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Proto:Blast Chamber (PlayStation)/July 10, 1996 prototype

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This is a sub-page of Proto:Blast Chamber (PlayStation).

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

This development build of Blast Chamber was released by Hidden Palace on April 17, 2021 as part of Project Deluge. Its main executable is dated July 10, 1996, two months and fourteen days earlier than the final US release of the game.

Changes from the Interactive CD Demo

Dated roughly four weeks after the officially released Interactive CD Sampler Pack Volume Three demo, this build sees a reasonable number of differences in terms of content and gameplay aspects.

Chamber Additions

Development of content progressed a fair bit in the four-week gap between available builds:

  • Seven multiplayer chambers referenced in the demo's executable (CUBE01M to CUBE04M, CUBE06M, CUBE08M and CUBE14M) had been completely discarded at this point, with two others (CUBE16M and CUBE17M) also being implemented and then deleted prior to this build's compilation. Twelve new levels (CUBE18M to CUBE29M) are found here, bumping the total to 20 as in the retail versions.
  • Five solo chambers (CUBE36S to CUBE40S) have also been implemented, with a previously referenced level (CUBE31S) being discarded at some point before this build. This boosts the solo total to 39, one short of the final number.

As for previously existing levels, not much is known to have changed besides added compatibility with the newly implemented power-ups.

Menu Changes

Demo July 10 Proto Final
BlastChamberPSX-DemoInteractiveCD-Font.png BlastChamberPSX-Proto19960710-Font.png BlastChamberPSX-FinalUS-Font.png

WFONT16.TIM was updated to include the number zero and a blank box symbol before being replaced altogether at a later point.

In-Game Changes

Aspects that differed or were absent from the demo have been further developed since then.

Demo July 10 Proto Final
BlastChamberPSX-Demo-Flames.png BlastChamberPSX-Proto19960710-Flames.png BlastChamberPSX-Final-Flames.png

Heads-Up Display

  • "Leader bars" are now implemented in multiplayer modes to indicate the players' remaining kill-clock time and positions. They've yet to appear in Solo Survivor, however.
  • An ice texture now indicates who is in possession of the crystal just like in the final product.
  • Fire trail and time addition/subtraction animations now play when the crystal is placed in a reactor during multiplayer matches.
  • Active power-up icons are properly aligned and no longer obstruct the player's death counter during Free-For-All games. They still lack the white square underneath them, but no longer are used for "consumables."
  • A life counter is now present during Solo Survivor games. It is obstructed by the player's active power-up icon, however, and its sprites are sometimes stored in the framebuffer area, leading to their corruption once the game starts.

Graphics

Demo July 10 Proto Final
BlastChamberPSX-DemoInteractiveCD-PowerupIcons.png BlastChamberPSX-Proto19960710-PowerupIcons.png BlastChamberPSX-FinalUS-PowerupIcons.png
  • New power-up icons are added to POWERUP.VEW, resulting in compression differences between the existing sprites.
  • Flame sprites used for players with less than 10 seconds remaining have been updated to include smoke effects like the final product, but still aren't color-coded at this point.
  • Spinning pyramid lights are now present on the reactors.

Gameplay

  • Players now immediately die once their kill-clocks reach zero.
  • Placing the crystal in the reactor in Solo Survivor games no longer adds 20 seconds to the kill-clock.

Power-ups

  • Psy-bomb, ViseGrip, Crystal Magnet and Crystal Disruptor power-ups are now implemented and fully functional.
  • The unused eighth power-up now behaves like in the final product, hogging the player's power-up slot for 2 seconds.

Sound

  • Announcer voice clips for when players gain possession of the crystal and, to some extent, for time addition and subtraction, have been added to all game modes.
  • Beep sounds are no longer played every 30 seconds of game time, instead being played at the last five seconds of the player's kill-clock, replacing the announcer's countdown.

Menu Differences

Being a proper work-in-progress build of the game, this version contains several menus and, at the very least, mockups, of various features intended to be fleshed out and shipped with the final product.

