Tag Archives: PlayStation

Theme Hospital

A hospital simulation game from The makers of Theme Park. Whilst its not an accurate simulator like Sim Healthcare, its still a lot of fun and has a lot of Bullfrog-type humor.

You start off with a blank empty hospital building, First thing to pop down is the reception desk, which is where patents will flock to when they first enter your hospital, of which they are then referred to the GP’s Office. Here you will want to build further diagnosis and treatment rooms as the patents demand for them.

GP’s Office: Used to find out what’s wrong with the patent. Usually a doctor in the GP’s office will be able to diagnose the patents depending on their skill set, but some will require the patient to refer to another diagnosis room to find out what type of illness the patient has. This room gets very busy as patients will return to this room until they are diagnosed, but not when they are cured. A good tactic is to build one near the diagnosis rooms like the X-ray or Scanner to help deduce the load. If you have a consultant doctor, you will want to place them in the GP’s Office as they are better at diagnosing illness than a regular or junior doctor.

Ward: Used for both diagnosis and treatment, this is managed by a Nurse. Wards can be sized quite large, and more than one bed can be placed. Patents will also rest here before entering the Operating Theatre. Beds can only be placed at a specific angle, so don’t make the room too big otherwise its wasted space.

Pharmacy: Used to administer a wide range of drugs used to cure patients. Operated by a nurse, you will need to build multiple Pharmacy’s later on in the game since this will cure a majority of illness.

Psychiatric: Like the ward this is also used for diagnosis and treatment. Requires a doctor with the Psychiatrist qualification. Bookcases and a skeleton can be added, not sure if this has any affect on the diagnosis?

Further diagnosis rooms consist of the Cardiogram, Scanner, X-Ray and Ultrascan, these are unlocked after research and require regular maintenance by an handyman. These machines get better through further research and can withstand multiple usage cycles and earthquakes. Since these rooms are only used to cure a single illness, you probably only need one per hospital, but in the case of emergency’s where up to 14 patients can arrive at the same time with the same illness, you may need to build another to satisfy demand.

Clinics are also treatment rooms that use machines to cure patients, again these are also unlocked as you progress through the game, the the inflation clinic being unlocked from the start. Slack Tongue Clinic and Fracture Clinic are two examples that are used to treat specific illness.

The Facilities are rooms that help your hospital to function and are required to progress to the next level: Toilets are used to stop patents from making a mess in your hospital, of which multiple toilets will need to be placed in larger hospitals. Usually one toilet per building is needed. A staff room allows staff to relax and replenish their energy with further objects being able to be researched like an arcade video game that reduced the time needed for staff to stay in the staff room. The Research Dept, unlocked from level 3 onwards allows your hospital to unlock new illnesses, rooms and machines, along with improving the effectiveness of your drugs which helps prevent accidental death by your staff. There is also an autopsy function that requires a sacrifice of a patient that will boost research for that illness, but carry’s a risk of a reputation drop if this is discovered.

Lastly there is a training room that allows doctors to learn new qualifications by a consultant level doctor. A problem here is doctors in training can also become consultants, which prevent them from learning new skills. This can be annoying when you are in the middle of training a new surgeon, only for him to become a consultant which stops skill progression.

Micromanagement

As you run your hospital, there are several elements that you need to manage

Staff Happiness: How happy are your staff, placing them in larger rooms with plants and heating will make them happier, otherwise they may demand a salary increase

Heating: Radiators need to be installed and set to an acceptable level, cold hospitals can affect the reputation and happiness of staff

Upkeep: Patients will litter the hospital as they remain in your hospital, ensure you have Handymen to clean up after them. Plants also require watering by handymen. Lastly, rats can infest the hospital and can be shot by quickly placing your mouse cursor over a moving rat.

Emergency’s: These start to appear from level 3 onwards, you must cure the specified amount of patients within the time limited to earn the bonus.

Research: as you build the first Research Department, you can monitor and focus on different aspects of research, if you prefer to have a focus on drug effectiveness or for diagnosis machines

Epidemics: These start to occur past level 6 and require you to treat all patients with the specified illness before the health minister arrives at your hospital.

Earthquakes: These can actually happen which results in the screen shaking rapidly, patients may fall to the ground but I don’t believe they die. The main issue is the damage to the machines, make sure they have been repaired by the handyman and they have adequate strength or the machines will be destroyed, rendering the room to be useless. I recommend replacing machines that have less than 5 units of strength.

