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Proto:A Hat in Time (Windows, Mac OS X)/Alpha/Unused Objects

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


Much like the Prototype builds (GoBoiano, at least), all of the assets for all class files' default properties are always loaded, allowing almost every single unused object to be loaded in-game with no issues. Not too many unused objects have been added since the Prototypes, and some have been removed, but there's still a handful of interesting early objects to see.

Mafia Boss

"Hat_Boss_Mafia", "Hat_ProjectileMafiaCutter", "Hat_ProjectileMafiaCutterScripted"
The second known iteration of the boss fight with Mafia Boss, this time with him a lot more aggressive compared to his battle in the Prototypes. Instead of walking up to the player and guarding their every attack, he will now pursue the player and attempt to slice them with his knife cutters. He can also jump high into the air to try to slam down on the player. The player can attack him at any point in the fight to deal damage, although he has an absurd amount of health. There are unused modes within his coding that would have him throw a knife cutter at the player and require that the player attack the cutter to send it flying back at him, a la Phantom Ganon Tennis. This boss fight is still clearly designed with 3D in mind, and by the Beta builds, his fight would be shifted to 2D and remain that way for the final game.

Collectibles

"Hat_Collectible_Bird", "Hat_Collectible_Bird", and "Hat_Collectible_Star"
Three collectibles, two of which are leftover from the Prototype builds. The star collectible is new. Collectible birds can be found around Mafia Town in these builds, but Hidden, much like in the Prototypes. None of them make any sounds when collected, even the bird and the cog, which did make a sound in the Prototypes.

Train Rush Time Bonus

"Hat_Collectible_TimeBonus"
Hatintime clockpickup.png
A stopwatch with +20s printed on it, intended to be used as a pickup. Would later find use in the Beta builds for Trainwreck of Science.

Spring Mushrooms

"Hat_SpringFungi", "Hat_SpringFungi_Yellow", "Hat_SpringFungi_Purple"
AHatIntime Alpha UnusedBouncyShrooms.png
Bouncy mushrooms, almost the same as they were in the Prototype builds, but no longer have a solid, visible light around them.

Companion

"Hat_Companion"
AHatIntime Alpha UnusedCompanion.png
The unused tiny bird from the Prototype builds, but he no longer has any textures.

Rough Patch

"Hat_Enemy_BushCat", "Hat_Bot_BushCat"
AHatIntime roughpatch test(AlphaModel).png
A scrapped enemy, which uses a very early version of its model. The Rough Patch completely lacks textures at this point, and instead just uses a basic green color. The model is a bit higher-poly than the model found in the final game's Modding Tools. Otherwise, it behaves as it does in the Beta builds and earlier versions of the final game. If you approach it, it'll chase after you until you leave its general area. Unlike later versions of this enemy, however, it can be defeated by simply attacking it instead of using explosions. It also disintegrates into purple particles when defeated, which was removed from later versions of it.

Mafia Cutout

"Hat_Enemy_Cutout"
The leftover cutout enemy from Calcite, exactly the same as it was found in the Prototype builds.

Forest Dweller Enemy

"Hat_Enemy_ForestDweller", "Hat_Bot_ForestDweller_Enemy"
Exactly the same as it was in the Prototypes and all future builds.

Laser Turret

"Hat_Enemy_LaserTurret", "Hat_Bot_LaserTurret"
A unique "enemy" that locks onto a player with its laser once they're in its sights. It can be attacked to deal damage, but it also has an absurd amount of health. This turret was likely intended for Trainwreck of Science. It was completely scrapped before the final game, and removed from the game's data. The model, its laser, and laser sparks can still be found in the final game's Modding Tools, though.

Science Owls

"Hat_Enemy_ScienceOwl", "Hat_Enemy_ScienceOwl_Charge", Hat_Enemy_ScienceOwl_Fire", "Hat_Bot_ScienceOwl", "Hat_Bot_ScienceOwl_Charge", "Hat_Bot_ScienceOwl_Fire",
"Hat_ProjectileClipboard", "Hat_ProjectileChemicalIgnite", "Hat_ProjectileChemicalIgniteCurve", "Hat_ProjectileChemicalShrink"


Early versions of the Science Owl enemies that were later seen in the Beta builds during Train Rush, and were scrapped in the final game. The laser variant of the enemy is missing from the Alpha builds. There are three types of this enemy: one that throws a random chemical flask at the player or a clipboard, one that rapid-fire throws fiery chemical flasks at the player, and one that charges at the player quickly. All Science Owls can take numerous attacks before being defeated. If the player is inflicted with the Burning Status Effect, which causes the player to constantly run forward without any input, they can ram into enemies during this state to send an enemy flying while dealing damage.

