Pandemonium! (Jun 5, 1996 prototype): Difference between revisions

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{{Prototype
{{Prototype
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A prototype of Pandemonium! for the PlayStation.
A prototype of Pandemonium! for the PlayStation.
==Notes==
==Notes==
* Very early, with no startup disclaimers, logos, sequences etc.
 
* Opens to a simple title card, then goes straight into the game.
*Very early, with no startup disclaimers, logos, sequences etc.
* Game begins in an interesting level select menu, in the form of a playable "level".
*Opens to a simple title card, then goes straight into the game.
** Different angle of view, zoomed out
*Game begins in an interesting level select menu, in the form of a playable "level".
** Walk over a square and press Triangle, then X, to select a level.
**Different angle of view, zoomed out
* No loading screen before the level
**Walk over a square and press Triangle to enter a level.
* Different HUD/status display
*No loading screen before levels
* Noticeably different first level, less detailed
*Different HUD/status display
* Different music for the level, also
*Most levels feature differences in areas, and many untextured areas
* Miscellaneous Notes:
*Different music for the level, also
** Game is emulatable: Yes (as of April 17, 2021).
*Miscellaneous Notes:
** Game contains dongle protection: No.
**Game is emulatable: Yes (as of April 17, 2021).
** Game contains debugging symbols: N/A
**Game contains dongle protection: No.
** Dump was originally scrambled: No
**Game contains debugging symbols: N/A
**Dump was originally scrambled: No
 
==Differences (from final)==
 
*'''No map-screen''' yet, only a rudimentary "flat" level-select "board" is offered, and of the 18 slots, only levels 1-7 and 9-12 work.  Level 8 makes the game lock-up; levels 13-18 just return you to the left of the Level 1 square
*'''Different controls:''' TRIANGLE, not X, is used to jump and enter levels; and R1 and R2 can be used to zoom the camera in and out, a mechanic removed in the final
*'''Change characters during levels:''' during a level, press SELECT to switch-character.  In the final game, this is only possible on the MAP screen, not during a level (unless the "BODYSWAP" cheat is used, then TRIANGLE is used to switch)
*'''Nikki and Fargus lack their final unique abilities''': Nikki lacks her double-jump, and Fargus does not have his roll-attack, meaning both characters play exactly the same (and so being able to swap between-them during a level rather pointless!)
*'''Rolling-logs''' do not hurt you, but do send you flying backwards a lot more than in the final
 
'''Collectables:'''
 
*'''Red-diamonds''' are the main collectable (the final uses coins); most are worth 1, but the large-ones can be worth 5 or 10.  As LIVES don't exist in this beta, collecting them appears to do nothing (in the final, every 300 in value awards a new life)
*'''Gold-stars''' each give three-shots of the pink plasma-ball powerup (which is the only powerup in this beta).  The shots counter resets to 0 at the start of each level
*'''Keys''' exist, but are much-smaller than in the final, so harder-to-see
*'''Small red hearts''' restore one hit-point each (in the final, the large hearts serve this purpose, and no small hearts appear)
*'''Large red hearts''' add an extra hit-point, up-to a maximum of 8 (7 in the final, and only 5 extra hit-points can be found in the entire game, mostly in secret-areas, and their icon has changed to a small heart in the centre of a gold square)
*'''Green "clubs"''': similar to the "club" or "clover" symbol in a pack of playing-cards, these can be found a handful of times within each stage, though seem to have no purpose; in the final, most of these were replaced by the gold ankhs, though others were replaced with either a high-value coin, or a powerup
 
==Controls==
 
*'''TRIANGLE''' to jump, and to enter levels (stand in the middle of a white square on the "map" screen, then jump).  In the final game, '''X''' is used.  When held-down on a trampoline, or while landing on an enemy, allows a higher jump-off to be performed
*'''SQUARE''' to fire a shot (after a gold-star has been collected; each star grants three shots.  Right-most on-screen counter shows shots remaining, which always resets to 0 between levels)
*'''D-Pad Left''' and '''D-Pad Right''' to move left or right
*'''D-Pad Down''' to duck.  When transformed to the TURTLE, makes you invincible while held-down, required for getting-past some circular-saws
*'''R1''' to zoom camera in (removed from final game)
*'''R2''' to zoom camera out (removed from final game)
*'''START''' to pause; press SELECT while paused to return to the MAP
*'''SELECT''' to change between Nikki and Fargus at any-time!  (In the final-game, this is only possible via the "BODYSWAP" cheat, where TRIANGLE is then used.  Otherwise, you can only change characters while on the MAP, between-levels)
 
