro FMV, goes straight to the title screen&lt;br /&gt;
*Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).&lt;br /&gt;
*The text box for starting a game is blank.&lt;br /&gt;
*Debug controls: &lt;br /&gt;
**L1 + R1 on title screen- Debug menu&lt;br /&gt;
**R1 (ingame)- Infinite jumps&lt;br /&gt;
**L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values&lt;br /&gt;
**Circle (hold ingame)- Increase Klonoa&#039;s movement speed&lt;br /&gt;
**Select + Start- Soft reset&lt;br /&gt;
*General:&lt;br /&gt;
**Different item/enemy placement&lt;br /&gt;
**Different texture for boss explosions&lt;br /&gt;
**No text on loading screen&lt;br /&gt;
**Game can&#039;t be paused&lt;br /&gt;
**End-of-level screen is in a very early state&lt;br /&gt;
**Different/missing sprites for Klonoa&lt;br /&gt;
**Different camera angles in a few areas that expose level boundaries&lt;br /&gt;
**Missing tracks&lt;br /&gt;
**Missing sound effects&lt;br /&gt;
**Different recordings/takes for some of the voice-acting&lt;br /&gt;
**Different mixing/balance for a lot of the music tracks&lt;br /&gt;
**Remnants exist of a scrapped mechanic that allows Klonoa to place grabbed enemies in wind currents and use them as platforms&lt;br /&gt;
**Getting game over loads a glitchy unfinished version of a &amp;quot;Coming soon&amp;quot; screen that was later used for a demo build&lt;br /&gt;
**Some of the Phantomilians were originally hidden in eggs which is something that never happens in the final game&lt;br /&gt;
**Enemies can be thrown through spiked balls fired by spiders and Gunnies&lt;br /&gt;
**Different explosion sprite&lt;br /&gt;
*Vision 1-1: &lt;br /&gt;
**Invisible egg is missing before the first bridge&lt;br /&gt;
**Blue dreamstone is missing at the top of the wind current&lt;br /&gt;
**The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)&lt;br /&gt;
*Vision 1-2: &lt;br /&gt;
**The hidden egg right before the entrance of the final cave used to be a hidden Phantomilian&lt;br /&gt;
**The last Phantomilian in the level used to be a hidden egg containing an extra life&lt;br /&gt;
**Ghadius&#039; head is much brighter&lt;br /&gt;
**End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa&#039;s house in the cutscene is unfinished and has no lighting&lt;br /&gt;
*Vision 2-1:&lt;br /&gt;
**Minor bug was fixed- The dreamstones that spill out of the giant Moo at the start can clip through the wall to the other side&lt;br /&gt;
**Forlock villagers have pink legs&lt;br /&gt;
*Vision 2-2:&lt;br /&gt;
**Unused track from 1-2 end cutscene plays when Klonoa first meets Karal&lt;br /&gt;
**Karal&#039;s theme has a slower tempo&lt;br /&gt;
**Klonoa&#039;s talking sprite while riding Karal is glitched&lt;br /&gt;
**Bubbles and background missing from boss loading screen&lt;br /&gt;
**Boss background was given brighter colors and water reflection to make the water more subtle&lt;br /&gt;
**Glitched hand sprite palette on Seadoph when riding spiked balls&lt;br /&gt;
**Music doesn&#039;t fade after defeating boss&lt;br /&gt;
**Scene of Karal taking Klonoa back to Forlock is longer and in a rough state, the leaf Klonoa jumps on is brown and the voice lines used are different and heavily reverbed&lt;br /&gt;
*Vision 3-1:&lt;br /&gt;
**No cutscene of Klonoa jumping off the leaf at the beginning of the stage&lt;br /&gt;
**Breakable boxes are only marked with an X on one side&lt;br /&gt;
**Joka&#039;s voice lines haven&#039;t been added/recorded&lt;br /&gt;
**Glitched palette on Phantomilian bubbles&lt;br /&gt;
**Flying variant of the spider enemy doesn&#039;t have a unique palette yet&lt;br /&gt;
*Vision 3-2:&lt;br /&gt;
**The prototype version of this level&#039;s music included in the game&#039;s official soundtrack is used in this build&lt;br /&gt;
**Sound effects are broken/don&#039;t work&lt;br /&gt;
**Glitched palette on springs&lt;br /&gt;
**1st key door in the level is an ordinary door in the proto (the key that&#039;s in the conveyor belt room in the final  and entered in from the foreground instead of to the side&lt;br /&gt;
**Slight geometry change on the other side of 1st key door&lt;br /&gt;
**The spiked balls in the final section of the level are more frequent making it more difficult&lt;br /&gt;
**Blue debug triangle present in boss fight which seems to mark Klonoa&#039;s spawn point&lt;br /&gt;
*Vision 4-1:&lt;br /&gt;
**Music has no indoor mix&lt;br /&gt;
*Vision 4-2:&lt;br /&gt;
**The frozen Octomoo is entirely missing and the ice column that houses it in the final version is split in half&lt;br /&gt;
**The entrance of the Octomoo chamber is almost completely dark, while in the final version a large round rock formation is visible around the waterfall&lt;br /&gt;
**Joka and Moo are missing from the flying ships in the pre-boss cutscene&lt;br /&gt;
**Debug counters appear during the boss&lt;br /&gt;
**Boss AI is less responsive&lt;br /&gt;
**Boss has a 2nd form which was scrapped completely for the final game- A blue ghost flies between the foreground and background trying to ram into Klonoa&lt;br /&gt;
*Vision 5-1:&lt;br /&gt;
**Running onto lava doesn&#039;t kill Klonoa&lt;br /&gt;
**Layer/clipping errors on one of the doors&lt;br /&gt;
**Different texture/model for the flame jets&lt;br /&gt;
**Last flame jet on the yellow orb route is placed way off from the hitbox/particles&lt;br /&gt;
**Temple guard sprites are glitched in the last cutscene&lt;br /&gt;
**Elevator has SFX&lt;br /&gt;
*Vision 5-2:&lt;br /&gt;
**Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level&lt;br /&gt;
**Level can&#039;t be completed normally due to the 2nd-to-last elevator and the pathway it&#039;s on being broken&lt;br /&gt;
**Different effects for Ghadius teleporting away in the pre-boss cutscene&lt;br /&gt;
**Joka&#039;s monster form has completely different textures&lt;br /&gt;
**Different sound effect for changing the platform colors during boss fight&lt;br /&gt;
**Joka&#039;s body isn&#039;t charred in end-level cutscene&lt;br /&gt;
*Vision 6-1:&lt;br /&gt;
**Cutscene is unfinished&lt;br /&gt;
**The alcove in which the player starts the level was remodeled and the wall on the right removed for the final&lt;br /&gt;
**Different/incomplete lighting&lt;br /&gt;
**Exterior/interior mixes of the music are swapped&lt;br /&gt;
**Electrified floors have a different and less subtle texture&lt;br /&gt;
**Different-looking platforms on blue crystal route&lt;br /&gt;
**No glowing/pulsing effect on crystals&lt;br /&gt;
**The steps leading to the end of the level were originally smaller; for the final they were widened out, the door moved further to the right and yellow statues were placed on the steps to help the player from getting lost&lt;br /&gt;
**No Spikers and much more Boomies in green crystal route&lt;br /&gt;
**Harder enemy placement in green crystal route&lt;br /&gt;
**Phantomilian and a line of Boomies are in place of where the 2nd Mirror Spirit is located in the final&lt;br /&gt;
**Elevator at end of the level has a door that&#039;s blocked by a black statue with accompanying crystal (changed to white in the final)&lt;br /&gt;
**Level can&#039;t be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision&lt;br /&gt;
*Vision 6-2:&lt;br /&gt;
**6-1 music doesn&#039;t play when the level starts&lt;br /&gt;
**6-2 music doesn&#039;t play until leaving the 1st room&lt;br /&gt;
**Sand slides were tweaked and the lighting for the area was darkened to try to hide the fact the sand slides pop into the draw distance from the center&lt;br /&gt;
**Floating metal platforms have different textures despite the same platforms using the final game&#039;s textures in 6-1&lt;br /&gt;
**Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines&lt;br /&gt;
**1st switch puzzle is much more difficult than in the final game due to the switches having shorter reset times&lt;br /&gt;
**Debug info during pre-boss cutscene&lt;br /&gt;
**Ghadius&#039; head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene&lt;br /&gt;
**Camera hangs on the cutscene area when the boss fight starts until the player touches a teleporter&lt;br /&gt;
**Dying on the boss fight spawns the player outside the boss and over the cutscene area which has no collision; Klonoa will fall indefinitely until the game is powered off/reset&lt;br /&gt;
**Blue Moos are used as placeholder for the unique enemies that appear only in this boss and the final boss&lt;br /&gt;
**Ghadius takes 12 hits to defeat compared to 10 in the final&lt;br /&gt;
**Corners of the wireframes Ghadius summons are purple instead of green&lt;br /&gt;
**Ghadius doesn&#039;t scream and his cloak doesn&#039;t get damaged when defeated&lt;br /&gt;
*Final Vision:&lt;br /&gt;
**Different animation for Nahatomb being hatched&lt;br /&gt;
**The ring surrounding Nahatomb is colored different and the walls stretch further down&lt;br /&gt;
**Karal&#039;s model is glitched and remains when the boss fight starts&lt;br /&gt;
**Nahatomb is invisible in all 3 forms; the models for all 3 forms are present in the game files with shading but no textures as well as multiple versions of the 1st form&#039;s model in varying stages of incompletion and the 1st form also has a twirling animation not present in the final game &lt;br /&gt;
**Cannons don&#039;t change color to gold when loaded&lt;br /&gt;
**Getting caught and eaten by Nahatomb&#039;s tongue on the 1st form has the possiblity of triggering the  to load the next form&lt;br /&gt;
**Background on 2nd form is completely different&lt;br /&gt;
**All the crystals on the 2nd form are different colors and classed as their own separate objects in the game files, this was reduced to one object for the small crystals and one for the large in the final&lt;br /&gt;
**Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue Moos when their cannons are loaded&lt;br /&gt;
**Developer message on sky texture in 3rd form&lt;br /&gt;
**Energy waves in 3rd form look different and different camera angle when Nahatomb does the attack&lt;br /&gt;
**Boss can&#039;t be defeated; nothing&#039;s programmed to happen after loading all the cannons on the 3rd form&lt;br /&gt;
*7-1 (Ending cutscene):&lt;br /&gt;
**Ending cutscene hasn&#039;t been implemented (although a few cutscene objects and an early script are present in the game files) but selecting it from the debug level select loads Klonoa into the cutscene area; he can only move around a small area thanks to invisible walls&lt;br /&gt;
**More of Vision 1-1 (from which the cutscene area was copypasted) is present out of bounds including the bridge and the hatch on Klonoa&#039;s window; this was cut down to the bare minimum actually needed for the cutscene in the final&lt;br /&gt;
*8-1 (Extra Vision):&lt;br /&gt;
**No cutscenes&lt;br /&gt;
**No checkpoints&lt;br /&gt;
**One of the room layouts is completely different&lt;br /&gt;
**Last room of the level has almost no objects&lt;br /&gt;
**Exiting through the door at the end of the level plays a buzzing sound&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;
==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 - Klonoa 10-15-97-0000.png&lt;br /&gt;
File:PSX - Klonoa 10-15-97-0002.png&lt;br /&gt;
File:KLONOA JUL17 L1DEBUG.png|alt=Klonoa, standing at the beginning of Vision 1-1, with 12 lines of white debug test visible on the right-hand side of the screen|Hold L1 to display debug information.  While holding, press other buttons on the controller to alter some of the values&lt;br /&gt;
File:KLONOA JUL17 V1-1 BLUEGEMMISSING.png|No blue-gem at the top of the first whirlwind in Vision 1-1 in this beta&lt;br /&gt;
