the cutting room mirror

Unused Graphics

This is a sub-page of Day of the Tentacle.

Unused Item Graphics#

Noose#

This seems to be intended for when Bernard ties the Rope around Ted's neck outside the front of the motel, which is the only usable non-inventory item that doesn't display an icon. The noose shape Bernard ties it into is strikingly similar to this icon, except the Rope in the icon is brown and not white. Like other usable non-inventory icons, it has no colored background.

Diamond#

As soon as the player receives the Diamond, the game immediately cuts to a scene where it is being placed in the Time Machine, so it never shows up in your inventory.

Battery in Kite Pocket#

If you lick it, you'll shock your tongue.

This appears to be the Battery as it would appear when it's in the Kite Pocket. In-game the Battery simply disappears from the player's inventory and is shown in the Pocket of the Kite icon itself.

Duplicate Squeaky Mouse Toy#

For reasons unknown, an exact duplicate of the Squeaky Mouse Toy icon is stored earlier in the inventory icons than the used one.

Funnily enough, all of these unused inventory icons reappear in stunning HD resolution in the internal files of Day of the Tentacle Remastered.

Unused Character Graphics#

Bird#

The Bird seen in the opening cinematic originally used to stop and smile for the camera briefly, as seen in pre-release footage. This unused animation is still present in the game's files, and has been assembled here according to how it was in the aforementioned footage.

Animation

Description

Smiling :D

Red Edison#

Red Edison has some unused walk and talk animations. In-game he only stands in front of his workbench (which uses a special animation), and turns to the side to talk to the player.

Animation

Description

Walking facing forward

Walking facing backward

Walking facing right

Talking facing forward

Talking facing backward

Talking facing forward, wringing hands

Talking facing backward, wringing hands

Talking facing right, wringing hands

George Washington#

The Father of our Nation has some unused walk and talk animations. In-game he is mostly seen looking out a window but his walk animation can be seen after he chops down the fake cherry tree (walking forward) and when he looks into the suggestion box (both left and right) but we never get to see the animation of him walking upwards.

Animation

Description

Walking facing backward

Talking facing forward, without teeth

Talking facing backward, without teeth

Seagull#

The Seagull seen briefly on the roof in the past eating a worm and flying away has a number of unused animations. All the graphics for the seagull are actually lifted 1:1 from Monkey Island 2: LeChuck's Revenge, which in turn lifted them from Loom. The interesting thing about them being copied from Monkey Island 2 specifically is that it includes an animation of the seagull flying away with a Map Piece in its mouth, an item exclusive to that game.

The animations and their Monkey Island 2 counterparts are shown here side by side. The only difference between most of them is subtle adjustments to the palette, although the (used) worm eating animation is 1 frame longer in Monkey Island 2.

Animation (DOTT)

Animation (MI2)

Description

Flying facing forward

Flying facing backward

Landing?

Taking off?

Standing facing forward

Standing facing backward

Flying with map piece (see text above)

Unknown

Unknown

Hoagie#

Hoagie has unused animations set up for facing forward in the Chron-O-John during its debut cutscene. Some of these ended up getting used in the demo.

Animation

Description

Talking facing forward, in Chron-O-John

Smiling facing forward, in Chron-O-John

Shocked facing forward, in Chron-O-John

Bernard#

There are two unused animations of Bernard reacting fearfully to something. A very similar animation is used when Nurse Edna flies back toward the player after pushing her, and when getting blasted by Purple Tentacle's shrink ray as Hoagvernard. But they're not the same!

Animation

Description

Scared Bernard facing forward

Scared Bernard facing right

Laverne#

Laverne has unused animations set up for facing right in the Chron-O-John during its debut cutscene. They're cropped quite strangely.

Animation

Description

Talking facing right, in Chron-O-John

Smiling facing right, in Chron-O-John

Shocked facing right, in Chron-O-John

Dr. Fred#

Dr. Fred has an unused talk animation. He never wrings his hands while facing backward and talking in-game.

Animation

Description

Talking facing backward, wringing hands

Purple Tentacle#

Purple Tentacle has some unused walk and talk animations. Nothing too interesting here.

Animation

Description

Walking facing backward, without arms

Talking facing backward, without arms

Walking facing forward, with arms

Green Tentacle#

Green Tentacle never talks facing backward, yet he has an animation for doing so, just in case.

