This is a sub-page of Proto:Disney Universe.
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This prototype is documented on Hidden Palace. |
An Xbox 360 prototype dated a year and 2 months before the final build. It is still very early, but has more content. A build exists from the previous day, but it is seemingly identical to this.
General Differences#
- The game boots into a debug level select, revealing this to be Milestone #7.
- The HUD was changed, but is still completely different.
Levels#
1st Playable: Wall-E Level 1#
- This area contains 5 rooms: Highways Room, Lasers Corridor, Bounce Pads Room, Dizzy Corridor, and Compactor Room. It is a draft for the WALL-E level "Axiom Belowdecks" with 2 cut sections that were moved into the final game level "Axiom Captain's Deck" (Bounce Pads Room and Dizzy Corridor). It has actual visuals now (though only for the first room), and no placeholder models (aside from the humans in Bounce Pads Room).
Highways Room (Arrivals)#
- There are only two security bots instead of three, and you only have to move one.
- In the early area, the Light Track is in the middle instead of to the left.
- You have to flip switches to get the security bots instead of having to instantly move them.
Lasers Corridor (Lazer Corridor)#
- The lasers turn you into a basketball instead of just hurting you normally.
- There are no general level gimmicks, so you just have to platform your way to the end.
Bounce Pads Room (Lido Deck)#
- This area was moved to be the first room of "Axiom Captain's Deck" in the final game.
- All humans use placeholder models.
Dizzy Corridor (Booting)#
- Another moved area, moved to be the second room of "Axiom Captain's Deck". Originally, there would be tubes shooting out skulls that make you dizzy (which reverses controls).
Compactor Room (Departures)#
- You just have to shut down the trash compactor without doing the other things.
- There is no trapped guest.
- You put sheep in the trash compactors instead of blocks.
1st Playable: Cubiverse Prototype#
- An early design showcase for the main menu's background. It starts with an early intro made up of pictures, before showing the level. It plays an instrumental of the song Acceptable in the 80's by Calvin Harris.
Graphical Layout: Pirates Level 1#
- This area contains 3 rooms: Cannon Fort, Cannon Town, and Ship Battle. It is an early layout for the Pirates of the Caribbean level "London".
Whiteroom Layout: Pirates Level 2#
- This area contains 3 rooms: Dutchman Deck 1, Dutchman Deck 2, and Dutchman Organ. It is an early layout for the Pirates of the Caribbean level "Queen Anne's Revenge".
Visual Test: Hercules#
- A visual test for a cut Hercules world taking place in seemingly Olympus.
Visual Test: Pirates#
- A visual test for the Pirates of the Caribbean world taking place inside a ship.
Visual Test: Wall-E#
- A visual test for the WALL-E world taking place in the ruins of Earth.
Visual Test: Tron#
- A visual test for a cut Tron world taking place in the Grid. This was possibly intended to tie in with Tron: Legacy, and this prototype is dated nine months before the aforementioned film, but was canned in the end. It still got a poster at E3 2011 however.