Croc: Legend of the Gobbos - March 1997 Prototype: Difference between revisions
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*The loading screen for levels actually depicts a silhouette of Croc staring into the sunset, playing soft rock music. |
*The loading screen for levels actually depicts a silhouette of Croc staring into the sunset, playing soft rock music. |
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*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. |
*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. |
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*There are red Jumpys as well as regular [[ |
*There are red Jumpys as well as regular [[Jumpy]]s but the red ones were not included in the final game. |
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*The HUD shows the x symbol for the amount Croc has of an item, along with x/6 Gobbos. |
*The HUD shows the x symbol for the amount Croc has of an item, along with x/6 Gobbos. |
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*At the bottom of the screen are debug information and coordinates. |
*At the bottom of the screen are debug information and coordinates. |
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|Water |
|Water |
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|[[File:V0.12Beta52-3.jpg|thumb]] |
|[[File:V0.12Beta52-3.jpg|thumb]] |
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|Unique instance with a Gong underwater |
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Electric hazards |
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Gong |
Gong |
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|Forest |
|Forest |
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|[[File:V0.12Beta53-0.jpg|thumb]] |
|[[File:V0.12Beta53-0.jpg|thumb]] |
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|Possibly first instance of an unused Pelican enemy, which can dive at Croc and do damage, and can be killed |
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|Doorway - Leads to 3 1 |
|Doorway - Leads to 3 1 |
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|Cave |
|Cave |
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|[[File:V0.12Beta59-0a.jpg|thumb]][[File:V0.12Beta59-0b.jpg|thumb]][[File:V0.12Beta59-0c.jpg|thumb]][[File:V0.12Beta59-0d.jpg|thumb]] |
|[[File:V0.12Beta59-0a.jpg|thumb]][[File:V0.12Beta59-0b.jpg|thumb]][[File:V0.12Beta59-0c.jpg|thumb]][[File:V0.12Beta59-0d.jpg|thumb]] |
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|Map is |
|Map is dimly lit, making it hard to see |
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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. |
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. |
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<br />While other parts of the level don't load, it is possible to grab the keys with |
<br />While other parts of the level don't load, it is possible to grab the keys with precise jumps on the upper balcony |
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|Door, front - Leads to 4 2<br />Locked Door, left - Leads to 4 1<br />Locked Door, right - Leads to 4 3 |
|Door, front - Leads to 4 2<br />Locked Door, left - Leads to 4 1<br />Locked Door, right - Leads to 4 3 |
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|Gong |
|Gong |
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|[[File:V0.12Beta66-0.jpg|thumb]] |
|[[File:V0.12Beta66-0.jpg|thumb]] |
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Baron Dante map but an untextured cylinder stands in his place<br />Cylinder can be killed with three hits which then |
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. |
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Unlike the final version, there's no way to progress to the next phase of the fight here. |
Unlike the final version, there's no way to progress to the next phase of the fight here. |
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|[[File:V0.12Beta66-1.jpg|thumb]] |
|[[File:V0.12Beta66-1.jpg|thumb]] |
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Dimly lit version of |
Dimly lit version of Baron Dante map. |
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<br />Baron Dante is present and charges at Croc, takes three hits like in final, which transitions to next phase |
<br />Baron Dante is present and charges at Croc, takes three hits like in final, which transitions to next phase |