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Proto:A Hat in Time (Windows, Mac OS X)/Prototype

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

The Prototype builds of A Hat in Time were distributed to a select few streamers and YouTubers to promote the game's Kickstarter and Steam Greenlight page in June and July of 2013. The builds were not meant to be available to the general public, and contents varied from person to person. The builds documented here are labeled "Prototype 0.0.1 vGoBoiano" and "Prototype 0.0.1 vCosmo". The Prototypes represent a vastly different-looking and different-feeling version of A Hat in Time, although they still resemble the final game more than the versions shown in footage of the game that predate them. With a vast amount of different textures, placeholder sound effects, little to no voice acting, and a completely different soundtrack, it's quite difficult to find more than a few assets in these builds that made their way into the final game unchanged.

AHatIntime Prototype Titlescreen.png


Builds:
GoBoiano Prototype - Compiled on June 5 2013 at 7:54 AM.
Cosmo Prototype - Compiled on June 25 2013 at 4:32 PM.


Sub-Pages

AHatIntime pointer hatkid hand(Proto).png
Differences to the Final Game
There's a lot.
AHatIntime doublejump(ProtoGoBiano).png
Differences Between Builds
Hat Kid forgot some moves in only a couple weeks!

Unused Textures

Collectible Bird

A-Hat-in-Time-collectible-birb.png
A collectible birb. It can no longer be collected.

Calcite Collectibles Graphic

AHatInTime Collectibles.png
A leftover graphic from the Calcite era of development, used to display objects that Hat Kid collected in a mini-mission.

Cog HUD Icon

AHatIntime collectible cog01(Proto).png
A HUD icon for a collectible cog item is present in the Prototype builds and Alpha builds, unused. Can be seen in footage of Calcite. The model for it is still leftover in the final game's Modding Tools.

Star HUD Icon

AHatIntime collectible star(HUD).png
Another Calcite leftover. This graphic can also be found in the Alpha builds and early versions of the final game's Modding Tools.

Harbor Button Graphics

AHatIntime attackbtn blue tex(Proto).pngAHatIntime attackbtn red tex(Proto).png
AHatIntime attackbtn yellow tex(Proto).pngAHatIntime button next outline keyboard tex(Proto).png
Graphics for the button HUD seen all the way back in some of the earliest screenshots of Harbor are present in both Prototypes and the Alpha builds, unused. The class file for the HUD that used these is also present. These graphics would persist into the Alpha builds before finally being forever deleted by the Beta builds.

Yellow Hat Kid Textures

AHatIntime raincoat(ProtoGoBiano).pngAHatIntime rainpants(ProtoGoBiano).pngAHatIntime Eyes(ProtoGoBiano).png
Textures for the original yellow version of Hat Kid seen in the earliest screenshots of the game are present in the GoBoiano Prototype and Alpha builds. These textures are among the oldest known assets ever made for the game.

"Batskin" Texture

AHatIntime batskin(ProtoGoBiano).png
A texture called "batskin" is grouped among the yellow Hat Kid textures above, with an import date very close to them as well. Unknown purpose.


Unused Models

Hmmm...
To do:
Document stuff.

Slot Machine

AHatIntime mafia slotmachine skel(PrototypeModel).png
The slot machines from Mafia HQ are loaded in the Prototypes due to their assets being referenced in their class file's default properties.

Mafia Boss

AHatIntime mafia boss(PrototypeModel).png
Present in the data for the Goboiano Prototype and Alpha builds is an early version of Mafia Boss, the same Mafia Boss seen in very early footage of the game, including the March 2013 trailer. His animations are all completely different from the later version of him seen in the Beta builds and final game.

cubedicetest

AHatIntime cubedicetest(PrototypeModel).png
A cubic model with smooth edges that is used by an unused testing Actor within the game files.

chick_placeholder

AHatIntime chick placeholder(Prototype).png
A different bird model than the one seen in the Prototype's version of Mafia Town. This little birb is in a roosting pose and has a purple cape instead of a light-blue one.

mafia

AHatIntime mafia(PrototypeModel).png
A much earlier version of the Mafia than the one seen in Mafia Town in the Prototype builds, and can only be found in the Goboiano Prototype and Alpha builds. This is the same Mafia model being used in very early footage of game, primarily from Calcite. The animations for this version of the Mafia model can be seen in footage and screenshots of the level, including some that were never seen before. The model is dated January 27 2013, while the used model in the builds is from a little less than a month later, February 21 2013.

