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

Proto:Asterix (Game Boy)/Early Prototypes

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Asterix (Game Boy).

Two very early prototypes were released by Hidden Palace.

Both prototypes seem to act more as proof of concept demos, with very little gameplay. You can play part of what will eventually become the first stage with no music, no sound effects, no enemies, and no way to lose health or lives. If Asterix falls into a pit, he can walk underneath the level. Most graphics are already similar to those found in the final, with some, such as the pits, receiving touch ups towards the end. The sky was also lightened at the top.

Prototype A

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

AsterixA-Start.png

  • Game starts immediately, with no other screens.
  • Once the game is paused, two rows of tiles appear at the bottom. It is not possible to unpause the game, although pressing select will reset the prototype.

AsterixA-Inverted.png

  • Moving too far to the left of the screen (or too far to the right via hacking) will eventually invert the palette. The game pauses, but instead of the usual row of graphics, Asterix appears in the corner. You can only reset the game at this stage.
  • Asterix can't leap over the pits due to his poor jump. But he can leap back to ground floor anyway.

AsterixA-LevelEnd.png

  • After passing a few trees, the graphics become garbled.

AsterixA-Midway.png

  • It's easy to see what this area is meant to be, however, as the graphics still resemble what they're supposed to be.

AsterixA-End.png

  • A bit further on, all but the background graphics disappear. Eventually, the graphics lose all semblance of a level.

Unused Text

At offset 0xx134 is the title of INFREY QUEST. This was also found in another prototype, The Adventures of Pinocchio.

Unused Graphics

AsterixGBP-UnusedFont.png

A 8x12 variation of the Code page 437 character set popularized by the IBM PC. It does not appear in Prototype B.

Prototype B (V0.0)

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

AsterixB-Start.png

  • A copyright screen shows on boot.
  • Running has now been implemented, as has the rebound mechanic.

AsterixB-End.png

  • Asterix jumps higher and falls slower. Due to this, he can access more of the glitched level, as well as pass over the pits.

Unused Text

In addition to the INFREY QUEST text, there's some damaged source code just above it:

DB,1,1,2,3,3..DB.3,4,4,5..DB.#80.
JPTABF.DB.-5,-4,-4,-3
DB.#40
DB.-3,-3,-2,-2..DB.-2,-2,-2.; More...
DB.-2,-1,-1,-1,-1
DB.-1,-1.; More...
DB.0,-1
DB

Towards the very end of the ROM are some leftover credits from what appears to be a prototype of another game Infogrames was involved in, Max:

EXECTIVE PRODUCER FUJIO SAKAI
DIRECTOR MASAKI WATANABE
GAME DESIGN MAKOTO OCHIAI HIRALIN 
PROGRAM TAKAO NAGAI P CHAN
CHARACTER DESIGN MAKOTO OCHIAI SHIGERU TODA
SPECIAL THANKS TAKUO UCHIDA JUN O’TUKI JUN ENDO MARI ISHIZAKI DANKICHI HAMACHAN PAPA MIKADON MASATOSHI SYU’KOH ATSUKO 
THANK YOU FOR PLAY THE GAME

The text just below this which suggests it was a prototype:

MAX
@1992 A WAVE
@1992 KING RECORDS
MAX IS A TRADEMARK OF INFOGRAMES SA
DEMO  COPY