Of all the stuff from the Voodoo Vince cutting room floor, this is probably the cuttingest roomy flooriest. You see, once a project gets underway and the tires of software production meet the asphalt of reality in the great rally race of gaming excellence, a lot gets changed, rearranged and just plain hacked off.
The Skeeterhawk is a good example. I originally planned a sizeable riverboat level between Brusque Manor and The Bayou. The Skeeterhawk (ol' Southern slang for a dragonfly) had some ambitious ideas, including the illusion that the whole thing was steaming up the Mississippi. Vince would be trapped aboard until it reached its destination, which would naturally happen after he fought a bunch of monsters, solved some thorny puzzles and a emerged victorious from a climactic riverboat race.
The whole game was ambitious. It's always good to aim high so there is still something decent left after the inevitable cuts occur. There were things I really liked in this level, but some of the puzzles and characters didn't quite come together the way they should have. Given more time I'm sure it would have shaped up, but there was a schedule to keep and everybody felt it made more sense to focus on the quality of other levels instead of just churning out some potentially shakey real estate for Vince to explore. It was a sad day, but the Skeeterhawk was sacrificed on the altar of expedience and common sense.
Man, I hate that altar sometimes.
In retrospect, I have to admit I wish I'd nuked Roachfort instead (more on that later), but you know what they say about hindsight: It can really suck.