Proto:Disney's Stitch: Experiment 626/March 28 2002 Build
This is a sub-page of Proto:Disney's Stitch: Experiment 626.
Lots more in-game differences, plus bugs/glitches and game files.
A preview build with a date of March 28 2002, just over a month older than the final build. It became available online in November 2019.
- 1 General Differences
- 2 Gameplay Differences
- 3 Cinematics
- 4 Levels
- 5 Music
- 6 Text
- 7 Bugs & Glitches
- 8 Game Files
The game is known as Experiment 626: Stitch on the Loose. There are additional aesthetic differences in the title screen. The film screenshots in the title screen move about in a different way and the text says "Press start" instead of "Press start button".
Instead of being divided into worlds, the level groups have titles:
|626 on the loose||World 1|
|Swing into action||World 2|
|Take flight||World 3|
|It's fun to be a trog||World 4|
During gameplay, the text "High Voltage Software Stitch On The Loose - Beta:Mar 28 2002" is superimposed on the screen.
- The lighting is different throughout the game which is particularly noticeable in certain points where it is unusually dark, such as the beginning of "Soldier Trail".
- The statistics shown at the end of the levels are different, specifically it lists the following:
- DNA in Level: The remaining DNA to be collected in the level.
- World DNA %: The total percentage of DNA that has been collected throughout the game.
- DNA Needed: How much DNA is needed to collect to reach the next stage.
Notably there is no mention of reels collected or the total DNA collected. Also in the prototype, the teleporter light turns red when it is entered.
- Intercoms don't have the flashing blue rings on the screen.
- A short rock music sample plays whenever a checkpoint is activated. These samples are in the final game's files but unused.
- Fully grown 700s can be picked up and thrown.
The intro video uses different voice clips and is shorter than the final version.
Check if all these cinematics are used.
The loading screens consist of a still image of the game's logo. On some occasions, a cinematic of Stitch will also play.
The cutscenes are animation sketches and all have content differences.
|Beginning of the game||
|Before the second world||
|Before the Dr. Habbitrale boss battle||
|After the Habbitrale boss battle||
|Before the Experiment 621 boss battle||
|After the 621 boss battle||
|Before the Gantu boss battle||
|After the Gantu boss battle||
In the same way as the final build, if the game is left at the title screen for several seconds, a demo video will play. In this version, there is only one video unlike the three in the final game and the footage is different. It is a short gameplay video of the "Greema Jungle" level, from a noticeably earlier build than this one due to the different font in the HUD, non-functioning intercom and other signs of being less polished.
- Some of the glass tubes in the beginning of the level are broken at the top, causing eggs to jump out of them.
- The acid is more clear than in the final game.
- An intercom is missing, which in the final game contains Jumba telling the player "This area is difficult...".
- There is no dialogue audio for the intercom which says "Do I look fat in this?", and 621 appears on the screen instead of Jumba.
Habbitrales To You
- The stage uses one of the purple jump pads instead of the custom one from the final game. It is also further back than the final one.
Meet the 700s
- Two of the buildings have fire escape stairs. They can be walked on and contain DNA and spawning enemies.
- The laser at the center of the room has collision. The collision remains when the laser disappears after the machine is destroyed.
- 621's body doesn't fade out after his defeat.
- Stitch begins the level with the grapple gun instead of having to pick it up.
- The hockey puck Easter Eggs are not present.
- Heavy soldiers appear in some parts of the level. They are completely absent from this level in the final game.
- There is a short in-game cutscene showing one of the police ships falling and crashing through the glass floor in the first stage of the level. This event happens in the final game but not as a cutscene, and instead occurs during gameplay where it is hard to notice unless the player doesn't move after reaching the checkpoint.
- At the beginning of the level, soldiers spawn on the ground instead of just the ledges. Some boxes were moved further to the edge in the final game. These changes most likely took place due to the destruction of floor later on, which in the prototype makes the soldiers and boxes float above the giant fan.
- In the tall room in the last part of the level, one of the ledges has a black square on its wall. It doesn't have any function, although several frogbots behave oddly in this part of the level, including one which approaches the square then disappears.
- Two of the pipes at the beginning of the level are attached to the wall, while in the final game they are separated.
- An intercom is present where Jumba tells the player to destroy a power generator just before the area with the giant glass tube. This is further evidence along with an unused object in the final game and a pre-release trailer that at some point in development there would have been a giant machine that the player would have had to destroy within the glass tube. The dialogue is in the files of the final game but unused.
- One of the types of destructible objects that appear have different handle shapes.
Most levels have completely different music. Like in the final game, all non-boss levels have two music variations. The title screen uses the same music as the final game and there is no music for the level select.
The levels "Got Gas?", "Habbitrales to You", "Meet the 700s", "Energy Lines" and "Welcome Aboard!" have the same music as the final game.
|Caverns & Chasms|
|Ring Around the Lasers|
|Stitch in Space|
Some text dialogue was changed, which in most cases was to fix grammar/spelling or to match up with the audio dialogue. Interestingly, this includes some text which is unused in both versions and the dialogue about the power generator, even though the generator itself had been removed before the prototype. The differences are highlighted in different colors, except for the first line where the difference is an erroneous extra space in the prototype.
|Look around you, 626! It's DNA, the basis for all my experiments. Go, and collect me samples from this world!||Look around you, 626! It's DNA, the basis for all my experiments. Go, and collect me samples from this world!|
|That teleporter will take you out of this world||That teleporter will take you out of this world.|
|Look around using the right stick.||Look around using the right analog stick.|
|Try climbing!||Try climbing here!|
|You move the fastest when you are at the bottom of your swing, so release the grapple around there if you want to go the farther. Experiment, 626!||You move the fastest when you are at the bottom of your swing, so release the grapple around there if you want to go farther. Experiment, 626!|
|What are they doing in my aviary!? 626, find those soldiers and get rid of them! NOW!||What are they doing in my aviary!? 626, find these soldiers and get rid of them! NOW!|
|I haven't done detailed analysis, but I'm guessing 626 should not touch the big spikey things||I haven't done detailed analysis, but I'm guessing 626 should not touch the big spiky things|
|You need to jump down that pit. Don't worry, Experiment 626 cannot be hurt by such a tiny fall.||You need to jump down that pit. Don't worry, Experiment 626 cannot be hurt by a tiny fall.|
|When I get free, you will pay for this disobediance!||When I get free, you will pay for this disobedience!|
|The power generator! Destroy it, and you will be able to make your way through the ship!||The power generator! Destroy it, and you will be able to make your way through the ship more safely!|
|Step up to those guided missle turrets and and use △ to fire them.||Step up to those guided missile turrets and use △ to fire them.|
Bugs & Glitches
- Sound effects often play at the wrong frequency, usually much slower than they should.
- Characters, particularly Greemas and 700s hatchlings, often move about unusually quick which can involve scaling walls and getting trapped in corners.