Version Changes Guide by PrimeBlue
Indiana Jones And The Infernal Machine on SuperCheats.com
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                    INDIANA JONES and the INFERNAL MACHINE

                          Nintendo 64 Changes Guide
                                 by Prime Blue

                             v1.0 (May 21, 2010)

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=================
Table of Contents
=================

 0. Introduction
 1. Graphics
 2. Sound
 3. Gameplay
 4. General Changes
 5. The New Save System
 6. Indy Quotient (I.Q.)
 7. Added and Removed Music
 8. Relocated Treasures
     (8A) Shambala Sanctuary
     (8B) Olmec Valley
     (8C) Aetherium
 9. General Notes
     (9A) Expansion Pak
     (9B) Bugs
     (9C) Playing on PAL Consoles
10. About this Guide


===============
0. Introduction
===============

In March 1999, LucasArts teamed up with the renowned German studio Factor 5 to
create a port of "Indiana Jones and the Infernal Machine" for the Nintendo 64.
Over the course of 19 months, many changes were made to the PC version: several
large gameplay improvements, but also some shortcomings, all of which are
listed below.

In the following sections, there are three categories, each marked by a symbol.
    + (positive changes)
    * (neutral changes)
    - (negative changes)

From section 5 onwards, some of the bigger changes are explained in detail.


===========
1. Graphics
===========

+ improved lighting with more real-time light and shadows
+ improved effects: water and particles
+ redone animations
+ some new animations for the analog controls and targeting
+ some environmental objects added (e.g. cactuses and grass)
+ some improved textures (e.g. skies)
- maximum resolution of 640x480
- lower texture resolution, overall muddier textures
- some unique textures removed (e.g. wall after climbing first ladder)
- framerate often drops in vast areas or with several enemies on screen
- no more moving mouths in cutscenes


========
2. Sound
========

+ some new compositions by Chris Hülsbeck (see 7.)
+ higher audio frequency for music: now sequenced as opposed to prerecorded
+ interface menu has the old map composition as BGM
* unused music removed from cartridge (see 7.)
- slightly lower-quality instrument samples for the music
- some compositions not played in the game anymore: e.g. game over, treasure
- sound effects and voice acting are compressed more: tinnier sound


===========
3. Gameplay
===========

+ new analog control system: much more responsive
+ new camera system: view not fixed behind Indy
+ transparent Indy model when camera is blocked instead of model disappearing
+ tweaks: less pits, linear wall climbing, expanded whipping spots
+ screen flashes red when wounded
+ addition of checkpoints: continuing game near point of death without saving
+ B Button now primary action button with context-sensitive on-screen display
+ target crosshairs for aiming at enemies with the Z Button
+ controller hot button interface: assigning items to the three C Buttons
* some relocated treasures (see 8.)
- removed movements: roll forward/backward/left/right and hop back
- no more hot key for using health items


==================
4. General Changes
==================

+ Rumble Pak support
+ true title screen replaces game logo display in Canyonlands stage
+ game demos after title screen
+ in-game menus for game/level selection, options and Indy's Trading Post
+ "Museum" menu: "Concert Hall" (sound test) and "Ancient Art" (concept art)
+ idle animation added: Indy tips his hat
+ Comic Sans changed to more fitting fonts
+ amount of items and ammunition displayed clearer
+ travel map unfolds and now has a 3D plane model, game logo is gone
+ more forgiving calculation of Indy Quotient (see 6.)
* some item descriptions are changed
* chalk removed from the inventory
* Monkey Island area removed from the Aetherium level
* there are three logos upon starting the game up: N64, LucasArts, Factor 5
* logos and opening are not prerendered anymore
* opening sequence starts after the game selection, not after the logos
* credits were changed: Factor 5 names incorporated, many old ones deleted
- many more bugs/glitches and freezes (see 9B)
- less comprehensive save system (see 5.)
- no level maps or hints
- no subtitles for voice acting
- only two difficulty settings: hard only accessed with the REALHARD passcode
- F10 codes from PC version removed


