This demo of Gex: Deep Cover Gecko is found in Eidos Demo Disco
Volume 4. It showcases Clueless In Seattle, one of the first few
levels in the game. There are some notable changes, some bigger
than others. I also found a video that includes content you never
see in the retail version of the game. Enjoy! I know I have been
getting lazy with the updates, but I'll definitely do my best from
now on.
In the retail version of Gex 3, this bear had a plaque
attached to it. However, the most interesting thing about this bear
is that in this version, he is not an enemy unlike the retail
version which had him walking about and attacking you. Yet, if you
touch him you take damage. Tail-whipping him will stop him from
hurting you but reentering this room respawns the bear.
Strange.
Clueless In Seattle uses the mystery genre as it's theme, so
Gex, like Sherlock Holmes, uses a magnifying glass throughout the
level. In this demo, switching to first-person mode does not use
the magnifying glass at all.
Gex's butler, Alfred, does not appear at all in this demo,
and that wall you see there was replaced with a window in the final
version of the game.
Instead of a symbol on the floor, the demo instead used a
spinning magnifying glass to teleport you to various
mini-games.
I'm not completely sure about this but if I remember
correctly, you can't play the level's mini-games while wearing the
vampire outfit in the game's finished state.
If you've played Gex: Enter the Gecko, you'll recognize these
remote controls. I guess they were used as placeholders because
they eventually got changed. Here are some other differences I
found in the demo:
- This level had much more coins than the final version.
- Enemies had incomplete death animations.
- A very small change in the control scheme.
Moving on, the trailer below shows a ton of different content.
- The beginning of the video shows Gex naked!
- At 0:15 you can see a part of a Western-themed (the final
version does have one that is hilariously called the Organ Trail)
level that is not in the final version AT ALL. In fact, I think
it must have been a mini-game and a part of a scrapped level.
- The coins are completely different.
- The camera icons shown in the bottom right corner were taken
from Gex 2.
- 0:22 reveals a strange box icon.
- At 0:25 you can see more scrapped content from the Western
level.
- The stove enemies at 1:30 are absent in the final version.
Not sure why.
You can see this demo in action
here.
Date Published:
Here are some interesting videos and screenshots of
Silent Hill and the changes it went through before it's official
release. I apologize for the messy layout.
The vial is an important part of Silent Hill and the
liquid plays a big part in the ending you eventually get. Here, it
just went through a cosmetic change.
Just an earlier version of the Buffalo Police Station.
Another cosmetic change. Hmm, Pulp Fiction?
A key that later got renamed.
In the final game, that disturbing piece of cloth depicting
The Order symbol became a painting.
The pipe in a completely different location.
In the final version of Silent Hill, the children in the
picture above were simply black ghosts that posed no threat to the
player. As you can see here, you were at one time able to shoot
them.
The seats in the cafe are much brighter and there are no
voice-overs during cutscenes yet. At 7:05 you can see a very simple
version of the map to Silent Hill.
At 0:52 you can see the unfinished version of the school
map.
Once again the small ghost children appear and can be
killed. The mumbler (those annoying creatures with the knives) are
shown with a different look here.
The area with the lizard
at the end of the video seems like it wasn't finished yet.
More differences:
The car to the left.
The Japanese demo. One of the interesting things here is the
early inclusion of the Claw Finger enemies. You don't encounter
these until halfway in the final version.
Sources:
http://silenthillforum.com/viewtopic.php?f=2&t=11096
http://alchemillahospital.net/beta-version-differences/
Date Published: May 12, 2012 - 10:35 am
Lately, I've been playing some Castlevania Chronicles. It's one of
the few Castlevania games I've actually played and it's pretty
good. However, this isn't your usual Castlevania, this is basically
a remake of the game that appeared on the
Sharp
X68000 home computer. In this game you bash skeletons with your
whip to the beat of cheesy remixed tracks as pink-haired Simon
Belmont ascends closer to Dracula. I've played Symphony of the
Night and yes it is awesome with fantastic music and yadda, yadda,
yadda. Symphony of the Night baited me into appreciating the series
as a whole, but Chronicles is the one that got me
hooked. To
some that may sound disappointing.
Knowing that Castlevania was known for it's difficulty, I tried the
remixed mode to experience the headaches, frustration, and moments
of tactical thinking. Unfortunately, none of that happened because
not only was the majority of the game updated, the difficulty
seemed downgraded to suit inexperienced players. So, after breezing
through the majority of the levels I simply went back to the main
menu and attempted the game in it's original form. Damn, man, it's
hard! Stages one through seven were challenging, but stage 10 seems
to be the point where the game wants you to prove that you're as
courageous as Simon himself. Not only do you have to deal with an
annoying first enemy encounter, but you also get constantly
attacked by those REALLY annoying Medusa heads! They're cleverly
set up to appear while you're making your way from floor to floor.