Shromb

"Hat_Enemy_Shromb", "Hat_Bot_Shromb"


The second iteration of the Shromb enemy, much further along than the incredibly bare-bones version that was seen in the GoBoiano Prototype. It now behaves much closer to its leftover coding in the final game and the egg version of it used in Alpine Skyline. It begins planted in the ground, as usual, and when approached, it will pop up from the ground and being pursuing the player. After a few seconds, it explodes. However, if the player attacks the Shromb, instead of blowing up, it'll laugh at the player with a unique animation, and grow larger. This growth will also increase its blast radius, but does not make it faster or deal more damage. The enemy has no sound effects at all.

Mafia Ballerina

"Hat_Enemy_MafiaBallerina", "Hat_Bot_MafiaBallerina"
A strange Mafia 'enemy' that constantly plays its dancing animation while also moving quickly along the floor once grounded. Most likely intended to accompany Mafia Boss's boss fight.

Big Mafia and Forest Mafia

""Hat_Enemy_Mobster_Big", "Hat_Enemy_Mobster_Forest"
Exactly the same as they were in the Prototypes and future builds.

Toilet of Doom

"Hat_Enemy_Toilet", "Hat_Bot_BossToilet", "Hat_Goop", "Hat_Projectile_Goop"
The first known iteration of a boss fight with the Toilet of Doom. It uses animations leftover in the final game's Modding Tools. It hops towards the player, leaving bad chocolate everywhere it goes. After a few hops, it'll either barf up more chocolate, or jump into the air and attempt to slam down on the player. At any time during the fight, the player can attack the toilet to deal damage. The bad chocolate, in both particle and floor hazard form, does not respect any kind of invincibility frames, and can quickly kill the player, especially in Alpha Update 5 with the player's reduced maximum health. Pons will also fly out of the toilet, which can be used to replenish health. After enough hits, the Toilet of Doom explodes into a bunch of Pons. According to an early editor screenshot, the intended arena for this boss fight was a giant forest trap.

Venus Trap

"Hat_Enemy_VenusTrap", "Hat_Bot_VenusTrap"
AHatIntime venustrap(AlphaModel).png
An early version of the scrapped Venus Trap enemy. Its tongue is quite different from its model leftover in the Modding Tools; at the tip of the tongue is a fake Pon, styled like the red Pons in the Prototype and Alpha builds. The model leftover in the Modding Tools lacks this fake Pon entirely, instead allowing for any kind of collectible to be attached to the end of its tongue. Otherwise, the enemy behaves exactly as its leftover code in the final game does, except that it can be attacked and defeated instead of being invincible. When defeated, it disintegrates into purple particles.

Zombies

"Hat_Bot_Zombie", "Hat_Enemy_Zombie", "Hat_Enemy_Zombie_Invisible", "Hat_Enemy_Zombie_MustacheGirl"
The 'zombie' system, leftover from Calcite, functioning exactly as it did in the Prototype builds.

Flamethrower

"Hat_Flamethrower"
The candle stick flamethrower, which is the same early flamethrower present in the data for the Cosmo Prototype and Beta builds. For some reason, it doesn't appear in-game if a spawn of it is attempted.

Floor Panel

"Hat_FloorPanel"
The floor panel buttons used in Train Rush in the Beta builds. Goes unused in the Alpha Builds as Trainwreck of Science as whole is not included.

Forest House Shutter

"Hat_ForestShutter"
Exactly the same as it was in the Prototype builds. Again because Subcon Village isn't included in the Alpha builds, this object isn't used.

Forest Trap

"Hat_ForestTrap"
The exact same as it was in the Prototype builds. By Alpha Update 5, the coding that made it switch the music when activated was commented-out.

Game Data Book

"Hat_GameDataBook"
The leftover save file books from Calcite's Limbo hub, exactly the same as it was in the Prototype builds.

Lantern Hookpoints

"Hat_Hookpoint_Lantern", "Hat_Hookpoint_Lantern_Lit"
AHatIntime Alpha UnusedLanterns.png
Lantern hookpoints, used in Subcon Forest. As the only area from that Chapter included in the Alpha builds is Queen Vanessa's Manor, these go unused in the Alpha builds. Neither type of lantern swings on its own yet; they are completely static.

Partners

"Hat_Partner", "Hat_Partner_Mobster", "Hat_Partner_MoustacheGirl"
Leftovers of the partner system from Harbor and Calcite, exactly as they were in the Prototypes.