Network Play

This requires a patch to be installed which adds network play support to the game which can then be accessed by choosing the middle part of the skull in the menu. The game is reliant on IPX or serial protocols to communicate with another player. For Windows 95/98 you need to ensure the IPX protocol stack is installed and enabled, which isn’t done by default. You can install it by clicking on the ‘Add’ button and selecting the Protocol, then IPX Comparable Protocol from the Microsoft group. You will have to reboot your system and might need the Windows 9x install CD to finish install.

I was able to get this working over 86Box using a PCap configured network using two 86BOX VMs, setting the VMWare network adaptors seemed to work the best. Both players have access to the same map and must complete with each other for land, when purchasing land a bidding war is started between all players on the map. Objectives are given every six months which determines who wins the game, the game continues until one player loses.

Original PC MS-DOS/Win32

A hybrid DOS/Windows 32bit game which can run under either environment. Whilst designed for Windows 95 it will happily work under Windows 98 and ME.

A patch was released for the game which fixes a few bugs, adds a difficultly level adjusted and support for IPX network play.

The game is also capable of running under DOS, which might be useful for low end PCs since its not reliant on Windows 95 running in the background.

No Macintosh version was release for this game, which is odd for a simulation game released in this era.

CorsixTH

This is a remake of the original game using a custom engine designed for more modern Windows operating systems, and has been ported to Linux based operating systems. Highly recommend as this allows the game to un in higher resolutions (tested up to 2560×1440) and fixes a lot of bugs that plagued the original game.

Sony PlayStation

The game was ported to the Sony PlayStation shortly after the PC release. Running in a lower resolution and missing the background music which removes a lot of charm to the game. Its also a bitch to play since the game has poorly adapted the user interface from the PC version. You have to use the controller to navigate the cursor onscreen to select the dialog boxes, instead of just mapping them to the PlayStation face buttons which makes it time consuming to perform simple actions.

Rooms are also fixed in size, which does make it easier to play via the controller.

This was also related as a PSone classic for the PlayStation 3 and PlayStation Portable.

South Park

South Park 1998 PC N64

The game based on the popular TV show, came out very early in the shows life, along with a hit number 1 single

Story mode does not make for a good game, with the enemies being repetitive to the point of tediousness. The first level starts you off in your home town where you are attacked by deranged Turkey’s (who have the most horrible sound effect, and it’s horrendous if there’s 3 or more enemies present) and throughout the first three levels its just ongoing Turkey’s, with the occasional cow thrown in (only on the PC version, I’ve not seen the cow in the console versions on this level).

South Park 1998 PC N64
A Tank version of the turkey.

On the next stage you encounter Tank enemies which are larger Turkey’s that have the ability to spawn more turkeys that will attack. The tank’s have much more health than regular turkeys and will start to run into the beginning of the level when their health goes below 30%. If a tank manages to make it to the start point of a level, than another stage will need to be completed after you complete the level, where you have to kill the tank enemies that escaped, with a replenished health bar. You will need to do this before they destroy the town, of which depends on how many tanks had escaped. For this reason its a good idea to kill the tanks in the main game, since you are going to have to beat them regardless. What’s frustrating to me is they speed run back to the start of the level, meaning you have to chase them whilst firing, and causing you to backtrack. This makes the level much more tedious since you hare going through areas you have already passed.

South Park 1998 PC

The next levels don’t change much, replacing the turkeys with clones, robots, aliens and moving toys, however its mostly the same type of enemy throughout the level which become boring fast. Some of the later enemies becoming literal bullet sponges, taking 20-30 hits before they go down.

The multiplayer on the other hand is rather fun, playing as a regular FPS with a interesting selection of guns. The console versions let you play with two players, whilst the PC version supports LAN netplay. If there is one reason to play this game, its for the multiplayer mode.

The Nintendo 64 version has 17 different maps to choose from, all with a variety of weapons. The PC version has the most maps, with 26 in total This includes all the N64 maps, plus some PC exclusive maps. PlayStation has an alerted version of the multiplayer mode, discussed in its section.

Nintendo 64

The first release of the game, and was the best version of the game until the PC version, however it remains the most accessible. Multiplayer supports up to four players on one console with a range of multiplayer options, including deathmatch. This version also features a high score table and supports 16:9 aspect ratio and a ‘High-Res’ mode with the use of the expansion pack.

