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March 28 2002 Build

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This is a sub-page of Proto:Disney's Stitch: Experiment 626.

This prototype is documented on Hidden Palace.

To do:
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.

General Differences#

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".

Prototype

Final

Instead of being divided into worlds, the level groups have titles:

Prototype

Final

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.

Gameplay Differences#

  • 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.

Prototype

Final

Disney's_Stitch_626_proto_end_screen.png
Disney's_Stitch_626_final_end_screen.png
  • 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.
Disney's_Stitch_626_proto_700.png

Cinematics#

The intro video uses different voice clips and is shorter than the final version.

Loading Screens#

To do:
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.

Cutscenes#

The cutscenes are animation sketches and all have content differences.

Video

Cutscene

Notable differences

Disney's_Stitch_626_proto_stcin01.mp4

Beginning of the game

  • Jumba says that Stitch "should develop into perfect fighting machine" twice in a row.
  • Experiment 621 is shown placing DNA into a teleporter.
  • 621 assumes he is the one being referred to when Jumba says it is "time for action", then looks on jealously as Stitch approaches a teleporter.
  • Jumba spots soldiers entering his lab on a screen as Stitch enters the teleporter.
Disney's_Stitch_626_proto_stcin02.mp4

Before the second world

  • Jumba tells Stitch about his rivalry with Dr. Habbitrale, holding a Greema that has teleported into the lab.
  • 621 collects the grapple gun at the end of the video instead of the beginning.
  • The grapple gun is inside a secret crate belonging to Jumba instead of a generic one.
Disney's_Stitch_626_proto_stcin03.mp4

Before the Dr. Habbitrale boss battle

  • The video starts with 621 using the grapple gun.
  • Jumba tells Stitch to go into a teleporter to defeat Habbitrale.
Disney's_Stitch_626_proto_stcin04.mp4

After the Habbitrale boss battle

  • Habbitrale's ship is shown approaching a larger one (possibly Gantu's).
  • Stitch reacts angrily to Jumba's mention of the 700s, after which Jumba warns not to make him angry.
Disney's_Stitch_626_proto_stcin05.mp4

Before the Experiment 621 boss battle

  • Jumba comments that 621 should clean the DNA processor.
  • Jumba says he doesn't have time for 621 and must recreate the 700s.
  • Jumba orders Stitch to make make sure there are no problems with the ship.
Disney's_Stitch_626_proto_stcin06.mp4

After the 621 boss battle

  • Jumba threatens Stitch over the damage he has caused in the lab.
  • The Grand Councilwoman arrives with Gantu.
  • Gantu is pleased with his arrest of Jumba as the Councilwoman is preparing an inspection.
  • Stitch is shown sneaking out as Gantu leaves with Jumba.
Disney's_Stitch_626_proto_stcin07.mp4

Before the Gantu boss battle

  • Stitch places DNA in a device.
  • Stitch tampers with electronics as Gantu approaches.
  • Gantu separates a sub ship from his main ship.
Disney's_Stitch_626_proto_stcin08.mp4

After the Gantu boss battle

  • Gantu is shown after his defeat.
  • Jumba and Stitch hide as the Grand Councilwoman appears.
  • The Councilwoman berates Gantu for his failure, as Jumba and Stitch escape in the sub ship. This explains why the Councilwoman's actress Zoe Caldwell is credited in the final game even though she does not appear.

Demo Video#

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.

Levels#

Rotten Eggs!#

  • Some of the glass tubes in the beginning of the level are broken at the top, causing eggs to jump out of them.

Greema Falls#

  • The acid is more clear than in the final game.

Prototype

Final

Hotfoot!#

  • An intercom is missing, which in the final game contains Jumba telling the player "This area is difficult...".
Disney's_Stitch_626_Hotfoot_proto_1.png
  • 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.

Prototype

Final

Disney's_Stitch_626_Hotfoot_proto_2.png
Disney's_Stitch_626_Hotfoot_final.png

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.

Prototype

Final

Meet the 700s#

  • Two of the buildings have fire escape stairs. They can be walked on and contain DNA and spawning enemies.

Disneys_Stitch_626_proto_700s_1.png Disneys_Stitch_626_proto_700s_2.png

Sibling Rivalry#

  • 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.
Disney's_Stitch_626_Sibling_Rivalry_proto.png

Energy Lines#

  • 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.
Disney's_Stitch_626_Energy_Lines_proto.png

Welcome Aboard!#

  • 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.

Prototype

Final

  • 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.

Error #626#

  • Two of the pipes at the beginning of the level are attached to the wall, while in the final game they are separated.

Prototype

Final

Disney's_Stitch_626_Error_626_proto.png
Disney's_Stitch_626_Error_626_final.png
  • 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.
Disney's_Stitch_626_Error_626_proto_2.png
  • One of the types of destructible objects that appear have different handle shapes.

Prototype

Final

Music#

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.

Level

Music

Greema Jungle

Rotten Eggs!

Caverns & Chasms

Greema Falls

Hotfoot!

Soldier Trail

Jungle Flight

The Aviary

Sibling Rivalry

Ring Around the Lasers

Error #626

Stitch in Space

Old Friends

Text#

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.

Prototype

Final

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.

Game Files#

In the same folder as the memory card icon is another icon titled FISH.ICO. The model is an animated fish.
Stitch_Exp_626_Proto_Fish_Icon.gif