Animation

Description

Talking facing backward

Kennel Guard#

Mr. Tentacle Guy has some unused walk and talk animations. He has fully set-up walk and talk cycles just like the other tentacles, but spends the entire game sitting in a chair. The only standing frames used are the ones where he walks facing backward. He even has an animation set up for pressing the switch to disable the force field, but uses an alternative one (where he is sitting down) in-game instead.

Animation

Description

Walking facing forward

Walking facing right

Talking facing forward

Talking facing right

Pressing switch

Doctor Tentacle#

Doctor Tentacle never faces forward, so these animations go unused.

Animation

Description

Walking facing forward

Talking facing forward

Grandfather Clock Guard#

The Grandfather Clock Guard never faces backward, so this walking animation goes unused.

Animation

Description

Walking facing backward

Old Purple Tentacle#

Old Purple Tentacle has a set of animations where he walks/talks without his gun in hand. He is only ever seen standing still behind his desk without his gun, so a lot of these go unused.

He also never walks in some directions with or without the gun, yet he has unused animations for those cases too.

Animation

Description

Walking facing forward, not holding gun

Walking facing backward, not holding gun

Walking facing right, not holding gun

Talking facing backward, not holding gun

Walking facing forward, holding gun

Talking facing forward, holding gun

Talking facing backward, holding gun

Smiling Contestant#

The Smiling Contestant has an unused animation that shows her winking. This is even mentioned during the judging of the Human Show with the dialogue: "Let's give it to the blonde." "What's your reasoning?" "She winked at me."

Despite this, the animation never plays and so it goes unused.

Image

Description

Winking ;D

Partially Unused Backgrounds#

Some of the backgrounds in-game have parts of them covered at all times by other graphics loaded over the top, rendering them partially unused.

The demo reveals that the Toxic River (intro cutscene) background once had unused art loaded behind the graphics too, but this was changed for optimization reasons in the finished game. The final background still has the same palette as it does in the demo.

Toxic River (evening)#

Background

In-game

Toxic River (finale)#

Background

In-game

Unused Font Characters#

Font 1#

The small font used for the interface includes a few characters meant to serve as "bullet points" preceding the various dialog options in conversations.

Two of these were used in previous LucasArts adventure games: the small skull from Monkey Island 2: LeChuck's Revenge and an arrow from Indiana Jones and the Fate of Atlantis.

The small interface font includes a character used to make longer versions of the up/down arrows found on the Save/Load GUI buttons. The longer versions aren't used in the game.

This image shows how the "tall stem" character from the previous image would be stacked on to the basic up/down arrows, forming longer versions of the arrows. A similar process is used to form the GUI inventory arrows in Indiana Jones and the Fate of Atlantis.

Font 3#

The larger font used for the interface includes some entire words in French and German. They correspond to the 9 Verbs on the interface, and are used in the game's French translation. However, in the German translation they're not actually used, in favour of using the same (much more interesting) font as the English version of the game.

This font also contains some strange, glitchy looking characters, for whatever reason.

Font 5#

The font used for larger subtitles in cutscenes and the credits sequences contains an assortment of unused characters. Nothing too remarkable though.

Font 7#

The font used for the newspaper cutaways has quite a large amount of unused characters. They look exactly how you'd expect.

Placeholder Graphics#

Inventory Room background#

This very thin image is set as the background for the room which stores the UI.

Red Box#

This odd frame is stored among Hoagie's cigarette lighting animations, in the Main Hall in the Past.

Color Strip(s)#

This strange strip of colors is stored twice at the start of Laverne's talking animation. Some of the player animations are stored using a different palette than they actually use in-game, and the correct one is applied at run-time depending on the palette of the current room. Neither of these is obviously more correct than the other, so this page shows the image both as it was originally stored and in Laverne's palette.

Original Palette

Alternative Palette

Incorrectly Assigned Palette#

Textbook#

The icon used for the Textbook is mistakenly set to use the shade of orange put aside to be automatically recoloured to match the current character's HUD, on the spine of the book. Because of this, it looks different depending on whose inventory it's currently in, and the intended palette is never seen in-game at all.

Intended

Hoagie

Bernard

Laverne

Placeholder UI Palette#

If the game detects it isn't in the correct video mode (19), it loads a default purple palette for the UI that is otherwise unseen, rather than a unique palette for each playable character. This palette can be forced by opening tentacle.001 in a hex editor and changing the byte at 85950E from 7A to 96. This edit has only been tested on the CD version of the game.

(Source: NeoDement)

Great Scott! You're Purple-- --ahh, ahem.

This palette also also recolours part of the spine of the Textbook purple.

What do you suppose Purple's up to now?