hatkidnew

AHatIntime hatkidnew(PrototypeModel).png
By far one of the biggest hidden treasures of the Prototype builds, and yet another one that can only be found in the Goboiano Prototype. This is "hatkidnew", a very early version of Hat Kid's model, far earlier than the one actually used in the Prototype builds. This model is dated December 8 2012, while the version used in the builds is dated March 18 2013. It is far lower-poly than the used Hat Kid model, but more importantly, it comes with a truckload of early animations, many of which can be seen in some of the earliest footage of the game! There's also, of course, several animations that were never seen before, much like the early Mafia model above.

Unused Animations

AHatIntime hatkidnew rh sit.gif
Unused Animations
Listen to my phrase. I can give you the sense of rhythm!

Unused Audio

Door Sounds

Unused sounds for doors opening and closing. These are used in the unused animations for the skeletal mesh door model that is used in this version of Mafia Town. These sounds were all deleted for the final game, but the sound effect notifies can still be seen in the unused animations in the final game's Modding Tools.

Sandbag Sounds

Sound effects that can only be found in the GoBoiano Prototype. These are used in the unused theatre sandbag object for falling and hitting the ground.

Collectible Bird Sound

A cartoony 'pop' noise used when collecting a Hat_Collectible_Bird, which are normally hidden in Mafia Town in these builds and cannot be collected without cheats or console commands.

Unused Music

Time Thief Music

Music used in the normally inaccessible Act, Time Thief. The second track is for when one of the players gets tagged during the minigame described below. The music originates from Mario Kart: Double Dash!!, specifically from one of its battle modes: Shine Thief.

Unused Text

Hmmm...
To do:
Document stuff.

mafia.int

teleport0 = What? Where am I?!
teleport1 = Hey, it's that girl!
teleport2 = What's going on?!

Unused text for a Mafia getting teleported.

checklist.int

[checklist]
None = No Description
Ch1HarborRest = Enter the Harbor Resturant
Ch1MafiaTie5 = Collect 5 Mafia Ties

An unused localization file, intended for Calcite.


collectibles.int

WitchHatName = Witch Hat
WitchHatDesc0 = Dark magic powers! No wait, it's just a costume...

FoxMaskName = Dweller Mask
FoxMaskDesc0 = You're a sly fox! See the world from a dweller's perspective!

Unused text for the Witch Hat and Dweller Mask exist, even though they cannot normally be obtained in either build.


debug.int

[timsfriend]
linecounter0=One Line!
linecounter1=One Line![br]Two lines!
option0=Option A
option1=Option B

[mafia]
mumbletest=Igem bugem I am a mafia blah blah bleh!

An unused localization file meant for testing dialogue. The last line in the file was added for the Cosmo Prototype.


forestvillage.int

[signs]
sign0 = Left: Invisible mosquitoes[br]Right: Under accomplishment
sign1 = Left: Unappreciative Pets[br]Right: Always-Clogging Toilet
sign2 = Left: Loans and Dept[br]Right: Dead Marshmellows

[dwellers]
rabbit = [shake]I used to be a rabbit.[br]At least... I think I did...[/shake]
toiletlock0 = [shake]We're spirits, we don't use the toilet. But the other forest creatures do, so we locked it up to prevent them from taking a chaotic visit to our town.[/shake]
toiletlock1 = [shake]Last time a Fire Spirit used the toilet, the whole town was set ablaze.[/shake]
captain0 = [shake]I came here on my ship, I'm a captain of the sea![/shake]
captain1 = [shake]Once my men return from town with supplies, we'll sail off again. It has taken them five thousand years to get back, but I'm sure they're just handling the supplies with extra care.[/shake]
villageintro0 = [shake]This is the Subcon Village. We're all lost souls, hiding in shame behind these masks.[/shake]
villageintro1 = [shake]This place is frightening, I want to escape as soo-[/shake]
villageintro2 = [shake]I... really... like it... here...[/shake]
villageintro3 = [shake]Welcome to the greatest place in the world: The Subcon Village. It's great here...[/shake]

[moonjumper]
villageintro0 = Oh hello there young child! You just forget about this guy, he gets a little crazy sometimes.
villageintro1 = You should come visit me in the forest later, I have some good stories to tell!

