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Proto:Need for Speed: ProStreet/September 16th, 2007 build

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This page details one or more prototype versions of Need for Speed: ProStreet.

This build shares many similarities with the Xbox Live Arcade demo; car cameras and vehicle physics are identical to it. Career progress is halted at Showdown: Chicago without Unlock All Things enabled as the race day doesn't unlock, even after the requirements have been met.

The build label that appears upon startup is PROST_xenon_INT_2007_09_16_21_15_(REGION)_343179_plus, which indicates that the build process was started on September 16, 2007 at 21:15 GMT-7 (British Columbia time).

Sub-Pages

Placeholder.png
Preset Car Differences
"Every one? (almost) EVERY ONE!"
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String Differences
Minor text fixes.

Technical Differences

  • Save data is incompatible between this build and builds later than October 2nd.
  • Track data streams are almost half the size than they are in the final builds as they appear to use a different compression method.
  • Debug symbols and a larger executable are included.

Audio Differences

Hmmm...
To do:
  • Find the exact sample rate the menu sounds are played at - they're played slower in-game.
  • Either rip or record examples of the engine sound differences.
  • Determine which post-race music stingers are unused and upload them.

Sound Effects

  • Certain menu sound effects are different.
September 17th and earlier October 2nd onward
  • The Nissan 240SX (S13) and Nissan Silvia (S15) have a different stock engine sound.
  • The Chevrolet Camaro Concept uses more accurate engine sounds than in the final.
  • The Chevrolet Corvette (C6)'s upgraded engine sound is different.
  • The Toyota Supra's upgraded engine sound is identical to its stock sound.
  • The Toyota Corolla (AE86)'s stock engine sound is shared with the S13's and the S15's.
  • The 2006 Ford Mustang GT has a different upgraded engine sound.
  • The stock Nissan Skyline GT-R (R34) sound is different.

Music

  • The intro to "We Know You Know It" by Foreign Islands has been left in. It was omitted in later builds likely because 25 seconds of screeching microphone feedback isn't the most pleasant thing to listen to.
September 17th and earlier October 2nd onward
  • The lyrics to "No Good (Chase & Status and Benni G Remix)" by Plan B have been heavily censored, similar to the Nintendo DS and PSP versions. The developers instead chose to use an instrumental version for the mainline releases, which is slightly longer.
September 17th and earlier October 2nd onward
  • There are three copies of "Halogen Blindness" by Junkie XL (PS_MUSIC#981 through PS_MUSIC#983 in the music data file that do not play in-game.
  • There are many short snippets of music seemingly meant to be played after the race has finished that go unused.

