Ty the Tasmanian Tiger (Jul 1, 2002 prototype): Difference between revisions

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m (Text replacement - "for researching this prototype!" to "for doing the initial research on this prototype!")
(Noted the existence of 3 unused levels and explained what those levels area and submitted screenshots of those levels)
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{{Prototype
{{Prototype
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A prototype of Ty the Tasmanian Tiger for the PlayStation 2.
A prototype of Ty the Tasmanian Tiger for the PlayStation 2.
==Notes==
==Notes==
*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's 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.
* 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.
*The main menu is missing the overlay explaining the menu controls.
** This video also plays in place of the main menu demos.
*At the beginning of the game, a trailer featuring early footage of a number of levels is shown in place of the opening cutscene.
* 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.
**This video also plays in place of the main menu demos.
* The loading screens are a lot more basic.
*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.
* There are no pre-rendered cutscenes between levels.
*The loading screens are a lot more basic.
* The HUD font is a little different - the characters have a less prominent shadow than in the final.
*There are no pre-rendered cutscenes between levels.
* The word "autosaving" appears on-screen instead of a memory card icon when the game autosaves.
*The HUD font is a little different - the characters have a less prominent shadow than in the final.
* A number of other HUD icons and graphics look quite a bit different, too.
*The word "autosaving" appears on-screen instead of a memory card icon when the game autosaves.
* The "Exit Level" option in the pause menu always quits the game. This can make leaving some levels a bit of a pain.
*A number of other HUD icons and graphics look quite a bit different, too.
** Furthermore, there is no "Main Menu" option on this screen.
*The "Exit Level" option in the pause menu always quits the game. This can make leaving some levels a bit of a pain.
* Cogs and Animals are shown on the pause menu, whereas they aren't in the final.
**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.
*Cogs and Animals are shown on the pause menu, whereas they aren't in the final.
* The background of the pause menu takes on a different appearance.
*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 map section of the pause menu has a vast number of differences:
*The background of the pause menu takes on a different appearance.
** Icons on the map are all either missing or different in appearance.
*The map section of the pause menu has a vast number of differences:
** 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 map looks completely unlike the level at all.
**Icons on the map are all either missing or different in appearance.
* The "Game Info" pages in the pause menu are quite unfinished.
**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 map looks completely unlike the level at all.
** 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" pages in the pause menu are quite unfinished.
** 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 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 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.
**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.
** You cannot switch between levels in the info screen using the shoulder buttons, as you would in the final.
**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.
** Rainbow Cliffs' info page contains collectables the level doesn't even have. In the final, only the relevant collectables are listed.
**You cannot switch between levels in the info screen using the shoulder buttons, as you would in the final.
** 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.
**Rainbow Cliffs' info page contains collectables the level doesn't even have. In the final, only the relevant collectables are listed.
** 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 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 "Making Of" option in the Extras menu just shows the Krome intro sequence as a placeholder.
**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.
* Picture frame items don't seem to exist yet, and rainbow scales drop from the invisible boxes that would normally contain them, instead.
*The "Making Of" option in the Extras menu just shows the Krome intro sequence as a placeholder.
** There are few - if any - invisible boxes in levels other than Rainbow Cliffs.
*Picture frame items don't seem to exist yet, and rainbow scales drop from the invisible boxes that would normally contain them, instead.
* 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.
**There are few - if any - invisible boxes in levels other than Rainbow Cliffs.
** 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.
*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.
** 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 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.
* The opals take on a slightly different appearance in-game.
**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.
** 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 opals take on a slightly different appearance in-game.
* 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.
**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.
* Data does not seem to save correctly throughout the game. For example, 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.
*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.
* Only the first four levels appear to be playable by normal means.
*Data does not seem to save correctly throughout the game. For example, 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.
** However, an extra set of levels can be reached by damage boosting past a large wall of flaming logs in Rainbow Cliffs. In the final game, you are unable to damage boost beyond these logs.
*Only the first four levels appear to be playable by normal means.
* Several cutscenes and dialogue exchanges seem to differ slightly.
**However, an extra set of levels can be reached by damage boosting past a large wall of flaming logs in Rainbow Cliffs. In the final game, you are unable to damage boost beyond these logs.
* 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.
*Several cutscenes and dialogue exchanges seem to differ slightly.
* Sometimes the audio dialogue will inexplicably stop playing, likely due to a glitch.
*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.
* 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.
*Sometimes the audio dialogue will inexplicably stop playing, likely due to a glitch.
* Rainbow Cliffs appears to have some unusually textured polygons here and there.
*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.
** In particular, there's one quite large polygon coloured in solid blue near one of the waterfalls.
*Rainbow Cliffs appears to have some unusually textured polygons here and there.
* One of the houses in Rainbow Cliffs is an entirely different colour.
**In particular, there's one quite large polygon coloured in solid blue near one of the waterfalls.
* Some of the Rainbow Scales in Rainbow Cliffs were moved around a bit before the final version of the game.  
*One of the houses in Rainbow Cliffs is an entirely different colour.
* The first level does not show "Press Triangle To Enter" as it temporarily does in the final.
*Some of the Rainbow Scales in Rainbow Cliffs were moved around a bit before the final version of the game.
* 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.
*The first level does not show "Press Triangle To Enter" as it temporarily does in the final.
* 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.
*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.
* Outback Safari seems to be particularly incomplete.
*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.
* Another inaccessible level, Beyond the Black Stump, is also particularly notable for how much it differs from the final in some places.
*Outback Safari seems to be particularly incomplete.
* The final two levels - Cass' Pass and Cass' Crest - are a single level in this version, called Cass' Crest.
*Another inaccessible level, Beyond the Black Stump, is also particularly notable for how much it differs from the final in some places.
** 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.
*The final two levels - Cass' Pass and Cass' Crest - are a single level in this version, called Cass' Crest.
** 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.
**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.
** The second half of the level is missing a number of dialogue triggers.
**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 final boss is incomplete and does not appear to be beatable, at least not with the basic boomerang.
**The second half of the level is missing a number of dialogue triggers.
* Miscellaneous Notes:
*The final boss is incomplete and does not appear to be beatable, at least not with the basic boomerang.
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
*Miscellaneous Notes:
** Game contains dongle protection: No.
**Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
**Game contains dongle protection: No.
 