File:KLONOA JUL17 NOSLIDEANIMATION.png|Klonoa lacks animations when sliding in the beta, just remaining in his upright, idle pose&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 - Klonoa 10-15-97.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;wVvSJyc4YCo&amp;lt;/youtube&amp;gt;&lt;br /&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 - Klonoa 10-15-97.img|type=File|date=2020-12-13 09:16:33|size=522329808|crc32=171E3435|md5=6241036c00e643879d99a318b1a5ffdd|sha1=88e16ba1fb3b4df0b90565ffd3013879b246a2b0|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.cue|type=File|date=2020-12-13 09:00:59|size=85|crc32=7E228A09|md5=fea04253a182ce18e1aafc9d0c372600|sha1=e62643954df0030d2299544b0b0d47cf39247f0c|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.ccd|type=File|date=2020-12-13 09:00:59|size=772|crc32=23D93708|md5=2280fe97157d2703610129bf074c4bd0|sha1=c4709ebf08a5b037ebe8f24dbe752f355c285d96|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.sub|type=File|date=2020-12-13 09:17:22|size=21319584|crc32=565184E2|md5=27b439d946b9accac551985e741f9e90|sha1=bf06022bef3327970b0400bf29490b182c4ab13a|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.jpeg|type=File|date=2021-03-14 12:14:36|size=942230|crc32=8D154AB7|md5=4467b6e19dd4c00b66bfc2365d4b7f7c|sha1=8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8|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|Klonoa: Door to Phantomile}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=56520</id>
		<title>Klonoa: Door to Phantomile (Jul 17, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=56520"/>
		<updated>2021-07-23T20:48:31Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Klonoa: Door to Phantomile (Jul 17, 1997 prototype)&lt;br /&gt;
|titlescreen=PSX - Klonoa 10-15-97-0001.png&lt;br /&gt;
|builddate=Jul 17, 1997 16:22:38 &lt;br /&gt;
|buildname=10-15-97&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=Klonoa 10-15-97&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Klonoa: Door to Phantomile&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 19, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jan 7, 1998 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 11, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jun 1998 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/KlonoaDoortoPhantomileJul171997prototype&lt;br /&gt;
|file=Klonoa - Door to Phantomile (Jul 17, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Klonoa: Door to Phantomile for the PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Compiled around 3 months before the initial Japanese retail version&lt;br /&gt;
*Simpler Namco logo on startup&lt;br /&gt;
*No intro FMV, goes straight to the title screen&lt;br /&gt;
*Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).&lt;br /&gt;
*The text box for starting a game is blank.&lt;br /&gt;
*Debug controls: &lt;br /&gt;
**L1 + R1 on title screen- Debug menu&lt;br /&gt;
**R1 (ingame)- Infinite jumps&lt;br /&gt;
**L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values&lt;br /&gt;
**Circle (hold ingame)- Increase Klonoa&#039;s movement speed&lt;br /&gt;
**Select + Start- Soft reset&lt;br /&gt;
*General:&lt;br /&gt;
**Different item/enemy placement&lt;br /&gt;
**Different texture for boss explosions&lt;br /&gt;
**No text on loading screen&lt;br /&gt;
**Game can&#039;t be paused&lt;br /&gt;
**End-of-level screen is in a very early state&lt;br /&gt;
**Different/missing sprites for Klonoa&lt;br /&gt;
**Different camera angles in a few areas that expose level boundaries&lt;br /&gt;
**Missing tracks&lt;br /&gt;
**Missing sound effects&lt;br /&gt;
**Different recordings/takes for some of the voice-acting&lt;br /&gt;
**Different mixing/balance for a lot of the music tracks&lt;br /&gt;
**Remnants exist of a scrapped mechanic that allows Klonoa to place grabbed enemies in wind currents and use them as platforms&lt;br /&gt;
**Getting game over loads the remnants of a &amp;quot;Coming soon&amp;quot; screen from a demo build, accompanied by a voice line not from the final game&lt;br /&gt;
**Enemies can be thrown through spiked balls fired by spiders and Gunnies&lt;br /&gt;
**Different explosion sprite for Boomies&lt;br /&gt;
*Vision 1-1: &lt;br /&gt;
**Invisible egg is missing before the first bridge&lt;br /&gt;
**Blue dreamstone is missing at the top of the wind current&lt;br /&gt;
**The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)&lt;br /&gt;
*Vision 1-2: &lt;br /&gt;
**Ghadius&#039; head is much brighter&lt;br /&gt;
**End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa&#039;s house in the cutscene is unfinished and has no lighting&lt;br /&gt;
*Vision 2-1:&lt;br /&gt;
**Minor bug was fixed- The dreamstones that spill out of the giant Moo at the start can clip through the wall to the other side&lt;br /&gt;
**Forlock villagers have pink legs&lt;br /&gt;
*Vision 2-2:&lt;br /&gt;
**Unused track from 1-2 end cutscene plays when Klonoa first meets Karal&lt;br /&gt;
**Karal&#039;s theme has a slower tempo&lt;br /&gt;
**Klonoa&#039;s talking sprite while riding Karal is glitched&lt;br /&gt;
**Bubbles and background missing from pre-boss cutscene&lt;br /&gt;
**Glitched hand sprite palette on Seadoph when riding spiked balls&lt;br /&gt;
**Music doesn&#039;t fade after defeating boss&lt;br /&gt;
**Scene of Karal taking Klonoa back to Forlock is longer and has different/unfinished textures&lt;br /&gt;
*Vision 3-1:&lt;br /&gt;
**Breakable boxes are only marked with an X on one side&lt;br /&gt;
**Joka&#039;s voice lines haven&#039;t been added/recorded&lt;br /&gt;
**Glitched palette on Phantomilian bubbles&lt;br /&gt;
**Flying variant of the spider enemy doesn&#039;t have a unique palette yet&lt;br /&gt;
*Vision 3-2:&lt;br /&gt;
**The prototype version of this level&#039;s music included in the game&#039;s official soundtrack is used in this build&lt;br /&gt;
**Sound effects are broken/dont&#039; work&lt;br /&gt;
**Glitched palette on springs&lt;br /&gt;
**1st key door in the level is placed in the background instead of to the side and is already opened&lt;br /&gt;
**Slight geometry change on the other side of 1st key door&lt;br /&gt;
**Spiked balls are much more frequent in the final section of the level&lt;br /&gt;
**Blue debug triangle present in boss fight which seems to mark Klonoa&#039;s spawn point&lt;br /&gt;
*Vision 4-1:&lt;br /&gt;
**Music has no indoor mix&lt;br /&gt;
*Vision 4-2:&lt;br /&gt;
**Joka and Moo are missing from the flying ships in the pre-boss cutscene&lt;br /&gt;
**Debug counters appear during the boss&lt;br /&gt;
**Boss AI is less responsive&lt;br /&gt;
**Boss has a 2nd form which was scrapped completely for the final game- A blue ghost flies between the foreground and background trying to ram into Klonoa&lt;br /&gt;
*Vision 5-1:&lt;br /&gt;
**Running onto lava doesn&#039;t kill Klonoa&lt;br /&gt;
**Layer/clipping errors on one of the doors&lt;br /&gt;
**Different texture/model for the flame jets&lt;br /&gt;
**Last flame jet on the yellow orb route is placed way off from the hitbox/particles&lt;br /&gt;
**Temple guard sprites are glitched in the last cutscene&lt;br /&gt;
**Elevator has SFX&lt;br /&gt;
*Vision 5-2:&lt;br /&gt;
**Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level&lt;br /&gt;
**Level can&#039;t be completed due to the 2nd-to-last elevator and the pathway it&#039;s on being broken&lt;br /&gt;
**Different effects for Ghadius teleporting away in the pre-boss cutscene&lt;br /&gt;
**Joka&#039;s monster form has completely different textures&lt;br /&gt;
**Different sound effect for changing the platform colors during boss fight&lt;br /&gt;
**Joka&#039;s body isn&#039;t charred in end-level cutscene&lt;br /&gt;
*Vision 6-1:&lt;br /&gt;
**Cutscene is unfinished&lt;br /&gt;
**Start of level looks completely different&lt;br /&gt;
**Darker lighting&lt;br /&gt;
**Exterior/interior mixes of the music are swapped&lt;br /&gt;
**Electrified floors have different/out of place textures&lt;br /&gt;
**Different-looking platforms on blue crystal route&lt;br /&gt;
**No glowing/pulsing effect on crystals&lt;br /&gt;
**The steps leading to the end of the level are narrower and don&#039;t have yellow statues on them&lt;br /&gt;
**No Spikers and much more Boomies in green crystal route&lt;br /&gt;
**Harder enemy placement in green crystal route&lt;br /&gt;
**2nd Mirror Spirit was originally Phantomilian&lt;br /&gt;
**Elevator at end of the level has a door that&#039;s blocked by a black statue with accompanying crystal (changed to white in the final)&lt;br /&gt;
**Level can&#039;t be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision&lt;br /&gt;
*Vision 6-2:&lt;br /&gt;
**6-1 music doesn&#039;t play when the level starts&lt;br /&gt;
**6-2 music doesn&#039;t play until leaving the 1st room&lt;br /&gt;
**Sand slides are placed closer and can be seen from the central part of the level popping into the draw distance&lt;br /&gt;
**Floating metal platforms have different textures&lt;br /&gt;
**Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines&lt;br /&gt;
**1st switch puzzle is much more difficult than the final game due to the switches having shorter reset times&lt;br /&gt;
**Debug info during pre-boss cutscene&lt;br /&gt;
**Ghadius&#039; head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene&lt;br /&gt;
**Camera gets stuck on the cutscene model when the boss fight starts until the player touches a teleporter&lt;br /&gt;
**Dying on the boss fight spawns the player outside the boss and over the cutscene model which has no collision; Klonoa will fall indefinitely until the game is powered off/reset&lt;br /&gt;
**Blue Moos are used as placeholder for the unique enemies that appear only in the 6-2 and final boss&lt;br /&gt;
**Boss has more HP&lt;br /&gt;
**Corners of the wireframes Ghadius summons are purple instead of green&lt;br /&gt;
**Ghadius doesn&#039;t scream and his cloak doesn&#039;t get damaged when defeated&lt;br /&gt;
**Game crashes after defeating Ghadius&lt;br /&gt;
*Final Vision:&lt;br /&gt;
**Different animation for Nahatomb being hatched&lt;br /&gt;
**Floor is a different color on 1st form&lt;br /&gt;
**Karal&#039;s model is glitched and remains when the boss fight starts&lt;br /&gt;
**Nahatomb is invisible/has no model in any of his forms&lt;br /&gt;
**Cannons don&#039;t change to gold when loaded&lt;br /&gt;
**Getting caught and eaten by Nahatomb&#039;s tongue on the 1st form moves the player to the 2nd form&lt;br /&gt;
**Background on 2nd form is completely different&lt;br /&gt;
**Crystals on 2nd form have different colors&lt;br /&gt;
**Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue when their cannons are loaded&lt;br /&gt;
**Developer message on sky texture in 3rd form&lt;br /&gt;
**Energy waves in 3rd form look different&lt;br /&gt;
**Boss can&#039;t be defeated; nothing&#039;s programmed to happen after loading all the cannons on the 3rd form&lt;br /&gt;
*7-1 (Ending cutscene):&lt;br /&gt;
**Ending cutscene hasn&#039;t been implemented but selecting it from the debug menu level select loads a partially finished cutscene model with no background where Klonoa can be controlled and moved around; the ground is solid, possibly due to the cutscene model being copypasted from 1-1&lt;br /&gt;
*8-1 (Extra Vision):&lt;br /&gt;
**No cutscenes&lt;br /&gt;
**No checkpoints&lt;br /&gt;
**One of the room layouts is completely different&lt;br /&gt;
**Last room of the level has almost no objects&lt;br /&gt;
**Exiting through the door at the end of the level plays a buzzing sound&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;
==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 - Klonoa 10-15-97-0000.png&lt;br /&gt;
