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Translations:Proto:Hover! (1995)/10/en

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Graphical differences

  • Different, simpler executable icon.
19950420 Final
Hover 19950420 Icon.png Hover Final Icon.png
  • Small.maz textures were all rewamped later on: Blueish wall texture. Black, small tiled ceiling, no red borders on walls.
19950420 BACKGRND_T Final BACKGRND_T
Hover 19950420 BACKGRND T.png Hover Final BACKGRND T.png
19950420 FBASE_T Final FBASE_T
Hover 19950420 FBASE T.png Hover Final FBASE T.png
19950420 CBASE_T Final CBASE_T
Hover 19950420 CBASE T.png Hover Final CBASE T.png
  • Medieval Castle has it's dragon decal polished: More pixels were made transparent to make it look less cropped. The dithering of the image changed with it, as it was probably simply re-exported with a different palette / dithering outcome.
19950420 WBASE_06/07_D Final WBASE_06/07_D
Hover 19950420 TEXT1 WBASE 06 07 D.png Hover Final TEXT1 WBASE 06 07 D.png
  • City also has some textures changed, especially the heavy contrast black/white floor, probably to combat eye strain. The power-up wall had a colorful swirl at first. The pink carpet was just plain pink.
19950420 FBASE_01_T Final FBASE_01_T
Hover 19950420 TEXT2 FBASE 01 T.png Hover Final TEXT2 FBASE 01 T.png
19950420 FORCE_FIELD_T Final FORCE_FIELD_T
Hover 19950420 TEXT2 FORCE FIELD T.png Hover Final TEXT2 FORCE FIELD T.png
19950420 STEPS_00_T Final STEPS_00_T
Hover 19950420 TEXT2 STEPS 00 T.png Hover Final TEXT2 STEPS 00 T.png

Other game engine-specific differences:

  • Object clipping like cars and pods near walls is bad and they sometimes disappear when close in front of walls or appear behind them near corners.
  • Small bugs with floor and ceiling painting due to the way the levels are designed (loading them in the final version still causes these bugs).
  • Shift+F4 does not switch to a high resolution full screen mode, just to an upscaled low resolution mode.
  • Sometimes, walls appear in the mini map earlier than in the final game, even though they weren't really discovered yet.
  • Small.maz shows a correct black minimap, but with some white walls visible.
  • The minimap already shows (randomly looking) recognized outlines while the level is still starting.