==Screenshots==
==Screenshots==
<center><gallery heights="256" widths="224">
<center><gallery heights="256" widths="224">
TyTheTasmanianTiger-Jul01Preview-Title.png|Title Screen
File:TyTheTasmanianTiger-Jul01Preview-Title.png|Title Screen
TyTheTasmanianTiger-Jul01Preview-MainMenu.png|Main Menu
File:TyTheTasmanianTiger-Jul01Preview-MainMenu.png|Main Menu
TyTheTasmanianTiger-Jul01Preview-PauseMenu-1.png|Pause Menu (Rainbow Cliffs)
File:TyTheTasmanianTiger-Jul01Preview-PauseMenu-1.png|Pause Menu (Rainbow Cliffs)
TyTheTasmanianTiger-Jul01Preview-PauseMenu-2.png|Pause Menu (Two Up)
File:TyTheTasmanianTiger-Jul01Preview-PauseMenu-2.png|Pause Menu (Two Up)
TyTheTasmanianTiger-Jul01Preview-PauseMenu-3.png|Pause Menu (later levels)
File:TyTheTasmanianTiger-Jul01Preview-PauseMenu-3.png|Pause Menu (later levels)
TyTheTasmanianTiger-Jul01Preview-PauseMenu-4.png|Pause Menu (final boss)
File:TyTheTasmanianTiger-Jul01Preview-PauseMenu-4.png|Pause Menu (final boss)
TyTheTasmanianTiger-Jul01Preview-1.png|Loading screen
File:TyTheTasmanianTiger-Jul01Preview-1.png|Loading screen
TyTheTasmanianTiger-Jul01Preview-2.png|Game info menu, multiple unfinished items
File:TyTheTasmanianTiger-Jul01Preview-2.png|Game info menu, multiple unfinished items
TyTheTasmanianTiger-Jul01Preview-3.png|Game info menu, a couple unfinished icons
File:TyTheTasmanianTiger-Jul01Preview-3.png|Game info menu, a couple unfinished icons
TyTheTasmanianTiger-Jul01Preview-4.png|Boomerang list
File:TyTheTasmanianTiger-Jul01Preview-4.png|Boomerang list
TyTheTasmanianTiger-Jul01Preview-5.png|Save screen
File:TyTheTasmanianTiger-Jul01Preview-5.png|Save screen
TyTheTasmanianTiger-Jul01Preview-6.png|Save screen, formatting error
File:TyTheTasmanianTiger-Jul01Preview-6.png|Save screen, formatting error
TyTheTasmanianTiger-Jul01Preview-7.png|Gallery, placeholder text
File:TyTheTasmanianTiger-Jul01Preview-7.png|Gallery, placeholder text
TyTheTasmanianTiger-Jul01Preview-8.png|Gameplay, Opal
File:TyTheTasmanianTiger-Jul01Preview-8.png|Gameplay, Opal
TyTheTasmanianTiger-Jul01Preview-9.png|Gameplay, Thunder Egg
File:TyTheTasmanianTiger-Jul01Preview-9.png|Gameplay, Thunder Egg
TyTheTasmanianTiger-Jul01Preview-10.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-10.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-11.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-11.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-12.png|Graphical glitches
File:TyTheTasmanianTiger-Jul01Preview-12.png|Graphical glitches
TyTheTasmanianTiger-Jul01Preview-13.png|Collision glitches
File:TyTheTasmanianTiger-Jul01Preview-13.png|Collision glitches
TyTheTasmanianTiger-Jul01Preview-14.png|Collision glitches
File:TyTheTasmanianTiger-Jul01Preview-14.png|Collision glitches
TyTheTasmanianTiger-Jul01Preview-15.png|Cutscene difference
File:TyTheTasmanianTiger-Jul01Preview-15.png|Cutscene difference
TyTheTasmanianTiger-Jul01Preview-16.png|Cutscene difference
File:TyTheTasmanianTiger-Jul01Preview-16.png|Cutscene difference
TyTheTasmanianTiger-Jul01Preview-17.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-17.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-18.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-18.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-19.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-19.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-20.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-20.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-21.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-21.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-22.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-22.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-23.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-23.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-24.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-24.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-25.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-25.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-26.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-26.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-27.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-27.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-28.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-28.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-29.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-29.png|Gameplay
TyTheTasmanianTiger-Jul01Preview-30.png|Gameplay
File:TyTheTasmanianTiger-Jul01Preview-30.png|Gameplay
File:Min Min Inside Cave Area.jpg|Min Min inside cave area
File:Min Min View of Waterfall.jpg|Min Min view of waterfall
File:Min Min other area.jpg|Another area of Min Min
File:Kumu Caves View.jpg|A view of Kumu Caves
File:Kumu Caves View 2.jpg|Another view of Kumu Caves
File:No Man Groves Above View.jpg|An above view of No Man Groves
File:No Man Groves Starting Area.jpg|Starting area of No Man Groves
File:No Man Groves Other Area.jpg|Another area of No Man Groves
</gallery></center>
</gallery></center>
==Origin==
==Origin==
<center><gallery mode="packed">
<center><gallery mode="packed">
PS2 - Ty the Tasmanian Tiger For Preview Only 7-1-02.jpeg|Disc front.
File:PS2 - Ty the Tasmanian Tiger For Preview Only 7-1-02.jpeg|Disc front.
</gallery></center>
</gallery></center>
==Files==
==Files==
Line 141: Line 170:
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!
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==
==See also==
* [[News/Project Deluge: PlayStation 2|Project Deluge: PlayStation 2 (Initial Announcement Article) (March 20, 2021)]]
 
