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Proto:Hocus Pocus

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This page details one or more prototype versions of Hocus Pocus.


General

  • The prototype includes a README.TXT file indicating its build date (1/15/94) and instructing beta testers on what they should be looking for.
  • Lava tiles immediately kill the player, which makes sense considering the item is named "Kill" in the code. In the final, it simply gives you a shorter mercy invincibility time than other hazards.
  • Hocus' sprite has him wearing Mario-like clothing rather than a wizard robe:
Proto Final
HocusPocus-protohocus.png HocusPocus-finalhocus.png
  • The status bar was redrawn in a stone style in the final:
Proto Final
HocusPocus-protostatus.png HocusPocus-finalstatus.png
  • The level number on the status bar does not flash if all the treasures have been collected.
  • The pause menu says "Trapped! - restart level" instead of the final's "Abandon level & restart".
  • Hazards do more damage and potions heal more than in the final.
  • Scrolling the screen with the Up and Down keys has not been implemented yet.
  • At the end of each level, the number of seconds for "Time to Beat" will always be equivalent to the level number, making it impossible to achieve the bonus.
  • The sound effects for several things including collecting items, getting injured, and firing lightning bolts are different.
  • The music track "Squeal" for Time Tripping: Levels 5 and 6 sounds a lot different.
  • Hocus' beloved princess is named Angela instead of Popopa.

Main Menu

Proto Final
HocusPocus-protomenu.png HocusPocus-finalmenu.png
  • Several items have been re-ordered, and the items were separated into four groups in the final.
  • "Begin a new voyage!" was changed to the less enthusiastic "Begin a new game" in the final.
  • The "Legends and hints!" option simply fades the menu out and back in, as none of the story has been completed yet.
  • The "Demonstration!" option was removed in the final.
  • The instruction on the bottom uses "RETURN" in the prototype and "ENTER" in the final.

Level Editor

The prototype includes a level editor, but the method for accessing it has been removed. It can still be accessed with the help of the MS-DOS Debug utility, though it is of very limited functionality.

Level Differences

Level 1

Proto
HocusPocus-protoe1l1map.png
Final
HocusPocus-finale1l1map.png
  • The message informing you that you must collect Magic Crystals to complete the level has not been implemented yet.
  • The first line of Terexin's first message is different:
Proto Final
So... another Princess Rescuer.
You'll never make it through
these castle walls alive! Bahaha!
So... another brave apprentice!
You'll never make it through
these castle walls alive! Bahaha!
  • The lightning bolt (which increases your rate of fire) is a goblet in the prototype, and the level has a different background for the indoor parts which matches the unused graphics in the final:
Proto Final
HocusPocus-protoe1l1dif1.png HocusPocus-finale1l1dif1.png

Level 2

Proto
HocusPocus-protoe1l2map.png
Final
HocusPocus-finale1l2map.png

Level 3

Proto
HocusPocus-protoe1l3map.png
Final
HocusPocus-finale1l3map.png

Level 4

Proto
HocusPocus-protoe1l4map.png
Final
HocusPocus-finale1l4map.png

Level 5

Proto
HocusPocus-protoe1l5map.png
Final
HocusPocus-finale1l5map.png

Level 6

Proto
HocusPocus-protoe1l6map.png
Final
HocusPocus-finale1l6map.png

Level 7

Proto
HocusPocus-protoe1l7map.png
Final
HocusPocus-finale1l7map.png

Level 8

Proto
HocusPocus-protoe1l8map.png
Final
HocusPocus-finale1l8map.png

Level 9

Proto
HocusPocus-protoe1l9map.png
Final
HocusPocus-finale1l9map.png