MediEvil Rolling Demo: Difference between revisions
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|image=MediEvil Rolling Demo splash screen.png | |image=MediEvil Rolling Demo splash screen.png | ||
|caption=''Rolling Demo'' splash screen. | |caption=''Rolling Demo'' splash screen. | ||
|developers=[[ | |developers=[[SCEE Cambridge Studio]] | ||
|releasedate=September 7, 1997<ref name="ECTS">{{Cite web|author=Goring, Graham|title=ECTS - Lotta BBW's|published=September 7, 1997|site=uk.games.video.playstation|retrieved=April 22, 2022|url=https://groups.google.com/g/uk.games.video.playstation/c/oBnrQo1QjvI/m/WJLaUBq0ZBUJ}}</ref> | |releasedate=September 7, 1997<ref name="ECTS">{{Cite web|author=Goring, Graham|title=ECTS - Lotta BBW's|published=September 7, 1997|site=uk.games.video.playstation|retrieved=April 22, 2022|url=https://groups.google.com/g/uk.games.video.playstation/c/oBnrQo1QjvI/m/WJLaUBq0ZBUJ}}</ref> | ||
|publishers=[[wikipedia:Sony Computer Entertainment Europe|Sony Computer Entertainment Europe]] | |publishers=[[wikipedia:Sony Computer Entertainment Europe|Sony Computer Entertainment Europe]] | ||
|previous=''[[MediEvil | |previous=''[[MediEvil Prototype (June '97)]]'' (E3) | ||
|next=''[[MediEvil ECTS Pre-Alpha]]'' (trade show)<br>''[[MediEvil 0.32 Demo]]'' (demo disc) | |next=''[[MediEvil ECTS Pre-Alpha]]'' (trade show)<br>''[[MediEvil 0.32 Demo]]'' (demo disc) | ||
}}The '''''MediEvil Rolling Demo''''' is a version of ''[[MediEvil]]'' that is 400 days older than the [[MediEvil/SCES-00311|final version of the game]]. The demo was only released on two [[Wikipedia:PAL region|PAL region]] demo discs in late 1997 – [[MediEvil Rolling Demo/SCED-00986|''Winter Releases '97 demo 01'']] and [[MediEvil Rolling Demo/SCED-00936|''Registered Users Demo 02'']] – the former of which was given out at the [[ECTS 1997|European Computer Trade Show]].<ref name="ECTS"/> Files on the discs suggest that the demo finished development around August 14, 1997. | }}The '''''MediEvil Rolling Demo''''' is a version of ''[[MediEvil (1998)|MediEvil]]'' that is 400 days older than the [[MediEvil/SCES-00311|final version of the game]]. The demo was only released on two [[Wikipedia:PAL region|PAL region]] demo discs in late 1997 – [[MediEvil Rolling Demo/SCED-00986|''Winter Releases '97 demo 01'']] and [[MediEvil Rolling Demo/SCED-00936|''Registered Users Demo 02'']] – the former of which was given out at the [[ECTS 1997|European Computer Trade Show]].<ref name="ECTS"/> Files on the discs suggest that the demo finished development around August 14, 1997. | ||
==Gameplay== | ==Gameplay== | ||
{{#ev:youtube|https://www.youtube.com/watch?v=dqeiO779bAI|alignment=right|description=The demo as recorded by EnergeticLute33.}} | {{#ev:youtube|https://www.youtube.com/watch?v=dqeiO779bAI|dimensions=300|alignment=right|description=The demo as recorded by EnergeticLute33.}} | ||
As the [[Wiktionary:rolling demo|name suggests]], the demo is largely non-interactive and cannot be properly played without [[#GameShark codes|cheating]] or hacking. However, the player can use {{B|X}} to skip any of the demo's segments and pressing {{B|SELECT}} can be used to return to the demo disc's main menu. | As the [[Wiktionary:rolling demo|name suggests]], the demo is largely non-interactive and cannot be properly played without [[#GameShark codes|cheating]] or hacking. However, the player can use {{B|X}} to skip any of the demo's segments and pressing {{B|SELECT}} can be used to return to the demo disc's main menu. | ||
===Sequence=== | ===Sequence=== | ||
The demo lasts just over 10 minutes (loading included) and is made up of 17 segments which show off 10 unique levels. The whole sequence is as follows: | The demo lasts just over 10 minutes (loading included) and is made up of 17 segments which show off 10 unique levels. The whole sequence is as follows: | ||
#[[The Graveyard | #[[MediEvil Rolling Demo/The Graveyard|The Graveyard]] | ||
#[[The Desecrated Church]] | #[[MediEvil Rolling Demo/The Desecrated Church|The Desecrated Church]] | ||
#[[The Ant Caves | #[[MediEvil Rolling Demo/The Ant Caves|The Ant Caves]] | ||
#[[The Ghost Ship | #[[MediEvil Rolling Demo/The Ghost Ship|The Ghost Ship]] | ||
#[[The Asylum Grounds | #[[MediEvil Rolling Demo/The Asylum Grounds|The Asylum Grounds]] | ||
#[[Pools Of The Ancient Dead | #[[MediEvil Rolling Demo/Pools Of The Ancient Dead|Pools Of The Ancient Dead]] | ||
#[[Pumpkin Gorge | #[[MediEvil Rolling Demo/Pumpkin Gorge|Pumpkin Gorge]] | ||
#[[The Scarecrow Fields]] | #[[MediEvil Rolling Demo/The Scarecrow Fields|The Scarecrow Fields]] | ||
#The Ant Caves | #The Ant Caves | ||
#Pumpkin Gorge | #Pumpkin Gorge | ||
Line 26: | Line 26: | ||
#The Graveyard | #The Graveyard | ||
#The Asylum Grounds | #The Asylum Grounds | ||
#[[The Haunted Ruins | #[[MediEvil Rolling Demo/The Haunted Ruins|The Haunted Ruins]] | ||
#Pools of the Ancient Dead | #Pools of the Ancient Dead | ||
#Pumpkin Gorge | #Pumpkin Gorge | ||
#[[The Sleeping Village | #[[MediEvil Rolling Demo/The Sleeping Village|The Sleeping Village]] | ||
After the final segment the player is sent back to the main menu of the demo disc. | After the final segment the player is sent back to the main menu of the demo disc. | ||
Line 39: | Line 39: | ||
The ''MediEvil Rolling Demo'' features a vastly different control scheme. Most notable are the [[wikipedia:tank controls|tank controls]] when moving Dan around without the analog stick. Dan is also capable of sneaking and quickly turning around 180°, both moves that were removed before release. | The ''MediEvil Rolling Demo'' features a vastly different control scheme. Most notable are the [[wikipedia:tank controls|tank controls]] when moving Dan around without the analog stick. Dan is also capable of sneaking and quickly turning around 180°, both moves that were removed before release. | ||
Holding {{B|START}} as opposed to pressing it will bring up the HUD, but | Holding {{B|START}} as opposed to pressing it will bring up the HUD, but Dan cannot be controlled while doing so. Holding {{B|SELECT}} doesn't do anything at all, but Dan still can't be controlled until the button is released. | ||
====Digital==== | ====Digital==== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
Line 57: | Line 57: | ||
! {{B|U}} | ! {{B|U}} | ||
|- | |- | ||
| style="text-align: center" | | | style="text-align: center" | Jump-turn | ||
! {{B|T}} | ! {{B|T}} | ||
! {{B|T}} | ! {{B|T}} | ||
! {{B|L1}} | ! {{B|L1}} | ||
|- | |- | ||
| style="text-align: center" | | | style="text-align: center" | Duck (block if shield equipped) | ||
! {{B|O}} | ! {{B|O}} | ||
! {{B|D}} | ! {{B|D}} | ||
Line 121: | Line 121: | ||
! {{B|START}} | ! {{B|START}} | ||
! {{B|START}} | ! {{B|START}} | ||
|- | |||
| style="text-align: center" | Show HUD | |||
! {{B|START}} (hold) | |||
! {{B|START}} (hold) | |||
! {{B|START}} (hold) | |||
|} | |} | ||
====Analog - 0==== | ====Analog - 0==== | ||
