Proto:Sly Cooper and the Thievius Raccoonus/May 19 2002 Prototype
This is a sub-page of Proto:Sly Cooper and the Thievius Raccoonus.
This prototype is documented on Hidden Palace.
This build, dated May 19, 2002, is presumed to be an internal build of the version displayed on the E3 2002 show floor. It includes early versions of the chapters Tide of Terror and Sunset Snake Eyes. It resurfaced on Hidden Palace in March 2021 as part of Project Deluge. Most notably, this build contains a debug menu, and debug symbols in its executable.
Contents
Boot Patch
Download PCSX2 Debug Patch
File: Sly 1 May Proto Debug Patch.zip (info)
|
This patch (created by Meos and VelocityRa) is required for the game to boot properly. Simply unzip the .pnach file and place it in your PCSX2/cheats folder, then enable cheats in the PCSX2 window.
Debug Menu
This is the only known build of Sly 1 that has a debug menu. It can be accessed by pressing Select while playing on emulator. Testing has shown that doing so on a real PS2 will crash the game.
The debug menu options are as follows:
- Reset - Various options to reload the current level.
- Load - Load any level present in the build.
- Warps - Warp to various points within the current level.
- Music - Play any background music present in the build.
- Cheats - Various cheats to make playing/testing the game easier.
- Manual Camera - Toggles free camera movement.
LiveEdit
To do: Create a patch to make it easier to access LiveEdit |
There is a hidden debug screen called LiveEdit. If enabled using hacks, you can select an object in the game world and change various attributes such as position, velocity, gravity ratio, etc.
To access it in-game, you need to use a memory editor to modify one of the cheat codes so that instead of its intended function, it calls the function that shows the LiveEdit screen. This can be done by changing the value at offset 0x2789e0
to 0x19C818
, and the value at 0x2789e4
to any number (which serves as the ID of the object type you want to edit). Then enter the LoadUnderwaterHub cheat code, and the screen should appear.
Debug Flags
There are several debug flags that are not available from the debug menu. They can be set to 0 or 1 using Cheat Engine or similar. If using the PCSX2 emulator, you will need to add these offsets to the emulator memory base address.
Name | Offset | Description |
---|---|---|
ShowAxes | 0x2736f0 | Shows the XYZ axis gizmo on Sly's model. |
showCameraEdges | 0x2736f4 | |
ReverseLook | 0x273990 | Inverts the look axis. |
DrawEmitterGroupSelf | 0x0273a40 | |
ShowBones | 0x273bc0 | Renders the bones on entity models. |
DisableSkin | 0x273bc4 | |
DisablePoses | 0x273bc8 | |
CdAvailable | 0x273e80 | Indicates whether the CD is available for a read operation; Used by the game engine. |
CpmanOverride | 0x274f4c | Used by the game engine. |
SkipDialog | 0x2752c0 | |
fontDebug | 0x276070 | |
RenderLoopIdle | 0x276218 | Used by the game engine. |
FreezeReport | 0x27621c | |
CelAntiAlias | 0x27763c | |
Invulnerable | 0x279b24 | Makes Sly ignore all damage. |
InfiniteCharms | 0x279b28 | Gives Sly infinite Lucky Charms. |
ShowEffectObjects | 0x279b2c | |
ShowReachMap | 0d279b30 | Renders a 3D wireframe that shows how far Sly can reach with his cane. |
ZapFreeze | 0x279b34 | Makes Sly freeze in place whenever he gets zapped by level hazards (i.e. drowning, falling, electricity). |
DynamicLights | 0x27eb7c | Used by the game engine. |
ReportXPs | 0x27f2e4 | |
LiveEdit | 0x27f9cc | |
ShowPaths | 0x28000c | Renders the pathfinding calculated by the guard AI. |
DisableRumble | 0x281af0 | Disables controller rumble. |
ShowBrightnessBar | 0x2890ec | Displays a grayscale color bar on-screen. |
ShowPlayerSuck | 0x2890f0 | Displays the float value for the player's "suck" score (used to calculate difficulty). |
LasenBusyListChange | 0d289190 | |
ShowShapes | 0x289494 | Renders a wireframe on top of 3D objects. |
SneakyFeet | 0x2897c4 | Controls whether Sly's footsteps make guitar sounds. |
RenderStepPhys | 0x289b10 | |
ForceFore | 0x289b70 | |
ForceBack | 0x289b74 | |
DisplayDetection | 0x289cb0 | |
LoadDebugInfo | 0x28a784 | Used by the game engine. |
LoadBulkData | 0x28a798 | Used by the game engine. |
ShowTargets | 0x28a98c | |
DisableSquish | 0x28a9c0 | Toggles whether Sly can get squished by level hazards. |
R | 0x28b400 | Unknown |
WmReversePlayed | 0x28b6c4 | |
ShowZapGeometry | 0x28c174 | Shows a wireframe around areas where Sly will drown/fall and die. |
Removed Powerups
Lucky Charms
In this build you can collect up to four lucky charms at once, unlike the final build where you can only have two. The first and second are silver and gold, like the final game, but the third and fourth are gray and black.
