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Descension

Ape Escape differences between demo and full game (E)

Aug 9th, 2015
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  1. Ape Escape differences between demo and full game:
  2. --------------------------------------------------
  3.  
  4. TO DO:
  5. compare the Pizza Hutt demo (NTSC U) with the NTSC U version of the game for differences
  6.  
  7. ## Euro Demo 47(SCED_018.21) and the PAL version (SLES-01564) differences: ##
  8.  
  9. In General:
  10. * no voice acting yet
  11. * the sounds Spike makes sounds like its the Japanese voices
  12. * collecting the Specter Coin lacks the graphic that appears, and I think the sound isn't as loud
  13. * the fanfare music for clearing a stage is very quiet
  14. * the graphic transition that plays when going between areas isn't there
  15. * a cleared stage has the words 'CLEARED' in green text in between two stars; the retail has just 'Clear' in gold text with no stars
  16. * no graphic indicating all Specter Coins collected is displayed
  17. * scanning a monkey with the Monkey Radar reveals that the monkeys are still using the NTSC names and bio
  18. * upon clearing the 2nd level, you get two images: one of the Professor encouraging you to try out the gadgets in the gadget room, and the other image being a map of the time station (these don't appear in the finished game, especially since the map would've been outdated)
  19.  
  20. Main Menu:
  21. * The main menu has the NTSC logo rather than the PAL version
  22. * different font and colours for the options; in the demo its orange with yellow outline, in the retail its orange with darker orange outline (highlighted option makes it yellow with dark orange)
  23. * the monkey on the title screen is wearing red pants; in the demo it has yellow pants (makes more sense this way)
  24. * no demos, only the intro played if left idle
  25.  
  26. Emergency screen:
  27. * No cutscenes, just jumps into the first level
  28. * on the status screen (before the level starts) there are no collectables (monkeys caught/remaining and Specter Coins) listed
  29. * the siren sound isn't there
  30. * the screen doesn't advance until you press a button; in the full game this screen only lasts a few moments
  31.  
  32. Pause Menu:
  33. * no sound played when pause menu entered and exited
  34. * the pause menu has different font
  35. * the options are labelled different:
  36. - Square = Exit | Quit in the retail
  37. - Triangle = Gadget | Select Gadget in the retail
  38. * The exit stage menu has different font
  39. * The status menu has different font
  40. * The options menu has different font
  41. * the little icons beside the options are plain and lack shading
  42. * the music and sfx volumes are sliders; in the retail they're incremental
  43.  
  44. Level 1:
  45. * this level is called Fossil Field (the NTSC name); in the retail its Ancient Plain
  46. * the first mailbox just has "jump with R1"; the retail has "jump with the R1 button"
  47. * the mailbox close to the cliff monkey puts the two messages together; in the retail each one gets its own section. This is done because the squished messages in the demo cause some to go outside the textbox
  48.  
  49. Time Station:
  50. * the warp pad gets its own room, with its own door, door graphic, and special orange coloured graphic on the floor in front of the door
  51. * you start off in the warp room; in the retail version you start off in the center of the main room
  52. * the warp pad mail box says something different. In the demo it says:
  53. "The room you are in is called the warp room. To advance to the next stage, step on the switch in front of the monitor. There are other rooms through the passageway in the back of this room! Come back to this room when you want to warp to a stage. Step on the switch and you'll go to stage 2. Try to find all the monkeys and clear the stage."
  54. In the retail the mailbox says:
  55. "This room is the Warp Room. In front of you, the round switch will take you to the stage select area. Behind you, the red switch will take you tpo the load/sava data area. Be sure to read all the mailbox messages and learn from them!"
  56. * The mailbox by the Save/Load button says:
  57. "You're in the center room of the time station. Sorry, but the save feature isn't ready yet. To quit the game, step on the red switch in front of the monitor. You'll return to the title screen. The next room is the training space. The other room seems to be locked right now. Sorry!"
  58. * The Save/Load button now returns you to the main menu. The monitor here has different text to say this.
  59. In the retail the Save/Load mailbox says
  60. Step onto this switch to save the game and check out the monkey data. The other rooms are the training space and mini game corner. You should try them out!"
  61. * the mini game room is locked
  62. * the training area has 3 rooms open (2, 5 and 6); in the retail they all are locked until you unlock that gadget
  63. * there is no glass over the pools of water; the retail has glass over the pools of water except at the back of the room
  64. * jumping into the pools of water has a different sound effect (deeper sound in the demo)
  65. * the training room mailbox in the demo says:
  66. "This is the training space. We've got two really cool gadgets for you to try out! Switches 5 and 6 open the rooms for the new gadgets. After completing training, you can use the gadgets! With new gadgets you can search the cleared stages. There might be monkeys hiding out. Capture them! When you return to a cleared stage, you can go for 100% clear or you can challenge yourself with the time attack!"
  67. The training room mailbox in the retail game says:
  68. "This is the training space. You can learn to use the gadgets you already have. Practice here if you forget how to use a gadget."
  69.  
  70. Stage Select:
  71. * The first lot of level is called the The Lost Land; its called Prehistoric Era in the retail
  72. * different font and the text is larger
  73.  
  74. Gadget training
  75. * since there's no voice acting, the cutscene has subtitles
  76. * the sound effect for holding R1 hasn't been implemented yet
  77. * the second mailbox says "controller sticks" rather than just "sticks" like in the full game
  78. * the demo lacks the word "in" that the retail puts in between the word "stick" and the graphic of the L3 button being pushed
  79. * the next part goes "Push in [L3 graphic] to dive." The retail says "Push the right stick in [R3 graphic] to dive."
  80. * the third mailbox puts a space between the two sentences in the first textbox
  81.  
  82. Level 2:
  83. * this level is called Wetlands (the NTSC name); in the retail its Raining Lake
  84. * in the first mailbox, it divides the sentence into two, making the second sentence awkwardly start with "But"
  85. * in the first mailbox, in the third textbox, they leave out "in" again, and don't format the sentence
  86. * the mailbox by the sleeping/relaxing chimp says "You can throw the Time Net with [R2 graphic] while under cover!" an opposed to "You can swing the Time Net with the right stick while under cover!" in the retail
  87. * the mailbox by the trees says "Once you jump on a tree with R1..." as opposed to "If you jump up onto a tree..." like in the retail copy
  88. * the second textbox of the trees mailbox omits the "Press the P1 button" and just says "Press R1"
  89. * and does it again for the third textbox of the trees mailbox
  90.  
  91. --
  92.  
  93. Unseen:
  94.  
  95. * the VRAM loads graphics ATTACK! and 123 START! which is the time attack mode (inaccessible in the demo)
  96. * the 2nd level loads the 'BUZZ ATTACK PART 2' but it hasn't been translated yet
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