Reading Level Harry Potter and the Chamber of Secrets
This page details one or more image versions of Harry Potter and the Chamber of Secrets (Windows, Mac OS Archetype, Mac Os X).
Harry Potter and the Chamber of Secrets image is a rather unfinished build of the game, even though the build date is September 6th 2002, which is about two months earlier the final release. In that location are a lot of softlocking cutscenes, many voice clips are missing or are placed incorrect, the HUD is completely unlike and of grade there are lots of graphics, music and maps that are either completely different or absent from the final game. Pressing "Start" doesn't actually start the game, instead yous have to select a level from the debug carte. The proto also includes the original Unreal Editor the developers used.
| This article is a work in progress. ...Well, all the articles here are, in a manner. But this one moreso, and the article may contain incomplete information and editor's notes. |
| To exercise: Bank check EVERYTHING, there is a lot in hither: maps, music, sounds, tools, scripts, cutscenes, etc. |
Contents
- one Sub-Pages
- 2 Interface and Menus
- 2.i Main Menu
- ii.2 Pre-Load Card
- two.3 Debug Menus
- 2.four Old Dev Menu
- 3 Original Final Game Levels
- 3.one Adv1Willow.unr
- 3.2 Adv12Chamber.unr
- 4 Unused Levels
- 4.i AdvFlyingFord.unr
- 4.two Adv4GreenhouseOld.unr
- 4.3 Adv10Hermione.unr
- iv.4 AOLDemo.unr
- iv.v Calibration.unr
- 4.6 ChadHallWarnHighCel2.unr
- 4.7 Charms+Do.unr
- 4.eight courtyard1_cv.unr
- iv.9 courtyard1_snow_cv.unr
- four.10 Curvedhalls_stairway.unr
- 4.11 CV.unr
- 4.12 Dada.unr
- 4.xiii Dumbledore_Office.unr
- 4.14 DungeonHallway.unr
- four.fifteen Entrancehall_new.unr
- four.16 EntryCV1.unr
- four.17 grandstairben.unr
- 4.18 Grounds.unr
- iv.19 TestLevel.unr
- iv.20 Triggers.unr
- iv.21 workroom_HP2.unr
- 5 Cutscenes
- v.i 00001PrivetIntroOld
- five.2 FlyFordIntroOLD
- 5.iii 00020FlyingFordEnd & 00030WhompCrash
- 5.iv 04070FollowVoiceB
- 5.5 10060DumbEnter
- five.six 12060GoyleBackToHarry
- 5.7 15060Adv9bLairOLD
- 5.8 15065Adv9bHarryWins
- v.ix 15070RonRescue
- 5.10 17150BasiliskIntroV2
- five.eleven 17180VictoryV2
- v.12 18040HouseCup
- 6 Music
- vii Sounds
- 8 Textures
- 9 Dialog Lines
- 10 Developer Tools
- 10.1 GestureDrawingTool
- x.ii GestureComp
- 10.3 UDebugger
- 11 Credits Differences
Sub-Pages
Interface and Menus
Master Bill of fare
The most notable difference is that the HUD was completely remade between this build and the final game.
Epitome | Final |
---|---|
The carte functions exactly the same in the paradigm. The second owl at the bottom left is for the credits, bachelor as well in the concluding game when debug mode is activated. The final game also completely hides the paused gameplay with a static groundwork. There is also no music.
Prototype | Final |
---|---|
In the prototype build, there is a difficulty selection and the default is attack piece of cake (normal in the final game just can't be changed unless debug way is active). Moving while casting was as well a selectable option, just there is no input option for the map, skipping cutscenes and the quidditch action push button. The default button for drinking a potion is also set to Q instead of SpaceBar.
Prototype | Final |
---|---|
The artwork resembles more of the previous game's style.
Prototype | Final |
---|---|
The differences are subtle, but in the prototype, the logo is off-centre, the background is slightly unlike and the instructions at the bottom are in a white box. In that location are likewise no sounds at all when a button is clicked.
Prototype | Final |
---|---|
In the prototype, the save file icons were supposed to exist dynamically taken at a save book. There's also an pointer (<) on the back button.
