Croc: Legend of the Gobbos (Aug 11, 1996 prototype): Difference between revisions
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(→Differences (compared to final): Expanded Gameplay section) |
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*'''Jump''' (X): Croc jumps a little higher than in the final, but not as far | *'''Jump''' (X): Croc jumps a little higher than in the final, but not as far | ||
*'''Action''' (X): similar to ''Tomb Raider'', X must be held-down to make Croc hold-onto Monkey-Bars; he will let-go the moment it is released. In the final, Croc holds-onto Monkey-Bars when you jump under them, and you press X to release his grip | *'''Action''' (X): similar to ''Tomb Raider'', X must be held-down to make Croc hold-onto Monkey-Bars; he will let-go the moment it is released. In the final, Croc holds-onto Monkey-Bars when you jump under them, and you press X to release his grip | ||
*'''Tail-Attack''' (SQUARE) - same as the final game | *'''Tail-Attack''' (SQUARE) - same as the final game | ||
*'''Turn-Around/Flip''' (TRIANGLE): on the default control-scheme in the final, this is CIRCLE instead (possibly to mimic ''Tomb Raider'', which also uses "tank-controls" and by-default uses CIRCLE to turn-around). If pressed while running, in this alpha Croc awkwardly halts, faces the camera for a brief moment, then turns; in the final, Croc does a cartwheel-style flip. The turn while stationary is very-similar to the retail, however | *'''Turn-Around/Flip''' (TRIANGLE): on the default control-scheme in the final, this is CIRCLE instead (possibly to mimic ''Tomb Raider'', which also uses "tank-controls" and by-default uses CIRCLE to turn-around). If pressed while running, in this alpha Croc awkwardly halts, faces the camera for a brief moment, then turns; in the final, Croc does a cartwheel-style flip. The turn while stationary is very-similar to the retail, however | ||
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*'''Analog mode''' is not supported in this alpha; if analog mode is turned on, Croc cannot be controlled | *'''Analog mode''' is not supported in this alpha; if analog mode is turned on, Croc cannot be controlled | ||
*'''Freeze camera''' (SELECT): if you press SELECT and then move Croc, the camera will stay fixed in the position it was when you pressed the button -- Croc can run-off into the distance, and also behind where the camera is, making him disappear from the scene. This likely exists so gaming magazines could take screenshots without Croc being present in the middle-of-the-shot. This functionality isn't present in the retail version, where SELECT is unused | *'''Freeze camera''' (SELECT): if you press SELECT and then move Croc, the camera will stay fixed in the position it was when you pressed the button -- Croc can run-off into the distance, and also behind where the camera is, making him disappear from the scene. This likely exists so gaming magazines could take screenshots without Croc being present in the middle-of-the-shot. This functionality isn't present in the retail version, where SELECT is unused | ||
== Screenshots == | |||
<gallery> | |||
File:CROC 11AUG96 02 MAP1.png|Stage 1: "Nice and Easy" | |||
File:CROC 11AUG96 03 LOADING.png|Loading screen | |||
File:CROC 11AUG96 04 M1R1.png|"Nice and Easy", Room 1 | |||
File:CROC 11AUG96 05 M1R1.png|Croc has a more-prominent skid-cloud | |||
File:CROC 11AUG96 06 M1R1.png|If you press TRIANGLE while running, Croc pauses, faces the camera for a moment, then turns | |||
File:CROC 11AUG96 07 M1R2.png|"Nice and Easy", Room 2, Part 1 of 3 | |||
File:CROC 11AUG96 08 M1R2.png|"Nice and Easy", Room 2, Part 2 of 3 | |||
File:CROC 11AUG96 09 M1R2.png|"Nice and Easy", Room 2, Part 3 of 3 | |||
File:CROC 11AUG96 10 M1R3.png|"Nice and Easy", Room 3 | |||
File:CROC 11AUG96 11 M1R3.png|"Nice and Easy", Room 3 - exit-doors won't open... | |||
File:CROC 11AUG96 12 M1R3.png|...unless you have saved all three Gobbos | |||
File:CROC 11AUG96 13 LEVELEND.png|The "end of level" screens | |||