The general button layout will be identical to whichever digital mode was last active. With this setting, Dan '''does not''' turn around when the analog stick is moved in the opposite direction of where he is facing; he walks backwards instead. If the analog stick is tilted only slightly, Dan will sneak. | The general button layout will be identical to whichever digital mode was last active. With this setting, Dan '''does not''' turn around when the analog stick is moved in the opposite direction of where he is facing; he walks backwards instead. If the analog stick is tilted only slightly, Dan will sneak. | ||
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After activating the [[#DEBUG1|DEBUG1]] or [[#DEBUG2|DEBUG2]] cheat, an option to adjust the '''difficulty level''' can be found in the [[#Pause Menu|pause menu]]. The default difficulty level is 1, while the full range is from 0 to 3 for a total of four difficulty levels. | After activating the [[#DEBUG1|DEBUG1]] or [[#DEBUG2|DEBUG2]] cheat, an option to adjust the '''difficulty level''' can be found in the [[#Pause Menu|pause menu]]. The default difficulty level is 1, while the full range is from 0 to 3 for a total of four difficulty levels. | ||
The exact effects of difficulty levels on the game are unknown, but they do not seem to change the [[#Points|points]] earned for killing enemies or the amount of damage that [[#Weapons|weapons]] deal to them. However, the game does check the current difficulty whenever an enemy is first loaded in, so it is likely it has some effect on them. | The exact effects of difficulty levels on the game are unknown, but they do not seem to change the [[#Points|points]] earned for killing enemies or the amount of damage that [[#Weapons|weapons]] deal to them. However, the game does check the current difficulty whenever an enemy is first loaded in, so it is likely it has some effect on them.<ref name="df">Original research by [[User:DansFriend|Dan's Friend]].</ref> Difficulty 2 seems to break all weapons and enemy spawn points, but makes it possible to equip the [[trident]].<ref name="df"/> | ||
[[File:MediEvilRollingDemo-TitleLevelDifficulty.png|right]] [[File:MediEvilRollingDemo-TitleLevelNormal.png|right]] An additional reference to "difficulty" can be found in the [[Title Level]] [[VLO]] which contains a texture featuring the word. Another texture is of the word "normal", which may be the name of the default difficulty level. Whatever the case, it is likely difficulty levels would have been adjustable from the Title Level. | [[File:MediEvilRollingDemo-TitleLevelDifficulty.png|right]] [[File:MediEvilRollingDemo-TitleLevelNormal.png|right]] An additional reference to "difficulty" can be found in the [[Title Level]] [[cambridge:VLO|VLO]] which contains a texture featuring the word. Another texture is of the word "normal", which may be the name of the default difficulty level. Whatever the case, it is likely difficulty levels would have been adjustable from the Title Level. | ||
Difficulty levels are not present in the final game. | Difficulty levels are not present in the final game. | ||
===Enemies=== | ===Enemies=== | ||
{{Main article|MediEvil Rolling Demo/Enemies|l1=Enemies in the ''MediEvil Rolling Demo''}} | {{Main article|MediEvil Rolling Demo/Enemies|l1=Enemies in the ''MediEvil Rolling Demo''}} | ||
===Full motion videos=== | ===Full motion videos=== | ||
While no [[FMV]]s are included with the demo, there are several references to them inside [[MEDIEVIL.EXE]]: | |||
{| | {| | ||
! 0x8F68C | ! 0x8F68C | ||
Line 165: | Line 172: | ||
===Levels=== | ===Levels=== | ||
Ten levels are shown off as part of the demo: | Ten levels are shown off as part of the demo: | ||
[[The Graveyard | [[MediEvil Rolling Demo/The Graveyard|The Graveyard]], [[MediEvil Rolling Demo/The Desecrated Church|The Desecrated Church]], [[MediEvil Rolling Demo/The Scarecrow Fields|The Scarecrow Fields]], [[MediEvil Rolling Demo/The Ant Caves|The Ant Caves]], [[MediEvil Rolling Demo/Pumpkin Gorge|Pumpkin Gorge]], [[MediEvil Rolling Demo/The Sleeping Village|The Sleeping Village]], [[MediEvil Rolling Demo/Pools Of The Ancient Dead|Pools Of The Ancient Dead]], [[MediEvil Rolling Demo/The Asylum Grounds|The Asylum Grounds]], [[MediEvil Rolling Demo/The Haunted Ruins|The Haunted Ruins]] and [[MediEvil Rolling Demo/The Ghost Ship|The Ghost Ship]]. However, references to more levels than this can be found in the demo. Starting at offset '''0x8E00C''' in [[MEDIEVIL.EXE]] is a numbered list of levels (left). An updated, unnumbered revision of this list also appears in later versions of the game, including the final one (right). | ||
{| | {| | ||
! ''MediEvil Rolling Demo''<br>0x8E00C in MEDIEVIL.EXE | ! ''MediEvil Rolling Demo''<br>0x8E00C in MEDIEVIL.EXE | ||
Line 241: | Line 248: | ||
The pause menu featured in this demo is completely different from the retail one, both in terms of how it looks as well as its available options. Additional options can be unlocked using the DEBUG1 and DEBUG2 cheats. | The pause menu featured in this demo is completely different from the retail one, both in terms of how it looks as well as its available options. Additional options can be unlocked using the DEBUG1 and DEBUG2 cheats. | ||
{| class="topnav" width="100%" | {| class="topnav" width="100%" | ||
|- style="vertical-align:top;" | |||
| width = "40%" | '''RESUME''' | |||
| width = "40%" | | |||
| width = "20%" | X to continue. | |||
|- style="vertical-align:top;" | |||
| '''RESTART'''<nowiki>**</nowiki> | |||
| | |||
| X to restart. | |||
|- style="vertical-align:top;" | |||
| '''EXIT''' | |||
| | |||
| X to exit. | |||
|- style="vertical-align:top;" | |||
| '''FX VOLUME:''' | |||
| | |||
| L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''MUSIC VOLUME:''' | |||
| | |||
| L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''[[#Controls|CONTROL SETTINGS]]:''' | |||
| {{CollapsibleContent|show=see more|hide=see less|width=9.5em|[[#Digital|Digital - 0]]|[[#Digital|Digital - 1]]<br>[[#Digital|Digital - 2]]<br>[[#Analog - 0|Analog - 0]]<br>[[#Analog - 1|Analog - 1]]}} | |||
| L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''SPEED RELATIVE TURN:'''<nowiki>*</nowiki> | |||
| On/Off | |||
| X to toggle. | |||
|- style="vertical-align:top;" | |||
| '''ALLOW DEMO RECORD:'''<nowiki>**</nowiki> | |||
| Not available | |||
| X to toggle. | |||
|- style="vertical-align:top;" | |||
| '''[[#Difficulty levels|DIFFICULTY LEVEL]]:'''<nowiki>*</nowiki> | |||
| 0-3 | |||
| L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''[[#Lives|LIVES]]:'''<nowiki>*</nowiki> | |||
| 1-9 | |||
| L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''[[#Energy|ENERGY]]:'''<nowiki>*</nowiki> | |||
| {{CollapsibleContent|show=see more|hide=see less|width=7.5em|1-99|Invulnerable}} | |||
| L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''[[#Weapons|WEAPON]]:'''<nowiki>*</nowiki> | |||