Gameplay Differences

Cars/Customization

  • The production version of the Nissan GT-R (R35) is unfinished; it has the GT-R Proto's name entry, texture mapping is broken, and it shares stock parts from the prototype GT-R.
  • Applying vehicle paint doesn't work properly on alternate vehicle blueprints; it simply resets to the strongest shade of the car's default color.
  • Some bodykit parts are unable to be painted.
  • Wheel track width hasn't been properly adjusted for most widebody kits.
  • The prices of all bodykits are $1,000.
  • Certain cars have an extra hood that was made inaccessible in the final game.
Regular Carbon Fiber
NFSPS-X360Sep16th-03MustangHood1.png NFSPS-X360Sep16th-03MustangHood2.png
NFSPS-X360Sep16th-06GTOHood1.png NFSPS-X360Sep16th-06GTOHood2.png
NFSPS-X360Sep16th-06MustangHood1.png NFSPS-X360Sep16th-06MustangHood2.png
NFSPS-X360Sep16th-65GTOHood1.png NFSPS-X360Sep16th-65GTOHood2.png
NFSPS-X360Sep16th-67GT500Hood1.png NFSPS-X360Sep16th-67GT500Hood2.png
NFSPS-X360Sep16th-911GT2Hood1.png NFSPS-X360Sep16th-911GT2Hood2.png
NFSPS-X360Sep16th-911TurboHood1.png NFSPS-X360Sep16th-911TurboHood2.png
NFSPS-X360Sep16th-AudiTTHood1.png NFSPS-X360Sep16th-AudiTTHood2.png
NFSPS-X360Sep16th-CamaroConceptHood1.png NFSPS-X360Sep16th-CamaroConceptHood2.png
NFSPS-X360Sep16th-CamaroHood1.png NFSPS-X360Sep16th-CamaroHood2.png
NFSPS-X360Sep16th-CaymanHood1.png NFSPS-X360Sep16th-CaymanHood2.png
NFSPS-X360Sep16th-ChallengerHood1.png NFSPS-X360Sep16th-ChallengerHood2.png
NFSPS-X360Sep16th-ChargerHood1.png NFSPS-X360Sep16th-ChargerHood2.png
NFSPS-X360Sep16th-ChevelleHood1.png NFSPS-X360Sep16th-ChevelleHood2.png
NFSPS-X360Sep16th-Corvette67Hood1.png NFSPS-X360Sep16th-Corvette67Hood2.png
NFSPS-X360Sep16th-CudaHood1.png NFSPS-X360Sep16th-CudaHood2.png
NFSPS-X360Sep16th-EliseHood1.png NFSPS-X360Sep16th-EliseHood2.png
NFSPS-X360Sep16th-FordGTHood1.png NFSPS-X360Sep16th-FordGTHood02.png
NFSPS-X360Sep16th-MurcielagoHood1.png NFSPS-X360Sep16th-MurcielagoHood2.png
NFSPS-X360Sep16th-NewGT500Hood1.png NFSPS-X360Sep16th-NewGT500Hood2.png
NFSPS-X360Sep16th-ViperHood1.png NFSPS-X360Sep16th-ViperHood2.png
NFSPS-X360Sep16th-ZondaHood1.png NFSPS-X360Sep16th-ZondaHood2.png
  • Vinyls and decals cost $100 each.
  • Spoiler prices haven't been finalized and instead increment from $3 to $16.
  • It isn't possible to remove roof scoops, roll cages, and racing seats without resetting the car's state entirely.
  • References to visual upgrade packages are present, although they seem to be in the process of being removed here as only 14 cars have proper visual packages; the cars that don't have packages only display a broken menu with a Corvette logo. Only 2 stages of packages are present; stage 1 adds a black racing seat, and stage 2 adds a roll cage in addition to the seat. On some cars, it replaces the passenger's seat instead of the driver's seat, which isn't normally possible in-game.
NFSPS-X360Sep16th-VisualUpgradeMenu.png

In-Game

  • Vehicle physics are different; cars have much better turn-in than they do in the final.
  • Vehicles are less susceptible to performance losses after being damaged.
  • The repair menu is opened as soon as the car's speed reaches zero.
  • Damaging hinged car parts (such as hoods or trunk lids) can cause them to glitch out.
  • Totaled cars cannot be repaired with cash while in the race day; they can only be repaired with cash upon exiting it.
  • It's possible for totaled cars to finish races.
  • The Grip Class intro cutscene is the same regardless of if the player is in Group A or Group B. If the player is placed in Group A, they'll be unable to race until the cutscene finishes.

Track-Specific

  • A bug that allows the player to bypass the finish line and drive outside the designated route on Autobahnring Drift Course B does not work in this prototype.
  • Checkpoints on Ebisu Drift Course D don't work properly, resulting in sporadic drift score accumulation.
  • It's possible to finish Ebisu Drift Course G early by driving on the left side of the road before the final hairpin.
  • Sector Shootout point awards on Autopolis GP Circuit are very gratuitous.
  • Ebisu Speed Challenge B's minimap is scaled incorrectly.
  • Additionally, Ebisu Top Speed Run B has only 4 checkpoints instead of 5.

Miscellaneous

  • The limit on repair markers is 99 rather than 25.
  • Performing a nitrous drift rewards 250 points. It was reduced to 100 in the final.

Quality-of-Life Differences

Front End

Car Lot

  • The Lamborghini Murcielago LP640 retains the color of the last loaded car. This is a bug still present in the final Wii version.
  • The 2007 Shelby GT500 is listed under the Shelby brand rather than Ford.
  • The rotating car lot camera is ever-so-slightly different.
Prototype Final
NFSPS-X360Sep16th-CarLotCameraComparison.png NFSPS-X360Final-CarLotCameraComparison.png

Garage

  • Going to the garage from the career map has a different transition.
  • The main garage camera is different.
  • Performance bars are displayed in the tuning menu. It also has a different color scheme.
Prototype Final
NFSPS-X360Sep16th-GarageCameraComparison.png NFSPS-X360Final-GarageCameraComparison.png