==Screenshots==
==Screenshots==
<center><gallery heights="256" widths="224">
<center><gallery heights="256" widths="224">
PSX - Pandemonium very beta-0001.png
File:PANDY000 5JUN1996.png|Title card for this beta
PSX - Pandemonium very beta-0002.png
File:PSX - Pandemonium very beta-0001.png|The MAP SCREEN.  Stand on a square and jump (TRIANGLE) to enter...
PSX - Pandemonium very beta-0003.png
File:PSX - Pandemonium very beta-0002.png|...note that levels 8, 13, 14, 15, 16, 17 and 18 do not work.
File:PSX - Pandemonium very beta-0003.png|No power-up is offered when toppling this statue, unlike in the final
File:PANDY001 5JUN1996.png|Press SELECT at any-time during a level...
File:PANDY002 5JUN1996.png|...to switch character!
File:PANDY003 5JUN1996.png|Hold R2 to zoom-out (to the maximum shown)...
File:PANDY004 5JUN1996.png|...or R1 to zoom-in (to the maximum shown)
File:PANDY036 5JUN1996.png|You run to the left to reach the waterfall-opening, not right, in this beta
File:PANDY005 5JUN1996.png|Expect many untextured areas
File:PANDY006 5JUN1996.png|The "cliff-skull" as of this beta
File:PANDY007 5JUN1996.png|A "green club" collectible, this one seemingly unreachable
File:PANDY037 5JUN1996.png|The "cliff-skull" has more-variety in tooth-design in this beta
File:PANDY008 5JUN1996.png|Beta end-of-level effect
File:PANDY009 5JUN1996.png|Beta walking-enemy
File:PANDY010 5JUN1996.png|Beta lava
File:PANDY011 5JUN1996.png|Beta glass-roof
File:PANDY038 5JUN1996.png|To make the lift come down, stand on the grey button; in the final, it's already down waiting
File:PANDY012 5JUN1996.png|A trap which fires a triangular bolt when you step on the arrows...
File:PANDY013 5JUN1996.png|...which is the head of one of the purple enemies
File:PANDY014 5JUN1996.png|You cannot jump onto this roof...
File:PANDY015 5JUN1996.png|...however, enter this door...
File:PANDY016 5JUN1996.png|...then exit back out...
File:PANDY017 5JUN1996.png|...and then you'll appear atop it!
File:PANDY018 5JUN1996.png|Another of the beta "green clubs"
File:PANDY019 5JUN1996.png|The front-view of the beta Invulnerability Shield looks similar...
File:PANDY020 5JUN1996.png|...but the final doesn't feature this reverse-view
File:PANDY021 5JUN1996.png|A very untextured area, where the game usually crashes near the end...
File:PANDY022 5JUN1996.png|...however, jump at the right spot and you can get past it...
File:PANDY023 5JUN1996.png|...though you cannot finish this level!
File:PANDY024 5JUN1996.png|You complete this slide-section as the frog, unlike in the final
File:PANDY025 5JUN1996.png|To get past this point, keep pressing DOWN and RIGHT together to clip-through the stump
File:PANDY026 5JUN1996.png|Closest view of one of the beta "green club" collectibles
File:PANDY027 5JUN1996.png|Possibly the only level in this beta that ends with this platform
File:PANDY029 5JUN1996.png|The (untextured) rolling-logs don't hurt you in the beta, but do push you backwards a lot more
File:PANDY030 5JUN1996.png|You can ride this hot-air balloon into the trees...
File:PANDY031 5JUN1996.png|...once it goes behind them, jump and move left or right to return to the previous area
File:PANDY032 5JUN1996.png|A level-background I don't think is used in the final
File:PANDY033 5JUN1996.png|A view of the waterfalls in this beta
File:PANDY034 5JUN1996.png|After you get the key here, go right in the area below to make the wall open...
File:PANDY035 5JUN1996.png|...and then to avoid the game crashing here, zoom-in fully (R1) before trying to enter the next room
File:PANDY039 5JUN1996.png|In LEVEL03, you move left, not right, as in the final...
File:PANDY040 5JUN1996.png|...and you go left (clockwise) in the circular-area, too!
File:PANDY041 5JUN1996.png|A removed-section from LEVEL03, near the end
File:PANDY042 5JUN1996.png|In the final, this section was revised to make getting to the doorway easier
File:PANDY043 5JUN1996.png|If you fall-down here...
File:PANDY044 5JUN1996.png|...you'll end up on a wooden-bench...
File:PANDY045 5JUN1996.png|...jump across the suspended platforms...
File:PANDY046 5JUN1996.png|...for a shortcut to the end of the level area!  (Not sure this is still in the final?)
File:PANDY047 5JUN1996.png|If this door won't open, check you've defeated all enemies in the area leading up to it...
File:PANDY048 5JUN1996.png|...though moments later, you cannot get-past this point anyway!
</gallery></center>
</gallery></center>
==Origin==
==Origin==
<center><gallery mode="packed">
<center><gallery mode="packed">
PSX - Pandemonium very beta.jpeg|Disc front.
File:PSX - Pandemonium very beta.jpeg|Disc front.
</gallery></center>
</gallery></center>
==Files==
==Files==
Line 63: Line 140:
A huge thanks to Iniche for doing the initial research on this prototype!
A huge thanks to Iniche for doing the initial research on this prototype!
==See also==
==See also==
* [[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]
 
* [https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]
* [https://archive.org Internet Archive (IA)]
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]
*[https://archive.org Internet Archive (IA)]
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}
{{Prototype Footer|{{Navbox prototype|Pandemonium!}}}}

