Glover (PlayStation)
Glover |
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Developer: Interactive Studios This game has unused areas. This game has a development article |
A port of the N64/Windows version. Notable for having its opening cutscene changed to an FMV, having some of the level designs changed, having its story changed to have better continuity with the cancelled Glover 2, and for being a bit downgraded compared to other ports.
To do:
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Contents
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Development Info |
Unused Graphics
Demo Leftovers
A total of 15 screens leftover from various demo versions of the game, one of which is from E3.
E3 Build Leftovers
A number of leftovers from an E3 build when the game was 70% complete.
Developer Faces
The faces of producer Chris Down, artist David Manuel and composer Mark Bandola.
Controller Leftovers
Leftover button prompts from the game's Nintendo 64 and Windows counterparts.
Level Textures
The iron screws texture has a hidden greeting.
A texture that says "living beats".
Cheat Menu
Pause the game and press R1, R1, R1, L1, L1, L2, L1, L2.
Unused Text
Difficulty Strings
Strings related to scrapped difficulty settings.
HARD MEDIUM EASY VERY VERY DIFFICULT A BIT MORE DIFFICULT LOADS OF HEALTH AND LIVES DIFFICULTY
Debug Text
To do: Build date for US version |
Many debugging strings can be found throughout the main executable. This includes a build date:
glover build %s Oct 20 1999
BFF collision %s not present ERROR no physics model exists Error in check Cylinders ERROR on top plane ERROR on bottom plane ERROR with Edge ERROR on corner 1 ERROR on corner 2 ERROR on corner 3 ERROR on corner 4 ERROR on corner TEXTURE: Palette16's used: %d/%d ** Memory usage peaked @ %d bytes (%d Kb) ** Memory leak @ 0x%x, size %d, '%s' AllocMem failure - block size illegal (%d bytes) memoryDebugAllocate: OUT OF MEMORY (requested %d bytes, %s line %d) AllocMem failure - could find no available record AllocMem failure - not enough space left at end of pool for size %d,%s line %d TempAllocMem failure - block size illegal (%d bytes) TempAllocMem failure - could find no available record TempAllocMem failure - not enough space left at start of pool for size %d,%s line %d --- Non-garbage gap = (%8x - %8x) = %d --- #%3d ---- @ 0x%x, %6d: '%s' %s/%d MEMORY: Tot %d. Free %d (%d). (%d/%d blocks, %d gaps) Press Up, Down, Select or Start to exit *** No LEV file has been specified for this level! (%s) *** *** PUZZLE CONDITION OVERFLOW *** SOUND FAILED!!!!!!!!!!!!!!! Skippable assert: Continue with X, but expect problems ClearImage ClearImage2 LoadImage StoreImage MoveImage LoadImage2 Access Denied. : event multiple open error Access Denied. : file already open. Access Denied. : file not open. Access Denied. : invalid data size align Access Denied. : invalid offset value align Access Denied. : system busy hit edge! ah nuts! Ah nuts2! error on right Crystal Snow Beach Bearing Power Bowling Normal Ball problem no free slots for boulder now on ground file not found video table time out in strNext() time out in decoding ! unknown exception arithmetic overflow coprocessor unusable reserved instruction break syscall bus error (load or store) bus error (fetch) address error (store) address error (load or fetch) tlb miss (store tlb miss (load or fetch) tlb modification exception external interrupt 7 (div by zero) 6 (overflow) at %08x in branch delay slot called from %08x glover build %s Oct 20 1999 crash type:-.
Unused Levels
Enemy Test Levels
Around six similar test levels can be accessed by going to the Space section of the Level Select menu, and incrementing the menu selection beyond the ordinary choices using a memory editor. These levels all take place on a plane with an extruded platform in the center. Some levels have this extrusion slightly thinner, or with wonky collision. Otherwise the only notable thing in all six levels is a missing triangle cut into the plane, which acts like an invisible wall.
These levels appear to be for testing enemy behavior, each one containing enemies from one of the game's worlds. The first test level, seen in the video here, contains a moving Fist Slam button perpetually on fire. You cannot activate it and will die trying. Another level, not shown, contains seemingly every Hint Question Mark object in the game lined up on a grid. Another contains a Level End object. Falling off the level will respawn Glover, but the camera will not readjust, staying down in the void.
Atlantis 1 Level
What seems to be an early version or cut down duplicate of Atlantis 1. It's mostly identical to the actual level, with only a couple of differences. The maximum tickets for the level is set to 17, instead of 50 as in the finished level, but you can only obtain 13. The water is opaque instead of transparent, is nonfunctional and non-solid. There are no enemies or hints, and no extra life. There are no ambient sounds in the level, and the spawn point is different.
Interestingly, the first two platforms in the unused version of the level have an effect where they float up and down on the water. This is not present in the final version of the level, nor on the three platforms later on in the level in either version. In addition, the collision model for the stage does not exactly match the render model, as the wedge shapes going into the water recede earlier then they should.
Finally, the archway and door at the end of the level is a different shape, and while you can fist slam the button the door will not open. The door also lacks collision, or a level end object.
The Glover series
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Windows | Glover (1998) |
Nintendo 64 | Glover (Prototypes) • Glover 2 (Earlier Prototypes) |
PlayStation | Glover |
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