Binoc-U-Com
You can unlock an upgrade for the binoc-u-com that highlights clues and breakable objects. In this build the highlights surround each breakables' different shapes whereas in the final game they are all the same pentagonal shape. You can switch between the two different modes with L2 and R2 and also turn off the highlighting function. The final game has the function enabled permanently after obtaining the blueprints for the respective episodes from the vaults with the two modes combined together and the option to switch modes has been removed. The move and zoom labels for the left and right analog sticks respectively are also absent in this build.
Level Differences
There are a ton of differences between levels in this build and their final counterparts.
jb_intro
Known as "Paris, France" in the final game when viewing a save file saved here. There are several differences here compared to the final game; the game doesn't load this level from the title screen but instead loads Outside Raleigh's meaning the only way to access this level is with the debug menu, the music playing here is the same as Raleigh's Retreat, the large vertical neon Le Police sign is absent when playing the level but is present during the game's intro cutscene when Sly jumps on it, the "intro credits" with white text fading in on screen showing the cast and roles of the characters is absent, and Murray's voice direction is different than in the final game.
When Sly asks Bentley if he can see "those crazy blue lights", there's a X button prompt to advance the cutscene. This X button prompt on Sly's question is not in the final game.
There are no coins on the platforms the player jumps on.
On the second platform in the elevator shaft are a set of what appears to be double doors with windows on them. They are not present in the final game.
Bentley's vault line is different and the vault code is 3-2-0 instead of 9-3-7.
Carmelita's design and voice is different.
This sign for "Grady's Le Hotdog" is not present in the final game.
Secret Origin
Known as "The Secret Police File" in the final game. This is the only animated FMV cutscene available in this build and plays after finishing jb_intro. There are a few visual differences from the final game.
The wanted poster featuring the Cooper Gang has different colors, it has a more yellowish look in the final game.
The Cooper Van is animated leaving the scene with its rear drawn instead of its front.
Carmelita's design is different and instead of fading into a different shot, she fades into the existing shot.
Sly's face is drawn differently near the end of the video.
Tide of Terror
Outside Raleigh's
Known as "A Stealthy Approach" in the final game and has 40 clue bottles instead of 20.
A lucky charm can be found after the first set of spotlights and a checkpoint normally around this spot in the final game is absent in this build.
The hook swing obstacle normally here in the final game serving as a tutorial is absent in this build.
A checkpoint is located right before the first set of spinning cylinders that the player traverses over instead of being right after the first set of set of spotlights in the final build. Also note the significantly different design of the checkpoints themselves in this build.
Bentley's vault line is different and the code is 6-5-0 instead of 7-9-2.
Raleigh's Retreat
This level would become "Prowling the Grounds". The double jump ledge at the beginning of the level that serves as a tutorial is absent in this build.
In this build, the holographic markers have dollar signs like in the April 2002 build. Also in this build, all levels that have returning holographic markers that are behind the player right when entering the level don't visibility appear immediately after entering the level (the triggers for them are present however). After moving ahead a bit the holographic markers then appear with along with their triggers being moved ahead from their initial position. This phenomenon doesn't happen in the final game and instead all returning holographic markers are always visible and never move from their initial positions.
The extra life in the window beside the entrance to Moolah Museum is suspended in mid-air, unlike the final game where it is resting on the floor.
Crankshaft Cellar
Known as "Into the Machine" in the final game and has 51 clue bottles instead of 30. A lot differences are in this level compared to the final game; in this build it reuses music from Outside Raleigh's, overall lighting is more green, and general geometry is more straight and angular before it was changed to to have little to no straight edges as part of the series' art direction.