File:PSX - Klonoa 10-15-97-0002.png&lt;br /&gt;
File:KLONOA JUL17 L1DEBUG.png|alt=Klonoa, standing at the beginning of Vision 1-1, with 12 lines of white debug test visible on the right-hand side of the screen|Hold L1 to display debug information.  While holding, press other buttons on the controller to alter some of the values&lt;br /&gt;
File:KLONOA JUL17 V1-1 BLUEGEMMISSING.png|No blue-gem at the top of the first whirlwind in Vision 1-1 in this beta&lt;br /&gt;
File:KLONOA JUL17 NOSLIDEANIMATION.png|Klonoa lacks animations when sliding in the beta, just remaining in his upright, idle pose&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 - Klonoa 10-15-97.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;wVvSJyc4YCo&amp;lt;/youtube&amp;gt;&lt;br /&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 - Klonoa 10-15-97.img|type=File|date=2020-12-13 09:16:33|size=522329808|crc32=171E3435|md5=6241036c00e643879d99a318b1a5ffdd|sha1=88e16ba1fb3b4df0b90565ffd3013879b246a2b0|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.cue|type=File|date=2020-12-13 09:00:59|size=85|crc32=7E228A09|md5=fea04253a182ce18e1aafc9d0c372600|sha1=e62643954df0030d2299544b0b0d47cf39247f0c|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.ccd|type=File|date=2020-12-13 09:00:59|size=772|crc32=23D93708|md5=2280fe97157d2703610129bf074c4bd0|sha1=c4709ebf08a5b037ebe8f24dbe752f355c285d96|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.sub|type=File|date=2020-12-13 09:17:22|size=21319584|crc32=565184E2|md5=27b439d946b9accac551985e741f9e90|sha1=bf06022bef3327970b0400bf29490b182c4ab13a|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.jpeg|type=File|date=2021-03-14 12:14:36|size=942230|crc32=8D154AB7|md5=4467b6e19dd4c00b66bfc2365d4b7f7c|sha1=8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8|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|Klonoa: Door to Phantomile}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=56467</id>
		<title>Klonoa: Door to Phantomile (Jul 17, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=56467"/>
		<updated>2021-07-14T16:30:14Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Klonoa: Door to Phantomile (Jul 17, 1997 prototype)&lt;br /&gt;
|titlescreen=PSX - Klonoa 10-15-97-0001.png&lt;br /&gt;
|builddate=Jul 17, 1997 16:22:38 &lt;br /&gt;
|buildname=10-15-97&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=Klonoa 10-15-97&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Klonoa: Door to Phantomile&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 19, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jan 7, 1998 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 11, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jun 1998 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/KlonoaDoortoPhantomileJul171997prototype&lt;br /&gt;
|file=Klonoa - Door to Phantomile (Jul 17, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Klonoa: Door to Phantomile for the PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Compiled around 3 months before the initial Japanese retail version&lt;br /&gt;
*Simpler Namco logo on startup&lt;br /&gt;
*No intro FMV, goes straight to the title screen&lt;br /&gt;
*Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).&lt;br /&gt;
*The text box for starting a game is blank.&lt;br /&gt;
*Debug controls: &lt;br /&gt;
**L1 + R1 on title screen- Debug menu&lt;br /&gt;
**R1 (ingame)- Infinite jumps&lt;br /&gt;
**L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values&lt;br /&gt;
**Circle (hold ingame)- Increase Klonoa&#039;s movement speed&lt;br /&gt;
**Select + Start- Soft reset&lt;br /&gt;
*General:&lt;br /&gt;
**Different item/enemy placement&lt;br /&gt;
**Different texture for boss explosions&lt;br /&gt;
**No text on loading screen&lt;br /&gt;
**Game can&#039;t be paused&lt;br /&gt;
**End-of-level screen is in a very early state&lt;br /&gt;
**Different/missing sprites for Klonoa&lt;br /&gt;
**Different camera angles in a few areas that expose level boundaries&lt;br /&gt;
**Missing tracks&lt;br /&gt;
**Missing sound effects&lt;br /&gt;
**Different mixing/balance for a lot of the music tracks&lt;br /&gt;
**Remnants exist of a scrapped mechanic where Klonoa can place grabbed enemies in wind currents and use them as platforms&lt;br /&gt;
**Getting game over loads the remnants of a &amp;quot;Coming soon&amp;quot; screen from a demo build, accompanied by a voice line not from the final game&lt;br /&gt;
**Enemies can be thrown through spiked balls fired by spiders and Gunnies&lt;br /&gt;
**Different explosion sprite for Boomies&lt;br /&gt;
*Vision 1-1: &lt;br /&gt;
**Invisible egg is missing before the first bridge&lt;br /&gt;
**Blue dreamstone is missing at the top of the wind current&lt;br /&gt;
**The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)&lt;br /&gt;
*Vision 1-2: &lt;br /&gt;
**Ghadius&#039; head is much brighter&lt;br /&gt;
**End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa&#039;s house in the cutscene is unfinished and has no lighting&lt;br /&gt;
*Vision 2-1:&lt;br /&gt;
**Minor bug was fixed- The dreamstones that spill out of the giant Moo at the start can clip through the wall to the other side&lt;br /&gt;
**Forlock villagers have pink legs&lt;br /&gt;
*Vision 2-2:&lt;br /&gt;
**Unused track from 1-2 end cutscene plays when Klonoa first meets Karal&lt;br /&gt;
**Karal&#039;s theme has a slower tempo&lt;br /&gt;
**Klonoa&#039;s talking sprite while riding Karal is glitched&lt;br /&gt;
**Bubbles and background missing from pre-boss cutscene&lt;br /&gt;
**Glitched hand sprite palette on Seadoph when riding spiked balls&lt;br /&gt;
**Music doesn&#039;t fade after defeating boss&lt;br /&gt;
**Scene of Karal taking Klonoa back to Forlock is longer and has different/unfinished voice acting and textures&lt;br /&gt;
*Vision 3-1:&lt;br /&gt;
**Breakable boxes are only marked with an X on one side&lt;br /&gt;
**Joka&#039;s voice lines haven&#039;t been added/recorded&lt;br /&gt;
**Glitched palette on Phantomilian bubbles&lt;br /&gt;
**Flying variant of the spider enemy doesn&#039;t have a unique palette yet&lt;br /&gt;
*Vision 3-2:&lt;br /&gt;
**The prototype version of this level&#039;s music included in the game&#039;s official soundtrack is used in this build&lt;br /&gt;
**Sound effects are broken/dont&#039; work&lt;br /&gt;
**Glitched palette on springs&lt;br /&gt;
**1st key door in the level is placed in the background instead of to the side and is already opened&lt;br /&gt;
**Slight geometry change on the other side of 1st key door&lt;br /&gt;
**Spiked balls are much more frequent in the final section of the level&lt;br /&gt;
**Blue debug triangle present in boss fight which seems to mark Klonoa&#039;s spawn point&lt;br /&gt;
*Vision 4-1:&lt;br /&gt;
**Music has no indoor mix&lt;br /&gt;
*Vision 4-2:&lt;br /&gt;
**Joka and Moo are missing from the flying ships in the pre-boss cutscene&lt;br /&gt;
**Debug counters appear during the boss&lt;br /&gt;
**Boss AI is less responsive&lt;br /&gt;
**Boss has a 2nd form which was scrapped completely for the final game- A blue ghost flies between the foreground and background trying to ram into Klonoa&lt;br /&gt;
*Vision 5-1:&lt;br /&gt;
**Running onto lava doesn&#039;t kill Klonoa&lt;br /&gt;
**Layer/clipping errors on one of the doors&lt;br /&gt;
**Different texture/model for the flame jets&lt;br /&gt;
**Last flame jet on the yellow orb route is placed way off from the hitbox/particles&lt;br /&gt;
**Temple guard sprites are glitched in the last cutscene&lt;br /&gt;
**Elevator has SFX&lt;br /&gt;
*Vision 5-2:&lt;br /&gt;
**Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level&lt;br /&gt;
**Level can&#039;t be completed due to the 2nd-to-last elevator and the pathway it&#039;s on being broken&lt;br /&gt;
**Different effects for Ghadius teleporting away in the pre-boss cutscene&lt;br /&gt;
**Joka&#039;s monster form has completely different textures&lt;br /&gt;
**Different sound effect for changing the platform colors during boss fight&lt;br /&gt;
**Joka&#039;s body isn&#039;t charred in end-level cutscene&lt;br /&gt;
*Vision 6-1:&lt;br /&gt;
**Cutscene is unfinished&lt;br /&gt;
**Start of level looks completely different&lt;br /&gt;
**Darker lighting&lt;br /&gt;
**Exterior/interior mixes of the music are swapped&lt;br /&gt;
**Electrified floors have different/out of place textures&lt;br /&gt;
**Different-looking platforms on blue crystal route&lt;br /&gt;
**No glowing/pulsing effect on crystals&lt;br /&gt;
**The steps leading to the end of the level are narrower and don&#039;t have yellow statues on them&lt;br /&gt;
**No Spikers and much more Boomies in green crystal route&lt;br /&gt;
**Harder enemy placement in green crystal route&lt;br /&gt;
**2nd Mirror Spirit was originally Phantomilian&lt;br /&gt;
**Elevator at end of the level has a door that&#039;s blocked by a black statue with accompanying crystal (changed to white in the final)&lt;br /&gt;
**Level can&#039;t be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision&lt;br /&gt;
*Vision 6-2:&lt;br /&gt;
**Moon Kingdom guard has different voice  lines&lt;br /&gt;
**6-1 music doesn&#039;t play when the level starts&lt;br /&gt;
**6-2 music doesn&#039;t play until leaving the 1st room&lt;br /&gt;
**Sand slides are placed closer and can be seen from the central part of the level popping into the draw distance&lt;br /&gt;
**Floating metal platforms have different textures&lt;br /&gt;
**Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines&lt;br /&gt;
**1st switch puzzle is much more difficult than the final game due to the switches having shorter reset times&lt;br /&gt;
**Debug info during pre-boss cutscene&lt;br /&gt;
**Ghadius&#039; head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene&lt;br /&gt;
**Camera gets stuck on the cutscene model when the boss fight starts until the player touches a teleporter&lt;br /&gt;
**Dying on the boss fight spawns the player outside the boss and over the cutscene model which has no collision; Klonoa will fall indefinitely until the game is powered off/reset&lt;br /&gt;
**Blue Moos are used as placeholder for the unique enemies that appear only in the 6-2 and final boss&lt;br /&gt;
**Boss has more HP&lt;br /&gt;
**Corners of the wireframes Ghadius summons are purple instead of green&lt;br /&gt;
**Ghadius doesn&#039;t scream and his cloak doesn&#039;t get damaged when defeated&lt;br /&gt;
**Game crashes after defeating Ghadius&lt;br /&gt;
*Final Vision:&lt;br /&gt;
**Different animation for Nahatomb being hatched&lt;br /&gt;
**Floor is a different color on 1st form&lt;br /&gt;
**Karal&#039;s model is glitched and remains when the boss fight starts&lt;br /&gt;
**Nahatomb is invisible/has no model in any of his forms&lt;br /&gt;
**Cannons don&#039;t change to gold when loaded&lt;br /&gt;
**Getting caught and eaten by Nahatomb&#039;s tongue on the 1st form moves the player to the 2nd form&lt;br /&gt;
**Background on 2nd form is completely different&lt;br /&gt;
**Crystals on 2nd form have different colors&lt;br /&gt;
**Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue when their cannons are loaded&lt;br /&gt;
**Developer message on sky texture in 3rd form&lt;br /&gt;
**Energy waves in 3rd form look different&lt;br /&gt;
**Boss can&#039;t be defeated; nothing&#039;s programmed to happen after loading all the cannons on the 3rd form&lt;br /&gt;
*7-1 (Ending cutscene):&lt;br /&gt;