| {{CollapsibleContent|show=see more|hide=see less|width=7.5em|None|Small Sword<br>Big Sword<br>Magic Sword<br>Dagger<br>Axe<br>Club<br>Crossbow<br>Chick Drumstick<br>Own arm<br>Lightning<br>Longbow<br>Spear<br>Trident}} | |||
| L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''WEAPON POWER-UP:'''<nowiki>*</nowiki> | |||
| On/Off | |||
| X to toggle. | |||
|- style="vertical-align:top;" | |||
| '''[[#Shields|SHIELD]]:'''<nowiki>*</nowiki> | |||
| {{CollapsibleContent|show=see more|hide=see less|width=7.5em|None|Copper<br>Silver<br>Gold}} | |||
| L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''LIMITED RUN:'''<nowiki>*</nowiki> | |||
| On/Off | |||
| X to toggle. | |||
|- style="vertical-align:top;" | |||
| '''DAN MODE:'''<nowiki>*</nowiki> | |||
| Not implemented | |||
| L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''[[#Rune Keys|RUNE KEYS]]:'''<nowiki>*</nowiki> | |||
| {{CollapsibleContent|show=see more|hide=see less|width=12em|Chaos - No/Yes|Earth - No/Yes<br>Moon - No/Yes<br>Star - No/Yes<br>Time - No/Yes}} | |||
| X/L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''FEET GRIP:'''<nowiki>*</nowiki> | |||
| {{CollapsibleContent|show=see more|hide=see less|width=11em|Not activated|8-4096}} | |||
| X to toggle. L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''GROUND FRIC:'''<nowiki>*</nowiki> | |||
| {{CollapsibleContent|show=see more|hide=see less|width=11em|Not activated|8-4096}} | |||
| X to toggle. L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''KINETIC FRIC:'''<nowiki>*</nowiki> | |||
| {{CollapsibleContent|show=see more|hide=see less|width=11em|Not activated|8-4096}} | |||
| X to toggle. L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''JUST DAN:'''<nowiki>**</nowiki> | |||
| On/Off | |||
| X toggles (must restart). | |||
|- style="vertical-align:top;" | |||
| '''TESTCARD:'''<nowiki>**</nowiki> | |||
| On/Off | |||
| X to toggle. | |||
|- style="vertical-align:top;" | |||
| '''MATRICES:'''<nowiki>**</nowiki> | |||
| Not available | |||
| X to toggle. | |||
|- style="vertical-align:top;" | |||
| '''TERRAIN MODE:'''<nowiki>*</nowiki> | |||
| Not available | |||
| X to toggle. | |||
|- style="vertical-align:top;" | |||
| '''GATSO:'''<nowiki>**</nowiki> | |||
| On/Off | |||
| X to toggle. | |||
|- style="vertical-align:top;" | |||
| '''MAPVIEW DISPLAY:'''<nowiki>*</nowiki> | |||
| Not available | |||
| X to toggle. | |||
|- style="vertical-align:top;" | |||
| '''ACTIVE MAPVIEW'''<nowiki>*</nowiki> | |||
| | |||
| X to enter. | |||
|- style="vertical-align:top;" | |||
| '''CAMERA MODE:'''<nowiki>**</nowiki> | |||
| {{CollapsibleContent|show=see more|hide=see less|width=8em|Spline|Spline Z (Abs)<br>Spline Z (Rel)<br>Spline Z (Lim)<br>Overhead<br>Chase<br>Head-set<br>Free<br>Free (sus)<br>Fixed}} | |||
| L/R to change. | |||
|- style="vertical-align:top;" | |||
| '''SUPER CHEAT'''<nowiki>*</nowiki> | |||
| | |||
| X to set. | |||
|- style="vertical-align:top;" | |||
| '''SOUND TEST'''<nowiki>*</nowiki> | |||
| | |||
| X to enter. | |||
|- style="vertical-align:top;" | |||
| '''PLACE ENTITY:'''<nowiki>**</nowiki> | |||
| Not available | |||
| L/R, O + L/R, X to place. | |||
|- style="vertical-align:top;" | |||
| '''SHOW VRAM'''<nowiki>**</nowiki> | |||
| | |||
| X to enter. | |||
|- style="vertical-align:top;" | |||
| '''SHOW MEM STATUS'''<nowiki>**</nowiki> | |||
| | |||
| X to enter. | |||
|- style="vertical-align:top;" | |||
| '''GRAB SCREEN'''<nowiki>**</nowiki> | |||
| | |||
| X to enter. | |||
|} | |} | ||
<small><nowiki>*</nowiki> Unlocked with DEBUG1 or DEBUG2 cheat.<br><nowiki>**</nowiki> Unlocked with DEBUG2 cheat only.</small> | <small><nowiki>*</nowiki> Unlocked with DEBUG1 or DEBUG2 cheat.<br><nowiki>**</nowiki> Unlocked with DEBUG2 cheat only.</small> | ||
===Pick-ups=== | ===Pick-ups=== | ||
'''Pick-ups''' are items that are of use to [[Sir Dan]] on his journey. In the ''MediEvil Rolling Demo'', pick-ups generally take on forms that are different from the ones that appear in the final game. For example, Dan's source of energy in the demo are [[#Energy|Energy Bones]] rather than [[Health Fountains]] or [[Energy Vials]]. | '''Pick-ups''' are items that are of use to [[Sir Dan]] on his journey. In the ''MediEvil Rolling Demo'', pick-ups generally take on forms that are different from the ones that appear in the final game. For example, Dan's source of energy in the demo are [[#Energy|Energy Bones]] rather than [[Health Fountains]] or [[Energy Vials]]. | ||
Line 299: | Line 409: | ||
{{ItemTableEnd}} | {{ItemTableEnd}} | ||
====Energy==== | ====Energy==== | ||
[[File:MediEvilRollingDemo-EnergyBone.PNG|50px|right]] Dan's energy is represented by glowing green bones known as ''' | [[File:MediEvilRollingDemo-EnergyBone.PNG|50px|right]] | ||
{{Main|Magic Bones}} | |||
Dan's energy is represented by glowing green bones known as '''Magic Bones'''. These were replaced by [[Energy Vials]] and [[Fountains of Rejuvenation]] in the final game, while the '''Energy Counter''', which keeps track of the bones, was replaced by the [[Life Bar]]. | |||
====Lives==== | ====Lives==== | ||
[[File:MediEvilRollingDemo-LifeModel.png|80px|right]] Dan's '''Lives''' are represented by his skull instead of [[Life Bottles]], both in the [[wikipedia:HUD (video gaming)|HUD]] and within the game's levels themselves. | [[File:MediEvilRollingDemo-LifeModel.png|80px|right]] Dan's '''Lives''' are represented by his skull instead of [[Life Bottles]], both in the [[wikipedia:HUD (video gaming)|HUD]] and within the game's levels themselves. | ||
Line 313: | Line 420: | ||
Although Dan can carry a large number of Lives, the '''Life Counter''' will not update beyond the first nine. | Although Dan can carry a large number of Lives, the '''Life Counter''' will not update beyond the first nine. | ||
====Potions==== | ====Potions==== | ||
{{For||Potion (disambiguation)}} | |||
'''Potions''' are pick-ups found throughout the levels. They are easily recognised by their shaking, releasing of steam and jumping in the air. When Dan drinks them, they cause a variety of effects: | '''Potions''' are pick-ups found throughout the levels. They are easily recognised by their shaking, releasing of steam and jumping in the air. When Dan drinks them, they cause a variety of effects: | ||
{{ItemTableBegin}} | {{ItemTableBegin}} | ||
Line 318: | Line 426: | ||
|image=MediEvilRollingDemo-DragonPotion.png | |image=MediEvilRollingDemo-DragonPotion.png | ||
|name=Dragon Potion | |name=Dragon Potion | ||
|description= | |description=The potion has no effect in the ''Rolling Demo'', it is likely it would have served to transform Dan into [[Dragon Dan]]. The potion cannot be found in any of the ''Rolling Demo's'' levels, but can be accessed via hacking.<ref name="sspotions">[https://www.youtube.com/watch?v=4NdiBXWguMw Original research into unused entities and potions] by [https://twitter.com/rsolidsnake11 SolidSnake11].</ref> The potion's effect was repurposed for the [[Dragon Armour]], and the model was eventually superseded by the Serpent Potion.}} | ||
