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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).
This prototype is documented on Hidden Palace.
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. |
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
To do: *Document gameplay changes
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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.