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Prerelease:Blast Chamber (PlayStation)

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This page details prerelease information and/or media for Blast Chamber (PlayStation).

Prior to release, Blast Chamber had been teased a couple of times starting in May 1996. This page describes the most notable differences between known prerelease material and released builds of the game.

E3 1996

Blast Chamber was first teased at the 1996 edition of E3, with its trailer displaying a couple of differences from what would eventually make the cut:

  • The game's original logo is entirely different from that used at launch. This logo would eventually reappear in the first publicly released demo, with minor changes, before being effectively replaced.
  • Player 4, at one point, sported a magenta palette instead of yellow. The yellow player's icon is still labeled MULTIMAG.TIM in prototype versions of the game.
  • Whenever players touch the crystal, the "player places crystal in reactor" animation sprites are used to signal the possession change.
  • Most of the chambers showcased are simply single-player levels repurposed for multiplayer. It's unknown whether they were strictly intended for testing or actually were considered for modes other than Solo Survivor. Notably, one specific chamber appears twice with different texture sets.
  • One showcased multiplayer chamber is completely absent from the final product. Its footage also seems to have been taken from a later build of the game, as Player 4 sports the now familiar yellow scheme and reactors use the final design for their textures.

Gallery

E3 Trailer

(Source: Blast Chamber Trailer 1 as seen on 'Classic Text Adventure Masterpieces of Infocom')

Activision E3 1996 Press Kit

(Source: MobyGames)

Interactive CD Sampler Pack Volume Three

This demo disc, in addition to a playable demo version of Blast Chamber, includes a trailer featuring footage of a build at a marginally earlier completion state. Of note:

  • The HUD features skull icons next to the death counter that differ from both available prototype builds and the final game.
  • Two multiplayer chambers that do not exist in released versions of the game are demonstrated: one prominently featuring lava in a somewhat tight environment, and a second one featuring moving platforms that must be used in order to reach each reactor.
  • Flashing arrows point towards the reactors in "LaunchAcross." Their purpose is unknown, as no such thing exists in the released product.

Gallery

(Source: Blast Chamber Trailer 2 as seen on 'Interactive CD Sampler Pack Volume Three')