the cutting room mirror

March 13, 2006

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This is a sub-page of Proto:Casper and the Ghostly Trio (PlayStation 2).

This prototype is documented on Hidden Palace.

The earliest prototype of Casper and the Ghostly Trio in the DDI lot, which predates the final build by roughly five months. The executable was not able to be recovered, but the executable from the later prototypes is able to be used in its place.

General Differences#

Loading Screen#

Proto

Final

The loading screen is just an image of Casper in the mansion. The background and level are taken directly from Billy the Wizard: Rocket Broomstick Racing. The blurb describing the level being loaded is absent.

Pause Menu#

Proto

Final

The pause menu is also borrowed from Billy the Wizard and is a placeholder.

Unused Graphics#

MiniinVenice_BackGround_group_1.png MiniinVenice_BackGround_group_2.png MiniinVenice_BackGround_group_3.png MiniinVenice_BackGround_group_4.png MiniinVenice_BackGround_group_5.png MiniinVenice_BackGround_group_6.png MiniinVenice_BackGround_group_7.png MiniinVenice_BackGround_group_8.png MiniinVenice_BackGround_group_9.png MiniinVenice_BackGround_group_10.png

BackGround_group.psd contains quite a few screenshots from the unreleased Zool game. These can also be found in Data Design's unreleased game Mini in Venice.

Unused Sounds#

Announcer#

Data\SoundFX\Announcer contains quite a few leftover announcer sounds that come from the cancelled DDI Zool game.

announcer_egypt

announcer_egypt_alt

announcer_music

announcer_music_alt

announcer_sweet

announcer_sweet_alt

announcer_toy

announcer_toy_alt

announcer_zool

Zool#

Data\SoundFX\Zool contains a lot of sounds from Zool.

Death

Drop

Preparing to jump

Screams

Strain

Getting hit

Cheer

Nick Kart Leftovers#

Data\SoundFX\Players contains leftover voicelines from Data Design Interactive's Nick Kart pitch, which ended up being reskinned into Myth Makers: Super Kart GP.

Jimmy Neutron

Impact

Using a power-up

Otto Rocket

Impact

Using a power-up

Reggie Rocket

Impact

Using a power-up

Tommy Pickles

Impact

Using a power-up

Unused Text#

ReadMe!!!.txt#

A readme from January 2004 that lists issues with developing levels in PlatformEngine.

General Level Development Issues - Please Read before creating levels. 15/1/04 AJF

*   When setting restitution (bouncyness) for an object in a level, use values (use range 0 - 1 for physically plausible results). 
    Values larger than 1 will work, but can have strange results and sometime vary from platform to platform, so be careful and test well.
    An example was a hinge swinging that kicked the player up a hill, but when restitution was set greater than 1, it just went through
    the player's rigid body (moveable game physics object) instead of bouncing if off fast.