the cutting room mirror

Anachronox

Anachronox is a science-fiction RPG with gameplay reminiscent of Final Fantasy VII and Chrono Trigger. Plagued by a long development cycle and a story seemingly too ambitious for one game (it ends on a major cliffhanger), the game sold very poorly, despite high praise from critics.

Unused Areas#

Joey#

This map was not originally released with the game - instead, it was introduced along with a couple of other maps in a .rar folder titled Anachrodox: a joint effort by the Anachronox team to create a database about how the game works for modders interested in modding the game. However, unlike the other maps in the .rar, pretty much all of the entities in this map do not work, making it near useless for modders.

This map is in the Steam and GoG releases because these releases include the unofficial v1.02 Build 46 Patch, which included the level for some reason. It appears even more broken in these releases because it's missing textures that were only in the Anachrodox .rar file. The map is named after Joey Liaw, one of the programmers who worked on Anachronox and contributed to Anachrodox.

Hatch#

This map contains nothing but a rectangular room with a hatch in the middle.

Unused Actors#

NPCs#

Borbor#

Looks like it's a shopkeeper from Roberg (the PAL-18 Dreams map that is a part of Baltown.bsp).

There is a folder among the textures called "Borbors" which hints that he might've had his own map for a shop like Zordo.

Monsters#

Sservant#

Model from the game's files

E3 99'

From the cut map "Evil Domain". Only posed, not animated.

Magentaur, Strider, Dgrace#

From the cut map "Azurood".

Anox_E3_azurood_1.png

E3 99'

Terebrant#

The model is not used in the game, but the monster is shown when highlighting the "Way too hard" difficulty option in the Main Menu:

The model

Way too hard difficulty thumbnail

Pirates#

Monsters from the cut map "Port Presence".

Forklug#

Model from the game's files

E3 99'

The screenshot name is "Stacks". There's no such map in the release version of the game.

The monster has several animation states and is not commented out from the definition file, although it apparently never appears throughout the game.

Characters#

Droids#

Both are supposedly for the "Roberg" map that can be seen in the "PAL-18 Dreams" cinematic. So the map is still present in the game (as a part of "Baltown.bsp") but is only shown for a brief moment. Both characters have an extensive list of animations.

Old Grumpos#

Some of the models, revisions and textures for the old version of Grumpos are present in the archives. The models contain a very similar set of animations to the main version, although the models themselves are quite different.

Default#

Unused

Used

Unused

Used

Lab Suit#

Unused

Used

Unused

Used

Early Gannie#

Unused

Used

There's also this version which does not appear in the game but is present in a prerelease screenshot.

Pre-release

In model viewer

Unused Objects

3D UI#

It was either never implemented or scrapped during development. Turns out the following models then were re-purposed for the Villain's Ship section and are used to represent The Cosmic Machine.

List of the assets that were reused for the puzzle:

  • interface_mid_quit
  • interface_disc_quit
  • interface_mid_credits
  • interface_disc_credits
  • interface_mid_loadsave
  • interface_disc_loadsave
  • interface_mid_newuniverse
  • interface_disc_newuniverse
  • interface_mid_gameflow
  • interface_disc_gameflow

The following commands are present in Anachrodox's manual but have no effect in console:

ui_3dshop_setmode <modenum>
ui_3dmenu_setmode <modenum>

Disk#

The disk can do several transformations depending on the option selected. Acting apparently as a base for the other UI elements.

Mid#

Supposedly stacks with the disk and acts as a base for the following UI modules:

Modules#

Battle Icons#

Unused Textures

UI#

Old Character Icons#

Unused Objects#

Casinox Area#

Apparently there was supposed to be more to this area. Maybe some sort of an actual working casino.

Port Presence#

Even though the map was cut from the release the objects are still there.

Hephaestus Roller-Coaster#

Anachronox_screenshots_rocket_coaster.png

There are some objects related to Rocket Coaster at Hephaestus. There is a sign on the map but not much else.

Unused Items#

  • Bracers of IDDQD - The shadow knows

Makes the character wearing it invulnerable.

  • Protective Gloves - Let you pick up sharp or dangerous things

These gloves had something to do with the BugBox according to item.GDB, but were never implemented fully. Might have been intended to be required to obtain 'dangerous' bugs.

  • LifeCursor LifeLight - Fatima shines her light on local creatures and objects.

Listed under Interface items in the item.GDB but appears to do absolutely nothing.

  • LifeCursor InfoShow - Fatima can show info about the environment.

Ditto.

Unused Text#

Unused text windows can be called by typing "invoke + window id" into the console. For example:

invoke 94:172

will call the message below. The message will not be shown if you are not on the map it is assigned to. The message below is a part of an event bound to the map "Crevice".

