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Proto:A Hat in Time (Windows, Mac OS X)/Prototype/Differences to the Final Game

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


AHatIntime targetpointer(Proto).png
Texture Differences
For a build with so few assets there sure is a lot here.


Model Differences

Hmmm...
To do:
Document stuff. There's so many. Might need to move to its own sub page.

Audio Differences

Hmmm...
To do:
Document stuff.

Maifa Voice Lines

Prototype GoBoiano Prototype Cosmo/Final

The voice lines for the Mafia in the GoBoiano Prototype...sound quite different from the Cosmo Prototype's lines, to say the least. The lines used in the Cosmo Prototype (and the final game) were actually already imported into the game's files before the GoBoiano Prototype, yet it still used these early lines. Note that the first three lines, the laughter, are not used in the final game and can only be found in the final game's Modding Tools.


Grass Footstep Sounds

Pre-Speedrun Final

The sound effects for walking on grass were slightly adjusted for the final game.


Double Jump Sound Effect

Pre-Speedrun Final

One of the sound effects for double jumping was made slightly louder in the final game.


Menu Cursor Sound Effect

Pre-Speedrun Final

The sound effect for selecting an item on a menu was lowered in pitch to be more comfortable on the ears.


Music Differences

Hmmm...
To do:
Document stuff.

Mafia Town Music

Track Prototype Final
Mafia Town Main Theme
Mafia Town Beach Theme
Mafia Town Underwater Theme
Mafia Town Lava Theme
Mafia Battle/Barrel Battle
Level Intro

As Eric Gleiser was still the composer at Gears For Breakfast at this point in development, not a single track made by Pascal is anywhere to be found. The melodies and general feel of the music for the level are radically different. It's not night and day, but the instruments and overall composition are almost nothing like each other. Eric's tracks focus a lot more on higher notes, while Pascal's hit more lower notes, generally. It should be noted that due to Mafia Town being the only major playable level in these builds, it's quite possible the level intro theme was meant as a general theme to be used across the entire game at this point in development, as opposed to each Chapter having their own intro theme, which was first implemented into the Beta builds. Developer footage of the Alpha version of Train Rush shows the level using the same level intro theme as Mafia Town in the Alpha, further concreting the idea of a plan to only use a general level intro theme earlier in development.

Mafia Town Cutscene Music

Upon starting Mafia Town, a brief cutscene plays that is absent from all builds after the Prototypes. Unique music, the first of these three tracks, is used for it. The remaining two tracks, only found in the Cosmo Prototype, were used for cutscenes involving Tim the Time Lord. These cutscenes are all absent from builds after the Prototype builds, as well.

New Ability Music

The music for receiving a new ability in the Prototype builds uses a unique track that doesn't really have a direct equivalent in future builds.

Title Screen Music

Prototype Alpha Beta Final
-

The Prototypes used a unique track for their "title screen", which was a level select menu. Once again, as it was composed by Eric, it saw no use in the final game, and was absent from the files of all builds after the Prototypes.

Time Piece Music

Prototype Final

The music for a Time Piece spawning and obtaining one are completely different between the Prototypes and the Alpha builds. The music made for these scenarios in the Alphas would go on to be used in all future builds, including the final game.

Puzzle Solved Jingle

Prototype Final

The little jingle used when solving puzzles in levels is a completely different composition, but the general feel of the track is mostly the same.


Localization Differences

Hmmm...
To do:
Document stuff.

Gameplay Differences

Hmmm...
To do:
Document stuff.