Tony Hawk's Pro Skater 2 (March 2000 demo)

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Title Screen
Tony Hawk's Pro Skater 2 (March 2000 demo)
Dump status Released
Origin CD
Game Tony Hawk's Pro Skater 2
System PlayStation
Genre Sports - Skateboarding
Final build US Aug 12, 2000
EU Aug 16, 2000
FR Aug 22, 2000
DE Aug 22, 2000
JP Jan 22, 2001
Release date US Sep 20, 2000
EU Sep 29, 2000
JP Mar 8, 2001
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An early demo of Tony Hawk's Pro Skater 2 for the Sony PlayStation.

On May 15, 2000 this demo was initially featured on the PlayStation Underground: Jampack Summer 2000 demo disc in the US and simultaneously on various magazine discs across the US, Europe and Australia. This demo was notable because it featured instructions to enter the "Big Score Competition".

Until July 28, players could submit their high score online to Activision's website along with a passcode string that would spawn in the post-run menu if they managed to end the run with a score above 25.000. Twelve winners were flown out to San Francisco to the Summer X-Games to compete for the grand prize of $10,000 and meet Tony Hawk.

There are several different versions of this demo. Besides the obvious NTSC/PAL builds, some have local translations of the contest instructions and versions without any mention of the competition. All demos match in every other aspect. Each region released one seemingly random version as a standalone disc.

Region Competition Version Release Serial Build Date
US/Canada NTSC No SLUS-90086 Jun 2, 2000
Europe PAL No SLED-03048 Jun 2, 2000
Australia PAL Yes SLED-02879 Mar 29, 2000

Although the build date differs, all versions have been sourced from the same point in development. Modification dates of this demo's files featured on magazine discs are untrustworthy since they've always been seemingly overwritten with the disc creation date. The earliest build date of this demo found is the PAL variant built on March 29. Some files on the NTSC standalone disc indicate the actual point in development being anywhere between March 9 and March 29.

Notes

The Cutting Room Floor research
  • An earlier version of the game logo is used.
  • Due to this build being a demo, it is restricted in it's functionalities. However, with a bit of memory editing, the other game modes can be accessed as well.
    • Make sure to get to the level select screen in Single Session before changing any of the following values, as some menus appear to be unstable. Loading the level select in Career mode for example will crash the game due to missing art assets. Note that the following information is written in regard to the NTSC-U standalone build. (SLUS-90086)
      • Game modes: At location 800DC19C, change the value to either 1 to play Career mode or 2 to enter Free Skate. 3 is used for Single Session.
      • Player select: At location 800D7E44, change the value to either 0D to play as Created Skater or 02 to play as Rodney Mullen, whose files can be found in the demo's data despite him not being selectable in-game.
      • Create-A-Skater: At 800DC198, freeze the value at 3, then press Triangle to return to the previous menu, instead of the player selection menu, you will be loaded into a very early and pretty buggy version of Create-A-Skater.
      • Park Editor: The value at 800DC180 indicates the piece limit you have in the demo park. While it is fine to raise it, be aware that the PlayStation will eventually run out of memory and crash the game.
  • 2 Player is called Multiplayer on the main menu.
    • Although only Trick Attack is selectable, holding down R1 while selecting a course in the level select, loads the 2-player Graffiti mode.
  • The manual stat is called Invert.
  • The extra menu in the skater selection, that gives the player the option to pick a style/edit the skater's appearance or tricks, stats or visit the Skateshop is absent from this demo.
    • Also, none of the above mentioned features have been implemented at this point.
  • The level select background art uses a red color tone, as opposed to the blue one in the final.
  • Also, the level order is different and seems to somewhat match the order the levels were developed in.
  • The Hangar was located in Tadzhikistan, rather than Mullet Falls MT.
  • Career mode, aside from a few cosmetic changes in the menus, seemingly has not undergone any work yet and is unchanged from the previous game.
    • Since Marseille occupies the same level ID slot that Warehouse did in the first game, it is actually possible to obtain the High Score and Pro Score tapes in that mode.
  • Gaps can not be placed in the Park Editor.
  • The secret area in Marseille is locked off with a fence and a sign that reads "Work in Progress". However, the player can collect five 500-point pick-ups. Being a leftover of the previous game, this would be the last appearance of these objects, as they would be replaced by cash pick-ups some time before the E3 demo.
    • There are invisible rails sitting parallel on each side of that fence, which, when correctly grinded on, can clip the player through the fence or even behind the cave area if the player keeps grinding. However, landing in that void or jumping into the hole traps the skater in an endless mid-air animation. Without an option to land the combo, the game softlocks as soon as the timer runs out.
  • The trick multiplier locks at 19.
  • Big Drop has not been implemented at this stage.
  • All numbers and symbols in the trick string are yellow. Any numbers that are part of a gap name will appear green.
  • While weak trick modifiers are also present in the final game, in this demo any such trick is labeled this way e.g. Weak Tail, Weak Fish, etc.

Cheat codes

While cheat code detection is disabled in this demo, they can be activated by locating them in the cheat code array. The following codes were written for the NTSC-U standalone build.

Always special 800D9668 0001
Disable blood 800D9658 0000
FPS and stats display 800D9654 0001
Perfect balance 800D9640 0001
Skip to restart 800D964C 0001
Slow motion 800D965C 0001

Screenshots


See also

  • News articles:
  1. IGN | May 16, 2000 | Aug 28, 2000
  2. Gamespot | May 16, 2000