the cutting room mirror

Third Demo

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This is a sub-page of Proto:Syphon Filter.

This demo released as a standalone disc. It was built on 12/27/1998 and it's the only demo that has the full level and FMVs. It has its own differences from the two earlier demos and the final game.

  • This is the first publicly available prerelease version to have the training video option. It's the same as the one in the final game.
  • The game searches for a memory card/game save in the menu despite being unable to save and only having one mission in this demo.
  • There's no prerecorded demos like in the final game, and the menu simply restarts once the background FMV stops playing instead of launching the mission like in the past two demos.
Syphon Filter (Standalone Demo) Title Screen.png
  • The menus are mostly the same as the final besides the "Select Mission" and "Quit Game" options missing.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) No Select Mission Option.png Syphon Filter Final Options Menu.png
  • The pause main menu map is slightly different.
Syphon Filter Final Main Pause Menu Map.png
Syphon Filter (Standalone Demo) Georgia Street Map.png
Syphon Filter (Standalone Demo)Final

Audio differences#

  • Despite only containing the first level Georgia Street, all of the final game's in game voice clips for all levels (496 total!) as well as unused clips from the final game are present on the disc in the XA folder. They use the same numbering order as the final game.
  • The enemies are talkative in combat with different lines upon shooting Gabe. These files still exist unused in the final game. Both the 11/11/98 prototype and the final game have batches of unused clips for this cut feature with different voice actors.

Internal Name

Audio

Notes

INGAME.XA[406]

"I got em!"

INGAME.XA[407]

"I got him!"

INGAME.XA[409]

"I hit him!"

INGAME.XA[411]

"He's hit!"

INGAME.XA[412]

"He's hit!"

  • The beginning of the taser sound effect plays when Logan is hit

Weapon Differences#

  • The WEAPDESC.TXT file in the SUBWAY.FOG level data is identical to the final version. Meaning all weapon descriptions, clip sizes, damages, and fire rates were finalized at this point in development.
  • The 9mm now has its final gun shot sound.
  • The M-79 now has its final starting ammo count at 5.
  • The Viral Antigen icon in the game files is now the same as the final version.

Georgia Street Walkthrough#

  • The intro FMV is in this demo and the same as the final game.
  • The intro scene has a slightly different camera angle.

Syphon Filter (Standalone Demo)

Final

Syphon_Filter_(Standalone_Demo)_Georgia_Street_Intro_Scene.mp4
Finalgeorgiaopening.mp4
  • The back alley behind the bar is blocked off now but it's slightly different from the final with the fence still intact and an added grenade pickup with a window added to the bar to access it.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Blocked off Alley.png Syphon Filter Final No Back Alley View.png
  • The lampposts around the level are black now and the lampposts behind the burning police cars still exist in this demo.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Extra Lamp Posts.png Syphon Filter Final Georgia Street No extra Lampposts.png
  • The front area of the bar still has the same hallway layout and no pool table as the other demos but has slightly different lighting than the other versions.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Bar Entrance no pool table.png Syphon Filter Final Georgia Street Bar Pool Table.png
  • The bar hallway to Kravitch has different lighting from both the final version and other prerelease versions. Same textures as the earlier versions though.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Bar Hallway.png Syphon Filter Final Georgia Street Bar Hallway.png
  • The bar area with Kravitch still matches the earlier versions but Kravitch has a generic enemy design like in the final version.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Kravitch Area.png Syphon Filter Final Georgia Street Bar.png
  • This demo has a completely unique entrance to the back alley from all other versions with a hallway behind the main hallway to Kravitch's area.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo Demo) Georgia Street Back Alley Entrance.png
  • The entrance back into the bar from the alley is also completely unique with a door not seen anywhere else in other versions of the game.
Syphon Filter (Standalone Demo) Georgia Street Bar Entrance from Alley.png
  • This is the first publicly available prerelease version to have the theater street and additional optional objective of assisting the CBDC agents there. It's similar to the final but the entrance is wider and can be walked through without climbing.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Theater Street Entrance.png Syphon Filter Final Georgia Street Theater Street Entrance.png
  • The back alley mostly matches its final version now besides the extra door and the missing wooden box.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Back Alley.png Syphon Filter Final Georgia Street Back Alley.png
  • The theater is inaccessible through normal gameplay but appears the same as the final version when viewed with a fly camera
Syphon Filter (Standalone Demo) Georgia Street Movie Theater.png Syphon Filter (Standalone Demo) Movie Theater 2.png
  • The Subway maintenance room matches the one seen in the 11/11/98 prototype including the running trains but the train's texture is corrupt when viewed from this room.
Syphon Filter (Standalone Demo) Georgia Street Subway Maintenance Room Train.png
  • After the maintenance room if you quickly run back to the front of the bar sometimes the skybox texture won't load in quick enough and show a corrupt texture instead. It fixes itself after a few seconds. Similar skybox glitches occur in the 11/11/98 prototype on some levels.

