Is it possible you can potentially upload this to somewhere like mega.nz?A lot of people would love to try this out for themselves and potentially explore more about this I'd say
Bro, when Atomika hit the scene, it was like I was listening to some bored intern blab on about his Monday. *so glad* they gave him the much needed face life in the final. (Also to note, I've always wanted Mac's board in the demo/intro as an unlockable. Such a kickass design)
Really nice find. My favourite game of all time. There are A TON of differences to point out from this to the final version... -On the control list before you start the demo it says that Handplant is Triangle, Ollie is R3 and the air adjusts are completly different to the final version. Handplant is Circle, Ollie is X and you use the directional buttons to turn in the air. - It has a placeholder title design. -It uses a remixed version of Screw Up by Overseer for the title screen instead of a normal version in the final version. -The jet intro with the characters is gone. Should have kept that when starting off playing Conquer The Mountain mode. -It uses Higher Ground by the Executioners instead of Ride by Deepsky when starting to play Conquer the Mountain Mode. It is also used for the main menu music here whilst Screw Up by Overseer is used in the final version. - Snow Jam, RNB and Crow's Nest look VERY different. As you mentioned already, they had alpha names. -The speedometer, score hud, score details, trick details, uber meter and snowflake are recycled from SSX Tricky. -The snowflake count text is different than the final versions. -The bonus score for different performances is gone in the final version. -Mac's board used here is gone in the final version but it can be seen in the opening intro of the game near the very end. -The boost is blue but in the final version its yellow. -Placeholder VA for DJ Atomika. Some dialogue is cut and altered too. - The different events, shop and transport have different text font and glass designs compared to the final version. - Player entering event podium cutscene with dialogue is gone in the final version. Only the player entering the event podium survives. Should have kept it. Maybe they were going to recycle the pre-race rival cutscenes from SSX Tricky? -Podium placing is slightly altered in the final version. -This demo uses placeholder text for event information. -Aggression information is completly altered in the final version. Its only shown by "!" symbol on CPU and getting a message from them when you hit them many times which makes them angrier. -Placeholder countdown design is changed in the final version. -As Mei Hatsume pointed out already, Allegra's alpha name was Ariel. -There is no wipeout reset flash that fills the screen. -The direction glass with arrows is yellow but in the final version its blue with white arrows. -The results text box is placed on the bottom of the screen on the final version. The run amount is removed from it too. -The event and freeride have different glass and text designs. -There are blocks used instead of diamonds for bonus points in the final version. -The Uber VO is more vocal in this than in the final version. She doesnt say much for tricks and performance. Interesting sidenote: If you played SSX 3, watched the intro several times and bought the E3 Trailer in the Peak 3 Shop, you will notice that many things from it are the exact same on this video.
@Mei Hatsume I couldnt hear what the alpha name was for RNB because the voice quality was quite low. I thought it said Fear and Destroy. Thanks for correcting me. Yeah, I forgot to mention for the event loading screens on single play mode they look slightly different to their actual events. It uses some of the direction glass seen here and the blocks for bonus points too. I didnt know there were more artists and their music planned to be in the game. Wonder who they were? Im kind of glad they cut the female voice down because it would become very repetitious when playing the different events as you progress through the game.
@Mei Hatsume Cheers. Tell me the course names. I listened to Kazzar's song. Should have been in the game. Were there any cut uber moves or planned dialogue for the secret characters? They have audible grunts when hit or wiped out.
Its surreal hearing the mix of placeholder music with tracks that made it to the final game. Im glad they went with the somewhat grittier/y2k design rather than zany 90s; that was more SSX Trickys' thing. That being said, that last course kinda looked better than the later track in that area.
This is John Morgan (Responsible for Buffet of Breaks and the 1st 2 SSX Soundtracks), he must've done these as placeholders until they found the real actor for DJ Atomika
mac and moby have never liked each other much...that is total bullsh%$. i have been researching the SSX backstory for years...you can ask me pretty much anything about the friendships and feelings of characters towards each other and i gurantee i will know it. i don't want to sound boastful...that isn't my style...but i do dedicate a lot of time to KNOWING characters...especially if i like the game.
@@marrowyoutube Not that i know of, Psymon only really dislikes Kaori because she is so positive and upbeat all the time which is the opposite of his attitude. Psymon isn't actually as scary or mean as he fronts...he just likes to pretend to be because it keeps people at a distance. He also enjoys scaring people as a tactic. Zoe, Psymon and Moby are kind of a trio that hang out...Mac and Kaori are on and off in a relationship but always friends. Elise considers confident women to be her rivals like Marisol and Zoe...and she most notably gets along with Eddie and Nate. The original Griff (not the new one in SSX 2012 reboot) was a big fan of Zoe and Allegra and also got on with Nate and saw Mac as his primary rival. Finally Allegra apparently had a short relationship with Psymon prior to On Tour but it ended badly when she broke it off...which is why Psymon cut his hair in On Tour.
Without even clicking on the timestamp, I know what you're referring to. He's saying "bustin' big!" and the line still exists in the final game. It must've been re-recorded though since it doesn't sound like it does here.
Wow R&B looks so much different, I can definitely see why they completely removed the cable car from going over the coarse but interesting to see this version of R&B in the final game intro
@@SlyCooperReloadCoded Why do you not agree with the online part? I would love that so much. I'm really sad that I never got to experience the online multiplayer on this game, I didn't even have internet back then lol It's so weird to think that this game actually had an online multiplayer. It's one of my favorite games ever, such a perfect gameplay, having a PC release would be amazing, and if it had the online multiplayer like on ps2... it would just be magical. I miss SSX :(
There is my PC repack, working with Dualshock 4, enjoy it :-) ulozto.net/file/O0CvPBPY3HY0/ssx-trilogy-hd-repack-pro-pc-rar#_ga=2.16303862.1545982680.1577027449-1637708740.1574694223
I'm still looking for the development build that was used to make this. Usually when early demos of a game are made, a development build is taken, almost everything is removed or made inaccessible, then it's released. The sheer amount of unused content found since this video is amazing, but this only has what you see, so the actual development build is probably still out there somewhere, sitting on a disc. I guarantee it'll be more fun than retail.
I wouldn't even mind, unless you mean only the levels shown here and nothing else. I'd love it if we got the full game but it looked and acted like this.
I have an Xbox demo of the game but I don't have a console working anymore to check it out. It's similar but instead of a score in freeride, I was able to earn money with the tricks (it was possible to earn more than 20$/trick) And I think there were others collectibles in the levels (I am not sure about that)
SSX Games went like this: SSX: We're testing the waters. SSX Tricky: Now we're doing this for real...and it worked. SSX 3: We're taking a different angle...and it actually did better than our last game (SSX Tricky got critic scores in the 80s and SSX 3 got critic scores in the 90's...it hurts i know...but facts are real...SSX 3 did better). SSX On Tour: We want the gamer to try going up against SSX this time...it wasn't so successful. SSX Blur: This is non canon trash. SSX Deadly Descent: Combine crazy characters with reality and dangerous survival gameplay...not bad.
@@SlyCooperReloadCoded RU-vid and EA dont care, and would never even know. Please dont keep something like this from the community You can even just give someone else a copy to distribute.
It's a placeholder. They couldn't use text-to-speech during development because they needed to make sure that voice lines started and ended at the correct times. Pacing is important.
This build is hard! You can't tell, but I have to struggle with these controls, there's no bail recovery feature implemented yet, turning has lots of delay, etc. I'm really really good at the final game, although I wish EA would've gone with a mix of this control scheme and what we ended up getting.