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[[File:MediEvil Rolling Demo splash screen.png|thumb|''Rolling Demo'' splash screen.]] 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>{{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> Files on the discs suggest that the demo finished development around August 14, 1997.
{{Infobox demo
|image=MediEvil Rolling Demo splash screen.png
|caption=''Rolling Demo'' splash screen.
|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>
|publishers=[[wikipedia:Sony Computer Entertainment Europe|Sony Computer Entertainment Europe]]
|previous=''[[MediEvil Prototype (June '97)]]'' (E3)
|next=''[[MediEvil ECTS Pre-Alpha]]'' (trade show)<br>''[[MediEvil 0.32 Demo]]'' (demo disc)
}}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]]''' - [[Sir Dan]] starts at the beginning of the level with three [[#Lives|Lives]] and two [[#Energy Bones|Energy Bones]]. He wields the [[Small Sword]]. He fails at fighting the first [[zombie]] he encounters and loses an Energy Bone. He obtains a [[shield]] from a [[chest]]. Afterwards he successfully kills two zombies for a total score of 250 [[#points|points]]. Then he proceeds up a hill to collect the [[Chaos Rune]].
#[[MediEvil Rolling Demo/The Graveyard|The Graveyard]]
#'''[[The Desecrated Church]]''' - Dan begins in the catacombs underneath the church with three Lives and three Energy bones. Here he trades his Small Sword for the [[Crossbow]]. He successfully kills an [[Imp]] for 125 points. Soon after his crossbow is stolen by another Imp. He is forced to use his [[Own arm]]. He uses it to destroy a [[Skull Chest]] which unleashes a [[Smart Bomb]]. The Imps are killed but not before Dan takes some damage from an Imp's torch.
#[[MediEvil Rolling Demo/The Desecrated Church|The Desecrated Church]]
#'''[[The Ant Caves]]''' - Dan has three Lives and five Energy Bones and is wielding a [[Club]]. He uses it to crush an [[ant]] for 300 points. He picks up a [[Power-up Potion]] which makes the Club emit shockwaves. He then kills an [[ant larva]] and unleashes a Smart Bomb which kills even more of them. Afterwards he proceeds to kill another ant with the Club for a score of 700 points, though he loses two Energy Bones in the process.
#[[MediEvil Rolling Demo/The Ant Caves|The Ant Caves]]
#'''[[The Ghost Ship]]''' - Here Dan begins with three Lives and five Energy Bones again. He also has the [[Magic Sword]] and immediately picks up the [[Star Rune]]. He manages to lose three Energy Bones while making his way past the [[pirates]] on the ship.
#[[MediEvil Rolling Demo/The Ghost Ship|The Ghost Ship]]
#'''[[The Asylum Grounds]]''' - Dan has three Lives and three Energy Bones. He carries the [[Axe]] which he uses to dispatch [[Mad Monks]] and a [[Hedges|hedge dragon]]. He picks up a Power-up Potion which envelops him in a barrier that deals damage to enemies. After killing more Mad Monks, Dan's total score at the end of the segment is 1425 points.
#[[MediEvil Rolling Demo/The Asylum Grounds|The Asylum Grounds]]
#'''[[Pools of the Ancient Dead]]''' - Dan has three Lives, nine Energy Bones and the Crossbow. He fends off a [[tentacle]] and three [[Armoured Knights]] for 475 points in total. However, he does also lose an Energy Bone.
#[[MediEvil Rolling Demo/Pools Of The Ancient Dead|Pools Of The Ancient Dead]]
#'''[[Pumpkin Gorge]]''' - Dan begins with three Lives and two Energy Bones. He wields the [[Big Sword]]. He is immediately assaulted by exploding [[Pumpkin Bombs]] and loses an Energy Bone. He fights his way into the cave in front of him where he picks up the [[Moon Rune]]. He then makes his way out of the cave and further into the gorge.
