If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Sly Cooper and the Thievius Raccoonus/May 19 2002 Prototype

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Sly Cooper and the Thievius Raccoonus.

Hiddenpalace.org logo.png  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.

Boot Patch

Download.png 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.

(Source: Hidden Palace)

Debug Menu

Sly1 May2002 Debug Menu.png

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

Hmmm...
To do:
Create a patch to make it easier to access LiveEdit

Sly1 May2002 LiveEdit.png

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.

This is a screenshot of the game with the following flags set: showCameraEdges, ShowBones, ShowBrightnessBar, ShowPlayerSuck, and ShowShapes.
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

Sly1 May2002 Gray Charm.png Sly1 May2002 Black Charm.png

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

Sly1 May2002 Binoc-U-ComHighlights.png

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.

Sly1 May2002 jb intro XButtonPrompt.png

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.

Sly1 May2002 jb intro NoCoins.png

There are no coins on the platforms the player jumps on.

Sly1 May2002 jb intro ElevatorDoors.png

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.

Sly1 May2002 jb intro Vault.png

Bentley's vault line is different and the vault code is 3-2-0 instead of 9-3-7.

Sly1 May2002 jb intro Carmelita.png

Carmelita's design and voice is different.

Sly1MayProto Paris Hot Dog Sign.png

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.

Sly1 May2002 SecretOrigin WantedPoster.png

The wanted poster featuring the Cooper Gang has different colors, it has a more yellowish look in the final game.

Sly1 May2002 SecretOrigin Van.png

The Cooper Van is animated leaving the scene with its rear drawn instead of its front.

Sly1 May2002 SecretOrigin Carmelita.png

Carmelita's design is different and instead of fading into a different shot, she fades into the existing shot.

Sly1 May2002 SecretOrigin DifferentSlyFace.png

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.

Sly1 May2002 LuckyCharm OutsideRaleigh's.png

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.

Sly1 May2002 HookSwingMissing.png

The hook swing obstacle normally here in the final game serving as a tutorial is absent in this build.

Sly1 May 2002 EarlyCheckpoints.png

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.

Sly1 May2002 OutsideRaleigh's Vault.png

Bentley's vault line is different and the code is 6-5-0 instead of 7-9-2.

Raleigh's Retreat

Sly1 May2002 DoubleJumpLedgeMissing.png

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.

Sly1 May2002 ReturnPortal.png

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.

Sly1 May2002 DollarSigns.png

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.

Sly1 May2002 CrankshaftCellar ReturnPortal.png

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.

Sly1 May2002 CrankshaftCellar WaterRoom.png

The water room has more greenish lighting and the large platform where the mallet guard is positioned has a different design.

Sly1 May2002 CrankshaftCellar FansMissing1.png

The bottom of the first section of flaming vents the player hops on are missing the decorative fans.

Sly1 May2002 CrankshaftCellar ExtraLife.png

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.

Sly1 May2002 CrankshaftCellar HookSwings2.pngSly1 May2002 CrankshaftCellar HookSwings1.png

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.

Sly1 May2002 CrankshaftCellar FansMissing2.png

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.

Sly1 May2002 CrankshaftCellar LavaRocks1.pngSly1 May2002 CrankshaftCellar LavaRocks2.png

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.

Sly1 May2002 CrankshaftCellar Vault.png

Bentley's vault line is different and the code is 3-2-0 instead of 2-2-7.

Sly1 May2002 CrankshaftCellar EndingFan.png

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.

Sly1 May2002 LavaLair Baseboards.png

Baseboard decorations from Moolah Museum and Readin' Room line the right wall at the starting area, these decorations were removed for the final game.

Sly1 May2002 LavaLair Vault.png

Bentley's vault line is different and the code is 3-2-0 instead of 5-7-9.

Sly1 May2002 LavaLair LavaRocks1.png

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.

Sly1 May2002 LavaLair HookSwings.png

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.

Sly1 May2002 LavaLair FireMissing.png

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.

Sly1 May2002 LavaLair LightsMissing.png

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.

Sly1 May2002 LavaLair LavaRocks2.pngSly1 May2002 LavaLair LavaRocks3.png

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.

Sly1 May2002 LavaLair RollingLavaRocks1.pngSly1 May2002 LavaLair RollingLavaRocks2.png

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.

Sly1 May2002 LavaLair SpotlightWheel.pngSly1 May2002 LavaLair ConveyorBelt.png

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.

Sly1 May2002 MoolahMuseum StandingOnShelf.png

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.

Sly1 May2002 MoolahMuseum Vault.png

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.

Sly1 May2002 Readin'Room ReturnPortal.png

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.


Sly1 May2002 Readin'Room ExtraLife1.pngSly1 May2002 Readin'Room ExtraLife2.png

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.

Sly1 May2002 Readin'Room Vault.png

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.

Sly1 May2002 GunboatGraveyard ReturnPortal.png

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.

