Setting the game to about 50000 cycles in DOSBOX will fix this. Note that this prototype has a bug that causes most projectiles to stop moving right after the player throws them if the frame rate is too high. There’s no way to figure out what the purple bar was meant to represent, however. The red bar was likely an indicator of the player’s health, as other games use red bars to indicate health. A red bar that’s filled up halfway, and a purple bar that’s filled up 3/4ths of the way. To the left of the ninja face are two bars. items the player would pick up and use throughout a level. It’s unknown what this was meant to represent exactly, but it does seem like it’d be for misc. To the right of the center area is a part of the HUD that has an ID card and a vial with green liquid in it. The prototype uses the F1 keys to select spells, so it’s likely this was meant to represent what spells the player had, much like how the “arms” section represents what weapons the player has in ‘Doom’ and this prototype. The center of the HUD has boxes containing F1 through F9 in them. It’s unknown what these are meant to represent. The far left side of the HUD contains a dead man in a red and gold outfit, while the far right side contains a ninja face. It appears to be based on the one in ‘Doom’, as the “ammo” and “arms” section of the HUD are very similar to their equivalents in ‘Doom’. The HUD is completely different in this prototype. This sprite is used in the final game without any alterations. One of the few prop sprites used in this prototype's maps is one of a samurai helmet. These sprites are found right after the rifle’s, suggesting these were meant to be ejected brass launched when the rifle was being fired. Magic scrolls also appear in later prototypes. Tile 500 appears in later prototypes and the final game to mark the color key certain doors need.īased on the fire underneath it, it was probably meant to be used as a pickup for the fireball spell. The prototype contains a lot of graphics that go unused in the playable maps, and for the most part, the final game. This behavior can be also seen in the April 1994 Build engine WIP build that can be found on Ken Silverman's website. You can glitch through a few spots in levels this way. The player is able to hover a certain set distance off the current floor by holding the jump button. The user needs to type in the desired map's name after the executable's name in DOS in order to run a level. This prototype’s levels contain ladders, but there is no way to use them.
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