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Proto:The Incredibles (GameCube, PlayStation 2, Xbox, Windows)/August 5th, 2004

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This is a sub-page of Proto: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.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Hmmm...
To do:
*Document gameplay changes
  • Document level changes
  • Explore and document unused content

The August 5th, 2004 prototype of The Incredibles is an early preview version of the PlayStation 2 version of the game built just over a month before the final North American PlayStation 2 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. The prototype itself is labeled as the "NYC Build" and it is an early version of a preview build which was eventually shown off to the press.

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.
  • Outside of starting a new game, Frozone does not talk in the menus.
  • 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 an option on the main menu to view the credits. 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, but all the other outfits in the retail game are present 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 collisions 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 that characters only say when dying in the final game can be said during normal gameplay.
  • There's an unused Heavy Iron logo on the blimp in Bank Heist.
  • The unused long variation of the death jingle is used here.

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 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.