Baseboard decorations from Moolah Museum and Readin' Room line some of the walls at the starting area, these decorations were removed for the final game. The return portal's second position can be seen in front of the two metal doors that open when entering.
The water room has more greenish lighting and the large platform where the mallet guard is positioned has a different design.
The bottom of the first section of flaming vents the player hops on are missing the decorative fans.
The extra life normally on top of the two pipes above the floor in the final game is located on the floor at the bottom.
After the mallet guard in the section with the spinning electric blades are two sets of hook swings instead of the two cables the player climbs on as the blades barely clip the cables in the final game. Only the last hook swing right before the tunnel remains in the final game. Fun fact, the second set of hook swings can be seen in a screenshot on the back of the North American box art with Sly swinging on it.
As with the first section, the bottom of the second section of the flaming vents the player hops on are also missing the decorative fans.
In the large lava room after the second flaming vents section are lava rocks being use for the lava before the actual lava textures were added. Also note the different textures used for the metal rectangular platforms.
Bentley's vault line is different and the code is 3-2-0 instead of 2-2-7.
Unlike the final game, the cylinder where the large rotating propeller is spinning in is a lot more shallow where as in the final game the tube extends much deeper.
Lava Lair
Known as "The Fire Down Below" in the final game and has 45 clue bottles instead of 30. Like Crankshaft Cellar, Lava Lair has a ton of differences; in this build it uses music from Outside Mesa City, overall lighting is lacking the warm red and orange hue as seen in the final game, most metal textures have a gray bluish hue, and general geometry is more straight and angular before it was changed to to have little to no straight edges as part of the series' art direction.
Baseboard decorations from Moolah Museum and Readin' Room line the right wall at the starting area, these decorations were removed for the final game.
Bentley's vault line is different and the code is 3-2-0 instead of 5-7-9.
Beneath the first mallet guard is a pool of lava rocks that would later be mostly replaced with actual lava textures. Also note the different grating texture used for the platform the guard is standing on.
The lava rocks in the pool beneath the hook swings would later be mostly replaced with actual lava textures. The wheel mechanism's model is missing the large light that would light up when the wheel is spinning and the hooks the wheel moves have bright blue poles attached to the belt which would later be recolored a dark yellow. The model of the hooks themselves are also slightly different.
The fire effect normally inside this cage in the final game is not present in this build. Also note that the circular objects on the wall in the back uses a different model.
The blue light bulbs normally at the top corners of the entrance to the second flaming tunnel and the coal chute to the bottom left of it are absent in this build.
Another two pools of lava rocks that would later be mostly replaced with actual lava textures can be found after the second flaming tunnel near a lucky charm and near a welder guard near a declining slope of metal grating.
A removed feature in this level are rolling lava rocks coming out of the chute on the right near a welder guard next to the second wheel mechanism. The rolling lava rocks can deal fire damage to the player and they eventually roll into the lava rock pool in the previous room through the metal grating.
The large glass windows partitioning the wheel mechanism room and the conveyor belt room has less glass panels as it's missing the horizontal window frame bar. The conveyor belt room again has a pool of lava rocks that would later be mostly replaced with actual lava textures and the conveyor belts are missing a side of their rotational belts while the one side with them seems to use a stretched out model.
Moolah Museum
Known as "High Class Heist" in the final game and has 40 clue bottles instead of 30. This level is very similar to the April 2002 build and a few differences from the final game.
The player can stand on the shelves where the breakables are in this build, this can not be done in the final game.
The breakable statue holding the globe can roll around and will not break from the player's attacks, it can even be rolled off into the water. This was removed in the final game as the globe will just break as soon as it hits the floor.
Bentley's vault line is different and the code is 2-0-6 instead of 4-3-6.
Readin' Room
Known as "A Cunning Disguise" in the final game and has 45 clue bottles instead of 30. As with Moolah Museum, this level is very similar to the April 2002 build with a few differences from the final game.
The return portal in this level also changes position. When immediately entering the level the holographic marker is not visible, but the trigger for exiting the level is still behind the player in the small room before the two metal doors. After moving ahead a bit, the holographic marker appears in front of the two doors and the trigger is moved to match it.
