Proto:Ratatouille (GameCube, Wii, PlayStation 2, Xbox, Windows)/Heavy Iron Prototype
This is a sub-page of Proto:Ratatouille (GameCube, Wii, PlayStation 2, Xbox, Windows).
This prototype is documented on Hidden Palace.
A build found on an NPDP cartridge from January 18th, 2006, over a year before the final game's release, as well as the film. This particular iteration was being developed by Heavy Iron Studios, and uses the same engine as their previous sixth generation titles. Heavy Iron would instead move onto the Xbox 360 and PlayStation 3 versions using their newer engine, while Asobo Studios would handle the GameCube version, as well as Wii, PlayStation 2, Xbox and Windows.
Nothing in this build resembles anything found in the final game.
Contents
Menu Differences
- The title screen is completely different compared to the final. The artstyle seems to resemble what Pixar used for the film's concept art- indeed, this entire early version of the game appears to be built around concept assets provided by Pixar while the film was still being developed.
Prototype | Final |
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- The main menu itself reflects these differences too, and is lacking any selections for extras.
Prototype | Final |
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- The multiplayer minigame menu is very basic and doesn't feature any previews for the games to be played. Also, it appears that a dishwashing minigame was planned for multiplayer accessibility, but was moved to a Wii exclusive single-player minigame in the final version. Unfortunately, due to missing files for all but two stages, these minigames cannot be accessed.
Prototype | Final |
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- This prototype features a world select menu right from the get-go. However, only the first two stages can be accessed. No equivalent can be found in the final game. Interestingly though, the names of the worlds are listed in French, which was fully dropped from the final game- likely for player accessibility.
- The pause menu is radically different, featuring an animated, "hand painted"-esque 2D artstyle with somber music playing to accompany it. Cartoony "boing" sounds play during scrolling, and a mouse/rat squeak is heard upon selection.
Prototype | Final |
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- This build also a significantly more in depth level select menu available for debugging purposes, though only two stages out of the dozens actually have all of their associated files needed to run. Asobo's prototype also features a level select, although it is far more simplistic than this one. The final game retains Asobo's level select, but it's inaccessible without hacks due to being disabled.
Heavy Iron Prototype | Asobo Prototype |
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Gameplay Differences
- Remy's model is entirely different from the final game, sporting a deep purple color and large googly-eyes. This seems to be based on some of Pixar's earliest concept art and character models for Remy, and was likely overseen by Pixar directly to ensure good communication between the developers and filmmakers.
Prototype | Final |
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- The prototype sports flavor text that pops up to teach the player how to perform basic actions to progress through the demo. This was later turned into Gusteau's hint boxes seen in the final.
Prototype | Final |
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- 5 large cheese wedges can be found littered throughout the "Rooftops" level. They don't seem to do anything upon collection, even though the prototype urges the player to collect all of them. It's possible collecting all of the cheese in a given level would've unlocked bonus features. In the final game, they serve as nothing more than health items.
Prototype | Final |
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- The prototype features a scrapped wall-run ability that the player can activate by running against a parallel wall and pressing X. Neither the Asobo prototype nor the final game sport this ability, meaning it was likely left behind when the transition from Heavy Iron's engine to Asobo's took place. Nowhere in this prototype is it required to progress, meaning it goes completely unused.
- Walking across tightropes works the same here as it does in the retail game, bar one exception- this build actually has a pop-up of one to three exclamation marks that convey to the player how close they are to falling off the rope.
- A lantern can be found in "Rooftops" that supposedly can scare away roaches that harm Remy. The only thing is, there are no roaches anywhere. This appears to be an early iteration of the "repel" and "attract" items also mentioned in the Asobo prototype. Unfortunately, all of these were cut before the game's release.
Heavy Iron Prototype | Asobo Prototype |
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- Used in this interior section of "Rooftops" is a brief 2D segment. The camera pans to the side of the room and Remy is locked to horizontal and vertical movement only. No 2D side-scrolling sections are found anywhere in later builds of the game.
- Although not present in either of the two playable stages, it seems Remy was once planned to actively have to fight enemies for various objects, such as this early can. No such gimmick exists in the retail release.
- Hilariously though, it appears that the aforementioned can hasn't been fully programmed yet, as once Remy places it down, the prototype will throw an error handler detailing that the can object cannot be set down yet. Pressing Z will bypass this, resulting in the can either floating or falling through the ground.
Worlds
Playable
"Rooftops" (The City of Lights) Reduced to nothing more than a cutscene in the final game. Oh how the mighty have fallen. |
"Human Vehicle" (Little Chef - Big Kitchen) Slow down, Linguini!! |
Inaccessible
Listed within the stage select menu on the pause screen is a laundry list of stages that cannot normally be accessed due to the main "HIP" and "HOP" files for each one being mysteriously missing (even though all the other necessary files are present, meaning the absence of the important files was likely deliberate). Below is a list of all of the missing stages and their IDs.