**Ending cutscene hasn&#039;t been implemented but selecting it from the debug menu level select loads a partially finished cutscene model with no background where Klonoa can be controlled and moved around; the ground is solid, possibly due to the cutscene model being copypasted from 1-1&lt;br /&gt;
*8-1 (Extra Vision):&lt;br /&gt;
**No cutscenes&lt;br /&gt;
**No checkpoints&lt;br /&gt;
**One of the room layouts is completely different&lt;br /&gt;
**Last room of the level has almost no objects&lt;br /&gt;
**Exiting through the door at the end of the level plays a buzzing sound&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;
==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 - Klonoa 10-15-97-0000.png&lt;br /&gt;
File:PSX - Klonoa 10-15-97-0002.png&lt;br /&gt;
File:KLONOA JUL17 L1DEBUG.png|alt=Klonoa, standing at the beginning of Vision 1-1, with 12 lines of white debug test visible on the right-hand side of the screen|Hold L1 to display debug information.  While holding, press other buttons on the controller to alter some of the values&lt;br /&gt;
File:KLONOA JUL17 V1-1 BLUEGEMMISSING.png|No blue-gem at the top of the first whirlwind in Vision 1-1 in this beta&lt;br /&gt;
File:KLONOA JUL17 NOSLIDEANIMATION.png|Klonoa lacks animations when sliding in the beta, just remaining in his upright, idle pose&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 - Klonoa 10-15-97.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;wVvSJyc4YCo&amp;lt;/youtube&amp;gt;&lt;br /&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 - Klonoa 10-15-97.img|type=File|date=2020-12-13 09:16:33|size=522329808|crc32=171E3435|md5=6241036c00e643879d99a318b1a5ffdd|sha1=88e16ba1fb3b4df0b90565ffd3013879b246a2b0|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.cue|type=File|date=2020-12-13 09:00:59|size=85|crc32=7E228A09|md5=fea04253a182ce18e1aafc9d0c372600|sha1=e62643954df0030d2299544b0b0d47cf39247f0c|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.ccd|type=File|date=2020-12-13 09:00:59|size=772|crc32=23D93708|md5=2280fe97157d2703610129bf074c4bd0|sha1=c4709ebf08a5b037ebe8f24dbe752f355c285d96|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.sub|type=File|date=2020-12-13 09:17:22|size=21319584|crc32=565184E2|md5=27b439d946b9accac551985e741f9e90|sha1=bf06022bef3327970b0400bf29490b182c4ab13a|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.jpeg|type=File|date=2021-03-14 12:14:36|size=942230|crc32=8D154AB7|md5=4467b6e19dd4c00b66bfc2365d4b7f7c|sha1=8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8|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|Klonoa: Door to Phantomile}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Ast%C3%A9rix_%26_Ob%C3%A9lix_XXL_2:_Mission:_Las_Vegum_(Feb_25,_2005_prototype)&amp;diff=54131</id>
		<title>Astérix &amp; Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Ast%C3%A9rix_%26_Ob%C3%A9lix_XXL_2:_Mission:_Las_Vegum_(Feb_25,_2005_prototype)&amp;diff=54131"/>
		<updated>2021-05-07T01:29:20Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)&lt;br /&gt;
|titlescreen=Gsdx 20190414185246.png&lt;br /&gt;
|builddate=Feb 25, 2005 02:53:23&lt;br /&gt;
|buildname=0.01 PMS&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Demon&lt;br /&gt;
|releasedby=Demon&lt;br /&gt;
|filereleasedate=March 25, 2019&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_labels=Title: Asterix + Obelix Ultimate Language ENG/FR/GER Date: SLES-53060 M3 1095 02/03/05 NOT verified 0.01 PMS&lt;br /&gt;
|game=Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|EU|Apr 28, 2005}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 30, 2006}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Astérix &amp;amp; Obélix XXL 2 - Mission Las Vegum (Feb 25, 2005 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum for the Sony PlayStation 2.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Pressing L2+Triangle will bring up a level select menu.&lt;br /&gt;
*Pressing L2+R2 three times in the main menu/ingame will cycle through debug info and enable cheats.&lt;br /&gt;
*The game is titled Asterix &amp;amp; Obelix Ultimate at this stage in development (or Asterix Ultimate in the placeholder credits)&lt;br /&gt;
*Placeholder/unfinished FMVs&lt;br /&gt;
*Different texture for the shields that represent the player&#039;s HP&lt;br /&gt;
*Giant red block the player pushes to get into Lutetia was originally a partially built house&lt;br /&gt;
*Slightly different model for Asterix both ingame and in FMVs, different glove on his right hand&lt;br /&gt;
*Different particle graphic for Dogmatix pointing where to go next&lt;br /&gt;
*Asterix is able to attack and run at the same time while powered up with a magic potion by whirling his fist, removed likely for being too overpowered&lt;br /&gt;
*Several music triggers are missing/broken, music playback can also be broken by pausing and unpausing&lt;br /&gt;
*Entrance to Venetia is modelled differently and is opened with a pressure switch puzzle instead of a toll gate&lt;br /&gt;
*Sound for collecting shield is same as collecting meat&lt;br /&gt;
*Slightly different music&lt;br /&gt;
*Asterix&#039;s ground pound is weaker and can&#039;t break centurion&#039;s blocks&lt;br /&gt;
*Bombs have different textures and the arrow to indicate the direction they&#039;re being pushed is different&lt;br /&gt;
*No fireball graphic to indicate the combo meter going up&lt;br /&gt;
*The boss arenas all have different lighting/colors&lt;br /&gt;
&lt;br /&gt;
*Venetia:&lt;br /&gt;
**Potion generator at the bottom of the pit in at the beginning of Venetia was removed because it breaks the physics/collision for swimming after the pit is filled with water&lt;br /&gt;
**Sam doesn&#039;t despawn at the top of the pit&lt;br /&gt;
**Fighting the group of enemies where the Pacman enemy is introduced isn&#039;t required to open the next door&lt;br /&gt;
**The alcove walls in the room connecting the 1st/2nd level chunks of Venetia were originally decorated with the face of Mario (based on the boxart for Super Mario Sunshine), which was changed to a generic Roman soldier in the final&lt;br /&gt;
**Diamond helmet in night section of Venetia isn&#039;t placed directly in the path of the player when they slide down the roof and can&#039;t be collected&lt;br /&gt;
**The spotlights in the night section of Venetia were originally animated and have yellow light beams instead of red&lt;br /&gt;
**4 torches/Turtle formation room in Venetia has untextured floors/platforms&lt;br /&gt;
**Potions don&#039;t appear from potion generators until the player gets close enough as Asterix&lt;br /&gt;
**Different texture for one of the banners in the last area of Venetia that says &amp;quot;Pacmanus&amp;quot;&lt;br /&gt;
**Cage holding cable car diamond helmet is untextured&lt;br /&gt;
**The doorframe in the background loading rooms deloads along with the previous level chunk the player was in, letting the player see out of bounds&lt;br /&gt;
**Cable car + bell room doesnt have any cables&lt;br /&gt;
**1st level chunk is visible from night-time chunk&lt;br /&gt;
&lt;br /&gt;
*Abilities unlocked from defeating bosses is shown with static image instead of FMV&lt;br /&gt;
*Draw distance is still the same as in XXL 1&lt;br /&gt;
*No barrels on stairs leading to Lucksore/WCW&lt;br /&gt;
*Lucksore/WCW hub is very unfinished and untextured (although only when entering from Lutetia, entering from Lucksore loads in the hub as it looks in the final)&lt;br /&gt;
*Game doesn&#039;t lock the ability to jump while using a potion special move&lt;br /&gt;
*Door to boss in Lucksore as well as inside of Lucksore use a placeholder wood texture&lt;br /&gt;
*1st part of WCW is in an extremely early state&lt;br /&gt;
*Background geometry in Internetus was completely redone, originally resembling green Mario-style pipes decorated with &amp;quot;@&amp;quot; symbols&lt;br /&gt;
*Untextured platforms in Internetus&lt;br /&gt;
*No crowds in WCW arenas&lt;br /&gt;
*Fake Gaul village at the end of WCW is in an extremely early state&lt;br /&gt;
*WCW is called by its early name of MGM both internally and in the unfinished geometry for the Pirate Island/Seize-Us Palace hub&lt;br /&gt;
*Rayman enemy has a cut spin attack&lt;br /&gt;
*Mountains in background at beginning of Pirate island are untextured&lt;br /&gt;
*Seize-Us Palace- placeholder texture for picture in elevators&lt;br /&gt;
*One of the outdoor areas in Seize-Us Palace is missing, elevator takes the player straight to the top of the roulette room&lt;br /&gt;
*Bridges in final boss area are textured differently&lt;br /&gt;
*Larry Craft appears in the final boss area, near the player&#039;s spawn point&lt;br /&gt;
&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 27, 2021).&lt;br /&gt;
**Game utilizes a dongle: No&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 1.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 2.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 3.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 4.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 5.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 6.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 7.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 8.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 9.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 10.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:Asterix xxl 2 ps2 2-03-05 proto disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Ast%C3%A9rix_%26_Ob%C3%A9lix_XXL_2:_Mission:_Las_Vegum_(Feb_25,_2005_prototype)&amp;diff=54130</id>
		<title>Astérix &amp; Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Ast%C3%A9rix_%26_Ob%C3%A9lix_XXL_2:_Mission:_Las_Vegum_(Feb_25,_2005_prototype)&amp;diff=54130"/>
		<updated>2021-05-07T01:21:42Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)&lt;br /&gt;
|titlescreen=Gsdx 20190414185246.png&lt;br /&gt;
|builddate=Feb 25, 2005 02:53:23&lt;br /&gt;
|buildname=0.01 PMS&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Demon&lt;br /&gt;
|releasedby=Demon&lt;br /&gt;
|filereleasedate=March 25, 2019&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_labels=Title: Asterix + Obelix Ultimate Language ENG/FR/GER Date: SLES-53060 M3 1095 02/03/05 NOT verified 0.01 PMS&lt;br /&gt;
|game=Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|EU|Apr 28, 2005}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 30, 2006}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Astérix &amp;amp; Obélix XXL 2 - Mission Las Vegum (Feb 25, 2005 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum for the Sony PlayStation 2.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Pressing L2+Triangle will bring up a level select menu.&lt;br /&gt;
*Pressing L2+R2 three times in the main menu/ingame will cycle through debug info and enable cheats.&lt;br /&gt;
*The game is titled Asterix &amp;amp; Obelix Ultimate at this stage in development (or Asterix Ultimate in the placeholder credits)&lt;br /&gt;
*Placeholder/unfinished FMVs&lt;br /&gt;
*Different texture for the shields that represent the player&#039;s HP&lt;br /&gt;
*Giant red block the player pushes to get into Lutetia was originally a partially built house&lt;br /&gt;
*Slightly different model for Asterix both ingame and in FMVs, different glove on his right hand&lt;br /&gt;
*Different particle graphic for Dogmatix pointing where to go next&lt;br /&gt;
*Asterix is able to attack and run at the same time while powered up with a magic potion by whirling his fist, removed likely for being too overpowered&lt;br /&gt;
*Several music triggers are missing/broken, music playback can also be broken by pausing and unpausing&lt;br /&gt;
