This is a sub-page of Proto:Freedom Planet.
Versions 1.0.0 and 1.1.0 are the earliest available prototypes, released eight months after Strife first showed footage of the game. During that time, Strife has made some fundamental changes towards making the game an original property.
The first demo version, dated August 4, 2012, was made ready for Sonic Amateur Games Expo 2012 but had also been shared across multiple forums. The second demo, dated August 11, 2012, provides minor tweaks and bug fixes.
Downloads#
Download Freedom Planet (v1.0.0) File: Demo_1.0.zip |
Download Freedom Planet (v1.1.0) File: Demo_1.1.zip |
General Differences#
In both prototypes:
- All characters are able to summon a shield by collecting five Keystones. The element of the shield depends on the element that has been collected the most.
- It is possible to have two shields simultaneously. They can be swapped by pressing the Special button.
- Pressing Down allows every character to roll.
- Lilac's Hair Whip, Rising Slash, and Dragon Boost (then called Comet Dash) are all available.
- Carol can use her Punch Combo, Wall Cling, and interact with Jump Pads.
Only in the August 4 prototype:
- The Dragon Boost acts as her double jump move.
- Like in the final game, the Rising Slash can only be used by pressing Up and Action.
- The energy bar relies sorely on the character's horizontal speed.
- Due to a mistake, the time record required to unlock Carol is 6:25.
Only in the August 11 prototype:
- Lilac's Dragon Boost is mapped to the Special button, making the shield swap mechanic exclusive to Carol for the time being.
- Carol can use her pounce by pressing Jump while crouching.
- The Rising Slash can also, strangely, be used by pressing Down and Action.
- The energy bar also slowly charges on its own.
- The Wood shield attracts the life petals in a 100px radius.
- Easy, Normal, and Hard difficulties can be selected.
- The time record required to unlock Carol is 7:00.
Animation Differences#
All characters use a Sonic-style rolling animation.
Carol uses a vastly different crouching animation.
Spade uses a high speed running animation reminiscent of Espio's in Knuckles' Chaotix.
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Proto |
Final |
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The monitors were originally heavily based on the item monitors from the Sonic series. Crystal Clusters use a design similar to the final revision of the remaining monitors. The Invincibility Monitor is purple and has a unique spherical design, which would later be used for the Bomb Monitor.
Name |
Proto |
Final |
Notes |
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Hopper |
Was originally gold and green instead of purple and silver. |
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Iris |
Has a much brighter palette. |
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Slug |
Has more detail in the head shape in the prototype but otherwise lacks the "Shade eye" and other details of the final sprites. |
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Extractor |
Colored silver instead of orange, and is missing its head as well as shell with antenna. |
While these enemy sprites are unused in the demo, they would show up in the final game.
Audio Differences#
Music#
Many of the songs featured in the demo were completely redone for later versions. Most of these are included as bonus tracks on the game's soundtrack.
Title Screen#
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Prototype |
Final |
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The demo version is in a higher key and is overall much more upbeat than the final version.
Dragon Valley 1#
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Prototype |
Final |
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Faster tempo, lower key, and completely different instrumentation.
Dragon Valley 2#
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Prototype |
Final |
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More basic instrumentation and a different melody for the guitar section. Missing the vocal samples found on the soundtrack version.
Midboss#
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Prototype |
Final |
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A lot shorter and less intense than the final version. Instrumentation is again completely different from the final.
Boss#
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Prototype |
Final |
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Out of all the tracks in the demo that ended up being changed, this one changed the least. Slight differences in instrumentation, drum pattern, and mixing.
Speed Powerup#
Used for the speed powerup that was included in the demo. It was supposed to be used in the game's sequel as an invincibility theme, before being scrapped again.
Mahjong#
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Prototype |
Final |
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Before it was replaced in later prototypes, a track by the game's composer Woofle named "City Centre Groove" served as a placeholder.
Lilac Voice Clips#
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To do: |
- Lilac's voice clips were of much lower quality before being re-recorded for the final game.
Proto |
Final |
Use/Transcription |
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Hair Whip |
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Hair Whip |
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Hair Whip |
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Hair Whip |
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Rising Slash |
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Rising Slash |
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Gasp |
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Hurt |
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Hurt |
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Hurt |
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Hurt |
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Lilac: Hey, come on! |
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Lilac: What's wrong? |
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Lilac: Do you want to get a bad time? |
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Lilac: Can't move it! |
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Lilac: Woohoo! |
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Lilac: Yeah! |
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Lilac: Hit me if you can! |
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Lilac: Help! |
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Lilac: I won't give up! |
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Lilac: Not today! |
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Lilac: Let's go! |
Dragon Valley Differences#
Both prototypes:
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To do: |
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Proto |
Final |
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- The green Choppers in the background of Dragon Valley were originally red planes.
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Proto |
Final |
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- In the final game, the S-Tunnels were replaced by Spiral Tunnels.
- The Wretchnid only shoots out three Pellets rather than five.
