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Proto:Jonny Moseley Mad Trix (PlayStation 2)/First Look Demo (Pre-Alpha)
This is a sub-page of Proto:Jonny Moseley Mad Trix (PlayStation 2).
Scanned, dumped, and uploaded to the Internet Archive in August 2021, this is an internal Pre-Alpha build with completely unstripped debugging symbols and a linker map. It shows the most primitive designs seen so far, predating the early build that was sent to IGN. Despite its rough, unfinished state, its packaging and materials were designed to look like a public demo instead of the classic unicolor disc with black text.
Contents
General Differences
- The loading screen is an animation of a spinning CD-ROM.
- An intro video exists, which appears to be a commercial that likely never aired.
- The designs of the Lodge and the tracks are extremely primitive, having either unfinished or no animations, placeholder models, or blockouts in some cases.
- Lighting and shadows are wrong in most places.
- Most rails don't have splines, so you can't grind on them.
- There is no music system yet, only a high-quality version of "Blinded - Superhuman Strength" playing on loop.
- No sound effects exist.
- Most of the game's physics hadn't been implemented yet, such as bailing and most of the tricks. Turning feels extremely weird and unbalanced. Charging jumps doesn't work, making certain parts of courses inaccessible.
- Start countdown positions, checkpoints, finish lines, and reset triggers are all absent. This means you can't finish events, and you'll get stuck if you fall into pits or out of bounds.
- Trick point systems aren't implemented yet.
- There is no HUD.
- The Analog light on the PlayStation 2 controller doesn't automatically activate. You need to press it once after the game has booted to enable proper controls.
- Control scheme is very different. Both analog sticks let you do flips and spins while in the air. The Select button has an unknown function which makes your rider wiggle their skis mid-air. Grinding on the few functional rails makes your rider enter an early animation, and you can speed up by holding the left analog stick forwards.
- The Machu Picchu and Kilimanjaro courses have early intro cutscenes which don't follow the terrain correctly.
Debugging Menus
The pause menu contains multiple submenus with debugging options, most of which work as expected.
Debug Menu
A standard debug menu with some generic options.
- Render Profile - Does nothing, but is supposed to toggle performance counters.
- Camera - Cycles between various camera modes, including a freecam.
- Reset Player - Restarts the current course from the beginning.
- Reposition Player - Teleports the rider to the camera's position. Slightly bugged, as it only works when the rider is on the ground.
- Follow Distance - Adjusts the distance between the player camera and the rider.
- Follow Angle - Adjusts the angle of the player camera.
- Follow Height - Adjusts the height of the player camera.
- Follow FOV - Adjusts the field of view of the player camera.
- Vel Comp - Unknown.
- Follow AI - Switches between a fixed camera mode and the intended camera mode.
- Patch Method - Switches the rendering mode of terrain patches between Normal, Mesh, and Wireframe.
- Patch LOD - Adjsuts level of detail.
- Patch Info - Prints terrain information to the screen.
- Checkpoint Text - Prints info about the (barely implemented) checkpoint system to the screen whenever checkpoints exist in a course.
Physics Menu
There's at least a hundred settings here that tweak various aspects of the game's physics, from gravity and acceleration to rail snapping and resistance.
Edit Triggers
This menu lets you edit triggers in the currently-loaded course, as well as create new triggers and move them around.
- First Option - Cycles between various types of triggers. Only Checkpoint triggers are functional, and barely work. Moseley Cookie collection triggers exist in this list but never display for unknown reasons.
- Second Option - Cycles between all triggers in the current course. No courses have existing triggers, but this menu could adjust them if they existed.
- Trigger Length - Lets you adjust the length of the currently-selected trigger.
- Trigger Width - Lets you adjust the width of the currently-selected trigger.
- Trigger Height - Lets you adjust the height of the currently-selected trigger.
- Move Trigger - Lets you move triggers. Left Analog Stick (inverted) pans the camera. Right Analog Stick moves the camera. R1 and R2 adjust the height of the camera. Holding L1 speeds up the camera. Holding L2 locks the camera.
- Save Changes - Saves changes to the currently-selected trigger.
- Undo Changes - Undo changes to the currently-selected trigger, and deletes the trigger if one of those actions was creating the trigger.
- Create New Trigger - Creates a trigger of the currently-selected type.
- Delete Trigger - Deletes the currently-selected trigger.
- Hide Other Triggers - Likely hides other triggers for easier editing, however no currently-implemented triggers have any visual appearance, so it appears to do nothing.
- Ignored - This is supposed to be used to tie an event to a trigger, and activates whenever a Moseley Cookie collection trigger or a Speed Boost collection trigger is selected, however they're unable to be added, so this goes unused.
- Ignored - Empty field.
Edit Objects
An object editor that functions similarly to the Edit Triggers menu.
- First Option - Cycles between all available objects.
- Second Option - Cycles between all placed objects.
- Move Object - An object mover that acts the same as the one from the Edit Triggers menu. Displays an XYZ position marker over the currently-selected object.
- Save Changes - Saves changes to the currently-selected object.
- Undo Changes - Undo changes to the currently-selected object, and deletes the object if one of those actions was creating the object.
- Create New Object - Creates an object of the currently-selected type.
- Delete Object - Deletes the currently-selected object.
Early Collectibles
Despite not being placed in any levels, Moseley Cookies and Speed Boost pickups exist and have early designs. 2x and 4x multipliers are placed at the beginning of the Kilimanjaro track, and can also be placed. While the 2x and 4x multipliers can be collected and have an animation, Moseley Cookies and Speed Boost pickups require a trigger to be added to them that enables their collection.
The "Edit Triggers" debug menu is set up to add these, but never displays the option to for unknown reasons, so they currently can't be tested. However, the variables for speed gain and loss do exist for the Speed Boost, and several animation files exist for Signature Tricks, indicating they could be functional if set up properly.
Scrapped Two-Player Mode
According to the placeholder game manual included with the build, a two-player trick mode was planned but ultimately cut, likely due to time constraints:
"Two player allows you and a friend to go head to head in an all out huckfest. Each player takes turns skiing down any available venue in a competition for trick points. The first player to win two sessions wins the day."
It's unknown if any code remnants exist.
Possible Scrapped Race Mode
Among the early model designs, some courses have a race-style start gate instead of the final release's starting point. Additionally, an unused audio file exists in retail copies of the trick announcer saying "Ready...Set...GO!" instead of the usual "3...2...1...GO!". A myriad of shortcuts also exist in the game that provide a faster time instead of more points, these shortcuts present in the early designs seen in this build. This could mean that a race mode was planned, likely allowing for two-player, but was scrapped too early on for any documentation of it to survive.
The unused voice line from retail copies which could have been recorded for this purpose:
Unknown Face
The sides of the red double-decker buses in the Las Vegas course have what appears to be a child's face that's been edited. Their identity is unknown, although this could be an inside joke.