{{ItemTableEntry | {{ItemTableEntry | ||
|image=MediEvilRollingDemo-GrowthPotion.png | |image=MediEvilRollingDemo-GrowthPotion.png | ||
|name=Growth Potion | |name=Growth Potion | ||
|description=Upon drinking this potion, Dan begins growing in size. Once he reaches a certain height, his current weapon is changed to the [[Magic Sword]]. Afterwards he shrinks back down to his regular size. This potion cannot be found in any of the ''Rolling Demo's'' levels, but can be accessed via hacking.<ref name="sspotions"/>}} | |description=Upon drinking this potion, Dan begins growing in size. Once he reaches a certain height, his current weapon is changed to the [[Magic Sword]]. Afterwards he shrinks back down to his regular size.<ref name="sspotions"/> This potion cannot be found in any of the ''Rolling Demo's'' levels, but can be accessed via hacking.<ref name="sspotions"/>}} | ||
{{ItemTableEntry | {{ItemTableEntry | ||
|image=MediEvilRollingDemo-InvisibilityPotion.png | |image=MediEvilRollingDemo-InvisibilityPotion.png | ||
Line 334: | Line 442: | ||
|image=MediEvilRollingDemo-SerpentPotion.PNG | |image=MediEvilRollingDemo-SerpentPotion.PNG | ||
|name=Serpent Potion | |name=Serpent Potion | ||
|description=This potion summons the powerful Serpent Lord [[Kul Katura]] to fight at Dan's side for 1 minute. Kul Katura deals 4 points of each type of damage. He was eventually moved into chests while the Serpent Potion became the design of the [[Dragon Potion]] instead.}} | |description=This potion summons the powerful Serpent Lord [[Kul Katura]] to fight at Dan's side for 1 minute. Kul Katura deals 4 points of each type of damage.<ref name="df"/> He was eventually moved into chests while the Serpent Potion became the design of the [[Dragon Potion]] instead.}} | ||
{{ItemTableEntry | {{ItemTableEntry | ||
|image=MediEvilRollingDemo-ShrinkPotion.png | |image=MediEvilRollingDemo-ShrinkPotion.png | ||
|name=Shrink Potion | |name=Shrink Potion | ||
|description=It is likely that this potion would have made Dan shrink | |description=It is likely that this potion would have made Dan shrink, but it appears to have no effect in the ''Rolling Demo'' and cannot be found in any of its levels.<ref name="sspotions"/> Dan is shrunk by the [[Forest Witch]] in the final game.}} | ||
{{ItemTableEntry | {{ItemTableEntry | ||
|image=MediEvilRollingDemo-ShrinkEnemyPotion.PNG | |image=MediEvilRollingDemo-ShrinkEnemyPotion.PNG | ||
|name=Shrink Enemies Potion | |name=Shrink Enemies Potion | ||
|description=This potion shrinks all nearby enemies for 10 seconds. The effect is slightly delayed and kicks in roughly 2 seconds after Dan picks up the potion. There is no equivalent mechanic to this in the retail version of the game.}} | |description=This potion shrinks all nearby enemies for 10 seconds. The effect is slightly delayed and kicks in roughly 2 seconds after Dan picks up the potion.<ref name="df"/> There is no equivalent mechanic to this in the retail version of the game.}} | ||
{{ItemTableEntry | {{ItemTableEntry | ||
|image=MediEvilRollingDemo-WeaponPowerupPotion.png | |image=MediEvilRollingDemo-WeaponPowerupPotion.png | ||
|name=Weapon Power-up Potion | |name=Weapon Power-up Potion | ||
|description=Makes Dan's current weapon deal double damage for a duration of 20 seconds. Some weapons also get additional effects, such as releasing shockwaves or enveloping Dan in a protective aura. Power-up moves were incorporated as secondary attacks in the final game.}} | |description=Makes Dan's current weapon deal double damage for a duration of 20 seconds.<ref name="df"/> Some weapons also get additional effects, such as releasing shockwaves or enveloping Dan in a protective aura. Power-up moves were incorporated as secondary attacks in the final game.}} | ||
{{ItemTableEnd}} | {{ItemTableEnd}} | ||
Line 369: | Line 477: | ||
Each weapon can be powered-up using the [[#Potions|Weapon Power-up Potion]]. Weapons can also be stolen by [[Imps]], in which case Dan will tear off his own arm to defend himself. Unlike in the final game, all weapons are unlimited and cannot be used up. | Each weapon can be powered-up using the [[#Potions|Weapon Power-up Potion]]. Weapons can also be stolen by [[Imps]], in which case Dan will tear off his own arm to defend himself. Unlike in the final game, all weapons are unlimited and cannot be used up. | ||
There are 13 weapons in total: | There are 13 weapons in total:<ref name="df"/> | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
! rowspan="2" | Weapon | ! rowspan="2" | Weapon | ||
Line 397: | Line 505: | ||
|8 | |8 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-DaggerIcon.png]]<br>[[Dagger]]{{ | |[[File:MediEvilRollingDemo-DaggerIcon.png]]<br>[[Dagger]]{{Note|name=blueAura|While powered up, a blue body shield aura forms around Dan that protects him from being hurt.}} | ||
|4 | |4 | ||
|0 | |0 | ||
Line 403: | Line 511: | ||
|0 | |0 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-AxeIcon.png]]<br>[[Axe]]{{ | |[[File:MediEvilRollingDemo-AxeIcon.png]]<br>[[Axe]]{{Note|name=redAura|While powered up, a red body shield aura forms around Dan that protects him from being hurt, but also hurts enemies.}} | ||
|4 | |4 | ||
|8 | |8 | ||
Line 409: | Line 517: | ||
|0 | |0 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-ClubIcon.png]]<br>[[Club]]{{ | |[[File:MediEvilRollingDemo-ClubIcon.png]]<br>[[Club]]{{Note|name=shockwave|Releases a shockwave while powered up that deals 2 points of weight damage.}} | ||
|0 | |0 | ||
|16{{ | |16{{Note|Indirect hits only deal 2 points of weight damage.}} | ||
|0 | |0 | ||
|0 | |0 | ||
Line 421: | Line 529: | ||
|0 | |0 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-ChickDrumstickIcon.png]]<br>[[Chick Drumstick]]{{ | |[[File:MediEvilRollingDemo-ChickDrumstickIcon.png]]<br>[[Chick Drumstick]]{{Note|name=redAura}} | ||
|0 | |0 | ||
|0 | |0 | ||
Line 433: | Line 541: | ||
|0 | |0 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-LightningIcon.png]]<br>[[Lightning]]{{ | |[[File:MediEvilRollingDemo-LightningIcon.png]]<br>[[Lightning]]{{Note|No discernible change while powered up.}} | ||
|0 | |0 | ||
|0 | |0 | ||
Line 439: | Line 547: | ||
|2 | |2 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-LongbowIcon.png]]<br>[[Longbow]]{{ | |[[File:MediEvilRollingDemo-LongbowIcon.png]]<br>[[Longbow]]{{Note|Inflicts a burn effect which deals 4 points of fire damage six times. When powered up, it releases a fire blast that deals 2 points of fire damage as well.}} | ||
|2 | |2 | ||
|2 | |2 | ||
Line 445: | Line 553: | ||
|0 | |0 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-SpearIcon.png]]<br>[[Spear]]{{ | |[[File:MediEvilRollingDemo-SpearIcon.png]]<br>[[Spear]]{{Note|name=shockwave}} | ||
|8 | |8 | ||
|8 | |8 | ||
Line 451: | Line 559: | ||
|0 | |0 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-TridentIcon.png]]<br>[[Trident]]{{ | |[[File:MediEvilRollingDemo-TridentIcon.png]]<br>[[Trident]]{{Note|name=Trident|Crashes the game when equipped outside of '''Difficulty 2''' or camera mode '''Free (Sus)'''.{{ORref|Dan's Friend}} Does not deal any damage.}} | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
