A-1 is so fucking weird. It's like they wanted you to climb up around the inside of a tower in Mode 7, but couldn't get it to work and just made A-2 the starting point in the final game. _Fascinating._
Correct me if I'm wrong but I don't think that's using mode 7. Instead, it seems to rely on a feature that allows to scroll tiles vertically, and they are using it to simulate rotation (this could also explain why there's more than 1 plane of scrolling). I believe there was something similar on the Sega Genesis, which was sometimes (ab)used to get similar results.
Funny how the mud guys still cause lag despite not splitting up haha. Very interesting to see all the item and enemy placement differences. Some of the songs are completely different too, like the forest
holy cow, simon's theme had this long B-side before looping? interesting. (the keychange up in production works better tho.) And the treasury was a map theme? And stage 2, i wonder did that get used in any other game? Its interesting, but the production was a much better '2nd stage' tune to keep you energized as you play thru.. and another B-side to 3-1?? Now the length and a-b-c of 3-3 makes sense if multiple tracks were like that... 4 became 8 without a fade in...and whatever decision led to 5-2 becoming a re-versioning of the 2 prelude sections was exactly the right call.
The first couple levels are relatively the same as we know them in their fully finished state. But after the stage with the haunted ballroom, it gets... trippy, to say the least. You can make out the layouts of the Library, the Torture Chamber (of which a very early version of its background music plays during these stages), the Treasury Room, the Clock Tower, and the Boss Rush at the end against Slogra, Gaibon and the Grim Reaper, which function pretty much without any issues as far as I can spot. It's very impressive that they had a base skeleton (Heh-heh... get it?) of basically the entire game well before they actually started working on the environments and their respective details, gimmicks and enemy placements.
The only thing I like from this.. and I like it _a lot_ is the "world map." I wish they'd kept that part. The rest of it, I can see where and why it was polished and refined.
I prefer the most choices made in the prototype, the difficulty is real, the sprites colors are better, better map, too bad the last levels were unfinished, let's hope another protoype will be leaked one day. I prefer the golems and the dragon head skulls in the final version tho.
- After every orb grab, there must not be 0 hearts leftover or else the game will underflow the value and softlock. This is why you see deathwarps from Stage 8 onwards. Read the description bud.
A couple of the sprites are nicer. Aside from that, yeah its a prototype. Nice to see though. For all you SOTN fanboys, this prototype is still better than your game 😂
It’s always fascinating to see the ideas that were originally floating around at Konami.
The Mode 7 map looks way cooler, IMO, wish they kept that.
A-1 is so fucking weird. It's like they wanted you to climb up around the inside of a tower in Mode 7, but couldn't get it to work and just made A-2 the starting point in the final game.
_Fascinating._
it's bugged af to say the least lol
Correct me if I'm wrong but I don't think that's using mode 7. Instead, it seems to rely on a feature that allows to scroll tiles vertically, and they are using it to simulate rotation (this could also explain why there's more than 1 plane of scrolling). I believe there was something similar on the Sega Genesis, which was sometimes (ab)used to get similar results.
Yo this prototype version of Simon's theme kinda slaps doe. I like it a lot
14:55 this music is fantastic, i love retro games like this so much.
A very interesting prototype - so many changes to the music etc. I wish they had kept the rotating tower concept!
It would have been cool if the beta included the Dracula fight
Funny how the mud guys still cause lag despite not splitting up haha. Very interesting to see all the item and enemy placement differences. Some of the songs are completely different too, like the forest
I'm so glad that they changed the Stage 2 music!
Why? Stage 2 final cut is brilliant, this one is wank 😂
holy cow, simon's theme had this long B-side before looping? interesting. (the keychange up in production works better tho.) And the treasury was a map theme? And stage 2, i wonder did that get used in any other game? Its interesting, but the production was a much better '2nd stage' tune to keep you energized as you play thru.. and another B-side to 3-1?? Now the length and a-b-c of 3-3 makes sense if multiple tracks were like that... 4 became 8 without a fade in...and whatever decision led to 5-2 becoming a re-versioning of the 2 prelude sections was exactly the right call.
Damn you could really spam the fuck out of the whip in this prototype
The first couple levels are relatively the same as we know them in their fully finished state. But after the stage with the haunted ballroom, it gets... trippy, to say the least. You can make out the layouts of the Library, the Torture Chamber (of which a very early version of its background music plays during these stages), the Treasury Room, the Clock Tower, and the Boss Rush at the end against Slogra, Gaibon and the Grim Reaper, which function pretty much without any issues as far as I can spot. It's very impressive that they had a base skeleton (Heh-heh... get it?) of basically the entire game well before they actually started working on the environments and their respective details, gimmicks and enemy placements.
24:34 Tri-Cross Purrfect!!
The stage 2 theme is pretty good
this prototype simon theme version is arguably better in some parts.
The only thing I like from this.. and I like it _a lot_ is the "world map." I wish they'd kept that part. The rest of it, I can see where and why it was polished and refined.
Lovin the bongo drums
No lightning or bat sounds on that title screen, damn.
Thank you simon, but our dracula is in another game
Seems a lot of music was unfinished. Songs are reused a lot here
Duh, it's a prototype. What did you expect?
It's great but in my opinion it would be better with the original music
Except this **is** the original music. At least the prototype versions of the songs.
I prefer the most choices made in the prototype, the difficulty is real, the sprites colors are better, better map, too bad the last levels were unfinished, let's hope another protoype will be leaked one day. I prefer the golems and the dragon head skulls in the final version tho.
That's the biggest stretch I've heard ever.
You must have been drinking when you wrote that comment bud.
how did this get out?
I couldn't find this prototype.
Where can I download it?
Best Player i See 👍
Thank Tou
ROM please
Did you ever located rom? Thank you
the death at 24:50 was so unnecessary, especially when playing tool assisted
- After every orb grab, there must not be 0 hearts leftover or else the game will underflow the value and softlock. This is why you see deathwarps from Stage 8 onwards. Read the description bud.
ooo interesting
Somebody should port CV IV to Genesis
A couple of the sprites are nicer. Aside from that, yeah its a prototype. Nice to see though. For all you SOTN fanboys, this prototype is still better than your game 😂
so strange
ough!