Downside to this version is the significant frame drops when there’s a lot of action on the screen, and the short draw distance being disguised as fog.

Below is running on Retroarch Mupen64plus with Angrylion RSP plugin, I do own a copy of the PAL version of the game, but my N64 is one of those models that only supports composite out (No RGB or even S-Video, way to go Nintendo)

PlayStation

Released a year later (1999) and used a revised soundtrack compared to the MIDI N64 version, the cutscenes are captured from the N64 version instead of being pre-rendered on a workstation like many other games of the era. Graphically its a downgrade compared to the N64 version, and the multiplayer only supports two players, known as head to head in this version.

The PlayStation version comes with a head to head mode that has 6 maps, some of which are modified from the Nintendo 64 version. DM1 is based off the Ravine level from the N64, but with some alterations like the removal of water. DM4 is based of the badlands level, DM5 off badlands 2 and DM6 is based off the Gym Class map. DM2 and DM3 look to be unique maps for the PlayStation version.

Captured on Duckstation emulator with bi-linear filtering and rendered at twice the original resolution, with GTE accuracy enabled

Windows

The definitive port of the game, with better graphics and CD audio. Also comes with a proper multiplayer mode that use the Gamespy client (now defunct) to organize games. However there are issues running this game on modern systems, as the game only seems to work on Windows 98/Me systems (95 untested but assumed to work) this could be down to DirectX/Glide support on modern systems.

Below is running on the PCem v17 emulator running Windows 98, emulating a Pentium Overdrive MMX 200Mhz, 3DFX Voodoo graphics, with a Aztech sound galaxy soundcard.

There is also a software rendering mode that renders the games graphics in just the CPU, ideal if you do not have a dedicated 3D accelerator or one that is unsupported. Unfortunately it gives PlayStation level graphics at a weird screen aspect ratio.

Cheats PC

These were hard to find, so I thought i’d put them here

Press the Esc button, select Options and move the mouse cursor to the lower left of the screen and then click, you can then enter the below cheats. Sometimes you may have to move the cursor so it goes off the screen before you can enter a cheat.

DESCRIPTIONCODE TO ENTER
All Weapons & AmmoSWEET
Big head modeEGOTRIP
Display framerateFRAMERATE
Enable all cheatsBOBBYBIRD
God modeBEEFCAKE

External Links

acclaim.com: South Park (archive.org)

WipEout

A futuristic racing game released in 1995 for various platforms.

In Wipeout your mostly battling against the track itself, rather than the rival ships, and at fast speeds the game can become a challenge, requiring quick reflexes. Thankfully it comes with a banging soundtrack, something which is a staple of the Wipeout series of games.

2 Player mode exists for the console versions, but its one of those games that needs a serial cable, two PlayStation or two Saturn’s, TV’s and copies of each game.

PlayStation

Probably the best version, since it has all the graphical effects, and the sound effects when you enter a tunnel. Can also be played on the PlayStation 3 and PSP as part of the PS Classics. Only issue with this port is the low resolution and the pop-in textures on the track, poor draw distance. As a bonus the game supports the use of a NeGcon controller, allowing for an analogue control, useful for turning and for the airbreaks.

On modern emulators you can sort of re-create the PC effects such as higher resolution and texture filtering, but you are still stuck at 30fps. Overclocking the CPU results in the game running too fast.

Duckstation: Enhanced

The game clears up rather well compared to how it originally looked

Sega Saturn

Wipeout was released for the promising Sega Saturn, and serves as an example of the PSY-Q dev kit for the Saturn, which Psygnosis were trying to promote at the time as an alternative to Sega’s devkit (a version of PSY-Q was released for the PlayStation). The soundtrack has been altered with some songs being removed

Screenshots: SSF emulator

Windows

WipEout was ported to the PC a year later than the PlayStation release, and was designed exclusively for ATI video cards and was typically bundled with Windows PC that had those cards. It’s one of the games that supports ATI’s CIF API rather than Direct3D. This limits it to ATI Rage series 3D chipsets, the one in my Dell OptiPlex being one of them, but in order to play CIF games you need to use an older 1999 driver from ATI (The Windows 98 bundled driver has no CIF support), also CIF is only supported under Windows 98, there is no support for Windows NT 4.0. ATI later removed CIF support from its drivers from late 1999 onwards, so you may have to downgrade the driver order to play. A CIF wrapper exists for Windows 7 onwards, although I’ve not tested it.