ID | Name | Context |
---|---|---|
TL41 | "Heist" | Presumably meant to be the heist in the kitchen, as during the course of development, that one had the most work done for it the quickest. |
MG08 | "DDR Chef Cooking Station" | Possibly a version of the cake dressing minigame, though it is unclear. |
MG55 | "Single-Player Defend Base" | An unknown minigame. Nothing similar sounding appears in the final game. |
MG56 | "Multi-Player Defend Base" | A multiplayer variant of the unused base defense minigame. |
MG57 | "Multi-Player Rat On Ball" | Likely an early version of the Last Rat Standing minigame in the retail release. |
MG58 | "Single-Player Stomp Paint' | Unknown. |
MG59 | "Multi-Player Stomp Paint' | Multiplayer variant of the above minigame. |
MG60 | "Multi-Player Pufferiods" | Unknown multiplayer exclusive minigame. |
TL35 | "Human Int. Attacks" | Seems to be a test for Remy getting hurt by human characters. |
PG90 | "Human Int. Detect/Attack" | Likely a test for Remy getting caught and captured by humans. |
PG91 | "Human Int. Moving NPC" | Probably a test for interacting with humans as they move around the map. |
PG92 | "Human Int. Riding Plat" | If the later builds of the game are anything to go by, "Plat" is shorthand for "plate". Provided this is the case, this could've been a test for Remy riding on dishes or other objects being toted around by human NPCs. |
TL60 | "Swarmer Enemy" | Could be a test level for enemies that approach and attack Remy. |
TL61 | "Alarm Enemy" | A test for enemies than can catch Remy like humans do. |
TL62 | "Thief Enemy" | Probably a test for enemies that steal objects from Remy, like the frog in the final game. |
TL63 | "Springboard Enemy" | No such enemy exists in later builds of the game, so it is unknown what this could've been like. |
TL64 | "Context Sensitive Enemy" | Joke's on us, cause we don't have the context. |
TL09 | "Kitchen Diorama" | Likely what ended up becoming Little Chef - Big Kitchen in the final game. |
TL10 | "Rooftop Diorama" | Probably either an early version of "Rooftops" or a different version meant to be a full world. No rooftop world exists in the final game. |
TL16 | "Sewer Diorama" | Likely an early version of the game's hub, Home Stink Home. |
TL27 | "Streets Diorama" | Appears to have been a world taking place in the open streets of Paris somewhere. Nothing like this appears in the final version. |
TL31 | "Courtyard Diorama" | The area behind Gusteau's kitchen. Probably what became The City of Lights. |
TL36 | "Market Diorama" | Presumably just an early version of The City Market. |
PG01 | "Tightrope PC Moves" | The "PC" here likely stands for "player character" and not "personal computer". With that being said, this was assumedly meant to test Remy interacting with tightropes. |
PG05 | "RopeClimb PC Moves" | Could be an early test for what would eventually become the "beam run" move seen in the final game. |
PG09 | "WallClimb PC Moves" | A test for Remy climbing up rough surfaces such as nets or wire. |
PG02 | "Pickup And Use" | A test for grabbing objects and using them/setting them down. |
PG10 | "Springboard" | Probably a test map for the chargeable springs that were scrapped by the time of the game's release. |
TL37 | "Rafting Freeform Hill" | Unsure, but it could be an early version of what would turn into Destiny River. |
Unused Graphics
mnus.HOP
UI_Underminer.txd is a leftover from The Incredibles: Rise of the Underminer.
icon_t.txd and icon_rp.txd are unused ESRB ratings. The final game is rated E, though this may be a leftover from The Incredibles, which was rated T.
fp01.HOP
temp_texure.txd is a small grid of colors. A similar texture is found in The SpongeBob SquarePants Movie.
A very large amount of placeholder textures.
Audio
Used
Filename | Description |
---|---|
"mimosa_loop" | An infinitely looping version of Biréli Lagrène's Mimosa. Plays in "Rooftops". |
"JeNeSaisQuoi_Sample" | As the name implies- it is a short sample of Biréli Lagrène's Un Certain Je Ne Sais Quoi. Plays in the "Human Vehicle" stage. |
"victor_loop" | An infinitely looping version of Biréli Lagrène's Victor. Plays on the menu screens. |
Unused
- Note: there is no "French Gypsy Jazz Track 26".
