Croc: Legend of the Gobbos - March 1997 Prototype: Difference between revisions

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[[File:Croc - Legend of the Gobbos PSX Beta v0.12 Gameplay|thumb|left|208 px]]
 
Also referred to as the '''v0.12 Beta''', this version was released as a gift in a magazine, but only a few people still own it. Thisand was likely given to a game magazine for reviewing the game, although this isn't certain. It was released in March 1997. The level select menu differs significantly to the final version. It can be downloaded for emulators (see below). See below for the full list of differences:
 
 
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*The loading screen for levels actually depicts a silhouette of Croc staring into the sunset, playing soft rock music.
*Instead of Coloured Crystals, there are actually letters B O N U and S which have the same colours to unlock the Bonus (later Crystal) Door at the end.
*There are red PoppersJumpys as well as regular [[FirepoppersJumpy]]s but the red ones were not included in the final game.
*The HUD shows the x symbol for the amount Croc has of an item, along with x/6 Gobbos.
*At the bottom of the screen are debug information and coordinates.
Line 34:
*The Box Shuffling Mini-Game is slightly different to the final game. Croc can move around the whole time during the shuffling of the boxes, he can attempt to smash one but nothing will happen, and Beany the Bird (or so it seems) is responsible for the shuffling of the boxes. As a result, Croc may stand on or hang from a box while the boxes are shuffled, which easily causes glitches. This is most likely the reason that Croc was made unable to move during the shuffling in the final game.
*The Popping Mini-Game instead has three yellow buttons which look like the buttons from the Crystal Catching Mini-Game.
[https://www.youtube.com/watch?v=7PWhaHIQURM Video 1]
 
[https://www.youtube.com/watch?v=EFq7HgZx2h4 Video 2]
 
[https://www.youtube.com/watch?v=fNh4U4o34C0 Video 3]
 
==Controls==
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<div class="mw-collapsible mw-collapsed" style="width:100%">
===Island 0===
 
 
 
 
 
 
 
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1x Giant Bee
 
1x Red PopperJumpy
|-
|
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Several unused or altered elements. Broken untextured item that can be picked up, possibly jigsaw peice from Tech Demo.
 
Larger version of Red PopperJumpy enemy.
|
Non-interacting Well (altered)
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Untextured pickup item
|9x Crystals (including an unreachable one on the top of the wall) 
|Giant Red PopperJumpy (removed).
|}
===='''Level 1 (1 0)'''====
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9x Crystals
|1x Red PopperJumpy
|}
===='''Level 7 (7 0)'''====
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<div class="mw-collapsible mw-collapsed" style="width:100%">
===Island 1===
 
 
 
 
 
 
 
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1x Giant Bee
 
1x Red PopperJumpy
|-
|0 1 Nice and Easy
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1x Giant Bee
 
1x Red PopperJumpy
|-
|0 2 Nice and Easy
Line 795 ⟶ 800:
 
B Letter
|2x Red PoppersJumpys
|-
|1 1 Enter the Jumpy
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O Letter (disguised)
|2x Red PoppersJumpys
|-
|1 2 Enter the Jumpy
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15x Crystals
|2x Red PoppersJumpys
|-
|1 4 Default New Map
Line 953 ⟶ 958:
 
10x Crystals
|1x Red PopperJumpy
|-
|2 3 Default Blank Map
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U Letter (disguised)
|
1x Red PopperJumpy
 
1x Giant Bee
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1x Gobbo
|1x Red PopperJumpy
|-
|4 2 Multiple Choice
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1x Gold Key
|2x Red PoppersJumpys
|-
|6 2 Default Blank Map
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<div class="mw-collapsible mw-collapsed" style="width:100%">
===Island 2===
 
 
 
 
 
 
 
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<div class="mw-collapsible-content">
'''Level 0 (0 0 - 0 4)'''
 
 
 
 
 
 
 
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<div class="mw-collapsible mw-collapsed" style="width:100%">
===Island 3===
 
 
 
 
 
 
 
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<div class="mw-collapsible mw-collapsed" style="width:100%">
===Island 4===
 
 
 
 
 
 
 
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|Lava
|8x Crystals
|2x Rat<br />1x Orange PopperJumpy
|-
|0 1 Lava Lair Boulder
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|Contains an unknown orange enemy. Throws small boulders down an incline but the animation is incomplete. Can be killed by Croc but boulder animation still plays regardless. Ball animation follows Croc when a smash box is destroyed amusingly enough.
|5x smash crates<br />50x crystals
|2x Orange PopperJumpy<br />1x Orange Creature (removed)
|-
|4 1 Abyss Abuse
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|Lava<br />Small platforms<br />Climbable wall
|10x Crystals
|1x Giant Bee<br />2x Orange PopperJumpy
|-
|5 1 Magma Mania
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<div class="mw-collapsible mw-collapsed" style="width:100%">
===Island 5===
 