August 4:
- The boulders in the boss fight against the Hunter Snake can only be destroyed by rolling or boosting against them.
August 11:
- Dragonflies have a slight delay before they dive towards the player.
- During the boulder chase, it is easier to outrun the boulder while jumping.
- Rolling will always knock down the tree trunks.
Naming Differences#
- The Hunter Snake is internally named "Serpentine". Serpentine himself is called "Serpentine Rider".
- Regular enemies still have a "Badnik" prefix.
Carol Unlocking Method#
It is possible to unlock Carol without having to clear Dragon Valley under a certain time limit.
In the options menu, select the "Okay" text and press Left, Right, Left, Right, Down, Left, Down, Right. The game will confirm this by playing the "chime" sound effect.
Unused Character: Spade#
In the demo version, only Lilac and Carol are accessible, making Spade unused. He can be easily accessed by modifying the character ID stored in memory. His character attributes (top speed, acceleration, etc.) are identical to Lilac's.
He is, however, barebones; his only method of attack is to roll, and pressing the Action button just makes him stuck and unable to land/jump. This is due to Spade switching to an "action" that is assigned to this button but not actually implemented yet. Getting hit by a Turretus' Pellet or interacting with a ladder/half-corkscrew fixes this.
Spade's design starts out fairly different from the one seen in the final game; his arms and muzzle are all cream-colored. He also wears a different pair of shoes, white gloves with red cuffs, and lacks his red shades.
Unused Intro Cutscene#
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To do: |
Unused Graphics#
A sprite of Lilac's idle that tests the shading style from the final game but, in her hedgehog design.
An alternate version of Lilac's "pull up from ladder" animation. For some reason, this animation frame shows her underwear.
Lilac, eating, as well as reacting to something.
Unused version of Carol's idle. She seems to be missing her tail in one of its frames. Most notably, she moves her arms differently.
Unused hurt frames for Carol.
Carol riding her motorcycle. Assigned as her dash animation, but impossible to trigger.
Carol, either drawing or writing, and reacting to something.
More unused hurt frames, but for Spade.
A collection of heads, armor, and gun parts for Serpentine, some of which showing older design concepts.
A more crystalic-looking version of the health petals.
A more zoomed-in albeit smaller version of the red planes.
Text that reads "Download". It's unknown for what it may have been used for. Found in the set of stage names.
Since Relic Maze isn't available in both demo versions, the stage icon remains unused.
Text that should have read "Relic Maze" but is missing a Z.
A small turbine.
A mace similar to the ones held by two of the unused enemies.
Some kind of metallic flower with a green box sticking out the top. Purpose unknown.
Unused Enemy Concepts#
There were a lot of enemy sprites in the files of the prototypes that never made it into the final game. A lot of which were enemies that were never seen outside of this prototype. Strife would later state that she didn't think they were good designs.
Some bug enemy sprites. These are mostly unpolished with only the head being shaded to a more detailed extent.
A very early sketch sprite for a dino-like enemy, only consisting of a sketch for its head.
A pair of bird enemies. One of them is missing a body and only exists as a head and a bomb sprite, while the other is more complete.
A pair of sprites for an enemy wielding a mace. The flying one also has another bomb sprite, although a smaller one than the bird. The ground variant of the enemy is largely unfinished, with only the tail and legs being present in the sprite.
Some red enemy sprites.
Worlds Engine Leftovers#
Since Freedom Planet was built around the Worlds Engine, originally intended for Sonic fangames, some of the leftovers are bound to be Sonic-related.
Super Peel-Out (1.0 - 1.6.9)#
Acts pretty much like the unmodified Worlds' version (and by extension Sonic CD, where it originated). While Lilac is normally the only one allowed to use it, it is actually grouped under Carol's set of actions.
Transformation & "Super" State (1.0 - 1.1)#
Impossible to trigger without memory editing, but it is possible to have the characters "transform". However, it will do nothing to the character outside of turning on the "Super form" flag, and while the flag is active, the player will slowly lose health until it reaches 0, which is when they will turn back to their normal state.
During the transformation state, Lilac's hair will use an animation of Sonic transforming. However, since Lilac's animation only lasts for seven frames, this animation, in particular, will always be cut short.
Floating Ring Monitor (1.0 - 1.3)#
A floating variant of the Ring Monitor, the basic version of it already being wiped from the game. This version lacks any functionality outside of counting as a "moving platform" and acting like one.
Drowning and "Super Form Test" BGM (1.0 + 1.1)#
Both leftovers that can only be found in a specific branch of the Worlds Engine, indicating that Freedom Planet was built around Version 1.2c. The Super Form music is a remix of "Dan Dan Kokoro Hikareteku", the opening theme from Dragon Ball GT.
(Source: Creepario)
Graphics#
"Enemy Limiter": Used as a collider, which works in different ways for various enemies. Shows parts of Crabmeat from Sonic 1. Still used in the final game.
"Master_RingLoss": Completely unused. Can still be found in the final game.
"500pts": Ditto.
Sound Effect#
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To do: |
(Source: Creepario)