Filename | Description |
---|---|
"MUSIC_Menu_ARAM" | The main menu music from Heavy Iron's The Incredibles from 2004. |
"menu_music_loop" | A 20 second cut of Django Reinhardt's Appel Direct. Interestingly, Asobo would later use this same audio clip for the main menu in their prototype a year later. |
"Mimosa_Sample" | A shortened sample of Biréli Lagrène's Mimosa. A much longer version is used, rendering this one useless. |
"06 Troublant Bolero" | Biréli Lagrène's Troublant Boléro. Betcha never could've guessed that. |
"50_mini_test_music_loop" | A shortened version of Belleville Rendez-Vous as performed by Beatrice Bonifassi. |
"GipsyProject&Friends.4" | A short version of Babik from Biréli Lagrène's 2002 album Gipsy Project & Friends. |
"GypsyProject.3" | A snippet of Biréli Lagrène's Si Tu Savais from his 2001 album Gypsy Project. |
"French Gypsy Jazz Track 01" | The full version of Appel Direct by Django Reinhardt. |
"French Gypsy Jazz Track 02" | The full version of Beatrice Bonifassi's performance of Belleville Rendez-Vouz. |
"French Gypsy Jazz Track 03" | Django Reinhardt's Black Night. |
"French Gypsy Jazz Track 04" | Django Reinhardt's C Jam Blues. |
"French Gypsy Jazz Track 05" | Django Reinhardt's Danse Nuptiale. |
"French Gypsy Jazz Track 06" | Django Reinhardt's Daphne. |
"French Gypsy Jazz Track 07" | Django Reinhardt's Dinah. |
"French Gypsy Jazz Track 08" | Django Reinhardt's DJangology. |
"French Gypsy Jazz Track 09" | Django Reinhardt's Dream Of You. |
"French Gypsy Jazz Track 10" | Django Reinhardt's How High The Moon. |
"French Gypsy Jazz Track 11" | Django Reinhardt's I Love You. |
"French Gypsy Jazz Track 12" | Django Reinhardt's Improvisation No. 5. |
"French Gypsy Jazz Track 13" | Django Reinhardt's Japanese Sandman. |
"French Gypsy Jazz Track 14" | Django Reinhardt's Magic Strings. |
"French Gypsy Jazz Track 15" | Django Reinhardt's Manoir De Mes Rêves. |
"French Gypsy Jazz Track 16" | Django Reinhardt's Menilmontant. |
"French Gypsy Jazz Track 17" | Django Reinhardt's Micro. |
"French Gypsy Jazz Track 18" | Surprisingly not a Reinhardt composition this time, this one is Toots Thielemans's Moulin Rouge. |
"French Gypsy Jazz Track 19" | Django Reinhardt's Nocturne. |
"French Gypsy Jazz Track 20" | Django Reinhardt's Danse Norvegienne No. 2. |
"French Gypsy Jazz Track 21" | Django Reinhardt's Novel Pets. |
"French Gypsy Jazz Track 22" | Django Reinhardt's Nuages. |
"French Gypsy Jazz Track 23" | Django Reinhardt's Ol' Man River. |
"French Gypsy Jazz Track 24" | Django Reinhardt's Place De Brouckere. |
"French Gypsy Jazz Track 25" | Another one by Toots Thielemans, this one being Que Reste-T'il De Nos Amours. |
"French Gypsy Jazz Track 27" | Django Reinhardt's Stompin' At Decca. |
"French Gypsy Jazz Track 28" | Django Reinhardt's Swing Guitar. |
"French Gypsy Jazz Track 29" | Django Reinhardt's Tears. |
"French Gypsy Jazz Track 30" | Django Reinhardt's Them There Eyes. |
"French Gypsy Jazz Track 31" | Django Reinhardt's Tiger Rag. |
"French Gypsy Jazz Track 32" | Django Reinhardt's Y A Du Soleil Dans La Boutique. |
Unused Text
Build String
Found at 0x42D6F0 in main.dol.
The Incredibles Build 135 (c) 2004 Heavy Iron Studios Confidential -- internal use only GameCube build: Jan 18 2006, 15:52:40
Debug Modes/Tools
Various debugging features were leftover by Heavy Iron in this build, and with a few simple button combinations, we can use them as much as we like.
- Free-fly mode can be activated by simultaneously holding L+Z. To ascend, press Y. To descend, Press B. Holding L or R with make Remy's lateral movement much faster, and pressing L+Z again will return Remy to his normal state.
- Holding Z and pressing Start will lock Remy's movement and open up the master debug menu. Performing the combo again will set things back to the way they were.
- In the master debug menu, L and R are used to toggle between various pages of debug information, D-pad up and D-pad down speed up and slow down the game respectively, and L+R+Z all at once activate free-camera mode.
- To control the free-camera mode, the left stick moves forward, backward, left, and right based on where the camera is facing, and the right stick controls the angle of the camera itself, much like a dual-stick shooter. Once free-cam mode is turned off, Remy will drop at whatever coordinates the camera was at when it was disabled.