Ty the Tasmanian Tiger (Jul 1, 2002 prototype)
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|Ty the Tasmanian Tiger (Jul 1, 2002 prototype)|
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A prototype of Ty the Tasmanian Tiger for the PlayStation 2.
- Unused level "Min Min" (D1) exists within the game and can be loaded with cheats.
- Originally intended to be the 1st level of the scrapped 4th area of the game.
- Uses "Cass' Gauntlet" Music from Ty 2.
- Level is similar to Outback Safari with geometry changes and different golden cog and opal locations.
- Lacks Thundereggs.
- Has different objectives than Outback Safari, though none are in the level as of this build.
- Unused level "No Man Groves" (D2) exists within the game and can be loaded with cheats.
- Originally intended to be the 2nd level in the scrapped 4th area of the game.
- Uses the "Theme Park" Music from Ty 2.
- Very early level design and geometry.
- Lacks objects of any kind,
- Unused level "Kumu Caves" (B4) exists within the game and can be loaded with cheats.
- Was originally intended to be where the player would fight the second boss in the game.
- You would fight Shadow the bat instead of Crikey.
- Lacks music.
- Lacks collision, and must be forced to load the collision of another level to prevent a crash.
- Unused cutscenes reference how the player would light fireworks (likely with the Flamerang) to blind Shadow in order to damage her.
- There's some very minor graphical glitching on the "Press Start" text on the title screen.
- The main menu is missing the overlay explaining the menu controls.
- At the beginning of the game, a trailer featuring early footage of a number of levels is shown in place of the opening cutscene.
- This video also plays in place of the main menu demos.
- There appears to be three "100% complete" save files, each with different level images and apparently each having 999 Thunder Eggs (though the Thunder Egg icon is not shown) by default, but attempting to load any of them will fail. In fact, these totals and level images will remain on the save file select screen even if you save over one of these save slots.
- The loading screens are a lot more basic.
- There are no pre-rendered story cutscenes.
- The cutscenes showing Ty entering each of the levels through the portal are not present.
- The HUD font is a little different - the characters have a less prominent shadow than in the final.
- The font used in the race mode is entirely different.
- The word "autosaving" appears on-screen instead of a memory card icon when the game autosaves.
- A number of other HUD icons and graphics look quite a bit different, too.
- The "Exit Level" option in the pause menu always quits the game. This can make leaving some levels a bit of a pain.
- Furthermore, there is no "Main Menu" option on this screen.
- The pause menu also has a different looking overlay displaying the controls. Notably, it's a lot smaller than it is in the final game.
- The background of the pause menu takes on a different appearance.
- The map section of the pause menu has a vast number of differences:
- Icons on the map are all either missing or different in appearance.
- The maps themselves are vastly different in appearance and seem to reflect earlier versions of the levels. For example, the Rainbow Cliffs map seems to show a much earlier version of the level, whereas the Two Up uses an early version of the A Walk in the Park map.
- The "Game Info" pages in the pause menu are quite unfinished.
- The completion info uses text in place of a couple of the icons, a rainbow scale icon in place of an opal icon, contains some strange artefacting around the other rainbow scale icon (as though the background is non-transparent) and contains a nonsense value in the time played.
- The game info screen uses 3D models for the cogs and stopwatch icons rather than sprites. Semitransparent Thunder Eggs are shown in place of uncollected Thunder Eggs, instead of the "?" icon used in the final game.
- The game info and HUD menus also display each counter with a slash in the middle, rather than simply displaying the collected amount with a large number and the total with a smaller number.
- You cannot switch between levels in the info screen using the shoulder buttons, as you would in the final.
- Rainbow Cliffs' info page contains collectables the level doesn't even have. In the final, only the relevant collectables are listed.
- The Boomerangs list contains a number of Boomerangs by default, rather than only the ones the player owns. This menu's text seems to overflow off the screen, and has static images of the boomerangs rather than rotating models. Several of the boomerangs have different appearances to their final ones, such as the Kaboomerang, which still looks like the normal Boomerang.
- The Doomarang is also included within the Boomerangs list. In the final game, the Doomarang's entry goes entirely unused. The Doomarang also has a different appearance in this version.
- The "Making Of" option in the Extras menu just shows the Krome intro sequence as a placeholder.
- Picture frame items don't seem to exist yet, and rainbow scales drop from the invisible boxes that would normally contain them, instead.
- There are few - if any - invisible boxes in levels other than Rainbow Cliffs.
- The Gallery is unlocked from the beginning and contains 30 images to view, rather than requiring the player picks up picture frame items and containing up to 250 images.
- The images are of various characters and are displayed alongside some flavour text for each character. In the final game, the images are instead various pieces of concept art.
- Some of the flavour text is incomplete - the character's name is repeated in the text rather than the text containing a description of the character.
- The opals take on a slightly different appearance in-game.
- In levels, red opals show a reflection of what is currently happening on screen.
- Furthermore, in the HUD, the red opal often takes on more of a blue colour, for some reason. It's not clear if this was intentional.
- The Thunder Egg colour seems to be the same across all levels rather than changing - it's a purple colour on the inside, which doesn't even match the red eggs used in the earliest levels in the final game.
- This is also seen in the Thunder Egg texture used in a few places in Rainbow Cliffs.
- Rainbow Scales collected in Rainbow Cliffs will respawn entirely when re-entering the level, as will Opals in each of the levels. More important collectables will not respawn, but the game info screen will only show the Thunder Eggs which have been collected since the most recent entrance to the level as collected; other Thunder Eggs will appear semi-transparent to indicate that they've been collected before when in-game, but will not appear collected in the menu.
- Several cutscenes and dialogue exchanges seem to differ slightly.
- There's several places where text is formatted or written in a manner that the developers did not intend. For example, when saving the game, the string "\N\N" appears between two sentences, indicating that perhaps these characters were intended to be rendered as newlines.
- Sometimes the audio dialogue will inexplicably stop playing, likely due to a glitch.
- There's a number of places where the collision geometry does not match the final game, and so the player can walk straight through objects and scenery they otherwise wouldn't be able to.
- Rainbow Cliffs appears to have some unusually textured polygons here and there.
- In particular, there's one quite large polygon coloured in solid blue near one of the waterfalls.
- The play can damage boost past a large wall of flaming logs in Rainbow Cliffs. In the final game, you are unable to damage boost beyond these logs.
- One of the houses in Rainbow Cliffs is an entirely different colour.
- Some of the Rainbow Scales in Rainbow Cliffs were moved around a bit before the final version of the game.
- The first level does not show "Press Triangle To Enter" as it does in the final.
- The second boomerang never appears to be removed from the stone in the first level (Two Up), and no cutscene to show this happening takes place.
- In Two Up, a koala icon is used in place of the frill lizard HUD icon at the section where several of them need to be defeated.
- Bull's Pen is called Bli Bli Station, and features an additional section that the player can enter and roam around in that the bull cannot. A portal to exit the level is located in this area, too.
- Outback Safari seems to be particularly incomplete.
- Beyond the Black Stump is particularly notable for how much it differs from the final in some places.
- The final two levels - Cass' Pass and Cass' Crest - are a single level in this version, called Cass' Crest.
- At the beginning of the level Maury proclaims the level's name - in the final, this would be removed, due to the first part being renamed as Cass' Pass.
- In both of these levels, the pause menu HUD contains a yellow opal. This was seen in some concept art, but never in-game in the final.
- The second half of the level is missing a number of dialogue triggers.
- The final boss is quite incomplete.
- Miscellaneous Notes:
- Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
- Game contains dongle protection: No.
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A huge thanks to Hwd45 for doing the initial research on this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!