Staircases limit your mobility and Medusa heads are there to make
sure you know that. Even when I do get to Medusa, my health and
lives are deteriorated to the point where the boss fight only
occurs for a minute. I won't give up though, I just have to plan
out a strategy and act with caution; which is why I officially now
love Castlevania
Date Published: May 03, 2012 - 12:51 am
A newly uploaded video containing a promotional montage of gameplay
from One. I still haven't finished this game, it's very
difficult.
Watch it
here. Read the review
here.
Date Published: Apr 25, 2012 - 2:42 pm
I uploaded a new video to the Youtube channel. It's a clip from
Playstation Underground showing Xena: Warrior Princess in it's
alpha stage.
Click here to
watch. Click
here for the review of the completed game.
Date Published: Apr 21, 2012 - 2:38 am
Publisher: Sony Computer Entertainment America
Developer: Sony Interactive
Release Date: 1998
I can't help but
compare the similarities between Blasto and Duke Nukem. They
both obsess over babes, spout one-liners and quirky sayings,
and have egos as big as their biceps. I can see Blasto as a
toned-down Duke Nukem game--light on mature content but still
heavy with the action. Instead of 80's action stars, Blasto is
a parody of the space hero archetype. You know, the
spandex-wearing and loud hero who travels through the galaxy
fighting off aliens. Kinda like Flash Gordon. The game has a
cartoon-like art style with a plot to match.
Duke... I mean Blasto(Voiced
by the legendary Phil Hartman) must free the planet Uranus(the
game loves it's puns) by destroying Bosc, a small but
threatening alien who has escaped from a place called the Fifth
Dimension.

Blasto is a third-person
platformer with plenty of deadly traps and instant-kill pits.
Uranus (shut up) has a multitude of locations to visit and babes
that need saving while you unlock doors and collect parts of your
map so you don't get lost. Throughout each level you collect
power-ups that can make Blasto invincible or upgrade his weapon
into other sources of destruction like a flamethrower and a
powerful homing-missile launcher. But the way these power-ups
appear, as with the enemies, is unique. Like an RPG, enemies will
occasionally pop out of nowhere and attack you. Defeating them
will spawn power-ups nearby and believe me you'll need them
badly. Don't underestimate the game's cartoonish appearance, the
difficulty here is balls-to-the-wall hard. What happened if you
threw O.D.T.'s frustrating deaths into a blender
mixed with One's bullet-hell chaos? You get this. In the
first stage, the Uranian Spaceport, I lost all of my lives due to
typical moving platforms that require pinpoint jumping skills and
aliens that blasted the hell out of me. One section of the
Uranian Space port that left me in awe was near the level's exit.
I was down to zero lives with half of a health bar left and
climbed past a few metal crates and was immediately SWAMPED with
countless enemies that appeared not only in front of me but
behind me as well. You can strafe, but honestly that only works
about 30% of the time! I only managed to beat that
level because of a hidden extra
life nearby. A list of the hardest Playstation games without
Blasto is not a great one, trust me.
Blasto is a perfect example of a
good game's quality plummeting because of it's difficulty. Yet, I
think the game is still enjoyable despite this flaw. The music is
catchy and I like how it instantly changes when an encounter
occurs. Phil Hartman's talent makes Blasto a pretty humorous
character and his voice-acting is way better than the constant
references by Gex as well as Bubsy's screeching. It's a polished
game and you can tell a good amount of effort was put in to make
it original and fun. If the developers just toned the difficulty
down by a few...hundred...notches...the game would have benefited
greatly. I recommend it but make sure you're near a wall, you'll
want something to unleash your frustration on.
Date Published: Apr 06, 2012 - 1:14 pm
When I first played LSD I found the game not only bizarre but
also overwhelming. There had been multiple instances in which I got
lost and my interest began to wane. Indeed, at first you feel like
you're not in control and you're just going through the motions. I
soon discovered that LSD wasn't just a junkyard of random oddities;
there was actually
something to this game.
