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Maximum Capacity: Hotel Giant

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An eye-candy simulator signed by Hong Kong-based game designer Trevor Chan, Maximum Capacity: Hotel Giant enables you to choose between engineering the inns of your dreams or meeting the AI customers' wants and needs (no, for some reason you can't do both).

Unused Models#

Unused Hotels#

A further scrutiny at the contents of the firm directory makes it clear that, at one point during Hotel Giant's building, its mood board had some room for a way more fantastic scope, when the retail versions still keep remnants of models from buildings à la Theme Park World - from skyscrapers with giraffe pillars to WonderLand replicas - that little have in common to the down-to-earth, (sub)urban simulacrum aesthetic that the used hotels are made of.

While the final build has no available textures for the unused building meshes, it is possible to see, for example, what H-FAIRY would have looked like in its full glory, via a snapshot of an early pre-release.

Textures#

Graphics-wise, the few resources that were left from the concept are a couple of outdoors-mocking textures - whose intention was to be printed at the building's main entrance from the interior, simulating the external view - found at textures\firm\ex-h.res, that give one a superficial perspective of the scrapped buildings' original look.

Of note is that the thematic approach was also meant to be likewise carried away by the game's item sets, observed in leftover textures and thumbnails of unused objects.

It is also possible to have a shy peek at a finished H-EGYPT within Resource\jpg\SCENARIO.RES, as one of its image resources suggests a deleted scenario, being precisely a render of the elusive Egyptian building.

Unused Locations#

Players are offered a number of real-world cities where they build hotels at, synthesized as 3D icons upon a 3D globe, symbolizing their respective landmarks. However, an extra number of them are never used in any scenarios.

(Source: LUCPIX)

Texture Oddities#

Textures from The Sims#

The standards of Hotel Giant‍ '​s whole body of character textures and meshes indeed follow The Sims‍ '​ footsteps. To the point where remnants of graphics from that title can be found within Giant's repository of textures, albeit unused.

HGIANT_body.png
body, sampled off of The Sims‍ '​ original B003MAFitlgt_Dad02.

HGIANT_head.png
head, samples C005MAlgt_Hipster.

HGIANT_hand.png
hand, samples the generic hand textures for adult light-skinned Sims.

Vending Machine#

HGIANT_DTVENDINGM-001.png
DTVENDINGM-001 is the texture graphic for one of the two available beverage vending machines in the game. While its real-time mesh sports a made-up "Belly-Wash" branding, its pre-rendered thumbnail reads "Coca-Cola", which undoubtedly was an innocuous mistake in the context of the developers' purging of all the real-world references within the game, foreseeing potential lawsuits against them.

TV#

HGIANT_TVLOOP.gif
ELECT is the only animated loop that plays on all televisions in the entire game (same applies to its sequel!). It unsurprisingly is a short excerpt from a real-life television broadcast; most precisely, an infamous stunt in Kelvin Cato's career (American former professional basketball player) as a member of the Houston Rockets: He scores two points... off a failed dunk attempt. This moment took place on February 28, 2001 and can be seen in full here.

Magazine Rack#

HGIANT_LIBRARY-004.png
LIBRARY-004 is the texture for the Magazine Rack, an important item that can be bought for Library facilities in the game. What players may fail to notice is the small peek of a photograph depicting American singer Michael Jackson in the midst of the many reading materials the item has, plus a miscellany of real-world shout-outs, including a Limp Bizkit poster and a Britney Spears photoshoot, published in 1999 by the Rolling Stone magazine.

Early Demo Graphics#

The free trial build of Hotel Giant saw a production state not too far along from that of its retail counterpart - they're about two months apart. Yet, this would be more than enough for the staff to consider a few last-minute reworkings into the game's graphics down the line, rendering a number of leftover graphics minimally different from what was in fact for show.

Early Textures#

The coverage of the early textures is restricted to those items belonging to the Guest Room and Lobby facilities, as these are the only ones that the trial release has files for, and uncapped user access to. Likely for the sake of reducing the est. download time in times of dominant use of dial-up connection, this particular version has resources of half the original size, hence the quality contrast between the samples shown in the table below.

Motivations for the changes may include the need for removing anything that could be mistaken as a deliberate real-world product placement, addition of visual artifacts as to harden the distinction between the texture with its real-world original counterpart, or mere facultative aesthetic tweak.

colspan="11"; style="background-color:#0000FF"|textures\item

Filename

BATH-022-1

BED-055

BED-063

CARPET-014

CHAIR-015

CHAIR-050

DECOR-003

ELECT-012B

ELECT-012D

ELECT-012F

FOOD-002B

GUESTAPP-013

GUESTAPP-017

BATH-017

PORTITEM-001

PRINTED-001

PRINTED-001C

PRINTED-001E

SOFA-011

SOFA-026

WINDOW-017

Early Facility Thumbnails#

Of note is that these are still present in the final game, hidden away within its early repository of thumbnail graphics, item.res and itemSet.res, as opposed to the used Nitem.res and Nitemset.res.

colspan="11"; style="background-color:#0000FF"|item.res / itemSet.res

Filename

DTBAR_BOOTH_SET_7

DTBATH-007

DTBATH-021

DTBED-026

DTBED-053

DTBED-060

DTCARPET-006

DTCARPET-014

DTCARPET-054

DTCHAIR-015

DTCHAIR-050

DTSOFA-015

DTSOFA-026

DTSPATUB-004

DTSTORAGE-006

DTWINDOW-017

(Source: LUCPIX)

Unused Sounds#

Filename

Sound

Comments

bar-sounds-loop

Background noises friendly to loops. It is speculated that players would listen to these at hotel facilities, the more crowded they would get. It's a shame the final build always has them unconditionally silent. Ambient background noises would be brought back in the game's sequel, six years later.

game-room-ambience-loop

restaurant-l

restaurant-m

restaurant-s

sauna-loop

street-sound-looping

swimming-pool-ambience-loop

down

Early UI sound for when players reach the adjacent lower story.

music1

Alternate stereo loop. Only music2 is used in the entire game.

piano1

Players are able to place a piano set at their buildings' lobbies, which ultimately causes the system to hire a new pianist, who promptly plays the instrument. The object, per se, never calls any sound files, however. The very same feature is also true in Hotel Giant 2, except that the sound files are appropriately called from the instrument objects.

piano2

piano3

tv-show-1-loop

Six densely-filtered and chopped samples of real-world television shows that may have been planned for the optional Cable TV, Satellite TV, Movie on demand, and Video game on TV services, though the game only uses tv2 in all instances. tv-show-6-loop is an unused duplicate of tv2.

tv-show-2-loop

tv-show-3-loop

tv-show-4-loop

tv-show-5-loop

tv-show-6-loop

up

Early UI sound for when players reach the adjacent upper story.

(Source: LUCPIX)

Footnotes#


  1. https://en.wikipedia.org/wiki/Hotel_Giant↩︎
  2. MobyGames↩︎
  3. http://web.archive.org/web/20021017070633/http://hotel.jowood.de/main.php?rid=332&lang=en↩︎
  4. https://store.steampowered.com/app/502460/Hotel_Giant/↩︎
  5. https://www.gog.com/en/game/hotel_giant↩︎
  6. Sogou↩︎
  7. Baidu↩︎