Speed Punks (Feb 22, 1999 prototype)

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Title Screen
Speed Punks (Feb 22, 1999 prototype)
Build date Feb 22, 1999
Build name Speed Freaks Alpha
Dump status Released
Dumped by Anonymous
Origin CD-R
Game Speed Punks
System PlayStation
Genre Racing game
Final build JP Unreleased
EU Jul 29, 1999
US Jan 20, 2000
Release date JP Unreleased
EU Jul 29, 1999
US Mar 31, 2000
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This is an alpha / prototype version of Speed Freaks. It states itself as a "work in progress" in many tracks of the game. Most likely an internal leaked build meant to show the concept of the game and it's characters. It has a cracktro that celebrates removing the dongle protection of it.

Notes

  • Dongle protection is removed in this build.
  • Title screen is completely different and states it's "alpha"
  • Title screen and character selection menu uses the song that was reused as the background music of the ending movie in the final version. This is important because in the final game, this movie has a predetermined duration, so the player can´t listen to the whole track in the final build.
  • Main menu is basic and completely different.
  • Character names and appareances are different from final release.
  • Tracks are basic layouts of the final ones, with many changes on skyboxes, textures, obstacles, signs and names.
  • Gameplay mechanics as "drifting" in the final are not present. "Dodging" mechanics are present instead.
  • All items have different icons and its obtaining RNG values are different.
  • Many camera changes.
  • Real branding advertisements are present on the circuits.
  • Pause menu serves as some form of debug mode. It shows the state of development phase, and its date, and it has a level selector, no matter if you are playing a tournament or single race.
  • Characters has different names: Cosworth is known as chip, Beemer as S.U.D.S., Monty was buzz, Buster and wedgie were Thor and wedgie. And no voice lines are present on this build.
  • Karts has also different wheel colors and their stats were categorized as light, medium or heavy, instead of the final star stats.
  • Time trial records still uses pre alpha character icons.
  • Track design is mostly the same circuit shapes, with a few exceptions, but graphical details are completely different: You can find real world brand ads all over the place as coca cola, Bridgestone, Tropicana, and more. “Speed freaks” and SDR decorations can be found in the grass. And “work in progress” signs are present in some tracks.
  • Results screen uses a basic layout.
  • All item icons are placeholder, barebones drawn icons, and item boxes uses a basic wooden box crate model.
  • Music seems to be almost finished at this point since not too many differences can be found on the tracks.
  • Boss races doesn’t exist at this point of development so the boss music track goes unused
  • Hud elements are basic. Boost bar, speed meter, item hud are all placeholders.
  • Game mechanics are being tested on this build, the slide or “powerskid” mechanic that became to be in the final is not present, but a “dodge” mechanic is on its place using the same R1 or L1 buttons. Instead of sliding, the character would hop to a side, but driving is really difficult since this mechanic is really barebones. Checking on the controller options menu, this is confirmed to be a “Dodge”
  • Boost works mostly the same but graphics are way different.
  • Bomb item appears only on multiplayer mode and the hold to blast function on an early state.
  • The green stain item causes the player to slide a bit to the sides with almost no harmful effects. This was changed to an almost full stop and 360 spin in the final game.

The start of the race has different camera angles during the countdown at the start of a race.

Screenshots

Cracktro
buzz
alpha menu
pre-alpha icons
tropicana
work in progress
lenny
bridgestone ad
wood crates
dodge mechanics