This is a sub-page of Proto:Casper and the Ghostly Trio (PlayStation 2).
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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#
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Proto |
Final |
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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#
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Proto |
Final |
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The pause menu is also borrowed from Billy the Wizard and is a placeholder.
Unused Graphics#

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 |
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announcer_egypt_alt |
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announcer_music |
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announcer_music_alt |
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announcer_sweet |
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announcer_sweet_alt |
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announcer_toy |
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announcer_toy_alt |
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announcer_zool |
Zool#
Data\SoundFX\Zool contains a lot of sounds from Zool.
Death |
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Drop |
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Preparing to jump |
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Screams |
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Strain |
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Getting hit |
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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 |
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Using a power-up |
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Otto Rocket
Impact |
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Using a power-up |
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Reggie Rocket
Impact |
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Using a power-up |
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Tommy Pickles
Impact |
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Using a power-up |
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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.