Astérix & Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype): Difference between revisions
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A prototype of Astérix & Obélix XXL 2: Mission: Las Vegum for the Sony PlayStation 2. | A prototype of Astérix & Obélix XXL 2: Mission: Las Vegum for the Sony PlayStation 2. | ||
==Notes== | ==Notes== | ||
Pressing L2+R2 three times in the main menu will enable cheats. | *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) | |||
*Unfinished FMVs (virtually all placeholder or unfinished) | |||
*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 | |||
*Mario enemies are more mobile and have a ground pound attack that was cut | |||
*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 Internettus 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 Caesar's 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 | |||
==Screenshots== | |||
<center><gallery heights="168" widths="240"> | |||
File:Asterix and Obelix XXL 2 Feb proto 1.png | |||
File:Asterix and Obelix XXL 2 Feb proto 2.png | |||
File:Asterix and Obelix XXL 2 Feb proto 3.png | |||
File:Asterix and Obelix XXL 2 Feb proto 4.png | |||
File:Asterix and Obelix XXL 2 Feb proto 5.png | |||
File:Asterix and Obelix XXL 2 Feb proto 6.png | |||
File:Asterix and Obelix XXL 2 Feb proto 7.png | |||
File:Asterix and Obelix XXL 2 Feb proto 8.png | |||
File:Asterix and Obelix XXL 2 Feb proto 9.png | |||
File:Asterix and Obelix XXL 2 Feb proto 10.png | |||
</gallery></center> | |||
==Origin== | ==Origin== | ||
<center><gallery mode=packed> | <center><gallery mode="packed"> | ||
File:Asterix xxl 2 ps2 2-03-05 proto disc front.png|Disc front. | |||
</gallery></center> | |||
{{Prototype Footer|{{Navbox prototype|Astérix & Obélix XXL 2: Mission: Las Vegum}}}} | {{Prototype Footer|{{Navbox prototype|Astérix & Obélix XXL 2: Mission: Las Vegum}}}} |
Revision as of 00:57, May 7, 2021
Astérix & Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype) | ||||||||||||||||||||||||||
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Download Astérix & Obélix XXL 2: Mission: Las Vegum (Feb 25, 2005 prototype) (info) |
A prototype of Astérix & Obélix XXL 2: Mission: Las Vegum for the Sony PlayStation 2.
Notes
- 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)
- Unfinished FMVs (virtually all placeholder or unfinished)
- 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
- Mario enemies are more mobile and have a ground pound attack that was cut
- 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 Internettus 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 Caesar's 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
Screenshots
Origin