Syphon Filter (Standalone Demo)

11/11/98 Prototype

Syphon Filter (Standalone Demo) Georgia Street Sky Glitch.png
  • The alley to the bank now matches the final version.
  • The bank's lighting is different from the other versions with shadows all over the floor.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Bank Lighting.png Syphon Filter Final Georgia Street Bank Lighting 2.png
  • The subway ramp is lit differently but still lacks the broken lights and sparks of the final version.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Subway Ramp.png Syphon Filter Final Georgia Street Subway Ramp.png
  • The subway entrance area has its final textures now but still has two entrances/ramps.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Subway Entrance.png Syphon Filter Final 2026-09-04-17-Georgia Street Subway Entrance.png
  • The subway is the same visually as the final game besides the extra ramp exit.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Subway Exit Ramps.png Syphon Filter Final Georgia Street Subway Exit Ramps.png
  • The Subway Maintenance Room from earlier can be viewed from the tunnel to the left of the left entrance ramp like in the 11/11/98 proto.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Subway maintenance room view from tunnel.png Syphon Filter Final Georgia Street No view from tunnel.png
  • The M-79 and elevator rooms have different lighting.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Subway M-79 Room.png Syphon Filter Final Georgia Street Subway M-79 Room.png
  • The lower terminal exit ramp has a nearby map.

Syphon Filter (Standalone Demo)

Final

Syphon Filter (Standalone Demo) Georgia Street Lower Terminal Exit Ramp Map.png Syphon Filter Final Georgia Street Lower Terminal Exit Ramp No Map.png
  • After the ending FMV, the game simply boots back to the main menu without a promotional FMV like the other demos.

Misc Differences#

  • Some parts of the level's lighting are slightly different from the final.
  • CBDC agents sometimes say different lines during gun fights.
  • When climbing up to the fire escape in the back alley, the enemies come out of the bar door.
  • When riding the elevator back up from the subway maintenance room, the enemy spawns on the right fire escape instead of the left one.
  • The right side of the subway in the lower terminal has more broken lights with sparks.
  • One of the subway's wall textures isn't correctly applied.
  • The enemies have friendly fire enabled in this demo.

Misc differences that are the same as the previous demos#

  • When shooting at CBDC agents, Lian warns - "Gabe, hold your fire, he's CBDC!"
  • No sound effect when opening weapon pickups.
  • The Grenades pickup in the bank is in the corner of the room instead of against the wall.
  • There's two additional road signs near the bank.
  • There's two trees behind the brick wall near the bank instead of one.
  • The doors on background buildings have a different texture.
  • The light poles near the subway entrance are taller.
  • The tree that was near the end of the street in the final is in front of the bar.
  • The flak jacket pickup in the subway entrance area is in a slightly different spot.
  • The ceiling lights in the bar are in different spots.
  • The bar has different textures.
  • There's no sound effect when climbing ledges.
  • The sparks from the subway maintenance room can't be heard from the street.
  • Captions appear slower.
  • Gabe has a different scream when falling to his death.