This is a sub-page of Proto:Clock Tower (PlayStation).
This entire demo is very similar to the HYPER PlayStation Re-mix demo, just a little further along in the development process. The gameplay again consists of playing through Jennifer's final scenario with a 10-minute time limit.
Given the vast amount of identical content between these two versions, this page will primarily focus on what has changed since the HYPER PlayStation demo.
General#
- Voice acting is now implemented for most characters, with Nolan being the only exception. Scissorman's voice is used in some instances when he gets hurt but not all yet.
- This time around the wine cellar has also been made inaccessible, due to ongoing construction work you could say. This means even less content being available without cheats, but since you never actually got the mansion key in the HYPER PlayStation demo, it doesn't really make a difference for the rest of the game.
Expand for instructions on how to explore freely.
First, use this GameShark code to halt the countdown:
30074344 0095
Then, use this to obtain the Mansion Key that Beth is supposed to give you:
30095EBF 0001
And finally, use this code to restore the missing door hotspots:
300A9586 0020
300A9A7E 0020
300AA66E 0020
300AAAC6 0020
General Graphical Differences#
The character shadows are now transparent.
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Door of the Fear |
HYPER PlayStation |
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The title screen animation works the same as in the HYPER PlayStation demo. However, the copyright and "PRESS START BUTTON" text has been squished somewhat in this version.
The game just got a loading screen, that was subsequently dropped in time for the final release... The text doesn't seem to exist as a pre-rendered texture like in the final English version. Instead, a font is likely used to generate it at runtime.
Unused Graphics#
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Door of the Fear |
Final |
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Far from the basic patches of land found in the HYPER PlayStation demo, the city is now starting to take shape, though much is yet to be filled in.
In addition to the cursor, the file also has these textures for each location that's circled on the map. They look like they were meant to highlight the locations, but the textures only differ from the underlying background in terms of blurring. A brightness or color effect applied to these would have improved their usefulness. Also, notice the mysterious 8th location furthest to the left. Judging by the unused title card found in the final version, it is likely that this would be the airport.
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Door of the Fear |
Final |
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While the (also unused) daytime view of the university still consists of concept art, the nighttime image is now a 3D render, but it isn't as polished as in the final version.
- Overall the image was made darker, except the spots below street lights that are brighter.
- A light was added next to the entrance.
Room Comparisons#
From here on, most comparisons are done against the HYPER PlayStation demo rather than the final release to highlight the recent changes made.
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Door of the Fear |
HYPER PlayStation |
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Once again, you start in here without a cutscene, equipped with the two vital items from previous scenarios.
- The stack of books have now been made darker and every book is displayed properly.
- A second texture file for this room was added in this version, but its textures are all identical to those in the first file.
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Door of the Fear |
HYPER PlayStation |
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Despite the same textures being available, the statue's face is displayed differently.
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Door of the Fear |
HYPER PlayStation |
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- At this point the developers were experimenting a bit by recoloring the texture on the fly in-between animation frames in order to add more blood. Whenever this is done, the color source and destination is displayed in the corner, sometimes on two rows. This technique was not applied in the final release.
- Notice the polygons in the middle that kind of look like a little arm. In-game it oscillates between being visible and hidden while the camera zooms in, so it's not really clear what it's supposed to be or whether it should be there at all.
Door of the Fear |
HYPER PlayStation |
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- The blue tint has now been applied to the room.
- Gotts has a different pose when stuck in the torture device. The camera will still clip into his legs when Jennifer pushes the wall of spikes.
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Door of the Fear |
HYPER PlayStation |
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- The box, carpet and furniture in the middle has now been made darker and the fireplace a little brighter, now matching the final version.
- The painting now breaks when Scissorman jumps out of it. There's also a duplicate of the unbroken painting texture in the files for some reason.
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Door of the Fear |
HYPER PlayStation |
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The mirror lost its texture. It's still in the files, but not used at this point. The new version found in the final has not been added yet.
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Door of the Fear |
HYPER PlayStation |
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- The newspaper also got some texture issue that was resolved afterwards for the final version.
- The mouse and bed haven't been updated yet.
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Door of the Fear |
HYPER PlayStation |
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- The floor has been changed.
- The blood is still completely static and the puddle is now untextured.
- "NOW RITU = 0" is constantly being displayed in the corner. The number reflects the 32-bit value at address 300C26E8, but it's not known what this value does.
- In this version, Beth will always be dead, meaning the barrel event will be available and Scissorman will be behind the wine rack on every playthrough. To force Beth to appear behind the rack instead, use the following code:
300C1C80 0001
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Door of the Fear |
HYPER PlayStation |
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The key that pops out is red in this version. It looks like it may be using one of blood textures as a side effect of the changes detailed below.
HYPER PlayStation |
Door of the Fear |
Final |
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Duplicate textures were removed in this version. For the final version, everything was changed to have four animation frames and some additional new details.
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Door of the Fear |
HYPER PlayStation |
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- The camera angle is different when entering the room. It still rotates around based on the player's position.
- Most of the coffin has become invisible. Only the lid and a rectangle for the inside portion remain visible.
- The loud wind noise that starts when opening the door no longer loops indefinitely.
- When Helen is saved, she says "Ah, Jennifer! Something terrible has happened..." with no text being displayed, after the camera has returned to the normal view and before you click on her.
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Door of the Fear |
HYPER PlayStation |
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Scissorman now stops without turning at the end of this climbing sequence.
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Door of the Fear |
HYPER PlayStation |
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The lighting has been adjusted.
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Door of the Fear |
HYPER PlayStation |
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The camera now shows Jennifer as she inspects this shelf.
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Door of the Fear |
HYPER PlayStation |
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Thanks to the new lighting, you get a clear view of the shelf as it moves out of your way.
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Door of the Fear |
HYPER PlayStation |
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The dagger and candles have been made brighter.
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Door of the Fear |
HYPER PlayStation |
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Pretty much the same as in the HYPER PlayStation demo except a part of the mural has dropped its texture and the untextured part of the shrine now has the same yellow color instead of black. Still no ending available, unfortunately.
Audio Differences#
- There are no audio files for Nolan's dialogue on the disc.
- The thunder can now be heard inside the chapel to go along with the lightning flashes.
- A sound now plays when the floor hatch inside the pantry is opened. Shame you can't enter it though...
- Jennifer will scream even when surviving the door that leads nowhere. When you bring Scissorman along, there is no voice played in the scene at all. Music never plays there.
- Jennifer can now be heard struggling and screaming when being pulled into the chimney.
- The correct voice and sound effect track will play when Jennifer gets squished in the trap, but it doesn't start until the wall begins moving so you only get to hear a single drop of water along with the terror music before the scene ends.



