Aggressive Inline Playstation 2 prototype
What did Jaren Grob, Taig Khris, Chris Edwards, Franky Morales, Sven Boekhorst, Sam Fogarty, Matt Lindenmuth, Matt Salerno, Eito Yasutoko and Shane Yost have in common ? They were all the kings of rollerblading, what Tony Hawk and Rodney Mullen were to skateboarding.
Aggressive Inline is a game in which players take part in frenzied rollerblading competitions across incredibly vast worlds. Playing as the greatest of the discipline, you will have to prove your bravery and style in levels that react dynamically. To do so, avatars will need to be upgraded.
This rollerblading game was the obvious answer from the development studio Z-Axis to Activision's behemoth, Tony Hawk Pro Skater.
The specificities of the build of March 2, 2002 :
The prototype starts on a screen specially designed for the demo. The name of the publisher, the name of the development studio and other information are shown. It is mentioned that the build does not reflect the final product, as the game development is in WORK IN PROGRESS.
After a few minutes, an attract mode unique to this prototype starts. At the end of the replay sequence, 2 promotional screens display the specifics of Agressive Inline and its approximate release date.
The color of the text in the "Main Menu" is yellow and not white (same difference elsewhere). It is possible to leave the demo by selecting the door symbol which replaces the wrench icon (options). As the game is a demo, only the "Career" mode is selectable, the others are locked. The same applies to some characters in the "Player Select" menu or some options in the "Level Select" menu.
In the final version, the player can admire video scenes in the box above the game modes. In the prototypical version, the movies are replaced by an image corresponding to the previous loading time. This difference is recurrent.
The start screen of the game, a work of art !
Auto-Demo, forbidden to under 18 years old !
At the selection of the future Rollerblade champion, the font used for the statistics is the same as the menu titles. Another font was finally chosen for the commercial version. The order of the attributes is not the same, some are missing while others were unknown until now; maybe it is the wording of the words used for the stats that changes. The 12 characters are not in the right order compared to the final version. There is a 13th rider, called "SECRET", which can only be found in the beta. The starting attribute numbers of the characters are also unrecognizable. The navigation help buttons "X (Select)" and "Triangle (Back)" are highlighted and have an SF style. I like them better this way, don't you ?
On this demo, it is impossible to name the character as the player wants. The game will go directly to the "Level Select" menu, whose title is not written on the right side of the screen when it should be. The layout of the menu is slightly different. The icon used for the "Museum" option is a dinosaur skeleton and does not look like a Mammoth. The developers switched the location of the "Movie Lot" and "The Boardwalk" symbols between the prototype and the final product. The descriptions of the options in this menu are not centered, they are aligned on the right. The game mode "The Boardwalk" should be closed but it is playable here.
The promotion of the game in the Mad In Acclaim prototype !
The first Loading, bof bof
Where can we see the videos of the crazy people on wheels ?
The loading times, except for the first one, are represented by the image of the controller's button configuration. "Z-Axis Ltd" (the same team as Dave Mirra Freestyle BMX), the studio in charge of Aggressive Inline, should have kept this design instead of a simple black background with a yellow progress bar.
When starting a game, a short cut-scene showing the skatepark should start. On this demo, the player starts directly.
In game, the messages indicating the objectives to accomplish and the "X" key to validate them are placed in a different way. The prototype marks "Pause State" above the player's orange and blue gauge (timer system of sorts), there is nothing written normally. The color of the aura surrounding the $ symbol on the NPCs is green and not red.
Why not keep this Loading ?
Stephen King inspired many people !
In game, there are many differences like the look of the levels, some examples below :
A square should precede each option in the pause menu. Once the goal is accomplished, a cross marks it as successful.
The NPC in the first Career Mode arena is a foreman. In the final version, his profession is cook. Food is stronger than concrete !
A door ? Where ? Does it lead to victory or is it just a mirage ?
The GG gang from Jet Set Radio had tagged the garage blind on this demo !
The classic move in early builds, a billboard that will later be replaced by another !
You can download the build of Aggressive Inline Playstation 2 below
The other DEMO prototypes of Aggressive Inline Playstation 2:
Acclaim prototype of the project : "Duffy's Collection Part 2" : Shadowman (Unreleased) PC - Shadowman Ps1 - South Park Rally Ps1 - South Park Rally PC - Re-Volt Ps1 - The Red Star (Unreleased) Xbox - NFL Quarterback Club 2002 Ps2 - NFL Quarterback Club 2002 Gc - Heaven's Drive (Unreleased) Ps2 - Crazy Taxi Gc - Armorines: Project S.W.A.R.M. Ps1 - Dave Mirra Freestyle BMX: Maximum Remix Ps1 - Forsaken PC - Machines PC - 18 Wheeler: American Pro Trucker Gc - All-Star Baseball 2003 featuring Derek Jeter Gc - Aggressive Inline Ps2 - Jeremy McGrath Supercross World 2002 Ps2 - XGIII: Extreme G Racing Ps2 - XGIII: Extreme G Racing Gc
Acclaim prototype of the project "Duff'y Dreamcast Collection" : Dave Mirra Freestyle BMX - Dead or Alive 2 - Ducati World Racing Challenge - ECW Hardcore Revolution - F355 Challenge - Fur Figthers - NFL Quarterback Club 2000 - Re-Volt - South Park: Chef's Luv Shack - South Park Rally - Spirit of Speed 1937 - Vanishing Point
More than 200 prototypes, documents, presskits have been dumped or scanned, you will find them in free download in the "Releases de prototypes et documents"