======================
5. The New Save System
======================

As mentioned above, the PC savegame system that recorded your exact game
progress (including all items collected, enemies killed and your current
location) is gone from the N64 version. Instead, there are saves which build
on "checkpoints" throughout the levels. A checkpoint is a point you will be
set back to when you select the "Continue Level" option after Indy died.
During two such checkpoints, the save feature will be ineffective, meaning that
no items collected or enemies defeated will be recorded when you save.
For example, if you collect an item after a checkpoint, save the game, and
later load that save, you will be back at the checkpoint but the item will not
be collected yet, you will have to get it again. The Health Indicator will also
be saved from the last checkpoint, so if you get wounded in battle after a
checkpoint and save, you will be back at the same health of the checkpoint (but
the enemy will be there again, too, even though you killed him).
However, there is one exception to this checkpoint save system: It does not
apply to treasures. As soon as you save after collecting one, it is permanently
collected.

As a rule of thumb, keep in mind that saving always means you will be back at
the last checkpoint with all treasures you collected until the save. Saves are
the only possibility to resume a level after you aborted the game or turned off
the console, normal checkpoints only work with the "Continue Level" option upon
dying. Furthermore, you have only one save for each of the three game slots on
the cartridge. Once you save in another level (whether you have reached the
first checkpoint there or not), your current save will be overwritten. It will
also be deleted after you successfully completed a level. Overall, the new save
system is much less useful, but it just takes some time to get used to it.


=======================
6. Indy Quotient (I.Q.)
=======================

The way the Indy Quotient is calculated was fundamentally changed in the N64
version. The maximum amount of points was doubled to 2000 and you won't get any
more points for completing a level (the PC version awarded players with 150
points for installing the game and 40 points for each completed level).
Treasures are now worth 10 points instead of just 1. On N64, there are no
penalties concerning the difficulty setting and the hints used, since the
high difficulty can only be accessed with the REALHARD passcode and the hint
system was removed along with the level maps.
In the PC version, the Indy Quotient was merely there to give you an indication
of how good you played the game. On N64, you will need 1500 points to access
the Return to Peru bonus level which means you have to collect 150 of the first
16 levels' 160 treasures. In Return to Peru, every treasure will be worth 40
points, completing the perfect Indy Quotient with the last 400 points.


==========================
7. Added and Removed Music
==========================

+ logo intro              (Nintendo 64, LucasArts and Factor 5 logos)
+ main title              (title screen)
+ quiet loop 1            ("Select Level" menu)
+ quiet loop 2            ("Indy's Trading Post" menu)
+ mapload                 (new map screen music)
+ waterworks intro        (intro music for removed Shambala Waterworks level)
+ credits                 ("mus_enddemo" with last section of "Raiders March")
+ indywhip/flourish       (changed from PC version, both tracks identical)
- mus_aet_pocket_mky.wav
- mus_flourish.wav
- mus_gen_indywhip1.wav
- mus_guybrush.wav
- mus_jep_indyrescue1.wav


======================
8. Relocated Treasures
======================

Those going for a perfect Indy Quotient on the N64 version might have noticed
that some of the treasures described in PC walkthroughs are not there anymore.
Instead, LucasArts and Factor 5 decided to relocate three of them: Two were
most likely too obviously placed and easy to get during the first playthrough,
while the other one was obtained in a rather humorous and out-of-place portion
of the Aetherium, probably removed to give the game a more serious tone.

(8A) Shambala Sanctuary

    In the PC version, one of the level's gold ingots could be found on the
    the higher level of the room with the great monastic seal (called seal key
    in the inventory), reached by climbing the roof beam from the bed and
    crawling through a hole up there. The N64 version replaces the treasure
    with a medicinal sprig.
    The gold ingot can now be found in the room with the plant bulb (called
    bulb pot in the inventory). Jump in the basin below and swim towards the
    two water tunnels that lead back to the other room with the statue. Instead
    of going back that way, climb out of the water between the two tunnels,
    hang from the ledge on the other side, fall down, immediately grab the
    ledge below and pull up. The gold ingot lies next to a monk skeleton.

