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|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 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|alignment=right|description=The demo as recorded by EnergeticLute33.}} | ||
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===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 (Rolling Demo)|The Graveyard]] | ||
# | #[[The Desecrated Church]] | ||
# | #[[The Ant Caves (Rolling Demo)|The Ant Caves]] | ||
# | #[[The Ghost Ship (Rolling Demo)|The Ghost Ship]] | ||
# | #[[The Asylum Grounds (Rolling Demo)|The Asylum Grounds]] | ||
# | #[[Pools Of The Ancient Dead (Rolling Demo)|Pools Of The Ancient Dead]] | ||
# | #[[Pumpkin Gorge (Rolling Demo)|Pumpkin Gorge]] | ||
# | #[[The Scarecrow Fields]] | ||
# | #The Ant Caves | ||
# | #Pumpkin Gorge | ||
# | #The Ghost Ship | ||
# | #The Graveyard | ||
#The Asylum Grounds | #The Asylum Grounds | ||
# | #[[The Haunted Ruins (Rolling Demo)|The Haunted Ruins]] | ||
# | #Pools of the Ancient Dead | ||
# | #Pumpkin Gorge | ||
# | #[[The Sleeping Village (Rolling Demo)|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. | ||
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This is '''not''' the ''MediEvil'' you know. | This is '''not''' the ''MediEvil'' you know. | ||
===Controls=== | ===Controls=== | ||
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 you cannot control Dan while doing so. Holding {{B|SELECT}} doesn't do anything at all, but you still won't have control of Dan until you release the button. | |||
====Digital==== | ====Digital==== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
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! {{B|START}} | ! {{B|START}} | ||
|} | |} | ||
====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. | ||
====Analog - 1==== | ====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. | ||
===Difficulty levels=== | ===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. | 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> | ||
[[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]] [[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. | ||
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===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=== | ||
Although no [[FMV]]s are included with the demo, there are several references to them inside [[MEDIEVIL.EXE]] | Although no [[FMV]]s are included with the demo, there are several references to them inside [[MEDIEVIL.EXE]]: | ||
{| | {| | ||
! 0x8F68C | ! 0x8F68C | ||
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===Levels=== | ===Levels=== | ||
Ten levels are shown off as part of the demo: [[The Graveyard (Rolling Demo)|The Graveyard]], [[The Desecrated Church]], [[The Scarecrow Fields]], [[The Ant Caves (Rolling Demo)|The Ant Caves]], [[Pumpkin Gorge (Rolling Demo)|Pumpkin Gorge]], [[The Sleeping Village (Rolling Demo)|The Sleeping Village]], [[Pools Of The Ancient Dead (Rolling Demo)|Pools Of The Ancient Dead]], [[The Asylum Grounds (Rolling Demo)|The Asylum Grounds]], [[The Haunted Ruins (Rolling Demo)|The Haunted Ruins]] and [[The Ghost Ship (Rolling Demo)|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 | Ten levels are shown off as part of the demo: | ||
[[The Graveyard (Rolling Demo)|The Graveyard]], [[The Desecrated Church]], [[The Scarecrow Fields]], [[The Ant Caves (Rolling Demo)|The Ant Caves]], [[Pumpkin Gorge (Rolling Demo)|Pumpkin Gorge]], [[The Sleeping Village (Rolling Demo)|The Sleeping Village]], [[Pools Of The Ancient Dead (Rolling Demo)|Pools Of The Ancient Dead]], [[The Asylum Grounds (Rolling Demo)|The Asylum Grounds]], [[The Haunted Ruins (Rolling Demo)|The Haunted Ruins]] and [[The Ghost Ship (Rolling Demo)|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 | ||
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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. | ||
===Pause Menu=== | ===Pause Menu=== | ||
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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> | ||
===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 also presented differently in the [[wikipedia:HUD (video gaming)|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'': | |||
{{ItemTableBegin}} | |||
{{ItemTableEntry | |||
|image=MediEvilRollingDemo-NormalChest.PNG | |||
|name=Normal Chests | |||
|description=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.}} | |||
{{ItemTableEntry | |||
|image=MediEvilRollingDemo-MysteryChest.PNG | |||
|name=Mystery Chests | |||
|description=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.}} | |||
{{ItemTableEntry | |||
|image=MediEvilRollingDemo-SkullChest.PNG | |||
|name=Skull Chests | |||
|description=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 [[#Points|score]] even if Dan is the one to trigger it. In the final game, these chests also house the [[Serpents]]. | |||
}} | |||
{{ItemTableEnd}} | |||
====Energy==== | |||
[[File:MediEvilRollingDemo-EnergyBone.PNG|50px|right]] Dan's energy is represented by glowing 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]]. | |||
