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==Differences from the [[MediEvil/SCES-00311|retail version]]== | ==Differences from the [[MediEvil/SCES-00311|retail version]]== | ||
Being over a year older than the final game, the gameplay in the ''MediEvil Rolling Demo'' more closely resembles ''[[Wikipedia:Ghosts 'n Goblins|Ghosts 'n Goblins]]'', which served as the primary inspiration for ''MediEvil'' at this stage of development.{{Citation needed}} Elements like [[Chalices of Souls]] or [[Gargoyles]] do not exist yet. | |||
===Controls=== | |||
Being over a year older than the final game, the gameplay in the ''MediEvil Rolling Demo'' more closely resembles ''[[Wikipedia:Ghosts 'n Goblins|Ghosts 'n Goblins]]'', which served as the primary | |||
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. | ||
====Digital==== | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
! Action | ! Action | ||
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! {{B|START}} | ! {{B|START}} | ||
|} | |} | ||
====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. | ||
====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. | 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. | ||
===Energy=== | |||
Dan's energy is represented by semi-transparent green bones known as '''Energy 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]]. | Dan's energy is represented by semi-transparent green bones known as '''Energy 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]]. | ||
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The Energy Counter will display the first three bones individually. After Dan collects a fourth bone, the bones are stacked and a number will show the current amount. Although Dan can carry a large number of Energy Bones, the Counter will not update beyond the first nine, much like the Life Counter. | The Energy Counter will display the first three bones individually. After Dan collects a fourth bone, the bones are stacked and a number will show the current amount. Although Dan can carry a large number of Energy Bones, the Counter will not update beyond the first nine, much like the Life Counter. | ||
=== | ===Full motion videos=== | ||
Although no [[FMV]]s are included with the demo, there are several references to them inside [[MEDIEVIL.EXE]]. | |||
Starting at offset '''0x8F68C''': | |||
<pre> | |||
10AV.STR | |||
INTROAV.STR | |||
TITLEAV.STR | |||
DUMMY.STR | |||
</pre> | |||
Further references occur at offset '''0xAD300''': | |||
<pre> | |||
11V.STR | |||
9AV.STR | |||
8AV.STR | |||
7AV.STR | |||
5AV.STR | |||
4AV.STR | |||
3AV.STR | |||
2AV.STR | |||
</pre> | |||
[[6AV]], [[12AV]], [[13AV]] and [[14AV]] do not appear in the lists, meaning they were probably not finished or planned yet. | |||
===Levels=== | ===Levels=== | ||
Starting at offset '''0x8E00C''' in [[MEDIEVIL.EXE]] is a numbered list of levels. This list also appears in later versions, including the final game version. | Starting at offset '''0x8E00C''' in [[MEDIEVIL.EXE]] is a numbered list of levels. This list also appears in later versions, including the final game version. | ||
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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. | 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. | ||
===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. | |||
===Pause Menu=== | ===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. | 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. | ||
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|} | |} | ||
<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> | ||
===Points=== | |||
'''Points''' are awarded for picking up [[moneybags]], which are worth 50 points, 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 died by drowning or a [[Smart Bomb]] do not award any points. Each enemy type awards a different amount of points: | |||
*[[Ants]] - 300 points | |||
*[[Ant Larvae]] - 100 points | |||
*[[Ant Queen]] - 1500 points | |||
*[[Armoured Knights]] - 125 points | |||
*[[Bats]] - 100 points | |||
*[[Crows]] - 75 points | |||
*[[Ghouls]] - 300 points | |||
*[[Headless Zombies]] - 175 points | |||
*[[Hedges]] - 100 points | |||
*[[Imps]] - 125 points | |||
*[[Mad Monks]] - 200 points | |||
*[[Mr Mad]] - 175 points | |||
*[[Mrs Mad]] - 175 points | |||
*[[Patients]] - 125 points | |||
*[[Pirate Crew]] - 125 points | |||
*[[Pirate Officers]] - 175 points | |||
*[[Pumpkin Bombs]] - 100 points | |||
*[[Pumpkin Plants]] - 100 points | |||
*[[Scarecrows]] - 200 points | |||
*[[Shadow Demons]] - 300 points | |||
*[[Stained Glass Demon]] - 1000 points | |||
*[[Tentacles]] - 100 points | |||
*[[Uncle Mad]] - 125 points | |||
*[[Undead Warriors]] - 200 points | |||
*[[Wickermen]] - 100 points | |||
*[[Wolves]] - 200 points | |||
*[[Zombies]] (Type A) - 100 points | |||
*[[Zombies]] (Type B) - 125 points | |||
===Potions=== | |||
'''Potions''' are pick-ups found throughout the levels. They cause a variety of effects. | |||
===Weapons=== | |||
Similarly to how it works in ''Ghosts 'n Goblins'', Dan can only carry a single weapon at a time. | |||
==Cheats== | ==Cheats== |