*Entrance to Venetia is modelled differently and is opened with a pressure switch puzzle instead of a toll gate&lt;br /&gt;
*Sound for collecting shield is same as collecting meat&lt;br /&gt;
*Slightly different music&lt;br /&gt;
*Asterix&#039;s ground pound is weaker and can&#039;t break centurion&#039;s blocks&lt;br /&gt;
*Bombs have different textures and the arrow to indicate the direction they&#039;re being pushed is different&lt;br /&gt;
*No fireball graphic to indicate the combo meter going up&lt;br /&gt;
*The boss arenas all have different lighting/colors&lt;br /&gt;
&lt;br /&gt;
*Venetia:&lt;br /&gt;
**Potion generator at the bottom of the pit in at the beginning of Venetia was removed because it breaks the physics/collision for swimming after the pit is filled with water&lt;br /&gt;
**Sam doesn&#039;t despawn at the top of the pit&lt;br /&gt;
**Fighting the group of enemies where the Pacman enemy is introduced isn&#039;t required to open the next door&lt;br /&gt;
**The alcove walls in the room connecting the 1st/2nd level chunks of Venetia were originally decorated with the face of Mario (based on the boxart for Super Mario Sunshine), which was changed to a generic Roman soldier in the final&lt;br /&gt;
**Diamond helmet in night section of Venetia isn&#039;t placed directly in the path of the player when they slide down the roof and can&#039;t be collected&lt;br /&gt;
**The spotlights in the night section of Venetia were originally animated and have yellow light beams instead of red&lt;br /&gt;
**4 torches/Turtle formation room in Venetia has untextured floors/platforms&lt;br /&gt;
**Potions don&#039;t appear from potion generators until the player gets close enough as Asterix&lt;br /&gt;
**Different texture for one of the banners in the last area of Venetia that says &amp;quot;Pacmanus&amp;quot;&lt;br /&gt;
**Cage holding cable car diamond helmet is untextured&lt;br /&gt;
**The doorframe in the background loading rooms deloads along with the previous level chunk the player was in, letting the player see out of bounds&lt;br /&gt;
**Cable car + bell room doesnt have any cables&lt;br /&gt;
**1st level chunk is visible from night-time chunk&lt;br /&gt;
&lt;br /&gt;
*Abilities unlocked from defeating bosses is shown with static image instead of FMV&lt;br /&gt;
*Draw distance is still the same as in XXL 1&lt;br /&gt;
*No barrels on stairs leading to Lucksore/WCW&lt;br /&gt;
*Lucksore/WCW hub is very unfinished and untextured (although only when entering from Lutetia, entering from Lucksore loads in the hub as it looks in the final)&lt;br /&gt;
*Game doesn&#039;t lock the ability to jump while using a potion special move&lt;br /&gt;
*Door to boss in Lucksore as well as inside of Lucksore use a placeholder wood texture&lt;br /&gt;
*1st part of WCW is in an extremely early state&lt;br /&gt;
*Background geometry in Internetus was completely redone, originally resembling green Mario-style pipes decorated with &amp;quot;@&amp;quot; symbols&lt;br /&gt;
*Untextured platforms in Internetus&lt;br /&gt;
*No crowds in WCW arenas&lt;br /&gt;
*Fake Gaul village at the end of WCW is in an extremely early state&lt;br /&gt;
*WCW is called by its early name of MGM both internally and in the unfinished geometry for the Pirate Island/Seize-Us Palace hub&lt;br /&gt;
*Rayman enemy has a cut spin attack&lt;br /&gt;
*Mountains in background at beginning of Pirate island are untextured&lt;br /&gt;
*Seize-Us Palace- placeholder texture for picture in elevators&lt;br /&gt;
*One of the outdoor areas in Caesar&#039;s Palace is missing, elevator takes the player straight to the top of the roulette room&lt;br /&gt;
*Bridges in final boss area are textured differently&lt;br /&gt;
*Larry Craft appears in the final boss area near the player&#039;s spawn point&lt;br /&gt;
&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 27, 2021).&lt;br /&gt;
**Game utilizes a dongle: No&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 1.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 2.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 3.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 4.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 5.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 6.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 7.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 8.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 9.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 10.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:Asterix xxl 2 ps2 2-03-05 proto disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Ast%C3%A9rix_%26_Ob%C3%A9lix_XXL_2:_Mission:_Las_Vegum_(Feb_25,_2005_prototype)&amp;diff=54129</id>
		<title>Astérix &amp; Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Ast%C3%A9rix_%26_Ob%C3%A9lix_XXL_2:_Mission:_Las_Vegum_(Feb_25,_2005_prototype)&amp;diff=54129"/>
		<updated>2021-05-07T01:17:31Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: Rewording/typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)&lt;br /&gt;
|titlescreen=Gsdx 20190414185246.png&lt;br /&gt;
|builddate=Feb 25, 2005 02:53:23&lt;br /&gt;
|buildname=0.01 PMS&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Demon&lt;br /&gt;
|releasedby=Demon&lt;br /&gt;
|filereleasedate=March 25, 2019&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_labels=Title: Asterix + Obelix Ultimate Language ENG/FR/GER Date: SLES-53060 M3 1095 02/03/05 NOT verified 0.01 PMS&lt;br /&gt;
|game=Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|EU|Apr 28, 2005}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 30, 2006}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Astérix &amp;amp; Obélix XXL 2 - Mission Las Vegum (Feb 25, 2005 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum for the Sony PlayStation 2.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Pressing L2+Triangle will bring up a level select menu.&lt;br /&gt;
*Pressing L2+R2 three times in the main menu/ingame will cycle through debug info and enable cheats.&lt;br /&gt;
*The game is titled Asterix &amp;amp; Obelix Ultimate at this stage in development (or Asterix Ultimate in the placeholder credits)&lt;br /&gt;
*Placeholder/unfinished FMVs&lt;br /&gt;
*Different texture for the shields that represent the player&#039;s HP&lt;br /&gt;
*Giant red block the player pushes to get into Lutetia was originally a partially built house&lt;br /&gt;
*Slightly different model for Asterix both ingame and in FMVs, different glove on his right hand&lt;br /&gt;
*Different particle graphic for Dogmatix pointing where to go next&lt;br /&gt;
*Mario enemies are more mobile and have a ground pound attack that was cut&lt;br /&gt;
*Asterix is able to attack and run at the same time while powered up with a magic potion by whirling his fist, removed likely for being too overpowered&lt;br /&gt;
*Several music triggers are missing/broken, music playback can also be broken by pausing and unpausing&lt;br /&gt;
*Entrance to Venetia is modelled differently and is opened with a pressure switch puzzle instead of a toll gate&lt;br /&gt;
*Sound for collecting shield is same as collecting meat&lt;br /&gt;
*Slightly different music&lt;br /&gt;
*Asterix&#039;s ground pound is weaker and can&#039;t break centurion&#039;s blocks&lt;br /&gt;
*Bombs have different textures and the arrow to indicate the direction they&#039;re being pushed is different&lt;br /&gt;
*No fireball graphic to indicate the combo meter going up&lt;br /&gt;
*The boss arenas all have different lighting/colors&lt;br /&gt;
&lt;br /&gt;
*Venetia:&lt;br /&gt;
**Potion generator at the bottom of the pit in at the beginning of Venetia was removed because it breaks the physics/collision for swimming after the pit is filled with water&lt;br /&gt;
**Sam doesn&#039;t despawn at the top of the pit&lt;br /&gt;
**Fighting the group of enemies where the Pacman enemy is introduced isn&#039;t required to open the next door&lt;br /&gt;
**The alcove walls in the room connecting the 1st/2nd level chunks of Venetia were originally decorated with the face of Mario (based on the boxart for Super Mario Sunshine), which was changed to a generic Roman soldier in the final&lt;br /&gt;
**Diamond helmet in night section of Venetia isn&#039;t placed directly in the path of the player when they slide down the roof and can&#039;t be collected&lt;br /&gt;
**The spotlights in the night section of Venetia were originally animated and have yellow light beams instead of red&lt;br /&gt;
**4 torches/Turtle formation room in Venetia has untextured floors/platforms&lt;br /&gt;
**Potions don&#039;t appear from potion generators until the player gets close enough as Asterix&lt;br /&gt;
**Different texture for one of the banners in the last area of Venetia that says &amp;quot;Pacmanus&amp;quot;&lt;br /&gt;
**Cage holding cable car diamond helmet is untextured&lt;br /&gt;
**The doorframe in the background loading rooms deloads along with the previous level chunk the player was in, letting the player see out of bounds&lt;br /&gt;
**Cable car + bell room doesnt have any cables&lt;br /&gt;
**1st level chunk is visible from night-time chunk&lt;br /&gt;
&lt;br /&gt;
*Abilities unlocked from defeating bosses is shown with static image instead of FMV&lt;br /&gt;
*Draw distance is still the same as in XXL 1&lt;br /&gt;
*No barrels on stairs leading to Lucksore/WCW&lt;br /&gt;
*Lucksore/WCW hub is very unfinished and untextured (although only when entering from Lutetia, entering from Lucksore loads in the hub as it looks in the final)&lt;br /&gt;
*Game doesn&#039;t lock the ability to jump while using a potion special move&lt;br /&gt;
*Door to boss in Lucksore as well as inside of Lucksore use a placeholder wood texture&lt;br /&gt;
*1st part of WCW is in an extremely early state&lt;br /&gt;
*Background geometry in Internetus was completely redone, originally resembling green Mario-style pipes decorated with &amp;quot;@&amp;quot; symbols&lt;br /&gt;
*Untextured platforms in Internetus&lt;br /&gt;
*No crowds in WCW arenas&lt;br /&gt;
*Fake Gaul village at the end of WCW is in an extremely early state&lt;br /&gt;
*WCW is called by its early name of MGM both internally and in the unfinished geometry for the Pirate Island/Seize-Us Palace hub&lt;br /&gt;
*Rayman enemy has a cut spin attack&lt;br /&gt;
*Mountains in background at beginning of Pirate island are untextured&lt;br /&gt;
*Seize-Us Palace- placeholder texture for picture in elevators&lt;br /&gt;
*One of the outdoor areas in Caesar&#039;s Palace is missing, elevator takes the player straight to the top of the roulette room&lt;br /&gt;
*Bridges in final boss area are textured differently&lt;br /&gt;
*Larry Craft appears in the final boss area near the player&#039;s spawn point&lt;br /&gt;
&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 27, 2021).&lt;br /&gt;
**Game utilizes a dongle: No&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 1.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 2.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 3.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 4.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 5.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 6.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 7.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 8.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 9.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 10.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:Asterix xxl 2 ps2 2-03-05 proto disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_7.png&amp;diff=54128</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 7.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_7.png&amp;diff=54128"/>
		<updated>2021-05-07T00:59:12Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: Zenksren uploaded a new version of File:Asterix and Obelix XXL 2 Feb proto 7.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Ast%C3%A9rix_%26_Ob%C3%A9lix_XXL_2:_Mission:_Las_Vegum_(Feb_25,_2005_prototype)&amp;diff=54127</id>