At the beginning of the game, Dan will have three Energy Bones. More Energy Bones can be found in the environment or dropped by enemies, especially the final enemy in a wave of enemies. | |||
Losing all Energy Bones will cause Dan to lose a Life. A single Energy Bone is lost when Dan sustains damage from an enemy attack. If Dan suffers a fatal event, such as falling or drowning, then he will lose a Life and his bones will be reset to three. | |||
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. | |||
====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. | |||
Dan | 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. | ||
===Potions=== | Although Dan can carry a large number of Lives, the '''Life Counter''' will not update beyond the first nine. | ||
====Potions==== | |||
'''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}} | ||
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|image=MediEvilRollingDemo-DragonPotion.png | |image=MediEvilRollingDemo-DragonPotion.png | ||
|name=Dragon Potion | |name=Dragon Potion | ||
|description=Although 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 was repurposed for the [[Dragon Armour]], | |description=Although 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 | ||
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|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 | ||
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|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}} | ||
===Rune Keys=== | ====Rune Keys==== | ||
[[File:MediEvilRollingDemo-RuneKeyPanel.png|left|Rune Key Panel]]'''Rune Keys''', also known as '''Rune Stones''' or '''Runes''', are objects that can be used to open | [[File:MediEvilRollingDemo-RuneKeyPanel.png|left|Rune Key Panel]]'''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. | 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. | ||
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[[File:MediEvilRollingDemo-EarthRuneDoor.png|right|50px|Earth Rune door]] 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. | [[File:MediEvilRollingDemo-EarthRuneDoor.png|right|50px|Earth Rune door]] 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. | ||
{{clr}} | {{clr}} | ||
====Shields==== | |||
== | |||
=== | |||
Much like in the final game, there are three types of '''[[shield]]s''': 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''. | Much like in the final game, there are three types of '''[[shield]]s''': 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''. | ||
<gallery> | <gallery> | ||
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</gallery> | </gallery> | ||
===Weapons=== | ====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|chests]] or found on their own in the levels. Upon picking up a new weapon the old one is discarded. | 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|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 [[#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 | ||
! colspan="4" | [[Damage]] | ! colspan="4" | [[Damage]] | ||
|- | |- | ||
!Sharpness | !{{AttackIcon|Sharpness}} | ||
!Weight | !{{AttackIcon|Weight}} | ||
!Fire | !{{AttackIcon|Fire}} | ||
!Magic | !{{AttackIcon|Magic}} | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-SmallSwordIcon.png]]<br>[[Small Sword]] | |[[File:MediEvilRollingDemo-SmallSwordIcon.png]]<br>[[Small Sword]] | ||
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|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 | ||
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|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 | ||
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|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 | ||
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|0 | |0 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-ChickDrumstickIcon.png]]<br>[[Chick Drumstick]]{{ | |[[File:MediEvilRollingDemo-ChickDrumstickIcon.png]]<br>[[Chick Drumstick]]{{Note|name=redAura}} | ||
|0 | |0 | ||
|0 | |0 | ||
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|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 | ||
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|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 | ||
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|0 | |0 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-SpearIcon.png]]<br>[[Spear]]{{ | |[[File:MediEvilRollingDemo-SpearIcon.png]]<br>[[Spear]]{{Note|name=shockwave}} | ||
|8 | |8 | ||
|8 | |8 | ||
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|0 | |0 | ||
|- | |- | ||
|[[File:MediEvilRollingDemo-TridentIcon.png]]<br>[[Trident]]{{ | |[[File:MediEvilRollingDemo-TridentIcon.png]]<br>[[Trident]]{{Note|Crashes the game when equipped. If worked around, has no hit detection anyway.}} | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
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|N/A | |N/A | ||
|} | |} | ||
{{Notelist}} | |||
===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. | |||
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"/> | |||
