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Asterix & Obelix XXL (PlayStation 2, Windows, GameCube)

Asterix & Obelix XXL is the first of the Asterix & Obelix XXL series, where you'll have to fight the Romans across six regions of the Empire with the aim of restoring the gaulic village, with an absolutely kickass background soundtrack.

Initially a European exclusive, the PS2 version later saw a release in North America as Asterix & Obelix: Kick Buttix, which features a few graphical differences.

Sub-Pages#

Levels#

Normandy#

In sector 2, in the area of the fight with the normans before the slide, a potion is placed far up the stage. Asterix cannot reach it, even under the effects of the magic potion.

In sector 9 there exists a trail of helmets alongside a box detector object, before the boss arena, which are out of bounds and never seen normally. This suggests that early on one would have reached such area with a final slide rather than using the transporter catapult, which is strongly suggested by the fact that the camera path for slide mode extends far after the end of the slide itself, but since the player exits slide mode everything else past that goes unused. No collision or geometry exist where the objects are located.

Greece#

Asterix_&_Obelix_XXL_-_Misplaced_fire_holder.png Asterix_&_Obelix_XXL_-_Misplaced_pressure_plate.png

In sector 3 of Greece a fire holder and a pressure plate are placed out of bounds.

Egypt#

Egypt features an out of bounds fire holder in sector 6 where the volcanic area is.

Rome#

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During development, Rome used to be way bigger, having 5 explorable areas (sectors). The first 3 sectors were later removed leaving playable the last two, Asterix and the gang spawn right at the door of sector 4.

The first sector appeared in one of the first trailers for the game (here and here), which shows the second half of the stage, as well as in prerelease screenshots which show the very beginning of the sector featuring the aquaduct.

Though all of the graphics have been removed, collision data (for the first two) and objects are still present throughout the removed sectors and are explorable through the use of cheats or level editors. Rome was planned for a comeback in its entire form in Asterix & Obelix XXL: Romastered, only for the first three sectors to be cut due to time constraints.

(Source: Asterix & Obelix Wiki)

Technical Objects#

There a number of unused rectangle and box detectors, which are invisible to the player during normal gameplay and used by the game to detect when the player passes through them.

Enemies#

Rocket Roman#

Only one enemy is left unused in the game and that's the "Rocket Roman", a fat looking legionnaire with a big rocket on their back. The enemy is actually used in the intro sequence for the game and in the title screen, without the rocket, while in a prototype screenshot it is seen with the rocket equipped. Since it was scrapped early on in development, the code for it is no longer present and its mechanics and behaviours are unknown.

(Source: Asterix & Obelix Wiki)

Graphics#

There exists in the game an unused combat lock for archers: this suggests that at one point in the game there were battles centered around them rather than other enemies. In the PC/GameCube version there is an oddity with the save menu in Helvetia where the texture of the slot numbers are way smaller than the others in any other level.

(Source: Asterix & Obelix Wiki)

Version Differences#

Original Release#

The PS2 version features a different font for the HUD, also item dispensers have a metallic texture as opposed to the GameCube/PC wooden look.

In Normandy, after the first slide, the PS2 version has a lock for the button that makes the player access one of the gold laurel nearby, forcing them to fight the three formations; it has been removed from PC/GameCube.

Kick Buttix#

Features a different title screen and a new intro sequence for gaul. This new intro consists in a map of gaul and a wall of text under it describing the basic plot of the game; once this is over the normal intro cinematic plays as normal.