Line 457: | Line 565: | ||
|N/A | |N/A | ||
|} | |} | ||
{{Notelist}} | |||
===Points=== | ===Points=== | ||
[[File:MediEvilRollingDemo-Points.png|thumb|right|Sir Dan earning 125 points for killing a zombie.]] '''Points''' are awarded for picking up [[moneybags]] and dispatching enemies. The '''Score Counter''' in the top right corner of the screen keeps track of points. Points were eventually scrapped and replaced with the [[Chalice of Souls]] and [[Gold]] systems. | [[File:MediEvilRollingDemo-Points.png|thumb|right|Sir Dan earning 125 points for killing a zombie.]] '''Points''' are awarded for picking up [[moneybags]] and dispatching enemies. The '''Score Counter''' in the top right corner of the screen keeps track of points. Points were eventually scrapped and replaced with the [[Chalice of Souls]] and [[Gold]] systems. | ||
Dan only earns points for enemies he kills directly, i.e. enemies who die by drowning or a [[Smart Bomb]] do not award any points. Each enemy type awards a different amount of points. Awarded amounts range from 50 to 5000 points: | Dan only earns points for enemies he kills directly, i.e. enemies who die by drowning or a [[Smart Bomb]] do not award any points. Each enemy type awards a different amount of points. Awarded amounts range from 50 to 5000 points:<ref name="df"/> | ||
{| | {| | ||
| | | | ||
Line 476: | Line 584: | ||
**[[Pumpkin Plants]] | **[[Pumpkin Plants]] | ||
**[[Tentacles]] | **[[Tentacles]] | ||
**[[ | **[[Wicker men]] | ||
**[[Zombies|Zombies (Type A)]] | **[[Zombies|Zombies (Type A)]] | ||
*'''125 points''' | *'''125 points''' | ||
Line 540: | Line 648: | ||
According to ''MediEvil's'' producer [[Chris Sorrell]], the box is a display mechanism for the game's help books that he was working on at the time. The text shown in the box was chosen randomly for the purposes of testing.{{WebsiteReference|MediEvil-Boards|12662|author=Winston1|MediEvil developers - Q&A|May 7, 2013}} | According to ''MediEvil's'' producer [[Chris Sorrell]], the box is a display mechanism for the game's help books that he was working on at the time. The text shown in the box was chosen randomly for the purposes of testing.{{WebsiteReference|MediEvil-Boards|12662|author=Winston1|MediEvil developers - Q&A|May 7, 2013}} | ||
The first part of the text comes from the back of the book ''[https://isbnsearch.org/isbn/0330337068 Mary Shelley's Frankenstein: The Classic Tale of Terror Reborn on Film]'' while the second part is from the back of the book ''[https://isbnsearch.org/isbn/1901018008 They Came From Outer Space: Alien Encounters in the Movies]''. | The first part of the text comes from the back of the book ''[https://isbnsearch.org/isbn/0330337068 Mary Shelley's Frankenstein: The Classic Tale of Terror Reborn on Film]'' while the second part is from the back of the book ''[https://isbnsearch.org/isbn/1901018008 They Came From Outer Space: Alien Encounters in the Movies]''.<ref name="df"/> | ||
==Cheats== | ==Cheats== | ||
Line 546: | Line 654: | ||
The following cheats will only work after [[#GameShark codes|Dan has been made controllable]]. | The following cheats will only work after [[#GameShark codes|Dan has been made controllable]]. | ||
===DEBUG1=== | ===DEBUG1=== | ||
'''"LOST TROLL"'''<br>While holding {{B|L2}}, press {{B|L}}, {{B|O}}, {{B|S}}, {{B|T}}, {{B|T}}, {{B|R}}, {{B|O}}, {{B|L}}, {{B|L}}. New options will then appear in the [[#Pause Menu|pause menu]].<ref name="ss">Original research into cheats by [https://twitter.com/rsolidsnake11 SolidSnake11].</ref> | '''"LOST TROLL"'''<br>While holding {{B|L2}}, press {{B|L}}, {{B|O}}, {{B|S}}, {{B|T}}, {{B|T}}, {{B|R}}, {{B|O}}, {{B|L}}, {{B|L}}. New options will then appear in the [[#Pause Menu|pause menu]].<ref name="ss">Original research into cheats by [https://twitter.com/rsolidsnake11 SolidSnake11]. Verified by [[User:DansFriend|Dan's Friend]].</ref> | ||
===DEBUG2=== | ===DEBUG2=== | ||
'''"STOUT LORD"'''<br>While holding {{B|L2}}, press {{B|S}}, {{B|T}}, {{B|O}}, {{B|U}}, {{B|T}}, {{B|L}}, {{B|O}}, {{B|R}}, {{B|D}}. New options will then appear in the [[#Pause Menu|pause menu]]. This cheat unlocks all DEBUG1 options as well.<ref name="ss"/> | '''"STOUT LORD"'''<br>While holding {{B|L2}}, press {{B|S}}, {{B|T}}, {{B|O}}, {{B|U}}, {{B|T}}, {{B|L}}, {{B|O}}, {{B|R}}, {{B|D}}. New options will then appear in the [[#Pause Menu|pause menu]]. This cheat unlocks all DEBUG1 options as well.<ref name="ss"/> | ||
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{{CodeTableEntry | {{CodeTableEntry | ||
|name=PAUSE | |name=PAUSE | ||
|effect=Reverts to the default pause menu.<ref name="lazlo">GameShark codes based on research by [ | |effect=Reverts to the default pause menu.<ref name="lazlo">GameShark codes based on research by [[User:Lazlo52|Lazlo52]].</ref> | ||
|code=D0096864 800D | |code=D0096864 800D | ||
300CFCEC 0000 | 300CFCEC 0000 | ||
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==See also== | ==See also== | ||
*''[[MediEvil ECTS Pre-Alpha]]'' | |||
*''[[MediEvil 0.32 Demo]]'' | *''[[MediEvil 0.32 Demo]]'' | ||
*''[[MediEvil Demo]]'' | *''[[MediEvil Demo]]'' | ||
*''[[MediEvil Japanese Demo]]'' | *''[[MediEvil Japanese Demo]]'' | ||
*''[[MediEvil | *''[[MediEvil Dengeki Demo]]'' | ||
==References== | ==References== | ||
{{Reflist}} | {{Reflist}} | ||
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==Navigation== | ==Navigation== | ||
{{TopNav | |||
|description = Thursday, 14th August 1997. | |||
|previous=''[[MediEvil Prototype (June '97)]]'' | |||
|current=''[[MediEvil Rolling Demo]]'' | |||
|next=''[[MediEvil ECTS Pre-Alpha]]'' | |||
}} | |||
{{MediEvil demo releases}} | {{MediEvil demo releases}} | ||
{{MediEvil series}} | |||
{{MediEvil cut content}} | |||
[[Category:MediEvil demos]] | [[Category:MediEvil demos]] | ||
[[Category:MediEvil Rolling Demo]] | [[Category:MediEvil Rolling Demo]] | ||
[[Category:Content cut from MediEvil]] | |||
{{DISPLAYTITLE:''MediEvil Rolling Demo''}} | {{DISPLAYTITLE:''MediEvil Rolling Demo''}} |
Latest revision as of 06:12, 19 November 2024
MediEvil Rolling Demo | ||
---|---|---|
Rolling Demo splash screen. | ||
Developer(s) | SCEE Cambridge Studio | |
Publisher(s) | Sony Computer Entertainment Europe | |
Release date | September 7, 1997[1] | |
Previous demo | MediEvil Prototype (June '97) (E3) | |
Next demo | MediEvil ECTS Pre-Alpha (trade show) MediEvil 0.32 Demo (demo disc) |
The MediEvil Rolling Demo is a version of MediEvil that is 400 days older than the final version of the game. The demo was only released on two PAL region demo discs in late 1997 – Winter Releases '97 demo 01 and Registered Users Demo 02 – the former of which was given out at the European Computer Trade Show.[1] Files on the discs suggest that the demo finished development around August 14, 1997.
