the cutting room mirror

February 2, 2010

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This is a sub-page of Proto:Disney Universe.

General Differences#

  • The game boots into a debug level select, revealing this to be Milestone #5.
  • The HUD is entirely different.
  • You play as an early Jack Sparrow with a completely different design.
  • You use the RT button to move things and B to attack instead of Y to move things and X to attack.
  • The gold uses a completely different design.
  • The audio only consists of sound effects, and there's a high chance that it will start outputting VERY loud garbage noise.

Levels#

1st Playable: Draft Layout#

  • 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". There are no textures yet and everything except you, the gold and enemies use placeholder designs.

Highways Room (Arrivals)#

  • The security bots use a rudimentary placeholder design. There are also only two of them 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 are placeholders, shooting out skulls (early design for the voodoo dolls) that 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.
  • The furnace uses a placeholder model. Getting close to it will make the image used by all of the Axiom robots in the film to classify WALL-E and EVE as "rogue robots" appear, albeit squished.
  • You put sheep in the trash compactors instead of blocks.

Whiteroom: Enemies#

  • This area contains three rooms, all named.
  • A test area for slopes.

Enemy Types 1#

  • Contains all enemies in the game that can be spawned with blue platforms and despawned with a red one.

Animal Types 1#

  • Same as Enemy Types 1, but for animals. Only the sheep is present.

Whiteroom: Power-Ups#

  • This area contains 2 hubs. It is a whiteroom for power-ups.

Time Bomb#

  • A test for the bomb head power-up.

World Duality#

  • A test for a "world changer" power-up which would change the level design and add certain things you can use to progress. The background starts as an image of Visual Test: Wall-E and will change to Visual Test: Tron when using the switch.

Gravity Ball#

  • A test for a "gravity ball" power-up which would put you in a floating ball that can move upwards.

Gravity Flip#

  • A test for a "gravity flip" power-up which would flip you upside down. It is broken however, which may explain its removal.

Super Jump#

  • A test for a "spring" power-up which would let you jump higher.

Air Strike#

  • A test for an "air strike" power-up which doesn't seem to do anything.

Glue Tether#

  • A test for a "glue tether" power-up which doesn't seem to do anything.

Lightning Strike#

  • A test for the thunder cloud power-up.

Fat Guy#

  • A test for a "wide" power-up which would make you wider and slower.

Chicken#

  • A test for the chicken power-up.

Power Punch#

  • A test for the boxing gloves power-up.

Dizzy Controls#

  • A test for the dizzy power-up.

Money Magnet#

  • A test for the magnet power-up. Originally, instead of just collecting gold from nowhere, it would just attract gold in the area or from enemies.

Enemies into Gold#

  • A test for an "explosion" power-up which would explode enemies into gold.

Melee Weapon#

  • A test where originally the weapons would be a power-up and you would only attack with punches.

Bouncing Ball#

  • A test for the basketball power-up.

Power-Up Interaction#

  • A test for using power-ups to break chests with specific requirements (All, Explosions Only, Heavy Hits Only, and Electric Only).

Skull & Fairy#

  • A test for the power-up collectibles.

Random Pos / Neg#

  • A general test area with power-ups that don't seem to do anything.

Randomised#

  • A test area for a randomized power-up.

Whiteroom: Collectables#

  • This area has three named rooms.

Currency & Podium#

  • Has several currency layouts with platforming. There is a finish line that teleports you to the podium.

Currency Layouts#

  • A test for currency layouts.

Interactive Objects#

  • A test for chests, bombs and barrels.

Whiteroom: Physics#

  • This area only has 1 room.

Misc Physics 1#

  • A general room for things with notable physics.

Whiteroom: Movement#

  • This contains 9 rooms.

Room 01 Jumping Horizontal#

  • A test for jumping spaces in a horizontal lineup.

Room 02 Jumping Vertical#

  • A test for jumping spaces in a vertical lineup.

Room 03 Slopes#

  • A test for slope height.

Room 04 Steps#

  • A test for step height.

Room 05 Door Widths#

  • A test for door sizes.

Room 06 Walkway Width#

  • A test for walkway sizes.

Room 07 Platform Sizes#

  • A test for platform sizes.

Room 08 Corridor Width#

  • A test for hallway sizes.

Room 09 Special#

  • Contains nothing.

Whiteroom: Camera#

  • This area has 5 rooms.

Limits#

  • Has sloped stairs left and right to test camera limits.

Path Camera#

  • Has hallways to test camera paths and a Saturn-type ring circle.

Curves#

  • A test for camera curves, also containing a "Cylinder" section with a lone ring circle.

Modes#

  • A test for camera modes.

Auto-Fade Objects#

  • Has some pillars to test object fading.

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.

Visual & Gameplay Test: Pirates#

  • The same as Visual Test: Pirates, but with some gameplay aspects.

Podium#

  • You can go here in the Currency & Podium test area and the Axiom Belowdecks draft. It is very early, being on a blue test background, having no music and just having the "1, 2, 3" standings in an early state.