the cutting room mirror

UI Changes

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This is a sub-page of Proto:Guitar Hero II (PlayStation 2)/Mid-2006 Official PlayStation Magazine Demo.

The OPM demo has a variety of differences in its user interface compared to both the later demo and the final game. A lot of it is mere cosmetics; others affect gameplay, like the differences in quickplay's flow compared to the final.

General#

The demo starts up to a screen with a notice about a guitar being required to actually play the songs. This background was used in GH1 for the guitar controller instruction screen. GH2_startup_opm.png

The splash screen is different from the final game, being more tightly clustered towards the center with more black space on the sides. The colors on the demo's splash screen are brighter as well.

Prototype

Final

The main menu is slightly different; note the letter kerning, the size of the final's selected menu item, the increased contrast on the background, and the "Multiplayer" text instead reading "Co-op". Neither of the demos have Face-Off or Pro Face-Off implemented, only the Co-op mode. The unpatched OPM demo has all modes aside from the quickplay and co-op (if two guitars happen to be plugged in) locked off.

Prototype

Final

The song selection screen is slightly different from the final's, with the paper moved down some, brighter overall, and missing the vignette effect.

Prototype

Final

The OPM demo's loading screen is different from the final and subtly different from the later retail demo's. Note the color of the tape.

Prototype

Final

The pause menu is much simpler than the final's, and in the unpatched OPM demo, the audio and video options are locked off. The retail demo shares this screen with the OPM demo, making it exclusive to both.

Prototype

Final

The end newspaper is mostly similar to the one in the first Guitar Hero, with some minor changes in font and type size.

Prototype

Final

When returning from a song or returning to the demo disc's main menu, the game displays another unique splash screen, advertising the final game's new features. GH2_marketing_opm.png

Quickplay#

The OPM demo's quickplay flow is unique; the final game and later retail demo both have internal variables for each song's specific guitarist, guitar, and venue, while the OPM demo goes to a character selection screen, then a guitar selection screen, then the song select screen. The only venue in the demo is the Blackout Bar. GH2_charselect_opm.png GH2_guitarselect_opm.png

Quickplay's difficulty selection screen is unique to the demo. (The unfinished practice mode also uses this screen, instead of a separate it'd use in the final.)

Prototype

Final