File:CROC 11AUG96 14 MAP2.png|Stage 2: "Enter the Jumpy" | |||
File:CROC 11AUG96 15 M2R1.png|"Enter the Jumpy", Room 1 | |||
File:CROC 11AUG96 16 M2R1.png|"Enter the Jumpy", Room 1 - beta climbing-wall texture | |||
File:CROC 11AUG96 17 M2R1.png|"Enter the Jumpy", Room 1 - this well is non-functional; jumping over it sometimes launches you into the air | |||
File:CROC 11AUG96 18 M2R2.png|"Enter the Jumpy", Room 2, 1 of 2 | |||
File:CROC 11AUG96 19 M2R2.png|"Enter the Jumpy", Room 1, 2 of 2 | |||
File:CROC 11AUG96 20 M2R3.png|"Enter the Jumpy", Room 3 | |||
File:CROC 11AUG96 21 M2R4.png|"Enter the Jumpy", Room 4 | |||
File:CROC 11AUG96 22 M2R4.png|"Enter the Jumpy", Room 4 (standing where the Gobbo was) | |||
File:CROC 11AUG96 23 M2R4.png|"Enter the Jumpy", Room 4 - the blue-bag | |||
</gallery> | |||
==Notes== | ==Notes== |
Revision as of 13:41, May 8, 2021
Croc: Legend of the Gobbos (Aug 11, 1996 prototype) | ||||||||||||||
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Download Croc: Legend of the Gobbos (Aug 11, 1996 prototype) (info) |
An early prototype demo of Croc: Legend of the Gobbos for the Sony PlayStation. This proto is known as November 1996 Tech Demo at the Cutting Room Floor[1] and Croc Tech Demo at Croc wiki[2].
Differences (compared to final)
GAMEPLAY
- Croc only had to collect three Gobbos in each stage, compared to six in the final. (Interestingly, the Gameboy Color version of Croc still has you collecting just three per-stage: so this change likely occurred after the Gameboy version had started, hence why it retains the original number)
- The "Beany Gongs" don't exist yet -- the only way to exit a stage is to save all three Gobbos or the exit-door won't open
- The gold-keys are not present: as-such there are no locked-doors (aside from the exit-door)
- The silver-keys are not present: the button-switches are instead used to release caged Gobbos
- The five coloured crystals, jellies and balloons all don't exist yet
- A blue-bag can be found in the fourth-room of stage 2, "Enter the Jumpy"
- A red-bag can be found in the left-hand room of stage 5, "Multiple Choice". When collected, Beany will fly in circles around Croc for around 15-20 seconds before flying upwards, out of shot, where he will instantly disappear
CONTROLS
- Jump (X): Croc jumps a little higher than in the final, but not as far
- Action (X): similar to Tomb Raider, X must be held-down to make Croc hold-onto Monkey-Bars; he will let-go the moment it is released. In the final, Croc holds-onto Monkey-Bars when you jump under them, and you press X to release his grip
- Tail-Attack (SQUARE) - same as the final game
- Turn-Around/Flip (TRIANGLE): on the default control-scheme in the final, this is CIRCLE instead (possibly to mimic Tomb Raider, which also uses "tank-controls" and by-default uses CIRCLE to turn-around). If pressed while running, in this alpha Croc awkwardly halts, faces the camera for a brief moment, then turns; in the final, Croc does a cartwheel-style flip. The turn while stationary is very-similar to the retail, however
- Duck (CIRCLE): unused in the final game?
- Sidestep left (L1) and right (R1) - same as the final game
- Look: in the final, holding TRIANGLE enters a "look-mode". This is not present in this alpha
- Camera height: in the final, L2 and R2 can be used to set the camera to one of three predefined height levels; neither button does anything in this alpha
- Analog mode is not supported in this alpha; if analog mode is turned on, Croc cannot be controlled
- Freeze camera (SELECT): if you press SELECT and then move Croc, the camera will stay fixed in the position it was when you pressed the button -- Croc can run-off into the distance, and also behind where the camera is, making him disappear from the scene. This likely exists so gaming magazines could take screenshots without Croc being present in the middle-of-the-shot. This functionality isn't present in the retail version, where SELECT is unused
Screenshots
Notes
- Some corrupted bytes in TRACK26.DA