the cutting room mirror

Harvester

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Unused Graphics#

The following bitmaps (sans palette) are found in the large HARVEST.DAT and HARVEST2.DAT resource files located on the game's three CD-ROMs.

Unused Character Portraits#

To do:
Research to see if any portraits for characters with speaking roles go unused.

Expressions that characters never express, portraits of characters who have no speaking dialogue, and even portraits of characters who were cut from the final game.

Harvester_PASTORL1.BM.png Harvester_PASTORL2.BM.png Harvester_PASTORL3.BM.png Harvester_PASTORL4.BM.png Harvester_PASTORL5.BM.png
Mr. Pastorelli was originally able to be talked to, whom would warn Steve about the true nature of Harvest and that there was no happy endings in the game via speaking in Italian. This was scrapped since it would spoil the story twist for players that could understand the Italian language.

Harvester_FIRE1_2.BM.png Harvester_FIRE1_3.BM.png Harvester_FIRE1_4.BM.png Harvester_FIRE1_5.BM.png
The fireman who appears outside of the Harvest Fire Department has five portraits, but only one is used in-game.

Harvester_GENDEPT1.BM.png Harvester_GENDEPT3.BM.png
A man in a cowboy hat, named GENDEPT in the files. Not seen in the final game. Harvester's script designed by G.P. Austin in 1994 outlines a "generic deputy" who would have stood guard at the edges of town.

Harvester_Buster2.png Harvester_Buster4.png Harvester_Buster5.png
Colonel Buster Monroe has a total of five portraits, but only two are used in-game.

Dirty Magazine#

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The cover of an indecent magazine featuring the game's lead female, Stephanie. Presumably meant for the magazine bought at the general store, but there's no way to examine it in-game.

Early Game Over Screen#

Present in Disc 3's HARVEST.DAT.

Early

Final

The early bitmap is notable for containing a high-quality digitized frame of Steve (the player character) which is not seen during gameplay.

Early Help Screen#

Two very basic help screens (HELP1.BM and HELP2.BM) left over from an earlier version identified by the header as "0.3a".

Mouse & Keyboard Controls

Joystick & Inventory Controls

The first screen describes features which use different controls and otherwise go undocumented in the final build; you can use the right Shift key plus up or down to make Steve respectively jump or duck, and you can make Steve backup by holding the right Shift key plus either left or right, whichever direction Steve is not facing. Additionally, the attack modifier key was changed from SHIFT to ALT for the final.

The second screen mentions joystick controls which were never implemented (see below).

Unused Help Screens#

Two additional help screens (INVHELP.BM and JOYSHELP.BM) are never displayed on the in-game help menu.

Inventory Actions

Joystick Controls

While the info on the Inventory Actions screen appears to be accurate, the sprite displayed on the left of Steve (with his arms on his hips) is not used during actual gameplay.

The Joystick Controls screen is devoid of any content because joystick support was never finished.

Merit Studios

An older render of the Merit Studios logo (METR0119.BM). An updated version of the logo appears as its own elaborate full-motion video before the game begins. The screen itself is programmed as a room the player could potentially walk around in.

Unused Furnace Room#

Harvester_FURNACE.BM.png

An unused room in the Lodge found on Disc 3.(FURNACE.BM). A different furnace room does exist within the Lodge, and it spans 2 .BM files, so this may have been an older version.

Unused Garage Room#

Harvester_GARAGCU2.BM.png

An unused bucket image found on Disc 1/2.(GARAGCU2.BM). In the remaining .BM files, there is another one named GARAGECU which is the toolbench in the garage. This probably would have been another viewable area in Johnson's garage like that.

Sheriff Dwayne's Schedule#

Harvester_SCHEDULE.BM.png

An unused schedule for Sheriff Dwayne's nighttime activity. (SCHEDULE.BM). Probably would've been something found in Sheriff Dwayne's drawer, like his checkbook. An inventory item for this does not exist within the games files.

Unused Animations#

Spots#

While the player normally can't hurt Spots in the fire station, there is an animation for Spots running offscreen once the player hit him.

Placeholder Mugshots#

Every non-hostile NPC which can be interacted with is always accompanied by a mugshot of their face which displays an emotion while speaking. Most characters have four frames of animation (idle face, a happy face, an angry face, and a sad). Some NPCs, however, appear to only ever display their "idle" mugshot because their other face bitmaps are duplicates. Some characters which include a large range of duplicate mugshots are Pastroelli and Parsons (from the barbershop), the Wasp Woman, Range Ryder's corpse and the war veteran (from the Lodge). The game also references a missing secondary set of mugshots for Karin (Edna's daughter), but the game defaults to her primary set.

Unused FMV#

3 videos are present that cannot be accessed in-game. These can be accessed by doing an action that would trigger a cutscene, and then editing the video file location loaded by that action.

C152A.FST#

Watch on YouTubeFound on disc 1. A video of Steve answering the phone, talking, then replacing the phone on the receiver. There is no audio, and it looks like the framerate has been sped up significantly.

C016B.FST#

Watch on YouTubeFound on disc 2. A video of Steve being arrested, next to the corpses of Mr. Pottsdam and Karin. This would have played if the player killed Mr. Pottsdam when seeing him burying Karin. Inaccessible audio in the game confirms this. There is a line of dialogue where the sheriff accuses Steve of killing both Karin and Mr. Pottsdam.

C079.FST#

Watch on YouTubeAn unused death cutscene. Most likely would have been used when the player interacts with the mirror in the bar on the 1st level of the lodge. Interestingly, this FMV can actually be seen in the Harvester trailers/making of videos found online.

Unimplemented Designs#

Every enemy has 296 animations cells assigned to them regardless of whether they use them or not (Steve is counted as a "monster" by the engine despite being controlled by the player). Unused cells are simply 1×1 transparent filler images, although there are a few special exceptions. For example Hank, Steve's kid brother, is one of the few NPCs who cannot be killed (an invisible wall blocks your path). In this case, a set of duplicate idle sprites fill his "death animation" slot as an exception handler.

Lost Location and Enemy#

Reading through Discs 1 and 2's script file (HARVEST.SCR, after XOR'ing by 0xAA) reveals two deleted locations: SEWER2 and SEWER3, which have complete layouts but are commented out.

SEWER2 has code for spawning an enemy named GATOR, but its sprites no longer exist in the game's data. These two locations would have existed between the first sewer section under Mr. Johnson's street and the tunnel leading into his garage. Furthermore, the two tunnel internal names are listed as TUNNEL1 and TUNNEL3, implying a location in-between may have existed at some point.

Unused Dialogue#

To do:
Rip the individual audio files for these lines.

Watch on YouTubeSeveral characters in Harvest have dialogue that doesn't seem to play in the final game, mainly pertaining to the deaths of Jimmy, Pat, and Mr. Moynahan.

Regional Differences#

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First FMV

Second FMV

Some international releases are censored. Two FMV cutscenes were removed in their entirety, both from the "Mystery of Motherly Love" section of the Lodge in which a mother is brutally cannibalized by her three children.

Revisional Differences#

To do:
Check for more of these between the original and Steam releases.

Disc Change

While a more detailed disc change screen was present in the retail game, a new, hastily-put-together bitmap depicted on the left is used for the Steam release, depicting the box art superimposed on a CG render of a CD. This is because the Steam version uses DOSBox as a wrapper and Ctrl + F4 is the virtual disc swapping key combination. Incidentally, the render used for the CD specifically depicts one manufactured by PolyGram's North Carolina plant between 1991 and 1992, during the transitional period when it was rebranded from PDO, USA to PMDC, USA (as indicated by the disc hub), rather than using a more generic design.