The first extra life in front of the bookcase is normally behind it in the final game. The second extra life on top of a wooden pillar is normally a lucky charm in the final game.
Bentley's vault line is different and the code is 6-5-0 instead of 2-4-2.
Gunboat Graveyard
This level's name is nearly the same as it's known as "The Gunboat Graveyard" in the final game and has 40 clue bottles instead of 20. This version of the level is much more simple and straight forward than the one in the final game as the whole wrap around overlapping path with climbing over a suspended plane with spotlights and then reaching a docked submarine are all absent along with noticeably less wreckage of ships and planes. There is also no checkpoint in this level and the music is the same as Raleigh's Retreat.
The return portal, like many other levels in this build, is not visible initially when entering and appears when moving ahead a bit. It will pop up in front of the tube the player exits out of when entering the level.
There are four laser fences here when crossing to the crow's nest instead of spotlights in the final game. The lasers will retract and extend with only two fences ever fully formed simultaneously.
Normally a vertical rope would be dangling next to the crow's nest to climb and reach a hanging airplane, but a rope extending from the nest to a post farther ahead to the debris is present in this build as the level hasn't been finalized with its overlapping path.
The placement and height of the vault and key platforms are different, in the final game the vault platform comes first with the key platform being higher and coming after.
Bentley's vault line is different and the code is 6-5-0 instead of 7-1-9.
Crab Cave
Known as "Treasure in the Depths" in the final game. This version of the level has only a few differences from the final game. In the final game whenever a crab gets a chest very close to their spawning holes but then gets killed by the player, the chest will disappear and a new one will drop down again. However this is not the case in this build as chests can sometimes get stuck inside the hole when a crab dies too close to it, this can lead to the player getting stuck as the chest cannot be destroyed and the level will need to be restarted. The level also does not give the player the option to try again when a crab steals a chest and will automatically exit the level, meaning the player will have to reenter the level again from Raleigh's Retreat.
After the controls tutorial, Bentley will say a line that's not present in the final game and you'll need to press X to start the level.
The player's submarine, the chests, and the crabs don't have their outlines implemented yet and the chest counter doesn't have an icon yet.
The Blimp
Known as "The Eye of the Storm" in the final game and plays music from Outside Raleigh's. There are a few general differences in this level such as different lighting and hitting Raleigh makes the same sound as hitting a bee.
Raleigh has slightly different textures with his face having a more tan color instead of his whole body having green in the final game. Also during cutscenes both Raleigh and Sly don't have any cel borders yet.
Raleigh's health bar has not been finalized and a set of 5 different icons are placed horizontally at the bottom of the screen to represent his hit points instead of a red vertical bar on the left side of the screen with the boss' icon at the bottom changing each hit. The floating platforms that sink and rise throughout the fight use a different texture and the electrified platform Raleigh lands on in the center is colored purple instead of yellow in the final game.
After the end of Raleigh's monologue at the end of the fight, a short in-game animation of Sly picking up the page of the Thievius Raccoonus on Raleigh's throne will play that was cut from the final game.
Sunset Snake Eyes
There is no map for this episode and the only way to access it is with using the Load function from the debug menu or the cheat codes available in this build as the game will load the player back in Raleigh's Retreat after finishing The Blimp.
Outside Mesa City
Known as "A Rocky Start" in the final game and has 35 clue bottles instead of 40. The ninja spire jump tutorial cutscene does not have any voice over and the subtitles for their speech are different than in the final game, there is also no cutscene for introducing the electric floor lasers.
The rock formations normally in the foreground of the horizon have yet to be added in this build which results the level to look somewhat darker with more of the lower portions of the skybox visible.
The breakable sign on the left of the Mesa City gate is blank and is not breakable in this build.
The lamps that the player ninja spire jumps on are yet to be textured.
The checkpoint normally located in front of the first subway car the player crosses with the first set of electric floor lasers is instead located in front of the two bulldogs right before the first car crusher. This is also the only checkpoint in the level as the second one normally located right after the second car crusher is absent in this build.
Bentley's vault line is different and the code is 2-0-6 instead of 3-1-4.
The second jailbird guard normally located after the second car crusher is inside the car crusher in this build.
Like in Lava Lair, the hook swings here use a different model and their poles are blue instead of dark yellow.
