Klonoa: Door to Phantomile (Jul 17, 1997 prototype): Difference between revisions
Jump to navigation
Jump to search
(→Screenshots: Added some screens) |
(Fleshed out and added a lot of differences) |
||
Line 24: | Line 24: | ||
}} | }} | ||
A prototype of Klonoa: Door to Phantomile for the PlayStation. | A prototype of Klonoa: Door to Phantomile for the PlayStation. | ||
==Notes== | ==Notes== | ||
Line 37: | Line 29: | ||
*Compiled around 3 months before the initial Japanese retail version | *Compiled around 3 months before the initial Japanese retail version | ||
*Simpler Namco logo on startup | *Simpler Namco logo on startup | ||
*No intro | *No intro FMV, goes straight to the title screen | ||
*Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug). | *Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug). | ||
*The text box for starting a game is blank. | *The text box for starting a game is blank. | ||
* | *Debug controls: | ||
**L1 + R1 on title screen- Debug menu | |||
**R1 (ingame)- Infinite jumps | |||
**L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values | |||
**Circle (hold ingame)- Increase Klonoa's movement speed | |||
**Select + Start- Soft reset | |||
*General: | |||
**Different item/enemy placement | |||
**Different texture for boss explosions | |||
**No text on loading screen | |||
**Game can't be paused | |||
**End-of-level screen is in a very early state | |||
**Different/missing sprites for Klonoa | |||
**Different camera angles in a few areas that expose level boundaries | |||
**Missing tracks | |||
**Missing sound effects | |||
**Different mixing/balance for a lot of the music tracks | |||
**Remnants exist of a scrapped mechanic where Klonoa can place grabbed enemies in wind currents and use them as platforms | |||
**Getting game over loads the remnants of a "Coming soon" screen from a demo build, accompanied by a voice line not from the final game | |||
**Enemies can be thrown through spiked balls fired by spiders and Gunnies | |||
**Different explosion sprite for Boomies | |||
*Vision 1-1: | |||
**Invisible egg is missing before the first bridge | |||
**Blue dreamstone is missing at the top of the wind current | |||
**The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu) | |||
*Vision 1-2: | |||
**Ghadius' head is much brighter | |||
**End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa's house in the cutscene is unfinished and has no lighting | |||
*Vision 2-1: | |||
**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 | |||
**Forlock villagers have pink legs | |||
*Vision 2-2: | |||
**Unused track from 1-2 end cutscene plays when Klonoa first meets Karal | |||
**Karal's theme has a slower tempo | |||
**Klonoa's talking sprite while riding Karal is glitched | |||
**Bubbles and background missing from pre-boss cutscene | |||
**Glitched hand sprite palette on Seadoph when riding spiked balls | |||
**Music doesn't fade after defeating boss | |||
**Scene of Karal taking Klonoa back to Forlock is longer and has different/unfinished voice acting and textures | |||
*Vision 3-1: | |||
**Breakable boxes are only marked with an X on one side | |||
**Joka's voice lines haven't been added/recorded | |||
**Glitched palette on Phantomilian bubbles | |||
**Flying variant of the spider enemy doesn't have a unique palette yet | |||
*Vision 3-2: | |||
**The prototype version of this level's music included in the game's official soundtrack is used in this build | |||
**Sound effects are broken/dont' work | |||
**Glitched palette on springs | |||
**1st key door in the level is placed in the background instead of to the side and is already opened | |||
**Slight geometry change on the other side of 1st key door | |||
**Spiked balls are much more frequent in the final section of the level | |||
**Blue debug triangle present in boss fight which seems to mark Klonoa's spawn point | |||
*Vision 4-1: | |||
**Music has no indoor mix | |||
*Vision 4-2: | |||
**Joka and Moo are missing from the flying ships in the pre-boss cutscene | |||
**Debug counters appear during the boss | |||
**Boss AI is less responsive | |||
**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 | |||
**Game crashes after defeating the boss | |||
*Vision 5-1: | |||
**Running onto lava doesn't kill Klonoa | |||
**Layer/clipping errors on one of the doors | |||
**Different texture/model for the flame jets | |||
**Last flame jet on the yellow orb route is placed way off from the hitbox/particles | |||
**Temple guard sprites are glitched in the last cutscene | |||
**Elevator has SFX | |||
*Vision 5-2: | |||
**Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level | |||
**Game crashes halfway through the level | |||
**Different effects for Ghadius teleporting away in the pre-boss cutscene | |||
**Joka's monster form has completely different textures | |||
**Different sound effect for changing the platform colors during boss fight | |||
**Joka's body isn't charred in end-level cutscene | |||
*Vision 6-1: | |||
**Cutscene is unfinished | |||
**Start of level looks completely different | |||
**Darker lighting | |||
**Exterior/interior mixes of the music are swapped | |||
**Electrified floors have different/out of place textures | |||
**Different-looking platforms on blue crystal route | |||
**No glowing/pulsing effect on crystals | |||
**The steps leading to the end of the level are narrower and don't have yellow statues on them | |||
**No Spikers and much more Boomies in green crystal route | |||
**Harder enemy placement in green crystal route | |||
**2nd Mirror Spirit was originally Phantomilian | |||
**Elevator at end of the level has a door that's blocked by a black statue with accompanying crystal (changed to white in the final) | |||
**Level can't be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision | |||
*Vision 6-2: | |||
**Moon Kingdom guard has different voice lines | |||
**6-1 music doesn't play when the level starts | |||
**6-2 music doesn't play until leaving the 1st room | |||
**Sand slides are placed closer and can be seen from the central part of the level popping into the draw distance | |||
**Floating metal platforms have different textures | |||
**Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines | |||
**1st switch puzzle is much more difficult than the final game due to the switches having shorter reset times | |||
**Game crashes when the 2nd and 3rd switch puzzles are completed | |||
**Debug info during pre-boss cutscene | |||
**Ghadius' head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene | |||
**Camera gets stuck on the cutscene model when the boss fight starts until the player touches a teleporter | |||
**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 | |||
**Blue Moos are used as placeholder for the unique enemies that appear only in the 6-2 and final boss | |||
**Boss has more HP | |||
**Corners of the wireframes Ghadius summons are purple instead of green | |||
**Ghadius doesn't scream and his cloak doesn't get damaged when defeated | |||
**Game crashes after defeating Ghadius | |||
*Final Vision: | |||
**Different animation for Nahatomb being hatched | |||
**Floor is a different color on 1st form | |||
**Karal's model is glitched and remains when the boss fight starts | |||
**Nahatomb is invisible/has no model in any of his forms | |||
**Cannons don't change to gold when loaded | |||
**Getting caught and eaten by Nahatomb's tongue on the 1st form moves the player to the 2nd form | |||
**Background on 2nd form is completely different | |||
**Crystals on 2nd form have different colors | |||
**Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue when their cannons are loaded | |||
**Developer message on sky texture in 3rd form | |||
**Energy waves in 3rd form look different | |||
**Boss can't be defeated; nothing's programmed to happen after loading all the cannons on the 3rd form | |||
*7-1 (Ending cutscene): | |||
**Ending cutscene hasn'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 | |||
*8-1 (Extra Vision): | |||
**No cutscenes | |||
**No checkpoints | |||
**One of the room layouts is completely different | |||
**Last room of the level has almost no objects | |||
**Exiting through the door at the end of the level plays a buzzing sound | |||
*Miscellaneous Notes: | *Miscellaneous Notes: | ||
**Game is emulatable: Yes (as of April 17, 2021), | **Game is emulatable: Yes (as of April 17, 2021), | ||
**Game contains dongle protection: No. | **Game contains dongle protection: No. | ||
**Game contains debugging symbols: N/A | **Game contains debugging symbols: N/A |
Revision as of 19:31, May 1, 2021
Klonoa: Door to Phantomile (Jul 17, 1997 prototype) | ||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Download Klonoa: Door to Phantomile (Jul 17, 1997 prototype) (info) |
Download Klonoa: Door to Phantomile (Jul 17, 1997 prototype) from external mirror |
A prototype of Klonoa: Door to Phantomile for the PlayStation.