Prototype | Last |
---|---|
The video options open in another window in the prototype. There are besides options to run the game in windowed way and a toggle for 3D hardware acceleration graphic cards.
Epitome | Last |
---|---|
Only like the video options, the sound options open in another window. There is an selection to toggle 3D audio hardware.
The debug menus are mostly the same as in the final game except the bookmarks menu which works in the proto with unlike bookmarks for each level.
This shows the quondam dev menu when start running the game. This menu is commented out within the code so is not shown by default in the proto only can be shown past uncommenting the code. Clicking on an choice loads the appropriate map while the starting time button still does nothing. The menu on the right shows the HP1 fashion dialog box was used when pressing Go out or Esc to quit.
Original Last Game Levels
Levels that are in the last game but are different in the proto. Differences in all the levels:
- Harry has two voices (the temp and last voice actor).
- Uses HP1 climbing.
- Beans come up out of chests all at once, similar in HP1, instead of coming out one at a time.
- Chocolate frogs jump further abroad from you lot than in the terminal game .
- More save books spread throughout levels and some in different places than the final game.
- More wiggentree bark and flobberworm mucus past potion cauldrons than in the final game.
- No sound is played when a bill of fare comes out of a chest or is picked up.
- Levels are automatically saved when beginning loaded.
Adv1Willow.unr
This map has modest roots that attack you past the Whomping Willow likewise equally the big ones, the small roots were removed in the final game. The music is slightly dissimilar, a dialog line is broken, camera angles in cutscenes are dissimilar, i of the root keeps going up and downwards during the cutscene Ron gets freed, the walls opacity doesn't change correctly after casting Lumos by the stairs and Rons patrol points are not programmed correctly towards the end of the level.
(Source: AdamJD)
Adv12Chamber.unr
This level is quite buggy compared to the last game equally shown in the video by blizmed. The snake was also originally going to take an eye beam and would exhale fume in the 2nd phase of the battle but these are cut in the proto. Information technology is impossible to kill the snake using the sword. blizmed has too implemented these cutting features into the level.
(Source: blizmed)
Besides in the 1st stage of the fight the first eye spell state was going to have a spell shoot from the Basilisk's eyes before it got replaced with the beams. The centre spell kills Harry in one hit. In this state the basilisk is bugged and its health tin't reach 0 without changing the original code.
(Source: AdamJD)
The basilisk besides has three working unused states. These are statePodiumAttack, stateLungeFromHole and stateLookAround which are shown in the video below.
(Source: AdamJD)
Unused Levels
Most of these levels don't take default music. If there is music in the level, it will be specified in the description.
AdvFlyingFord.unr
The flight Ford cutscene was originally going to be a playable level where the thespian would have controlled the motorcar and avert being seen by Muggles but got cut due to the devs not being able to program the level correctly. In the proto the level is unplayable only a user called blizmed has managed to brand the level somewhat playable.
(Source: blizmed)
Adv4GreenhouseOld.unr
Simply equally the map name says, it's an old version of the greenhouse take a chance map. The greenhouse itself is very large compared to the final game's version. There are a few interactible objects, such as a climbing block and a Flipendo switch.
(Source: Laenthor)
Adv10Hermione.unr
One of the few levels nowadays in the subfolder "Oldfiles". It's big and pretty empty, only the interesting thing is that some statues trigger some platforms in one case hit with Lumos, which is a mechanic from the first game.
(Source: Laenthor)
AOLDemo.unr
This is the map used in the game's demo, still, some of the objects are missing some interactions, such as the Lockhart statues not doing annihilation. This map has music triggers.
(Source: Laenthor)
Calibration.unr
A L shaped hallway with a small empty room on ane side and an early potions classroom on the other. Based on the map name this was used for calibration.
(Source: AdamJD)
ChadHallWarnHighCel2.unr
A room with a small empty hallway at the peak of an elevated platform with a fix of stairs on each side of the platform.
(Source: AdamJD)
Charms+Practise.unr
An early charms classroom with another room separated by a hallway. The gates take no collision and this room would have presumably been used for do. At that place are besides unused windows outside of the map.
