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Croc: Legend of the Gobbos (Aug 11, 1996 prototype)
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Build date |
Sep 6, 1996 15:00:00
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Dump status |
Released, redump needed
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Origin
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CD-R
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Game
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Croc: Legend of the Gobbos
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System |
PlayStation
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Genre |
Adventure
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Release date |
JP Dec 18, 1997 US Sep 29, 1997 EU Oct 1997
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An early prototype demo of Croc: Legend of the Gobbos for the Sony PlayStation. This proto is known as November 1996 Tech Demo at the Cutting Room Floor[1] and Croc Tech Demo at Croc wiki[2].
Differences (compared to final)
GAMEPLAY
- Croc only had to collect three Gobbos in each stage, compared to six in the final. (Interestingly, the Gameboy Color version of Croc still has you collecting just three per-stage: so this change likely occurred after the Gameboy version had started, hence why it retains the original number)
- The "Beany Gongs" don't exist yet -- the only way to exit a stage is to save all three Gobbos or the exit-door won't open
- The gold-keys are not present: as-such there are no locked-doors (aside from the exit-door)
- The silver-keys are not present: the button-switches are instead used to release caged Gobbos
- The five coloured crystals, jellies and balloons all don't exist yet
- A blue-bag can be found in the fourth-room of stage 2, "Enter the Jumpy"
- A red-bag can be found in the left-hand room of stage 5, "Multiple Choice". When collected, Beany will fly in circles around Croc for around 15-20 seconds before flying upwards, out of shot, where he will instantly disappear
CONTROLS
- Jump (X): Croc jumps a little higher than in the final, but not as far
- Action (X): similar to Tomb Raider, X must be held-down to make Croc hold-onto Monkey-Bars; he will let-go the moment it is released. In the final, Croc holds-onto Monkey-Bars when you jump under them, and you press X to release his grip
- Tail-Attack (SQUARE) - same as the final game
- Turn-Around/Flip (TRIANGLE): on the default control-scheme in the final, this is CIRCLE instead (possibly to mimic Tomb Raider, which also uses "tank-controls" and by-default uses CIRCLE to turn-around). If pressed while running, in this alpha Croc awkwardly halts, faces the camera for a brief moment, then turns; in the final, Croc does a cartwheel-style flip. The turn while stationary is very-similar to the retail, however
- Duck (CIRCLE): unused in the final game?
- Sidestep left (L1) and right (R1) - same as the final game
- Look: in the final, holding TRIANGLE enters a "look-mode". This is not present in this alpha
- Camera height: in the final, L2 and R2 can be used to set the camera to one of three predefined height levels; neither button does anything in this alpha
- Analog mode is not supported in this alpha; if analog mode is turned on, Croc cannot be controlled
- Freeze camera (SELECT): if you press SELECT and then move Croc, the camera will stay fixed in the position it was when you pressed the button -- Croc can run-off into the distance, and also behind where the camera is, making him disappear from the scene. This likely exists so gaming magazines could take screenshots without Croc being present in the middle-of-the-shot. This functionality isn't present in the retail version, where SELECT is unused
Screenshots
Croc has a more-prominent skid-cloud
If you press TRIANGLE while running, Croc pauses, faces the camera for a moment, then turns
"Nice and Easy", Room 2, Part 1 of 3
"Nice and Easy", Room 2, Part 2 of 3
"Nice and Easy", Room 2, Part 3 of 3
"Nice and Easy", Room 3 - exit-doors won't open...
...unless you have saved all three Gobbos
The "end of level" screens
Stage 2: "Enter the Jumpy"
"Enter the Jumpy", Room 1
"Enter the Jumpy", Room 1 - beta climbing-wall texture
"Enter the Jumpy", Room 1 - this well is non-functional; jumping over it sometimes launches you into the air
"Enter the Jumpy", Room 2, 1 of 2
"Enter the Jumpy", Room 1, 2 of 2
"Enter the Jumpy", Room 3
"Enter the Jumpy", Room 4
"Enter the Jumpy", Room 4 (standing where the Gobbo was)
"Enter the Jumpy", Room 4 - the blue-bag
The push mechanic was implemented in this alpha...
...as was the hang on ledge mechanic
"Feet First", Room 3, 1 of 2
"Feet First", Room 3, 2 of 2
Stage 4: "Dangerous Sports"
"Dangerous Sports", Room 1
"Dangerous Sports", Room 2. If you fall down...
...you exit via the lower-door
The camera often starts at an awkward angle when you enter most rooms
"Dangerous Sports", Room 3
"Dangerous Sports", Room 4. A "flying-grate panel" mechanic not used in the final, and not fully-working here. You can hold X to grab it, but once it moves, you instantly drop-off.
"Dangerous Sports", Room 4 - you can push boxes over edges in this alpha
"Dangerous Sports", Room 4 - the game will freeze if Croc goes onto the second floating-platform here (possibly this would have been where one of the "sparkle secret areas" was?)
Stage 5: "Multiple Choice"
"Multiple Choice", Room 1 - you start with the exit behind you...
...and three doors you can tackle in any-order (along with a secret ledge above the exit-door, and a fifth door above the set of three)
"Multiple Choice", left door - notice the red-bag atop the floating-ledge
"Multiple Choice", centre door - the Gobbo is on a ledge just below where Croc is standing
"Multiple Choice", right door: the switch in the distance is used to make the cage over the Gobbo disappear
The switch was atop a block, which you can smash, and leave the switch floating!
"All Together Now", Room 1 - from the corner, you can see a secret area above...
...and if you keep jumping, you can glitch up to it. Once up there, the moving-platform starts working. Push the large metal box off the edge...
...and use it to get onto the platform near the three-doors, which will now be moving...
...and go into the fifth door, at the top.
You'll now be in Room 5, a secret room with 8 breakable rock-cubes...
...four of which are in the main room...
...and the other four inside a U-shaped tunnel area. Press the button, then run to the opposite platform to get into here without injury...
...and the second platform will move when you get onto it, letting you safely return.
Stage 6: "All Together Now"
"All Together Now", Room 1 - you start out in a large area with lava...
...head through a small cave section (Room 2)...
...and re-emerge to find the lava instantly drained-away (Room 3); a mechanic unused in the final game
The drain the lava went down
"All Together Now", Room 4 - first (and only) appearance of a purple, controllable, moving platform. The switch does nothing
"All Together Now", Room 5 (1 of 2)
"All Together Now", Room 5 (2 of 2)
Stage 7: "Default New Map"
"Default New Map": an earlier version of "Fight Night with Flibby", who is oddly-textured
Notes
- Some corrupted bytes in TRACK26.DA
Croc: Legend of the Gobbos prototypes