This page details one or more prototype versions of Oddworld: Abe's Oddysee.



There are two known demo builds of the PlayStation version of Abe's Oddysee: The standalone European version, and the version found on the second disc of the first PlayStation Underground demo set. The PlayStation Underground version seems to be a slightly later build, though the differences between the two versions are minimal.

General Differences

Gameplay

Controls

To pull-up (hoist) or jump straight up, you press Triangle + Up in the demo, compared to just Up in the final. It is actually still possible to use Triangle + Up in the final. If it's done in front of a well or door, Abe won't enter them.

+ in the demo, compared to just in the final. It is actually still possible to use in the final. If it's done in front of a well or door, Abe won't enter them. Possessed Sligs can't beat Mudokons by pressing X in the demo version; they simply say "Work" instead.

in the demo version; they simply say "Work" instead. Pressing X or Start will not skip any movie or cut-scene in the demo.

Movement/Animations

Abe pauses for about half-a-second between hops in the demo version; this delay was removed in the final version.

The hopping animation is longer by a couple of frames in the demo.

Abe can only roll two tiles (steps worth) at-a-time in the demo, compared to just one in the final.

Due to this difference, there is no advantage to ending a run with a roll in the demo, as it takes the same distance as Abe's skid.

Abe's crouch move in the demo is slightly fiddly; you must press X and let go immediately, otherwise Abe stands back up on release.

and let go immediately, otherwise Abe stands back up on release. In the demo, Sligs don't shake as they're de-possessed.

Gamespeak

Abe doesn't say "Oops" if a Mudokon dies in the demo version.

Abe's "Wait!" command is replaced by a softer "Stay Here!" in the demo.

Sligspeak

The Sligs' "Freeze!" command ( L1 + Circle ) is "Help!" in the demo.

+ ) is "Help!" in the demo. After a Slig has just become possessed, it says "Hi!" followed by a laugh compared to just "Hi!" in the final.

Behaviours

All Sligs in the demo shoot possessed Sligs on sight. In the final version, some Sligs have their flags set to be unaware of other Sligs being possessed, even if it happens right in front of them.

In the demo, only Mudokons who are scrubbing the floor duck if a Slig cries "Look Out!"; those standing to scrub walls do not, unlike in the full version.

Mudokons can scare the bird portals away in the demo, such as if you tell one to "Stay Here" near one, then leave the screen and return, or if when you tell them to "Follow Me" they walk through one. This does not happen in the final game.

After Sligs have shot Abe in the demo, they simply laugh, turn, laugh, repeatedly until the screen has faded. In the final game, they laugh, and make their BS and S'mo BS noises at a much-faster rate, and some Sligs do not turn while doing so.

Mudokons do not laugh when a Slig dies in the demo. While they do in the final game, it is extremely difficult to execute as Mudokons in Oddysee go back to work very soon after they are standing still. (In Abe's Exoddus, this is far more common to see).

Game Elements

The only variety of chant-suppressor in the demo is the larger type with the claws; the small black-ball-with-single-eye type are not present anywhere in the demo, and interestingly do not appear in any of the promo screenshots displayed at the end of the demo either.

The demo has more-cartooney sound-effects: if Abe, a Mudokon or a Slig are sliced under a meat-saw, a cartoon-like "splat" is heard; equally falling meat pieces make cartoon-like whistles (similar to cartoon characters falling off a cliff or from a high building).

Some different noises for Scrabs can be heard if you make it to the Stockyards area: a sampled horses "whinney" and a exhale/hiss.

You can hear Paramite noises in the Stockyard area (easier to hear if you Pause so the music stops). In the final game, there isn't a single Paramite in the Stockyards (excluding the secret areas), though the back of the European PAL PlayStation box does actually feature a screenshot of one there with the caption "Between a Paramite and a hard place"; in the actual game, a Scrab is on this screen instead.

In the demo, no number appears above Abe when picking-up grenades from the "BOOM" dispensers; in the final game, a small white number appears briefly above Abe's head after he picks-up any item (meat, grenade or rock -- though only grenades exist in the demo).