(Source: AdamJD)
courtyard1_cv.unr
The aforementioned map as courtyard1_snow_cv but without the snow.
(Source: AdamJD)
courtyard1_snow_cv.unr
A very small simply beautiful map. This map blueprint is used in the diffindo challenge in the final game.
(Source: Laenthor)
Curvedhalls_stairway.unr
A map with 2 curved hallways that have stairs. There are doors at the summit and bottom of each hallway.
CV.unr
A small exam level that mainly checks ectoplasm, music toggle systems and features some odd challenge star models that are non seen anywhere in the proto or the final. This map has a music trigger.
(Source: Laenthor)
Dada.unr
An early map of the DADA classroom. There is a small circular room at the first of the map, a placeholder with the text "placeholder" mirrored and a room past the door upstairs with another door placed in the room.
(Source: AdamJD)
Dumbledore_Office.unr
An early map of Dumbledores office. At that place is a door where the archway normally is, the Sorting Chapeau and Fawkes stand up are non present, there are stairs that take you lot to the upstairs level with modest rooms afterward the outset ii set up of stairs, the layout is slightly different and there are objects outside the map.
(Source: AdamJD)
DungeonHallway.unr
An early map of the dungeon hallway. The layout of each part of the hallway is different, textures & lighting are unlike and the Slytherin Mutual Room door automatically opens when walking in & out of that role of the map.
(Source: AdamJD)
Entrancehall_new.unr
Despite the proper name this is an early map of the entrance hall and is a WIP of the final map. The Hufflepuff and Gryffindor symbols are on the wall next to the stairs, the Skurge and Spongify challenge doors are not nowadays, statues and clandestine areas are non present, there is an empty room where the Rictusempra challenge door hallway normally is, the bean bonus room is non gear up upward and at that place are some small differences such as placeholder textures on the ceiling, placeholders for portraits and a placeholder for the grand staircase door. Touching the black part on the stairs kills you instantly.
(Source: AdamJD)
EntryCV1.unr
Some other early map of the entrance hall. This is the HP1 antechamber that has minor changes with added placeholders for the hallways and rooms that need to be set. There are placeholders for hallways and/or rooms next to both the Rictusempra challenge and edible bean bonus room placeholders which are not gear up in the final game or the Entrancehall_new map. There are placeholders for the portraits and the knights have been removed. There are as well two placeholders exterior of the map.
(Source: AdamJD)
grandstairben.unr
A very early version of the grand staircase. Only the first gear up of stairs work.
(Source: Laenthor)
Grounds.unr
A very early version of the grounds hub. Hagrid'due south hut still uses the design from the previous game with the fences and about new textures are missing. The greenhouse is also being built, literally.
(Source: Laenthor)
TestLevel.unr
This is a elementary level used to test various game functions and mechanics. Some are even absent from the final game.
Image differences for this level:
- Owl statues were used
- Room lighting triggers
- Issue triggers
- Multi-triggers for single activity
- Agree triggers
- Expeliarmus and Mimblewimble spell icons
- No animation in one case 10 silver cards nerveless
- Object existance triggers
- Erstwhile HP1 climbing
- 8-directionnal moving blocks (technically used but since all blocks in the final game are in airtight tracks, it is not used
- Old "follow and remove points" script for Snape
(Source: Laenthor)
Triggers.unr
A exam map based on TestLevel.unr used to check various triggers.
(Source: Laenthor)
workroom_HP2.unr
A very small map with no interactible objects. There are 3 black cubes backside the non-textured door that are very hard to see. The default spawn signal is out of bounds, so to load, information technology has to be moved with an editor.
(Source: Laenthor)
| To do: Add all unused levels. |
Cutscenes
Cutscenes that were either removed or changed in the proto and are different to the original proto cutscenes. These cutscenes are either unused text documents scattered in unlike folders and/or commented out cutscene lawmaking in the original proto cutscene files.
00001PrivetIntroOld
The EA and WB screens were originally going to exist shown at the commencement of the Privet Bulldoze cutscene instead of when launching the game. Only the first 30 seconds of this cutscene is shown considering the rest is the same every bit the original proto cutscene. The WB screen is also dated from 2001 which means the WB screen is from HP1.
