We just released a prototype of the cancelled SNES port of Puggsy! Take a look!
As always, thank you for supporting The Cutting Room Floor on Patreon!

A Hat in Time (Windows, Mac OS X)/Version Differences/Initial Console Builds

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of A Hat in Time (Windows, Mac OS X)/Version Differences.

The builds for the initial console releases on PlayStation 4 and XBox One are quite interesting, as they didn't release on the platforms until late fall of 2017, on December 5 for PlayStation 4 and December 7 for Xbox One. Despite the later release dates, however, the content that appeared in the games differed a fair amount from the final game that was released back on PC on October 5 2017. This is because the console builds were actually compiled before the game officially released, as they needed to be processed through Sony's and Microsoft's systems before being released. A small handful of changes were made to the game after these builds were compiled and at times the differences can be easily noticed in-game. Although no build date in them has been found as of yet, based on the content that is and is not present in the console builds, an estimated build date of September 20 2017 can be inferred, putting it smack in the middle of both prominent Speedrun Event builds. With this date, one could say that playing the initial releases of the console builds are like playing the Speedrun Event builds, but the full game instead of just three levels. It should be noted that these builds are no longer accessible, as they've been updated to match the PC version with additional content like DLC and bug fixes, among other changes.


General Texture Differences

Although most of the textures match the final game, a few actually differ either slightly, or drastically.

Initial Console Builds PC Release
AHatIntime mugshot hatkid(SpeedrunBuilds).png AHatIntime mugshot hatkid(Final).png

Hat Kid is still using her mugshot icon from all previous prerelease builds. It wouldn't be until the Speedrun Performance build, compiled four days after these builds, that it would be updated to its final design.

Initial Console Builds PC Release
AHatIntime hatkid facial closed lashes(SpeedrunBuilds).png AHatIntime hatkid facial closed lashes(Final).png

The same goes for the texture used for closed eyes for Hat Kid, except this texture got updated the day before the PC release, on October 4 2017.

Initial Console Builds PC Release
AHatIntime finalnote(Console).png AHatIntime finalnote(Final).png

In Hat Kid's spaceship, there's an easter egg that the player can find where one follows a series of notes hidden in areas that the player must use the camera badge in order to see. The final note in the console builds lacks a piece of text telling Hat Kid that she has a heart of gold.


Model Differences

Hmmm...
To do:
Document stuff and provide screenshots of models.

AHatIntime bomb(ConsoleModel).png
AHatIntime Bomb(ConsoleTexture).png
A placeholder bomb model from Team Fortress 2 is loaded only in the data of the initial console builds. This was used in the boss fight with Conductor/DJ Grooves as a placeholder for the bomb that appears on the player's back. Oddly, it doesn't appear in-game in those builds, suggesting the data is loaded a different way than usual.

Animation Differences

Hmmm...
To do:
Document stuff.

Note that any animations shown here have been extracted from the initial console ports of the game, and have been imported into the current version of the final game's Modding Tools. The extraction process removes effects and footstep data.

Mustache Girl

In the initial version of the console builds, Mustache Girl had four animations that were deleted before the release of the final game on PC. They were all leftover, older animations that were coexisting alongside their final counterparts in the Animset. Needless to say, none of these animations are used in the initial console builds.



Localization Differences

collectibles.int

The Sprint Hat and the Dweller Mask both lack flavor text when unlocked, for whatever reason.


RemixDesc_Trainwreck0 = A new music remix has been unlocked for Trainwreck of Science!
RemixDesc_Sand0 = A new music remix has been unlocked for Sand 'n Sails!

became

RemixDesc_Trainwreck0 = A new music remix has been unlocked for Battle of the Birds!
RemixDesc_Sand0 = A new music remix has been unlocked for Alpine Skyline!

The text for unlocking remixes in a couple Chapters were....out of date, to say the least. Oops. Unlocking one of the remixes for Battle of the Birds flat-out calls the Chapter by its old, Beta name: "Trainwreck of Science". The Sand 'n Sails text was meant for the sole remix made for the Chapter that went unused since the Chapter was scrapped, and was changed to reference Alpine Skyline instead even though no remixes exist for that Chapter in the base game.