Notes
- Compiled around 3 months before the initial Japanese retail version
- Simpler Namco logo on startup
- No intro FMV, goes straight to the title screen
- Some difference in the instruction text. For example, some text boxes get skipped automatically (likely a bug).
- The text box for starting a game is blank.
- Debug controls:
- L1 + R1 on title screen- Debug menu
- R1 (ingame)- Infinite jumps
- L1 (hold ingame)- Debug info, pressing some of the other controller-buttons can alter some of the values
- Circle (hold ingame)- Increase Klonoa's movement speed
- Select + Start- Soft reset
- General:
- Different item/enemy placement
- Different texture for boss explosions
- No text on loading screen
- Game can't be paused
- End-of-level screen is in a very early state
- Different/missing sprites for Klonoa
- Different camera angles in a few areas that expose level boundaries
- Missing tracks
- Missing sound effects
- Different mixing/balance for a lot of the music tracks
- Remnants exist of a scrapped mechanic where Klonoa can place grabbed enemies in wind currents and use them as platforms
- Getting game over loads the remnants of a "Coming soon" screen from a demo build, accompanied by a voice line not from the final game
- Enemies can be thrown through spiked balls fired by spiders and Gunnies
- Different explosion sprite for Boomies
- Vision 1-1:
- Invisible egg is missing before the first bridge
- Blue dreamstone is missing at the top of the wind current
- The game crashes trying to load the next chunk of the last area (can be bypassed with the level select in the debug menu)
- Vision 1-2:
- Ghadius' head is much brighter
- End-of-level cutscene has different camerawork and a completely different and unused track; interior of Grandpa's house in the cutscene is unfinished and has no lighting
- Vision 2-1:
- 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
- Forlock villagers have pink legs
- Vision 2-2:
- Unused track from 1-2 end cutscene plays when Klonoa first meets Karal
- Karal's theme has a slower tempo
- Klonoa's talking sprite while riding Karal is glitched
- Bubbles and background missing from pre-boss cutscene
- Glitched hand sprite palette on Seadoph when riding spiked balls
- Music doesn't fade after defeating boss
- Scene of Karal taking Klonoa back to Forlock is longer and has different/unfinished voice acting and textures
- Vision 3-1:
- Breakable boxes are only marked with an X on one side
- Joka's voice lines haven't been added/recorded
- Glitched palette on Phantomilian bubbles
- Flying variant of the spider enemy doesn't have a unique palette yet
- Vision 3-2:
- The prototype version of this level's music included in the game's official soundtrack is used in this build
- Sound effects are broken/dont' work
- Glitched palette on springs
- 1st key door in the level is placed in the background instead of to the side and is already opened
- Slight geometry change on the other side of 1st key door
- Spiked balls are much more frequent in the final section of the level
- Blue debug triangle present in boss fight which seems to mark Klonoa's spawn point
- Vision 4-1:
- Music has no indoor mix
- Vision 4-2:
- Joka and Moo are missing from the flying ships in the pre-boss cutscene
- Debug counters appear during the boss
- Boss AI is less responsive
- 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
- Game crashes after defeating the boss
- Vision 5-1:
- Running onto lava doesn't kill Klonoa
- Layer/clipping errors on one of the doors
- Different texture/model for the flame jets
- Last flame jet on the yellow orb route is placed way off from the hitbox/particles
- Temple guard sprites are glitched in the last cutscene
- Elevator has SFX
- Vision 5-2:
- Music is glitched in this level and plays tracks from other levels until the player dies/gets far enough into the level
- Game crashes halfway through the level
- Different effects for Ghadius teleporting away in the pre-boss cutscene
- Joka's monster form has completely different textures
- Different sound effect for changing the platform colors during boss fight
- Joka's body isn't charred in end-level cutscene
