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Pepsiman (PlayStation)

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Title Screen

Pepsiman

Developer: KID
Publisher: KID
Platform: PlayStation
Released in JP: March 4, 1999


DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


Hmmm...
To do:
This game has an unused cutscene. It can be heard here, but is the cutscene programmed in any way?

In the distant future of 1999, thirstiness has reached epidemic levels across America, and only one man has what it takes to ensure the crisp, refreshing survival of the human race. That man... is Pepsiman®.

Level Editor

Pepsiman-editor.png

Pepsiman has a functional built-in level editor which can be accessed using the GameShark / Action Replay codes:

D0095970 0400
80095880 001C

Press R3 during the game (except during FMVs) to edit the current level. At first, you'll have a version of the level that has most of the original 3D geometry intact, but no Pepsi, checkpoints, or obstacles.

Controls:

  • D-Pad: move cursor
  • Square/X: raise/lower cursor
  • L2/R2: rotate camera
  • L1/R1: pitch camera up/down
  • Select: change grid size
  • Circle: place currently selected item
  • Triangle: open menu
  • Start: play level

The editor starts at the beginning of the level with the camera facing away from the action, and moving the cursor out-of-bounds crashes the game, so be careful!

Opening the menu allows you to select various items to put down, get info about existing items, and load/save levels using a memory card in slot 2.

When playing levels via the editor, Pepsiman will also be invulnerable, be able to run over pits without falling down, and have 50 lives.

(Source: Original TCRF research)

Debug Menu

In addition to the level editor, Pepsiman has some debug features which can be accessed using the GameShark / Action Replay codes:

D0095970 0200
80095880 00xx

Where xx is one of the following:

  • 03: main debug menu
  • 0F: texture mapping test
  • 11: motion test
  • 14: object viewer
  • 18: object viewer (alternate)
  • 21: object editor

With the codes active, press L3 at any time (except during FMVs) to access the selected screen.

Main Debug Menu

Pepsiman-debugmenu.png

This is the main debug menu. Several of the options on this menu no longer do anything, though most of the features still exist and can be accessed separately using the above code.

The features which can still be accessed from this menu are:

  • Game mode: starts the game at the currently selected stage (use Left/Right to select).
  • Yama0 mode: restarts the game from the KID logo or the main menu.
  • Demo mode: shows the opening cutscene for the selected stage.

Sound Test

Pepsiman-soundtest.png

To access the sound test portion of the debug menu, temporarily enable the GameShark code 80095760 0064 during the main debug menu.

Because Pepsiman uses primarily CD audio for its background music, most/all of the music tracks available here seem to be either placeholder tracks or leftovers from a different game.

Texture Mapping Test

Pepsiman-texture.png

This screen shows a single polygon with a placeholder texture and allows you to rotate it to view the results. Pressing Start from this screen returns to the main debug menu.

Motion Test

Pepsiman-motion.png

This screen allows you to preview all of Pepsiman's animations. The D-Pad and shoulder buttons move and rotate Pepsiman, Square and Triangle select an animation, and Circle plays the selected animation.

Object Viewer

Pepsiman-trapview.png

This screen allows you to view various "traps", or non-sprite objects that Pepsiman can collide with throughout a level (including checkpoints and end-of-level Pepsi machines). Pressing L1/R1 will cycle through all available objects.

There are two different versions of this screen available using the code (and listed on the debug menu), but it's unclear what the difference is.

Object Editor

Pepsiman-objedit.png

This is a slightly more involved version of the other object viewer, but with the ability to view/modify some information possibly relating to collision.

Controls:

  • D-Pad: move cursor
  • L2/R2: change object
  • L1/R1: rotate object
  • X/Square: move object closer to/farther away from the screen
  • Triangle: show menu
  • Circle: if "Info" is selected from the menu, the info display will be updated based on the cursor position
(Source: Original TCRF research)