Astérix & Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)

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Title Screen
Astérix & Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype)
Build date Feb 25, 2005 02:53:23
Build name 0.01 PMS
Dump status Released
Dumped by ObscureGamers
Released by ObscureGamers
File release date March 25, 2019
Origin DVD-R
Labels Title: Asterix + Obelix Ultimate Language ENG/FR/GER Date: SLES-53060 M3 1095 02/03/05 NOT verified 0.01 PMS
Game Astérix & Obélix XXL 2: Mission: Las Vegum
System PlayStation 2
Genre Action
Final build EU Apr 28, 2005
Release date EU Jun 30, 2006
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A prototype of Astérix & Obélix XXL 2: Mission: Las Vegum for the Sony PlayStation 2.


  • Pressing L2+Triangle will bring up a level select menu.
  • Pressing L2+R2 three times in the main menu/ingame will cycle through debug info and enable cheats.
  • The game is titled Asterix & Obelix Ultimate at this stage in development (or Asterix Ultimate in the placeholder credits)
  • Placeholder/unfinished FMVs
  • Different texture for the shields that represent the player's HP
  • Giant red block the player pushes to get into Lutetia was originally a partially built house
  • Slightly different model for Asterix both ingame and in FMVs, different glove on his right hand
  • Different particle graphic for Dogmatix pointing where to go next
  • Asterix is able to attack and run at the same time while powered up with a magic potion by whirling his fist, removed likely for being too overpowered
  • Several music triggers are missing/broken, music playback can also be broken by pausing and unpausing
  • Entrance to Venetia is modelled differently and is opened with a pressure switch puzzle instead of a toll gate
  • Sound for collecting shield is same as collecting meat
  • Slightly different music
  • Asterix's ground pound is weaker and can't break centurion's blocks
  • Bombs have different textures and the arrow to indicate the direction they're being pushed is different
  • No fireball graphic to indicate the combo meter going up
  • The boss arenas all have different lighting/colors
  • Venetia:
    • Potion generator at the bottom of the pit in at the beginning of Venetia was removed because it breaks the physics/collision for swimming after the pit is filled with water
    • Sam doesn't despawn at the top of the pit
    • Fighting the group of enemies where the Pacman enemy is introduced isn't required to open the next door
    • The alcove walls in the room connecting the 1st/2nd level chunks of Venetia were originally decorated with the face of Mario (based on the boxart for Super Mario Sunshine), which was changed to a generic Roman soldier in the final
    • Diamond helmet in night section of Venetia isn't placed directly in the path of the player when they slide down the roof and can't be collected
    • The spotlights in the night section of Venetia were originally animated and have yellow light beams instead of red
    • 4 torches/Turtle formation room in Venetia has untextured floors/platforms
    • Potions don't appear from potion generators until the player gets close enough as Asterix
    • Different texture for one of the banners in the last area of Venetia that says "Pacmanus"
    • Cage holding cable car diamond helmet is untextured
    • The doorframe in the background loading rooms deloads along with the previous level chunk the player was in, letting the player see out of bounds
    • Cable car + bell room doesnt have any cables
    • 1st level chunk is visible from night-time chunk
  • Abilities unlocked from defeating bosses is shown with static image instead of FMV
  • Draw distance is still the same as in XXL 1
  • No barrels on stairs leading to Lucksore/WCW
  • Lucksore/WCW hub is very unfinished and untextured (although only when entering from Lutetia, entering from Lucksore loads in the hub as it looks in the final)
  • Game doesn't lock the ability to jump while using a potion special move
  • Door to boss in Lucksore as well as inside of Lucksore use a placeholder wood texture
  • 1st part of WCW is in an extremely early state
  • Background geometry in Internetus was completely redone, originally resembling green Mario-style pipes decorated with "@" symbols
  • Untextured platforms in Internetus
  • No crowds in WCW arenas
  • Fake Gaul village at the end of WCW is in an extremely early state
  • WCW is called by its early name of MGM both internally and in the unfinished geometry for the Pirate Island/Seize-Us Palace hub
  • Rayman enemy has a cut spin attack
  • Mountains in background at beginning of Pirate island are untextured
  • Seize-Us Palace- placeholder texture for picture in elevators
  • One of the outdoor areas in Seize-Us Palace is missing, elevator takes the player straight to the top of the roulette room
  • Bridges in final boss area are textured differently
  • Larry Craft appears in the final boss area, near the player's spawn point
  • Miscellaneous Notes:
    • Game is emulatable: Yes (as of April 27, 2021).
    • Game utilizes a dongle: No