#[[MediEvil Rolling Demo/Pumpkin Gorge|Pumpkin Gorge]]
#'''[[Scarecrow Fields]]''' - Dan has three Lives, three Energy Bones and the Small Sword. He picks up the [[Serpent Potion]] which summons [[Kul Katura]]. He is attacked by a [[crow]] which makes him lose a Life. He opens a Chest and takes the [[Longbow]] contained within. Using the Longbow he destroys a [[Random Chest]] which contains the Big Sword. He loses another Energy Bone to a [[wicker man]] and then unleashes a Smart Bomb from a nearby Skull Chest which robs Dan of his last Bone. The level ends as he is about to be revived.
#[[MediEvil Rolling Demo/The Scarecrow Fields|The Scarecrow Fields]]
#'''The Ant Caves''' - Dan has three Lives and eight Energy Bones. He carries the Big Sword. He successfully dispatches an Ant and two Larvae with it for 500 points. Heading down a tunnel he manages to find an Energy Bone. After picking it up he is attacked by several Ants. He kills them, bringing his points up to 2000. However, he loses two Energy Bones.
#The Ant Caves
#'''Pumpkin Gorge''' - With three Lives, three Energy Bones and the Longbow, Dan makes battle with some [[Pumpkin Plants]]. He kills two of them for 200 points, but loses an Energy Bone. Then he finds and picks up a Power-up Potion. Using the now powered-up Longbow, he kills two more Pumpkin Plants and a Pumpkin Bomb for a total of 500 points.
#Pumpkin Gorge
#'''The Ghost Ship''' - Dan has three Lives and three Energy Bones. He wields the Longbow. He makes his way past the [[barrels]] on the ship, but not without losing an Energy Bone. He kills a member of the Pirate Crew and a Pirate Officer for 300 points. He skilfully manoeuvres past the ship's [[cannons]] and picks up a Moon Rune.
#The Ghost Ship
#'''The Graveyard''' - Dan fights off some zombies with the Big Sword for 225 points. He picks up a Power-up Potion and goes to town on some [[Graveyard Wolves]]. He picks up the [[Star Rune]] at the top of a small hill. He makes his way back down where he kills some more Zombies and Wolves. Dan ends with a score of 975 points.
#The Graveyard
#The Asylum Grounds - Dan is at the chessboard near the entrance to the Asylum. He is using the [[Lightning]] to try and make the Chess Pieces fall into place. When he is finished, the middle of the chessboard reveals a passageway.
#The Asylum Grounds
#'''[[The Haunted Ruins]]''' - Dan begins with three Lives and four Energy Bones. He uses the Magic Sword to dispatch a [[Shadow Demon]] for 300 points. He gets on the castle's battlements where he stands in front of a cannon which shoots him in the face, making him lose an Energy Bone. He then runs past the cannon and collects a Moon Rune.
#[[MediEvil Rolling Demo/The Haunted Ruins|The Haunted Ruins]]
#'''Pools of the Ancient Dead''' - Dan has three Lives and three Energy Bones. He wields a powered-up [[Spear]]. He uses it to kill some Armoured Knights and [[Undead Warriors]] for 1025 points. A rogue tentacle robs him of an Energy Bone.
#Pools of the Ancient Dead
#'''Pumpkin Gorge''' - Dan, who has three Lives and three Energy bones, throws the [[Dagger]] at a Pumpkin Plant, which he kills for 100 points. He runs away only to run into a group of Pumpkin Plants. They deprive him of two Energy Bones. Wisely, Dan runs away afterwards.
#Pumpkin Gorge
#'''[[The Sleeping Village]]''' - Wielding the Crossbow, Dan makes his way into the village. He uses the weapon successfully to kill [[Mr Mad]]. He enters a nearby house and kills [[Mrs Mad]]. He makes his way further in where another Mr Mad attacks him. Dan kills him, bringing his total score up to 525 points. He turns around to make his way back. The demo ends.
#[[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.


