Gods (아미가)
Gods |
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개발사:
The Bitmap Brothers |
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Contents
Sub-Pages
Prototype Info (untranslated) |
Prerelease Info (untranslated) |
이 새는 게임에서 볼 수 있지만, 항상 방어구가 채워져 있다.
The hero's face/helmet design used for the lives counter and extra life bonus differs from that of the in-game sprite. Pre-release screenshots reveal this is actually because the hero's design was changed late into development, and in fact the lives counter is the original character sprites' face graphic.
Cut lamp/torch graphics
Strangely, at one stage the game featured flaming torches/lamps throughout its walls, which were almost entirely all removed for the final game for reasons unknown. These graphics remain in the finished game and can even be seen in their original positions in the "B" map version of the start of the first level (see below). Even stranger, these are present and fully working in the Atari ST and DOS demos of the game, but not the Amiga one. They can also be seen throughout the pre-release coverage of the game. Once the levels (and particularly the first level) were redone for the final game, these seem to have all been cut, save for a pair of unique flickering candle graphics at the very start of level two.
Flaming Torch tile graphic | Flaming Torch combined with sprite from demo |
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There is a second cut lamp graphic, this time a small bowl-like oil lamp. A similar graphic seems to be visible in the pre-release screenshot of the dragon boss fight at the end of the second level included in the game's advert. However, the graphic in the final game is baked into the stone tiles which show it was specifically intended for the first level of the game. The lamp in the advert screenshot also seems to have a bigger flame sprite.
Unused Text
The Objects file lists all item names and descriptions for each map, including the shop items. There are remnants of the following deleted (and quite rude) item descriptions visible in a hex editor for the Starburst and Familiar items when browsed in the shop:
starburst t goes zzzzap familiar rot e is a cunt ggery
There's also an unseen description for the hint item because, well, picking one up only shows you the hint!
tablet reveals clues
There are also some unseen/deleted texts in the weapon descriptions file:
time bomb 0 goes bang apon flame o bollock efugee from xenon ii throwing star s used by japanese
Unseen Areas
It seems originally the game's levels were each contained in a single map file. However, at some point each level was split into two different map files with half the "worlds" of a level taking place on one map, the rest on the other for that level (presumably for performance reasons). However, the complete map is still present in both map files, merely with no enemies or scripting present in the unused areas. The end result of this is earlier versions of each level are sometimes visible in the inaccessible part of each map file. This reveals slightly different level layouts, and different item and puzzle placements. The third party tool Gods Viewer was used to create the following maps that show each map file including item placements, with red blocks indicating tile data missing from that version of the map, which broadly also can be used to see which areas of the map are out of bounds in actual gameplay.
Level 1 - The City
Note the otherwise unused wall lamp decorations at the start of the map in the "B" version, the different rewards inside the first treasure room before the end of World 1, and the missing tower below the gold plates on the secret invisible platform in the sky. The large area at the top middle of the map with a row of pillars is also unused in both versions of the level. There are extensive pre-release screenshots of the early version of the first map visible here demoed extensively in various games magazines of the time.
Level 2 - The Temple
Note the first level lever graphics in the out of bounds area of each map, suggesting these were in use originally until dedicated themed switch graphics were drawn for this level. The leap over the pit with a spike trap to the ladder at the start of the second world has been made easier by extending the platform to the left of it in the final game.
Level 3 - The Labyrinth
Note the large room at the very bottom right of both maps is not actually accessible in either version of the map, it's totally unused. Note also the unused room in the very middle of the A map, with the ladder leading down into a room with three trapdoors on each side.
Level 4 - The Underworld
Note the room used for the final boss (at the top-middle-right) has a door in it in the "A" map, in the actual boss fight in the "B" map there's a platform here. Perhaps originally this had to be exited through in order to complete the game?
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