This is a sub-page of Proto:Monsters, Inc. Scream Team.
Watch on YouTubeA 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, The Magical World of Disney on PlayStation, Experience The Magic Of Disney On PlayStation and Nestlé Disney Demo 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#
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The save icon was the Scare Island logo in the demo.
Monster Tokens#
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Final |
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A monster token icon was different, but monster tokens in the game are already the same as in the final version.
No Swimming Sign#
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Final |
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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#
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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...
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Ooze#
Ooze canisters had a bit different texture.
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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.
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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:
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Final |
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Level Icons and Names#
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Final |
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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 |
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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#
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Final |
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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.
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- 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.
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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.
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- The orientation level appears much brighter with different textures. Also, instead of interacting with mailboxes to prompt hints, they pop up on their own.
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- Some cutscenes on the level were changed/added in the released version.
Downtown#
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- 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#
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Final |
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- 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.