Boot Sequence

Proto Final
BlastChamberPSX-Proto19960710-MenuLangSelect.png BlastChamberPSX-FinalEU-MenuLangSelect.png

Although this is a North American build and only files for the English language are present on the disc, a language selection screen appears upon boot, with all options except, interestingly enough, Japanese (only seen in Kyuu Bakukku) being written in English unlike the final European version of the game.

Proto Final
BlastChamberPSX-Proto19960710-Title.png BlastChamberPSX-Title.png

The title screen uses the same logo as the Interactive CD demo, with different placement of "Press Start" and copyright text compared to the final release.

BlastChamberPSX-Proto19960710-MenuPlaceholderIntro.png BlastChamberPSX-Proto19960710-MenuPlaceholderOutro.png
BlastChamberPSX-Proto19960710-MenuPlaceholderActionDemo.png BlastChamberPSX-Proto19960710-MenuPlaceholderPuzzleDemo.png

FMVs and attract demos are not present yet, with placeholder messages being displayed instead. It is suggested that Solo Survivor ("Puzzle") demos were planned for the game, but ended up dropped during development as only a multiplayer ("Action") rolling demo made the final release.

Proto Final
BlastChamberPSX-Proto19960710-MenuTop10Solo.png
BlastChamberPSX-Proto19960710-MenuTop10Eliminator.png
BlastChamberPSX-Proto19960710-MenuTop10FFA.png
BlastChamberPSX-FinalUS-MenuTop10Solo.png
BlastChamberPSX-FinalUS-MenuTop10Eliminator.png
BlastChamberPSX-FinalUS-MenuTop10FFA.png

Top Ten high score lists are just mockups in this build.

Main Menus

Proto Final
BlastChamberPSX-Proto19960710-MenuMain.png BlastChamberPSX-FinalUS-MenuMain.png

Placement of items on the main menu differs from the final product - the two training modes are placed within the Games submenu, the other four icons are arranged in a straight line and a plain "Play" button is present for proceeding to the player selection screen. None of the items is labeled with text. Pressing Triangle or waiting does not take the player back to the title screen as it would in retail versions.

Proto Final
BlastChamberPSX-Proto19960710-MenuChamberSelect.png BlastChamberPSX-FinalUS-MenuChamberSelect.png

Some aspects of the chamber selection screen differ here. Button descriptions for Cross and Triangle are absent, Start is located right below the menu's title and level names are not numbered. The player is allowed to pick up to 20 chambers just like in the final game, but this is not actually functional and only the last selected level is played. Scrolling through the options is sluggish compared to the finished menu, like in the Interactive CD demo.

Chamber thumbnails are sourced straight from the Interactive CD demo. The same two icons for "CornerBlitz" and "LaunchAcross" loop throughout the 20 options, with an unintended effect: the graphic for the currently selected chamber always defaults to "CornerBlitz" when entering this screen. This means that selecting an even-numbered level and then returning to this menu results in icons being switched around.

Proto Final
BlastChamberPSX-Proto19960710-MenuGameSelect.png BlastChamberPSX-FinalUS-MenuGameSelect.png

The Games submenu is significantly more cluttered in this build. In addition to three (non-functional) training modes, it also includes a selector for setting how many players will be present in the next multiplayer game. Buttons are not described here and all options sport the same color unlike the final product.

Proto Final
BlastChamberPSX-Proto19960710-MenuMemoryCard1.png
BlastChamberPSX-Proto19960710-MenuMemoryCard2.png
BlastChamberPSX-FinalUS-MenuMemoryCard1.png

The Memory Card load screen is a barely functional mockup at this point, since it doesn't even check for the presence of a card in the first place and no prompts for saving the game exist at any point yet. Aesthetic differences include labels and the "Don't get burned" header which is only seen on the save screen in the final release.

Option Menus

Proto Final
BlastChamberPSX-Proto19960710-MenuOptions.png BlastChamberPSX-OptionsUS.png

Similarly to the main menu, the four items of the Options menu are arranged on a single line and an "Exit" button is present. When a submenu is entered, its icon stays in its original place instead of moving to either the top left or right corner of the screen. Pressing Triangle while on any of the submenus skips this screen and sends the player to the main menu.