HatInTimeGame.int

Mission_Studio = Mission: Find out where those timepieces went!

became

Mission_Studio = Mission: Find out where those Time Pieces went!

The short description for Dead Bird Studio's Act had the words for Time Pieces split up and capitalized.

menus.int

Item_InvertCameraX_Controller_Title = Invert Horizontal Camera
Item_InvertCameraY_Controller_Title = Invert Vertical Camera

became

Item_InvertCameraX_Controller_Title = Invert Horizontal Camera (Controllers)
Item_InvertCameraY_Controller_Title = Invert Vertical Camera (Controllers)

The invert camera option was updated to state that it only affected controllers.


Item_Rumble_Controller_Title = Vibration

became

Item_Rumble_Controller_Title = Rumble

The name of the rumble setting changed.

conductors.int

All instances were the Bird Movie Award icon appears in text in Chapter 2 omits the graphic in the console builds entirely because it wasn't made yet.


suspect_hatkid3 = With a hatred for society and its rapidly increasing progress of transportation, you struck down the first passenger you saw.

became

suspect_hatkid3 = With a hatred for society and its rapididly increasing progress of transportation, you struck down the first passenger you saw.

This text might've been changed to try to match how the voice actor for Conductor pronounced "rapidly". Despite the change, after the game released on PC, a few updates later changed it back to its console build spelling.

intro3 = What? Were you expecting more, or something?[br]Forget it! Go! Shush! Get out of here![br]I never want to see yer ugly mug again!

became

intro3 = What? You're expecting more, or something?[br]Forget it! Go! Shush! Get out of here![br]I never want to see yer ugly mug again!

Conductor's final line in the Award Ceremony was adjusted to omit "were", so it matches the spoken dialogue.

outside2 = [scream]MOUSTACHED,[/scream]

became

outside2 = [scream]MUSTACHED,[/scream]

A line from Conductor's hilarious rant outside of Mustache Girl's castle had its spelling fixed.


cooking_cat.int

AHatIntime CookingCatLine(Console).png


firstdecoration8 = I have taught you everything I know about relics! Cooking Cat has served his mission!

became

firstdecoration8 = I have taught you everything I know about relics!
Initial Console Builds PC Release

Cooking Cat's final line in their relic tutorial was shortened at the end, omitting the part that implicates a gender for Cooking Cat.


crow_agent.int

cameras0 = We have to do something, fellow earthling! We can use our great interrogation skills to make this angry red girl get lost!

A line of dialogue that isn't present in any other build of the game. This is an unused line of text for the remnants for the scrapped Tourist and Crow Agent phase of the Mustache Girl boss fight.


hatkiddiary.int

snatcher_boss_0 = THIS GUY!!!! I do his dumb jobs and they he tries to double-cross me???

became

snatcher_boss_0 = THIS GUY!!!! I do his dumb jobs and then he tries to double-cross me???

A minor typo correction on "they".


mafia_boss.int

Mafia Boss's intro lines for confronting him before the boss fight are the same as the Beta's, and were re-written with new voice acting for the final game.


Intro3 = I'm without a body! I should be furious! But it's okay. The past is the past, and I'll accept your carcass as an apology.

became

Intro3 = I'm without a body! I should be furious! But, it is okay. The past is the past, and I'll accept your carcass as an apology.

A minor wording change to talking to Mafia Boss in his jar form aboard the spaceship. "it's" became "it is".


mafia_npc.int

outside3 = Not sure if being [br]judged on crime or [br]cooking. Not sure [br]which scarier.
group_counter1 = Mustached Girl is not welcome here. Mafia say, get lost!
mafiaball0 = Little hat kid can't hit evil mustached girl! We have to help!

suicide3 = Fellow Mafia no worry, if little girl succeed, Mafia come back when time rewinds! Now... punch me with all your might, fellow Mafia! No hesitation!

became

outside3 = Not sure if being [br]judged on crime or [br]cooking. Not sure [br]which is scarier.
group_counter1 = Mustached girl is not welcome here. Mafia say, get lost!
mafiaball0 = Little hat kid can't even hit evil mustached girl! We have to help!

suicide3 = Fellow Mafia no worry. If little girl succeed, Mafia come back when time rewinds! Now... punch me with all your might, fellow Mafia! No hesitation!