(Source: AdamJD)
FlyFordIntroOLD
This is the cutscene afterwards Harry and Ron get out Diagon Alley and earlier crashing into the Whomping Willow. The camera moves to the terminate of the map with the flying car travelling in a direct line towards the camera and the camera eventually post-obit the car towards the end of the cutscene.
(Source: AdamJD)
00020FlyingFordEnd & 00030WhompCrash
These cutscenes refer to the flying car crashing into the Whomping Willow and Harry waking upwards after the crash with Ron trapped past the Whomping Willow respectively. In the first cutscene Harry says "Lookout man out for that tree!" before the auto crashes and the photographic camera pans abroad from the tree after the crash followed by music playing for a few seconds which are non present in the original proto and final game cutscene. The second cutscene is mainly the aforementioned except for slightly dissimilar camera angles and some unfinished animations.
(Source: AdamJD)
04070FollowVoiceB
The cutscene where Harry, Ron and Hermione detect Mrs Norris petrified. Character movement is not shine and when the trio walk down the 2nd floor corridor the camera travels really fast and goes through the wall at the stop of the corridor along with other small differences such as only some of the students nowadays in the cutscene compared to the final game and Dumbledore spawning on the opposite side. There are flags above Mrs Norris as placeholders for the writing on the wall which are present in game throughout the whole proto. The cutscene also ends abruptly.
(Source: AdamJD)
10060DumbEnter
The cutscene where Dumbledore enters his part while Harry is waiting for him after Nearly Headless Nick is petrified. In the proto this cutscene is fix to be skipped without showing anything (probably considering information technology is unfinished) merely irresolute the cutscene settings in the editor makes it watchable. The temp Harry voice actor says Harrys 1st line, some voice files don't match upward with the text at the bottom correctly such as Dumbledore repeating the line "Professor, I just want yous to know that information technology wasn't me. I'm non the attacker.", Ron says a line after Hermione while Harry is thinking whether to tell Dumbledore if anything is bothering him which is non seen in the final game and the camera releasing is not shine when the cutscene ends.
(Source: AdamJD)
12060GoyleBackToHarry
The cutscene where "Goyle" turns back into Harry. This is the same equally the final game except in that location are particle effects for when he turns dorsum into Harry.
(Source: AdamJD)
15060Adv9bLairOLD
As the file proper noun suggests this is the one-time cutscene where Harry meets Aragog. At the very start Aragog is already facing Harry and says "Bite him my children!" before the large spider says "Aragog, a human is here!". The rest of the cutscene is similar to the proto and final game cutscene except for slightly unlike camera angles, the camera pointing to Aragogs webs towards the stop without Harry saying anything and Harry staying above instead of jumping down like in the terminal game.
(Source: AdamJD)
15065Adv9bHarryWins
//stalactites autumn
The cutscene after Harry destroys all the webs holding upward Aragogs large web which causes Aragog to autumn down and kickoff the fight with Harry. The comment in the cutscene shown above shows the stalactites above Aragog were meant to fall with the big web only there is no code implementing this and is non seen in the final game.
15070RonRescue
//Harry animate celebrate
//add sorcerer carte spawning hither
The cutscene after Harry defeats Aragog. The lawmaking and comment in the cutscene shown above evidence that Harry was going to do the celebrate blitheness he does after completing a spell challenge and a wizard card was going to spawn after Aragog falls into the pit merely the photographic camera doesn't bear witness Harry doing the celebration, there is no code implementing the wizard card being spawn and both are not seen in the last game.
17150BasiliskIntroV2
This is like to the proto cutscene when Harry is about the fight the basilisk except for a song played at times which isn't nowadays in the final game, broken dialog along with unfinished dialog lines, some unfinished animations and Ginny standing upwardly and lying back down which happens all the fourth dimension throughout the level in the proto.
(Source: AdamJD)
17180VictoryV2
Despite the name this is an unfinished cutscene later on defeating the basilisk. Tom Riddle is shown in the actor room screaming "Nooooooooooooo!" followed by Ginny talking while still on the floor with Harry comforting her before fading out. This could only be viewed by replacing the 17150BasiliskIntroV2 cutscene in the editor with this cutscene due to killing the basilisk being incommunicable and therefore not show this cutscene.