Dice Platform

"Hat_PlatformDice"
The same strange unused cube Actor from the Cosmo Prototype. Functions identically as it did in that build.

Portal

"Hat_Portal"
The same teleporting Actor leftover from Limbo, again exactly as it was in the Prototypes.

Rain

"Hat_Rain"
An early version of the rain system seen in earlier Prototype footage and, more prominently, in the Beta builds and final game. This system appears to be non-functional in earlier Alpha builds, but works fine in Alpha Update 5 when spawned in.

Rhythm Game

"Hat_SlashMeat", "Hat_SeqAct_RhythmSegment", "Hat_SeqAct_RhythmSegment_Slash"
Only known to be present in Alpha Update 5 (and the Beta builds) is coding for a scrapped rhythm-based minigame where Hat Kid would wield two knives, wear a hachimaki, and would slash watermelons (or perhaps meat, as the class file for the watermelon is called Hat_SlashMeat) in beat with a song. This was intended for Mafia HQ, as leftovers of it can be found in the Kismet programming for the level in the Beta builds.

Slot Machine

"Hat_SlotMachine"
Features an early design different from the one in the Prototypes and later builds. Is not animated and cannot be interacted with.

Stage Sack

"Hat_StageSack"
Exactly the same as it was in the Prototype builds, only now it lacks sound effects.

Minecart

"Hat_Vehicle_MineCart"
This is technically used, as there are two minecarts that can be found in the cave tunnels in Mafia Town. However, the player can no longer access the area normally, and so the player can never interact with the minecarts. They're a lot more broken than they were in the Prototype builds, and completely lack sound effects. Once the minecart reaches the end of its track, it'll throw the player up into the air suddenly in a awkward way, and they'll be stuck in midair, requiring a game reset or a return to the hub to keep playing.

Water Bucket

"Hat_CarryObject_WaterBucket"
Exactly the same as it was in the Prototype builds, only now its lighting doesn't break if picked up.

Zipline

"Hat_Zipline"
Exactly the same as it was in the Prototype builds. If Hat Kid touches it, she slides along it until the end of the rope.

Status Effects

"Hat_StatusEffect_Grow", "Hat_StatusEffect_Shrink", "Hat_StatusEffect_Spicy", "Hat_StatusEffect_Burning"
The Grow, Shrink, and Spicy status effects are also present in the Alpha builds, and although you can get shrunk by a Science Owl's pink potion, Science Owl enemies themselves are unused in these builds. The Burning status effect can also be inflicted onto the player via a Science Owl's chemical flask.

Cosmetics

"Hat_Collectible_ThorHat", "Hat_CosmeticItem_RainCoat", "Hat_CosmeticItem_ThorHat", "Hat_CosmeticItem_WitchHat"
The only cosmetic that the player has access to in the Alpha builds is the Fox Mask. Even though Thor's hat was available in the Prototype builds, it is not in the Alpha builds. The Rain Coat is also present, but wouldn't be accessible until the Beta builds.

Items

"Hat_Inventory_Pogo", "Hat_Inventory_Proellor", "Hat_Weapon_Umbrella_Debug"
The Pogo ability from the Prototype builds is still in the data for the Alpha builds, but is unobtainable with cheats/hacks. The Propellor item is exclusive to Alpha Update 5, and can only be obtained by entering the normally unused Act 2 of Mafia Town through cheats/hacks. The Debug Umbrella weapon makes its first appearance in these builds, and was used by the developers to test the game without having to deal with enemies. This umbrella remained in the data for the Beta builds and final game.

NPCs

Time Thief Mustache Girl

"Hat_Escapist_TimeThief"
The Mustache Girl that you play 'tag' with in the hidden Time Thief Act in the Prototype builds. Time Thief is still technically in the Alpha builds, but again, isn't used.

Mafia Waiter Guard

"Hat_Guard", "Hat_Guard_MafiaWaiter", "Hat_Bot_Guard"
Exactly the same as it was in the Prototype builds.

Moonjumper

"Hat_NPC_MoonJumper"
Hatintime Moonjumper.png
The Moonjumper has textures and even rudimentary animation, despite making no appearances in the Alpha.

Fire Spirit

"Hat_NPC_FireSpirit"
Hatintime Firespirit.png
A 2D Fire Spirit, an NPC that's only ever been seen publicly in pre-release footage.

Thor

"Hat_NPC_Inventor"
Hatintime thor.png
Thor the inventor, also Thor the unused. Appears if a hex editor is used to access the unused Act 4 of Mafia Town, which is Lava Mafia Town, and in Alpha Update 5 in Mafia Town Act 2.