This breakable create located in the middle of the ending area is not present in the final game. The coin also normally adjacent to the left of the tunnel to the city is missing.
Although normally barely visible without freecam, the city model used in the background is untextured in this build.
Mesa City
Known as "Muggshot's Turf" in the final game. All the cutscenes that normally play here in the final game are not present in this build.
There are birds flying around the level that sometimes poop out green poop that splatters on the ground, these birds also appear in a few other levels in this episode. They were later cut from the final game.
There's a barricade in front of the bridge that is not present in the final game.
The drain with three coins where Sly stands on to unlock the car jack is absent in this build.
The cars parked in front of the building are mostly untextured and colored green, they are colored blue in the final game.
The chandeliers that the player can jump on to use as platforms use a different model instead of the green and yellow colored ones in the final game that are shaped as dollar or cent signs.
Muggshot's Casino
Known as "Boneyard Casino" in the final game and there are 40 clue bottles like in the final game. This level's music plays the track called "Mustest" according to the debug menu and the music is actually the track "Washington Park" from Syphon Filter. Sly 1 uses the 989snd audio driver which was developed by Buzz Burrowes who worked on Syphon Filter which was developed by 989 Studios, the music was presumably used as testing for the audio driver and that it may have been a leftover from the driver's origin.
The card tables normally found on the right in the final game are absent in this build. Also slot machine placement is different.
There are breakable martinis on the bar that were cut from the final game. Also note the textures of the breakable bottles in the back are different.
The first set of chandeliers use for platforming in this level used a different model from the final game.
The slot machines that are off in the water are overturned instead of being placed standing straight.
The alarm for the second electric floor laser is placed off the the left of the flashlight guard instead of being centered behind him.
The ramp leading into the roulette room is missing some potted plants, breakable slot machines, railing, and a set of circular stairs leading to the flooded floor.
The second and third set of chandeliers used for platforming in this level also use the same purple chandelier models that are different from the final game.
Bentley's vault line is different and the code is 3-2-0 instead of 3-3-8.
Canine Canyon
Known as "Murray's Big Gamble" in the final game. There are several notable differences here in this level; the music playing in this level is the same as Mesa City, the lines Murray says while he runs through the level are different as well, the pit bull guards don't KO themselves when doing their taunt after Murray gets hit, and Murray doesn't instantly die when the player shoots him.
At the start of the level, Sly is still fully controllable before he gets on the turret as the player is given control before he even gets off the ladder. Walking forward a bit plays a cutscene with no voice over with different dialogue.
After the player gets on the turret, the camera is in third-person instead of first-person. The player also has full 360 degrees rotation of the turret unlike in the final game where it prevents the player from aiming behind them. The aiming reticle is also colored blue like in the Binoc-U-Com when not aiming at anything significant instead of white and turns a dark orange when aiming at enemies instead if slowly pulsating yellow. Pressing START to open the pause menu doesn't work as soon as the player takes control of the turret.
The same pooping birds in Mesa City are also here. Because of the turret here, the player can also shoot and kill them. They can also die from the explosion radius of the explosive barrels too.
Two explosive barrels normally located in this shot in the final game are absent in this build.
There are barbwire on the chain linked fences that were cut in the final game.
The images are ordered left to right similar the player's perspective of the level. On the far left of the level are a bunch of building models and flat silhouette textures of buildings that were cut from the final game. On the background of the last section where Murray runs across several buildings are a bunch of cut building designs that were replaced with less wacky but more rectangular apartment complexes. Also the flashlight guard that would appear in the background building is not present in this build but instead another flashlight guard would spawn behind Murray.
The key model used for this level is different than the same key design used throughout the whole game in the final build, the head is shaped like the end of a bone while the blade is colored yellow and vaguely resembling a dollar sign.
The Muggshot 300
Known as "At the Dog Track" in the final game. There are a lot of differences in this level; the music playing is from Outside Mesa City, the introduction cutscene is different with Murray's voice direction sounding different along with different lines, the win and lose dialogue have no voice over, there are five other racers instead of four in the final game, there are no nitro pick ups around the track and the player starts with three already collected and get more each time a lap is completed but can only carry a maximum of three, using nitro is X instead of square and the d-pad can't be used for controlling the van, and the camera is in a fixed perspective and doesn't follow behind the player like in the final game. There are also many audio differences such as different engine and nitro boosting noises, the other racers don't have any engine noises, and there's no whistle sound for when starting the race.
