the cutting room mirror

The Sims Steering Committee

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This is a sub-page of Proto:The Sims (Windows).

General Differences#

  • There is no title screen, instead being a basic-looking splash screen as seen above.
  • The HUD, while containing most of the finalized elements, has a drastically different appearance, sporting a sketch-like aesthetic rather than the final's bevel aesthetic.
  • Create-A-Sim did not exist, instead using a set of premade characters with names.
  • Children did not exist as of this build.
  • The game has a story mode, which would not be implemented until the console versions.
  • Many of the animations are incomplete and/or broken.
  • The music played on stereos are cut down samples of music from SimCopter. There exists an unused second audio file for each of the genres which is an extremely short sample of Spike Jones & His City Slickers' "Der Fuehrer's Face."
  • Almost all of the audio samples are completely different.
  • Some controls are different; Tabulator key for moving camera, 1 is half-speed.
  • Sims can be moved around in Buy/Build Mode.
  • Sims' mugshots originally changed based on their mood, a feature that would later find re-usage in the console port.

Sprite List#

Coverage includes the largest available zoom for each graphic. Half of these can be found in the final product as leftovers.

Sprites.iff#

Sprites.IFF — ‎June ‎2, ‎1998, ‏‎9:53:02 PM

SPR#

ID

2000

2001

4000

4001

4002

4003

4004

4005

4006

4007

4100

4101

4102

4200

4201

4202

4203

4204

4205

4206

4207

4208

4209

4210

4211

4212

4213

4214

4215

4216

4217

4218

4300

Terrain.iff#

The engine has a terrain feature that is disabled by default in the prototype. Grass and flower graphics are evenly placed across the terrain in the game world, one sprite per tile. Might refer to a terrain rendering system used exclusively in previous prototypes. In this build, like the final product, the grass pattern is more realistically drawn as a large number of pixel-perfect blades, and does not include flowers. Mock-up snapshot with the terrain sprites manually enabled.

Terrain.IFF — ‎March ‎19, ‎1998, ‏‎9:10:14 PM

SPR#

ID

100

104

200

201

202

203

204

Audio#

Background music constantly plays when on a lot in this build, including when in Live Mode. There are only two full music tracks present in the game;

Date

Filename

Audiofile

Notes

style="background:#EAECF0;|20 May 1998 13:18:04

SIM3b.WAV

A much earlier and shorter version of Mall Rat (Let's Go Shopping) (buy1.mp3), with MIDI instrumentation. The Pizzicato strings are quieter and simpler, the key change occurs midway through the song and the transition before the key change serves as the early song's ending.

style="background:#EAECF0;|20 May 1998 13:18:30

SIM4.WAV

A slightly early, but short version of Now Entering (Smooth Jazz E) (nhood1.mp3), with the lack of variance in percussion and quieter lead instruments in the latter half of the song. It also cuts off at the end abruptly than looping properly.

According to the music filenames, it appears that this build only has a fraction of the music that was composed at that time.

Happy Acres#

TS1SC_NScreen.png

A jolly sample of suburbia where rich kids find a sense in their lives at.

  • Here, one takes a visual note of the oldest Neighborhood Menu iteration known to date. Its notable by sporting a landscape and overall feel — as well as the name proposal "Happy Acres"— that very little relate to its final design, leading one to conclude that they are entirely different canon areas, instead. Summed to that, a more fantastic vegetation that won't be saturation-shy, which won't help but sustain a sense of self-ironic humor still borrowed from older, odder builds.
  • UI-wise, it is a normal Simulation game campaign menu. Mind you, the apple did not yet fall far from the tree: This particular build's approach as a DEMO for an idea in probation made it wiser for it to have scripted scenarios for each and every one of the available house files, hence the inexistence of any signs of interactive menus that allow one to design families and stories from the scratch. A commonly explored dynamic in these scenarios involves teaching players how to pursue the characters' happiness & wealth, and what to do with them. It's The Sims, first and foremost.
  • Moving the mouse pointer to the static lot thumbnails causes to pop but illustrated boxes descriptive of each scenario, instead of Bobo's formidable roof-fading SFX that the final menu runs1.

Scenarios#

There are four scenarios that are included in the game, in the form of an apparent story mode. Such a feature would not appear until their console games.

Scenarios Brief#

Main

#

style="background-color:#EAECF0;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"; text-align: center"|1

style="background-color:#EAECF0;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"; text-align: center"|2

style="background-color:#EAECF0;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"; text-align: center"|3

style="background-color:#EAECF0;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"; text-align: center"|4

TS1_1998_SC5.png TS1_1998_SC6.png TS1_1998_SC7.png

The Characters#

Unlike later prototypes and eventually prerelease media of The Sims, Create-A-Sim isn't included. Instead, this build has a set of original characters that don't appear in later titles.

Main

Name

Ross

Samantha

Mercedes

Unused

Name

The Colonel

The Duchess

Dunne Uh

Fritz Frisbee

Sigmund Silver

References#


  1. 100th Day Trivia Easter Egg - Eric "BoBo" Bowman↩︎