==Differences from the [[MediEvil/SCES-00311|retail version]]==
==Features==
Being over a year older than the final game, the gameplay in the ''MediEvil Rolling Demo'' resembles the arcade classic ''[[Wikipedia:Ghosts 'n Goblins|Ghosts 'n Goblins]]'' more closely than the [[Wiktionary:Zeldaesque|Zeldaesque]] gameplay 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 have yet to be censored. Development is in full swing and most levels are only half-finished.
Being over a year older than the [[MediEvil/SCES-00311|final game]], the ''MediEvil Rolling Demo'' resembles the arcade classic ''[[Wikipedia:Ghosts 'n Goblins|Ghosts 'n Goblins]]'' more closely than the [[Wiktionary:Zeldaesque|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.  
===Chests===
 
'''Chests''' are containers that contain various items. There are three types of chests in the ''MediEvil Rolling Demo'':
This is '''not''' the ''MediEvil'' you know.
*Normal Chests - A normal chest will always contain the same thing every playthrough. It can contain weapons and shields.
*Random Chests - A random 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.
*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 [[#Points|score]] even if Dan is the one to trigger it.
===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 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 50: Line 57:
! {{B|U}}
! {{B|U}}
|-
|-
| style="text-align: center" | Turn around
| style="text-align: center" | Jump-turn
! {{B|T}}
! {{B|T}}
! {{B|T}}
! {{B|T}}
! {{B|L1}}
! {{B|L1}}
|-
|-
| style="text-align: center" | Block
| style="text-align: center" | Duck (block if shield equipped)
! {{B|O}}
! {{B|O}}
! {{B|D}}
! {{B|D}}
Line 86: Line 93:
|-
|-
| style="text-align: center" | Run
| style="text-align: center" | Run
! {{B|U}} + {{B|R1}}/{{B|L3}}  
! {{B|U}} + {{B|R1}} / {{B|L3}}  
! {{B|R2}}/{{B|L3}}
! {{B|R2}} / {{B|L3}}
! {{B|T}} + {{B|R2}}/{{B|L3}}
! {{B|T}} + {{B|R2}} / {{B|L3}}
|-
|-
| style="text-align: center" | Jump left
| style="text-align: center" | Jump left
Line 100: Line 107:
! {{B|O}}
! {{B|O}}
|-
|-
| style="text-align: center" | Open scrollable text box
| style="text-align: center" | Open [[#Scrollable text box|scrollable text box]]
! {{B|R3}}
! {{B|R3}}
! {{B|R3}}
! {{B|R3}}
Line 114: 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.
====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.
===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]].


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.  
===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.  


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 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]] [[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.
 
===Enemies===
{{Main article|MediEvil Rolling Demo/Enemies|l1=Enemies in the ''MediEvil Rolling Demo''}}


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===
===Full motion videos===
Although no [[FMV]]s are included with the demo, there are several references to them inside [[MEDIEVIL.EXE]].
While no [[FMV]]s are included with the demo, there are several references to them inside [[MEDIEVIL.EXE]]:
Starting at offset '''0x8F68C''':
{|
<pre>
! 0x8F68C
! 0xAD300
|-
|style="vertical-align:top;" |<pre style="margin: 0">
10AV.STR
10AV.STR
INTROAV.STR
INTROAV.STR
Line 136: Line 157:
DUMMY.STR
DUMMY.STR
</pre>
</pre>
Further references occur at offset '''0xAD300''':
|style="vertical-align:top;" |<pre style="margin: 0">
<pre>
11V.STR
11V.STR
9AV.STR
9AV.STR
Line 147: Line 167:
2AV.STR
2AV.STR
</pre>
</pre>
|}
[[6AV]], [[12AV]], [[13AV]] and [[14AV]] do not appear in the lists, meaning they were probably not finished or planned yet.
[[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.
Ten levels are shown off as part of the demo:
[[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 221: Line 244:


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.
{| class="topnav" width="100%"
{| class="topnav" width="100%"
{{RollingDemoPauseMenuOption|RESUME||X to continue.}}
|- style="vertical-align:top;"
{{RollingDemoPauseMenuOption|RESTART||X to restart.|debug2=yes}}
| width = "40%" | '''RESUME'''
{{RollingDemoPauseMenuOption|EXIT||X to exit.}}
| width = "40%" |  
{{RollingDemoPauseMenuOption|FX VOLUME:||L/R to change.}}
| width = "20%" | X to continue.
{{RollingDemoPauseMenuOption|MUSIC VOLUME:||L/R to change.}}
|- style="vertical-align:top;"
{{RollingDemoPauseMenuOption|[[#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.}}}}
| '''RESTART'''<nowiki>**</nowiki>
{{RollingDemoPauseMenuOption|SPEED RELATIVE TURN:|On/Off|X to toggle.|debug1=yes}}
|  
{{RollingDemoPauseMenuOption|ALLOW DEMO RECORD:|Not available|X to toggle.|debug2=yes}}
| X to restart.
{{RollingDemoPauseMenuOption|DIFFICULTY LEVEL:|0-3|L/R to change.|debug1=yes}}
|- style="vertical-align:top;"
{{RollingDemoPauseMenuOption|LIVES:|1-9|L/R to change.|debug1=yes}}
| '''EXIT'''
{{RollingDemoPauseMenuOption|ENERGY:|{{CollapsibleContent|show=see more|hide=see less|width=7.5em|1-99|Invulnerable}}|L/R to change.|debug1=yes}}
|  
{{RollingDemoPauseMenuOption|WEAPON:|{{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.|debug1=yes}}
| X to exit.
{{RollingDemoPauseMenuOption|WEAPON POWER-UP:|On/Off|X to toggle.|debug1=yes}}
|- style="vertical-align:top;"
{{RollingDemoPauseMenuOption|SHIELD:|{{CollapsibleContent|show=see more|hide=see less|width=7.5em|None|Copper<br>Silver<br>Gold}}|L/R to change.|debug1=yes}}
| '''FX VOLUME:'''
{{RollingDemoPauseMenuOption|LIMITED RUN:|On/Off|X to toggle.|debug1=yes}}
|  
{{RollingDemoPauseMenuOption|DAN MODE:|Not implemented|L/R to change.|debug1=yes}}
| L/R to change.
{{RollingDemoPauseMenuOption|RUNE KEYS:|{{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.|debug1=yes}}
|- style="vertical-align:top;"
{{RollingDemoPauseMenuOption|FEET GRIP:|Not activated|X to toggle. L/R to change.|debug1=yes}}
| '''MUSIC VOLUME:'''
{{RollingDemoPauseMenuOption|GROUND FRIC:|Not activated|X to toggle. L/R to change.|debug1=yes}}
|  
{{RollingDemoPauseMenuOption|KINETIC FRIC:|Not activated|X to toggle. L/R to change.|debug1=yes}}
| L/R to change.
{{RollingDemoPauseMenuOption|JUST DAN:|On/Off|X toggles (must restart).|debug2=yes}}
|- style="vertical-align:top;"
{{RollingDemoPauseMenuOption|TESTCARD:|On/Off|X to toggle.|debug2=yes}}
| '''[[#Controls|CONTROL SETTINGS]]:'''
{{RollingDemoPauseMenuOption|MATRICES:|Not available|X to toggle.|debug2=yes}}
| {{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]]}}
{{RollingDemoPauseMenuOption|TERRAIN MODE:|Not available|X to toggle.|debug1=yes}}
| L/R to change.
{{RollingDemoPauseMenuOption|GATSO:|On/Off|X to toggle.|debug2=yes}}
|- style="vertical-align:top;"
{{RollingDemoPauseMenuOption|MAPVIEW DISPLAY:|Not available|X to toggle.|debug1=yes}}
| '''SPEED RELATIVE TURN:'''<nowiki>*</nowiki>
{{RollingDemoPauseMenuOption|ACTIVE MAPVIEW||X to enter.|debug1=yes}}
| On/Off
{{RollingDemoPauseMenuOption|CAMERA MODE:|{{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.|debug2=yes}}
| X to toggle.
{{RollingDemoPauseMenuOption|SUPER CHEAT||X to set.|debug1=yes}}
|- style="vertical-align:top;"
{{RollingDemoPauseMenuOption|SOUND TEST||X to enter.|debug1=yes}}
| '''ALLOW DEMO RECORD:'''<nowiki>**</nowiki>
{{RollingDemoPauseMenuOption|PLACE ENTITY:|Not available|L/R, O + L/R, X to place.|debug2=yes}}
| Not available
{{RollingDemoPauseMenuOption|SHOW VRAM||X to enter.|debug2=yes}}
| X to toggle.
{{RollingDemoPauseMenuOption|SHOW MEM STATUS||X to enter.|debug2=yes}}
|- style="vertical-align:top;"
{{RollingDemoPauseMenuOption|GRAB SCREEN||X to enter.|debug2=yes}}
| '''[[#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>