In-Game

  • The alias name is used instead of "Ryan Cooper" in the Race Day mode.
  • In the race day hub, the announcer doesn't start talking until the main menu tree is on screen.
  • Cars in the race day hub twitch a lot more than in the final.
  • "Race Events" is placed at the top of the race day menu rather than "Race Day Progress".
  • The "Race Day Progress" menu also shows score splits for winning and dominating the race day.
Prototype Final
NFSPS-X360Proto-RaceDayMenu.png NFSPS-X360Final-RaceDayMenu.png
  • Engine revs don't play in certain pre-race cinematics.
  • Many race start grids are slightly askew.
  • The vehicle chase cameras are slightly different. The close camera tracks the car much more loosely and reacts more to speed changes.
Close Camera (Prototype) Close Camera (Final)
NFSPS-X360Sep16th-CloseCameraComparison.png NFSPS-X360Final-CloseCameraComparison.png
Far Camera (Prototype) Far Camera (Final)
NFSPS-X360Sep16th-FarCameraComparison.png NFSPS-X360Final-FarCameraComparison.png
  • Leaderboard time splits don't work properly.
  • All sound effects are slowed down when the crash camera is active.
  • Additionally, game music doesn't cut out upon entering the crash camera.
  • Any racer who totals their car will trigger the "totaled" animation, regardless of if the player has actually crashed their car or not.
  • The "totaled" screen is different. Attempting to repair a totaled car without any Total Repair Markers pops up a redundant dialogue box saying that there are no markers left.Also used in Xbox 360 demo.
September 16th October 2nd onward
NFSPS-X360Sep16th-TotaledScreenComparison.png NFSPS-X360Final-TotaledScreenComparison.png
NFSPS-X360Sep16th-TotaledScreenDialog2.png

Miscellaneous

  • Songs in the menu play during cutscenes, which results in the "now playing" graphic displaying during cutscenes.
  • The code entry menu only allows twelve characters instead of the final version's twenty-six.
  • The code entry menu is also located on the main menu rather than the Career menu.
  • The time of day during the intro race is different.
  • In-game drift race music doesn't play over the world speakers.
  • The Showdown introduction cutscenes are played every time the player enters a Showdown event.

Graphics

  • There are no actual images for the loading screen tips.Only one image used as placeholder.
  • Additionally, the color of the text displayed in the loading screen tip windows is lighter.
September 17th and earlier October 2nd and later
NFSPS-X360Sep16th-LoadingScreenTipComparison.png NFSPS-X360Final-LoadingScreenTIpComparison.png
  • On-screen turn indicators are yellow instead of white.
  • The FIFA 08 billboard has the word "soccer" present underneath.
  • The tachometer gauge lacks the visual indication of the car redlining.
  • Drift score bonuses appear in a different font.

Miscellaneous

Early Cheat Codes

An early set of cheat codes are present in this build's XEX executables (for both the North America and Europe localization counterparts):

  • unlockallthings: Grants four cars (Nissan 240SX (Grip; w/ D-Day preset), Chevrolet Cobalt SS (Drag; w/ Battle Machine challenge preset), Pontiac STI (Drift) and Dodge Viper SRT10 (Speed)) in addition to all existing in-game hubs. Cannot be entered in-game due to 12-character limit, although a debug option that emulates the exact same functionality as this cheat code exists.
  • leipzig: Unknown effect. In the final game, this acts identically to this build's prog1.
  • castrol1: Early Castrol Syntec vinyl unlock code.
  • bunny1: Unknown effect.
  • prog1: Early Progressive Insurance vinyl unlock code.
  • kn1: Early K&N Performance vinyl unlock code.
  • cz1: Early Coca Cola Zero vinyl unlock. Does not grant a preset Golf GTI, unlike the final game's ZEROZEROZERO.
  • extracash: Awards slightly more money than normal upon finishing a race.
  • freerepairs: Makes all vehicle repairs free.
  • 1ma9x99: Grants $2,000 in cash.
  • w2iollo1: Grants $4,000 in cash.
  • l1is97a1: Grants $8,000 in cash.
  • 1mi9k7e1 and reggame: Grants $10,000 in cash.

Developer Leftovers

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Figure out how to load these in-game!

There are various NIS files present in this build that are not present in later builds:

  • scene_commercial01 through 10 (excluding commercial03 because it doesn't exist)
  • scene_e3drag01 through 04
  • scene_psa
  • scene_pst01burnout
  • scene_pst02showoff
  • scene_pst03drift
  • scene_testaudiosync
  • scene_testfbx2bbg
  • scene_testhubcharstand
  • scene_testhubcharwalk
  • scene_testprop
  • scene_testskeleton
  • scene_tracksidetest