Proto Final
BlastChamberPSX-Proto19960710-MenuDifficultySelect.png
BlastChamberPSX-Proto19960710-MenuIconDiff1.pngBlastChamberPSX-Proto19960710-MenuIconDiff2.png
BlastChamberPSX-Proto19960710-MenuIconDiff3.pngBlastChamberPSX-Proto19960710-MenuIconDiff4.png
BlastChamberPSX-FinalUS-MenuDifficultySelect.png
BlastChamberPSX-FinalUS-MenuIconDiff1.pngBlastChamberPSX-FinalUS-MenuIconDiff2.png
BlastChamberPSX-FinalUS-MenuIconDiff3.pngBlastChamberPSX-FinalUS-MenuIconDiff4.png

The Difficulty submenu features slightly different placement of text and entirely different icons for the four levels.

Proto Final
BlastChamberPSX-Proto19960710-MenuConfigureControls.png BlastChamberPSX-FinalUS-MenuConfigureControls1.png
BlastChamberPSX-FinalUS-MenuConfigureControls2.png

Upon entering the Config submenu, the player is greeted with the graphic of a PlayStation controller - slightly different from the final product - and that's it. There's no prompt for a controller choice, no descriptive text is present and no form of control customization is possible.

Proto Final
BlastChamberPSX-Proto19960710-MenuChamberStatistics.png BlastChamberPSX-FinalUS-MenuChamberStatistics.png

The Chamber Statistics screen is a mockup at this point, displaying placeholder strings for five categories of multiplayer highscores that are not tracked at all in the final product. Both multiplayer and solo chambers are included here, all with generic "CUBE%%M" and "CUBE%%S" labels that do not necessarily reflect their actual filenames.

Proto Final
BlastChamberPSX-Proto19960710-MenuVolume.png BlastChamberPSX-FinalUS-MenuVolume.png

The non-functional Volume screen already resembles the finished product, except for text, colors and unfinished slider graphics.

Pre and Post-Game Menus

Proto Final
BlastChamberPSX-Proto19960710-MenuColorSelect1.png
BlastChamberPSX-Proto19960710-MenuColorSelect2.png
BlastChamberPSX-FinalUS-MenuColorSelect1.png
BlastChamberPSX-FinalUS-MenuColorSelect2.png

The pre-game player selection screen works differently in this build. Instead of choosing whether a certain color belongs to a human, A.I. or is disabled, the player presses one of the four face buttons to pick their desired color. Once one player has done this, a countdown begins and leftover colors are assigned to (non-functional) A.I. once it reaches zero or the Start button is pressed. The number of slots and colors available depends on what was previously set on the Games submenu.

Proto Final
BlastChamberPSX-Proto19960710-MenuLoadingChamber.png BlastChamberPSX-FinalUS-MenuLoadingChamber.png

The pre-game loading screen does not show the chamber's name or thumbnail yet.

BlastChamberPSX-Proto19960710-MenuPlayAgain.png
Following the results screen after a multiplayer game (which does not differ from the Interactive CD demo), this message is displayed. Pressing any button just sends the player back to the main menu. No such prompt exists in the final game, as an FMV depicting the match's winner plays instead.

Proto Final
BlastChamberPSX-Proto19960710-MenuSoloResults.png
BlastChamberPSX-Proto19960710-MenuNameEntry.png
BlastChamberPSX-FinalUS-MenuSoloResults.png
BlastChamberPSX-FinalUS-MenuNameEntry1.png
BlastChamberPSX-FinalUS-MenuNameEntry2.png

Post-game screens for Solo Survivor results and high score name entry are entirely useless at this point, as none of the relevant information or options is displayed. Pressing Triangle on either screen sends the player back to the main menu and discards the latest level progress.

