the cutting room mirror

February 7, 2011

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

This prototype is documented on Hidden Palace.

A Wii prototype dated 7 months before the final build. It has lots of Xbox 360 leftovers, and only one level.

General Differences#

  • The game's Wii system menu uses 2 coins saying "DU" instead of a player in a Cheshire Cat costume. When clicking on it, the music is leftover from Ice Age: Dawn of the Dinosaurs, the game's logo is not present, the background is different, and the colors of 3 players' heads are different.

Prototype

Final

  • When entering the game itself, it boots to a debug level select. It has a selection named "Milestone 13 Wii" which has the 3 parts of the Pirates of the Caribbean level "London".

Prototype

Final

  • The game calls you "Mark" instead of "PL1" automatically.
  • You are always forced to use a Jack Sparrow costume.
  • Xbox 360 button prompts are used throughout.
  • There is not much music throughout the game.
  • There are no objective popups.
  • The gold looks different. The gold count above you is also not present.
  • The C button is used for objects instead of Z.
  • Pressing C and Z at the same time will send you into a debug freefly mode. You use the D-pad to go up and down in this mode. Pressing them again sends you back to normal.
  • Pressing 1 shows a debug menu controlled with the D-pad.
  • You originally used the 2 button instead of + to pause the game. The pause menu is also much more rudimentary, only having options to go back or quit with B or A.

Prototype

Final

  • The loading screen is a splash screen without any hints from VIC and HEX.

Prototype

Final

  • Spinners require you to move them left instead of in either direction.
  • Certain power-ups are not timed and instead require you to use them a certain amount of times to lose them.
  • Crowns are used instead of blue stars for the character upgrades. "Jack Sparrow" is also known as "Jack Sparrow's weapon" as it only upgrades that costume's weapon, while other character are just called "[character name]'s weapon".

Prototype

Final

Level Differences#

London 1-1: City Streets#

  • The area starts with a cutscene showing some robots bringing a character in an Elizabeth Swann costume into the gate ending this area. It was changed to robots opening a treasure chest. You then jump off a ship to fight some robots in a different start position.

Prototype

Final

  • Throughout this area, odd beeping noises strangely similar to morse code are heard along with the sound effects.
  • The level graphics are very different.
  • The cannon is pre-built, so you just have to shoot the targets to build the bridge.
  • Speaking of the cannon, it has a completely different design that is much longer.
  • No tutorials are present here.
  • There is no challenge in this area.
  • The bridge originally had 3 planks instead of 2. The missing plank is still present in the final, but it gets blown up instead of flipping upwards, so you can learn how to double jump.

Prototype

Final

  • The spinner makes a bridge move downwards to get to the gate instead of opening the gate.
  • The spinner itself is out in the open instead of closed off by a building.

Prototype

Final

  • In place of the stairs to the gate is a ladder.
  • There are no Brutes in this area.

London 1-2: City Canal#

Prototype

Final

  • Like with the last area, the graphic design was heavily changed.
  • The cannon is already there instead of requiring you to use the fire to burn the cargo nets.
  • The area begins with an enemy ambush. Enemy ambushes have a music cue that was removed in the final.
  • To the left of the starting area, there is a Brute in a shower. Using the fire below him will make him notice you, jump out and attack.
  • There is no challenge in this area.
  • The spinner used to move the lift is out in the open and also lower than the final instead of being higher and requiring you to shoot a cage holding it with the cannon.

Prototype

Final

  • In place of the lever used to lower the bridge is a wheel.
  • An enemy hazard does not block you from bringing the cannon out of the bridge.
  • The lever used to move the elevator upwards also uses a wheel instead. It is in a different spot than the final, but still requires use of the cannon to free it from its cage. You also have to use it twice instead of once to get it fully up or down.
  • The last lever was originally a wheel, but was in a different spot. However, when getting near it, text saying "MINE!" from the seagull will appear as the sticks on the wheel move to a removed platform.
  • The removed platform has the wheel on it, but you cannot reach it. You have to use the cannon to shoot targets on it. Shooting the targets destroys the platform, but the "MINE!" text appears and the sticks get sent to the area where the lever handle is in the final.

Prototype

Final

  • The spinner used to bring down the wheel does not have collision in the middle.

London 1-3: City Port#

  • The area starts with a completely removed cutscene showing the robots taking the Elizabeth Swann-costumed player with them to the right.

Prototype

Final

  • The enemy spike trap at the start is not present.
  • "Port Royal" was renamed to "Pirate Ship" on the ship's health bar which looks completely different.

Prototype

Final

  • You never have to put any fires out.
  • Instead of water bombs at the left and right, there are normal bombs in the middle.
  • When fighting the pirate ship, original music plays that sounds entirely different from the final.
  • The ship does not shoot any cannons, but you still hit it with the cannon. The effect when shooting the targets is a white square instead of the proper effect from the final.
  • After that, it shows 4 chests. 3 give crowns, while 1 gives a random power-up. Then, the Elizabeth Swann-costumed player appears in place of the Iago-costumed-player. Saving her will show a text prompt saying you unlocked her before going to the next level documented on this page.

Prototype

Final

Challenge#

  • You go to the challenge by going to the center of the boss arena instead of beating the pirate ship boss.
  • The challenge is completely different from the final. Instead of being one of the usual randomized challenges, it's always an early version of Ragdoll Rescue where you rescue 10 civilians instead of 4 (shown as big ragdolls falling from the buildings). One area represented by a red cross will save them, the other represented by a robot will make you lose them.

Podium#

  • After beating the last area, it shows a broken early results screen area. Instead of actually showing a menu, you are just inside a small map with a background similar to the final but still completely different. Calm music plays in the background, and occasionally scared running robots appear.

Prototype

Final