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Proto:SSX 3 (GameCube, PlayStation 2, Xbox)

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This page details one or more prototype versions of SSX 3 (GameCube, PlayStation 2, Xbox).

Hmmm...
To do:
  • Write more info and changes about the builds.
  • Separate builds into separate sub-pages for each build's contents.
  • Add a code to access the unfinished debug menu on the pre alpha demo

Pre-Alpha Demo

Released on Official PlayStation Magazine Demo Disc 73 in October 2003. The game originally resembled SSX Tricky.

Executable built June 5th, 2003, however it is theorized that this demo was forked off a build of the game from mid-to-late May.

General Differences

  • The control scheme is different.
  • It uses a different logo design.
  • It uses different camera movements and angles.
  • The main menu music is different.
  • It has a intro jet cutscene for Conquer The Mountain showing all the characters heading up to the mountaintop.
  • Snow Jam, RNB and Crow's Nest design looked very different.
  • Snow Jam was called Derringer, RNB was called Dealer's Choice, Crow's Nest was called Arrowhead, Metro City was called Daily Grind and The Junction was called Main Street.
  • Most of the HUD from SSX Tricky was reused.
  • The snowflake count text was different.
  • Mac had a different snowboard.
  • The boost was originally a blue colour.
  • DJ Atomika was voiced by a different VA.
  • The glass and glass text used for the events, transport and shop was different.
  • There is a player entering podium dialogue cutscene present.
  • The event information used placeholder text.
  • The podiums are in a different position.
  • The aggression mechanic was very different. It used placeholder text to tell you your opponents' aggression towards you.
  • The countdown numbers had a different design.
  • Allegra's name was originally Arielle. Interestingly enough, in the final game Allegra's files are still called like this.
  • There is no wipeout reset flash.
  • You cannot recover from a fall.
  • The direction glass had a different design.
  • The results box was in a different position and run amount is present.
  • The event and freeride glass and glass text was different.
  • There are blocks used for bonus points.
  • The Uber announcer is more vocal.
  • Super Uber exists.
  • Ubertricks don't have their names yet.
  • The debug menu exists (although not accessible by default), but it seems to be early as some pages contain dummy tweaker descriptions.
  • A large amount of tweaker globals are fully functional, only some don't work.
  • This build has symbols, but not in a conventional way; the vtables for every class (in GNU format with 4 byte padding after pointers) were never stripped out and have every class name included in them.
  • This build was compiled with all asserts enabled.

Debug Quick Start Menu

203C68E0 0019D514
(Source: ElApagaLuces)

Later Demo

Available on the PS2 for the Korean region, and on Xbox in the OXM UK 23 and OXM USA 25 magazines.

General Differences

  • It uses a different logo design.
  • The main menu music is slightly different.
  • Snow Jam, RNB and Crow's Nest design is slightly different.
  • HUD looks close to final, however UBER bar and speedometer are different.
  • Menus look different.
  • Out of bounds barriers looked different.
  • The direction glass had a different design.
  • Ubertricks don't have their names yet.
  • On the Xbox version, you can recover from a wipeout by using both X and A buttons.
  • Control scheme is different on the Xbox version.
"Big Ass Race"?

Debug Quick Start Menu

Slightly different than the retail Quick Start menu, mainly in terms of names - Big Ass Race and all.

PS2 Demo
0043F890 00000034

Xbox Demos
000A26AE 00000001
(Source: Edness, jason098)

Retail Demo

Released on Official PlayStation Magazine Demo Disc 43 in the European region.

General Differences

  • Different THX FMV.
  • No attract movie.

Debug Quick Start Menu

0019030E 00000037
(Source: Edness)

Alpha 3.1 v388 (Review build, PAL)

Compiled on September 11, 2003 according to Build info in the debug menu.

General Differences

Debug menu.
  • Debug menu is available.
  • There are collision mistakes in some levels.

Debugging Cheats

There are quite a few debugging cheat codes hidden in this build.

The actual cheat codes used in the retail game use the UI engine's string hash algorithm (PJW hash) as a hiding mechanism.

However, all of the debugging cheatcodes are a simple string comparison, with the given cheat code(s) directly in the open.

Cheat Code Result
1 Enables a UI debugging mode. The bounding box will be drawn for all elements, and L1/R1 let you switch between languages.

There are two psuedo-localization languages available.

One makes everything W's, and one displays the hash of the name of the UI element itself.

2 Disable UI debugging enabled by the 1 cheat.
UP2 Unlocks Peak 2.
UP3 Unlocks Peak 3.
LP2 Re-locks Peak 2. This can be kinda funny if you have a save where you start in a Peak 2 lodge.
LP3 Re-locks Peak 3.
CASH Gives the current save file 1,000,000$ of cash.
PL Same as CASH. Probably a shorthand.
MUSIC Unlocks all music.
CHARS Same as RWRDS (at least, takes the same code path).
RWRDS Unlocks all of the rewards.
EDDIE Gives the player specifically the Eddie cheat character.
POSTERS Unlocks all posters.
CARDS Unlocks all of the cards.
ARTS Unlocks all of the art.
VIDEOS Unlocks all of the videos.
TOYS Unlocks all of the toys.
BOLTS Gives the player every bolt-on (accessories, clothes, boards, and more) in the game. May overlap with CHARS
POLY Significantly increases the character customization limits, making the two bars on the side never fill up, allowing any combination of clothing pieces and accessories.
MESSCHK Makes EVERY possible MCOMM message available (along with all permutations, including anger).


(Source: modeco80)

Debug Quick Start Menu

00194F3E 00000037
(Source: Edness)