A few lines for the Mafia in the finale had some lines tweaked to either match the spoken dialogue or just for minor formatting changes.


mucastle.int

FakeEnding0 = Do you really want to leave and give up? Abandon everything? Let the world remain forever in this state and never return home?

became

FakeEnding0 = Do you really want to leave and give up? Abandon everything? Let the world remain in this state forever and never return home?

A minor change of word order in the fake bad ending.


mustachegirl.int

slap1 = Don't you dare get anywhere near me. I don't think you quite understand who's in charge here, little missy.
slap3 = But NOPE, you turned out rotten and selfish. Save the planet from bad guys? Pfft, who needs that, am I right?

became

slap1 = Don't you dare get anywhere near me. I don't think you quite understand who's in charge, little missy.
slap3 = But NOPE, you turned out to be rotten and selfish. Save the planet from bad guys? Pfft, who needs that, am I right?

Minor changes to a couple of lines for Mustache Girl talking down to the player before the boss fight, adjusting them to match the spoken dialogue.


spaceship.int

corgiquest_d03 = SEVEN HAS BEEN KNOCKED UNCONCIOUS BY A BUGBEAR WHILE YOU LOOKED AT THE FURNITURE. EXITS ARE NOT AVAILIABLE, GIVEN THAT YOU'RE IN LIKE, A FIGHT.
corgiquest_d03l = YOU SPEND EVEN MORE TIME LOOKING AROUND, INADVISABLY, AND YOU ARE KNOCKED UNCONCIOUS BY A BUGBEAR. WOW. DIDN'T SEE THAT COMING. TRY AGAIN?
corgiquest_d03b = YOU BARK. IT'S NOT YOUR BEST. YOU'VE CERTAINLY DONE BETTER. TODAY, EVEN. THE BUGBEAR SWINGS A VERY HEAVY HAMMER AT YOU WITH HIS VERY LONG ARMS AND YOU ARE KNOCKED UNCONCIOUS. TRY AGAIN?

became

corgiquest_d03 = SEVEN HAS BEEN KNOCKED UNCONSCIOUS BY A BUGBEAR WHILE YOU LOOKED AT THE FURNITURE. EXITS ARE NOT AVAILIABLE, GIVEN THAT YOU'RE IN LIKE, A FIGHT.
corgiquest_d03l = YOU SPEND EVEN MORE TIME LOOKING AROUND, INADVISABLY, AND YOU ARE KNOCKED UNCONSCIOUS BY A BUGBEAR. WOW. DIDN'T SEE THAT COMING. TRY AGAIN?
corgiquest_d03b = YOU BARK. IT'S NOT YOUR BEST. YOU'VE CERTAINLY DONE BETTER. TODAY, EVEN. THE BUGBEAR SWINGS A VERY HEAVY HAMMER AT YOU WITH HIS VERY LONG ARMS AND YOU ARE KNOCKED VERY UNCONSCIOUS. TRY AGAIN?

Typos in "unconcious" were fixed, and the bugbear now knocks you very unconscious.


snatcher.int

group_counter0 = [shake2]This alternate reality stinks, get lost![/shake2]

became

group_counter0 = [shake2]This alternate reality stinks! Get lost![/shake2]

A minor grammar formatting change to Snatcher's line before the second half of the final boss starts.


snatcher_minions.int

limitations_alert_alt0 = Hey, newbie! Boss told me to, uhhh, tell you that all abilities are off-limits in here or something.

became

limitations_alert_alt0 = Hey, newbie! Boss told me to, uhhh, tell you that all hats are off-limits in here or something.

"Abilities" was changed to "hats", to match the spoken dialogue.

Lava Cake Area Music Bug

In the initial console release, for some reason, arriving at the Lava Cake via zipline did not make the Lava Cake peak's music actually play. Instead, it just keeps playing the 'lava' variation of the Alpine Skyline theme. Starting the level directly at the Lava Cake via the Act Select screen, however, does make the correct music play. Taking the zipline to the small area off to the side of the Lava Cake also fixes the music. This minor issue was corrected for the final game.

















