We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Proto:The Incredibles (GameCube, PlayStation 2, Xbox, Windows)

From The Cutting Room Floor
Jump to navigation Jump to search

This page details one or more prototype versions of The Incredibles (GameCube, PlayStation 2, Xbox, Windows).

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
* Document gameplay changes
  • Document level changes
  • Explore and document unused content

The August 5th, 2004 prototype of The Incredibles is a test version of the PlayStation 2 version of the game built just over a month before the final PlayStation 2 NTSC-U release version. It was released on March 20th, 2021 as part of Project Deluge, a big prototype release hosted by the folks over at Hidden Palace.

General Differences

  • The copyright info screen at the beginning of the game is shorter, lacking the information stating that "Lucasfilm" gave permission for the team to use the term "Omnidroid".
  • There is no loading screen between the copyright info screen and the company FMVs
  • The Heavy Iron FMV cutscene is different, showing a simple screen with the logo rather than an animated sequence.
  • Frozone does not vocalise in the menus, outside of starting a new game.
  • There is a scan line filter in the menus which is disabled in the final game.
  • The button icons in the menus are integrated into the menu, rather than being images of the buttons.
  • Preview videos are not in the game yet and have placeholder icons on the main menu. Selecting them will not do anything.
  • There is a credits option on the main menu. In the final game, the player has to insert an in game cheat code in order to view these credits.
  • The player can only save and load once. Attempting to save or load again will cause the game to softlock.
  • There are only 8 levels present in the build. These levels include:
    • Bank Heist
    • Skyline Stretch
    • Appartment Inferno
    • Late For School
    • Nomanisan Island
    • Robot Arena
    • Finding Mr. Incredible
    • 100 Mile Dash
      • This means that Violet and the Incredi-ball are not playable although they do still exist within the game's files and they are fully functional.
  • All of the levels in the build are unlocked when starting from a new file.
  • The bonus menu to view FMVs and artwork cannot be accessed in the pause menu.
  • Level preview videos in the pause menu are not present.
  • There are no sound effects when confirming to go to another level.
  • When selecting a character for battle mode, the screenshots used are different.
    • Mr. Incredible uses the same image although the colors are incredibly washed out.
    • Mrs. Incredible uses her Elastigirl image rather than her Mrs. Incredible image and like with Mr. Incredible, the colors are very washed out.
  • The battle mode level does not exist. Trying to load the battle mode will result in the game loading a blank void and when the game is paused, it will display "test level".
    • The same thing occurs when trying to load any of the levels from the retail game which are not present.

Gameplay differences

  • The playable characters are always in their red super suit outfits, regardless of the level. All the other outfits in the retail game do still exist within the game's files.
  • Levels cannot be completed. The end triggers for the levels are disabled although it is unknown if they still exist.
  • Pre rendered cutscenes can be skipped by pressing X.
  • Pressing L1+R1+Circle on controller 1 enables a debug display of the FPS, the level being played, and the position of the character.
  • Pressing SELECT on controller 1 activates a no-clip mode with Mr. Incredible or Mrs. Incredible.
    • These debug features do still exist and work in the final game although they are disabled by default.
  • If the player activates a switch, it will not trigger an activation animation.
  • Henchmen have flat collision above them, allowing the player to stand on top of them.
  • The player can pause during in level cutscenes and if they un-pause, it will bring up the UI. In the final game, the only way to pause the game during an in level cutscene is to unplug the controller during the cutscene.
  • During in game cutscenes where the player is simply standing still, the camera can be controlled during the cutscene.
  • Hint makers will now always take away the player's control rather than specific hint markers.
  • Quotes which characters only say when dying in the final game can be said during normal gameplay.

Mr. Incredible

  • If Mr. Incredible rolls off an edge, he can cancel the roll with a jump. In the final game, this only works if Mr. Incredible is on the ground.
  • Mr. Incredible cannot cancel his aerial slam landing animation or his upwards swing animation with a high jump. This means that an exploit in the final game where Mr. Incredible could high jump cancel the slam landing to scale up slopes is not possible.

Mrs. Incredible

  • When Mrs. Incredible attacks, her grunts have inconsistent speeds. They can sometimes be faster or slower than what they should be.
  • Objects Mrs. Incredible can grab onto have a blue outline instead of a green outline.
  • If Mrs. Incredible lets go of an object she can grapple off of, she will perform a small jump. In the final game, this only happens on objects Mrs. Incredible can swing on.