===Points===
===Pick-ups===
'''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.
'''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====
{{Main|Magic Bones}}
[[File:MediEvilRollingDemo-EnergyBone.PNG|50px|right]] 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]].
 
At the beginning of the game, Dan will have three Magic Bones. More Magic Bones can be found in the environment or dropped by enemies, especially the final enemy in a wave of enemies.
 
Losing all Magic Bones will cause Dan to lose a Life. A single Magic 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. Dan can carry a large number of Magic Bones, but 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 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.


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:
Although Dan can carry a large number of Lives, the '''Life Counter''' will not update beyond the first nine.
*[[Ants]] - 300 points
====Potions====
*[[Ant Larvae]] - 100 points
{{For||Potion (disambiguation)}}
*[[Ant Queen]] - 1500 points
'''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:
*[[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:
{{ItemTableBegin}}
{{ItemTableBegin}}
{{ItemTableEntry
{{ItemTableEntry
|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]], but was eventually superseded by the Serpent Potion.}}
|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 grows in size for a very short time and then 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 321: Line 447:
|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. Kul Katura 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. However, 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.}}
|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 a brief time period. 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 short amount of time. Some weapons also get additional effects, such as releasing shockwaves or enveloping Dan in a protective barrier. 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}}


===Weapons===
====Rune Keys====
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. 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, ranged weapons are unlimited and cannot be used up. There are 13 weapons in total:
[[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.
*[[Small Sword]]
 
*[[Big Sword]]
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.
*[[Magic Sword]]
 
*[[Dagger]]
[[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.
*[[Axe]]
{{clr}}
*[[Club]]
====Shields====
*[[Crossbow]]
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''.
*[[Chick Drumstick]]
<gallery>
*[[Own arm]]
MediEvilRollingDemo-CopperShield.png|'''Copper Shield''' - Takes 2 hits before breaking.
*[[Lightning]]
MediEvilRollingDemo-SilverShield.png|'''Silver Shield''' - Takes 4 hits before breaking.
*[[Longbow]]
MediEvilRollingDemo-GoldShield.png|'''Gold Shield''' - Takes 8 hits before breaking.
*[[Spear]]
</gallery>
*[[Trident]]
 
====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.
 
