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The remaining levels are absent but the Intros and Bonus items were implemented early in the development. Even if you access them, all Intros leads to the first level. More differences shown in the Part 2: If Porky's death animation is so different in the May build, the March one is also earlier. When you lose all lives, the game over screen is implemented but the "That's all, Folks" sequence is absent here. The game has two continues - Continue x 2, Continue x 1 message - and after that, a simple screen with a "Game Over" message appears before returning to the "unique room transition screen". As I said before, one secret room from level 1 has the access blocked by normal means, but the problem can be ignored via C.M.S Editor. Speaking of that, the C.M.S Editor allows you to access every room, but sometimes isn't a good idea because most rooms will corrupt the graphics if you load them via this option. But the problem can be fixed if you reach another room - that's why I repeat the same over and over before going to the actual location for more gameplay tests. The Abandoned Mines Intro has the exit blocked for unknown reasons. The Start button can exit every Intro as always. About The Alps Intro: it's surprising how the developers put some nice effort creating the sign as well as the character portraits: Sylvester, Tweety, Daffy Duck, Bugs Bunny, and even included Mel Blanc earlier in the development. Unfortunately it went unused starting sometime before the known Beta build date. Well, The Castle level doesn't work at all in the May build, but in the earlier March build there's an actual Intro for this level that was redone later - even the camera was adjusted to not lose Porky out of sight. All themed bonus icons are actually implemented in this build, with the first and last level having different designs than later builds (all bonus icons survived in the final version and were documented on TCRF) The aforementioned fourth room has no pits at all - just "invisible spikes" with collision partially implemented. Why partially implemented? The potion effect allows him to bypass the barrier and find some invisible exits - savestates are recommended in this case. The weird spike collision also apply to the first/second room - via trial-and-error I managed to access that blocked bonus room under the last set of spikes, and the graphics/tiles worked very well as expected. Each level was originally intended to have a different themed outfit for Porky, but only the normal one and the western outfit were implemented here. The May build modified that second outfit and also added two outfits for the fifth level as far as I know. The game wouldn't expect you to wear a different outfit in another level, and doing it will change the palette and introduce some glitched sprites for this context, I experimented the western outfit in the first level. The freeze glitch with the chain swings? Yeah it works if you hold the jump button so long before grabbing it. If you release the button, he will grab the same chain swing again. One of glitched Porky sprites show an unused Western Porky idle animation (pay attention at 14:48 or 14:56 of the video) that gained an opportunity in the May build! Why the game crashed at 17 minutes of the video? Well, the game attempted to load one of level 2 rooms that doesn't work at all. After that, I decided to show all other Sunsoft logos, more Intro variants for the third and fourth levels, took advantage of another potion bug to show two unreachable points (by normal means) from the second level, and revealing the actual problem of the "blocked bonus room" via "cheating" - the trigger point was barely close to work by 1-2 pixels! This is the second part of the gameplay. For more footage, here's the other two videos: Part 1 - Levels 1 and 2 only playable: • Porky Pig's Haunted Holiday (March 16, 199... Part 3 - Minigames, some comparison and two unused music tracks: https://www.youtube.com/watch?v=RimHk...