* [https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]
*[[News/Project Deluge: PlayStation 2|Project Deluge: PlayStation 2 (Initial Announcement Article) (March 20, 2021)]]
* [https://archive.org Internet Archive (IA)]
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]
*[https://archive.org Internet Archive (IA)]
{{Prototype Footer|{{Navbox prototype|Ty the Tasmanian Tiger}}}}
{{Prototype Footer|{{Navbox prototype|Ty the Tasmanian Tiger}}}}

Revision as of 23:32, March 24, 2021

Title Screen
Ty the Tasmanian Tiger (Jul 1, 2002 prototype)
Build date Jul 1, 2002 22:16:44
Build name Preview
Dump status Released, redump needed
Released by Hidden Palace
File release date March 20, 2021
Origin CD-R
Lot Project Deluge
Labels Ty the Tasmanian Tiger For Preview Only 7-1-02
Dump method Memorex MRX-650LE v6 AM61 (CloneCD)
Game Ty the Tasmanian Tiger
System PlayStation 2
Genre Action Adventure
Final build JP Unreleased
EU Sep 19, 2002
US Aug 20, 2002
Release date JP Unreleased
EU Sep 19, 2002
US Oct 9, 2002
Download Ty the Tasmanian Tiger (Jul 1, 2002 prototype) (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.
Download Ty the Tasmanian Tiger (Jul 1, 2002 prototype) from external mirror

A prototype of Ty the Tasmanian Tiger for the PlayStation 2.

Notes

  • 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's 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 cutscenes between levels.
  • The HUD font is a little different - the characters have a less prominent shadow than in the final.
  • 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.
  • Cogs and Animals are shown on the pause menu, whereas they aren't in the final.
  • 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 map looks completely unlike the level at all.
  • 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.
    • 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.
  • Data does not seem to save correctly throughout the game. For example, 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.
  • Only the first four levels appear to be playable by normal means.
    • However, an extra set of levels can be reached by damage boosting past a large wall of flaming logs in Rainbow Cliffs. In the final game, you are unable to damage boost beyond these logs.
  • 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.
  • 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 temporarily 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.
  • Outback Safari seems to be particularly incomplete.
  • Another inaccessible level, Beyond the Black Stump, is also 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 incomplete and does not appear to be beatable, at least not with the basic boomerang.
  • 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 - Ty the Tasmanian Tiger For Preview Only 7-1-02.img File 2020-05-15 08:59:21 593.24 MB 6c72f4e952fb9277ddf22686b5a0b23398e54d01
PS2 - Ty the Tasmanian Tiger For Preview Only 7-1-02.cue File 2020-05-15 00:49:08 116 bytes e67ae6f085d184075dd428438bf8e4bcbf044534
PS2 - Ty the Tasmanian Tiger For Preview Only 7-1-02.ccd File 2020-05-15 00:49:07 773 bytes 60b3e5cc907885945a344ea578d31661db6420eb
PS2 - Ty the Tasmanian Tiger For Preview Only 7-1-02.sub File 2020-05-15 01:57:40 24.21 MB c154499455f3daccb41068ad3bf15efc9c82b6cc
PS2 - Ty the Tasmanian Tiger For Preview Only 7-1-02.jpeg File 2021-03-14 11:13:31 1.28 MB 1d237ae5381107cb18ac69f5e8c18695ee6cd414

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