Screenshots below are captured from a Dell OptiPlex GX1 with an Intel Pentium 2 350mhz and an ATI RAGE 2 with 4Mb of VRAM

The main difference is the ability to play the game in a higher resolution and with the ability to play at a higher framerate, it’s not exactly 60fps on a Rage2 but its a lot more smoother than the PlayStation version. However the sound is not has good as the console versions, with the PC missing the echo sound effects that play when you enter a tunnel. It’s also one of those games that’s stores the music as Redbook CD audio, and the game plays the audio back like a regular CD player would. This gives the option to change the CD (as the game runs from the hard disk) to play your own music.

MS-DOS

Very similar to the accelerated Windows version, but has a lot of enhancements removed, there’s no texture filtering, the framerate is lower and the resolution is reduced, likely because everything is being done on the CPU. You are limited to a low 320 resolution, 16 bit colour.

Personally I would stick with the PlayStation version, or the Saturn if you prefer more detailed textures. The PC versions sacrifice too much for what benefit they give, although you get the opportunity to run in a higher resolution, the missing sound effects are a huge setback and ruin the immersion of the game. besides with modern emulators you can run the game with additional filtering and upscaling, the FPS is still stuck at 30fps.

Hackers

A concept imaging of Wipeout appeared in the movie Hackers, which features slightly different gameplay with obstacles on the track, a crew that speaks to you instead of techno music playing. It was believed to be rendered on a SGI workstation and features perspective correct texture mapping

External Links

WipEout – Archive Website

WipEout – DOS Support

Driver: You are the Wheelman

A classic game, Shame about the tutorial level…

  • Undercover – The main story mode of the game, you complete a set of missions which can range from driving from point A to B within a set amount of time, to escaping or pursuing another car
  • Take a Ride – Sandbox mode, only two cities are available with the other two being unlocked as you progress through the story.
  • Driving Games – A set of activities to choose from, Pursuit, Getaway, Cross Town Checkpoint, Trail Blazer, Survival and Dirt Track. Carnage is a mode exclusive to the PC version.
  • Training – Introduction to the came and the various mechanics and techniques to mastering Driver
  • There are no two player or multiplayer modes, Driver is a single player game.
Desert training level

PlayStation

The version that most people have played and are familiar with. This was the first version of the game to be released. Main attraction was the sandbox Take a Ride mode where you could drive freely until you caught the attention of the police, who would then proceed to ram you to death.

Cop car went vertical, a common occurrence

The game occupies on memory card block per story save, and two blocks for replay data, you can easily fill a memory card with this data, thankfully the game

PAL-land version

Thankfully this game runs in full PAL resolution, no top/bottom bars, likely since the studio that developed the game was based in Europe. There is a difference in the logos, with the NTSC version having a altered blue version of the logo with the works ‘You are the wheelman’ which is also present in the games title. The PC version adapts this for both Europe and US markets (Makes sense since the PC isn’t regionalized compared to the PlayStation releases, PAL/NTSC does not exist on PC)

Windows

Despite this version running in a higher resolution and a capability of having a higher framerate there are a few drawbacks compared to the PlayStation version. there was also a Mac version, although I believe its very similar to the PC version.

Screenshots here are running on an emulated PC (PCem v17), running an Intel Advanced/ZP with a Overdrive MMX processor with a 3DFX Voodoo Graphics card. The operating system is Windows Me. The graphics here will depend on the 3D video card an API, as 3DFX cards used Glide, the Direct3D version may look different.

Differences between the two

One of the main differences is the background music which was changed in the PC version. Also unlike the PlayStation version, there are no separate themes for when you gain felony, in the PlayStation version the music would change when you attracted the attention of the cops, but the PC version remains the same throughout. As someone who grew up on the PS1 version, it was kind of jarring to play Miami without the familiar theme, and for the game to not change when catching the cops attention.

Comparison screenshots below, the PSX version is running in Duckstation at twice the native resolution (640×480) with bilinear filtering and 2x anti-aliasing enabled. With these enhancements we can try to bring the PSX version up to the PC version, which is running at 640X480 resolution with ultra graphics present.