Then there will be a wonderful cinematic...#

window 94:172
title "Sathcarpintergorque [TEMP]"
body "Then there will be a wonderful cinematic in 
which our leader tells you the story behind the gate. 
There are warring aliens from the universe after 
our own called the Vyre (the good guys, Order) 
and the Chatagra (the bad guys, Chaos)."

#window 94:173
title "Sathcarpintergorque [TEMP]"
body "You must go to The Bricks and aid Roweidekhalicon, 
a fellow member of the Vigil who has been on a life-long 
search for the Echo Gate. He owns a drinking establishment 
in South Anachronox."

#window 94:174
title "Sathcarpintergorque [TEMP]"
body "Okay, so... get outta here. Get your butt back 
to Anachronox."
(from crevice.ape)

Lucky Lottobot#

Unused dialogue with a lottobot from Casinox Area (bricksc). The bot seems to appear only during the cutscene "K'Conrad Speaks Again". Hence is not interactable.

#window 10:1605
title "Lucky LottoBot"
body "Greetings, future gazillionaire! 
I'm a lucky little robot with lucky little lotto tickets! Would you like to buy one?"

choice "Sure, what have I got to lose except money?" 10:1615
choice "Yeah, right." 10:1620

#window 10:1612
body "Players must be at least 16 years old. 
All tickets, winners and transactions are subject to Lucky LottoBot rules, regulations, 
procedures and SenderWeb Law. Unit #2246."

#window 10:1615
title "Lucky LottoBot"
body "With our combined luck, I'm sure you'll win!"

#window 10:1620
title "Lucky LottoBot"
body "Someone's gotta win! Guess it won't be you!"

#window 10:1625
title "Lucky LottoBot"
body "sfzzt--!"
(from bricksc.ape)

The dialogue has a unique style:

Map Loading Text#

Casinox#

#switch 900:22
MapLoadDestination$="Bricks:\nCasinox" 
MapLoadInfo0$="Our slot machines are looser\nthan a goose!" 
MapLoadInfo1$="Enjoy the Jazz Stylings of\nBricelano and his Killer Keyboard" 
MapLoadInfo2$="Play Flipp 'Em!" 
MapLoadInfo3$="Everyone loves\nDead-Eye Slammer Jammer!" 
MapLoadInfo4$="Visit amazing arcades\n(reserved for VIP members)" 
MapSaveDesc$="Casinox" 
goto 0:0

Planet Joey#

#switch 900:140
MapLoadDestination$="Planet Joey" 
MapLoadInfo0$="For all your battle scripting needs" 
MapLoadInfo1$="And whatever other junk you wanna test" 
MapLoadInfo2$="It should have loaded by now...." 
MapLoadInfo3$="Damn your computer is slow." 
MapLoadInfo4$="Myeeeeeeeaaaahhhhhh" 
MapLoadImage$="/gameflow/maptrans/mt_joey.png" 
MapSaveDesc$="Joey" 
goto 0:0

Penthouse Suites#

Penthouse Suites (which is a part of Sender Commons map) maybe was intended to have its own map or to be extended.

#switch 900:42
MapLoadDestination$="Sender Station:\nPenthouse Suites" 
MapLoadInfo0$="We do not exist" 
MapLoadInfo1$="We do not exist" 
MapLoadInfo2$="We do not exist" 
MapLoadInfo3$="We do not exist" 
MapLoadInfo4$="We do not exist" 
MapSaveDesc$="Pooposity" 
goto 0:0
(from global04.ape)

APE#

Timed message (the one that appears on top of the screen):

if (TIMED_MESSAGE == 88)
  xyprintfx 8, 5, timed_alpha, 0.5, 1, 1, _main12, 
"You're searching through the code, aren't you?"
(from global02.ape)

Monster Death:

#switch 20000:700
set @rictus_minions = (@rictus_minions - 1)
echo "/\\/\\0N573R |)E47|-|"
(from krapton4.ape)

Textures#

Unused Dialogue#

Unused Fatima (fatima_scene59_l15)

Among the files used in the scene "Universe Troubles"

Unused Music#

Sunder Landing Theme (Sunder2Landing)

Sunder Ambience (SunderWillSpecial)

Fatima Theme (maybefatima)

Something New (SomethinNew)

Alternative Battle Win Theme(anoxwin_LONG)

Bonus Content#

Falkhan#

To reach him:

  1. Enable console (ALT+SHIFT+F10 (to open press "~"))
  2. Type in
    exec q2
  3. Fly on top of the roof
  4. Type in
    exec anox

Chloe#

To reach her do the same as for Falkhan. She's hidden behind the stage at Cold Sweat Sex Machine (Red Light District).

Unused Code#

Planet#

Watch on YouTubePlanet is the in-game cinematic editor. Planet is a spline based cinematic system that allows you to control multiple cameras across 3D paths and timelines. Simultaneously you can control entities on paths, trigger events, manipulate particles, and do just about anything you please. One of the more common team beliefs is that the only true limit to Planet is the person controlling it. [quote from Anachronox.com]