Proto Final
BlastChamberPSX-Proto19960710-MenuGameOver.png BlastChamberPSX-FinalUS-MenuGameOver.png

The "Game Over" screen displayed after losing all lives in Solo Survivor says "Contest Over" here.

In-Game Differences

Heads-Up Display

Proto Final
BlastChamberPSX-Proto19960710-SoloHUD.png BlastChamberPSX-FinalUS-SoloHUD.png

The HUD used in Solo Survivor mode has a few differences in this build. As previously mentioned, the active power-up's icon obstructs the newly introduced lives counter, as it was not moved to account for it. The counter itself also differs from the final product, representing lives by numbers instead of helmet icons, and the "leader bar" is yet to be implemented.

Sound

Transcript Proto Final
Hi Jumps
Possession
Green
Blue
Red
Yellow
Adding
Subtracting
Twenty
Thirty
Seconds
  • While new announcer sound clips are present in this build, all of them differ from what is effectively used in the final product in terms of quality or content.
Proto Final
  • Beep sound effects play at the last five seconds of multiplayer games in this build, the final product uses buzzer sounds instead.

Solo Survivor Differences

A somewhat-functional Solo Survivor mode is present in this version of the game, unfinished in various ways:

  • Passwords are not implemented yet - attempting to enter the chamber selection screen while in Solo Survivor mode results in nothing happening.
  • FMVs and save points after each fifth level are not present.
  • The player starts with three extra lives regardless of chosen difficulty level, with no way of earning any more. Quitting the current level just kicks the player back to the main menu and resets the number of lives.
  • Losing all lives simply restarts the current level after displaying a "Contest Over" message.
  • Only 39 unique chambers exist here, with "The Lab" (CUBE26S) appearing twice as CUBE31S had already been deleted at this point and "Up the Wall" (CUBE42S) had not been implemented yet.
  • Upon beating 40 levels, the player has to "complete" the first multiplayer chamber ("Chamber 101") before the game ends. This suggests that CUBE41S, another scrapped level, had already been deleted at this point and that the game is still coded to handle 41 solo levels.

Level Order

The chamber order in this build is closer to the final product than the Interactive CD version, but still has its fair share of differences. Multiplayer levels are already in their final order, save for the presence of "Cover Up," "Elevators" and "Lava Leap" which would ultimately be replaced, respectively, by "Hang Time," "Revolution" and "Wind of Death."

The Solo Survivor level order differs at some points as well, presumably for balance reasons:

Pos. Proto Final Pos. Proto Final Pos. Proto Final Pos. Proto Final
01 [13S] Kindergarten 11 [03S] Catwalk [06S] Backstab 21 [26S] The Lab [19S] Fall N Arch 31 [28S] Head Cracker [25S] Rainbow
02 [14S] 2nd Grade 12 [06S] Backstab [07S] Stepinstone 22 [17S] Ferris Wheel [42S] Up the Wall 32 [32S] Tightrope [28S] Head Cracker
03 [05S] Step Up 13 [07S] Stepinstone [03S] Catwalk 23 [18S] Platforming [17S] Ferris Wheel 33 [33S] The Cage [38S] Ladder Time
04 [08S] The Vault 14 [10S] Magic Carpet 24 [23S] Crumblers [18S] Platforming 34 [34S] Leap of Faith [33S] The Cage
05 [16S] Long Stare 15 [12S] Wallcrawler 25 [27S] Fugitive [23S] Crumblers 35 [35S] Lavapalooza [34S] Leap of Faith
06 [01S] Triple Climb [36S] Ziggurat 16 [22S] Plasm Chasm 26 [24S] Shortstop [27S] Fugitive 36 [36S] Ziggurat [35S] Lavapalooza
07 [02S] Deadline [01S] Triple Climb 17 [04S] Holy Grail 27 [29S] Fanfare [24S] Shortstop 37 [37S] Spin Cycle
08 [26S] The Lab [02S] Deadline 18 [11S] Bait&Switch 28 [30S] Airlift [29S] Fanfare 38 [38S] Ladder Time [32S] Tightrope
09 [09S] Switcheroo [26S] The Lab 19 [21S] Plasm Spasm 29 [20S] Quad [30S] Airlift 39 [39S] Nick of Time
10 [15S] Launchpad 20 [19S] Fall N Arch [09S] Switcheroo 30 [25S] Rainbow [20S] Quad 40 [40S] Terminus

Kill-Clock Values

The starting kill-clock value of most solo chambers differs from the final product, being significantly more generous in many cases.

