This is a sub-page of Proto:A Hat in Time (Windows, Mac OS X)/Prototype.
Hat Kid
This animation can only be found in the Cosmo Prototype, Alpha, and Beta builds. There are three animations for Hat Kid burning her tush in the Cosmo Prototype, but this one isn't designated as 'up' or 'down'. Hat Kid normally uses a different animation for moving upwards while burning and moving downwards while burning.
A death animation, which was added by the Cosmo Prototype and doesn't exist in the GoBoiano Prototype. Despite the addition of this animation, losing all your health will still boot you back to the level select screen in Cosmo. This animation is completely different from the death animation in future builds, as Hat Kid just falls over instead of spinning around and then falling forward.
An animation called "crouch". In the Prototype builds, crouching just uses the pose animation for jump diving onto the ground and remaining idle. Deleted by the Speedrun builds.
What appears to be an older version of the animation used when jump diving into a wall. A similar animation exists in the Prototype builds for hatkidnew. Deleted by the Speedrun builds.
Mafia
An animation for holding a flamethrower, according to the name. The flamethrower model is not present in the Prototype builds, but can be found in the final game's Modding Tools. This animation would go on to be present in the Alpha and Beta builds, still unused, but was removed before the Speedrun builds.
Mustache Girl
Mustache Girl has a whopping three animations in the Prototype builds, two of which are unused. The early Prototype model for Mustache Girl and these animations can all still be found in the Alpha builds.
An animation called "crawl". This was seen being used in a screenshot for a scrapped cutscene in Calcite which took place in a cellar beneath Seaside Spaghetti. It involved Hat Kid being forced into the cellar by a Mafia, receiving some assistance from Tim the Time Lord and Tim's Friend, and subsequently beating up the Mafia in what was most likely an early combat tutorial. Mustache Girl would witness the fight and victory of Hat Kid from a hole outside, using this animation.
A funny-looking static pose animation called "Driving", which would be used when Mustache Girl would board a vehicle with you. This can still be done in the Prototypes using console commands.
Mafia Boss
Mafia Boss is present in the game at this point, but in a very early state. He has a few animations, but all of them look a bit glitchy.
A sitting animation, likely for the cutscene that would apparently take place before the battle started. The details of this cutscene aren't well-known, but it was apparently similar to the heart-to-heart that takes place in the Conductor/DJ Grooves battle in the final game.
Old Mafia
General
Idle animation. Unknown if this animation was meant to blend with other animations or if the arms were really meant to be out like this. This animation was never seen in footage or screenshots prior to the Prototypes, so it's impossible to know.
A walking animation. Same circumstances as the previous.
The Mafia's punch attack.
An animation for getting attacked by Hat Kid.
Another 'damaged' animation.
An animation for blocking Hat Kid's attacks. The motions are completely different from later iterations of this animation.
Cutscenes
An animation for holding Hat Kid. This can be seen being used in the cellar combat cutscene mentioned in the Mustache Girl section above.
An animation for throwing Hat Kid. The pose is similar to the previous holding animation, so it's probable that the Mafia would've thrown Hat Kid into the cellar, which wasn't shown in any footage or screenshots.
A Mafia banging on a door. Can be seen in screenshots and footage of Calcite, where a Mafia used this animation while saying that the person inside the Tailor building has a rent that is due.
An animation of a Mafia holding his nose, which can be seen in footage of Calcite in the March 2013 trailer. Hat Kid would make herself smelly to get Mafia standing in front of Seaside Spaghetti to move out of her way.
An animation seen in a very early development video showcasing the scrapped hourglass hub. This animation was used by a giant Mafia outside the hourglass that would represent the boss of the current Chapter.
An animation of a Mafia falling off something. Seen in footage of Calcite where Hat Kid would deliberately push a Mafia off the docks that was leaning over the water, trying to catch a fish. This animation was also used in the Alpha builds for a single Mafia at the docks that the player can shove.
Other
A Mafia leaning. Seen in screenshots and footage of Calcite, where a Mafia using this animation explained the upwards waterfall present in the level.
A laughing animation. Used by the Mafia that stood in the way of the entrance to Seaside Spaghetti in Calcite.
An animation of a Mafia holding his hands out and squatting slightly. This was used in a GIF of Hat Kid and two Mafia that was posted on Jonas Kaerlev's tumblr account very early on in the game's development. Unknown if the animation was going to actually be used in the game or if it was only made for the GIF.