Glitches

Lift won't ascend for Slig if you started off facing left: In the demo, possess the second Slig you can and go to the lift with a second Slig next to it. Position the Slig between the ropes of the lift, and face left. Sometimes, when you press Down , the animation of the Slig turning right does not play (as in Oddysee, all lifts can only be operated when facing right: this is true of the final) and the Slig instantly appears facing right, and the lift descends one notch. If you then press Up the lift doesn't ascend, and the Slig is stuck in a pose. Pressing Down to descend will then allow you to go back up.

In the demo, possess the second Slig you can and go to the lift with a second Slig next to it. Position the Slig between the ropes of the lift, and face left. Sometimes, when you press , the animation of the Slig turning right does not play (as in Oddysee, all lifts can only be operated when facing right: this is true of the final) and the Slig instantly appears facing right, and the lift descends one notch. If you then press the lift doesn't ascend, and the Slig is stuck in a pose. Pressing to descend will then allow you to go back up. Slig forgets to kill possessed Slig: If you go to the screen in the demo with two Sligs and a Mudokon, and have Abe possess the nearest Slig, the Slig on the right of the screen (if positioned to the right of the Mudokon at the exact moment of possession) will aim at the Slig you just possessed and shoot the Mudokon, but not the Slig you're controlling. You can then move around and even talk to that Slig without it attempting to shoot you again, however, if you try to de-possess your Slig, it does shoot you then.

If you go to the screen in the demo with two Sligs and a Mudokon, and have Abe possess the nearest Slig, the Slig on the right of the screen (if positioned to the right of the Mudokon at the exact moment of possession) will aim at the Slig you just possessed and shoot the Mudokon, but not the Slig you're controlling. You can then move around and even talk to that Slig without it attempting to shoot you again, however, if you try to de-possess your Slig, it does shoot you then. Rescued Mudokons continue to make sounds: In many screens in the demo, particularly those where Mudokons are hidden in shadows, their scrubbing sound continues to be heard even after you've led them off that screen. While this does also happen at times in the final version, it is far less frequent.

In many screens in the demo, particularly those where Mudokons are hidden in shadows, their scrubbing sound continues to be heard even after you've led them off that screen. While this does also happen at times in the final version, it is far less frequent. Forgotten secret area: In the screen with the two Sligs, Mudokon and trap-door, if you stand to the right of the level, pull it, then quickly run-jump off the ledge, you can make it through the trapdoor. You will then see a screen with grey-and-white boxes (see below), which is what is used to layout the screens in the game. Interestingly, if you stand on the right of the trapdoor (where it would open) and press Down , Abe simply crouches. In the final game, he will pull down through the floor and die, so the demo is actually more correct. (A secret in this area does exist in the final game, but only in the "RuptureFarms II" set of levels.)

In the screen with the two Sligs, Mudokon and trap-door, if you stand to the right of the level, pull it, then quickly run-jump off the ledge, you can make it through the trapdoor. You will then see a screen with grey-and-white boxes (see below), which is what is used to layout the screens in the game. Interestingly, if you stand on the right of the trapdoor (where it would open) and press , Abe simply crouches. In the final game, he will pull down through the floor and die, so the demo is actually more correct. (A secret in this area does exist in the final game, but only in the "RuptureFarms II" set of levels.) Mudokon must die: If you don't rescue all the Mudokons in the demo (which makes it instantly end and congratulate you), you can get into the Stockyards area. The Mudokon in the second screen with the Scrab cannot be saved, as no bird-portal exists unlike in the final.

Extra

Once you rescue all Mudokons in the demo, or simply leave Abe alone so it resets, it shows a series of screenshots from the final release, some of which show areas that do not exist, or some which that are in the game but have differences in the screenshots, such as missing wells or levers. In addition, not one black-ball chant-suppressor orb exists, suggesting these were a much later addition.

Starting Screens

Demo Final

The Load and Options choices aren't necessary in the demo version, so they've been removed from the start menu. They can still be selected through RAM editing, they're just not on the screen.

The stone fragments are much larger in the final version.

Demo Final

The demo version uses a lower quality image for the GameSpeak screen.

The "Wait" command is "Stay Here" in the demo version (see the audio section for more).

The two Whistle commands are helpfully differentiated in the final version.

"Chant" is the vague "Special" in the demo version.

Demo Final

To access this screen in the demo, set C7DC38 (Standalone) or C78E4C (PlayStation Underground) to 02 while on the start menu, then press X.

The Load Menu is in rough shape, with a plain background and no option to switch the memory card.

