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- Gex 3 (PS1) differences between full game and demo:
- ---------------------------------------------------
- NOTE:
- 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).
- NOTE: when I say 'retail' I mean the full game
- ##TO DO:
- compare the SLUS-00806 version with a NTSC demo, and compare the Euro Demo version the full retail PAL version.
- ##TO DO: look for other demos. Could be of earlier/later build dates.
- ##TO DO: look for a beta version. Chances are it has the same debug menu as the demo and can be activated and used.
- ## Gameplay: ##
- General/Major differences:
- * can only play Clueless in Seattle (Murder Mysteries TV)
- * no selection of remotes, just a slideshow
- * no cutscenes showing the remote for that challenge
- * no ability to pause (indicating that the debug menu could be/is active but pressing the Select button stops the demo. Hmm...)
- * no Alfred (the assistant turtle with a posh accent)
- * Gex never talks (some/most might say that this is a good thing)
- * the karate kick (R2+X) has more height
- * 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
- * the shrinking down for the minigame is silent and has no multicoloured swirling animation
- * the timers have different font, don't have the ticking sound effect, and when different than the retail its usually more generous
- * getting a remote ends the demo
- Minor differences
- * when collecting a fly, the animated fly by the counter is slower
- * when collecting a fly, the font for the number is different (demo has green with gold borders, retail has plain green)
- * going first person mode doesn't display the magnifying glass for this level
- * none of the bears move, but you do take damage from them
- * no tape in front of the doorway to the doorway directly in front of your starting position)
- * the walking TV enemies have dumber AI; in the retail that can detect and chase
- * the walking TV enemies don't have death animations, they simply explode when killed
- * 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)
- * the statues don't move when hit; in the retail the heads swerve and tilt back
- * 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)
- * 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
- * hitting a powerup tv makes it spin 3 times; the powerup tvs in the retails only spin 2 times
- * 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
- * there's no sound effect for swallowing the fly; in the retail there is
- * 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
- * in the room besides the TV bots, the wall here isn't a one-way mirror
- * there isn't a paw print on top of the bed roof in the demo
- * in the next room, the amount of fly coins is different; demo has 5, retail has 3
- * 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
- * dying in the demo doesn't play the sound effect and doesn't show your collectables totals when you respawn
- * the hunter's bullets travel more slow in the demo
- * 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)
- * when smashing the cabinets for the flies, the sound effect is louder and the debris is brighter
- * there is no bear in the kitchen
- * the floor texture is at an angle (diamonds), whereas in the retail its a more clean and straight (squares)
- * the texture on the slanted wall isn't corrected yet
- * 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)
- * the upper area in the first hunter room has misaligned floor textures
- * in the snooker/billiards room, there's a hunter; in the retail its a bear
- * the righter most platform behind the chair has a paw print, whereas in the retail its simply a health tv
- * the ass on the wall behind the painting doesn't have a g-string. Yes I just typed that
- * the fleas minigame has a 1:00 countdown; the retail has a 0:45 countdown
- * the blliards minigame has a 1:00 countdown; the retail has a 0:45 countdown
- * the billiards are larger and bounce slower, and don't have angry eyes that face you
- * there is no checkpoint TV at the beginning of the hedge maze
- * the immediate right path has a hunter; in the retail its a bear
- * the hedge maze remote is guarded by a hunter; in the retail its a bear
- * the hedge maze statue is guarded by a hunter; in the retail its a bear
- * 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
- * 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
- * hitting the machine that turns you into vampire Gex produces a different buzz noise; the retail version has a more energetic buzz
- * the machine doesn't move when you hit it
- * the switch doesn't move; in the retail the switch goes from boil to roast and resets back to boil after the animation
- * hitting the machine changes doesn't change you back to detective; in the retail you can go back and forth as you please
- * 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
- * standing on the remote switch makes Gex immediately jump into the TV; in the retail he says a line and then jumps through
- ## Unseen/Unused: ##
- * 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)
- * 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).
- 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
- 00000800:
- egypt01 anime1 burro1 mob01 burro1 tank11 clue1 gexcave6 snow96 -_LEVELID -_MISSIONS -_DEMO -_STARTPOS 5581 -4929 -2868 -_NOSOUND -_NO_CHEATS -_USE_C -_VOICE
- A level list of what has been programmed so far. The retail version has a much bigger list of levels.
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