(Source: AdamJD)
18040HouseCup
An original proto cutscene but added due to how unfinished the house cup ceremony cutscene is. The camera stays in one place the whole time, there are little animations, not all the students and staff are present, Hermione says a line at the end which is removed in the final game and some students run effectually the map with some bumping into Harry, Ron and Hermione without saying annihilation if they practise. Music is also played in this cutscene which isn't present in the final game cutscene.
(Source: AdamJD)
This also shows all the commented out dialogue in the firm cup ceremony cutscene and is played in the order they are commented out. The concluding game was used to play these dialogue lines considering the proto cutscene is as well unfinished.
(Source: AdamJD)
Music
| To do: Add together music. No tracks were removed for the final, but some apply different recordings. |
Sounds
| To do: Add sounds. |
Textures
| To practice: Add together textures. |
Dialog Lines
| To do: Not only are at that place a lot of different lines in hpdialog.int that aren't recorded hither, the script files in the Cutscenes binder have their own set of commented subtitles with their own unique differences. |
Dialog lines that were written merely not recorded
"Now climb the ladder beside the cauldron. Try non to fall in, I don't desire it contaminated."
This refers to the wiggenweld healing potion class with Professor Snape and indicates the cauldron was originally going to exist quite large, probably the large cauldron in the middle of Professor Snapes form from HP1 was imported into the game only got deleted early on.
"I'd better hide in the shadows and sneak out. If they spot me in hither…who knows what might happen?"
Harry talking about escaping the Slytherin common room later on the polyjuice potion has worn off. Harry was originally meant to sneak by prefects in the mutual room as shown in the image beneath merely this got inverse in the terminal game and had only recently been removed in the proto due to how unfinished the inverse escape is.
"Clear your mind of everything else and focus intently on the symbol in front of you. Don't be distracted past my charisma."
An unused Professor Lockhart line from the Spongify spell learning lesson. Was replaced with "Concentrate on the symbol before you. Don't allow my practiced looks distract you lot!"
"Somehow, I need to get these pigs to locked stalls on the other side of the barn, and so that I tin so sneak up to Goyle and pluck a hair."
Refers to the level y'all have to get Goyles hair for the polyjuice potion. Originally you were meant to sneak up on Goyle in the barn without waking him upwardly. This line suggests you would have had to not warning Goyle by putting the pigs in the barn into the stalls (probably using the nutrient Goyle had dropped throughout the level) and then sneak up to him. Ultimately none of this was implemented in the final game or the proto.
"That'due south a phoenix…"(Just here for reference, Repeat of PC_Tmr_VoldRevealedV2_01 DO Not RECORD THIS)
As said in the dialog line, this is just a reference for the Phoenix in Dumbledores office and wasn't meant to exist recorded. This is removed in the final game'south files.
"Brilliant!" yelled some students. "Inspired!" yelled others, or " What an entrance! People'll be talking near that ane for years."
An unused dialog line in the transition cutscene afterwards inbound the dorm.
"Well, well, well, I heard a crash and what practice I notice? Mr. Harry La-Di-Da Potter and a broken, irreplaceable, antiquarian vase."
An unused Filch dialog line before going to DADA for the first time when Harry "breaks" the vase. Was replaced with "Well, well, well, I heard a crash and what exercise I discover? Mr. Harry Potter and a cleaved, irreplaceable, antique vase."
"Diffindo can be used as a weapon against certain organic creatures."
An unrecorded Professor Sprout line in Diffindo.
"You tin use the height of the Horklump Mushroom as a weapon. Once you lot have separated it from its stem, you can selection it upwards and throw information technology"
An unused Professor Sprout line in Diffindo. Was replaced with only "Once you have separated information technology from its stem, you tin can option it up and throw it".
"You can use the tops of the Spiky Prickly Plants as a weapon too. Once information technology is separated from its stem, you lot can pick information technology upwards and throw it."