Because the camera's perspective is fixed, there are many sections where cars are driving towards the camera.
The cut fifth racer opponent is a pit bull driving a yellow and red pick up truck.
Murray's head sticking out of the van is untextured in this build.
There are a few group of breakable creates found on the race track that can be broken by both the player and opponent racers by running over them. The first group is in front of the garage right before the two Sucker Punch billboards, the second group is pass the two billboards and right before the third billboard, and the third group is right after plateau sitting to the right of the mine shaft.
In the final game there is only one Sucker Punch billboard while the other billboards show the Panda King, Mz. Ruby, and Raleigh. This build has Sucker Punch's logo on all of the billboards.
There are some untextured geometry behind and below the garage that's behind the lap line.
There are some floating windows and doors to the left before the lap line and to the left after the lap line that were removed in the final game.
Like in Canine Canyon, the key also uses the same model that's different from the final game. Due to the lighting, the head is shaded very dark compared to the blade.
Muggshot's Rooftop
Known as "Straight to the Top" in the final game and there are 50 clue bottles instead of 40. The music playing here is the same as Raleigh's Retreat and there are a lot of texture differences along with the level's geometry being more angular and straight before before it was changed to have little to no straight edges as part of the series art direction.
When entering the level, the lift that Sly takes doesn't move him out to be in range of the bulldog in a short cutscene and the holographic marker doesn't appear until walking away from the lift. There are also a lot less buildings and decoration for the level's background and the building that the fire hydrant is on is a lot less detailed.
The roof that the whole level takes place on is missing the roof overhang around the parameter of the level and the outer walls have different textures.
The pooping birds are also in this level and this time they are within close enough range for the player to kill them with a cane swing.
The skylight where the key is located inside has a more straight and angular frame and the textures of the interior are also different.
The floor texture is different here, the whole level has different floor textures instead of the gray texture used throughout the whole level in the final game.
The textures of this raised portion here different along with the geometry being more straight and angular.
More floor texture differences.
The water tower where there are a bunch of clue bottles that pop out by using the hook swing has different textures, it's mostly wooden instead of being metal.
Floor texture is different here.
The tower's geometry is more straight and angular. After the top portion has tipped over, the hole it creates at the center of the tower can be walked into unlike the final game where there's an invisible barrier. Also during the part where the top portion of the tower tips over, there is no cutscene in place and the player still has control the whole time. The breakable creates that it normally crashes onto in the final game is also absent in this build.
The floor and wall textures are different along with the raised portion having more straight edged geometry.
Floor textures are different.
Textures of the scaffolding's floor are different and the geometry and textures of the bone sign's scaffolding are different.
There are two signs on the destructible wall that the bone sign destroys that are cut from the final game, they also fall and tumble off when the wall is destroyed.
The crane's geometry is more straight and angular and placement of the puddle texture is different.
Bentley's vault line is different and the code is 6-5-0 instead of 4-6-8.
Vertigo Alley
Known as "Back Alley Heist" in the final game and has 45 clue bottles instead of 30. The music playing here is "Mustest" once again like in Muggshot's Casino and there are mostly texture differences in this level.
The floor, wall, and window frame textures are different and the window is missing its top right panel.
The textures of the balcony floor are different.
The background in this alley has flat building silhouette textures that were removed in the final game, also the clothing silhouette textures are a blueish gray instead of black.
The texture and modeling of the ledge here is different.
The platform the flashlight guards are standing on have a different texture, they use an opaque texture in the final game.
The grass texture in the fountain area is different, it's less yellow looking in the final game.
Another alley with flat silhouette textures that were cut and the clothing silhouettes being more blueish gray instead of black.
The textures on the metal balcony floors are different.
Bentley's vault line is different with no voice over and the vault code is 3-1-4 instead of 5-6-5.
The Ruins
Known as "Two to Tango" in the final game and has 20 clue bottles instead of 30. The music playing in this level is "Mustest" again and the action variant plays indefinitely throughout the whole level regardless if spotted or not. All of the cutscenes in this level have no voice over and the Bentley dialogue that plays at the starting area is slightly different.
The floor of the metal scaffolding textures are different and the smoking chimney on the right building was removed in the final game.
