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Proto:Beyond Good & Evil

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This page details one or more prototype versions of Beyond Good & Evil.

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Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

On March 20, 2021, as part of Project Deluge, several prototypes of Beyond Good & Evil for PS2 were released.

Build (Aug 14, 2003)

Hmmm...
To do:
There is so much more to find, but the game resets automatically after the factory level. Find a way to skip the reset trigger.

This build is pretty close to the final, but still has a good amount of bugs. The SALLY.BF file is half the size of the final release's SALLY.BF. A big part of this are the missing voice files for most languages, at this point only english voice files are included.

General

  • The game fades out and resets to the main menu at the Nutri Pill Factory after the boss fight, right after the cutscene where Triple H gets posioned and you need to reach the IRIS headquarters in time.
  • The maps appear to be complete at this stage. Even normally inaccessible areas (thanks to the fadeout mentined above) look fairly identical to the retail version)
  • Jade receives a lot less damage from enemies. In the retail version, most damage is doubled or quadrupled, depending on the attack.
  • Weirdly, the game does not crash if you skip the nutri factory through glitches and get into the slaughterhouse. Normally the game crashes because you should have a partner but Pey'J got kidnapped and Triple H hasn't been rescued yet. You can even get quite a bit through the hovercraft section of the level. However this ends there, as you need a partner to push a box to get into one section, and you need Triple H to get through a gate to another section.


Gameplay

  • The intro animation is missing, showing a simple image instead.

BGAE SplashScreen1.png

  • The language selection is different as well

BGAE SplashScreen2.png

  • The screens on the Main Canal Route of the city display the news that also play in Pey's Workshop first and then the message from General Keck like in the retail version. It does not have the easter egg at this point.
  • The cutscene that plays when Jade first meets the members of Iris/Spoon only show the Walrus Ming-Tzu as a member of the network on the video screen, not the many others.
  • Some of the PB1 items display an epilepsy warning as additional text, however some others lack the text.

BGAE Eplilespy.png

  • In menus and after some cutscenes, the words "poele à friere" (frying pan) can be found, especially if the language is set to anything different than English.
  • In the factory level, after Jade gets the triangle card, the fight against the other machines doesn't trigger.
  • The refrigerator room nearby has no second tube to push, rendering the back room inaccessible.
  • The door to the outside area in the factory level only closes after Pey'j gets kidnapped, while it gets closed right away on the retail version
  • In the same level, in one cutscene Double H does not remove his helmet while talking to Jade.
  • One of the last guards in that level never turns around, requiring Jade to hit a wall with a disc to distract the guard. In the retail version he simply turns around in intervals.
  • The boss of the factory level does not have the projectile attack, making the boss fight a lot easier.
  • It is fairly easy to fall out of bounds from the conveyer belts on the transit side level by running and jumping down quickly.
  • Glitched Cutscene after Peyj gets kidnapped, only plays when you put Pey'Js disk in the MDisk Reader right after it. If not, it gets played when you visit the area again, but as Jade is not in that position, it just shows the background instead.
  • The hovercraft can sometimes still run despite having no energy left. However, one more hit will properly destroy the hovercraft.


Graphics

Menu

  • Various Icons and models in the menu are temporary or got updated

BGAE Menu2.png

In general, Jade's face icon is much more neutral and darker than in the final version Various icons are missing as well, especially the city pass (which looks like a map here) or the passcodes


  • The viewable models in the menu are often early versions themselves:

BGAE M Camera.png

The camera is much simpler in design, being completely black with only one button and no screen on the back. It looks more like a analog camera compared to the digital camera look on the final version.

BGAE M CityPass.png

The citypass is just a simple texture.

BGAE M Glove.png

The glove design is actually more complex than in the final version, which is just a solid purple

BGAE M Staff.png

The staff is completely untextured.

Characters

  • Hahn looks different compared to the original version, with much simpler geometry and lower resolution textures.

BGAE Hahn.png

  • The overseer showing up in a cutscene right before the Nutri Pill Factory boss fight being an ordinary human character. The model appears to be really basic through.

BGAE FactoryOverseer.png

  • Yoa didn't have blue skin by then.

BGAE Yoa.png


Music and Sound

  • The track that plays in the hub of the hovercraft races is higher pitched than the original. It still misses the rest of the track like in the final version.
  • The "propaganda" track that plays in the Akuda Bar is slightly different. The sample of the woman talking through the phone is much more prominent.
  • The track playing in the second race sounds slightly different, with the background singers sounding more clear
  • IRIS is still called Spoon here, but not always. This means Double H calls Jade Thyspoon instead of Thyris. The subtitles all use the correct name however.
  • In the looters caves, Triple H might have some voice lines despite not being in the team.
  • In the Factory level, after the Boss is defeated, Double H has additional lines to tell that you can drop down to the elevator area and that the exit is not far anymore.
  • Secundos voice is not put through a voice filter that makes his voice sound more "computerized"

Videos

Rayman's Training

In March 2022, a year later, the Rayman fan community found out that deep within this prototype's files are clips from the lost 1996-1998 CGI short "Rayman's Training". The clips show a CGI rendition of Rayman fighting a walking punching bag.

Specifically, the files are Boxing.ipu (with the key F7719A11) and B2.ipu (with the key F7719A09), both found in SALLY.BF. These are in the PS2's "IPU" format.

(Source: Rayman Fan Community)

Demo tournante files

File location: ROOT\EngineDatas\01 Texture Bank\Video Library\Demo tournante