(8B) Olmec Valley

    In this level, a set of gold coins was moved. It was originally located
    at a dark dead end on the right side of the cavern the first extended
    bridge led to.
    In the N64 version, this treasure can be found next to the second Olmec
    head trap. The gold coins are in the escape tunnel opened with Urgon's
    Part and lie in front of a column on the left side.

(8C) Aetherium

    This level switched some of the treasures, though only one was actually
    relocated. In the PC version, there is a tunnel on the opposite side of
    the Palawan Lagoon portal that opens as soon as you jump through the
    well in the room reached through the other portal in the Tian Shan River
    area. This newly opened tunnel leads to a 3D version of The Barbery Coast
    from "The Curse of Monkey Island" and has Indy transforming into Guybrush
    Threepwood. On the walls, there are pictures of the development team (plus
    a few other quite familiar faces) and in a treasure chest on a table,
    there is a gold idol. In the N64 port, this secret area was removed and
    a gold idol replaces the silver idol at the end of the level. The silver
    idol in turn replaces the gold coins in the Tian Shan River area. And
    instead of the gold coins, the player can now find an additional gem in the
    N64 version.
    It's located in the corridor beneath the room where Marduk is fought for
    the first time. While the PC version had only one alcove with a gem sitting
    on a blue floor plate, the N64 port actually has two on either end of the
    corridor, thus compensating for the missing gold coins.


================
9. General Notes
================

(9A) Expansion Pak

    The game puts the N64 Expansion Pak to great use, resulting in several
    differences when you're playing with just a Jumper Pak. The Expansion Pak
    improves the Jumper Pak's resolution of 320x240 to a permanent 640x480 and
    will also get rid of the ugly color dithering as well as the many musical
    errors of the MusyX system (such as missing reverb and disappearing
    instrument channels).
    Furthermore, the King Solomon's Mines level is only playable with the
    Expansion Pak. With the Jumper Pak, you can only start the level and it
    fades out after a few seconds, immediately placing you in Nub's Tomb.
    The inaccessibility of this level may also be the reason for why you only
    have to collect 150 instead of 160 treasures to unlock Return to Peru.

(9B) Bugs

    The biggest shortcomings of this port are the many glitches and freezes.
    Flying Omelette already documented a number of these on his site, so I'll
    refrain from making a list here. You can see his work here:

        http://www.flyingomelette.com/glitches.html

(9C) Playing on PAL Consoles

    The N64 version of the game only got a limited release in North America.
    However, even if you don't have an NTSC console, you can still play it on
    your PAL N64 by using a region-free loader adapter. Killertamagotchi got
    the title to work with a Blaze Universal Games Adaptor V4.
    Matthias Engert from Mag64.de found a cheat to use with the very common
    N64 Passport Plus III.

        E93D0054
        0000003F

    He suggests on using "The World is Not Enough" as boot cartridge, while
    Ronald Terence Smith from Cyber Axe Space used "Turok 2: Seeds of Evil".
    I've tested a number of other PAL titles which will start up the game:

        Bomberman 64
        Castlevania
        Holy Magic Century
        Mario Tennis
        Mischief Makers
        Mystical Ninja Starring Goemon
        Pilotwings 64
        Snowboard Kids
        Super Mario 64

    Personally, I've beat it with "Mario Tennis" as boot cartridge, and I
    didn't run into any bigger problems (aside from the glitches and freezes
    even present when playing on an NTSC console). Note that the sound and
    music is actually 2% higher pitched than it should be which is the case
    for all games played with the N64 Passport Plus III. The only way to play
    with the correct pitch is to use an NTSC N64.


====================
10. About this Guide
====================

As long as it is not modified, this guide may be freely distributed without
asking for permission.

A big thanks goes to Matthias Engert, Ronald Terence Smith, Killertamagotchi
and Flying Omelette for their contributions to section 9.

If you find any errors or have questions or further contributions to this
guide, just drop me a message on my Wikipedia talk page:

    http://en.wikipedia.org/wiki/User_talk:Prime_Blue