Tim

"Hat_NPC_TimeLord"
Hatintime tim.png
Tim the Time Lord, as he appeared in the Cosmo Prototype. Tim is actually still present in the Alpha builds, above the market area in Mafia Town. He is hidden by default, though, and can be revealed by using console commands, shown below in the Level Oddities and Secrets section.

HUD

"Hat_HUDElementBidding", "Hat_SeqAct_Bidding"
Only known to be present in Alpha Update 5 (and the Beta builds). These are test class files for a scrapped auction house minigame that Jonas was working on. According to Habboi, it worked much like the one in The Legend of Zelda: The Wind Waker. Of what coding is present seems little more than a basic test, and seemingly relies on plenty of Kismet programming to function as intended. Its coding was only slightly updated in the Beta builds, indicating that it did not get very far.

"Hat_HUDElementCamScreen"
AHatIntime Alpha UnusedCameraHUD.gif
(Click to play)
A unique HUD element that is also present in the Beta builds, but was completely deleted before the final game, along with its assets. It appears as a camera view of something, although in what context this was supposed to be used in is unknown. Given the import dates for its textures, it was likely intended for Trainwreck of Science, possibly for Murder of the Science Express.

"Hat_HUDElementCollectibles"
The collectibles HUD seen in Calcite, which was leftover in the Prototype builds.

"Hat_HUDElementDebug"
A debugging HUD that constantly changes across development and sometimes after the final game released. In Alpha Update 5, it was updated to debug beats for the scrapped rhythm game and monitor controller IDs.

"Hat_HUDElementDebugMusic"
A basic debugging HUD that was also leftover in the final game. It displays some text in the top left corner of the screen to help debug the music layering system and make sure that the correct music was playing for a stage.

"Hat_HUDElementTimeThief"
Leftover from the Prototype builds, but no longer displays correctly if Time Thief is accessed in these builds.

"Hat_HUDMenuDemoMenu"
AHatIntime Alpha UnusedPrototypeMenu.gif
(Click to play)
The level select menu from the Prototype builds, this one having been updated since the Cosmo Prototype. In fact, the HUD designates (in the top-right corner) that this menu was used for a build sent to Pascal Stiefel, the game's primary composer since the Alpha builds. No other information about this build is known, but it did feature Queen Vanessa, so it likely stems from late 2013, after Eric Gleiser left Gears For Breakfast. The menu is actually broken by this point, due to critical changes being made in its parent class. The 'collision' for selecting a level all defaults to the top-left corner, making some levels unselectable. In the GIF above, the coding was fixed to make it appear as intended.

"Hat_HUDElementAttacks"
The leftover HUD from Harbor, which was also leftover in the Prototype builds.

"Hat_HUDElementDeathTimer"
The countdown clock in the bottom-right corner used in Train Rush. Train Rush wasn't available until the Beta builds, meaning this goes unused in this build.

"Hat_HUDMenuLoadout"
A very early version of the loadout menu seen in the Beta builds and beyond, only having space designated for displaying the player's Badges. Uses the unused Badge HUD graphics shown in the Unused Textures section above.

Kismet Nodes

"Hat_SeqAct_FakeTimeObjectCount"
The odd Fake Time Object effect leftover from the Prototypes is still present, and still unused.

"Hat_SeqAct_KillPartners", "Hat_SeqAct_PartnerSetOwner", "Hat_SeqAct_TeleportPartners"
The partner system still has some Kismet nodes leftover for it.

"Hat_SeqAct_Message_LimitedBuild"
A Kismet Node that would display an otherwise unused message informing the player that something is only accessible in Free Roam mode, of which there are no instances in the Alpha builds.

"Hat_SeqAct_MiniMissionCollect"
The Calcite collecting mini-mission, leftover from the Prototype builds.

"Hat_SeqAct_MiniMissionTimeThief"
Time Thief, leftover from the Prototype builds. This is still present in Mafia Town's Kismet, but cannot be accessed normally.

"Hat_SeqAct_TimeStop"
The leftover Calcite cellar node for triggering the monochrome post process effect, again leftover from the Prototype builds.

"Hat_SeqAct_TrainBump"
The bump camera effects seen in Train Rush and Murder on the Owl Express in later builds are actually handled by a Kismet node, which is this one. Unused in the Alphas as Trainwreck of Science isn't included in these builds.

"Hat_SeqEvent_FloorPanels"
An event Kismet node used for triggering things in levels once all floor panels in a group have been activated. Used in Train Rush in the Beta builds and final game, but you can probably guess why it goes unused here.