{| | |||
| | |||
*'''50 points''' | |||
**Moneybags | |||
*'''75 points''' | |||
**[[Crows]] | |||
*'''100 points''' | |||
**[[Ant Larvae]] | |||
**[[Bats]] | |||
**[[Hedges]] | |||
**[[Pumpkin Bombs]] | |||
**[[Pumpkin Plants]] | |||
**[[Tentacles]] | |||
**[[Wickermen]] | |||
**[[Zombies|Zombies (Type A)]] | |||
*'''125 points''' | |||
**[[Armoured Knights]] | |||
**[[Ducks]]<nowiki>*</nowiki> | |||
**[[Imps]] | |||
**[[Maggots]]<nowiki>*</nowiki> | |||
**[[Nellie Mad]]<nowiki>*</nowiki> | |||
**[[Patients]] | |||
**[[Pirate Crew]] | |||
**[[Tumbling Torsos]]<nowiki>*</nowiki> | |||
**[[Uncle Mad]] | |||
**[[Zombies|Zombies (Type B)]] | |||
*'''175 points''' | |||
**[[Headless Zombies]] | |||
**[[Mr Mad]] | |||
**[[Mrs Mad]] | |||
**[[Pirate Officers]] | |||
| style="vertical-align: top" | | |||
*'''200 points''' | |||
**[[Mad Monks]] | |||
**[[Scarecrows]] | |||
**[[Undead Warriors]] | |||
**[[Wolves]] | |||
*'''300 points''' | |||
**[[Ants]] | |||
**[[Ghouls]] | |||
**[[Shadow Demons]] | |||
*'''400 points''' | |||
**Not used | |||
*'''500 points''' | |||
**Not used | |||
*'''750 points''' | |||
**[[Rhinotaurs]]<nowiki>*</nowiki> | |||
*'''1000 points''' | |||
**[[Stained Glass Demon]] | |||
*'''1500 points''' | |||
**[[Ant Queen]] | |||
*'''2500 points''' | |||
**Not used | |||
*'''5000 points''' | |||
**[[Pumpkin King]]<nowiki>*</nowiki> | |||
|} | |||
<small><nowiki>*</nowiki> This enemy cannot be encountered in the demo, but can be found in the code.</small> | |||
===Scrollable text box=== | |||
[[File:MediEvilRollingDemo-ScrollableTextBox.png|thumb|right|The scrollable text box.]] By pressing {{B|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|pause menu]]. | |||
At the top of the box is the HUD icon for Dan's [[#Lives|lives]] while instructions on how to control the box appear near the bottom: {{B|X}} to advance, {{B|T}} to go back, {{B|O}} to exit. The following text and sprites are within the box itself: | |||
{| class="wikitable" | |||
|<center>[[File:MediEvilRollingDemo-EnergyBoneHUD1.png]]</center> | |||
Never out of print since its debut in 1818<nowiki>*</nowiki>, Mary Shelley's Frankenstein is a novel of surprising psychological depths as well as a horror masterpiece. | |||
It has been adapted for the screen again and again - yet until now, no film version has plumbed the story's rich complexities. [[File:MediEvilRollingDemo-EnergyBoneHUD1.png]]<br>The Frankenstein story resonates anew <center>[[File:MediEvilRollingDemo-EnergyBoneHUD1.png]]</center> today, in our age of genetic cloning and replaceable human parts. | |||
Press {{B|X}} {{B|T}} {{B|O}} {{B|S}} {{B|L1}} {{B|L2}} buttons. | |||
|- | |||
| | |||
From the earliest days of the cinema, we have been fascinated by visitors from other worlds. Slimy, malevolent and often melodramatic, they have scrambled from their flying saucers and threatened us with their ray-guns in some of the most popular movies ever made. [[File:MediEvilRollingDemo-EnergyBoneHUD2.png]] | |||
|} | |||
<small><nowiki>*</nowiki> This value shows the player's current score.</small> | |||
====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.{{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]''.<ref name="df"/> | |||
==Cheats== | ==Cheats== | ||
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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=Digital - 0 | |name=Digital - 0 | ||
|effect=Sets the current control scheme to [[#Digital|Digital - 0]].<ref name=" | |effect=Sets the current control scheme to [[#Digital|Digital - 0]].<ref name="hacc"/> | ||
|code=D0096864 800D | |code=D0096864 800D | ||
800D0818 27F8 | 800D0818 27F8 | ||
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{{CodeTableEntry | {{CodeTableEntry | ||
|name=Digital - 1 | |name=Digital - 1 | ||
|effect=Sets the current control scheme to [[#Digital|Digital - 1]].<ref name=" | |effect=Sets the current control scheme to [[#Digital|Digital - 1]].<ref name="hacc"/> | ||
|code=D0096864 800D | |code=D0096864 800D | ||
800D0818 281C | 800D0818 281C | ||
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{{CodeTableEntry | {{CodeTableEntry | ||
|name=Digital - 2 | |name=Digital - 2 | ||
|effect=Sets the current control scheme to [[#Digital|Digital - 2]].<ref name=" | |effect=Sets the current control scheme to [[#Digital|Digital - 2]].<ref name="hacc"/> | ||
|code=D0096864 800D | |code=D0096864 800D | ||
800D0818 2840 | 800D0818 2840 | ||
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{{Reflist}} | {{Reflist}} | ||
==External links== | ==External links== | ||
*[ | *{{Icon|HP}} [[hiddenpalace:MediEvil (Aug 14, 1997 rolling demo)|''MediEvil Rolling Demo'']] on Hidden Palace. | ||
*{{Icon|TCRF}} [[tcrf:Proto:MediEvil/Rolling_Demo|''MediEvil Rolling Demo'']] on The Cutting Room Floor. | |||
==Navigation== | ==Navigation== | ||
{{MediEvil demo releases}} | {{MediEvil demo releases}} | ||
[[Category:MediEvil demos]] | [[Category:MediEvil demos]] | ||
[[Category:MediEvil Rolling Demo]] | |||
{{DISPLAYTITLE:''MediEvil Rolling Demo''}} | {{DISPLAYTITLE:''MediEvil Rolling Demo''}} |