Gameplay
As the name suggests, the demo is largely non-interactive and cannot be properly played without cheating or hacking. However, the player can use to skip any of the demo's segments and pressing SELECT can be used to return to the demo disc's main menu.
Sequence
The demo lasts just over 10 minutes (loading included) and is made up of 17 segments which show off 10 unique levels. The whole sequence is as follows:
- The Graveyard
- The Desecrated Church
- The Ant Caves
- The Ghost Ship
- The Asylum Grounds
- Pools Of The Ancient Dead
- Pumpkin Gorge
- The Scarecrow Fields
- The Ant Caves
- Pumpkin Gorge
- The Ghost Ship
- The Graveyard
- The Asylum Grounds
- The Haunted Ruins
- Pools of the Ancient Dead
- Pumpkin Gorge
- The Sleeping Village
After the final segment the player is sent back to the main menu of the demo disc.
Features
Being over a year older than the final game, the MediEvil Rolling Demo resembles the arcade classic Ghosts 'n Goblins more closely than the Zeldaesque format of the final product. Elements like the Chalices of Souls, Help Gargoyles, Merchant Gargoyles, books and the inventory do not exist yet. Potentially offensive religious references are yet to be censored. Development is in full swing and most levels are only half-finished.
This is not the MediEvil you know.
Controls
The MediEvil Rolling Demo features a vastly different control scheme. Most notable are the tank controls when moving Dan around without the analog stick. Dan is also capable of sneaking and quickly turning around 180°, both moves that were removed before release.
Holding START as opposed to pressing it will bring up the HUD, but Dan cannot be controlled while doing so. Holding SELECT doesn't do anything at all, but Dan still can't be controlled until the button is released.
Digital
Action | Digital - 0 | Digital - 1 | Digital - 2 |
---|---|---|---|
Attack (hold for continuous attack) | |||
Jump (hold for higher jump) | |||
Jump-turn | |||
Duck (block if shield equipped) | |||
Walk | |||
Walk backwards | |||
Turn left | |||
Turn right | |||
Sneak | + | + | |
Run | + / L3 | / L3 | + / L3 |
Jump left | + | ||
Jump right | + | ||
Open scrollable text box | R3 | R3 | R3 |
Change camera mode | SELECT | SELECT | SELECT |
Open pause menu | START | START | START |
Show HUD | START (hold) | START (hold) | START (hold) |
Analog - 0
The general button layout will be identical to whichever digital mode was last active. With this setting, Dan does not turn around when the analog stick is moved in the opposite direction of where he is facing; he walks backwards instead. If the analog stick is tilted only slightly, Dan will sneak.
Analog - 1
The general button layout will be identical to whichever digital mode was last active. With this setting, Dan turns to face the direction of the analog stick and walks in that direction without exception. If the analog stick is tilted only slightly, Dan will sneak.
Difficulty levels
After activating the DEBUG1 or DEBUG2 cheat, an option to adjust the difficulty level can be found in the pause menu. The default difficulty level is 1, while the full range is from 0 to 3 for a total of four difficulty levels.
The exact effects of difficulty levels on the game are unknown, but they do not seem to change the points earned for killing enemies or the amount of damage that weapons deal to them. However, the game does check the current difficulty whenever an enemy is first loaded in, so it is likely it has some effect on them.[2] Difficulty 2 seems to break all weapons and enemy spawn points, but makes it possible to equip the trident.[2]
An additional reference to "difficulty" can be found in the Title Level VLO which contains a texture featuring the word. Another texture is of the word "normal", which may be the name of the default difficulty level. Whatever the case, it is likely difficulty levels would have been adjustable from the Title Level.
Difficulty levels are not present in the final game.
Enemies
- Main article: Enemies in the MediEvil Rolling Demo
Full motion videos
While no FMVs are included with the demo, there are several references to them inside MEDIEVIL.EXE:
0x8F68C | 0xAD300 |
---|---|
10AV.STR INTROAV.STR TITLEAV.STR DUMMY.STR |
11V.STR 9AV.STR 8AV.STR 7AV.STR 5AV.STR 4AV.STR 3AV.STR 2AV.STR |
6AV, 12AV, 13AV and 14AV do not appear in the lists, meaning they were probably not finished or planned yet.
Levels
Ten levels are shown off as part of the demo: The Graveyard, The Desecrated Church, The Scarecrow Fields, The Ant Caves, Pumpkin Gorge, The Sleeping Village, Pools Of The Ancient Dead, The Asylum Grounds, The Haunted Ruins and The Ghost Ship. However, references to more levels than this can be found in the demo. Starting at offset 0x8E00C in MEDIEVIL.EXE is a numbered list of levels (left). An updated, unnumbered revision of this list also appears in later versions of the game, including the final one (right).
MediEvil Rolling Demo 0x8E00C in MEDIEVIL.EXE |
MediEvil (SCUS-94227) 0xA4C94 in MEDIEVIL.EXE |
---|---|
*X.Programmers's Playground *30.Zarok's Lair *29.The Lake *28.The Time Device *27.The Great Machine *26.The Hub *25.The Halls Of Illusion *24.The Entrance Hall 23.The Ghost Ship *22.The Silver Wood *21.Circle Of Shadows 20.The Haunted Ruins *19.The Gallows Gauntlet *18.The Enchanted Earth *17.Inside The Asylum 16.The Asylum Grounds *15.The Mud Slide *14.The Muddy Riverbank *13.The River 12.Pools Of The Ancient Dead 11.The Sleeping Village 10.The Pumpkin Serpent 9.Pumpkin Gorge 8.The Crystal Caves 7.The Ant Caves *6.The Fields Of Dust 5.The Scarecrow Fields 4.The Desecrated Church *3.Cemetery Hill *2.The Coffin Vaults 1.The Graveyard *X.Title Level |
*Programmers's Playground Zarok's Lair The Lake The Time Device The Entrance Hall The Ghost Ship Hall of Heroes The Haunted Ruins The Gallows Gauntlet The Enchanted Earth Inside The Asylum The Asylum Grounds Pools Of The Ancient Dead The Sleeping Village The Pumpkin Serpent Pumpkin Gorge The Crystal Caves The Ant Caves Dan's Crypt Scarecrow Fields The Hilltop Mausoleum Cemetery Hill Return to the Graveyard The Graveyard *Title Level |
Levels in the list that are preceded by an asterisk are unavailable to play in the MediEvil Rolling Demo. However, despite not being marked with an asterisk, The Pumpkin Serpent and The Crystal Caves are also not playable.
Notably, ten levels on the list did not make it into the final version of the game: The Coffin Vaults, The Fields Of Dust, The River, The Muddy Riverbank, The Mud Slide, Circle of Shadows, The Silver Wood, The Halls Of Illusion, The Hub and The Great Machine.