Pos. Proto Final Pos. Proto Final Pos. Proto Final Pos. Proto Final
01S 1:30 0:45 11S 2:00 1:00 21S 3:00 1:30 N/A
02S 2:00 0:30 12S 2:00 1:00 22S 3:00 2:00 32S 3:00 1:30
03S 2:00 1:30 13S 2:00 1:00 23S 3:00 1:00 33S 3:00 1:15
04S 2:30 1:00 14S 1:30 0:45 24S 2:30 1:00 34S 2:00 1:30
05S 0:30 15S 4:00 1:15 25S 2:00 1:30 35S 3:00 1:45
06S 1:30 1:00 16S 2:30 0:30 26S 3:00 1:00 36S 3:00 0:45
07S 3:30 0:45 17S 4:00 1:00 27S 2:30 1:15 37S 1:30 1:15
08S 1:00 0:30 18S 4:00 1:15 28S 2:00 1:30 38S 3:00 1:00
09S 1:30 0:45 19S 3:30 1:30 29S 2:30 1:15 39S 1:00
10S 2:30 1:15 20S 4:00 1:30 30S 2:00 1:15 40S 2:00 1:00

Chamber Differences

This build features a plethora of differences in terms of level design when compared to the final product. Chambers previously seen in the Interactive CD demo are not listed here as they haven't seen any visible changes beyond the addition of power-ups.

Multiplayer Chambers

Proto Final
BlastChamberPSX-Proto19960710-CUBE05M.png BlastChamberPSX-FinalUS-CUBE05M.png

Cover Up looks no different from the unused level seen in retail versions of the game, instead featuring different behavior for its moving platforms. Instead of slowly sliding on top of the nearby reactor and pit doors, it quickly covers the reactor and then returns to its original position.

Proto Final
BlastChamberPSX-Proto19960710-CUBE07M.png BlastChamberPSX-FinalUS-CUBE07M.png

Dungeon is about the same in terms of structure, but features vastly different texture work. In addition to a different background panel, spikes, platforms and kickers (arrows) all use materials that would be replaced later on.

Proto Final
BlastChamberPSX-Proto19960710-CUBE09M.png BlastChamberPSX-FinalUS-CUBE09M.png

Spike City looks precisely the same as in the trailer from Interactive CD Sampler Pack Volume Three, again with different textures for the background panel, spikes and kickers. Psy-bomb power-ups are nowhere to be seen here.

Proto Final
BlastChamberPSX-Proto19960710-CUBE11M.png BlastChamberPSX-FinalUS-CUBE11M.png

Elevators looks the same as in the released game, with the only notable difference being the presence of Extra Time power-ups and the timing of power-up spawns.

Proto Final
BlastChamberPSX-Proto19960710-CUBE13M.png BlastChamberPSX-FinalUS-CUBE13M.png

Visually identical to the final product, ReactorLeak has different power-up spawn points and an extra power-up - Paralyzer - in addition to the Gravity Bomb and ViseGrip seen in the final release.

Proto Final
BlastChamberPSX-Proto19960710-CUBE15M.png BlastChamberPSX-FinalUS-CUBE15M.png

Cubicles' primary feature, the platforms surrounding the reactors, would see a makeover in later builds of the game.

Proto Final
BlastChamberPSX-Proto19960710-CUBE18M.png BlastChamberPSX-FinalUS-CUBE18M.png

As data pertaining to level order in the Interactive CD demo suggests, Chamber 101 was first implemented shortly after that build. Coincidentally, it kickstarts a trend where most chambers use the same texture set as a placeholder.

