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Gex 3 (PS1) differences between full game and demo

Aug 9th, 2015
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  1. Gex 3 (PS1) differences between full game and demo:
  2. ---------------------------------------------------
  3.  
  4. NOTE:
  5. I compared the SLUS-00806 version of the full game (NTSC with demos on it) and the demo on Euro Demo 45 SCED_018.19 (PAL).
  6.  
  7. NOTE: when I say 'retail' I mean the full game
  8.  
  9. ##TO DO:
  10. compare the SLUS-00806 version with a NTSC demo, and compare the Euro Demo version the full retail PAL version.
  11. ##TO DO: look for other demos. Could be of earlier/later build dates.
  12. ##TO DO: look for a beta version. Chances are it has the same debug menu as the demo and can be activated and used.
  13.  
  14.  
  15. ## Gameplay: ##
  16.  
  17.  
  18. General/Major differences:
  19. * can only play Clueless in Seattle (Murder Mysteries TV)
  20. * no selection of remotes, just a slideshow
  21. * no cutscenes showing the remote for that challenge
  22. * no ability to pause (indicating that the debug menu could be/is active but pressing the Select button stops the demo. Hmm...)
  23. * no Alfred (the assistant turtle with a posh accent)
  24. * Gex never talks (some/most might say that this is a good thing)
  25. * the karate kick (R2+X) has more height
  26. * the magnifying glasses (signifying a minigame) is a spinning 3D model that you can simply tailwhip to start the demo; in the full game its just a plain texture on the surface of where to look at in first person
  27. * the shrinking down for the minigame is silent and has no multicoloured swirling animation
  28. * the timers have different font, don't have the ticking sound effect, and when different than the retail its usually more generous
  29. * getting a remote ends the demo
  30.  
  31. Minor differences
  32. * when collecting a fly, the animated fly by the counter is slower
  33. * when collecting a fly, the font for the number is different (demo has green with gold borders, retail has plain green)
  34. * going first person mode doesn't display the magnifying glass for this level
  35. * none of the bears move, but you do take damage from them
  36. * no tape in front of the doorway to the doorway directly in front of your starting position)
  37. * the walking TV enemies have dumber AI; in the retail that can detect and chase
  38. * the walking TV enemies don't have death animations, they simply explode when killed
  39. * the walking TV enemies' explosions are different (demo has grey and orange triangles with green and purple stars, retail has grey and orange triangles with white and yellow circular particles)
  40. * the statues don't move when hit; in the retail the heads swerve and tilt back
  41. * the statues don't make any noise when hit; in the retail they make a similiar sound to when you hit a powerup TV (health)
  42. * the timer has a large yellow font and is in the middle left of the screen; in the retail its a smaller metallic silver font in the bottom left corner of the screen
  43. * hitting a powerup tv makes it spin 3 times; the powerup tvs in the retails only spin 2 times
  44. * the powerup flies make different sounds - in the demo its a small buzz that plays every second; in the retail its a quieter but whinier buzz that plays every half second
  45. * there's no sound effect for swallowing the fly; in the retail there is
  46. * collecting a statue paw print just plays the standard collection sound; in the retail version, collecting the statue paw print plays the swirly particle animation with a small fanfare sound effect
  47. * in the room besides the TV bots, the wall here isn't a one-way mirror
  48. * there isn't a paw print on top of the bed roof in the demo
  49. * in the next room, the amount of fly coins is different; demo has 5, retail has 3
  50. * the Hunter enemy is dumber in the demo; his AI dictates that if he fires at you and the bullet hits you, he won't fire at you until you move around, whereas in the retail he'll keep firing so long as he can see you
  51. * dying in the demo doesn't play the sound effect and doesn't show your collectables totals when you respawn
  52. * the hunter's bullets travel more slow in the demo
  53. * the hunter's death animation is slower in the demo (his body goes up more in the air and his static is longer before he disappears)
  54. * when smashing the cabinets for the flies, the sound effect is louder and the debris is brighter
  55. * there is no bear in the kitchen
  56. * the floor texture is at an angle (diamonds), whereas in the retail its a more clean and straight (squares)
  57. * the texture on the slanted wall isn't corrected yet
  58. * the number of flies in the room is different - the collection of them at the back of the room is 12 (4x3), whereas in the retail its 6 (3x2)
  59. * the upper area in the first hunter room has misaligned floor textures
  60. * in the snooker/billiards room, there's a hunter; in the retail its a bear
  61. * the righter most platform behind the chair has a paw print, whereas in the retail its simply a health tv
  62. * the ass on the wall behind the painting doesn't have a g-string. Yes I just typed that
  63. * the fleas minigame has a 1:00 countdown; the retail has a 0:45 countdown
  64. * the blliards minigame has a 1:00 countdown; the retail has a 0:45 countdown
  65. * the billiards are larger and bounce slower, and don't have angry eyes that face you
  66. * there is no checkpoint TV at the beginning of the hedge maze
  67. * the immediate right path has a hunter; in the retail its a bear
  68. * the hedge maze remote is guarded by a hunter; in the retail its a bear
  69. * the hedge maze statue is guarded by a hunter; in the retail its a bear
  70. * the hedge maze statue can be hit again to show the opened bookcase; in the retail hitting it again does not replay that little cutscene
  71. * going from the pool room to the living room has normal camera; in the retail its sometimes zoomed out as you enter the living room
  72. * hitting the machine that turns you into vampire Gex produces a different buzz noise; the retail version has a more energetic buzz
  73. * the machine doesn't move when you hit it
  74. * the switch doesn't move; in the retail the switch goes from boil to roast and resets back to boil after the animation
  75. * hitting the machine changes doesn't change you back to detective; in the retail you can go back and forth as you please
  76. * you can glide only after a tail bounce (though Gex does glide at his max jump, even if no tail bounce), whereas in the retail you can glide anytime
  77. * standing on the remote switch makes Gex immediately jump into the TV; in the retail he says a line and then jumps through
  78.  
  79.  
  80. ## Unseen/Unused: ##
  81.  
  82.  
  83. * The debug menu for the demo is bigger than the retail's debug menu, however you can't access it (at least I haven't been able to) and chances are a lot of options on the debug menu can't use (since it is a demo)
  84. * You can't pause the game in the demo, which either means the pause menu hasn't been programmed (silly) or that the debug menu is activated (sensible).
  85. Only problem: to activate the debug menu, you press the Select button; doing that in the demo exits the game. Could it be possible to fix it so it activates via the start button? Or to recode it so that the Select button brings up the menu and doesn't close the game? I need help with this cause I can't find the Joker command
  86.  
  87. 00000800:
  88. egypt01 anime1 burro1 mob01 burro1 tank11 clue1 gexcave6 snow96 -_LEVELID -_MISSIONS -_DEMO -_STARTPOS 5581 -4929 -2868 -_NOSOUND -_NO_CHEATS -_USE_C -_VOICE
  89.  
  90. A level list of what has been programmed so far. The retail version has a much bigger list of levels.
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