One thing to mention with the PC version, as with all PC games of the era the game is reliant on using Redbook CD audio for the background music, where the games streams the music from the disc itself, like an audio CD. For this to work you had to have an audio cable connected from the CD drive to the motherboard or soundcard, in addition to the IDE cable. On modern systems (with SATA drive onwards) this is no longer supported, and modern Windows versions / soundcards its no longer possible to stream analogue audio from the CD drive, instead being delivered through the IDE or SATA interface, which this game won’t support. The game itself will still run and you can still hear sound effect like the car engine, but you wont hear any music.

  • The spawn points are also different for each of the maps/level, again not sure why these were changed
  • The map layouts were also changed, with some areas being remodelled completely, Dodge Island had a massive change, possibly since it was designed around the PlayStations limitations initially.
  • The cop radio voices were also changed, with some lines being completely different
  • A speedometer is present which gives the speed of the players car in miles per hour
  • The car models themselves had change and I cant say I prefer the PC version of the cards, which are lacking certain details from their textures, the back of the cards look like a blur compared to the PlayStation version.

Upgrading the PlayStation version

Modern emulators are capable of running the game in a higher resolution with additional smoothing effects. Unfortunately there is little we can do for the framerate, that’s stuck at 30fps, or 25 for Pal-land copies. Still at least there’s no boarder, and you can overclock the PlayStation CPU on some of these emulators, which helps with the slowdown when there’s a lot of cars and particle effects on screen.

The game can be upscaled to 640×480 or 800×600, which the PC version also natively supports. Depending on the emulator, higher resolutions can be used but I don’t recommend it unless the emulator supports perspective correction, otherwise those polygons will be jittering aggressively. This video will help explain further on why this occurred on PlayStation games.

Texture filtering can be hit or miss, whilst it helps smooth out the textures, due to the way the PlayStation handled 2D, it can affect the HUD display too, causing excessive blurring on the HUD, making it look like an N64 game.

Exploring the disc

In the NFMV folder there is a exe file called NFMV.EXE however this does not open even in older versions of Windows

Rugrats: Search for Reptar

A baby’s gotta do what a baby’s gotta do

Sony’s best exclusive

One of my favourite childhood games from the PlayStation, objective of the game is to find Tommy’s Reptar pieces that are scattered all around the house by completing various mini games. Rugrats Search for Reptar was only released for the Sony PlayStation

First we need to talk about the Pickles Home, what has been rendered entirely within the games engine, and servers as a gateway to the mini games that need to be completed. It’s a pretty nice house consisting of 5 bedrooms, 2 bathrooms, a living area, kitchen and a study room, along with a garage. Its very faithful to the TV show, at least from the episodes I’ve seen, a lot of cartoon shows tent to remodel the house to suit the plot. It’s probably one of my favourite cartoon house alongside the Simpsons house which I got to explore in Virtual Springfield. Whilst rendered in a 3D environment, the art style tries to be faithful to the shows animation.

Some areas of the house are locked out initially, but when you enter a specific level they are available like the garage, I put this down to memory limitations of the PSX because some rooms that were previously explorable are disabled in some levels. An example of this was the Chuckie’s glasses level which opens the garage area, but removes the basement and garden area for that level. Some objects of the house can be interacted with, mainly Tommy’s toys which can be thrown or picked up.

Activities

Easy

Chuckie’s Glasses

Its raining outside and Angelica decided to play Hide & Seek with the babies, volunteering Chuckie’s to find them. However to make it fair, she takes his glasses, using Chuckie, you have to find and tag the babies (Phil, Lil, Tommy) and race them back to the play pen. It’s fairly easy and you get to explore the Rugrats house as you play, there’s no time limit and if one of the babies win you simply have to find that Rugrat again, although its gave over if they beat you three times.

Ice Cream Mountain

Stu wants to go golfing, he take the kids and promises a huge ice cream mountain, based on an episode in the show. There are 10 levels and to play, you walk to the ball, press the triangle button to start the power meter and press triangle again to hit the ball when the meter is in the right spot. Some require a power shot, others only require a small amount.