There's an extra 16th save slot in the demo version. Since the standard PSX Memory Card is only 15 blocks, that 16th slot wouldn't see much action anyway.

The exit command was changed from Start to Triangle.

Demo Final

This screen uses the "Load" prompt from the Load Menu. There's already space for the X button by the GameSpeak text, so this is probably a glitch.

Again, the quality of the screen in the demo leaves something to be desired.

"Jump" is "Jump Up", and the hop command isn't even listed in the demo version.

The alternate control for crouching, X, isn't mentioned on the demo screen.

The exit command was changed from Start to Triangle.

Demo Final

To access this screen in the demo, set C7DC38 (Standalone) or C78E4C (PlayStation Underground) to 03 while on the start menu, then press X.

On this screen, Whistle 1 and Whistle 2 are "Short Whistle" and "Long Whistle" respectively.

The Chant command isn't even mentioned on the demo screen.

The exit command was changed from Start to X.

Demo (Standalone) Demo (PlayStation Underground) Final

Each build of the game has its own loading screen. Collect them all!

Pause Menu

Demo Final

The demo pause menu is bare, with only the Continue and Controls options available. It's possible to access the Save menu by RAM editing, but no text will light up when it's selected.

The font was changed from yellow to purple, and the text is in all-caps in the final version.

Demo Final

All instances of "(arrow)" in the demo version were replaced with proper arrow graphics in the final version.

The Square button is using an incorrect blue palette in the demo version.

button is using an incorrect blue palette in the demo version. Crouch controls aren't even mentioned in the demo version.

"ZMove" changed to "ZTurn", and the "Mount" action added with it.

There's no GameSpeak control screen in the demo version.

Demo Final

To access this screen in the demo, set C7E28C (Standalone) or C794A0 (PlayStation Underground) to 01 while the game is paused, then press X.

In the final version, the player has to select "Save Game" or "Delete File" before selecting a save block. In the demo version, the player immediately starts out on the save block selection part of the process.

There's that 16th save slot again.

The "Format" option was replaced with a Memory Card selection option.

Despite the control menu saying otherwise, it's only possible to save a game in the demo version. Delete and Format don't work.

The save menu doesn't properly display save icons in the demo version.

Ending

Demo (Standalone) Demo (PlayStation Underground)

If the player rescues all of the Mudokons in the demo RuptureFarms, this celebratory screen pops up and the game ends. The image is of a higher quality on the PlayStation Underground version of the game.

Graphical Differences

Changes

Demo Final

The game's memory card icon was touched up to make the Glukkon head more on-model. The black background was eliminated in favor of red and more red.

Demo Final

From what seems to be the result of a palette error, the land mines use only one shade of red in the demo version. The final version fixes this by using a separate red light overlay on the mines.

Demo Final

The palette of the moving bombs is much darker in the demo version, making them significantly harder to see in the Stockyards. Red tips were added to the knobs of the mines.

Unused



File Name: ABEEND.BAN

There are a large number of animations of a large, untextured Abe with a pair of clubs.



Look at Abe swing those clubs! It's unknown what these would have been used for, but the file name, "ABEEND", hints that this might have been for an unimplemented level/game ending sequence.



These two animations don't even have their legs modeled! How odd. Anyway, that's it for textureless Abe here.



The Slig has a second talking animation in the demo version, used for the "Yoww!", "Look Out!", and "Freeze!" commands. Removed from the final version, probably 'cause it looks goofy.



File Name: SLGEDGE.BAN

Three early-model Slig turning frames are in the demo version's BAN file. These frames were removed from the final version to free up some space.



File Name: ELECWALL.BAN

The electric wall BAN file has an unused start-up animation that was taken out of the final version.



File Names: DOA.BAN, DOABTM.BAN

An entirely unused robot drone called the DOA (probably short for "Dead on Arrival" in this context). This object is made of two distinct sprites: The main structure (7 frames of animation) and the spinning part at the bottom (5 frames of animation). This might be an early design for the motion detector, an object which reuses the design of the first model Security Orbs in the final game.



File Name: P6C3COCN.BAN



Large cocoons that Abe could interact with and destroy. These are likely the products of the spider-like Paramites enveloping their prey. The "P6C3" part of the file name probably refers to screen F1P06C03 (left), which, appropriately enough, has a large Paramite web as a prominent part of the background.



