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Prerelease:Castlevania: Portrait of Ruin

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This page details prerelease information and/or media for Castlevania: Portrait of Ruin.

There are a lot of early gameplay clips/preview trailers for Portrait of Ruin, thanks to the rising of early Internet era.

IGN Preview

  • The Zombies in Castle Entrance sector 0, room #02 are spawner instead of being in place initially.
  • The room in between Castle Entrance sector 0, room #02 and #04 uses an area transition layer instead of a regular sector transition layer.
  • There's a road blocker object which blocks player from entering the save room, similar to the kiosk demo builds of Castlevania: Dawn of Sorrow. It takes the place where the bat enemy would've located in the same room in final game.
  • The "Skill Cube" relic takes the place where the zombie enemy would've located in the same room in final game.
  • The scripted Behemoth chase event is incomplete.
  • A different grunt voice clip is used in Jonathan's Japanese voice acting.

GC2006 DS trailer

  • The sound data of Great Sword slashes is incomplete.
  • At 0:40, a Bee Hive takes the place where the Stone Rose enemy would've located in the same room in final game.
  • The sound data of Holy element attacks is incomplete.
  • The guard/block sound is not implemented and uses whipping sound as a placeholder.

E3 2006 DS trailer

  • The "Invitation of a Crazed Moon" theme uses a vast different sound font.
  • Charlotte uses a completely different voice clip, bizarrely, included several voice lines from the Succubus boss in Castlevania: Lament of Innocence . In the final game, Charlotte's voice clips sound more like her Japanese counterpart.
  • The crows located at the tree near the enter of Forest of Doom are legit enemies and can be hit. In the final, they're special graphic effects rather than actual enemies. This is probably intetional for Trailer demonstration in order to show the full use of Chain Lightning spell.
  • The voice clips during main character swap are not implemented.
  • Dullahan boss arena is located at outside area rather than inside a building.
  • The trailer shows Lerajie, Heavy Armor and Crossbow Armor enemies located in City of Haze, unlike in final.
  • Behemoth boss is located in where the Astarte boss fight room would be in final.
  • At 0:37, Jonathan's HUD is shown to have A and B letters, similar to Soma's Doppelganger ability soul in Dawn of Sorrow.
  • At 0:57, Dullahan is shown to have an unused variant of specter chaser attack which is more difficult to avoid.

Japanese Trailer 3

  • The sound data of slash attribute is incomplete.
  • The sound data of Charlotte's spell is incomplete.
  • Stella's strong wind slash uses Charlotte's "Tempest" voice clip as placeholder.

IGN Early Gameplay

  • The title screen is incomplete and more resembles its Dawn of Sorrow counterpart.
  • The border of small character icon mugshot for Jonathan and Charlotte swapped their color in final.
  • A temporary icon for relic pickups is used; Its intended use is for the mastered version of Holy Water's flask, but unfortunately made unused in the final version.
  • The confirmation sound when picking up a relic is different.
  • The "Invitation of a Crazed Moon" theme uses a vast different sound font.
  • Double Jump relic is given much earlier, probably intended for demonstration showcase.
  • Castle Entrance sector 0, room #02 has 3 Zombies instead of final game's 2, and are spawners instead of being in place initially.
  • Castle Entrance sector 1, room #01 and further room beyond it, are missing; instead a copy of sector 0, room #02 is in place with its right enter blocked, with a portrait to City of Haze placed at its end.
  • The City of Haze area theme from final version is not played yet.
  • The backward exit portrait from City of Haze sector 00, room# 00 to Castel Entrance is missing.
  • Axe Armor enemy uses a completely different palette than in final, although in final they're red Axe Armor and DoubleAxe Armor variants that resembles parts of this prerelease palette.
  • Jonathan and Charlotte used a completely different voice clip from In the final game, matches the thing used in E3 2006 DS trailer. Jonathan's voice seems to resemble Trevor from Castlevania: Curse of Darkness.
  • The level up sound effect is completely different.
  • Aliorumnas appears much earlier than in final; Her name tag is not signed properly, with "Ali" as placeholder.
  • Enemy resistance calculation rule seems to still use the Dawn of Sorrow formula rather than using the thing in final.
  • The meat object related to "Supersonic Punch" quest is not intact yet. A Crossbow Armor is in its place instead.
  • The Lerajie enemy appears much earlier than in final, and uses a completely different horozontal shooting variant, which is never seen in final game. Plus, her dying voice is also totally different.

IGN Early Gameplay, Part 2

  • Vastly different enemy placement. Probably intended for demonstration showcase purpose.
  • The right wall of City of Haze sector 00, room #07 is sealed.
  • The room layout is vast different; the City of Haze sector 00, room #0B connects to sector 00, room #18 in the preview. While the sector 00, room #18 properly connects to sector 00, room#19, the right wall of sector 00, room#19 is open, with a Tasty Meat and a High Mind Up in the Holy Lightning Dual Crush's place and leads to an early version of Dullahan boss fight. As the difference of room itself goes, the room's tile is also changed accordingly.
    • Tasty Meat uses New York Steak's pickup icon.
  • Boss door uses temporary graphics, similar to the one used in in Dawn of Sorrow.
  • Dullahan's boss arena is located at outside area rather than inside a building.
  • Dullahan's boss arena has a Tasty Meat pickup placed.
  • Dullahan's head will only shoot 3 specter chasers, Instead of 5 in final.
  • Either after Dullahan's or playable character's dying, the game cuts to a black screen with "Available Fall 2006" text. A male sound can be heard reading the corresponding text, but it's not sure if the male sound is in the preview build itself, or edited in the recorded video.

IGN Clip #3

  • The Dual Crush pickup icon consists of two red persons instead of one person being blue.
  • Castle Entrance sector 01, room 0F has road blockers placed at top left and top right exits in the preview build.
  • When leveling up, there are notations of status raise for all statuses, which isn't the case in final.

IGN Clip #4

  • Aliorumnas drops Spirit of Light spell, something she won't drop in the final. Her enemy nametag is now identical to final, unlike the previous IGN early gameplay.
  • The right exit of City of Haze sector 00, room# 05 leads to a potential Dullahan boss fight, with a Tasty Meat and a High Mind Up placed.
  • The initial page of Pause menu is temporary and incomplete.
  • At 0:12, the icon for Steel Whip is different from final. Here, the whip icon is more in line with the design of whip weapon icons in Castlevania: Lament of Innocence.
  • At 0:20, the icon of Tristan & Isolde book is different from final.

IGN Clip #5

  • Another clip for the early Dullahan boss fight.
  • Dullahan's boss arena has a Tasty Meat pickup placed.

Early Gameplay Demo

A Japanese variant of a preview build, possibly later than the IGN Early Gameplay.

  • Jonathan's skill pickup icon is round shape instead of square.
  • Final's relic pickup icon is now implemented.
  • Beef Jerkey uses Tasty Meat's item icon, which is the case in Dawn of Sorrow.
  • Castle Entrance sector 01, room #11 has a portrait to City of Haze instead of a save point.
  • The backward exit portrait from City of Haze sector 00, room# 00 to Castle Entrance did not exist. A Beef Jerky is placed instead. A Holy Lightning Dual Crush pickup is located in the next room (sector 00, room# 01).
  • Aliorumnas still appears much earlier than in final, but her enemy nametag is now identical to final.
  • The initial page of Pause menu is temporary and incomplete.
  • Dullahan's boss arena has a Tasty Meat pickup placed.