 
 
 
 
 
 
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|Moving spikes<br />Acid pools
|1x Smash box<br />4x Crystals<br />1x Red bag
|3x Moving spikes (removed)<br />1x Red PopperJumpy<br />3x Fire spouts (removed)
|-
|1 1 Default New Map
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|Water
|[[File:V0.12Beta52-3.jpg|thumb]]
|UniueUnique instance with a Gong underwater
|
|
ElectircElectric hazards
 
Gong
Line 3,034 ⟶ 3,064:
|Forest
|[[File:V0.12Beta53-0.jpg|thumb]]
|PossiblelyPossibly first instance of an unused Pelican enemy, which can dive at Croc and do damage, and can be killed
|Doorway - Leads to 3 1
|
Line 3,279 ⟶ 3,309:
|Cave
|[[File:V0.12Beta59-0a.jpg|thumb]][[File:V0.12Beta59-0b.jpg|thumb]][[File:V0.12Beta59-0c.jpg|thumb]][[File:V0.12Beta59-0d.jpg|thumb]]
|Map is dimmlydimly lit, making it hard to see
|
|
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<div class="mw-collapsible mw-collapsed" style="width:100%">
===Island 6===
 
 
 
 
 
 
 
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! scope="col"|Type
! scope="col"|Image
! scope="col"|Notes
! scope="col"|Exits
! scope="col"|Interactive Elements
Line 3,329 ⟶ 3,365:
|Forest
|[[File:V0.12Beta60-0a.jpg|thumb]][[File:V0.12Beta60-0b.jpg|thumb]][[File:V0.12Beta60-0c.jpg|thumb]][[File:V0.12Beta60-0d.jpg|thumb]][[File:V0.12Beta60-0e.jpg|thumb]][[File:V0.12Beta60-0f.jpg|thumb]][[File:V0.12Beta60-0g.jpg|thumb]][[File:V0.12Beta60-0h.jpg|thumb]][[File:V0.12Beta60-0i.jpg|thumb]]
|A surprisingly extensive map, with flashing lightening, and in the dark
|Door - Leads to 0 1
|
Electric hazards
|
 
|
Monkey bars
 
Climbable wall
 
Moving platforms
|3x Smash box<br />15x Crystals<br />1x Gobbo
|
|-
Line 3,337 ⟶ 3,381:
|Forest
|[[File:V0.12Beta60-1a.jpg|thumb]][[File:V0.12Beta60-1b.jpg|thumb]][[File:V0.12Beta60-1c.jpg|thumb]][[File:V0.12Beta60-1d.jpg|thumb]][[File:V0.12Beta60-1e.jpg|thumb]][[File:V0.12Beta60-1f.jpg|thumb]]
|Another interesting map containing what is possibly the tallest climbable wall in the beta
|
|Door - Leads to 0 2
|
|Climbable wall
|
|4x Smash box<br />20x Crystals<br />1x Gobbo
|
|-
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|[[File:V0.12Beta60-2a.jpg|thumb]][[File:V0.12Beta60-2b.jpg|thumb]]
|
Maps from this point of the level are similar to [[Dungeon of Defright]] in the final game.
 
It's not possible to get all the Gobbos in this level as there's one behind both the front and right doors.
|Barred door, Front - Leads to 0 6<br />Barred door, Left - Leads to 0 3<br />Barred door, Right - Leads to 0 4
|
Electric hazards
 
