Pandemonium! (Jun 5, 1996 prototype): Difference between revisions
Jump to navigation
Jump to search
(→Notes: Adjusted two of the Notes) |
(→Differences (from final): Changed some wording, and removed bit about the hedgehog as it doesn't harm you in the final either) |
||
Line 43: | Line 43: | ||
==Differences (from final)== | ==Differences (from final)== | ||
*'''No map-screen''' yet, only a rudimentary "flat" level-select 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 | *'''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 | *'''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 | *'''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 | *'''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 | *'''Rolling-logs''' do not hurt you, but do send you flying backwards a lot more than in the final | ||
'''Collectables:''' | '''Collectables:''' | ||
*'''Red-diamonds''' are the main collectable | *'''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''' give three-shots of pink- | *'''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 | *'''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) | ||
*'''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 | *'''Large red hearts''' add an extra hit-point, up-to a maximum of 8. These extra hit-points last for the current level only; you begin each level with just 3 hit-points. (In the final, there are 5 hit-points to be found in secret-areas, and they look-like a small red heart within a gold square. Once collected, they permanently get added to your hit-point count. As you begin in the final with 2 hit-points, not 3, that means the maximum is 7 hit-points in the final, compared to 8 in this beta.) | ||
*'''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== | ==Controls== |
Revision as of 09:48, June 4, 2022
Pandemonium! (Jun 5, 1996 prototype) | ||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Download Pandemonium! (Jun 5, 1996 prototype) (info) |
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. These extra hit-points last for the current level only; you begin each level with just 3 hit-points. (In the final, there are 5 hit-points to be found in secret-areas, and they look-like a small red heart within a gold square. Once collected, they permanently get added to your hit-point count. As you begin in the final with 2 hit-points, not 3, that means the maximum is 7 hit-points in the final, compared to 8 in this beta.)
- 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
- Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)
- Cutting Room Floor (TCRF)
- Internet Archive (IA)