Proto Final
BlastChamberPSX-Proto19960710-CUBE19M.png BlastChamberPSX-FinalUS-CUBE19M.png

Placeholder texture set, otherwise the same as the final Level 2.

Proto Final
BlastChamberPSX-Proto19960710-CUBE20M.png BlastChamberPSX-FinalUS-CUBE20M.png

Apart from the obvious placeholder texture set, Drop In differs from the finished product in that Extra Time power-ups are seen instead of Crystal Disruptor.

Proto Final
BlastChamberPSX-Proto19960710-CUBE21M.png BlastChamberPSX-FinalUS-CUBE21M.png

Gates of L is the sole exception to the rule noted above, being mostly the same as its final counterpart except for minor texture differences and the lack of a spinning cube graphic on the background panel. Reactor Swap and ViseGrip are the only available power-ups here, whereas the final features all but Gravity Bomb.

Proto Final
BlastChamberPSX-Proto19960710-CUBE22M.png BlastChamberPSX-FinalUS-CUBE22M.png

In addition to the now familiar placeholder textures, the one-eighty pads are placed to the left of where they are in the final revision of One-Eighty.

Proto Final
BlastChamberPSX-Proto19960710-CUBE23M.png BlastChamberPSX-FinalUS-CUBE23M.png

Pitfall is structurally identical to the final product, with Reactor Swap being the only power-up present - the release version features Mag Boots and Psy-bomb instead.

Proto Final
BlastChamberPSX-Proto19960710-CUBE24M.png BlastChamberPSX-FinalUS-CUBE24M.png

CenterStage is significantly different in terms of structure here, as the central platforms are shorter and must be accessed by weaker springboards placed in the middle of each face. Additionally, Crystal Magnet is the only power-up available, whereas the final version also features the Crystal Bomb.

Proto Final
BlastChamberPSX-Proto19960710-CUBE25M.png BlastChamberPSX-FinalUS-CUBE25M.png

Up and Over features different reactor, springboard and kicker placement in its early form, as well as Mercuries instead of Hi Jumps.

Proto Final
BlastChamberPSX-Proto19960710-CUBE26M.png BlastChamberPSX-CUBE26M.png

Lava Leap didn't escape a minor revision before getting axed - the changes include minor texture tweaks, removal of two tiles of lava per face and spikes moved closer to the edges of each face. Crystal Magnet, Mercuries and Paralyzer join the Psy-bomb in the pool of available power-ups as well.

Proto Final
BlastChamberPSX-Proto19960710-CUBE27M.png BlastChamberPSX-FinalUS-CUBE27M.png

Blow Me Up in its early form features lower platforms, air blowers under those and, for a surprising twist, fire trails that may be activated via switches located on the underside of the platforms. Hi Jumps are the ruling power-up here, being replaced by Crystal Bomb and Crystal Magnet in the finished product.

Proto Final
BlastChamberPSX-Proto19960710-CUBE28M.png BlastChamberPSX-FinalUS-CUBE28M.png

Tenderizer is mostly feature-complete here, with slight differences regarding reactor placement.

Proto Final
BlastChamberPSX-Proto19960710-CUBE29M.png BlastChamberPSX-FinalUS-CUBE29M.png

Placeholder texture set, otherwise the same as the final Radioactive.

Solo Chambers

Proto Final
BlastChamberPSX-Proto19960710-CUBE01S.png BlastChamberPSX-FinalUS-CUBE01S.png

Triple Climb is essentially complete at this point, apart from a different background panel and the absence of a Crystal Bomb after the last set of stairs.

Proto Final
BlastChamberPSX-Proto19960710-CUBE02S.png BlastChamberPSX-FinalUS-CUBE02S.png

Deadline features slightly different placement of spikes and Mercuries power-up compared to its final version.

Proto Final
BlastChamberPSX-Proto19960710-CUBE03S.png BlastChamberPSX-FinalUS-CUBE03S.png

Catwalk has fewer sets of spikes here, along with different textures for the floor and pit doors. Most textures use shades of green that do not fit the background panel, which would remain the same in the chamber's final rendition.