Balloon Man
 
Pump
|
|
Line 3,353 ⟶ 3,407:
|Dungeon
|[[File:V0.12Beta60-3.jpg|thumb]]
|The Mechanical Robots function similar to final, but have broken textures for particle effects.
|
|Door - Leads back to 0 2
|
|Gong
|
|3x Mechanical Robots
|
|-
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|[[File:V0.12Beta60-4.jpg|thumb]]
|
|Door - Leads back to 0 2
|
|Gong
|
|4x Smash box<br />5x Red bags<br />80x Crystals<br />1x Gobbo
|
|-
Line 3,369 ⟶ 3,425:
|Dungeon
|[[File:V0.12Beta60-5a.jpg|thumb]][[File:V0.12Beta60-5b.jpg|thumb]][[File:V0.12Beta60-5c.jpg|thumb]][[File:V0.12Beta60-5d.jpg|thumb]][[File:V0.12Beta60-5e.jpg|thumb]]
|While there is a Gold Key, no silver key can be found for the caged Gobbo
|Locked door - Leads to 0 6, OOB death
|
|5x Crystals<br />1x Gold key<br />1x Gobbo in cage
|
|
|
|-
|0 6 Default New Map
|Dungeon
| N/A
| colspan="5" style="text-align: center; background-color: red;"|Croc falls instantly.
|Can only be accessed from Map Screen.
|Door - Leads back to 0 2
|Gong<br />Player can go back to 0 2 from here
|
|
|}
===='''Level 1 (1 0 - 1 5)'''====
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! scope="col"|Type
! scope="col"|Image
! scope="col"|Notes
! scope="col"|Exits
! scope="col"|Interactive Elements
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|[[File:V0.12Beta61-1a.jpg|thumb]][[File:V0.12Beta61-1b.jpg|thumb]]
|
|Door - Leads to 1 1<br />Door - Leads to 1 2
|
|Push box stack<br />Switch - Activates moving platform
|
|
Line 3,405 ⟶ 3,469:
|Castle
|[[File:V0.12Beta61-2a.jpg|thumb]][[File:V0.12Beta61-2b.jpg|thumb]][[File:V0.12Beta61-2c.jpg|thumb]][[File:V0.12Beta61-2d.jpg|thumb]]
|Unlike in the final version, there is a ghost blocking Croc's path on the monkey bars, making it difficult to get past
|Door - Leads to 1 3
|
Moving platforms
|
 
|
Monkey bars
|
|1x Smash box<br />5x Crystals
|1x Ghost
|-
|1 3 Gobbo Gobbo Let Down Your Hare
Line 3,421 ⟶ 3,489:
|Dungeon
|[[File:V0.12Beta61-5a.jpg|thumb]][[File:V0.12Beta61-5b.jpg|thumb]][[File:V0.12Beta61-5c.jpg|thumb]][[File:V0.12Beta61-5d.jpg|thumb]]
|This map is a mostly empty set of corridors, with only three Gobbos out in the open
|
|Gong
|
|3x Gobbos
|
|
|}
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! scope="col"|Type
! scope="col"|Image
! scope="col"|Notes
! scope="col"|Exits
! scope="col"|Interactive Elements
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|Castle
|[[File:V0.12Beta62-0.jpg|thumb]]
|Switch placed in a unreachable area out in the void, unknown what it does
|Doorway - Leads to 2 1
|Spike platforms<br />Switch - Out of reach above the void
|
|1x Ballistic Meg
|
|
|
|-
|2 1 Default New Map
|Castle
|[[File:V0.12Beta62-1.jpg|thumb]]
|Acts as a hub for the rest of the level.
|Door, front - Leads to 2 2<br />Door, left - Leads to 2 3<br />Door, right - Leads to 2 4
|
Balloon
 
Monkey bars
|
|1x Ballistic Meg
|
|
|-
|2 2 Default New Map
|Castle
|[[File:V0.12Beta62-2a.jpg|thumb]][[File:V0.12Beta62-2b.jpg|thumb]]
|No silver key can be found to free the caged Gobbo :(
|
|Door - Leads back to 2 1
|
|Moving platforms
|
|1x Gobbo in cage<br />1x Gold key
|
|2x Ballistic Meg
|-
|2 3 Default New Map
Line 3,469 ⟶ 3,545:
|Castle
|[[File:V0.12Beta62-4.jpg|thumb]]
|Unable to reach the Gong as one of the platforms isn't moving, leaving Croc hanging in suspense
|
|
Gong 
|
 
|
Monkey bars
 
Moving platforms
|1x Gobbo
|1x Ballistic Meg
|}
===='''Level 3 (3 0 - 3 4)'''====
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! scope="col"|Type
! scope="col"|Image
! scope="col"|Notes
! scope="col"|Exits
! scope="col"|Interactive Elements
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|Castle
|[[File:V0.12Beta63-0.jpg|thumb]]
|Unlike retail, the spike platforms do no damage, making the level much easier to complete.
|
|Door - Leads to 3 1
|
|Spike platforms
|
|3x Smash box<br />15x Crystals
|
|1x Pete
|-
|3 1 Default Blank Map
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|[[File:V0.12Beta63-2a.jpg|thumb]][[File:V0.12Beta63-2b.jpg|thumb]][[File:V0.12Beta63-2c.jpg|thumb]]
|
|Door - Leads to 3 3
|
|Spike platforms
|
|2x Smash box<br />10x Crystals
|
|1x Pete
|-
|3 3 Default New Map
|Castle
|[[File:V0.12Beta63-3a.jpg|thumb]][[File:V0.12Beta63-3b.jpg|thumb]]
|Contains two Swipe Swifty enemies out in the open to intimidate Croc but are actually completely harmless
|Door - Leads to 3 4
|
|1x Gobbo
|
|2x Swipe swifty
|
|
|-
|3 4 Default New Map
Line 3,520 ⟶ 3,606:
|
|
Spike platforms
|
 