- Vision 6-1:
- Cutscene is unfinished
- Start of level looks completely different
- Darker lighting
- Exterior/interior mixes of the music are swapped
- Electrified floors have different/out of place textures
- Different-looking platforms on blue crystal route
- No glowing/pulsing effect on crystals
- The steps leading to the end of the level are narrower and don't have yellow statues on them
- No Spikers and much more Boomies in green crystal route
- Harder enemy placement in green crystal route
- 2nd Mirror Spirit was originally Phantomilian
- Elevator at end of the level has a door that's blocked by a black statue with accompanying crystal (changed to white in the final)
- Level can't be completed because of invisible wall; infinite jumping over invisible wall reveals that the elevator has no collision
- Vision 6-2:
- Moon Kingdom guard has different voice lines
- 6-1 music doesn't play when the level starts
- 6-2 music doesn't play until leaving the 1st room
- Sand slides are placed closer and can be seen from the central part of the level popping into the draw distance
- Floating metal platforms have different textures
- Hitting switches and hitting/getting hit by Armored Moos play unused Klonoa voice lines
- 1st switch puzzle is much more difficult than the final game due to the switches having shorter reset times
- Game crashes when the 2nd and 3rd switch puzzles are completed
- Debug info during pre-boss cutscene
- Ghadius' head is missing and the inside of his cloak has the same textures/effect as his boss model in pre-boss cutscene
- Camera gets stuck on the cutscene model when the boss fight starts until the player touches a teleporter
- 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
- Blue Moos are used as placeholder for the unique enemies that appear only in the 6-2 and final boss
- Boss has more HP
- Corners of the wireframes Ghadius summons are purple instead of green
- Ghadius doesn't scream and his cloak doesn't get damaged when defeated
- Game crashes after defeating Ghadius
- Final Vision:
- Different animation for Nahatomb being hatched
- Floor is a different color on 1st form
- Karal's model is glitched and remains when the boss fight starts
- Nahatomb is invisible/has no model in any of his forms
- Cannons don't change to gold when loaded
- Getting caught and eaten by Nahatomb's tongue on the 1st form moves the player to the 2nd form
- Background on 2nd form is completely different
- Crystals on 2nd form have different colors
- Red Moos used as placeholder for cannon NPCs on 3rd form; They change to blue when their cannons are loaded
- Developer message on sky texture in 3rd form
- Energy waves in 3rd form look different
- Boss can't be defeated; nothing's programmed to happen after loading all the cannons on the 3rd form
- 7-1 (Ending cutscene):
- Ending cutscene hasn'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
- 8-1 (Extra Vision):
- No cutscenes
- No checkpoints
- One of the room layouts is completely different
- Last room of the level has almost no objects
- Exiting through the door at the end of the level plays a buzzing sound
- Miscellaneous Notes:
- Game is emulatable: Yes (as of April 17, 2021),
- Game contains dongle protection: No.
- Game contains debugging symbols: N/A
- Dump was originally scrambled: No
Screenshots
Origin
Files
File | Type | Date | Size | SHA-1 |
---|---|---|---|---|
PSX - Klonoa 10-15-97.img | File | 2020-12-13 09:16:33 | 498.13 MB | 88e16ba1fb3b4df0b90565ffd3013879b246a2b0 |
PSX - Klonoa 10-15-97.cue | File | 2020-12-13 09:00:59 | 85 bytes | e62643954df0030d2299544b0b0d47cf39247f0c |
PSX - Klonoa 10-15-97.ccd | File | 2020-12-13 09:00:59 | 772 bytes | c4709ebf08a5b037ebe8f24dbe752f355c285d96 |
PSX - Klonoa 10-15-97.sub | File | 2020-12-13 09:17:22 | 20.33 MB | bf06022bef3327970b0400bf29490b182c4ab13a |
PSX - Klonoa 10-15-97.jpeg | File | 2021-03-14 12:14:36 | 920.1 KB | 8857fc4d2b6c969d2a21fb5c15ecf40b25df21d8 |
Acknowledgments
A huge thanks to Iniche for doing the initial research on this prototype!
See also
- Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)
- Cutting Room Floor (TCRF)
- Internet Archive (IA)