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Inside The Asylum (Morten version): Difference between revisions

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'''Inside The Asylum''' is a level that was cut from ''[[MediEvil (1998)|MediEvil]]''. The level was going to feature [[Morten the Earthworm]] in a side-viewed platform section where he would have undertaken "a perilous mission to steal a door key from the abbey of the mad monks." According to [[Jason Wilson]], the game's lead artist and game designer, "Morten had to navigate a range of obstacles and there were a few funny moments such as inching your way across the bare feet of prisoners (tickling them in the process) who are hanging upside down in racks."{{Siteref|atomic-city|artwork/Medievil_gallery/medievil_morten_concept_design.htm|medievil_morten_concept_design}} The level was completely removed from the game,{{Gameref|ECTSPreAlpha}}{{Note|Inside The Asylum is replaced by Dan's Crypt in the ''MediEvil ECTS Pre-Alpha''. The preceding level, [[MediEvil ECTS Pre-Alpha/The Asylum Grounds|The Asylum Grounds]], had its exit changed from what it was in the ''MediEvil Rolling Demo''; instead of walking up to the Asylum, Dan now instead exits through a different gate leading straight into The Enchanted Earth.|name=removed}} but was later [[Inside The Asylum|reintroduced with a new design]] inspired by the arcade game ''[[wikipedia:Smash TV|Smash TV]]''.{{Siteref|MediEvil-Boards|12662|MediEvil developers - Q&A;|May 7, 2013|quote=That's really part of the grander notion that we originally had for the Asylum - that you'd complete the maze and then go inside, playing a side-viewed platform section as Morten. That platform section never materialized, and we ended up almost having to cut the Asylum interior altogether - until we realized that we could pretty easily create those 'Smash TV' style attack rooms that we finally shipped with. ...Sometimes you put a lot of effort into something and it doesn't pan out and other times something really simple to create totally pays off as those{{sic}} I think those rooms did.|author=Chris Sorrell}}
'''Inside The Asylum''' is a level that was cut from ''[[MediEvil (1998)|MediEvil]]''. The level was going to feature [[Morten the Earthworm]] in a side-viewed platform section where he would have undertaken "a perilous mission to steal a door key from the abbey of the mad monks." According to [[Jason Wilson]], the game's lead artist and game designer, "Morten had to navigate a range of obstacles and there were a few funny moments such as inching your way across the bare feet of prisoners (tickling them in the process) who are hanging upside down in racks."{{Siteref|atomic-city|artwork/Medievil_gallery/medievil_morten_concept_design.htm|medievil_morten_concept_design}} The level was completely removed from the game,{{Gameref|ECTSPreAlpha}}{{Note|Inside The Asylum is replaced by Dan's Crypt in the ''MediEvil ECTS Pre-Alpha''. The preceding level, [[MediEvil ECTS Pre-Alpha/The Asylum Grounds|The Asylum Grounds]], had its exit changed from what it was in the ''MediEvil Rolling Demo''; instead of walking up to the Asylum, Dan now instead exits through a different gate leading straight into The Enchanted Earth.|name=removed}} but was later [[Inside The Asylum|reintroduced with a new design]] inspired by the arcade game ''[[wikipedia:Smash TV|Smash TV]]''.{{Siteref|MediEvil-Boards|12662|MediEvil developers - Q&A;|May 7, 2013|quote=That's really part of the grander notion that we originally had for the Asylum - that you'd complete the maze and then go inside, playing a side-viewed platform section as Morten. That platform section never materialized, and we ended up almost having to cut the Asylum interior altogether - until we realized that we could pretty easily create those 'Smash TV' style attack rooms that we finally shipped with. ...Sometimes you put a lot of effort into something and it doesn't pan out and other times something really simple to create totally pays off as those{{sic}} I think those rooms did.|author=Chris Sorrell}}


Textures for the level appear in the ''[[MediEvil Rolling Demo]]''. Most of the environmental textures are from [[The Graveyard]] level, suggesting that the level was using it as a placeholder map. There are also textures for Morten, a [[Beetle]], a [[Big Rat]], a [[Monk's Foot]] and a [[Woodlouse]]. Although these models are not in the ''MediEvil Rolling Demo'', they can be found in the ''[[MediEvil ECTS Pre-Alpha]]''.
Textures for the level appear in the ''[[MediEvil Rolling Demo]]''. Most of the environmental textures are from [[The Graveyard]] level, suggesting that the level was using it as a placeholder map. There are also textures for Morten, [[Beetles]], a [[Big Rat]], a [[Prisoners' Feet]] and a [[Woodlice]]. Although these models are not in the ''MediEvil Rolling Demo'', they can be found in the ''[[MediEvil ECTS Pre-Alpha]]''.
==In the final game==
==In the final game==
Both the full motion video that would play at the beginning of the level, as well as the music for the level, remain on the game disc. They are unused and can only be accessed through the game's cheat menu.
Both the full motion video that would play at the beginning of the level, as well as the music for the level, remain on the game disc. They are unused and can only be accessed through the game's cheat menu.
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MediEvilECTSPreAlpha-Beetle.png|[[Beetles]]
MediEvilECTSPreAlpha-Beetle.png|[[Beetles]]
MediEvilECTSPreAlpha-BigRat.png|[[Big Rat]]
MediEvilECTSPreAlpha-BigRat.png|[[Big Rat]]
MediEvilECTSPreAlpha-MonksFoot.png|[[Prisoner's Feet]]
MediEvilECTSPreAlpha-MonksFoot.png|[[Prisoners' Feet]]
MediEvilECTSPreAlpha-Woodlouse.png|[[Woodlice]]
MediEvilECTSPreAlpha-Woodlouse.png|[[Woodlice]]
</gallery>
</gallery>