The list also does not include Dan's Crypt, Return to the Graveyard or the Hall of Heroes, suggesting that these levels were conceptualised at a later date.
Pause Menu
The pause menu featured in this demo is completely different from the retail one, both in terms of how it looks as well as its available options. Additional options can be unlocked using the DEBUG1 and DEBUG2 cheats.
RESUME | X to continue. | |
RESTART** | X to restart. | |
EXIT | X to exit. | |
FX VOLUME: | L/R to change. | |
MUSIC VOLUME: | L/R to change. | |
CONTROL SETTINGS: | L/R to change. | |
SPEED RELATIVE TURN:* | On/Off | X to toggle. |
ALLOW DEMO RECORD:** | Not available | X to toggle. |
DIFFICULTY LEVEL:* | 0-3 | L/R to change. |
LIVES:* | 1-9 | L/R to change. |
ENERGY:* | 1-99
Invulnerable |
L/R to change. |
WEAPON:* | None
Small Sword |
L/R to change. |
WEAPON POWER-UP:* | On/Off | X to toggle. |
SHIELD:* | None
Copper |
L/R to change. |
LIMITED RUN:* | On/Off | X to toggle. |
DAN MODE:* | Not implemented | L/R to change. |
RUNE KEYS:* | Chaos - No/Yes
Earth - No/Yes |
X/L/R to change. |
FEET GRIP:* | Not activated
8-4096 |
X to toggle. L/R to change. |
GROUND FRIC:* | Not activated
8-4096 |
X to toggle. L/R to change. |
KINETIC FRIC:* | Not activated
8-4096 |
X to toggle. L/R to change. |
JUST DAN:** | On/Off | X toggles (must restart). |
TESTCARD:** | On/Off | X to toggle. |
MATRICES:** | Not available | X to toggle. |
TERRAIN MODE:* | Not available | X to toggle. |
GATSO:** | On/Off | X to toggle. |
MAPVIEW DISPLAY:* | Not available | X to toggle. |
ACTIVE MAPVIEW* | X to enter. | |
CAMERA MODE:** | Spline
Spline Z (Abs) |
L/R to change. |
SUPER CHEAT* | X to set. | |
SOUND TEST* | X to enter. | |
PLACE ENTITY:** | Not available | L/R, O + L/R, X to place. |
SHOW VRAM** | X to enter. | |
SHOW MEM STATUS** | X to enter. | |
GRAB SCREEN** | X to enter. |
* Unlocked with DEBUG1 or DEBUG2 cheat.
** Unlocked with DEBUG2 cheat only.
Pick-ups
Pick-ups are items that are of use to Sir Dan on his journey. In the MediEvil Rolling Demo, pick-ups generally take on forms that are different from the ones that appear in the final game. For example, Dan's source of energy in the demo are Energy Bones rather than Health Fountains or Energy Vials.
Pick-ups are also presented differently in the heads-up display; whenever Dan is near a pick-up, a semi-trasparent version of it will appear in the bottom right corner of the screen until it is picked up or Dan gets further away from it.
Chests
Chests are containers from which pick-ups can be obtained. There are three types of chests in the MediEvil Rolling Demo:
Normal Chests A normal chest will always contain the same thing every playthrough. It can contain both weapons and shields. It is essentially the same in the retail game. | |
Mystery Chests A mystery chest also contains weapons and shields like a normal chest, but its contents are randomised; the contents of the chest are not guaranteed to be the same on another playthrough. The chests can be recognised by their reddish colour and question mark on the front and back. These chests do not appear in the final game. | |
Skull Chests These chests house Smart Bombs which explode to damage anyone caught in their blast, including Dan himself. Enemies killed by a bomb will not be added to the total score even if Dan is the one to trigger it. In the final game, these chests also house the Serpents. |
Energy
- Main article: Magic Bones
Dan's energy is represented by glowing green bones known as Magic Bones. These were replaced by Energy Vials and Fountains of Rejuvenation in the final game, while the Energy Counter, which keeps track of the bones, was replaced by the Life Bar.
Lives
Dan's Lives are represented by his skull instead of Life Bottles, both in the HUD and within the game's levels themselves.
Dan begins the game with three Lives. More Lives can usually be found in areas off the beaten path within levels. If Dan loses all of his energy he will lose a Life.
Although Dan can carry a large number of Lives, the Life Counter will not update beyond the first nine.
Potions
- For other uses, see Potion (disambiguation).
Potions are pick-ups found throughout the levels. They are easily recognised by their shaking, releasing of steam and jumping in the air. When Dan drinks them, they cause a variety of effects:
Dragon Potion The potion has no effect in the Rolling Demo, it is likely it would have served to transform Dan into Dragon Dan. The potion cannot be found in any of the Rolling Demo's levels, but can be accessed via hacking.[3] The potion's effect was repurposed for the Dragon Armour, and the model was eventually superseded by the Serpent Potion. | |
Growth Potion Upon drinking this potion, Dan begins growing in size. Once he reaches a certain height, his current weapon is changed to the Magic Sword. Afterwards he shrinks back down to his regular size.[3] This potion cannot be found in any of the Rolling Demo's levels, but can be accessed via hacking.[3] | |
Invisibility Potion Nothing seems to happen when Dan drinks this potion in the Rolling Demo. However, given its appearance, it is likely that the potion would have made Dan invisible. This potion cannot be found in any of the Rolling Demo's levels, but can be accessed via hacking.[3] A retextured version of the potion model eventually became the Life Bottle. | |
Yellow Potion This potion cannot be found in any of the Rolling Demo's levels, but can be accessed via hacking.[3] The potion seems to have no real effect when it is picked up. | |
Serpent Potion This potion summons the powerful Serpent Lord Kul Katura to fight at Dan's side for 1 minute. Kul Katura deals 4 points of each type of damage.[2] He was eventually moved into chests while the Serpent Potion became the design of the Dragon Potion instead. | |
Shrink Potion It is likely that this potion would have made Dan shrink, but it appears to have no effect in the Rolling Demo and cannot be found in any of its levels.[3] Dan is shrunk by the Forest Witch in the final game. | |
Shrink Enemies Potion This potion shrinks all nearby enemies for 10 seconds. The effect is slightly delayed and kicks in roughly 2 seconds after Dan picks up the potion.[2] There is no equivalent mechanic to this in the retail version of the game. | |
Weapon Power-up Potion Makes Dan's current weapon deal double damage for a duration of 20 seconds.[2] Some weapons also get additional effects, such as releasing shockwaves or enveloping Dan in a protective aura. Power-up moves were incorporated as secondary attacks in the final game. |
Rune Keys
Rune Keys, also known as Rune Stones or Runes, are objects that can be used to open the many doors and gates in the levels.
Functionally, Rune Keys remain unchanged in the MediEvil Rolling Demo. However, because the inventory does not exist yet, collected Rune Keys appear in their own panel instead. The panel, located in the bottom left part of the screen, shows up only when a Rune Key is collected or when Dan is near a door that requires a Rune Key.
There are no Rune Locks shaped like begging hands yet either, which is why some doors are textured to indicate which Rune Key is needed to open them, such as the ones in the Pumpkin Gorge level.
Shields
Much like in the final game, there are three types of shields: Copper, Silver and Gold. Unlike in the final game, all three types share the same model, which is like the Silver Shield in retail. There is also no HUD indicator of a shield's health in the MediEvil Rolling Demo.
Weapons
Similarly to how it works in Ghosts 'n Goblins, Dan can only carry a single weapon at a time. New weapons can be obtained from chests or found on their own in the levels. Upon picking up a new weapon the old one is discarded.