		<title>Astérix &amp; Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Ast%C3%A9rix_%26_Ob%C3%A9lix_XXL_2:_Mission:_Las_Vegum_(Feb_25,_2005_prototype)&amp;diff=54127"/>
		<updated>2021-05-07T00:57:58Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: Added differences and screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)&lt;br /&gt;
|titlescreen=Gsdx 20190414185246.png&lt;br /&gt;
|builddate=Feb 25, 2005 02:53:23&lt;br /&gt;
|buildname=0.01 PMS&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Demon&lt;br /&gt;
|releasedby=Demon&lt;br /&gt;
|filereleasedate=March 25, 2019&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_labels=Title: Asterix + Obelix Ultimate Language ENG/FR/GER Date: SLES-53060 M3 1095 02/03/05 NOT verified 0.01 PMS&lt;br /&gt;
|game=Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|EU|Apr 28, 2005}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jun 30, 2006}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Astérix &amp;amp; Obélix XXL 2 - Mission Las Vegum (Feb 25, 2005 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum for the Sony PlayStation 2.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Pressing L2+Triangle will bring up a level select menu.&lt;br /&gt;
*Pressing L2+R2 three times in the main menu/ingame will cycle through debug info and enable cheats.&lt;br /&gt;
*The game is titled Asterix &amp;amp; Obelix Ultimate at this stage in development (or Asterix Ultimate in the placeholder credits)&lt;br /&gt;
*Unfinished FMVs (virtually all placeholder or unfinished)&lt;br /&gt;
*Different texture for the shields that represent the player&#039;s HP&lt;br /&gt;
*Giant red block the player pushes to get into Lutetia was originally a partially built house&lt;br /&gt;
*Slightly different model for Asterix both ingame and in FMVs, different glove on his right hand&lt;br /&gt;
*Different particle graphic for Dogmatix pointing where to go next&lt;br /&gt;
*Mario enemies are more mobile and have a ground pound attack that was cut&lt;br /&gt;
*Asterix is able to attack and run at the same time while powered up with a magic potion by whirling his fist, removed likely for being too overpowered&lt;br /&gt;
*Several music triggers are missing/broken, music playback can also be broken by pausing and unpausing&lt;br /&gt;
*Entrance to Venetia is modelled differently and is opened with a pressure switch puzzle instead of a toll gate&lt;br /&gt;
*Sound for collecting shield is same as collecting meat&lt;br /&gt;
*Slightly different music&lt;br /&gt;
*Asterix&#039;s ground pound is weaker and can&#039;t break centurion&#039;s blocks&lt;br /&gt;
*Bombs have different textures and the arrow to indicate the direction they&#039;re being pushed is different&lt;br /&gt;
*No fireball graphic to indicate the combo meter going up&lt;br /&gt;
*The boss arenas all have different lighting/colors&lt;br /&gt;
&lt;br /&gt;
*Venetia:&lt;br /&gt;
**Potion generator at the bottom of the pit in at the beginning of Venetia was removed because it breaks the physics/collision for swimming after the pit is filled with water&lt;br /&gt;
**Sam doesn&#039;t despawn at the top of the pit&lt;br /&gt;
**Fighting the group of enemies where the Pacman enemy is introduced isn&#039;t required to open the next door&lt;br /&gt;
**The alcove walls in the room connecting the 1st/2nd level chunks of Venetia were originally decorated with the face of Mario (based on the boxart for Super Mario Sunshine), which was changed to a generic Roman soldier in the final&lt;br /&gt;
**Diamond helmet in night section of Venetia isn&#039;t placed directly in the path of the player when they slide down the roof and can&#039;t be collected&lt;br /&gt;
**The spotlights in the night section of Venetia were originally animated and have yellow light beams instead of red&lt;br /&gt;
**4 torches/Turtle formation room in Venetia has untextured floors/platforms&lt;br /&gt;
**Potions don&#039;t appear from potion generators until the player gets close enough as Asterix&lt;br /&gt;
**Different texture for one of the banners in the last area of Venetia that says &amp;quot;Pacmanus&amp;quot;&lt;br /&gt;
**Cage holding cable car diamond helmet is untextured&lt;br /&gt;
**The doorframe in the background loading rooms deloads along with the previous level chunk the player was in, letting the player see out of bounds&lt;br /&gt;
**Cable car + bell room doesnt have any cables&lt;br /&gt;
**1st level chunk is visible from night-time chunk&lt;br /&gt;
&lt;br /&gt;
*Abilities unlocked from defeating bosses is shown with static image instead of FMV&lt;br /&gt;
*Draw distance is still the same as in XXL 1&lt;br /&gt;
*No barrels on stairs leading to Lucksore/WCW&lt;br /&gt;
*Lucksore/WCW hub is very unfinished and untextured (although only when entering from Lutetia, entering from Lucksore loads in the hub as it looks in the final)&lt;br /&gt;
*Game doesn&#039;t lock the ability to jump while using a potion special move&lt;br /&gt;
*Door to boss in Lucksore as well as inside of Lucksore use a placeholder wood texture&lt;br /&gt;
*1st part of WCW is in an extremely early state&lt;br /&gt;
*Background geometry in Internettus was completely redone, originally resembling green Mario-style pipes decorated with &amp;quot;@&amp;quot; symbols&lt;br /&gt;
*Untextured platforms in Internetus&lt;br /&gt;
*No crowds in WCW arenas&lt;br /&gt;
*Fake Gaul village at the end of WCW is in an extremely early state&lt;br /&gt;
*WCW is called by its early name of MGM both internally and in the unfinished geometry for the Pirate Island/Seize-Us Palace hub&lt;br /&gt;
*Rayman enemy has a cut spin attack&lt;br /&gt;
*Mountains in background at beginning of Pirate island are untextured&lt;br /&gt;
*Seize-Us Palace- placeholder texture for picture in elevators&lt;br /&gt;
*One of the outdoor areas in Caesar&#039;s Palace is missing, elevator takes the player straight to the top of the roulette room&lt;br /&gt;
*Bridges in final boss area are textured differently&lt;br /&gt;
*Larry Craft appears in the final boss area near the player&#039;s spawn point&lt;br /&gt;
&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 27, 2021).&lt;br /&gt;
**Game utilizes a dongle: No&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 1.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 2.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 3.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 4.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 5.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 6.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 7.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 8.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 9.png&lt;br /&gt;
File:Asterix and Obelix XXL 2 Feb proto 10.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:Asterix xxl 2 ps2 2-03-05 proto disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Astérix &amp;amp; Obélix XXL 2: Mission: Las Vegum}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_10.png&amp;diff=54126</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 10.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_10.png&amp;diff=54126"/>
		<updated>2021-05-07T00:57:07Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_9.png&amp;diff=54125</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 9.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_9.png&amp;diff=54125"/>
		<updated>2021-05-07T00:56:05Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_8.png&amp;diff=54124</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 8.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_8.png&amp;diff=54124"/>
		<updated>2021-05-07T00:54:43Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_7.png&amp;diff=54123</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 7.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_7.png&amp;diff=54123"/>
		<updated>2021-05-07T00:52:47Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_6.png&amp;diff=54122</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 6.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_6.png&amp;diff=54122"/>
		<updated>2021-05-07T00:52:21Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_5.png&amp;diff=54121</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 5.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_5.png&amp;diff=54121"/>
		<updated>2021-05-07T00:51:10Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_4.png&amp;diff=54120</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 4.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_4.png&amp;diff=54120"/>
		<updated>2021-05-07T00:50:14Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_3.png&amp;diff=54119</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 3.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_3.png&amp;diff=54119"/>
		<updated>2021-05-07T00:49:01Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gameplay&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_2.png&amp;diff=54118</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 2.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_2.png&amp;diff=54118"/>
		<updated>2021-05-07T00:30:59Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gameplay&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_1.png&amp;diff=54117</id>
		<title>File:Asterix and Obelix XXL 2 Feb proto 1.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Asterix_and_Obelix_XXL_2_Feb_proto_1.png&amp;diff=54117"/>
		<updated>2021-05-07T00:29:00Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gameplay&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=54001</id>
		<title>Klonoa: Door to Phantomile (Jul 17, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=54001"/>
		<updated>2021-05-04T00:18:56Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Klonoa: Door to Phantomile (Jul 17, 1997 prototype)&lt;br /&gt;
|titlescreen=PSX - Klonoa 10-15-97-0001.png&lt;br /&gt;
|builddate=Jul 17, 1997 16:22:38 &lt;br /&gt;
|buildname=10-15-97&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=Klonoa 10-15-97&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Klonoa: Door to Phantomile&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 19, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jan 7, 1998 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 11, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jun 1998 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/KlonoaDoortoPhantomileJul171997prototype&lt;br /&gt;
|file=Klonoa - Door to Phantomile (Jul 17, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Klonoa: Door to Phantomile for the PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Compiled around 3 months before the initial Japanese retail version&lt;br /&gt;
*Simpler Namco logo on startup&lt;br /&gt;
*No intro FMV, goes straight to the title screen&lt;br /&gt;
*Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).&lt;br /&gt;
*The text box for starting a game is blank.&lt;br /&gt;
*Debug controls: &lt;br /&gt;
