This is a sub-page of Proto:South Park: The Stick of Truth (Windows).
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This prototype is documented on Hidden Palace. |
Build 814 is dated September 27, 2012 and was found in an Xbox 360 development kit with corresponding builds for that system and the PlayStation 3, this build is noteworthy for it being in the period when the game was still being published by THQ before they filed for bankruptcy only 3 months later and Ubisoft took over publishing rights.
The window name for this game is "South Park The Game" despite the Steam executable using the final's name, most likely a leftover placeholder before The Stick of Truth was chosen. This early name is also found in some publications detailing the game's development. This build has a tendency to crash and has a "CrashBuddy" pop up so you can enter details on how it crashed, which the developers most likely used to note each other while testing.
The game executable file itself is also named NewYork_r.exe, keeping with Obsidian's tradition of using US states as project codenames.
General Differences#
Publisher Logo#
As stated, this game was to be published by THQ, so when starting the game, a unique animation of the THQ logo appears with the T an H unraveling and the Q and ® symbol waddling in, mimicking how South Park characters walk.
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South Park Digital Studios Logo#
The South Park Digital Studios logo is different and uses the version used from Let's Go Tower Defense Play!, the final uses the new logo created in 2012. The musical cue that episodes of the show use hasn't been added yet.
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Title Screen#
This build's title screen features Butters, Stan, Cartman, Kyle, and Kenny looking into what is most likely Stark's Pond, as their reflections in the water are in the outfits they wear in game, which is taken a promotional image with other characters omitted. It is notable for Princess Kenny's design being different, with him being unhooded and wearing lipstick as opposed to wearing his hood, this seems to have changed early in development as this build has his final design. The options that can be selected scroll and loop around as the highlighted option is centered, in the final they're selected from a list. The build date can also be seen, revealing the exact time it was compiled. This title screen also plays different music than the final.
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Pressing "Load Level" brings you to a level select, where all levels in this build can be played as well as test levels. A drop down menu on the top lets you choose between the levels, cells, and supercels.
Debug Console#
When you press the ` key in game, a debug console will open.
Gameplay Differences#
Overworld#
The overworld in this build has abilities not seen in the final game, these being a charge attack with your sword by holding X, shooting things with rockets which you can collect up to 20 of in different parts around town, and a speed attack where you hold down the B button to build up a quick dash.
Battles#
Battles control differently in this build, attacks and items are grouped and selected with A, B, X, and Y instead of picking them with the left stick and selecting with A. Attack timing is also different, for example, Butters' hammer attack takes less time to charge. You could also flee battles which was removed in the final. Dodging enemy attacks could be done with the triggers instead of pressing A.
Facebook#
Facebook is called "Facefriend" in this build and messages are not a thing yet. You could only make friends by doing certain quests, while in the final you could also sometimes make friends by just talking to people possibly to make it easier. The UI isn't finished as the icon for the New Kid is a placeholder, many of the other icons use different character designs such as Cartman using his normal design instead of his wizard one.
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Character Creator#
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The character creator has a different background, showing Cartman's throne. In this build you had to choose a dye by pressing X while highlighting what you want to wear, in the final you choose a dye by just selecting a cosmetic. The buttons for each cosmetic were also listed with text instead of icons in the final. There was also far less options to wear at this point, mainly less hair options than what was eventually added.
In this build there's a female option for the New Kid with appropriate cosmetics, though there's really isn't a difference gameplay-wise as you are always referred to as a male by all the characters which was probably the reason it was scrapped later on in development, as there would've been a lot more dialogue to record to refer to the player correctly if it was fully implemented. The option to be female would later be added to The Fractured But Whole where in that game you talk to Mr. Mackey about having your gender assigned. Some cosmetics were later only used as collectables in the final, as well as when the player gets a makeover in the Pleases and Sparkles Club.
Unused Graphics#
Leftover button icons from Dungeon Siege III, which was the game Obsidian developed prior to working on Stick of Truth so it's most likely just a placeholder.
Leftover inside a storyboard for the summoning jesus is a REALLY early screenshot from a prototype of the game.
Unused Videos#
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Located in data\movies are all of the game's premade videos used for certain cutscenes.
alpha_test.bik is a video of Cartman on a black background seemingly talking and using different expressions but without any mouth movements, possibly to test how the characters are talk during cutscenes.
binktest01.bik is a clip from the Season 15 episode "HUMANCENTiPAD," most likely to test cutscenes.
binktest02.bik is another clip from said episode.
binktest03.bik is the show's intro, specifically from Season 15.
binktest04.blk is a clip from the Season 7 episode "Cancelled"
Oddities#
Player#
Sometimes when you equip an item from your inventory and return to the map, your character will disappear though you can bring it back by either running or doing the aforementioned charge attack with your sword.
Before getting the aforementioned dash ability, you always run if you hold down the B button, even if you don't move.
Cutscene#
When the intro cutscene plays, the audio for the New Kid Move In cutscene plays along with it, causing them to be conjoined. This means that no audio plays when the actual Move In cutscene is played except for a little musical cue that seems to be separate.
Skipping the intro cutscene does not stop any of the audio, causing it to play in the character creator menu until finished.