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Translations:Proto:Hover! (1995)/10/en
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Graphical differences
- Different, simpler executable icon.
19950420 | Final |
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- 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 |
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19950420 FBASE_T | Final FBASE_T |
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19950420 CBASE_T | Final CBASE_T |
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- 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 |
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- 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 |
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19950420 FORCE_FIELD_T | Final FORCE_FIELD_T |
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19950420 STEPS_00_T | Final STEPS_00_T |
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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.