Proto Final
BlastChamberPSX-Proto19960710-CUBE04S.png BlastChamberPSX-FinalUS-CUBE04S.png

Holy Grail is very much unfinished in this build. Not only does the texture work differ greatly from the final product, but the pit doors do not move, giving the false impression of being closed at all times, and the switch on the fourth face is missing along with the fire trail that blocks the kicker on the second face.

Proto Final
BlastChamberPSX-Proto19960710-CUBE05S.png BlastChamberPSX-FinalUS-CUBE05S.png

Step Up misses some walls between the platforms on the back face as well as a last step of stairs on the third side face, but otherwise functions the same as its final counterpart. Also features different floor textures.

Proto Final
BlastChamberPSX-Proto19960710-CUBE06S.png BlastChamberPSX-FinalUS-CUBE06S.png

Backstab features a different texture set, but is structurally identical to the finished level, only missing a Psy-bomb on the path to the second kicker.

Proto Final
BlastChamberPSX-Proto19960710-CUBE07S.png BlastChamberPSX-FinalUS-CUBE07S.png

This rendition of Stepinstone is reminiscent of that showcased in E3-era press material, with differences in floor, platform and column textures/colors. The floor changes would be reverted for the final product, while other details would stray further from the oldest known revision.

Proto Final
BlastChamberPSX-Proto19960710-CUBE08S.png BlastChamberPSX-FinalUS-CUBE08S.png

The Vault is rather bland-looking at this point, with the central column being simply a floating platform and the springboard on the third face being absent as the path to the reactor isn't obstructed by the wall.

Proto Final
BlastChamberPSX-Proto19960710-CUBE09S.png BlastChamberPSX-FinalUS-CUBE09S.png

Switcheroo differs in cosmetic work, but is mostly the same structurally with slightly fewer spikes and different placement of those.

Proto Final
BlastChamberPSX-Proto19960710-CUBE10S.png BlastChamberPSX-FinalUS-CUBE10S.png

Magic Carpet is another level limited to cosmetic differences.

Proto Final
BlastChamberPSX-Proto19960710-CUBE11S.png BlastChamberPSX-FinalUS-CUBE11S.png

Bait&Switch has fewer spikes here as well as platform placement different from the final version, with no Extra Time power-up in sight.

Proto Final
BlastChamberPSX-Proto19960710-CUBE12S.png BlastChamberPSX-FinalUS-CUBE12S.png

Wallcrawler would receive some texture tweaks similar to those of Catwalk, along with different placement of the Mag Boots power-up.

Proto Final
BlastChamberPSX-Proto19960710-CUBE15S.png BlastChamberPSX-FinalUS-CUBE15S.png

Launchpad features minor cosmetic differences and slightly different kicker placement on the second face.

Proto Final
BlastChamberPSX-Proto19960710-CUBE16S.png BlastChamberPSX-FinalUS-CUBE16S.png

Long Stare is mostly complete here, with slight cosmetic differences.

Proto Final
BlastChamberPSX-Proto19960710-CUBE17S.png BlastChamberPSX-FinalUS-CUBE17S.png

Ferris Wheel too saw minor changes between this build and the final version.

Proto Final
BlastChamberPSX-Proto19960710-CUBE18S.png BlastChamberPSX-FinalUS-CUBE18S.png

Platforming features mostly lower quality textures in its early form, along with slightly different placement of spikes on the second face matched by different moving platform path.

Proto Final
BlastChamberPSX-Proto19960710-CUBE19S.png BlastChamberPSX-FinalUS-CUBE19S.png

Fall N Arch uses different color palettes for the stairs and moving platforms, along with different spike placement in general.

Proto Final
BlastChamberPSX-Proto19960710-CUBE20S.png BlastChamberPSX-FinalUS-CUBE20S.png

Quad is slightly more forgiving in terms of moving platform placement here compared to the final product.