There are a lot of cut building models in this level, including the one center in frame and the several others in the back, that were replaced with more rectangular apartment complexes.
Carmelita's design again different since it's the same as the one used in jb_intro.
There are seven roof turbines on this roof instead of three.
Some more cut buildings on the right.
The smokestacks and the building on the right were removed from the final game.
The windows on the left side of this building are different and the sign under the circular sub section of the building is horizontally stretched.
There are five roof turbines on the upper section of this roof instead of three.
Some more cut buildings to the right of the balcony.
The martinis from Muggshot's Casino are also here on the table. Also the checkpoint is located inside the room instead of being on the balcony in the final game.
The chandelier models are different like with the previous levels.
Bentley's vault line is different and the code is 9-1-1 instead of 5-3-7.
There are some metal platforms a bit up next to the vault that were removed in the final game.
Although not normally visible during normal gameplay, if the camera is taken to the apartment area before engaging with Carmelita, a second one can be seen with the first one in frame as well. This is not in the final game as there's only one Carmelita in the level and during the apartment section the same Carmelita from the rooftop section jumps over to the apartment section instead of a second copy already being there.
This steam particle is not present in the final game.
The pipes on the far right were removed in the final game.
There are four small statues of the peeing dogs from Muggshot's Casino here with different textures that aren't in the final game and the key's case is the same as every other one in this episode instead of the unique red hydrant case in the final game that takes several swings to break. Also the ending cutscene of Carmelita talking while the balloon floats away doesn't end and just hangs there, however it can be fixed by using the warp function in the debug menu.
Early Level Names
The build has 18 levels, which are all early versions of levels from the final game. Each level has a different name than they do in the final game. The order listed is based on the Load function in the debug menu.
Early Name | Final Name |
---|---|
jb_intro | Paris, France |
Outside Raleigh's | A Stealthy Approach |
Raleigh's Retreat | Prowling the Grounds |
Moolah Museum | High Class Heist |
Crankshaft Cellar | Into the Machine |
Readin' Room | A Cunning Disguise |
Lava Lair | The Fire Down Below |
Crab Cave | Treasure in the Depths |
Gunboat Graveyard | The Gunboat Graveyard |
The Blimp | The Eye of the Storm |
Outside Mesa City | A Rocky Start |
Mesa City | Muggshot's Turf |
Muggshot's Casino | Boneyard Casino |
Canine Canyon | Murray's Big Gamble |
The Ruins | Two to Tango |
Muggshot's Rooftop | Straight to the Top |
Vertigo Alley | Back Alley Heist |
The Muggshot 300 | At the Dog Track |
Although the rest of the game's levels are not playable in this build, early names of the levels that have keys can be seen in the debug menu through the Keys function in the Cheats sub menu.
Vicious Voodoo
Early Name | Final Name |
---|---|
Voodoo Approach | The Dread Swamp Path |
Gomerville | A Grave Undertaking |
Voodoo Murray | A Ghastly Voyage |
Skinterior | Descent Into Danger |
Swamp Monster | The Lair of the Beast |
Chicken Feathers | Down Home Cooking |
In the menu there are only six levels listed instead of seven. Besides the more obvious level names, "Voodoo Murray" is probably a leftover from when the tank levels were originally going to be Murray wielding a rocket launcher shooting enemies according to the unused developer commentary for "A Ghastly Voyage", "Skinterior" may be referencing the green waterfalls overflowing with bones and body parts in "Descent Into Danger", and for "Gomerville" it seems to be "A Grave Undertaking" via process of elimination. "Piranha Lake" may likely be the one key containing level not listed due to none of the early level names not making obvious reference to it.
Fire in the Sky
Early Name | Final Name |
---|---|
Snow Approach | A Perilous Ascent |
Snow Security | Flaming Temple of Flame |
Snow Barrel | The Unseen Foe |
Snow Sniper | The King of the Hill |
Snow Inspector | Duel by the Dragon |
Snow Tank | Rapid Fire Assault |
Snow SUV | A Desperate Race |
Most of the level names are obvious, but "Snow Barrel" is a reference to early screenshots of "The Unseen Foe" back when it still used the barrel before the level was redesigned with conveyor belts for the invisibility move and Snow Security is the level "Flaming Temple of Flame" because it's referencing the large amount of alarms in it and by process of elimination of the first three levels after "A Perilous Ascent".
