PlayStation Magazine Demo

The Playstation Magazine Demo is a playable beta build of *RoadKill* that was available to play on a demo disc distributed through the Official Playstation Magazine Issue 73 released in October 2003, a few weeks before the game was officially released. Despite the demo being released so close to the retail game, it is riddled with unused beta content, differences in gameplay, and missing content.

## Premise

The demo opens with a cutscene the player can see in the retail game, albeit with censored dialogue. After this the player will be placed in Lava Falls with a beta version of the Primer and a beta version of Spike, who will instruct you to find and kill Diego. The player will be able to pick up a few weapons and powerups near their spawn location before giving chase to Diego. Once he is killed, Cabe will instruct the player to drive to Pillstop and destroy merchandise. Once the player arrives there, they will be prompted by Spike to enter the turret and destroy the crates and kill an NPC, the completion of which will result in a Success screen and the demo ending, cutting to an advertisement FMV before being returned to the disc's main screen. Although the demo seems linear, the player is able to freely explore Lava Falls and even visit the garage to switch out their Primer for a Sanford. The demo will not end until either the tasks have been completed or the player idles for too long.

## Content

Overall, this demo provides little content for the player, unsurprisingly. They are able to explore Lava Falls, but not the other cities. They are only given access to two vehicles and limited weapon variety as well. There are no collectables or Nitrous/Repair pickups in the open world to be found, alongside no side events, and Survival cannot be initiated. Outside of the scripted mission the player is given to follow, they can only attack peds and NPC vehicles and drive around a barren Lava Falls. They also will only be able to listen to a small handfull of songs (which in the final game can be heard on QQQQ 69.3), with no proper radio stations or DJs.

The following vehicles can be driven or seen used by A.I. in this build:

* Primer (default player vehicle)
* Sanford (optional player vehicle)
* Ray
* Pinata (normally unseen in Lava Falls in the final game)
* Brahma (known as 'Toro' in this build)
* Goblin
* Bling
* Flatbed
* Gutless
* Bean (driven by Scavengers)
* Lightning (known as 'Turbo' in this build)
* Lawdog
* Banjo
* Spirit
* Pimp (driverless)
* Tub
* Beaver

While almost the entire game's vehicle roster and more are in the files, the others go unseen. The missing vehicles include the Axl, Grim, and Gauntlet.

The weapons the player has access to are as follows:

* Machine Gun
* Minigun
* Scatter Gun
* Twister Rocket
* Cluster Rocket
* Concussion Mine

## Unused Content

This demo in it's natural state is fairly uneventful. Although it does showcase a few altered vehicle designs and car spawning patterns, the game plays mostly the same as the final build. However, this is because most of the more interesting content in this demo is hiding unused for the player to find. A slew of cut and unused vehicles are in the files and can be re-enabled with memory editing, including earlier designs of cars seen in the final game. There are also leftover mentions of a cut weapon known internally as the Blade, although more commonly known as Sawblades.

A full list of vehicles in this demo which are not present in the final game is as follows:

* Warrior - CAR01.TRK
* Tornado - CAR19.TRK
* Shark - CAR25.TRK
* Predator - CAR26.TRK
* Blade - CAR30.TRK
* Warchild - CAR51.TRK
* Pig - CAR59.TRK

Through memory editing, it is possible to replace the playable Sanford or Primer with these vehicles to view and drive them. Otherwise, none of these vehicles will appear in the demo.

## Misc. Unused Data Lines

Through memory editing it is possible to view mentions of content that is not able to be restored or was cut a lot time beforehand. Some of this includes:

* eDamageBlindness - This is a damage indication for the player which implies that they were able to lose health from "blindness". It is unknown how this would have played out.
* eDamageWater - Water might not have always been an instant death for the player, as alongside eDamageWaterInstantaneousDeath, this indicator existed implying a state where water would simply just damage the vehicle.
* eWeaponJohnBomb - it's hard to say what the John Bomb is protaining to.
* eWeaponJohnBombGrenade - like the former, this is confusing.
* Some error text remains for "removeHealthBar" implying a state in which the player would not have health and would be invulnerable.
* More error text remains for "setWeather", "setTime", "setTime SECOND", "setTime MINUTE", and "setTime HOUR", implying that some missions would have been able to utilize specific time and weather patterns during gameplay.
* "setCounterTrackDownward" is present, meaning that it was somehow possible for the character's statistics menu to count \*downwards\* instead of upwards. However this might just be a leftover developer tool for debugging.

There is tons of memory to sift through, so there could be even more to uncover with more time and research.

## Links

Here are the links of build of Roadkill in questions:

https://archive.org/details/redumpSonyPlaystation2UsaOther2018Aug01