Vanessa's Secret Bookcase

AHatIntime VanessaDwellerStuff1(Console).pngAHatIntime VanessaDwellerStuff2(Console).png
AHatIntime VanessaBookcaseConsole.pngAHatIntime VanessaBookcaseConsole2.png
The secret bookcase that lead to a Secret level in the Beta builds still functions in the console builds, and even has a bunch of dweller arrows pointing to it. In the final game, the sequence is completely disabled, the arrows are gone, and the staircase behind it was deleted. Trying to walk down into the staircase in the console builds results in nothing happening.

Silent Subcon Painting Suction Event

A unique sound effect was not yet added for the brief sequence in Subcon Village where a Mafia gets sucked into a painting, resulting in the entire thing being awkwardly silent.












Third Blue Subcon Forest Painting

AHatIntime ExtraSubconPainting(Console).png
The blue bonfire in Subcon Forest in the console builds has an extra painting up in the tree above the bonfire, making a total of three paintings compared to the PC release's two. The painting also uses the normally unused Conductor painting texture, which can otherwise only be found in the final game's Modding Tools.


AHatIntime painting 5 conductor.png

Beta Mafia Boss Dialogue

The dialogue for Mafia Boss just before the boss fight with him starts is the same as was in the Beta builds. All of his intro lines were re-recorded for the final game, and omit the lore about not having seen Time Pieces for over a hundred years.












Unfinished Mafia Voice Acting

A single Mafia in the market area of Mafia Town has dialogue that isn't present in the PC release. Half of his text doesn't have voice acting, which may or may not have contributed to its removal in the final.












Mafia Town Juice Bar Shop

AHatIntime MafiaTownJuiceCarShop(Console).png
For some bizarre, unexplained reason, Hat Kid can purchase a relic from the juice bar in Mafia Town, making the console builds the only known builds to have this feature.

Heating Up Mafia Town Different Ending

The ending for the level in Heating Up Mafia Town is completely different from the final game. Instead of Hat Kid hopping into a cannon to be launched up to a feast prepared by the Mafia, the Time Piece instead bursts out of the water geyser and lands where the level started. The particle effect for the explosion is also unused in the final game; it's still placed in the exact same spot that it can be seen in the console version, but it never triggers obviously due to the ending being redone.













Mustache Girl Tutorial

AHatIntime MustacheGirlPlanConsole(Console).png
The tutorial scene for Mustache Girl teaching the player about Yarn includes an early version of the picture that should depict Yarn, but instead depicts a Badge. This same image for the tutorial can be seen in concept art.

Initial Console Builds PC Release
AHatInTime-Mu plan06 console.png AHatIntime mu plan06(Final).png

Mustache Girl Final Boss Confrontation

The confrontation with Mustache Girl just before the boss fight with her starts lacks her changing to an angry expression when she's yelling at Hat Kid. There's also a camera close-up of her before it zooms out to show both Hat Kid and Mustache Girl, something that did make it into the final game, but was eventually removed in an update. The current version of the final game skips the close-up and just transitions straight to the shot of both of them.













Badge Seller Location in Mafia Town

AHatIntime BadgeSellerLocation(Console).png
The Badge Seller not only sports his Beta build texture, but is also seen in a completely different spot compared to the PC release. He can be seen standing in this spot in prerelease screenshots.

Beta/Initial Console Builds Final
AHatIntime Badge-Salesman-Color-Map(Beta).png AHatIntime Badge-Salesman-Color-Map(Final).png

Mumble Badge Cost

The Mumble Badge costs significantly more in the initial console releases, at exactly 1000 Pons! The texture used for the model of the Badge is also incorrect, with it using the Queen's Love Badge model texture, which is normally unused. Whoops.













Conductor 'Darling' Voice Lines

Initial Console Builds PC Release
Initial Console Builds PC Release

A couple of the lines for the Conductor during his boss fight have him calling Hat Kid "darling", which is DJ Grooves' character phrase. The lines were edited in the final game to remove the word in both cases. The reason for Conductor saying this might be due to the wrong script being provided to the voice actor.

Battle of the Birds Purple Rift Music

The unique Purple Rift music for Chapter 2 of the game was not made in time when the initial console builds were made. Thus, they use the music from Mafia Town's Purple Rift as a placeholder.