An unrecorded Professor Sprout line in Diffindo. The tops of Spiky Prickly Plants get destroyed in the proto and final game.
"Imps are vicious niggling creatures that like to eat picayune boys. Don't let them become near you, as their bites are deadly! Like gnomes, you lot utilize Flipendo to knock them back, then you can pick them up and throw them into a gnomehole to get rid of them."
An unused Professor Lockhart line in Spongify. Was replaced with "Imps are vicious picayune creatures. Don't let them get near you, as their bites are deadly! Like gnomes, yous use Flipendo to knock them dorsum, then yous can pick them upwardly and throw them into a hole to become rid of them."
Developer Tools
GestureDrawingTool
This plan is used to depict and view new spell symbols, only information technology's most probable a leftover tool from the previous game, as all the .hpg files (Harry Potter Gestures) are from there too. Information technology lets you draw a dot cluster graph and relieve it as a .hpg file. There are a few options, such equally Flip, Middle and Reverberate, which makes the spell creation a bit easier. The files tin also be opened with the GestureComp tool, but information technology seems that there are unmentionned requirements for it to be valid, like the number of points and showtime/end points.
GestureComp
This is a complementary tool that uses the files created past GestureDrawingTool and opens them to test the spell lessons from the final game. It reads mouse cursor location per frame when LMB is held down and once it is released, a window indicates the number of correct spots, errors and percentage based on a float number from the dot cluster. There are 3 complexity options that reduce the margin of error depending on the level.
UDebugger
A debugger called "UnrealScript Debugger". When pressed the debugger and game both open at the aforementioned fourth dimension. This was used to debug and examination the code with the game running. Unfortunately pressing whatsoever button in the debugger causes the debugger to crash and close.
A modest splash screen is as well loaded when opening the debugger.
When the game is running with the debugger on the name of the game at the pinnacle says "<?int?UDebugger.General.Product?>"
When debugging the game the two windows were probably placed adjacent like this.
Credits Differences
The game'southward credits, contained in hpcredits.int, have a number of differences between the prototype and the final.
Prototype | Final |
---|---|
Programming Todd Gilbertsen Fraser Thompson Melanie Quest Locher Michael Lankerovich Elijah Emerson Janet Weddle | Programming Elijah Emerson Todd Gilbertsen Michael Lankerovich Melanie Quest Locher Fraser Thompson Janet Weddle |
Prototype | Final |
---|---|
Artists Sharon Plotkin Kerwin Burton Tiffany Vongerichten Lorian Kiesel David Stevenson Beak Sears | Artists Kerwin Burton Lorian Kiesel Sharon Plotkin Bill Sears David Stevenson Tiffany Vongerichten |
Epitome | Final |
---|---|
Animators Jason Newkirk Nathan Hocken | Animators Nathan Hocken Jason Newkirk |
Prototype | Concluding |
---|---|
Wizard Carte Artists Jeff Willis Tony Ravo Todd Lovering Mok Marquardt | Wizard Card Artists Todd Lovering Mok Marquardt Tony Ravo Jeff Willis |
Prototype | Final |
---|---|
Additional Level Design Ed Byrne Philip Dennison Ben Coleman | Additional Level Blueprint Ed Byrne Ben Coleman Philip Dennison |
A large amount of the credits was inverse to exist alphabetized by last name.
Prototype | Final |
---|---|
Audio Blueprint Mark Yeend | Audio Pattern Marker Yeend Ian Rodia |
Ian Rodia was added to the Sound Design credits.
Paradigm | Concluding |
---|---|
Testing Neb Schneider Paula Wellings Cliff Emeric Claire Brummet Matt Ilion Jonathan Diamant | Testing Claire Brummet Jonathan Diamant Cliff Emeric Matt Ilon Anil Joshi Beak Schneider Paula Wellings |
Alphabetized, and Anil Joshi was added.
Epitome | Final |
---|---|
Special Cheers Stephanie Hertager Ellena Bowen Susan DeMerit Kevin Burdick | Special Thanks Ellena Bowen Kevin Burdick Susan DeMerit Stephanie Hjertager Yujin Kiem Scott Peter Ogg Vorbis audio codec provided courtesy of the Xiph.org Foundation |
Alphabetized, also as adding credits for Yujin Kiem, Scott Peter, and the Xiph.org Foundation. The spelling of Stephanie Hjertager'south name was also corrected.
