![]() Similarly, what appear to be gigantic lice in Atlantis were changed to slightly more fanciful alien-crabs in the final. It also doesn't really look good in any palettes it uses the final version just uses Ecco's palette instead. ![]() The head used by a myriad of segmented alien enemies is completely different in the prototype. The prototype's debug arrangement is slightly different and is missing the options to force hard mode and change the game difficulty.Īs with the Playable Preview prototype, the dolphin sprites are reused from Ecco the Dolphin, albeit with the final Ecco II's bluer palette. The debug menu can be accessed by pressing C eight times when the game is paused on Ecco facing the screen. The final nudged the position of the entire interface up a few pixels. At this point in development, there are no sounds on the password screen at all, and moving over a letter in the password itself causes the screen to flash to the fish palette as long as it remains highlighted. Passwords are five letters long, as opposed to eight like in the first game and the final version of Ecco II. The top and bottom rows of the screen are cut off, as in the previous prototype.Barrier glyphs make no sound when collided with, nor do key glyphs play their jingle when activated.Pressing A when paused toggles the music on and off however, it also overwrites whatever music was playing before with Track 01.Unlimited health and air are enabled by default.The title screen uses the music used in the Sea of Darkness level as opposed to the final game's unique title theme.
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