Astérix & Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)
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Astérix & Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype) | ||||||||||||||||||||||||||
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Download Astérix & Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype) (info) |
A prototype of Astérix & Obélix XXL 2: Mission: Las Vegum for the Sony PlayStation 2.
Notes
- Pressing L2+Triangle will bring up a level select menu.
- Pressing L2+R2 three times in the main menu/ingame will cycle through debug info and enable cheats.
- The game is titled Asterix & Obelix Ultimate at this stage in development (or Asterix Ultimate in the placeholder credits)
- Placeholder/unfinished FMVs
- Different texture for the shields that represent the player's HP
- Giant red block the player pushes to get into Lutetia was originally a partially built house
- Slightly different model for Asterix both ingame and in FMVs, different glove on his right hand
- Different particle graphic for Dogmatix pointing where to go next
- 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
- Several music triggers are missing/broken, music playback can also be broken by pausing and unpausing
- Entrance to Venetia is modelled differently and is opened with a pressure switch puzzle instead of a toll gate
- Sound for collecting shield is same as collecting meat
- Slightly different music
- Asterix's ground pound is weaker and can't break centurion's blocks
- Bombs have different textures and the arrow to indicate the direction they're being pushed is different
- No fireball graphic to indicate the combo meter going up
- The boss arenas all have different lighting/colors
- Venetia:
- 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
- Sam doesn't despawn at the top of the pit
- Fighting the group of enemies where the Pacman enemy is introduced isn't required to open the next door
- 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
- Diamond helmet in night section of Venetia isn't placed directly in the path of the player when they slide down the roof and can't be collected
- The spotlights in the night section of Venetia were originally animated and have yellow light beams instead of red
- 4 torches/Turtle formation room in Venetia has untextured floors/platforms
- Potions don't appear from potion generators until the player gets close enough as Asterix
- Different texture for one of the banners in the last area of Venetia that says "Pacmanus"
- Cage holding cable car diamond helmet is untextured
- 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
- Cable car + bell room doesnt have any cables
- 1st level chunk is visible from night-time chunk
- Abilities unlocked from defeating bosses is shown with static image instead of FMV
- Draw distance is still the same as in XXL 1
- No barrels on stairs leading to Lucksore/WCW
- 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)
- Game doesn't lock the ability to jump while using a potion special move
- Door to boss in Lucksore as well as inside of Lucksore use a placeholder wood texture
- 1st part of WCW is in an extremely early state
- Background geometry in Internetus was completely redone, originally resembling green Mario-style pipes decorated with "@" symbols
- Untextured platforms in Internetus
- No crowds in WCW arenas
- Fake Gaul village at the end of WCW is in an extremely early state
- WCW is called by its early name of MGM both internally and in the unfinished geometry for the Pirate Island/Seize-Us Palace hub
- Rayman enemy has a cut spin attack
- Mountains in background at beginning of Pirate island are untextured
- Seize-Us Palace- placeholder texture for picture in elevators
- One of the outdoor areas in Seize-Us Palace is missing, elevator takes the player straight to the top of the roulette room
- Bridges in final boss area are textured differently
- Larry Craft appears in the final boss area, near the player's spawn point
- Miscellaneous Notes:
- Game is emulatable: Yes (as of April 27, 2021).
- Game utilizes a dongle: No
Screenshots
Origin