Sly1 May2002 GunboatGraveyard LaserFence.png

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.

Sly1 May2002 GunboatGraveyard Rope.png

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.

Sly1 May2002 GunboatGraveyard KeyVaultPlatforms.png

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.

Sly1 May2002 GunboatGraveyard Vault.png

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.

Sly1 May2002 CrabCave RemovedBentleyLine.png

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.

Sly1 May2002 CrabCave.png

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.

Sly1 May2002 TheBlimp Raleigh.png

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.

Sly1 May2002 TheBlimp.png

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.

Sly1 May2002 OutsideMesaCity Horizon.png

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.

Sly1 May2002 OutsideMesaCity BlankSign.png

The breakable sign on the left of the Mesa City gate is blank and is not breakable in this build.

Sly1 May2002 OutsideMesaCity UntexturedLamps.png

The lamps that the player ninja spire jumps on are yet to be textured.

Sly1 May2002 OutsideMesaCity Checkpoint.png

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.

Sly1 May2002 OutsideMesaCity Vault.png

Bentley's vault line is different and the code is 2-0-6 instead of 3-1-4.

Sly1 May2002 OutsideMesaCity GuardInsideCarCrusher.png

The second jailbird guard normally located after the second car crusher is inside the car crusher in this build.

Sly1 May2002 OutsideMesaCity HookSwings.png

Like in Lava Lair, the hook swings here use a different model and their poles are blue instead of dark yellow.

Sly1 May2002 OutsideMesaCity BreakableCrate.png

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.

Sly1 May2002 OutsideMesaCity UntexturedCity.png

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.

Sly1 May2002 MesaCity Birds.pngSly1 May2002 MesaCity BirdsPooping.png

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.

Sly1 May2002 Mesa City BridgeBarricade.png

There's a barricade in front of the bridge that is not present in the final game.

Sly1 May2002 MesaCity LockedCarJack.png

The drain with three coins where Sly stands on to unlock the car jack is absent in this build.

Sly1 May2002 MesaCity UntexturedCars.png

The cars parked in front of the building are mostly untextured and colored green, they are colored blue in the final game.

Sly1 May2002 MesaCity Chandeliers.png

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.

Sly1 May2002 Muggshot'sCasino CardTablesMissing.png

The card tables normally found on the right in the final game are absent in this build. Also slot machine placement is different.

Sly1 May2002 Muggshot'sCasino Martini.png

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.

Sly1 May2002 Muggshot'sCasino Chandelier1.png

The first set of chandeliers use for platforming in this level used a different model from the final game.

Sly1 May2002 Muggshot'sCasino OverturnedSlots.png

The slot machines that are off in the water are overturned instead of being placed standing straight.

Sly1 May2002 Muggshot'sCasino BridgeToRoulette.png

The alarm for the second electric floor laser is placed off the the left of the flashlight guard instead of being centered behind him.

Sly1 May2002 Muggshot'sCasino RouletteEntrance.png

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.

Sly1 May2002 Muggshot'sCasino Chandelier2.pngSly1 May2002 Muggshot'sCasino Chandelier3.png

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.

Sly1 May2002 Muggshot'sCasino Vault.png

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.

Sly1 May2002 CanineCanyon SlyPlayable.png

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.

Sly1 May2002 CanineCanyon.png

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.

Sly1 May2002 CanineCanyon Birds.png

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.

Sly1 May2002 CanineCanyon MissingBarrels.png

Two explosive barrels normally located in this shot in the final game are absent in this build.

Sly1 May2002 CanineCanyon Barbwire1.pngSly1 May2002 CanineCanyon Barbwire2.png

There are barbwire on the chain linked fences that were cut in the final game.

Sly1 May2002 CanineCanyon CutBuildings3.pngSly1 May2002 CanineCanyon CutBuildings2.pngSly1 May2002 CanineCanyon CutBuildings1.png

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.

Sly1 May2002 CanineCanyon BoneKey.png

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.

Sly1 May2002 TheMuggshot300.png

Because the camera's perspective is fixed, there are many sections where cars are driving towards the camera.

Sly1 May2002 TheMuggshot300 PitbullTruck.png

The cut fifth racer opponent is a pit bull driving a yellow and red pick up truck.

Sly1 May2002 TheMuggshot300 Murray.png

Murray's head sticking out of the van is untextured in this build.

Sly1 May2002 TheMuggshot300 BreakableCrates2.pngSly1 May2002 TheMuggshot300 BreakableCrates1.pngSly1 May2002 TheMuggshot300 BreakableCrates3.png

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.

Sly1 May2002 TheMuggshot300 SuckerPunchSign1.pngSly1 May2002 TheMuggshot300 SuckerPunchSign2.pngSly1 May2002 TheMuggshot300 SuckerPunchSign3.png

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.

Sly1 May2002 TheMuggshot300 UntexturedRocks.png

There are some untextured geometry behind and below the garage that's behind the lap line.

