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Proto:Saints Row (2006)/Demo Version

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This is a sub-page of Proto:Saints Row (2006).

Hmmm...
To do:
More.
  • Beachcomb through the graphic files to check for any noteworthy changes; removed graphics from chunks in the final.
  • Lots of earlier cutscene lighting and effects .xbtls, even ones that don't appear in the demo. Convert these to final and record comparisons.
  • Check for more unused SFX and sounds.
  • There's a demo dated June 20, a day earlier from the release containing some possible differences, which is off the Preorder Demo Disc.
  • Time of day differences, such as color adjustments, even at inaccessible times of day.

At the beginning of August, three different demos of Saints Row were distributed, all of which have mostly the same content, thus the article will be referred to as the Demo Version to apply to all of them. However, there's a lot of differences to be found in this version, which technically counts as an earlier build;

  • The first is the Pre-order disc demo, which could be obtained from pre-ordering Saints Row from GameStop. It has files dating back to June 20, 2006.
  • The second is the Xbox Magazine #61 demo, which came with said magazine. Files are dated a day later, on June, 21, 2006.
  • The third is the Xbox Live demo, which was available for a limited time. Unknown date.

Despite that, huge chunk of data from the demo remain within the final, so unused content found in the final game will not be covered there unless stated otherwise.

Demo Lockouts

  • Only the first three missions of the Third Street Saints Arc (Canonized, Back To Basics and Reclamation) and the Abandoned Liquor Store Stronghold can be played. The Demo ends after Reclamation is completed.
  • Only 101.69 Sizzurp, that has only five songs and Stilwater Police Dispatch can be listed to on the radio.
  • Vehicles cannot be customized.
  • Time does not pass, and is always set at around 12:00pm. Thus, safes cannot be cracked in stores at night
  • The Cell Phone or Audio Player cannot be used, thus Cheats cannot be accessed either.
  • Clothing cannot be bought, nor the protagonist cannot be customized.
  • Only Saints Row District can be explored, as the rest of the world is completely blocked via a red wall without glitches.
  • Snatch can only be played as an Activity.
  • Only a few weapons can be used, some of the rest are inaccessible without glitches or hacking.

Unreachable Content

By glitching out of the red walls, the player will notice that a huge amount of Stilwater is mapped, albeit in draw-distance models.

  • Attempting to start other Activities will crash the game due to having no data from them.
  • Walking out of bounds for an unspecified amount of time will teleport Playa back to the Saint's Row district, or the game will freeze.
  • The AK-47 weapon can be equipped by finding it located in the middle of the basketball court in Shivington.
  • A Brown Bagger's in Rebedeaux can be reached where it is fully functionable.

Sub-Pages

SR1D a15 graffiti 003.png
Graphical Differences
When Stilwater had detailed views.
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Cutscene Differences
Some lighting tweaks.
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Audio Differences
Presented in stereo!
NotesIcon.png
Text Differences
Some typos and consistencies.
SR1DEMO interface-loading1.png
Unused Content
You're saying the demo has exclusive unused stuff?!

General Differences

  • The game runs at a constant uncapped framerate while in the final, it's always locked at 30 FPS.
  • The "car-teleportation" glitch, where Playa can enter vehicles by jumping on top of them, doesn't work in the demo.
  • The Attract Mode video is slightly different, where the clip of Playa driving the White Attrazione off the drawbridge was driving a red La Fuerza off a ramp near Misty Lane. Oddly, that scene remains in the German version of the video in the final.
Demo Final


Gameplay Differences

  • The area of where Playa has to drop off Troy during the "Back To Basics" mission was changed slightly.
  • Aiming at one of the Homies during a mission does not display a green X.
  • There are a couple of mismapped pedestrians and vehicles near the Mission Beach bridge. This oddity lead it to turn into some sort of infamous "Merman myth".
  • The GameStop T-Shirt has not been added in yet.
  • Within the text files, a huge amount of text relating to the story, car customization and multiplayer had its entries removed.

Internal Differences

car_2dr_compact03

  • The Parking Weight of the Dirty variant of the car was changed.
Demo Final
<Weight>75</Weight>
<ParkingWeight>75</ParkingWeight>
<Weight>60</Weight>
<ParkingWeight>60</ParkingWeight>
  • The Standard variant had Windows added in the final, while the Parking Weight was changed;
Demo Final
<Weight>24</Weight>
<ParkingWeight>24</ParkingWeight>
<Weight>39</Weight>
<ParkingWeight>39</ParkingWeight>

Audio Differences

Despite being a small demo, almost all of the voice clips used in missions remain in the files! Notably, all of the sound is in stereo, as opposed to mono in the final.

Cutscenes

A slightly early version of theThe Streets of Stilwater cutscene, where some of the shooting and explosion sound effects are notably louder near the end. During the shootout, a song can be heard playing which was removed in the final.

Demo Final

An unused slightly earlier version of the Daddy's Girls cutscene from the Westside Rollerz Snatch Activity can be found, with no real difference besides a farting sound effect that was removed in the final.

Demo Final

Misc

  • The Divide and Conquer cutscene ends rather early.
  • There are audio files for the announcer countdown of Demolition Derby Activity in the final, marked as "VOC_DEMO_CNTDWN_3/2/1/GO" despite the Activity not appearing in the demo.
  • Strangely, the audio files for cutscenes have "UNCENSORED" attached to the end of them.

Misc. Changes

  • There's unused code where car headlights are scheduled to turn on at 8:00pm. In the final, it turns on at 7:00pm.