I'm sure most people that played LSD out of curiosity had no
idea that the game's areas are actually connected! It's true, with
a map you can finally gain some control and travel to areas of your
choosing. The game's world is split into various areas: Kyoto,
Happytown, Bright Moon Cottage, the Temple, and the infamous and
eerie Violence District. Some of the events and characters are
labeled on the map. So, if you ever want to see a giant demon that
will scare the hell out of you, you'll know where to go. Click
HERE for more information by Youtuber
MikeNnemonic
Even with a map, LSD is still a surreal experience with
little to no explanation and the big question looms. What the hell
is this game about? Without an English translation, it's hard to
explain and still would be even if a fan translation occurred.
There are theories, some more probable than others, but it seems
nothing is completely solid. Disturbing things in the game like
corpses and a bloodied TV screen suggest that death is probably key
to the plot. The image below may be further proof of that.
A Youtuber that goes by
RoyalFunction made a rough translation of the image
you see before you. These screens of text appear before a day of
dreaming begins and this one, if I'm correct about this, may be
about a person who will soon die. If that's the case then it's
probably not farfetched to think that game's plot may be about the
protagonist's death and dreaming is something related to it.
Murder? Suicide? Who knows, everything about this game is pretty
much up for debate.
Maybe we're just looking into this too much?
Date Published: Mar 31, 2012 - 1:12 am
Welcome back! Here's whats new:
- Youtube channel launched along with a video. Check it out
above.
- The Facebook page has been fixed.
- RSS feed is back up.
- A link to the twitter page is also up.
- A featured post is now available.
Coming up: A review of O.D.T.
Date Published: Feb 20, 2012 - 11:29 am
Forgotten Playstation went through an erratic series of changes on
Sunday as I tried to apply the newly redesigned template. It was a
frustrating experience and I apologize for the mess it may have
created. For now the site looks okay. One day I'll apply it but for
now if it ain't broke don't fix it.
Date Published: Feb 13, 2012 - 5:52 pm
Here are a few things I'm looking into regarding Forgotten
Playstation:
- Possible inclusion of a Youtube channel.
- Fixing the Facebook link above.
- A possible website redesign.
- A review of this obscure game, O.D.T.
Hope to see you all again soon...
Date Published: Feb 07, 2012 - 11:10 am
Date Published: Dec 25, 2011 - 4:40 am
Publisher: GT
Interactive
Developer: Eurocom
Release Date:
1999
Ah, now this is a game that was definitely forgotten. Sometimes
you'll think of a game, have some quick flashbacks of playing it,
but can't remember the title to save your life. This situation
happened to me with 40 Winks (thank you internet), a 3D platformer
that has a dream-like theme encompassing it. All I could recall
about it was a segment that featured Ruff, the boy above, jumping
from one platform to another. For some strange reason that
insignificant part of the game still remains in my memory. But as a
whole is this a game worth remembering?
An impressive looking FMV shows Ruff and Tumble, two kids who had
their fun, getting ready for bedtime. In their neighborhood is
Nitekap, an evil old man who has stolen 40 Winks, little furry
creatures that cause good dreams to happen, and let loose their
opposite, the Hoodwinks, so that no one can ever have a peaceful
dream again. If this cranky bastard can't sleep well, why should
anyone else?
Beyond the simple premise is a game that likes to play it safe.
Never wandering too far outside of it's bounderies. Each world
holds a number of Winks and dream keys (dream keys allow access to
the world's boss) that are needed to progress to the next world.
Cogs in every level also act as keys and must be collected to open
doors giving you further access. Z tokens refill your health, moon
tokens give you the ability to perform shout attacks, and enemies
can also be dispatched with the usual melee attacks or with a
strong butt stomp. The big feature in 40 Winks are
Jack-In-The-Boxes that transform Ruff and Tumble into beings of
power such as agile ninjas or prehistoric giants with the strength
to match.
But apparently these upgrades aren't enough because fighting
enemies can be quite annoying. They land cheap hits whenever you
attack them, proving that the standard hand-to-hand attack is
ineffective. In order to defeat enemies without taking a hit you
have to mix up your attack patterns. Throw a couple of hits, blast
a screech at them, and try to finish them off with a butt-stomp. In
a way it gives the combat a tad bit of strategy but it feels like a
messy desperate attempt at victory. Since this game is obviously
aimed towards kids, it may prove to be too difficult for them.
Hell, even I had trouble beating a few levels. Another problem I
had was with the strange sensitivity when it came to moving my
character. Moving around feels like sliding, and there were a
couple of instances where obtaining an item took at least a second
or a third try. It may sound like nitpicking, but to me it was a
legitimate problem.
For the most part 40 Winks is an average platformer. While the
problems I mentioned bog down the game, it still can be pretty
enjoyable. Just don't expect anything to write home about.
Date Published: Nov 18, 2011 - 2:24 am