Labyrinth / Legend [Playstation – Tech Demo]

Labyrinth / Legend [Playstation – Tech Demo]

In the first months of 1994, before launching its first console, Sony created a few tech demos in order to show to the public the hardware capabilities of the new Playstation: F-1, T-Rex, Fighting Demo  and so on. In june 1994, Edge published an article about a video with some PSX tech demos that recently aired on japanese Tv Asahi’s program Tonight. One of them, a yet unnamed  platform game, eventually became Jumping Flash, but the most interesting of them was “Legend“, a first person dungeon crawler (no relation with King’s Field) that remained just a tech demo / concept:

legend labyrinth 1994 psx
In this tech demo video the player moved around the dungeon‘s fully textured, highly detailed corridors and encounter a massive dragon. Another screenshot of Legend (now called “Labyrinth“), appeared in august 1994 on Edge 11:

labyrinth tech demo psx

We don’t know which team developed the Labyrinth / Legend concept for Sony or if the latter was ever planned to become a full game. If you have more info about this tech demo, please let us know in the comments below!


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4 thoughts on “Labyrinth / Legend [Playstation – Tech Demo]

  1. Ross Sillifant

    I’ve actually just forwarded a few Q’s to a PS1 coder who worked on a very technically impressive 3D game, one of the early ‘2nd generation’ of PS1 titles and the issue of PS1 hardware warping polygons and lacking hardware Z-Buffering (a feature the Atari Jaguar and Nintendo 64 had) and how he and his team got around these issues, was raised by myself.Soon as i get anything back, i’ll let the site know.

  2. Ross Sillifant

    :-) We will have to see what he comes up with.

    I really wanted to ‘chat’ to him as in the past the issue of the PS1 not having hardware Z Buffering yet far weaker systems like the Atari Jaguar having it, often cropped up in online debate, with Jaguar brigade pointing to ‘cleaner textures’ and if only Jaguar had X, Y por Z it would of beaten PS1 in terms of 3D performance….

    Personally if your going to go that route and say IF Atari had put texture-mapping chip on Jag CD as well as extra Ram, you’d still of had to of seen developers use the extra hardware, how many Mega CD developers used the hardware there in terms of extra CPU, superior soundchip etc?.Plus it’d pushed price of the unit far beyond what Atari wanted and of course would of done nothing with regards to Atari’s lack of resources (Money, decent let alone 3rd part support.

    So, i’m really looking to see just what difference (other than pushing up price of PS1 hardware) Z-Buffering would of made to PS1 hardware…it seemed to handle things like Quake 2, Shadowmaster etc with conversions of things like Unreal very much maybe clever coding was really all you needed at that time?.

    I personally are not a huge fan of tech demo’s being used to suggest actual hardware could of done this, that or the bloody other, in terms of real-time game performance.

    Tech demo’s that have hardware dedicated to just rendering rolling footage do not relate to actual in-game performance as they are not pushing any of the games A.I routrines, game logic etc etc.There’s always going to be a trade off in terms of what your asking hardware to do and what it can deliver.

    On Paper specs and concept footage are tools marketing love, but have very little real world meaning to we who ended up buying the games themselves.

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