Grandpa’s teeth

The level starts off in a playground where you and Chuckie can play on one of the slides/rides. When your done, you can progress through the level into some sort of maze where the goose is hiding with grandpas teeth. Once you navigate the maze, a second segment starts where you have to chase the goose that has Chuckie, using Spike to catch up to it. The third stage concluded with you throwing hockey pucks at the goose (Hopefully PETA didn’t play this game), whilst trying to avoid Chuckie.

Cookie Race

You just have to race and beat Angelica to the kitchen. The house has been slightly altered and some areas have been blocked off, meaning you have to go the long way round. This is fairly easy since Angelica is quite slow but the controls can be a hindrance since its easy to run into an object.

Medium

Visitors From Outer Space

You control Angelica in a spaceship where the babies have been abducted. Avoid the TV robots/aliens and navigate to the lower levels (you can still explore the ship) where you will meet an alien fish thing, who will disable the gravity. Angelica can then float through the air vent and navigate to one of the pod escape ships where she meets the babies, somehow? Based on a real Rugrats episode.

Mr Friend

This one sucked, basically you have to throw objects at Mr Friend and destroy it. First you have to deal with one, then three will spawn. Its challenging since the hit detection is very inconsistent and the controls are digital which makes it hard for Tommy to aim, also some of the throwable objects will just clip through Mr Friend.

Let There be Light

Stu overclocks his Amiga and causes a power cut, so its up to Tommy to restore the power. This level has the pickles house in darkness, with the textures being darkened for effect. There are ghost’s that roam around the house that can drain Tommy’s health, use the flash light to zap them away. First part see you navigating the house in near darkness to the kitchen where you find the Pickles fridge, but Tommy is unable to open it by himself so he needs the help of Spike to open it for him, which starts the next segment when you have to find Spike.

Circus Angelica

The Rugrats are tasked with performing with Angelia’s Circus, and have to perform a variety of tricks. This isn’t really difficult but the controls can be a major problem since you have to be accurate when it comes to Chuckie’s part, and if you fail twice the game is over.

Hard

Hard basically means long, as there are multiple objectives that have to be completed for the activity.

Incident on Isle 7

Set in a supermarket, Grandpa takes Tommy shopping for some Reptar cereal, Tommy breaks free and is left to explore the store. First section sees you exploring the different sections of the shop, until to reach the seafood section where a bunch of lobsters get loose. You then have to avoid or kill the lobsters and navigate through the various areas that have spillages that can cause Tommy to fall. Lastly you will reach the boss section where you have to stun the main Lobster in order to hit a switch.

Toy Palace

Set in a toy store, Stu loses Tommy and Chuckie after they decide to go solo. They explore the toy store zone in the hope of finding Reptar. Everything seems to cause damage in the first part, and the last part can be frustrating since you have to collect the blocks in order to reach the switch, some of which are located on shelves. The jumping is inconsistent as there is a delay before Tommy jumps, resulting in him falling a few times. Tommy and Chuckie also have a habit of repeating their dialog endlessly.

7 Voyages of Cynthia

You control Spike (Poorly) in this level as you navigate the sewer, Spike is very vulnerable to damage and will take a hit over every minor collision. The second stage isn’t any better since you have to avoid the mud which will reduce his health. The final stage is easy as you just need to find Cynthia before the time runs out, except she spawns in a random place.

Activities

Cookie Race – Same as the main version

Egg Hunt – Also in the main game, Angelia wants to hog all the easter eggs, so its up to Tommy to find them all before the time runs out, I guess the cookies weren’t enough for Angelica?

Gold Rush – Also available as a bonus game, Phil and Lil need to collect all the coins before time runs out, Same as egg hunt really

Mini golf – Can be played with multiple players, but instead of split screen, its more of a pass the controller for each turn kind of affair. There are 10 courses to play through.

Emulation

Recommended emulator: BeetlePSX or Mednafen, Duckstation works just as well.

One of the issues that occurred when playing this game in Duckstation was some cutscenes not playing, or the ones that did play would end early, and some of the Rugrats would be played randomly around the house, like in the screenshot below where Angelica is present in the kitchen, and cannot be interacted. This would often happen if you start the game in training mode first, then exit via the door which starts the main game. Angelica’s model is in the training map so maybe the game forgot to remove her from the world?

