PaRappa the Rapper (Sep 24, 1996 prototype): Difference between revisions
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{{Tcrf link|Proto:PaRappa the Rapper}} | {{Tcrf link|Proto:PaRappa the Rapper}} | ||
* | === General Differences === | ||
*Executable file is dated three days before NTSC-J final's EXE of September 27, 1996. | |||
*The executable file is named PRR.BIN instead of SCPS_180.02. This appears to differ from the final build but at this time it is unsure in what ways. | |||
*Stage 7's audio file, STAGE7.XA1 apparently differs from final, however the differences are trivial/unnoticeable. This also applies to Stage 3's FMV. These may need further investigating, but the files in the final build could just be simple re-renders or exports. | *Stage 7's audio file, STAGE7.XA1 apparently differs from final, however the differences are trivial/unnoticeable. This also applies to Stage 3's FMV. These may need further investigating, but the files in the final build could just be simple re-renders or exports. | ||
*S8/XMOVIE8.STR, the end credits of the game, includes a credits sequence that differ from the final build slightly. A couple of examples include "P.Fleaswallow" being referred to as "P.Freaswallow" and Joe Chin's last name being lowercased. | *S8/XMOVIE8.STR, the end credits of the game, includes a credits sequence that differ from the final build slightly. A couple of examples include "P.Fleaswallow" being referred to as "P.Freaswallow" and Joe Chin's last name being lowercased. | ||
*Every folder's COMOD(X).BIN file differs from the final build. As there seems to be a lack of public documentation for PaRappa 1's file formats, all that can be gathered is that there seem to be a lot of internal differences from these bin files to the final. The English dialogue appear to match the final NTSC-J release, unsure of Japanese dialogue. | *Every folder's COMOD(X).BIN file differs from the final build. As there seems to be a lack of public documentation for PaRappa 1's file formats, all that can be gathered is that there seem to be a lot of internal differences from these bin files to the final. The English dialogue appear to match the final NTSC-J release, unsure of Japanese dialogue. | ||
=== Gameplay Differences === | |||
* It is possible to spam button inputs and consistently successfully obtain points. This allows you to complete the game with considerably more ease than the final version. | |||
* Sometimes, you will not fail the song when you reach "AWFUL". | |||
==Origin== | ==Origin== | ||
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==Acknowledgments== | ==Acknowledgments== | ||
*Special thanks to Hwd45 for assisting with the initial research for the build. | *Special thanks to Hwd45 for assisting with the initial research for the build. | ||
{{Prototype Footer|{{Navbox prototype|PaRappa the Rapper}}}} | {{Prototype Footer|{{Navbox prototype|PaRappa the Rapper}}}} |
Revision as of 22:31, June 16, 2022
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Download PaRappa the Rapper (Sep 24, 1996 prototype) (info) |
Download PaRappa the Rapper (Sep 24, 1996 prototype) from external mirror |
A prototype of PaRappa the Rapper for the Sony PlayStation.
Notes
The Cutting Room Floor research
General Differences
- Executable file is dated three days before NTSC-J final's EXE of September 27, 1996.
- The executable file is named PRR.BIN instead of SCPS_180.02. This appears to differ from the final build but at this time it is unsure in what ways.
- Stage 7's audio file, STAGE7.XA1 apparently differs from final, however the differences are trivial/unnoticeable. This also applies to Stage 3's FMV. These may need further investigating, but the files in the final build could just be simple re-renders or exports.
- S8/XMOVIE8.STR, the end credits of the game, includes a credits sequence that differ from the final build slightly. A couple of examples include "P.Fleaswallow" being referred to as "P.Freaswallow" and Joe Chin's last name being lowercased.
- Every folder's COMOD(X).BIN file differs from the final build. As there seems to be a lack of public documentation for PaRappa 1's file formats, all that can be gathered is that there seem to be a lot of internal differences from these bin files to the final. The English dialogue appear to match the final NTSC-J release, unsure of Japanese dialogue.
Gameplay Differences
- It is possible to spam button inputs and consistently successfully obtain points. This allows you to complete the game with considerably more ease than the final version.
- Sometimes, you will not fail the song when you reach "AWFUL".
Origin
Videos
Acknowledgments
- Special thanks to Hwd45 for assisting with the initial research for the build.