Latest revision as of 12:06, June 4, 2022

Title Screen
Pandemonium! (Jun 5, 1996 prototype)
Build date Jun 5, 1996 19:37:06
Build name Beta
Dump status Released, redump needed
Released by Hidden Palace
File release date April 17, 2021
Origin CD-R
Lot Project Deluge
Labels Pandemonium very beta
Dump method PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)
Game Pandemonium!
System PlayStation
Genre Platformer
Final build JP Dec 19, 1996
EU Oct 9, 1996
US Oct 2, 1996
Release date JP Feb 28, 1997
EU Oct 9, 1996
US Oct 31, 1996
Download Pandemonium! (Jun 5, 1996 prototype) (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.
Download Pandemonium! (Jun 5, 1996 prototype) from external mirror

A prototype of Pandemonium! for the PlayStation.

Notes

  • Very early, with no startup disclaimers, logos, sequences etc.
  • Opens to a simple title card, then goes straight into the game.
  • Game begins in an interesting level select menu, in the form of a playable "level".
    • Different angle of view, zoomed out
    • Walk over a square and press Triangle to enter a level.
  • No loading screen before levels
  • Different HUD/status display
  • Most levels feature differences in areas, and many untextured areas
  • Different music for the level, also
  • 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

Differences (from final)

  • No map-screen yet, only a rudimentary "flat" level-select "board" is offered, and of the 18 slots, only levels 1-7 and 9-12 work. Level 8 makes the game lock-up; levels 13-18 just return you to the left of the Level 1 square
  • Different controls: TRIANGLE, not X, is used to jump and enter levels; and R1 and R2 can be used to zoom the camera in and out, a mechanic removed in the final
  • Change characters during levels: during a level, press SELECT to switch-character. In the final game, this is only possible on the MAP screen, not during a level (unless the "BODYSWAP" cheat is used, then TRIANGLE is used to switch)
  • Nikki and Fargus lack their final unique abilities: Nikki lacks her double-jump, and Fargus does not have his roll-attack, meaning both characters play exactly the same (and so being able to swap between-them during a level rather pointless!)
  • Rolling-logs do not hurt you, but do send you flying backwards a lot more than in the final

Collectables:

  • Red-diamonds are the main collectable (the final uses coins); most are worth 1, but the large-ones can be worth 5 or 10. As LIVES don't exist in this beta, collecting them appears to do nothing (in the final, every 300 in value awards a new life)
  • Gold-stars each give three-shots of the pink plasma-ball powerup (which is the only powerup in this beta). The shots counter resets to 0 at the start of each level
  • Keys exist, but are much-smaller than in the final, so harder-to-see
  • Small red hearts restore one hit-point each (in the final, the large hearts serve this purpose, and no small hearts appear)
  • Large red hearts add an extra hit-point, up-to a maximum of 8 (7 in the final, and only 5 extra hit-points can be found in the entire game, mostly in secret-areas, and their icon has changed to a small heart in the centre of a gold square)
  • Green "clubs": similar to the "club" or "clover" symbol in a pack of playing-cards, these can be found a handful of times within each stage, though seem to have no purpose; in the final, most of these were replaced by the gold ankhs, though others were replaced with either a high-value coin, or a powerup

Controls

  • TRIANGLE to jump, and to enter levels (stand in the middle of a white square on the "map" screen, then jump). In the final game, X is used. When held-down on a trampoline, or while landing on an enemy, allows a higher jump-off to be performed
  • SQUARE to fire a shot (after a gold-star has been collected; each star grants three shots. Right-most on-screen counter shows shots remaining, which always resets to 0 between levels)
  • D-Pad Left and D-Pad Right to move left or right
  • D-Pad Down to duck. When transformed to the TURTLE, makes you invincible while held-down, required for getting-past some circular-saws
  • R1 to zoom camera in (removed from final game)
  • R2 to zoom camera out (removed from final game)
  • START to pause; press SELECT while paused to return to the MAP
  • SELECT to change between Nikki and Fargus at any-time! (In the final-game, this is only possible via the "BODYSWAP" cheat, where TRIANGLE is then used. Otherwise, you can only change characters while on the MAP, between-levels)

Screenshots

Origin

Files

File Type Date Size SHA-1
PSX - Pandemonium very beta.img File 2020-12-14 04:09:15 43.27 MB 29390253daaac752e7eeea087114242b77fac2f1
PSX - Pandemonium very beta.cue File 2020-12-14 04:08:33 91 bytes 3452a921b0c244c0562aad8ed53685f4db669bef
PSX - Pandemonium very beta.ccd File 2020-12-14 04:08:33 771 bytes ea6bf60d8c4768ed6135cb7514d741a1670b729e
PSX - Pandemonium very beta.sub File 2020-12-14 04:09:19 1.77 MB 07be960e047d8c0643f70dff257f0ac102fe9d81
PSX - Pandemonium very beta.jpeg File 2021-03-14 12:15:02 970.9 KB fcf52c17696c4993b37147bf840a4e3dead07772

Acknowledgments

A huge thanks to Iniche for doing the initial research on this prototype!

See also