Croc: Legend of the Gobbos (Aug 11, 1996 prototype): Difference between revisions

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(Added some screenshots)
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*'''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
*'''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 ==
==Screenshots==
<gallery>
<gallery>
File:CROC 11AUG96 02 MAP1.png|Stage 1: "Nice and Easy"
File:CROC 11AUG96 02 MAP1.png|Stage 1: "Nice and Easy"
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File:CROC 11AUG96 22 M2R4.png|"Enter the Jumpy", Room 4 (standing where the Gobbo was)
File:CROC 11AUG96 22 M2R4.png|"Enter the Jumpy", Room 4 (standing where the Gobbo was)
File:CROC 11AUG96 23 M2R4.png|"Enter the Jumpy", Room 4 - the blue-bag
File:CROC 11AUG96 23 M2R4.png|"Enter the Jumpy", Room 4 - the blue-bag
File:CROC 11AUG96 24 MAP3.png|Stage 3: "Feet First"
File:CROC 11AUG96 25 M3R1.png|"Feet First", Room 1
File:CROC 11AUG96 26 M3R1.png|The ''push'' mechanic was implemented in this alpha...
File:CROC 11AUG96 27 M3R1.png|...as was the ''hang on ledge'' mechanic
File:CROC 11AUG96 29 M3R2.png|"Feet First", Room 2
File:CROC 11AUG96 30 M3R3.png|"Feet First", Room 3, 1 of 2
File:CROC 11AUG96 31 M3R3.png|"Feet First", Room 3, 2 of 2
File:CROC 11AUG96 32 MAP4.png|Stage 4: "Dangerous Sports"
File:CROC 11AUG96 33 M4R1.png|"Dangerous Sports", Room 1
File:CROC 11AUG96 34 M4R2.png|"Dangerous Sports", Room 2.  If you fall down...
File:CROC 11AUG96 35 M4R2.png|...you exit via the lower-door
File:CROC 11AUG96 36 M4R3.png|The camera often starts at an awkward angle when you enter most rooms
File:CROC 11AUG96 37 M4R3.png|"Dangerous Sports", Room 3
File:CROC 11AUG96 38 M4R4.png|"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.
File:CROC 11AUG96 39 M4R4.png|"Dangerous Sports", Room 4 - you can push boxes over edges in this alpha
</gallery>
</gallery>



Revision as of 13:50, May 8, 2021

Title Screen
Croc: Legend of the Gobbos (Aug 11, 1996 prototype)
Build date Sep 6, 1996 15:00:00
Dump status Released, redump needed
Origin CD-R
Game Croc: Legend of the Gobbos
System PlayStation
Genre Adventure
Release date JP Dec 18, 1997
US Sep 29, 1997
EU Oct 1997
Download Croc: Legend of the Gobbos (Aug 11, 1996 prototype) (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.

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

Notes

  • Some corrupted bytes in TRACK26.DA