Tak and the Power of Juju (Jul 12, 2003 prototype)
Jump to navigation
Jump to search
Tak and the Power of Juju (Jul 12, 2003 prototype) | ||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Download Tak and the Power of Juju (Jul 12, 2003 prototype) (info) |
Download Tak and the Power of Juju (Jul 12, 2003 prototype) from external mirror |
A prototype of Tak and the Power of Juju for the PlayStation 2.
Notes
- A fairly early build from a couple months before the final game.
- The main menu is missing the final logo, instead saying "Tak and the Power of Juju" in fairly plain text. Instead of a panning shot of a level in the background, we instead see Tak standing still in a level.
- The main menu options are slightly more basic looking and there's no "Options" button.
- The first option on the menu, by default, takes the player straight to Lok's Training, allowing them to skip the intro cutscene. Otherwise, this button always takes the player to their most recently played level, and so in essence acts somewhat like a continue button. Despite this, the player can still load their game from the loading menu - the continue button places a player at the start of the level rather than where they saved like loading a game does, however.
- Weirdly, should the "Extras" be played, the continue button will then instead take the player to a level called "Intro" which appears to be especially incomplete and its collision data does not match with the visual model. It seems to be the outside of the area seen in the initial cutscene, and in fact this area matches the one shown on the main menu. The player is frozen in this level by default until they pause and unpause.
- The "Extras" option on the main menu contains DVD ads and a music video for "Real Wild Child" by "WAKEFIELD", featuring prerelease footage for the game. The Extras then very briefly end with a still shot of a very partially loaded "Intro" level, before it exits back to the main menu.
- The loading screen is somewhat more basic in appearance.
- The opening cutscene was re-rendered in the final, and is missing a few sound effects. Most notably, Tak's lines were re-recorded, and in this version he has a much more sarcastic demeanour and short temper than his final appearance.
- A number of in-game cutscenes are missing - for example, when obtaining the vaulting pole, the character seen in the cutscene awaits the player until they touch, which causes the character to unload and Tak to suddenly have the item.
- Lok's Training has placeholder recordings in place of most of the audio dialogue.
- Sometimes the wrong dialogue plays.
- There are a number of missing sound effects.
- The game's lighting is A LOT more sparse than it is in the final - the game is extremely dark as a result.
- The health meter is only displayed at the top of the screen when the player reaches 100%.
- Nonsense controls are displayed for the vaulting pole.
- The plants in the burial grounds do not display health bars and appear to be more primitively designed.
- Miscellaneous Notes:
- Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
- Game contains dongle protection: No.
Screenshots
Origin
Files
File | Type | Date | Size | SHA-1 |
---|---|---|---|---|
PS2 - Tak 7-14-03.bin | File | 2020-05-26 18:41:12 | 1.28 GB | 56164177360bf912b5f7cc6a4faa9bf8414c9b81 |
PS2 - Tak 7-14-03.cue | File | 2020-05-26 18:09:14 | 83 bytes | 19f6f4c8c2522300998673e60b9d713db6f6cbc4 |
PS2 - Tak 7-14-03.jpeg | File | 2021-03-14 11:13:21 | 1.1 MB | f6c6d916995a930fb0ea5098e8ebcde8a33d23fd |
Acknowledgments
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!
See also
- Project Deluge: PlayStation 2 (Initial Announcement Article) (March 20, 2021)
- Cutting Room Floor (TCRF)
- Internet Archive (IA)