A Mafia threatening violence.
A Mafia wading his hand in the water. Can be seen in footage and screenshots of Calcite. Was also used in the Alpha builds for the one Mafia at the docks.
An animation for holding the Coffee Clerk inside Seaside Spaghetti in Calcite.
A cheering animation. Was used in the version of the Mafia Boss fight in Calcite.
A little dance, different from the one shown at the very end of the March 2013 trailer for the game.
Old Hat Kid
Basic Movement
The idle animation. It's remarkably similar to the idle animation used in the Prototypes.
The run animation. It is, again, similar to the Prototype's, but lacks quite a lot of polish.
Hat Kid doesn't curl up during the double jump animation, here.
The animation for getting up after landing from a high height or bonking on a wall. It's a lot slower than the Prototype's version.
Grabbing onto a ledge. Hat Kid only uses one hand to grab, instead of both.
Jump-diving. It's a static pose for this version of Hat Kid.
Idle on the ground after diving.
Climbing a ladder. This animation is set up like it is in the GoBoiano Prototype, where the animation isn't yet split into separate animations.
Idling while swimming. It's different from later versions of the animation due to Hat Kid being horizontal instead of vertical.
Swimming. This animation actually resembles the final version more than the one used in the Prototypes and the one used in the Alphas and Betas, as it lacks the motion of Hat Kid's arms.
Sliding down a wall. It's a completely different pose than later versions of the animation.
Interaction
The animation for Hat Kid attacking something she can't hurt while unarmed.
An interesting animation called "hook_swing", which given the name and what Hat Kid appears to be doing, it's likely that this was meant for some grappling hook ability similar to the one in The Legend of Zelda: The Wind Waker.
An animation pose for Hat Kid shooting her hookshot.
The animation for swinging after hooking onto something.
An animation for obtaining an item. Can be seen in footage of Calcite from the March 2013 trailer when Mustache Girl joins your party.
An alternate animation for obtaining an item, this one more like the animation for opening a large chest in 3D Zelda games.
An animation where Hat Kid holds her hat. This animation in particular can be seen in footage of Harbor, and was originally animated with an even earlier model of Hat Kid in mind. It was intended to blend with her walking animation, so she'd hold onto her hat as she walked.
A simple static pose animation. Unknown purpose.
A static pose animation, which was used for riding rockets. Can be seen in some footage of Calcite.
An animation of Hat Kid sitting and moving her arms and legs a bit. This was used in a GIF of Hat Kid and two Mafia that was posted on Jonas Kaerlev's tumblr account very early on in the game's development. Unknown if the animation was going to actually be used in the game or if it was only made for the GIF.
An animation of Hat Kid falling quite fast head-first. Unknown purpose.
An animation called "trip_air". Possibly used if Hat Kid bonked on a wall while diving in midair.
An animation for ziplining, a scrapped mechanic that still has some coding remnants in the Prototype builds. Note that this is not related to the ziplining mechanic featured in Alpine Skyline in the final game. This was going to be more traditional ziplining; going in a straight line downwards.
Cutscenes
These animations were all intended for cutscenes, as they have "sequence" in their names. This same format also applies to animations used in the Prototype builds.
An animation for Hat Kid being grabbed. This was seen in a screenshot from the cellar combat scene mentioned in the Mustache Girl section above.
An animation for opening a door.
An animation for Hat Kid pushing something. Seen in footage of Calcite where Hat Kid pushes a Mafia off the docks and into the water.
An animation of Hat Kid being surprised at something below her.
An animation called "tripping", which shows Hat Kid struggling to keep her balance.
An animation called "tripping_fall", which suggests it was linked to the previous animation.
Attack
Animations for attacking with the umbrella. The motions are very different from the animations in the Prototypes and future builds.
Unlike later versions of Hat Kid, there's only two umbrella attacks animations. The Prototype builds and later versions feature three attacks.
An animation for a jump kick attack, a scrapped attack that has some coding for it leftover in the Prototype builds. Hat Kid even still has a particle variable defined for this attack in her class file in the final game!
The airborne umbrella attack. The motion is completely different from the one in the Prototypes and the one in future builds.
Attacking while unarmed. Again, the motions are completely different.
The animations also lack a bit of polish.