Sly1 May2002 TheMuggshot300 FloatingWindows1.pngSly1 May2002 TheMuggshot300 FloatingWindows2.png

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.

Sly1 May2002 TheMuggshot300 BoneKey.png

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.

Sly1 May2002 Muggshot'sRoof FireHydrant.png

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.

Sly1 May2002 Muggshot'sRoof OuterWalls.png

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.

Sly1 May2002 Muggshot'sRoof Birds.png

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.

Sly1 May2002 Muggshot'sRoof Skylight.png

The skylight where the key is located inside has a more straight and angular frame and the textures of the interior are also different.

Sly1 May2002 Muggshot'sRoof Dalmatian1.png

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.

Sly1 May2002 Muggshot'sRoof UpArrow1.png

The textures of this raised portion here different along with the geometry being more straight and angular.

Sly1 May2002 Muggshot'sRoof Checkpoint.png

More floor texture differences.

Sly1 May2002 Muggshot'sRoof ClueBottleWaterTower.png

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.

Sly1 May2002 Muggshot'sRoof TowerBase.png

Floor texture is different here.

Sly1 May2002 Muggshot'sRoof Tower.pngSly1 May2002 Muggshot'sRoof NoCollision.png

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.

Sly1 May2002 Muggshot'sRoof UpArrow2.png

The floor and wall textures are different along with the raised portion having more straight edged geometry.

Sly1 May2002 Muggshot'sRoof Dalmatian2.png

Floor textures are different.

Sly1 May2002 Muggshot'sRoof BillboardBack2.pngSly1 May2002 Muggshot'sRoof BillboardBack1.png

Textures of the scaffolding's floor are different and the geometry and textures of the bone sign's scaffolding are different.

Sly1 May2002 Muggshot'sRoof SignsDistructableWall.png

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.

Sly1 May2002 Muggshot'sRoof Crane.png

The crane's geometry is more straight and angular and placement of the puddle texture is different.

Sly1 May2002 Muggshot'sRoof Vault.png

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.

Sly1 May2002 VertigoAlley StartingRoom.png

The floor, wall, and window frame textures are different and the window is missing its top right panel.

Sly1 May2002 VertigoAlley Balcony1.png

The textures of the balcony floor are different.

Sly1 May2002 VertigoAlley Background1.png

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.

Sly1 May2002 VertigoAlley Spotlight.png

The texture and modeling of the ledge here is different.

Sly1 May2002 VertigoAlley Siren.pngSly1 May2002 VertigoAlley FlashlightGuards.png

The platform the flashlight guards are standing on have a different texture, they use an opaque texture in the final game.

Sly1 May2002 VertigoAlley Fountain.png

The grass texture in the fountain area is different, it's less yellow looking in the final game.

Sly1 May2002 VertigoAlley Background2.png

Another alley with flat silhouette textures that were cut and the clothing silhouettes being more blueish gray instead of black.

Sly1 May2002 VertigoAlley Balcony2.png

The textures on the metal balcony floors are different.

Sly1 May2002 VertigoAlley Vault.png

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.

Sly1 May2002 TheRuins StartingArea.png

The floor of the metal scaffolding textures are different and the smoking chimney on the right building was removed in the final game.

Sly1 May2002 TheRuins CutBuildings1.png

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.

Sly1 May2002 TheRuins Carmelita.png

Carmelita's design again different since it's the same as the one used in jb_intro.

Sly1 May2002 TheRuins RoofTurbines1.png

There are seven roof turbines on this roof instead of three.

Sly1 May2002 TheRuins CutBuildings2.png

Some more cut buildings on the right.

Sly1 May2002 TheRuins Smokestacks.png

The smokestacks and the building on the right were removed from the final game.

Sly1 May2002 TheRuins Windows.png

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.

Sly1 May2002 TheRuins RoofTurbines2.png

There are five roof turbines on the upper section of this roof instead of three.

Sly1 May2002 TheRuins CutBuildings3.png

Some more cut buildings to the right of the balcony.

Sly1 May2002 TheRuins Martinis.png

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.

Sly1 May2002 TheRuins Chandeliers.png

The chandelier models are different like with the previous levels.

Sly1 May2002 TheRuins Vault.png

Bentley's vault line is different and the code is 9-1-1 instead of 5-3-7.

Sly1 May2002 TheRuins CutPlatform.png

There are some metal platforms a bit up next to the vault that were removed in the final game.

Sly1 May2002 TheRuins TwoCarmelitas.png

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.

Sly1 May2002 TheRuins Steam.png

This steam particle is not present in the final game.

Sly1 May2002 TheRuins Pipes.png

The pipes on the far right were removed in the final game.

Sly1 May2002 TheRuins Key.png

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

Unavailable Levels

Sly1 May2002 WorldKeyCollection.png

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

Sly1 May2002 VoodooKeyCollection.png
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

Sly1 May2002 SnowKeyCollection.png
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

Sly1 May2002 ClockwerkKeyCollection.png
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 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