the cutting room mirror

Demo

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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#

Demo

Final

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

Monster Tokens#

Demo

Final

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

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

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

Ooze#

Ooze canisters had a bit different texture.

Demo

Final

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

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

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

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

  • 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

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

  • 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

  • Some cutscenes on the level were changed/added in the released version.

Downtown#

Demo

Final

  • 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

  • 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.