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

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File:CROC 11AUG96 45 M5R3.png|"Multiple Choice", right door: the switch in the distance is used to make the cage over the Gobbo disappear
File:CROC 11AUG96 45 M5R3.png|"Multiple Choice", right door: the switch in the distance is used to make the cage over the Gobbo disappear
File:CROC 11AUG96 46 M5R3.png|The switch was atop a block, which you can smash, and leave the switch floating!
File:CROC 11AUG96 46 M5R3.png|The switch was atop a block, which you can smash, and leave the switch floating!
File:CROC 11AUG96 42A M5R1.png|"All Together Now", Room 1 - from the corner, you can see a secret area above...
File:CROC 11AUG96 42B M5R1.png|...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...
File:CROC 11AUG96 42C M5R1.png|...and use it to get onto the platform near the three-doors, which will now be moving...
File:CROC 11AUG96 42D M5R1.png|...and go into the fifth door, at the top.
File:CROC 11AUG96 56A M5R5.png|You'll now be in Room 5, a secret room with 8 breakable rock-cubes...
File:CROC 11AUG96 56B M5R5.png|...four of which are in the main room...
File:CROC 11AUG96 56C M5R5.png|...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...
File:CROC 11AUG96 56D M5R5.png|...and the second platform will move when you get onto it, letting you safely return.
File:CROC 11AUG96 47 MAP6.png|Stage 6: "All Together Now"
File:CROC 11AUG96 47 MAP6.png|Stage 6: "All Together Now"
File:CROC 11AUG96 48 M6R1.png|"All Together Now", Room 1 - you start out in a large area with lava...
File:CROC 11AUG96 48 M6R1.png|"All Together Now", Room 1 - you start out in a large area with lava...

Revision as of 15:42, 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)
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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

Notes

  • Some corrupted bytes in TRACK26.DA