Tilt platform (removed) 
 
Gong
|1x Smash box<br />5x Crystals<br />1x Gobbo
|1x Pete
|}
===='''Level 4 (4 0 - 4 3)'''====
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! scope="col"|Type
! scope="col"|Image
! scope="col"|Notes
! scope="col"|Exits
! scope="col"|Interactive Elements
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|[[File:V0.12Beta64-0a.jpg|thumb]][[File:V0.12Beta64-0b.jpg|thumb]]
|
Acts as a hub for the rest of the level, though most of the maps can't be loaded. A gong lets Croc leave right from the get-go.
|
 
|
<br />While other parts of the level don't load, it is possible to grab the keys with precise jumps on the upper balcony
|Door, front - Leads to 4 2<br />Locked Door, left - Leads to 4 1<br />Locked Door, right - Leads to 4 3
|Gong
|4x Smash box<br />2x Gold key
|
|-
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|[[File:V0.12Beta64-1a.jpg|thumb]][[File:V0.12Beta64-1b.jpg|thumb]][[File:V0.12Beta64-1c.jpg|thumb]][[File:V0.12Beta64-1d.jpg|thumb]]
|
|Door - Leads back to 4 0
|
Electric hazards
|
 
Moving platforms
|1x Crystal<br />1x Gobbo
|
|-
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! scope="col"|Type
! scope="col"|Image
! scope="col"|Notes
! scope="col"|Exits
! scope="col"|Interactive Elements
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|[[File:V0.12Beta66-0.jpg|thumb]]
|
Baron Dante map but an untextured cylinder stands in his place<br />Cylinder can be killed with three hits which then disappears, possibly placeholder for Baron.
 
Unlike the final version, there's no way to progress to the next phase of the fight here.
|
|Untextured Cylinder (Removed)
|
|
Line 3,598 ⟶ 3,704:
|[[File:V0.12Beta66-1.jpg|thumb]]
|
Dimly lit version of Baron Dante map.
 
<br />Baron Dante is present and charges at Croc, takes three hits like in final, which transitions to next phase
|After 3 hits, player is warped to 6 2
|
|
|1x Baron Dante
|
|-
|6 2 Default New Map
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|[[File:V0.12Beta66-2.jpg|thumb]]
|
Baron Dante is seen standing on top of the stationary cylinder from 6 0, attacking downward at Croc.
 
<br />Baron takes three hits like in final, upon doing so causes the level to end
|After 3 hits, player is sent back to Map Screen at 70 0.
|
|
|1x Baron Dante
|
|}
===='''Level 7 (7 0)'''====
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<div class="mw-collapsible mw-collapsed" style="width:100%">
===Island 7===
 
 
 
 
 
 
 
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! scope="col"|Type
! scope="col"|Image
! scope="col"|Notes
! scope="col"|Exits
! scope="col"|Interactive Elements
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|Boss 7 Crystal
|[[File:V0.12Beta76-0.jpg|thumb]]
|Similar to retail version except the fact that the 4 Gongs are missing, making the boss unbeatable
|
|
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! scope="col"|Type
! scope="col"|Image
! scope="col"|Notes
! scope="col"|Exits
! scope="col"|Interactive Elements
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|9 0 Default Blank Map
|Forest
| N/A
| colspan="5" rowspan="1" style="background-color: red;"|
|
Not possible to get to top of the map due to a large gap Croc can't jump across
|
|Stretchy platforms (altered)
|2x Smash box<br />12x Crystals
|2x Red mosquitoes
|
|}
</div></div>
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*[[:File:Croc0.16Cave3.ogg|Cave 3 (11 1)]]
 
==Videos==
[[File:Croc Legend of the Gobbos (Sony Playstation Prototype) Gameplay|thumb|right|200 px]]
[[File:Croc - Legend of the Gobbos PSX Beta v0.12 Gameplay-0|thumb|right|335 px]]
 
==Download Instructions==
Download the chosen .rar file [http://www.assemblergames.com/forums/showthread.php?43975-Prototype-Releases-of-2013-Thread here] and extract it with a program such as WinZip, unRar or 7z. Open the .bin file with ePSXe or another PS1 emulator. You will have to search online if you do not have one. Note that you must own a PlayStation or PS2 to legally download it.
 
==See also==
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