Furballs Prototypes

Developer Mark Craig released early footage of the first Fur Fighters prototypes, back when it was known as Furballs.Some of the footage is so early that not even Rico, Tweek or Chang's models have been made. Without further ado, we'll leap right in there with the earliest prototype.

The First Furballs Prototype

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Right away, we're shown very early models of Roofus, Juliette and Bungalow (named Bungalo here). These match the very early concept artworks. We also see the 'classic' concept of Tweek, Rico and Chang, who are absent from this early build.


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And we start off the game with a very primitive collectible/health bar (and lives!), whilst entering a small hub which appears to be the earliest version of Beaver Power (in fact, even at this early stage one of the objects here reads 'Beaver Power'). A clearer screenshot shows this area as well. In this tiny hub are several things of interest - a small well which looks much like the one seen in the final (seen in clearer screenshot). A small temple, which doesn't look too similar to the final ones shown in Anatat Tatatanatat. A house which looks like it belongs in Fur Fighter Village (in fact, it looks like Roofus' home). Another house which looks like it came from Happy Village. And a machine which looks like an early version of God Machine Valley's entry machine (seen in clearer screenshot). All of this is amongst various other items, some which appear to have made the cut whilst others did not (such as the early BP crates). We're taken into a small open crate with a board leading into it, which takes us to the first level.


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Compound Factions? Nope, this is Whacking and Packing, the early version. With the early loading screen, we're shown which babies we need to rescue while waiting. In this case, one pup and two kitties. Immediately, you're shown the gate which you need to open, and Roofus is placed near some equipment. Speaking of immediately, you'll notice that the voices of the bears are very different to the final, and sound much more lifelife. Regarding the level, whilst a lot has changed during this time, Compound Factions still shows through, with the general pathway very similar to the final. We have a couple of clearer screenshots of this area over at Unused Elements. Something to note on the final screenshot in this row is the switch on the cargo containers, as well as the strange dinosaur image where Roofus' mound is. An early Dinotopolis reference, maybe?


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Some more noticeable changes to the level - on the ledge where Michelle is normally found is a ladder instead of Juliette's claw markings. There area is devoid of grass, too. There's another mound for Roofus, too - this leads to an early version of the Telepoint. Entering it acts just like a normal Telepoint (although Roofus can still move around whilst changing, though this and the accompanying text is most likely due to the game being a prototype shown to Acclaim).


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From here, it almost feels like you're watching a video of a texture hacked Compound Factions. Then we get to rescue Anton (or at least we can assume it's Anton, since there are no names at this point). He zooms off into the air once rescued. Also, one of Roofus' kids is nearby, but you can't rescue him just like in the final. Something he does here is cry vocally when Juliette approaches, whereas in the final he constantly barks regardless of who's nearby.


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Moving along, the level becomes slightly less recognisable. We can see an item in the distance which is buried in the final game's files - The Exit machine. It does what it says on the tin - it allows you to exit the level and return to the homeworld. We can also see an early version of the Neutron Gun (it might be using an early version of the Rocket Launcher for a model, it's hard to tell). After a quick switch to Bungalow (in which you can see the default texture inside the Telepoint briefly), it's time to return to the hub. If you look closely, one of the removed red barrels is near the Exit.


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Onto Furry Forest, the most infamous of all the cut levels (from the Dreamcast version, at least) with six kittens to save. Honestly, this level looks so similar to the final (on Viggo's Revenge), it's hard to notice the differences! Like Compound Factions, there are clearer screenshots of this level on our Unused Elements page.There is, however, one big difference - rocks fall down to reveal a peacock. In the final, the peacocks are there, but no rock is in front of them. Even the Exit is placed in the same area, though! We also get a look at the old level completion screen, which gives us a % of how many kills were made, as well as a score (which has been removed from the final, despite mentions of it still appearing in the coding). And onto the final level here...


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Lovely Troubly, a level that was cut completely from the final game, with not a single mention or trace of it to be found on the final version. The level immediately shows you outside your area, with a text box reading 'Rescue the children and make your escape'. The scene shifts a bit quickly, but right off the bat Juliette is required to climb up a wall (with no cat scratches or anything, just a sign with her face on which is used in the final). We then see Roofus having just climbed up from somewhere, with an ominous face made out of stone peering down at a mound.


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Getting through this mound reveals a puppy and a switch (Click here for a clear image), along with other parts of the room. Pressing down on the switch removes the chain link fence outside, granting access to the Exit. Leaving the switch almost immediately causes the fence to surround the Exit machine. The next part involves pressing switches in the correct order, to dump a block of metal onto the ground in your room. Then, Roofus moves the metal block onto the switch to secure the Exit. Then, Roofus digs through a couple more mounds, revealing more of the level to us before reaching the Exit area, which is situated on a fairly bland landscape.


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Finally, we are shown a brief glimpse of what could be another level, with a sandy area inside a wooden structure. We only see this area shortly, and it appears to be another cut level, with some unused purple birds to boot. We also get to see the Golden Nuggets in action. There also seems to be a small pond nearby, but this is never explored.

ECTS Demo Footage

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This prototype footage was shown at the ECTS in 1999. It starts off with a completely different opening, starting with Tweek and one of his siblings in the Undermill (the Telepoint Chamber to be more precise). Then it's off to Rico on a boat using a pose similar to his final in the intro, followed by Juliette on a run way in New Quack City. Then we see Roofus triumphing over a Polar Bear in Anatat Tatatanatat, and Chang with one of his kids chillin' at the New Quack Subway. Lastly, we see Bungalow in Beaver Power, nearly getting run over by one of the machines there. We then see the title (and a split second image of the subway far out in the background).


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Most of this prototype is similar to what has been seen on the Unused Elements page. But to point out a few interesting notes - Early loading page, the Tokens are Silver, but are still counted. Furry Forest is still here. There's a hut which reads 'You need to rescue 30 babies to face ??? ???'. The text is undecipherable, but seems to read 'Mrs Ric' before it gets cut off. Most interestingly, Bungalow had to charge up his High Jump in this version. Cat Scratches are still absent. There's a lookout post near the bulldozer, and the machine drives itself.  


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