the cutting room mirror

An American Tail (PlayStation 2)

The PS2 An American Tail game is a belated tie-in game to the 1986 Don Bluth film, released twenty-one years after the movie released, that essentially incorporates gameplay elements from DDI's other games into one package. The first half of the game is a blatant clone of Super Monkey Ball and far from Data Design Interactive's first time doing so. Combined with a drawn-out flying segment and very familiar platformer gameplay, you're better off playing this game.

Sub-Page#

Unused Graphics#

PC Save Icons#

Save icons for a PC version are present, but a PC version was never released.

Billy the Wizard Leftovers#

Various models and textures from Billy the Wizard: Rocket Broomstick Racing are still present in the game's data.

Unused Text#

The following text can be found in the executable.

Havok#

-------------------------------------
 Havok Hardcore - Version(%d) Build(%d)
 Client version
 Base system initialized.             
----

Warning
Havok keycode is invalid.
Please check that you have entered it correctly in keycode.h
If this problem persists please contact Havok.com for assistance.

Qhull Error#

A Qhull error has occurred.  Qhull should have corrected the above
precision error.  Please send the input and all of the output to
qhull_bug@geom.umn.edu
Precision problems were detected during construction of the convex hull.
This occurs because convex hull algorithms assume that calculations are
exact, but floating-point arithmetic has roundoff errors.
To correct for precision problems, do not use 'Q0'.  By default, Qhull
selects 'C-0' or 'Qx' and merges non-convex facets.  With option 'QJ',
Qhull joggles the input to prevent precision problems.  See "Imprecision
in Qhull" (qh-impre.htm).
If you use 'Q0', the output may include
coplanar ridges, concave ridges, and flipped facets.  In 4-d and higher,
Qhull may produce a ridge with four neighbors or two facets with the same 
vertices.  Qhull reports these events when they occur.  It stops when a
concave ridge, flipped facet, or duplicate facet occurs.
Qhull is currently using single precision arithmetic.  The following
will probably remove the precision problems:
  - recompile qhull for double precision (#define REALfloat 0 in user.h).
When computing the Delaunay triangulation of coordinates > 1.0,
  - use 'Qbb' to scale the last coordinate to [0,m] (max previous coordinate)
When computing the Delaunay triangulation:
  - use 'Qz' to add a point at-infinity.  This reduces precision problems.
If you need triangular output:
  - use option 'Qt' to triangulate the output
  - use option 'QJ' to joggle the input points and remove precision errors
  - use option 'Ft'.  It triangulates non-simplicial facets with added points.
If you must use 'Q0',
try one or more of the following options.  They can not guarantee an output.
  - use 'QbB' to scale the input to a cube.
  - use 'Po' to produce output and prevent partitioning for flipped facets
  - use 'V0' to set min. distance to visible facet as 0 instead of roundoff
  - use 'En' to specify a maximum roundoff error less than %2.2g.
  - options 'Qf', 'Qbb', and 'QR0' may also help
To guarantee simplicial output:
  - use option 'Qt' to triangulate the output
  - use option 'QJ' to joggle the input points and remove precision errors
  - use option 'Ft' to triangulate the output by adding points
  - use exact arithmetic (see "Imprecision in Qhull", qh-impre.htm)
The input to qhull appears to be less than %d dimensional, or a
computation has overflowed.
Qhull could not construct a clearly convex simplex from points:
The center point is coplanar with a facet, or a vertex is coplanar
with a neighboring facet.  The maximum round off error for
computing distances is %2.2g.  The center point, facets and distances
to the center point are as follows:
center point
facet
 p%d
 distance= %4.2g
These points are the dual of the given halfspaces.  They indicate that
the intersection is degenerate.
These points either have a maximum or minimum x-coordinate, or
they maximize the determinant for k coordinates.  Trial points
are first selected from points that maximize a coordinate.
Because of the high dimension, the min x-coordinate and max-coordinate
points are used if the determinant is non-zero.  Option 'Qs' will
do a better, though much slower, job.  Instead of 'Qs', you can change
the points by randomly rotating the input with 'QR0'.
The min and max coordinates for each dimension are:
  %d:  %8.4g  %8.4g  difference= %4.4g
If the input should be full dimensional, you have several options that
may determine an initial simplex:
  - use 'QJ'  to joggle the input and make it full dimensional
  - use 'QbB' to scale the points to the unit cube
  - use 'QR0' to randomly rotate the input for different maximum points
  - use 'Qs'  to search all points for the initial simplex
  - use 'En'  to specify a maximum roundoff error less than %2.2g.
  - trace execution with 'T3' to see the determinant for each point.
  - recompile qhull for double precision (#define REALfloat 0 in qhull.h).
If the input is lower dimensional:
  - use 'QJ' to joggle the input and make it full dimensional
  - use 'Qbk:0Bk:0' to delete coordinate k from the input.  You should
    pick the coordinate with the least range.  The hull will have the
    correct topology.
  - determine the flat containing the points, rotate the points
    into a coordinate plane, and delete the other coordinates.
  - add one or more points to make the input full dimensional.
This is a Delaunay triangulation and the input is co-circular or co-spherical:
  - use 'Qz' to add a point "at infinity" (i.e., above the paraboloid)
  - or use 'QJ' to joggle the input and avoid co-circular data

References#


  1. GameFAQs↩︎