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Proto:Monsters, Inc. Scream Team/Demo

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This is a sub-page of Proto:Monsters, Inc. Scream Team.

A demo of Monsters, Inc. Scream Team, representing a pre-final build of the game, is present on the PSone: Wherever, Whenever, Forever Demo Disc, Kiosk Demo Disc Version 1.17, and Official U.S. PlayStation Magazine Demo Disc 52 demo discs.

While two European demos were released on some of the Euro Demo discs and The Magical World of Disney on PlayStation, it is based on the final build of the game.

General Differences

File Format

The demo appears to use a less compressed version of A2M's .BZZ format, as any PlayStation file viewer can read TIM files.

Save Icon

Demo Final
MINCScream Demo SaveIcon.png MINCScream Final SaveIcon.png

The save icon was the Scare Island logo in the demo.

Monster Tokens

Demo Final
MINCScare Demo Token.png MINCScare Final Token.png

A monster token icon was different, but monster tokens in the game are already the same as in the final version.

No Swimming Sign

Demo Final
MINCScream Demo NoSwim.png MINCScream Final NoSwim.png

The "no swimming" sign was changed from a one-eyed monster to a four-armed monster. Interestingly, this texture in the demo is used in the PlayStation 2 port.

Bag O 'Calories

Demo Final
MINCScare Demo Calories.png MINCScream Final Calories.png

The bag o' calories used a different texture.

Metal Boxes

Metal crates are rusty in this demo. Maybe it was how the devs explained why our monsters could break them in the first place...

Demo Final
MonstersScreamTeamPS1DemoMetalCrates.png MonstersScreamTeamPS1FinalMetalCrates.png

Ooze

Ooze canisters had a bit different texture.

Demo Final
MonstersPS1OozeDemo.png MonstersPS1OozeFinal.png

Nerves

When nerves die in the demo - they literally lose their heads off, while in the final game they just fall down, but remain intact. Oddly enough, this horrific death still was, most likely mistakenly, left in the final game: you can see it on Orientation level in the scare tutorial cutscene when you first meet the blue nerve.

Demo Final
MonstersNerveDeathDemo.png MonstersNerveDeathFinal.png

Also when nerve is ready to fall apart, their flashing light is red in the demo, while it was yellow in the released version of the game:

Demo Final
MonstersPS1NerveLightDemo.png MonstersPS1NerveLightFinal.png

Level Icons and Names

Demo Final
MINCScream Demo ARCTIC.png

MINCScream Demo DESERT.png

MINCScream Demo URBAN.png
MINCScream Final ARCTIC.png

MINCScream Final DESERT.png

MINCScream Final URBAN.png

While most of the icons have a "not available in demo" message across them, what is visible indicates that all of them are different from the level icons used in the final game.

Also some of the levels had different titles in the demo. Oddly enough, The Oasis is called "Desert Oasis" on the level select screen, but it's already "The Oasis" on the loading screen.

Demo title Final title
The City Park City Park
The Docks The Docks
Streets at night Downtown
The Market The Marketplace
The Sphinx The Sphinx
The Tomb The Tomb
The Pyramid The Pyramid
Desert Oasis The Oasis
Sugar Shack Sugar Shack
The Ski Lift The Ski Lift
Hot Springs Caverns Hot Springs
The Iceberg The Iceberg

Title Screen

Demo Final
MINCScream Demo PressStart.png MINCScream Final PressStart.png

The "Press Start" prompt is different in the demo, as well as being yellow.

Other Differences

  • When player exits a level in this demo, the game loads level select instantly, while in the final version it doesn't happen.

Level Differences

Scare Island

  • The level geometry is different, the big M appears to be untextured, and the sun is a small yellow circle. What's interesting is that this untextured M is still the same on the Scare Island loading screen in the final game.
Demo Final
MINCScream Demo Island.png MINCScream Final Island.png
  • The lobby appears much more primitive and lacks the movie theater entrance. Another interesting detail - you couldn't go to the lobby in this demo: the door leading to it in the final version leads to the training level directly in this demo. It's unclear if it was changed for the demo or it was like this on that stage of development, but judging by the fact that there's no movie theater yet, maybe this option really wasn't considered at the time.
Demo Final
MINCScream Demo Lobby.png MINCScream Final Lobby.png

Orientation

  • The text right next to the Monsters, Inc. logo was removed, leaving only the eye from the logo. The level name was shifted over slightly.
Demo Final
MINCScream Final LoadingOrient.png MINCScream Demo LoadingOrient.png
  • The orientation level appears much brighter with different textures. Also, instead of interacting with mailboxes to prompt hints, they pop up on their own.
Demo Final
MINCScream Demo Orient1.png MINCScream Final Orient1.png
  • Some cutscenes on the level were changed/added in the released version.

Downtown

Demo Final
SCUS 946.64 29122020 225511 0936.png SCED 039.93 29122020 225246 0274.png
  • Called "Streets at Night" in the demo. Mike is also slightly brighter on the loading screen.
  • Some nerves, canisters and tokens are placed a bit differently.
  • The floor and walls in the toy store are completely untextured and basic.
  • Some elements of the rooftops area have some really basic textures as well.
  • The path, connecting the first building of the rooftops area with the next one is twice as thinner, which makes it easier to fall.
  • Rendering problems make it possible to see the exit level door from the rooftops area. In the final version the pit is much darker, maybe that's what preventing the door from being visible.

The Oasis

Demo Final
SCUS 946.64 29122020 225426 0396.png SCED 039.93 29122020 225153 0245.png
  • Called "Desert Oasis" on the level select screen.
  • The loading screen for The Oasis originally featured Boo, who was replaced with Sulley in the final.
  • Some collectables are placed differently or missing. For example, there are fewer life containers hidden here. Also a toy cobra was placed on one of the platforms near the highest area of the level.
  • In the demo the 3 pyramids light up from the right one to the left one, when in the final version the order is inversed.