The Cold Heart of Hate
Early Name | Final Name |
---|---|
Clockwerk SUV | Burning Rubber |
For the Clockwerk levels there seems to be only one level mentioned in this build. While it's possible that "Clockwerk SUV" may be "A Hazardous Path" since it also has the Cooper Van, it may have likely been named something like Clockwerk Approach if it were to follow the naming scheme of the first level in every episode. What's also interesting is that in the final game, the Clockwerk levels are linear and don't have any keys to collect so having a Clockwerk section listed for key collection may have meant during early development that the whole episode was going to be like the rest of the game with keys to collect and a hub level.
Cheat Codes
The following are all cheat codes in the build.
Cheat Code | Name | Description |
---|---|---|
Down L2 R2 X Down L2 R2 X Left Circle SELECT | ResetWorld | Reloads current level. |
Down L2 R2 X Down L2 R2 X Left Circle Circle | InfiniteCharms | Activates the Infinite Charms cheat. |
Down L2 R2 X Down L2 R2 X Left Circle Up | CollectAllClues | Collects all clue bottles in the current level. |
Down L2 R2 X Down L2 R2 X Left Circle Down | CollectAvailableVaults | Unlocks all available powerups. |
Down L2 R2 X Down L2 R2 X Left Circle Square | PlayActionTrailer | Play the "Action" trailer. |
Down L2 R2 X Down L2 R2 X Left Circle X | PlaySecretOrigin | Play the "Secret Origin" cutscene. |
Down L2 R2 X Down L2 R2 X Left Circle Left Down | LoadUnderwaterApproach | Load "Outside Raleigh's". |
Down L2 R2 X Down L2 R2 X Left Circle Left Left | LoadUnderwaterHub | Load "Raleigh's Retreat". |
Down L2 R2 X Down L2 R2 X Left Circle Left Up | LoadUnderwater1 | Load "Moolah Museum". |
Down L2 R2 X Down L2 R2 X Left Circle Left Right | LoadUnderwater2 | Load "Lava Lair". |
Down L2 R2 X Down L2 R2 X Left Circle Left X | LoadUnderwater3 | Load "Readin' Room". |
Down L2 R2 X Down L2 R2 X Left Circle Left Square | LoadUnderwater4 | Load "Gunboat Graveyard". |
Down L2 R2 X Down L2 R2 X Left Circle Left Triangle | LoadUnderwater5 | Load "Crab Cave". |
Down L2 R2 X Down L2 R2 X Left Circle Left Circle | LoadUnderwater6 | Load "Crankshaft Cellar". |
Down L2 R2 X Down L2 R2 X Left Circle Left SELECT | LoadUnderwaterBoss | Load "The Blimp". |
Down L2 R2 X Down L2 R2 X Left Circle Up Down | LoadMuggshotApproach | Load "Outside Mesa City". |
Down L2 R2 X Down L2 R2 X Left Circle Up Left | LoadMuggshotHub | Load "Mesa City". |
Down L2 R2 X Down L2 R2 X Left Circle Up Up | LoadMuggshot1 | Load "Muggshot's Casino". |
Down L2 R2 X Down L2 R2 X Left Circle Up Right | LoadMuggshot2 | Load "The Ruins". |
Down L2 R2 X Down L2 R2 X Left Circle Up X | LoadMuggshot3 | Load "The Muggshot 300". |
Down L2 R2 X Down L2 R2 X Left Circle Up Square | LoadMuggshot4 | Load "Muggshot's Rooftop". |
Down L2 R2 X Down L2 R2 X Left Circle Up Triangle | LoadMuggshot5 | Load "Vertigo Alley". |
Down L2 R2 X Down L2 R2 X Left Circle Up Circle | LoadMuggshot6 | Load "Canine Canyon". |
Build Strings
The following strings can be found within the game's executable. They are labeled "g_achzBuildUser", "g_achzBuildDateLong", and "g_achzBuildDateShort" respectively.
jojo
05/19/02 18:12
0519.1812
This text is printed to the EE console when the game is booted. Note that the ©
character is erroneously printed as ゥ
in PCSX2 due it using the wrong text encoding.
Sly Cooper © 2002 Sony Computer Entertainment America & Sucker Punch Productions P2: 0519.1812 jojo Brx: 721