the cutting room mirror

Two-Player Demos

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This is a sub-page of Proto:Fight Club.

The two-player demos of Fight Club were released for both the PS2 and Xbox. They are dated July 19, 2004 and have a ton of differences from the final game. They strongly resemble the E3 2004 Demo Build.

Watch on YouTube

Differences#

  • The intro cutscene before the title screen uses different music.
  • The Loading text for the loading screen is different.
  • Menu select sound effects are different.
  • Some objects on the main menu are untextured.
  • Data and Credits options are present in the Options Menu whereas Data was changed to Save/Load Data and Credits was on the main menu screen in the final game.
  • A Voice Volume option is present in the Audio Settings Menu.
  • The character select pictures for Tyler and Jack are placeholders as they use the concept art shown in the credits from the final game.
  • The identification picture backgrounds for Tyler and Jack are unfinished.
  • Character select animations are different.
  • Tyler's second attire is a different colour.
  • The health bars are different.
  • The FIGHT text is yellow and flashes before fights begin.
  • Only 1 music track plays during fights.
  • Punch and Kick sound effects are completely different.
  • Player wins text is different.
  • The camera is more zoomed in on the player who lost and then moves up to the sky.
  • You can break the opponents bones before their health is in Danger Mode.
  • The bone snap sound effect is different.
  • The x-ray skeleton model is very different.
  • Tyler has a throw at 4:25 which he doesn't have in the final game. It can be seen again at 8:18.
  • The bar interior arena has different lit signs on the walls and a different banner above the bar table.
  • Jack's win pose animation is unchanged from E3 2004 at 5:50. It can be seen again at 7:22.
  • The Options Menu on the Pause Screen has less options to choose from.
  • The camera on the opponent when their leg has been broken is not positioned on their face but on their body at 9:22.

Debug Strings#

To do:
Add the rest of the strings.

When looking through the .xbe of the demo, a lot of debug leftovers and strings related to the in-house flying feature (used to look closely at the characters and environments) are present.

Xbox Demo#

L:\Projects\FightClub\Xbox_Release_Demo\default.exe
Join friend (wtf?)
wtf?
Title
Status %d
File Sample
testes
DebugLog Sample
XDKSampleJoyPadCallBack
TestPlayList
No Songs in current playlist.
Current Song (%d/%d): %s
Current Playlist: %s
%d Playlist%sFound
CueRepeater
0%1d:  %s
%2d:  %s
0%1d: %s
%2d: %s
-- %8.1f sec ---------
Sound Sample
SoundReload Sample
>Sound3D Sample
SoundStream Sample
NULL
PAN: %s
center
right
left
----
A0%1d
Channel | Bank           | SFX
SELECT
DPad U/D - cycle entries
DPad R/L - cycle columns
Select: Channel/Bank/SFX
Back:     - exit
A           - toggle mode
Global: always
HELP Sound Testbed
channel1%2d
channel10%1d
DebugCueRepeater
copter
Channel
EFFECT Event :
SFX Event :
FRAME : %d (%0.2f)
CLOTH VIEWER
ClothViewer
CClothTestBed: :m_pPeck
CClothTestBed: :m_pPony
CClothTestBed: :m_pgair
CClothTestBed: :Trousers
Reload
Camera Tracking
Draw Spheres
Draw Skeleton
Draw Mesh
Tick Speed
Animation Name
Bank Name
Model Name
%d %d
US %d UV %d LS %d LV %d TD %d TK %d
unformat
format
FREE
ScratchMem
System heap
AllocatorStack
sort_
stack_
_Heap
_Elems
FileLoadrStrm
FileLoadrPQ
FileLoadrQ
FileLoadrRP
FileLoadrPol
FileLoadrRB
FileLoadrRec
CGGJoypad object
CGGBoot object
AllocSongEnum
_SongPaths
SongPathPool
SongPathNames
SongQ
PlayListSongQ
Stream Banks
FreeSongsStk
FreeSongStkObj
GameSongPool
ActPLObj
ActivePlaylists
PLStackObj
PlaylistFreeStack
Playlists
SFX List
Sound Banks
viewport_z%d
viewport_s%d
Animbank animations
Animbank scripts
DEFAULT
Blend Speed Table
Anim Blend Table Data
Anim Bank Data Array
CGGColSphere objects
CGGColBox objects
Stack obj
CGGColMesh objects
KCGGColEvent objects
CGGColMgr Object
String Table
%%%sf
%%%sd
%%%ss