Angelica has seen some deep shit…

The hide and seek game is mainly affected, with the Rugrats randomly appearing around the house once they have been beaten to the playpen

Not a very good hiding place Tommy…

Tommy and Phil have been found, but instead of being in the play-pen, they are in the living room. This issue also occurred with the older builds of ePSXe where rugrats would randomly appear around the house, and issues with cutscenes playing. I’ve not tested it in modern ePSXe (this was around ver1.6)

Rugrats untextured object

An untextured toilet? Found in the cookie race level. I remember something similar occurring on the actual console itself so possibly not an emulator issue. The light above the mirror is also affected in both the cookie race and Chuckie’s glasses.

Navigating the Disc

Opening the SLUS_006.50 in Notepad++ and scrolling to line 168 reveals a few menu name strings, one of which references a Debug Menu, wonder how we activate this?

All the game data is present in the DATA folder, and each of the levels are broken up into different DB folders, with DB00 being the Pickels family home. Inside each folder are multiple BIN folders that follow the name convention. DBxxANM.BIN might refer to the animations for that level. Unfortunately these formats are likely built using proprietary game tool exclusive to N-Space, so there isn’t really much to play about here. Maybe we could rename and swap a few files around and experiment what happens when the game tries to load data intended for another level?

Update: 18/04/2023

There is also a hidden/unused level known as DB19, which appears to have been scrapped during development. By using CDmage to copy and move the files, we can trick the game into loading. Because of the way PlayStation discs are authored, we need to extract and then inject the files specifically into DB04 – the Voyages of Cynthia as that’s the largest levels that we can fit the files into.

The level appears untextured and looks to be an earlier version of the Pickles household. Notable differences is space around the house, and more narrower stairs. As you are controlling Spike for this level, we have a few issues using the stars, with careful precision you can jump up to the second floor which appears mostly the same layout.

Entering the closet causes the countdown timer to start, likely because the game thinks we are on the Cynthia level and Spike as entered into a specific trigger for the countdown timer.

Lastly lets see what’s outside in the level Chuckie’s glasses, by using the cube found in Tommy’s room we can use this to glitch out of the boundaries and into the garden which we normally cannot access. We can see its not raining at all and Spike’s doghouse is missing. Jumping on the buses causes a weird model/prop to come out which spawns shortly after. There’s also a weird square at the edge of the garden which we cannot stand on.

External Links

Rugrats coming in November for PlayStation! (archive.org)

n-Space, Inc., Developers of interactive and innovative video games. (archive.org)

THQ | United States | Title | PlayStation (archive.org)

Looking at the PlayStation BIOS interface

The purpose of the BIOS for the PlayStation was to provide an interface for the end user to manage their memory cards and the option to play an audio CD and was automatically displayed when the console was turned on without a disc inserted. Not all games provided a way to manage the memory card so the BIOS was often used for this purpose. Like the hardware, the BIOS went through various revisions and designs which we will look at.

SCPH1000 (Original Japanese launch)

The very first BIOS version, this one has a different cursor appearance and the CD player cannot be accessed unless an audio CD is in the drive.

SCPH1001 (Original US Launch)

Initial BIOS version for the NTSC lands

SCPH1001 (Revised US Model)

A revised version of the US model, the option colour has slightly changed

SCPH1002 (Europe Launch model)

In PAL-land we got this menu instead, using icons and symbols instead of text due to the different languages used in Europe and to reduce the ROM space. This is the BIOS I remember growing up with. Also the Europe Cd player can have different sound effect applied to it, which I couldn’t find in the NTSC BIOS?

SCPH3000 (Japan)

Japans SCPH3000 is equal to our 1001/1002, with their 1000 being a different revision with a buggy GPU. Model numbers would be synchronized with the 500x series.

SCPH5000 (Japan)

SCPH5001 (US)

Sony would continue to revise each hardware

SCPH5002 (Europe)

No visible difference from the 1002?

SCPH7001 (US)

This model introduced SoundScope, this BIOS would remain the same for the SCPH9001 models

SCPH7002 (Europe)

Seems like Sony wanted to unify the BIOS designs worldwide and change Europe to look like the US/Japanese versions

SCPH101 (US PSone redesign)

Or maybe not, since the NTSC versions used the PAL design albeit with different icons, you can briefly see the Soundscope effect in the BIOS before it fades to a black background

SCPH102 (Europe PSone redesign)

Same as the US version

Soundscope

This was a feature from the SCPH7000 models and up, and introduced a visualizer that appeared in time with the music by pressing SELECT on the controller.