File Names: ARJBASIC.BAN, ARJJUMP.BAN

Two alternate Paramite jumping animations in different stages of development. The first is in the basic Paramite animation file, while the second is in a file that was deleted from the final version.



File Name: LEPARA.BAN

Odd red Paramite silhouettes. This file was completely removed from the final version.



File Name: F2BALL.BAN

An odd ball with a face(?) that would have appeared in level F2, the Paramonian Temple. Might be an early design for the wooden wheels that chase Abe down.



File Name: ARSSACK.BAN

Frames from a very rough Scrab model that demonstrate an unused behavior: Trying to attack Abe while he's hanging from a ledge, then waiting in anticipation. Scrabs just plain don't do this in the final version; This trait seems to have been inherited by the Slogs.



File Name: D1HIVE.BAN

This is a preliminary design for the beehives that bedevil Elum in the final version. The broken animation of the beehive is different: In the final version, the entire hive falls to the ground, while in the demo version, the bottom of the hive would break open.

Sound Differences

To do:

Get clean music rips from the demo...somehow.

Demo Final

Abe's "Wait!" command is a softer-spoken "Stay here" in the demo version.

The falling meat / debris in the demo version make a cartoony whistling sound that was taken out of the final version.

An unused clip of a Slig saying...something. It's unclear. The clip was removed from the final version.

Demo Final Usage Slig Tension Slig Action Slig Possess

The Stockyards doesn't have any Sligs present in the Demo (due to it being three screens long), however, the Slig music is present and completely different from the music heard in the final version.

Text Differences

Level Names

Level ID Demo Final 00 Start screen Start screen 01 Rupture 1 Rupture 1 02 Lines 1 Lines 1 03 Forest Outside Forest Outside 04 Forest Inside Forest Inside 05 Escape 1 Escape 1 06 Escape 2 Escape 2 07 Lines 2 [Removed] 08 Desert Outside Desert Outside 09 Desert Inside Desert Inside 0A Credits Credits 0B [Removed] [Removed] 0C Lines 3 Game Ender 0D Rupture 2 Rupture 2 0E N/A Forest Level Ender 0F N/A Desert Level Ender

This comparison of internal level names (meant for a stage select function, with the "final" version text only being found in the PC version) reveals that two levels were cut: Lines 2 and Lines 3, which would be extensions to the native areas seen in Monsaic Lines. Three stages weren't part of the level cycle at this point: The Boardroom (Game Ender), Paramonian Temple (Forest Level Ender), and Scrabanian Temple (Desert Level Ender).

Demo Final Rupture Farms RuptureFarms Rescue Mudokons RuptureFarms II N/A The Boardroom Forest Outside Paramonia Forest Temple Paramonian Temple N/A Paramonian Nest Desert Outside Scrabania Desert Temple Scrabanian Temple N/A Scrabanian Nest Monsaic Lines Monsaic Awakened Monsaic Circle N/A Monsaic Stand N/A Escape Stockyard Escape Return Stockyard Return

The save file names are in much rougher shape. Every stage name is different, with most stages using their development names in the demo version. Oh, and RuptureFarms is two words in the demo version. The names of the deleted Lines 2 and Lines 3 areas are revealed: Monsaic Circle and Monsaic Stand. Strangely, Monsaic Lines uses its finished name in the demo version, while in the final version, it uses the alternate name of "Monsaic Awakened."

Hint Flies

While there are no hint flies in either of the demo builds, most of their text is already in the game.

Demo Final SNEAK IN AND OUT OF SHADOWS STAND STILL IN SHADOWS TO HIDE FROM SLIGS

This message, used in Stockyard Escape, was condensed for the player's convenience.

Demo Final NO SLEEPING ON THE JOB YOU CAN HOIST WHERE YOU SEE FALLING DEBRIS

The demo version's hint regards the Slig sleeping on the next screen of Stockyard Escape, while the final version's is generic, but more helpful for the player.

Demo Final SPIRITS SPEAK THROUGH SPIRIT LIGHTS THESE LIGHTS WILL GUIDE YOU

The demo version explains how the hint flies work; The final game explains what the hint flies do.

Demo Final REMEMBER THE SONG TOUCH THE STONE

The demo version's message, along with some unused messages in the final version, hints that the bell songs would have to be manually inputted and remembered by the player. Thankfully, playing the bells was turned into an automatic process.