**L1 + R1 on title screen- Debug menu&lt;br /&gt;
**R1 (ingame)- Infinite jumps&lt;br /&gt;
**L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values&lt;br /&gt;
**Circle (hold ingame)- Increase Klonoa&#039;s movement speed&lt;br /&gt;
**Select + Start- Soft reset&lt;br /&gt;
*General:&lt;br /&gt;
**Different item/enemy placement&lt;br /&gt;
**Different texture for boss explosions&lt;br /&gt;
**No text on loading screen&lt;br /&gt;
**Game can&#039;t be paused&lt;br /&gt;
**End-of-level screen is in a very early state&lt;br /&gt;
**Different/missing sprites for Klonoa&lt;br /&gt;
**Different camera angles in a few areas that expose level boundaries&lt;br /&gt;
**Missing tracks&lt;br /&gt;
**Missing sound effects&lt;br /&gt;
**Different mixing/balance for a lot of the music tracks&lt;br /&gt;
**Remnants exist of a scrapped mechanic where Klonoa can place grabbed enemies in wind currents and use them as platforms&lt;br /&gt;
**Getting game over loads the remnants of a &amp;quot;Coming soon&amp;quot; screen from a demo build, accompanied by a voice line not from the final game&lt;br /&gt;
**Enemies can be thrown through spiked balls fired by spiders and Gunnies&lt;br /&gt;
**Different explosion sprite for Boomies&lt;br /&gt;
*Vision 1-1: &lt;br /&gt;
**Invisible egg is missing before the first bridge&lt;br /&gt;
**Blue dreamstone is missing at the top of the wind current&lt;br /&gt;
**The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)&lt;br /&gt;
*Vision 1-2: &lt;br /&gt;
**Ghadius&#039; head is much brighter&lt;br /&gt;
**End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa&#039;s house in the cutscene is unfinished and has no lighting&lt;br /&gt;
*Vision 2-1:&lt;br /&gt;
**Minor bug was fixed- The dreamstones that spill out of the giant Moo at the start can clip through the wall to the other side&lt;br /&gt;
**Forlock villagers have pink legs&lt;br /&gt;
*Vision 2-2:&lt;br /&gt;
**Unused track from 1-2 end cutscene plays when Klonoa first meets Karal&lt;br /&gt;
**Karal&#039;s theme has a slower tempo&lt;br /&gt;
**Klonoa&#039;s talking sprite while riding Karal is glitched&lt;br /&gt;
**Bubbles and background missing from pre-boss cutscene&lt;br /&gt;
**Glitched hand sprite palette on Seadoph when riding spiked balls&lt;br /&gt;
**Music doesn&#039;t fade after defeating boss&lt;br /&gt;
**Scene of Karal taking Klonoa back to Forlock is longer and has different/unfinished voice acting and textures&lt;br /&gt;
*Vision 3-1:&lt;br /&gt;
**Breakable boxes are only marked with an X on one side&lt;br /&gt;
**Joka&#039;s voice lines haven&#039;t been added/recorded&lt;br /&gt;
**Glitched palette on Phantomilian bubbles&lt;br /&gt;
**Flying variant of the spider enemy doesn&#039;t have a unique palette yet&lt;br /&gt;
*Vision 3-2:&lt;br /&gt;
**The prototype version of this level&#039;s music included in the game&#039;s official soundtrack is used in this build&lt;br /&gt;
**Sound effects are broken/dont&#039; work&lt;br /&gt;
**Glitched palette on springs&lt;br /&gt;
**1st key door in the level is placed in the background instead of to the side and is already opened&lt;br /&gt;
**Slight geometry change on the other side of 1st key door&lt;br /&gt;
**Spiked balls are much more frequent in the final section of the level&lt;br /&gt;
**Blue debug triangle present in boss fight which seems to mark Klonoa&#039;s spawn point&lt;br /&gt;
*Vision 4-1:&lt;br /&gt;
**Music has no indoor mix&lt;br /&gt;
*Vision 4-2:&lt;br /&gt;
**Joka and Moo are missing from the flying ships in the pre-boss cutscene&lt;br /&gt;
**Debug counters appear during the boss&lt;br /&gt;
**Boss AI is less responsive&lt;br /&gt;
**Boss has a 2nd form which was scrapped completely for the final game- A blue ghost thing flies between the foreground and background trying to ram into Klonoa&lt;br /&gt;
**Game crashes after defeating the boss&lt;br /&gt;
*Vision 5-1:&lt;br /&gt;
**Running onto lava doesn&#039;t kill Klonoa&lt;br /&gt;
**Layer/clipping errors on one of the doors&lt;br /&gt;
**Different texture/model for the flame jets&lt;br /&gt;
**Last flame jet on the yellow orb route is placed way off from the hitbox/particles&lt;br /&gt;
**Temple guard sprites are glitched in the last cutscene&lt;br /&gt;
**Elevator has SFX&lt;br /&gt;
*Vision 5-2:&lt;br /&gt;
**Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level&lt;br /&gt;
**Level can&#039;t be completed due to the 2nd-to-last elevator and the pathway it&#039;s on being broken &lt;br /&gt;
**Different effects for Ghadius teleporting away in the pre-boss cutscene&lt;br /&gt;
**Joka&#039;s monster form has completely different textures&lt;br /&gt;
**Different sound effect for changing the platform colors during boss fight&lt;br /&gt;
**Joka&#039;s body isn&#039;t charred in end-level cutscene&lt;br /&gt;
*Vision 6-1:&lt;br /&gt;
**Cutscene is unfinished&lt;br /&gt;
**Start of level looks completely different&lt;br /&gt;
**Darker lighting&lt;br /&gt;
**Exterior/interior mixes of the music are swapped&lt;br /&gt;
**Electrified floors have different/out of place textures&lt;br /&gt;
**Different-looking platforms on blue crystal route&lt;br /&gt;
**No glowing/pulsing effect on crystals&lt;br /&gt;
**The steps leading to the end of the level are narrower and don&#039;t have yellow statues on them&lt;br /&gt;
**No Spikers and much more Boomies in green crystal route&lt;br /&gt;
**Harder enemy placement in green crystal route&lt;br /&gt;
**2nd Mirror Spirit was originally Phantomilian&lt;br /&gt;
**Elevator at end of the level has a door that&#039;s blocked by a black statue with accompanying crystal (changed to white in the final)&lt;br /&gt;
**Level can&#039;t be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision&lt;br /&gt;
*Vision 6-2:&lt;br /&gt;
**Moon Kingdom guard has different voice  lines&lt;br /&gt;
**6-1 music doesn&#039;t play when the level starts&lt;br /&gt;
**6-2 music doesn&#039;t play until leaving the 1st room&lt;br /&gt;
**Sand slides are placed closer and can be seen from the central part of the level popping into the draw distance&lt;br /&gt;
**Floating metal platforms have different textures&lt;br /&gt;
**Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines&lt;br /&gt;
**1st switch puzzle is much more difficult than the final game due to the switches having shorter reset times&lt;br /&gt;
**Debug info during pre-boss cutscene&lt;br /&gt;
**Ghadius&#039; head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene&lt;br /&gt;
**Camera gets stuck on the cutscene model when the boss fight starts until the player touches a teleporter&lt;br /&gt;
**Dying on the boss fight spawns the player outside the boss and over the cutscene model which has no collision; Klonoa will fall indefinitely until the game is powered off/reset&lt;br /&gt;
**Blue Moos are used as placeholder for the unique enemies that appear only in the 6-2 and final boss&lt;br /&gt;
**Boss has more HP&lt;br /&gt;
**Corners of the wireframes Ghadius summons are purple instead of green&lt;br /&gt;
**Ghadius doesn&#039;t scream and his cloak doesn&#039;t get damaged when defeated&lt;br /&gt;
**Game crashes after defeating Ghadius&lt;br /&gt;
*Final Vision:&lt;br /&gt;
**Different animation for Nahatomb being hatched&lt;br /&gt;
**Floor is a different color on 1st form&lt;br /&gt;
**Karal&#039;s model is glitched and remains when the boss fight starts&lt;br /&gt;
**Nahatomb is invisible/has no model in any of his forms&lt;br /&gt;
**Cannons don&#039;t change to gold when loaded&lt;br /&gt;
**Getting caught and eaten by Nahatomb&#039;s tongue on the 1st form moves the player to the 2nd form&lt;br /&gt;
**Background on 2nd form is completely different&lt;br /&gt;
**Crystals on 2nd form have different colors&lt;br /&gt;
**Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue when their cannons are loaded&lt;br /&gt;
**Developer message on sky texture in 3rd form&lt;br /&gt;
**Energy waves in 3rd form look different&lt;br /&gt;
**Boss can&#039;t be defeated; nothing&#039;s programmed to happen after loading all the cannons on the 3rd form&lt;br /&gt;
*7-1 (Ending cutscene):&lt;br /&gt;
**Ending cutscene hasn&#039;t been implemented but selecting it from the debug menu level select loads a partially finished cutscene model with no background where Klonoa can be controlled and moved around; the ground is solid, possibly due to the cutscene model being copypasted from 1-1&lt;br /&gt;
*8-1 (Extra Vision):&lt;br /&gt;
**No cutscenes&lt;br /&gt;
**No checkpoints&lt;br /&gt;
**One of the room layouts is completely different&lt;br /&gt;
**Last room of the level has almost no objects&lt;br /&gt;
**Exiting through the door at the end of the level plays a buzzing sound&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;
==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 - Klonoa 10-15-97-0000.png&lt;br /&gt;
File:PSX - Klonoa 10-15-97-0002.png&lt;br /&gt;
File:KLONOA JUL17 L1DEBUG.png|alt=Klonoa, standing at the beginning of Vision 1-1, with 12 lines of white debug test visible on the right-hand side of the screen|Hold L1 to display debug information.  While holding, press other buttons on the controller to alter some of the values&lt;br /&gt;
File:KLONOA JUL17 V1-1 BLUEGEMMISSING.png|No blue-gem at the top of the first whirlwind in Vision 1-1 in this beta&lt;br /&gt;
File:KLONOA JUL17 NOSLIDEANIMATION.png|Klonoa lacks animations when sliding in the beta, just remaining in his upright, idle pose&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 - Klonoa 10-15-97.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;wVvSJyc4YCo&amp;lt;/youtube&amp;gt;&lt;br /&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 - Klonoa 10-15-97.img|type=File|date=2020-12-13 09:16:33|size=522329808|crc32=171E3435|md5=6241036c00e643879d99a318b1a5ffdd|sha1=88e16ba1fb3b4df0b90565ffd3013879b246a2b0|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.cue|type=File|date=2020-12-13 09:00:59|size=85|crc32=7E228A09|md5=fea04253a182ce18e1aafc9d0c372600|sha1=e62643954df0030d2299544b0b0d47cf39247f0c|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.ccd|type=File|date=2020-12-13 09:00:59|size=772|crc32=23D93708|md5=2280fe97157d2703610129bf074c4bd0|sha1=c4709ebf08a5b037ebe8f24dbe752f355c285d96|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.sub|type=File|date=2020-12-13 09:17:22|size=21319584|crc32=565184E2|md5=27b439d946b9accac551985e741f9e90|sha1=bf06022bef3327970b0400bf29490b182c4ab13a|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.jpeg|type=File|date=2021-03-14 12:14:36|size=942230|crc32=8D154AB7|md5=4467b6e19dd4c00b66bfc2365d4b7f7c|sha1=8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8|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|Klonoa: Door to Phantomile}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=53927</id>
		<title>Klonoa: Door to Phantomile (Jul 17, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Klonoa:_Door_to_Phantomile_(Jul_17,_1997_prototype)&amp;diff=53927"/>
		<updated>2021-05-01T19:31:22Z</updated>

		<summary type="html">&lt;p&gt;Zenksren: Fleshed out and added a lot of differences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Klonoa: Door to Phantomile (Jul 17, 1997 prototype)&lt;br /&gt;
|titlescreen=PSX - Klonoa 10-15-97-0001.png&lt;br /&gt;
|builddate=Jul 17, 1997 16:22:38 &lt;br /&gt;
|buildname=10-15-97&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=Klonoa 10-15-97&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Klonoa: Door to Phantomile&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Action Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Oct 19, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jan 7, 1998 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 11, 1997 }} {{RegionDate|EU|Apr 28, 1998 }} {{RegionDate|US|Jun 1998 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/KlonoaDoortoPhantomileJul171997prototype&lt;br /&gt;
