This is a sub-page of Proto:Freedom Planet.
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This page is rather stubbly and could use some expansion. |
Version 1.4.0 was the first test build sent out to Kickstarter backers who pledged at least $50. All five characters are present, and only the mostly-completed stages (Dragon Valley, Relic Maze, and Aqua Tunnel) are available.
General Differences#
- Carol's ability to roll has been removed.
- Milla can now use her Phantom Blocks. Her Shield was moved to the Special button.
- The game's aspect ratio has been changed to 16:9.
- The Kingdom Stone is internally named "Life Stone".
- Sky Battalion is "Sky Battle".
- Jade Creek is "Chaos Creek".
Graphical Differences#
Milla, sorta, does a praying motion before standing up?
Audio Differences#
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Proto |
Final |
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The music used for the boss fight in Aqua Tunnel is quite unfinished and missing some parts.
Unused Character#
Watch on YouTubeIn this build, Torque is playable for the first time, accessed through memory editing.
He was going to play similar to Red and Blue from Gunstar Heroes: picking up a Keystone would give one of his two blaster slots an element. It would have been possible to toggle between two separate shots or a combo of them.
At this stage of development, Keystones do not affect the blaster in any way, and he can only make use of one blaster slot by pressing the Action button. However, different projectiles have been programmed in and could be accessed through memory editing.
How the elements affect the blaster shot:
- Wood: "Level 1" is a spread shot at two angles, "level 2" adds a third shot. Combined with
- Earth: "Level 1" shoots out an arrow that would, after hitting something, briefly move in a circle before disappearing. "Level 2" makes the arrow bigger.
- Water: "Level 1" is a singular, forward-angled blaster. "Level 2" makes it slightly bigger.
- Fire: "Level 1" is a rapid-fire blaster. "Level 2" makes for a bigger flame.
- Metal: "Level 1" shoots out a projectile looking exactly like the normal Blaster in the final game, albeit colored gray. "Level 2", again, makes the projectile bigger.
By default, Torque uses the "level 1" Fire projectile, though there exists a much weaker "no element" blaster shot as well.
Other Notes#
- Unused code allows Torque to aim straight upwards and downwards.
- He cannot shoot while on a ladder.
- He cannot use his dash.
- Instead of free air movement, his hover only allows him to glide.
- Torque is unable to progress through "Dragon Valley 3" since he cannot push down one of the wooden logs.
- Beating the Hunter Snake would softlock the stage as Torque is not programmed to return on-screen after the boss explodes.
- He has a different idle animation (same as to final, only played backward).
- He is missing his Half-Corkscrew animations.
- Certain elements of his HUD are off-center by a few pixels.
Unused Cutscene#
"Unlocked!" Screen#
An unused and unfinished version of the achievement screen. None of the achievements can be triggered in-game, but three of them (shown on the screenshot) can be displayed by enabling some unused code. It is impossible to leave the screen.
The screen contains graphics that reveal early achievement concepts:
Torque Rescued! |
Milla Unlocked! |
City Explorer |
Sky Warrior |
Down The River |
Into The Fire |
Infiltrator |
Winter Warrior |
Heart of the Dragon |
Call of the Wildcat |
Spirit of the Hound |
Survivor |
Adventure Survivor |
True Hero |
Perfect Run |
Beyond the Impossible!!! |
Back Before Breakfast |
Adventure Survivor |
Valley Girl... Guy... Person |
Claw? What Claw? |
Beat the Clock |
Shoryuken |
Everything's Better With Spinning |
Out With A Bang |
Kick Kitty |
Biker Striker |
Mecha Masher |
Master Mecha Masher |
Stomped Them Right Back |
Bug Repellant |
I Heard You Liked Rides... |
Fighter like a Spider |
Trapeze |
Unused Sprites#
Characters Sprites#
Sprite |
Description |
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A frame of Milla wearing a suit similar to Torque's. Also, the arrows on her ears are colored orange rather than green. |
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A sprite of Lilac holding Carol. Demo 1.4.x contains multiple variations of this sprite, but none of them are present in the final version of the game. |
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Lilac hugging Milla. The purpose of these sprites is unknown. |
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A short animation where we can see blood on Lilac's face, still using her old hedgehog design. |
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Spade holding onto a bar and swinging his legs back and forth. |
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Spade using his Quick Draw attack while grabbing a ladder. |
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Spade making a deadpan. |
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Work-in-progress idle animation for Neera, still using her old design. The colors of the staff change in the first frame, presumably to try out different color schemes. |
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Neera, well, being shocked. Both while, and while not, holding her staff. |
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HUD, Menu, UI etc#
Sprite |
Description |
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An alternate logo that is more or less the same as the logo seen in one of Gashi-Gashi's promotional artworks, just in pixel art form. Found in the files for the title screen. |
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An "Ouya" logo, would've logically have been used if there actually was an Ouya port. |