Demo Final POSSESS THE BELLS FIND BELLSONG THEN POSSESS BELLS

A more useful hint, since playing the bells without knowing the bell song accomplishes nothing.

Demo Final HIDE UNDER PLATFORM TO ESCAPE FIRE FROM ABOVE DO NOT FORGET YOUR ROCK

The final version's hint is used on the first rock bag screen of Stockyard Return. It's unknown where the demo version hint would be placed, since that situation never pops up in Stockyard Return.

Miscellaneous

Demo (Standalone) Demo (PlayStation Underground) To avoid the alarm, stand still when the Motion Detectors touches you. To avoid the alarm, stand still when the Motion Detectors touch you.

One minor grammatical error is only present on the standalone version of the demo.

Help thirteen Mudokons escape from Rupture Farms and earn some cool stuff! When you help the thirteen Mudokons escape, a top secret message will tell you what your reward is and how to get it!

The first message for an aborted sweepstake that appears in neither version of the demo.

Congratulations! You've earned a $10.00 rebate certificate good towards a purchase at retail of the full Sony PlayStation version of OddWorld Abe's Oddysee, due out in FALL 1997, or an OddWorld T-shirt if you purchase the game directly from GT Interactive Software. Just call us for details at 1-800-615-7629 extension A703 and give us your name, address and telephone number along with your secret code. Void where prohibited. Offer available only in the U.S. T-shirt quantities may be limited. Calls must be received by 7-31-97. Limit one registration per person or household. No registration will be processed without your secret code. You must purchase the full Sony PlayStation version of OddWorld Abe's Oddysee to use rebate or receive a t-shirt.

And here's the winners message. Don't bother calling that number, ya putz.

Screen Differences

RuptureFarms

There are only 13 Mudokons in the demo version of RuptureFarms, compared to 28 in the final version, largely due to the absence of any secret areas in the demo.

Area 1

Screen ID: R1P15C02 Demo Final

The demo screen is missing the directory sign, probably because they didn't want to update the directory screen just for the demo version. The "Stand up here and hoist" graphic hasn't been added yet, nor has the lighted area marking where to hoist.

Screen ID: R1P15C10 Demo Final

The "No Talking!" sign isn't in the demo version. The edges of both platforms in the demo version don't match, something that was corrected in the final version.

Screen ID: R1P15C03 Demo Final

The two mines on the edge of the left pit were removed, presumably to keep the player from dying if they accidentally hit down while hanging from either edge. Plus, more mismatched edge pieces were corrected.

Screen ID: R1P15C05 Demo Final

The "Stand Here" sign was split into two different graphics, and two spotlights were added to mark exactly where to stand.

Screen ID: R1P15C06 Demo Final

There's a mean trap here in the demo version: Pulling the ring will open the trap door, killing the poor worker Mudokon. In the final version, the pull ring was moved to the left side of the screen, the Mudokon was removed from the screen entirely, and the trap door now leads to a secret area.

All of the employee status boards have "Zulag 1" under them in the demo version. These were all removed in the final version, possibly to keep the fact that the factory has multiple Zulags a secret for first-time players. Additionally, the sign has a different shadow in the demo version. The shadow is over the barrels in the background, which doesn't really make sense with how far in the background they're supposed to be. So, the shadow was repositioned to be over the wall, which is closer to the camera.

Area 2

Screen ID: R1P16C01 Demo Final

Another jerk move in the demo, as moving too far to the right will set off the electric wall and kill the worker Mudokon. In the final version, this wall was removed and the Mudokon was moved more to the right.

Screen ID: R1P16C04 Demo Final

There's another electrical wall in the demo version, one which can only be deactivated by freeing at least one Mudokon.

Screen ID: R1P16C02 Demo Final

The bird portal from the previous screen was moved to this one, and both the land mine and Mudokon were removed.

Screen ID: R1P17C04 Map (In-Game) Map (Collision)

This screen is only in the standalone version of the demo

Below screen R1P16C07 (the last screen of the area, the one with two Sligs in it) is a rough sketch of a secret room. This doesn't match any secret room in the final game; There is a secret room under screen R2P16C07 (the RuptureFarms 2 version of the aforementioned screen) in the final game, but the layout is very different.

The only objects in this screen are the bird portal and crumbling ledge object. Since there's no hoist object on screen R1P16C07, there's no way to get out of this area.