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:<ref name="df"/>
{| class="wikitable" style="text-align: center"
! rowspan="2" | Weapon
! colspan="4" | [[Damage]]
|-
!{{AttackIcon|Sharpness}}
!{{AttackIcon|Weight}}
!{{AttackIcon|Fire}}
!{{AttackIcon|Magic}}
|-
|[[File:MediEvilRollingDemo-SmallSwordIcon.png]]<br>[[Small Sword]]
|2
|2
|0
|0
|-
|[[File:MediEvilRollingDemo-BigSwordIcon.png]]<br>[[Big Sword]]
|4
|4
|0
|0
|-
|[[File:MediEvilRollingDemo-MagicSwordIcon.png]]<br>[[Magic Sword]]
|5
|4
|0
|8
|-
|[[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
|0
|0
|0
|-
|[[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
|8
|0
|0
|-
|[[File:MediEvilRollingDemo-ClubIcon.png]]<br>[[Club]]{{Note|name=shockwave|Releases a shockwave while powered up that deals 2 points of weight damage.}}
|0
|16{{Note|Indirect hits only deal 2 points of weight damage.}}
|0
|0
|-
|[[File:MediEvilRollingDemo-CrossbowIcon.png]]<br>[[Crossbow]]
|8
|2
|0
|0
|-
|[[File:MediEvilRollingDemo-ChickDrumstickIcon.png]]<br>[[Chick Drumstick]]{{Note|name=redAura}}
|0
|0
|0
|0
|-
|[[File:MediEvilRollingDemo-OwnArmIcon.png]]<br>[[Own arm]]
|0
|3
|0
|0
|-
|[[File:MediEvilRollingDemo-LightningIcon.png]]<br>[[Lightning]]{{Note|No discernible change while powered up.}}
|0
|0
|0
|2
|-
|[[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
|8
|0
|-
|[[File:MediEvilRollingDemo-SpearIcon.png]]<br>[[Spear]]{{Note|name=shockwave}}
|8
|8
|0
|0
|-
|[[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
|}
{{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]]
**[[Wicker men]]
**[[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==
Line 356: Line 659:
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.<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. 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"/>
{{clr}}
{{clr}}
==GameShark codes==
==GameShark codes==
The following codes are compatible with both releases of the demo:
The following codes are compatible with both releases of the demo:
Line 373: Line 677:
{{CodeTableEntry
{{CodeTableEntry
|name=PAUSE
|name=PAUSE
|effect=Reverts to the default pause menu.<ref name="lazlo">GameShark codes based on research by [https://tcrf.net/User:Lazlo52 Lazlo52].</ref>
|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
Line 392: Line 696:
{{CodeTableEntry
{{CodeTableEntry
|name=Digital - 0
|name=Digital - 0
|effect=Sets the current control scheme to [[#Digital|Digital - 0]].<ref name="lazlo"/>
|effect=Sets the current control scheme to [[#Digital|Digital - 0]].<ref name="hacc"/>
|code=D0096864 800D
|code=D0096864 800D
800D0818 27F8
800D0818 27F8
Line 399: Line 703:
{{CodeTableEntry
{{CodeTableEntry
|name=Digital - 1
|name=Digital - 1
|effect=Sets the current control scheme to [[#Digital|Digital - 1]].<ref name="lazlo"/>
|effect=Sets the current control scheme to [[#Digital|Digital - 1]].<ref name="hacc"/>
|code=D0096864 800D
|code=D0096864 800D
800D0818 281C
800D0818 281C
Line 406: Line 710:
{{CodeTableEntry
{{CodeTableEntry
|name=Digital - 2
|name=Digital - 2
|effect=Sets the current control scheme to [[#Digital|Digital - 2]].<ref name="lazlo"/>
|effect=Sets the current control scheme to [[#Digital|Digital - 2]].<ref name="hacc"/>
|code=D0096864 800D
|code=D0096864 800D
800D0818 2840
800D0818 2840
Line 487: Line 791:


==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 Late Japanese Demo]]''
*''[[MediEvil Late Japanese Demo]]''
==References==
==References==
{{Reflist}}
{{Reflist}}
==External links==
==External links==
*[https://tcrf.net/Proto:MediEvil/Rolling_Demo ''MediEvil Rolling Demo''] on The Cutting Room Floor.
*{{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}}
{{MediEvil series}}
[[Category:MediEvil demos]]
[[Category:MediEvil demos]]
[[Category:MediEvil Rolling Demo]]
{{DISPLAYTITLE:''MediEvil Rolling Demo''}}
{{DISPLAYTITLE:''MediEvil Rolling Demo''}}