Pandemonium! (Jul 19, 1996 prototype): Difference between revisions
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(Added "Differences" section, detailing changes since the previous beta) |
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A prototype of Pandemonium! for the Sony PlayStation. | A prototype of Pandemonium! for the Sony PlayStation. | ||
==Origin== | ==Origin== | ||
<gallery mode=packed> | <gallery mode="packed"> | ||
Pandemonium! (USA) (Preproduction) - Disc Label.jpg|Disc front. | File:Pandemonium! (USA) (Preproduction) - Disc Label.jpg|Disc front. | ||
</gallery> | </gallery> | ||
== Differences == | |||
=== From the previous beta (5 June 1996) === | |||
* '''18 levels''' on the MAP are now playable; the white-dot between levels 6 and 7, and the one after 18, don't do anything | |||
* Nikki now has her '''double-jump''' (but Fargus is still lacking his roll-attack) | |||
* Most of the '''earlier levels''' (the ones featured in the previous beta) '''are more-refined''' and matching the final game, with many-more textures now in-place | |||
* '''Gold stars''' now give you unlimited ammo when collected (rather than 3 shots each, in the previous-beta), though the ammo only lasts for 15 seconds after the last star collected. This is closer to the final game, where attacks do not have an on-screen counter, except in the final they last until you either get hit by an enemy, die instantly (such as falling into a pit), or once you return to the MAP | |||
* The number of '''Hit-Points''' (hearts) '''are retained between levels'''; if you exit a level with 5, you begin the next one with 5 (whereas in the previous beta, you begin each level with just 3) | |||
* Some of the '''red diamond''' collectables are now-worth up-to 25 points -- though, as with the previous beta, this one still doesn't feature the concept of LIVES, so collecting them doesn't seem to do anything | |||
* A '''strange voice''' can be heard at various points throughout the game, saying something to the effect of "bring back the filename". This is first-encountered in the very first level, upon dropping-down into the second section. It seems to occur at the same time as on-screen graphical errors, so might indicate when a script has either failed, or some sort of object or texture referenced doesn't exist? | |||
* The '''slide''' found in the first level now works; in the previous beta, you just run-down it like a normal path | |||
* The '''biting-plant''' enemies are now fully-textured | |||
* The '''golden keys''' are now larger in-size, though still not as-large as those in the final game | |||
* There are a number of times when you can '''randomly float up into the air''', such as in the first level, once inside the skull | |||
==See also== | ==See also== |
Revision as of 19:45, June 3, 2022
Pandemonium! (Jul 19, 1996 prototype) | ||||||||||||||||||||||
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Download Pandemonium! (Jul 19, 1996 prototype) (info) |
A prototype of Pandemonium! for the Sony PlayStation.
Origin
Differences
From the previous beta (5 June 1996)
- 18 levels on the MAP are now playable; the white-dot between levels 6 and 7, and the one after 18, don't do anything
- Nikki now has her double-jump (but Fargus is still lacking his roll-attack)
- Most of the earlier levels (the ones featured in the previous beta) are more-refined and matching the final game, with many-more textures now in-place
- Gold stars now give you unlimited ammo when collected (rather than 3 shots each, in the previous-beta), though the ammo only lasts for 15 seconds after the last star collected. This is closer to the final game, where attacks do not have an on-screen counter, except in the final they last until you either get hit by an enemy, die instantly (such as falling into a pit), or once you return to the MAP
- The number of Hit-Points (hearts) are retained between levels; if you exit a level with 5, you begin the next one with 5 (whereas in the previous beta, you begin each level with just 3)
- Some of the red diamond collectables are now-worth up-to 25 points -- though, as with the previous beta, this one still doesn't feature the concept of LIVES, so collecting them doesn't seem to do anything
- A strange voice can be heard at various points throughout the game, saying something to the effect of "bring back the filename". This is first-encountered in the very first level, upon dropping-down into the second section. It seems to occur at the same time as on-screen graphical errors, so might indicate when a script has either failed, or some sort of object or texture referenced doesn't exist?
- The slide found in the first level now works; in the previous beta, you just run-down it like a normal path
- The biting-plant enemies are now fully-textured
- The golden keys are now larger in-size, though still not as-large as those in the final game
- There are a number of times when you can randomly float up into the air, such as in the first level, once inside the skull
See also
Original release page on Archive.org. (Archive)