If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Glover (PlayStation)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Glover

Developer: Interactive Studios
Publisher: Hasbro Interactive
Platform: PlayStation
Released in US: November 30, 1999
Released in EU: 1999


AreasIcon.png This game has unused areas.
DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


DevelopmentIcon.png 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.

Hmmm...
To do:
  • There appears to be several different levels for the Hub world and the Level Select world. Someone more familiar with the game should take a look to see if any of them are unused. The hub variations are possibly used when you gain access to another world.
  • There's a duplicate of the Space Bonus level, unknown if anything's different.
  • Some levels between the Level Select world duplicates and the enemy test planes do not load. Find out if the associated files still exist.
  • Document the various prototype builds that were found among the Frogger 2 lot.

Sub-Page

Read about development information and materials for this game.
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

Glover PS1 hello.png

The iron screws texture has a hidden greeting.

Glover LivingBeats.png

A texture that says "living beats".

Cheat Menu

GloverPS1Cheat.png

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

Hmmm...
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.