Paradigm | Final |
---|---|
Sound Team Adele Kellett Nick Laviers Nib Brawny Jeremy Soule Narrator Bandage Vocalisation Direction EA Audio Team EA Sound Team - Additional Audio Design and Dialogue Editing EA Audio Team Recording Engineer Eurocom Sound Team Music Choir Soprano Solo (Harry Potter) Pianoforte Solo Music Coordinator Music Preparation/Booth Supervisor Synthesizer/Mdi Transcription Orchestra Contractor Orchestra Conducted by Choir Contractor/Usher Orchestration Engineer - Tracking Engineer - Mixing Studio for Recording Studio for Mixing | Sound Team Adele Kellett Nick Laviers Bill Lusty Ian MacBeth Dominic Smart Pete Ward Music Choir Music Team Additional Sound Design and Dialogue Editing Narrator Voice Actors Voice Management |
The EA sound credits were completely inverse: in addition to being reordered, the credits for "Eurocom Audio Team", "Studio for Recording", and "Studio for Mixing" were entirely removed, the credits for "Sound Team", "EA Audio Team", "EA Audio Team Recording Engineer" were merged into a single "Audio Team" credit, and the credits for "Soprano Solo (Harry Potter)", "Piano Solo", "Music Coordinator", "Music Preparation/Booth Supervisor", "Synthesizer/Mdi Transcription", "Orchestra Contractor", "Orchestra Conducted by", "Choir Contractor/Conductor", "Orchestration", "Engineer - Tracking", and "Engineer - Mixing" were merged into a single "Music Team" credit. "EA Audio Team - Additional Sound Pattern and Dialogue Editing" and "Bandage" were renamed "Additional Sound Pattern and Dialogue Editing" and "Voice Actors" respectively. The prototype likewise places the EA QA team credits between "Sound Team" and "Narrator".
Paradigm | Final |
---|---|
Electronic Arts - Development Production Team Tony Casson Mike Cooper Wayne Frost Jeff Gamon Chris Grayness John Miles Guy Miller Owen O'Brien Rob O'Farrell Derek Proud Neil Pettitt Colin Robinson QA Department QA Technical EA Special Thanks | Electronic Arts - Development Production Team European Studio Marketing European Localisation Management Production Services Documentation Creative Business relationship Management Web Production Quality Assurance Mastering European CQC Studio Ops Special Cheers Warner Bros. Interactive Entertainment Product Team Marketing Special Thanks |
The credits for the EA staff were greatly expanded, and credits for WBIE staff were added. Note that the sound credits take been removed from these transcriptions, and are compared above.
The Harry Potter series | |
---|---|
Windows, Mac OS Classic, Mac Os Ten | Wizard'south Stone • Bedchamber of Secrets (Prototype) |
Game Boy Color | Magician's Stone • Sleeping room of Secrets |
Game Boy Advance | Magician'due south Stone • Prisoner of Azkaban • Goblet of Fire • Quidditch World Loving cup |
PlayStation | Magician'due south Stone • Chamber of Secrets |
GameCube | Sorcerer'south Stone • Chamber of Secrets • Prisoner of Azkaban • Goblet of Burn down |
PlayStation 2 | Wizard's Rock • Sleeping room of Secrets • Quidditch World Loving cup • Goblet of Fire |
Windows | Prisoner of Azkaban • Goblet of Fire |
Xbox | Goblet of Fire |
iOS, Android | Wizards Unite |
LEGO | |
Windows | LEGO Creator: Harry Potter |
Wii, PlayStation iii | LEGO Years ane-4 • LEGO Years v-7 |
PlayStation Portable | LEGO Years one-4 |
Nintendo 3DS | LEGO Years 5-7 |
PlayStation Vita | LEGO Years 5-seven |
Source: https://tcrf.net/Proto:Harry_Potter_and_the_Chamber_of_Secrets_(Windows,_Mac_OS_Classic,_Mac_OS_X)
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