Proto:Twisted Metal 4/October 21, 1999 Build
This is a sub-page of Proto:Twisted Metal 4.
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. |
This prototype is documented on Hidden Palace.
This Twisted Metal 4 prototype is far more refined, and thankfully the passwords work! It's recommended to use Punk7890's "unlock all" password to explore this prototype.
Contents
Menu
- Save & Load screens are different:
- the pedestals are higher
- For Save, the wooden panels have extra bevels.
Prototype | Final |
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Prototype | Final |
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- The car select has Pizza Boy as the first selection.
- Deathmatch lets you select 7 CPU Enemies! With proper stylized numbering.
- The password screen has the "wrong password" sound, but not the laughing "correct password" sound. (If the "wrong password" sound isn't played, the password is correct).
- The credits are almost finished, however the music credits only display "Dragula" and it's missing the Special Thanks. It still has 8 duplicates after that, though.
- Saving and loading tournaments work, but the game only loads the saves at the start of the game. This also means you can have only 1 Tournament saved at a time.
- Saving/Loading a tournament doesn't display the car name, just Player 1 on the nameplate.
Character Info & Bio Differences
There are many voice bio differences : (They are the same as in the September 29th prototype.)
Orbital
Proto Bio | Final Bio |
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General Warthog
Proto Bio | Final Bio |
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Trash Man
Proto Bio | Final Bio |
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Rob Zombie
Rob Zombie's bio used to be an entire poem. There's also two duplicates in the final version for some reason.
Proto Bio | Final Bio |
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- The special names are different from final, same as September prototype: Funnybomb is Funnymine, Laser is Taser, Detnoball is Deathball.
- Trying to load a car only works the first time the menu is accessed. Playing and quitting a game then trying to load a car will say "No Twisted Metal 4 file on card".
- When saving a car, the car model is not displayed while it's saving, so the display podium appears empty.
- You always have 4 lives, whether entering a new stage or loading a save file.
In-game car differences
- Sweet Tooth is "bald" - that is, no flamethrower from the back of the car's head.
- For Sweet Tooth's special, the blue Henchman shoots freeze missiles. Its cooldown is still faster than the special's duration, so you can't even Hyperspace out of it when caught.
Custom cars:
- Funnymine strangely "works" - it spawns a Remote with no "Detonate" trigger. It cannot be rammed, so this means the special is just decoration.
General gameplay differences
The game feels very much like the final release at this point. There's still some minute differences, though. There are many weapon/health pickup changes, but only the notable ones are mentioned (for now).
- You always start a level with Fire selected, rather than Special.
- Most weapon capacities are higher than final version.
- No reverse turbo.
- The Pause menu uses a unique teal gradient.
- Jumping with no wheels on the ground instead says "Only 0 wheels on the ground" rather than "No wheels on the ground". It also still uses energy.
- Rapid weapon switching-firing works here, and spamming rear attack no longer works.
- Lightning doesn't work very well. When it does activate, it usually doesn't flash the screen, and has a different, more opaque texture-based effect than the transparent lighting in the final.
- Different weapon order: switching next after Fire is Napalm, rather than Homing.
- The camera Mode has In-Car option from TM3. The retail version also has its code, the option is simply dummied out of the menus and Select button (read: you need to use a cheat device to change the camera mode value to 0).
Game levels
Compared to the September prototype, most levels are rather complete-looking, and item placements are very similar to the release version.
Construction Yard:
- The crane sound endlessly plays if you "eject" (being shot or voluntarily) while moving the crane.
The Bedroom:
- There are weapons on the side of the ramps' entrances.
- There are two MIRV pickups near the blue bed underground entrance.
Amazonia:
- The secret area with the Super Health is inaccessible as the wall covering it is unbreakable.
- The jump pad at the black stone monument is off-centered. It also has three other "deactivated" jump pad locations.
Oil Rig:
Prototype | Final |
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- The loading poem is different from final: "When there's a drill, there's a way!"
- There is a Health to the left of the red building's underground teleporter.
- The oil rig drill is static and does not spin.
- The helicopter kindly deposits a Super Health at the helipad instead of a normal Health.
- The helicopter is indestructible, which means it is not possible to permanently disable health spawns for the rest of the level.
Minion's Maze:
- "Prepare for Minion's Maze" in Tournament is missing its apostrophe.
- Some gates are still drivable through, like in the September prototype.
- The lightning only appears near the very top of the maze and the four yellow cloth effigies.
The Carnival:
- The ring of fire still have the clown faces, but the flame throwers from the final version have been added.
- There is a Health inside the big tent, and Super Health in plain sight inside the Sideshow Freaks tent - compensating for Sweet Tooth's overpoweredness much?
- The roof teleporter is located inside the Sideshow Freaks tent, rather than beside it. Interestingly, the AI opponents go to where the teleporter would be in the final game - to the left of the building. Since the teleporter isn't there, the AI will be stuck and pummel each other should they meet.
- The haunted house castle has an extra wall section behind it to imply a building shape. You can land on it and snipe most people - probably, the AI doesn't know how to disturb you here so it was removed for balancing.
Extra Levels:
To do: Find out any weapon pickup differences compared to final & if the Advanced level order is different. |
- The Advances level order is different: The Pits, The Citadel, Nowhere to Hide, Octa-Gone, King of the Kill, Tic-Tac-Toast, The Islands, Son of a Ditch (the same as the September prototype).
Endings
To do: Add ending videos on YouTube - JPSXDec reveals this build -does- have different endings |
- Calypso's ending simply has his struggle with the small clowns instead, with him being dragged away by his leg rather than jumping over Sweet Tooth's table (which wasn't there before) and fighting for his ring.
Prototype | Final |
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- Goggle Eyes does not have his "targets" rush out of his own mouth yet.
Prototype | Final |
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- Meter Maid's ending has no actual-community-service scene yet.
Prototype | Final |
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- General Warthog does not have the "army scene" yet.
Prototype | Final |
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- Custom car / Boss cars do not get the generic ending ingame (although it is in the files).
- Endings play directly after The Carnival, rather than after the save menu like in final. This means you can't have a collection of save files to easily play each character's endings.