This is a sub-page of Proto:MediEvil.
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This page is rather stubbly and could use some expansion. |
The early timed demo of MediEvil is a demo dated June 26, 1998. Only three levels were playable, including The Graveyard, Cemetery Hill, and The Hilltop Mausoleum level.
Main Menu#
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Proto |
Final |
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The "New/Load Game" menu screen from the main menu where the skeleton's located is quite different. The tombstone has the big "START" button rather than "New Game" and "Load Game" texts. The tree from the right is slightly different with its face entirely missing. The tombstone ruin with green moss from the right was later removed from the final game's release. From the bottom of the screen, "SELECT" text with the X button is noticeably missing.
Debug Menu#
This debug menu is similar to the one present in the retail version. However, attempting to switch levels causes the game to crash. Although overlay files for more levels are present in the disc image, file "medres.mwd" doesn't contain textures for other levels.
Debug entries can be found alongside the default pause menu entries, for example:
800d8e28 dc 92 0e 80 addr s_Restart_800e92dc
800d8e2c 48 02 07 80 addr FUN_80070248
[...]
800d8e3c 20 00 00 00 ddw 20h
The last field of each entry is checked by function 80065ce8, which may set a variable that causes them to not be shown in the menu:
80065e74 01 00 08 24 li t0,0x1
We can override this variable assignment to always be zero, allowing all menu entries to be shown. Use the following GameShark code:
d00b004c 800f
80065e74 0000
(Source: Original TCRF research)
Items#
These models are stored as MOF files inside the WAD container file "medres.mwd". These can be ripped with FrogLord. They are identified by their file entry index in the corresponding WAD.
Life Bottle#
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Proto |
Final (SCUS-94227) |
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The Life Bottle's model is completely different with a deeper green color scheme. Three textures of Daniel's skull are printed on each side.
Energy Vial#
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Proto |
Final (SCUS-94227) |
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The Energy Vial's model looks identical to the Life Bottle's early version but with a different texture.
Unused Potion#
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This model is stored along with the other potions but is unreferenced by the object table at address 800d5128. It can be viewed in-game by replacing the model of the Life Bottle using these GameShark codes:
d00b004c 800f
800d499c 0027
800d95b4 0027
(Source: Original TCRF research)
Axe#
The Axe (which is obtained by Bloodmonath Skull Cleaver from the Hall of Heroes level) can be found from within the lower area of The Hilltop Mausoleum level.
Unused Pickup Animations#
All 3 shields have a pickup animation implemented, similar to other items such as potions and keys. However, only the text message is actually shown when picking up a shield.
These animations can be forced to show by replacing a potion pickup animation with these GameShark codes:
d00b004c 800f
80076d98 fc00
80076d9a 0807
80076d9c 0000
80076d9e 0000
801ff000 00XX
801ff002 3404
801ff004 ffe0
801ff006 27bd
801ff008 0010
801ff00a afb0
801ff00c db68
801ff00e 0801
801ff010 0000
801ff012 0000
Where XX is one of the following values:
Value |
Description |
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0c |
Copper Shield |
0d |
Silver Shield |
0e |
Gold Shield |
(Source: Original TCRF research)
Soundtracks#
Two soundtracks from the rolling demo prototype were reused for the early timed demo. A shorter version of the Scarecrow's Fields level theme was used for The Graveyard and Cemetery Hill, and the shorter and slightly different version of Return to the Graveyard level theme for The Hilltop Mausoleum level.
Unused Speeches#
Although present in the disc image, speeches for Zarok and a pair of boulder-vomiting gargoyles at the Cemetery Hill level aren't playing.
Other Differences#
From The Hilltop Mausoleum level, after the Stained Glass Demon boss springs out from the stained glass window before the fight, the advice message box which tells you to shoot its main weak point isn't showing. Also, the music for The Graveyard and Cemetery Hill level of this demo start playing during the boss fight rather than the actual boss theme.