|file=Klonoa - Door to Phantomile (Jul 17, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Klonoa: Door to Phantomile for the PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Compiled around 3 months before the initial Japanese retail version&lt;br /&gt;
*Simpler Namco logo on startup&lt;br /&gt;
*No intro FMV, goes straight to the title screen&lt;br /&gt;
*Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).&lt;br /&gt;
*The text box for starting a game is blank.&lt;br /&gt;
*Debug controls: &lt;br /&gt;
**L1 + R1 on title screen- Debug menu&lt;br /&gt;
**R1 (ingame)- Infinite jumps&lt;br /&gt;
**L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values&lt;br /&gt;
**Circle (hold ingame)- Increase Klonoa&#039;s movement speed&lt;br /&gt;
**Select + Start- Soft reset&lt;br /&gt;
*General:&lt;br /&gt;
**Different item/enemy placement&lt;br /&gt;
**Different texture for boss explosions&lt;br /&gt;
**No text on loading screen&lt;br /&gt;
**Game can&#039;t be paused&lt;br /&gt;
**End-of-level screen is in a very early state&lt;br /&gt;
**Different/missing sprites for Klonoa&lt;br /&gt;
**Different camera angles in a few areas that expose level boundaries&lt;br /&gt;
**Missing tracks&lt;br /&gt;
**Missing sound effects&lt;br /&gt;
**Different mixing/balance for a lot of the music tracks&lt;br /&gt;
**Remnants exist of a scrapped mechanic where Klonoa can place grabbed enemies in wind currents and use them as platforms&lt;br /&gt;
**Getting game over loads the remnants of a &amp;quot;Coming soon&amp;quot; screen from a demo build, accompanied by a voice line not from the final game&lt;br /&gt;
**Enemies can be thrown through spiked balls fired by spiders and Gunnies&lt;br /&gt;
**Different explosion sprite for Boomies &lt;br /&gt;
*Vision 1-1: &lt;br /&gt;
**Invisible egg is missing before the first bridge&lt;br /&gt;
**Blue dreamstone is missing at the top of the wind current&lt;br /&gt;
**The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)&lt;br /&gt;
*Vision 1-2: &lt;br /&gt;
**Ghadius&#039; head is much brighter&lt;br /&gt;
**End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa&#039;s house in the cutscene is unfinished and has no lighting&lt;br /&gt;
*Vision 2-1:&lt;br /&gt;
**Minor bug was fixed- The dreamstones that spill out of the giant Moo at the start can clip through the wall to the other side&lt;br /&gt;
**Forlock villagers have pink legs&lt;br /&gt;
*Vision 2-2:&lt;br /&gt;
**Unused track from 1-2 end cutscene plays when Klonoa first meets Karal&lt;br /&gt;
**Karal&#039;s theme has a slower tempo&lt;br /&gt;
**Klonoa&#039;s talking sprite while riding Karal is glitched&lt;br /&gt;
**Bubbles and background missing from pre-boss cutscene&lt;br /&gt;
**Glitched hand sprite palette on Seadoph when riding spiked balls&lt;br /&gt;
**Music doesn&#039;t fade after defeating boss&lt;br /&gt;
**Scene of Karal taking Klonoa back to Forlock is longer and has different/unfinished voice acting and textures&lt;br /&gt;
*Vision 3-1:&lt;br /&gt;
**Breakable boxes are only marked with an X on one side&lt;br /&gt;
**Joka&#039;s voice lines haven&#039;t been added/recorded&lt;br /&gt;
**Glitched palette on Phantomilian bubbles&lt;br /&gt;
**Flying variant of the spider enemy doesn&#039;t have a unique palette yet&lt;br /&gt;
*Vision 3-2:&lt;br /&gt;
**The prototype version of this level&#039;s music included in the game&#039;s official soundtrack is used in this build&lt;br /&gt;
**Sound effects are broken/dont&#039; work&lt;br /&gt;
**Glitched palette on springs&lt;br /&gt;
**1st key door in the level is placed in the background instead of to the side and is already opened&lt;br /&gt;
**Slight geometry change on the other side of 1st key door&lt;br /&gt;
**Spiked balls are much more frequent in the final section of the level&lt;br /&gt;
**Blue debug triangle present in boss fight which seems to mark Klonoa&#039;s spawn point&lt;br /&gt;
*Vision 4-1:&lt;br /&gt;
**Music has no indoor mix&lt;br /&gt;
*Vision 4-2:&lt;br /&gt;
**Joka and Moo are missing from the flying ships in the pre-boss cutscene&lt;br /&gt;
**Debug counters appear during the boss&lt;br /&gt;
**Boss AI is less responsive&lt;br /&gt;
**Boss has a 2nd form which was scrapped completely for the final game- A blue ghost thing flies between the foreground and background trying to ram into Klonoa&lt;br /&gt;
**Game crashes after defeating the boss&lt;br /&gt;
*Vision 5-1:&lt;br /&gt;
**Running onto lava doesn&#039;t kill Klonoa&lt;br /&gt;
**Layer/clipping errors on one of the doors&lt;br /&gt;
**Different texture/model for the flame jets&lt;br /&gt;
**Last flame jet on the yellow orb route is placed way off from the hitbox/particles&lt;br /&gt;
**Temple guard sprites are glitched in the last cutscene&lt;br /&gt;
**Elevator has SFX&lt;br /&gt;
*Vision 5-2:&lt;br /&gt;
**Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level&lt;br /&gt;
**Game crashes halfway through the level&lt;br /&gt;
**Different effects for Ghadius teleporting away in the pre-boss cutscene&lt;br /&gt;
**Joka&#039;s monster form has completely different textures&lt;br /&gt;
**Different sound effect for changing the platform colors during boss fight&lt;br /&gt;
**Joka&#039;s body isn&#039;t charred in end-level cutscene&lt;br /&gt;
*Vision 6-1:&lt;br /&gt;
**Cutscene is unfinished&lt;br /&gt;
**Start of level looks completely different&lt;br /&gt;
**Darker lighting&lt;br /&gt;
**Exterior/interior mixes of the music are swapped&lt;br /&gt;
**Electrified floors have different/out of place textures&lt;br /&gt;
**Different-looking platforms on blue crystal route&lt;br /&gt;
**No glowing/pulsing effect on crystals&lt;br /&gt;
**The steps leading to the end of the level are narrower and don&#039;t have yellow statues on them&lt;br /&gt;
**No Spikers and much more Boomies in green crystal route&lt;br /&gt;
**Harder enemy placement in green crystal route&lt;br /&gt;
**2nd Mirror Spirit was originally Phantomilian&lt;br /&gt;
**Elevator at end of the level has a door that&#039;s blocked by a black statue with accompanying crystal (changed to white in the final)&lt;br /&gt;
**Level can&#039;t be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision&lt;br /&gt;
*Vision 6-2:&lt;br /&gt;
**Moon Kingdom guard has different voice  lines&lt;br /&gt;
**6-1 music doesn&#039;t play when the level starts&lt;br /&gt;
**6-2 music doesn&#039;t play until leaving the 1st room&lt;br /&gt;
**Sand slides are placed closer and can be seen from the central part of the level popping into the draw distance &lt;br /&gt;
**Floating metal platforms have different textures&lt;br /&gt;
**Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines&lt;br /&gt;
**1st switch puzzle is much more difficult than the final game due to the switches having shorter reset times&lt;br /&gt;
**Game crashes when the 2nd and 3rd switch puzzles are completed&lt;br /&gt;
**Debug info during pre-boss cutscene&lt;br /&gt;
**Ghadius&#039; head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene&lt;br /&gt;
**Camera gets stuck on the cutscene model when the boss fight starts until the player touches a teleporter&lt;br /&gt;
**Dying on the boss fight spawns the player outside the boss and over the cutscene model which has no collision; Klonoa will fall indefinitely until the game is powered off/reset&lt;br /&gt;
**Blue Moos are used as placeholder for the unique enemies that appear only in the 6-2 and final boss&lt;br /&gt;
**Boss has more HP&lt;br /&gt;
**Corners of the wireframes Ghadius summons are purple instead of green&lt;br /&gt;
**Ghadius doesn&#039;t scream and his cloak doesn&#039;t get damaged when defeated&lt;br /&gt;
**Game crashes after defeating Ghadius&lt;br /&gt;
*Final Vision:&lt;br /&gt;
**Different animation for Nahatomb being hatched&lt;br /&gt;
**Floor is a different color on 1st form&lt;br /&gt;
**Karal&#039;s model is glitched and remains when the boss fight starts&lt;br /&gt;
**Nahatomb is invisible/has no model in any of his forms&lt;br /&gt;
**Cannons don&#039;t change to gold when loaded&lt;br /&gt;
**Getting caught and eaten by Nahatomb&#039;s tongue on the 1st form moves the player to the 2nd form&lt;br /&gt;
**Background on 2nd form is completely different&lt;br /&gt;
**Crystals on 2nd form have different colors&lt;br /&gt;
**Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue when their cannons are loaded&lt;br /&gt;
**Developer message on sky texture in 3rd form&lt;br /&gt;
**Energy waves in 3rd form look different&lt;br /&gt;
**Boss can&#039;t be defeated; nothing&#039;s programmed to happen after loading all the cannons on the 3rd form&lt;br /&gt;
*7-1 (Ending cutscene):&lt;br /&gt;
**Ending cutscene hasn&#039;t been implemented but selecting it from the debug menu level select loads a partially finished cutscene model with no background where Klonoa can be controlled and moved around; the ground is solid, possibly due to the cutscene model being copypasted from 1-1&lt;br /&gt;
*8-1 (Extra Vision):&lt;br /&gt;
**No cutscenes&lt;br /&gt;
**No checkpoints&lt;br /&gt;
**One of the room layouts is completely different&lt;br /&gt;
**Last room of the level has almost no objects&lt;br /&gt;
**Exiting through the door at the end of the level plays a buzzing sound&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;
==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 - Klonoa 10-15-97-0000.png&lt;br /&gt;
File:PSX - Klonoa 10-15-97-0002.png&lt;br /&gt;
File:KLONOA JUL17 L1DEBUG.png|alt=Klonoa, standing at the beginning of Vision 1-1, with 12 lines of white debug test visible on the right-hand side of the screen|Hold L1 to display debug information.  While holding, press other buttons on the controller to alter some of the values&lt;br /&gt;
File:KLONOA JUL17 V1-1 BLUEGEMMISSING.png|No blue-gem at the top of the first whirlwind in Vision 1-1 in this beta&lt;br /&gt;
File:KLONOA JUL17 NOSLIDEANIMATION.png|Klonoa lacks animations when sliding in the beta, just remaining in his upright, idle pose&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 - Klonoa 10-15-97.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 - Klonoa 10-15-97.img|type=File|date=2020-12-13 09:16:33|size=522329808|crc32=171E3435|md5=6241036c00e643879d99a318b1a5ffdd|sha1=88e16ba1fb3b4df0b90565ffd3013879b246a2b0|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.cue|type=File|date=2020-12-13 09:00:59|size=85|crc32=7E228A09|md5=fea04253a182ce18e1aafc9d0c372600|sha1=e62643954df0030d2299544b0b0d47cf39247f0c|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.ccd|type=File|date=2020-12-13 09:00:59|size=772|crc32=23D93708|md5=2280fe97157d2703610129bf074c4bd0|sha1=c4709ebf08a5b037ebe8f24dbe752f355c285d96|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.sub|type=File|date=2020-12-13 09:17:22|size=21319584|crc32=565184E2|md5=27b439d946b9accac551985e741f9e90|sha1=bf06022bef3327970b0400bf29490b182c4ab13a|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Klonoa 10-15-97.jpeg|type=File|date=2021-03-14 12:14:36|size=942230|crc32=8D154AB7|md5=4467b6e19dd4c00b66bfc2365d4b7f7c|sha1=8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8|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|Klonoa: Door to Phantomile}}}}&lt;/div&gt;</summary>
		<author><name>Zenksren</name></author>
	</entry>
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