Proto Final
BlastChamberPSX-Proto19960710-CUBE21S.png BlastChamberPSX-FinalUS-CUBE21S.png

Plasm Spasm has fewer spikes on the second face than its final counterpart, along with minute differences regarding textures.

Proto Final
BlastChamberPSX-Proto19960710-CUBE22S.png BlastChamberPSX-FinalUS-CUBE22S.png

Plasm Chasm is functionally the same in this build as the final version, with slight platform texture differences.

Proto Final
BlastChamberPSX-Proto19960710-CUBE23S.png BlastChamberPSX-FinalUS-CUBE23S.png

This version of Crumblers matches that seen in the Interactive CD trailer. Along with minor texture changes (most notably the background panel being rotated 180 degrees), the final revision adds a couple more spikes in exchange of more forgiving fire trails on the chamber's first face.

Proto Final
BlastChamberPSX-Proto19960710-CUBE24S.png BlastChamberPSX-FinalUS-CUBE24S.png

Shortstop differs slightly in terms of spike and reactor placement, but otherwise is pretty much the same as its final version.

Proto Final
BlastChamberPSX-Proto19960710-CUBE25S.png BlastChamberPSX-FinalUS-CUBE25S.png

Rainbow is mostly the same as in its final revision, apart from a few texture/model discrepancies and an extra row of spikes on the third face.

Proto Final
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The Lab lacks a wall beside the first staircase and a clear kicker indicator, but otherwise is mostly the same as its final counterpart, with an Extra Time power-up missing.

Proto Final
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Fugitive features different texture work, placement of spikes/switch on the fourth face and slightly different crumbly placement that actually forces the player to complete this part of the puzzle instead of just picking up the crystal from the outside.

Proto Final
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Head Cracker sees both cosmetical and structural differences in this version as the middle column on the first face is just a floating platform and a third pit door sits on the way to the switch on the second face.

Proto Final
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Fanfare has some noticeable differences in terms of kicker and springboard placement in this early form, making its completion a bit quicker for speedrunners than in the final product.

Proto Final
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Tightrope is significantly more unforgiving at this point, with the lava pits on the fourth face being an actual threat and a fire trail guarding the switch on the second face's floating platform. It also lacks the pointless Extra Time power-ups seen in the final version.

Proto Final
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The Cage would undergo some texture changes, but is structurally the same as the final product. This early rendition may be seen on the background in the final game's ending FMV, sans lasers.

Proto Final
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Leap of Faith features a couple texture differences, but the most notable change seen in its final form is the height of the platform on the third face, made a bit higher to aid the player in jumping over the laser beams next to the reactor.

Proto Final
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Aside from the usual texture differences, Lavapalooza has a crucial flaw in this form: the kicker that would allow the player to access the chamber's first face when returning from the second one isn't functional. This renders the level unbeatable without glitching, as the player is unable to reach the one-eighty pad and take the crystal to the now-accessible reactor.

Proto Final
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Ziggurat looks nothing like an ancient structure and more like the average lab-themed level in this early form, with a minor platform placement difference on the third face.

Proto Final
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Spin Cycle is mostly the same as its revised counterpart, with less noticeable springboards on the first face (possibly due to odd texture priority) and a thinner last step.
The last four solo chambers in this build, starting with this one, all feature the same texture set as a placeholder.

Proto Final
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Ladder Time is structurally the same as its final version.

Proto Final
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Aside from a thinner platform at the end of the staircase, this revision of Nick of Time plays identically to the final product.

Proto Final
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Like with Ladder Time, this version of Terminus is identical to the final game's in terms of object placement.

Unused Music

Although no music plays in this prototype, files for five tracks can be found in its data.

This is an earlier version of the final game's menu music (Redbook audio track 20), with vastly different arrangement.

The first few seconds of this track can be heard in the Interactive CD trailer, but the full version didn't make the final product.

This is the same short edit of the final's Redbook audio track 14 as seen in the Interactive CD demo.

This is another track that did not make the final product at all.

Like with the first unused track, this is an earlier arrangement of Redbook audio track 8 in the final game. The first minute is used in the Interactive CD trailer.