An unused localization file, intended for Subcon Village, which is an area not included in the Prototype builds. The Moonjumper section text was removed for the Cosmo Prototype, and some text was adjusted in the village intro section between the builds.


mafia_npc.int

giraffe0 = Mafia make stone floor out of giraffe! 

An extra, humorous line about the appearance of the brick road texture in Mafia Town in the Prototypes was added for the Cosmo Prototype, but wasn't used.

number0 = [shake]Mafia number #1! We make best pasta in all of world.[/shake]

An unused generic line for Mafia bragging about their pasta cooking abilities.

view0 = Mafia like view, good spot for watching people get beat up.

An unused generic line for a Mafia enjoying a view.

smart0 = Oh? Don't mind me I was just looking at the Volcano in the distance.
smart1 = *Ahem* Would you like to play a game with me? 

Text for an unused 'smart' Mafia. Unknown what game he's referring to.

boat0 = Little girl want to ride boat? Boat ride totally safe! *cough*

An unused line for a message about riding a boat. This line would be used in the Alpha builds.


moonjumper.int

[forestlookout]
whatusee0 = Ask me, my child, what does my eye gaze upon?
whatusee_opt0 = A girl in red?
whatusee_opt1 = A village of the dead?
whatusee_opt2 = A prize in a shed?
whatusee_opt3 = Nevermind!

An unused localization file for the Moon jumper was added for the Cosmo Prototype, even though it wasn't used in any public build of the game. This text can be seen in prerelease screenshots and footage.


Unused Objects

Hmmm...
To do:
Document stuff.

Level Secrets and Oddities

Bird Hunt Leftovers

Leftovers from the Bird Hunt minimission seen in very early footage of the game appear in the Prototype and Alpha builds of Mafia Town, hidden normally. Console commands can be used to unhide the collectible birbs, and there are two to collect in the Protos: one in front of the church bell tower and one below Thor's factory. Upon collecting one, a unique 'pop' sound plays that never plays anywhere else in the Prototypes. There is no Kismet for this minimission anymore, so nothing happens when both are collected.










Inaccessible Acts

By opening the developer console and using the command "setact" followed by a number, it is possible to access two of the normally inaccessible acts for Mafia Town. Act 2 does not appear to be present in any form.

Mafia Town Act 3 (Time Thief)

This Act starts with an opening cinematic: a panning shot of Mafia Town, before zooming in on Mustache Girl who is near the Mafia Town construction site. Upon approaching her, two timers appear. One for Mustache Girl, and one for Hat Kid. Both have 160 seconds on the clock. The Act works like a cross of the game "Tag" and "King of the Hill". Hat Kid starts as "It", and can use her umbrella to tag Mustache Girl. Time counts down on Mustache Girl's timer until she is tagged, then the roles are reversed, and Hat Kid's timer starts counting down and Mustache Girl's stops.

If Hat Kid's timer counts all the way down, Mustache Girl disappears, a Time Piece appears (however, the cutscene doesn't play properly like the others in the Cosmo Prototype. It works fine in the GoBoiano Prototype.) and a victory jingle will play. If Mustache Girl's timer counts all the way down, Mustache Girl will simply disappear.

















Mafia Town Act 4 (Mafia on Fire)

Note that this Act is freely accessible in the GoBoiano Prototype, but locked in the Cosmo Prototype. This Act is a very early version of Heating Up Mafia Town, and starts with an opening cinematic that is very similar to the final game's. The Act starts with Hat Kid talking to Thor, who explains the situation. He then gives Hat Kid the "Hookshot Upgrade" and the "Pogo Upgrade". Hat Kid must use the ground-pound ability of the Pogo upgrade to seal three of the four cracks. The fourth crack is sealed with a 2-button timing puzzle. Upon completion, most of the lava disappears, and a Time Piece appears by Thor. In the Cosmo Prototype, a hook point near a lava geyser was fixed compared to how it was in the GoBoiano Prototype, where using it would often get you stuck on the nearby tent. A small cutscene was also added to the button timer puzzle for one of the lava geysers, where when the player completes it, it shows the lava geyser disappearing. Finally, a lava rock path beneath the market area that leads to the tailor was added for Cosmo and is not present at all in Goboiano. The Mafia's dialogue was also never updated to use the mumble lines.