Miscellaneous

Two screens on this area use hints that were taken out of the final version. The first is on screen R1P16C04, with an early version of the hint used in the final game:

To help Mudokons escape from slavery in Rupture Farms, chant when you see a circle of birds. To chant, hold [L1] and [R1] at the same time.

The second message is used on R1P16C07, and explains a gameplay mechanic that takes the final game until the Monsaic Lines to explain:

Possess Sligs by chanting. Chant by holding [L1] and [R1] at the same time.

Area 3

Screen ID: R1P18C01 Demo Final

Every meat saw is placed lower on the rung of the machine in the demo version. The single Mudokon was moved to the left, where the bucket in the background is. More efficient for cleaning, right?

Screen ID: R1P18C05 Demo Final

An extra Mudokon was added to this screen in the final version. Also, the wall that the sorry Mudokon has to clean is much bloodier in the final game.

Screen ID: R1P18C06 Demo Final

The Slog kennel on the right, which is used much later in the game, isn't present in the demo version.

The Mudokon and his bucket were moved away from the inactive Slog kneel. While it's not apparent from the screens, there's an extra Mudokon in the shadows in the final version.

Screen ID: R1P18C07 Demo Final

The entrance to the Zulag 2 railway is fourth-wall breakingly boarded off in the demo version. Even if it weren't, the electric wall and lack of any kind of switch would hinder progress. Oddly, the sign above the door was changed from Zulag 2, the destination area, to Zulag 1, the departure area.

The Mudokon on the left was repositioned closer to the left edge of the screen, an extra Mudokon was added to the right of the Slig, and a bird portal was added for the sake of convenience.

Area 4

Screen ID: R1P19C02 Demo Final

It's not possible to go to the right on this screen in either version (at this point in the game, anyway), but, if the player cheats to get past the electric wall in the demo, they can pull the switch on the right to deactivate the wall. This was probably the original way to get back into RuptureFarms before the bird portal and Mudokon were added.

Obviously, the boards with the game's release date were removed once the game was, well, released.

Screen ID: R1P19C03 Demo Final

Finally a substantial difference in screens! The area is completely natural in the demo version, except for what seems to be a platform for a spirit ring Mudokon. The final version adds a directory console, a Mudokon, industrial floors, and a message imploring the player to get with the saving already.

Screen ID: R1P20C01 Demo Final

The entrance to this screen from R1P19C01 (which is otherwise unchanged) is a narrow crawlspace in the demo version. To make room for the electric wall device used in the RuptureFarms return sequence, the area entrance was made less constrictive by raising the lower part of the wall.

Screen ID: R1P20C02 Demo Final

There's no lift switch in the demo version. If the player manages to get back to this screen from the top of the area, they're screwed! Upraised metal plates was added to the edge of both platforms.

Screen ID: R1P20C03 Demo Final

A sign added to this screen warns players that any Mudokon stragglers will be killed if they leave the area. Since there's no secret area to the right of the Slig, the tube overlay isn't in the game yet. The "No Mudokons" sign was moved to Stockyard Escape, while the Stockyards sign needed to be repositioned below the sign.

Screen ID: R1P20C04 Demo Final

The lift wheel is fully visible in the final version, and the sign from the previous area peeks from the bottom of the screen. Plus, more metal plates on platform edges. Can't get enough of those.

Stockyard Escape

Screen ID: E1P06C06 Demo Final

In the demo, Stockyard Escape is directly connected to RuptureFarms: Abe starts out rolling in the crawlspace, and he can even return to RuptureFarms by rolling to the right! This is pretty pointless, though, since the only thing he can do on that screen is die.

The final version fixes this by having a short cutscene where Abe rides in a barrel and is dumped into Stockyard Escape from the top of the screen. The wall on the right is completely solid, and one last Employees screen was added, telling the player that any Mudokons left behind have been killed.

Screen ID: E1P06C02 Demo Final

This is the end of the line in the demo. Even if Abe avoids the moving bomb and jumps over the land mines, a spirit ring will spawn in the lower-right and set everything off. Not that there's anything to the left in the demo version anyway -- the Stockyard Escape level file only has three screens.

The final version removes all of the mines, opens the secret door in the lower-right corner, and adds a Scrab to keep some amount of danger on the screen.