Each weapon can be powered-up using the Weapon Power-up Potion. Weapons can also be stolen by Imps, in which case Dan will tear off his own arm to defend himself. Unlike in the final game, all weapons are unlimited and cannot be used up.
There are 13 weapons in total:[2]
Weapon | Damage | |||
---|---|---|---|---|
Small Sword |
2 | 2 | 0 | 0 |
Big Sword |
4 | 4 | 0 | 0 |
Magic Sword |
5 | 4 | 0 | 8 |
Dagger[a] |
4 | 0 | 0 | 0 |
Axe[b] |
4 | 8 | 0 | 0 |
Club[c] |
0 | 16[d] | 0 | 0 |
Crossbow |
8 | 2 | 0 | 0 |
Chick Drumstick[b] |
0 | 0 | 0 | 0 |
Own arm |
0 | 3 | 0 | 0 |
Lightning[e] |
0 | 0 | 0 | 2 |
Longbow[f] |
2 | 2 | 8 | 0 |
Spear[c] |
8 | 8 | 0 | 0 |
Trident[g] |
N/A | N/A | N/A | N/A |
- ↑ While powered up, a blue body shield aura forms around Dan that protects him from being hurt.
- ↑ 2.0 2.1 While powered up, a red body shield aura forms around Dan that protects him from being hurt, but also hurts enemies.
- ↑ 3.0 3.1 Releases a shockwave while powered up that deals 2 points of weight damage.
- ↑ Indirect hits only deal 2 points of weight damage.
- ↑ No discernible change while powered up.
- ↑ Inflicts a burn effect which deals 4 points of fire damage six times. When powered up, it releases a fire blast that deals 2 points of fire damage as well.
- ↑ Crashes the game when equipped outside of Difficulty 2 or camera mode Free (Sus).[4] Does not deal any damage.
Points
Points are awarded for picking up moneybags and dispatching enemies. The Score Counter in the top right corner of the screen keeps track of points. Points were eventually scrapped and replaced with the Chalice of Souls and Gold systems.
Dan only earns points for enemies he kills directly, i.e. enemies who die by drowning or a Smart Bomb do not award any points. Each enemy type awards a different amount of points. Awarded amounts range from 50 to 5000 points:[2]
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* This enemy cannot be encountered in the demo, but can be found in the code.
Scrollable text box
By pressing R3 during gameplay, a dark blue scrollable text box will be brought up on the screen. While the box is on the screen the game is completely paused just like when accessing the pause menu.
At the top of the box is the HUD icon for Dan's lives while instructions on how to control the box appear near the bottom: to advance, to go back, to exit. The following text and sprites are within the box itself:
* This value shows the player's current score.
Purpose and origin
According to MediEvil's producer Chris Sorrell, the box is a display mechanism for the game's help books that he was working on at the time. The text shown in the box was chosen randomly for the purposes of testing.[5]
The first part of the text comes from the back of the book Mary Shelley's Frankenstein: The Classic Tale of Terror Reborn on Film while the second part is from the back of the book They Came From Outer Space: Alien Encounters in the Movies.[2]
Cheats
- Main article: Cheats in MediEvil
The following cheats will only work after Dan has been made controllable.
DEBUG1
"LOST TROLL"
While holding , press , , , , , , , , . New options will then appear in the pause menu.[6]
DEBUG2
"STOUT LORD"
While holding , press , , , , , , , , . New options will then appear in the pause menu. This cheat unlocks all DEBUG1 options as well.[6]
GameShark codes
The following codes are compatible with both releases of the demo:
Demo Mode | ||
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Code | Name | Effect |
D0096864 800D 300D4490 0000 |
Player Controlled | Lets the player control Dan.[7] |
Pause Menu | ||
Code | Name | Effect |
D0096864 800D 300CFCEC 0000 |
PAUSE | Reverts to the default pause menu.[8] |
D0096864 800D 300CFCEC 0001 |
DEBUG1 | Unlocks additional options in the pause menu.[7] |
D0096864 800D 300CFCEC 0002 |
DEBUG2 | Unlocks additional options in the pause menu (including DEBUG1 options).[7] |
Control Settings | ||
Code | Name | Effect |
D0096864 800D 800D0818 27F8 300D4008 0000 |
Digital - 0 | Sets the current control scheme to Digital - 0.[7] |
D0096864 800D 800D0818 281C 300D4008 0001 |
Digital - 1 | Sets the current control scheme to Digital - 1.[7] |
D0096864 800D 800D0818 2840 300D4008 0002 |
Digital - 2 | Sets the current control scheme to Digital - 2.[7] |
D0096864 800D 300D400C 0000 |
Analog - 0 | Sets the current control scheme to Analog - 0 (analog controller required).[8] |
D0096864 800D 300D400C 0001 |
Analog - 1 | Sets the current control scheme to Analog - 1 (analog controller required).[8] |
Restart Level | ||
Code | Name | Effect |
D0096864 800D 300D4024 0001 |
The Graveyard | When picking the restart level option in the pause menu, restarts to The Graveyard. DEBUG2 must be enabled.[8] |
D0096864 800D 300D4024 0004 |
The Desecrated Church | When picking the restart level option in the pause menu, restarts to The Desecrated Church. DEBUG2 must be enabled.[8] |
D0096864 800D 300D4024 0005 |
Scarecrow Fields | When picking the restart level option in the pause menu, restarts to the Scarecrow Fields. DEBUG2 must be enabled.[8] |
D0096864 800D 300D4024 0007 |
The Ant Caves | When picking the restart level option in the pause menu, restarts to The Ant Caves. DEBUG2 must be enabled.[8] |
D0096864 800D 300D4024 0009 |
Pumpkin Gorge | When picking the restart level option in the pause menu, restarts to Pumpkin Gorge. DEBUG2 must be enabled.[8] |
D0096864 800D 300D4024 000B |
The Sleeping Village | When picking the restart level option in the pause menu, restarts to The Sleeping Village. DEBUG2 must be enabled.[8] |
D0096864 800D 300D4024 000C |
Pools of the Ancient Dead | When picking the restart level option in the pause menu, restarts to Pools of the Ancient Dead. DEBUG2 must be enabled.[8] |
D0096864 800D 300D4024 0010 |
The Asylum Grounds | When picking the restart level option in the pause menu, restarts to The Asylum Grounds. DEBUG2 must be enabled.[8] |
D0096864 800D 300D4024 0014 |
The Haunted Ruins | When picking the restart level option in the pause menu, restarts to The Haunted Ruins. DEBUG2 must be enabled.[8] |
D0096864 800D 300D4024 0017 |
The Ghost Ship | When picking the restart level option in the pause menu, restarts to The Ghost Ship. DEBUG2 must be enabled.[8] |
See also
- MediEvil ECTS Pre-Alpha
- MediEvil 0.32 Demo
- MediEvil Demo
- MediEvil Japanese Demo
- MediEvil Dengeki Demo
References
- ↑ 1.0 1.1 Goring, Graham, ECTS - Lotta BBW's on uk.games.video.playstation. Published September 7, 1997. Retrieved April 22, 2022.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Original research by Dan's Friend.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Original research into unused entities and potions by SolidSnake11.
- ↑ Original research by Dan's Friend.
- ↑ Winston1, MediEvil developers - Q&A on MediEvil Boards. Published May 7, 2013.
- ↑ 6.0 6.1 Original research into cheats by SolidSnake11. Verified by Dan's Friend.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 GameShark codes by Hacc.
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 GameShark codes based on research by Lazlo52.
External links
- MediEvil Rolling Demo on Hidden Palace.
- MediEvil Rolling Demo on The Cutting Room Floor.
Previous | MediEvil Rolling Demo | Next |
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MediEvil Prototype (June '97) | Thursday, 14th August 1997. | MediEvil ECTS Pre-Alpha |
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