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This needs some investigation. |
There are a bunch of unused scripts which are mainly storyboard placeholders. These scripts are being parsed here in a readable fashion, while removing non-interesting junk and throwing in some insight. You can access them in ScummVM by entering debug mode, teleporting into the appropriate room, and hitting script x run.
Local Script 205 in Room 7 (Office)#
Although the majority of the script is used, one message in the answering machine remains unused for whatever reason.
If var230 is set to 1:
Get random number from 1 to 3
If number is 1:
//Used message.
If number is 2:
//Used message.
If number is 3:
//Used message.
If number is 4:
//Notice how numbers 1 to 3 get randomized and used but not 4.
Print "<beep> Snork! <Grunt> SQUEEEE!!!! <Scronk> Yib! <Click>" using color 4
Local Script 204 in Room 9 (Street)#
This seems like an early cutscene on the way to implementation, as it was left alone for quite a long time. Since Sam and Max's dialogue are legal say-line events, they have corresponding voice clips.
Set box 13 to 0
//Box 13 leads to Bosco, and it's being disabled for whatever reason
Walk Sam to 418,100
If Max is free, walk him to 418,100
Set object #90 state to 0
//This proves it was planned to be a door of some kind and it's being closed
Sam says "We'd like some fine Bavarian food sprinkled with umlauts, please."
Print "No shoes, no shirt, no service." using color 9 at 160,40 of current camera
Max says "That's okay, we don't want service.
We just want a few schnitzels and some other things that begin with 'schnitz.'"
Print "OUT!" using color 9 at 160,40 of current camera
Set object #90 state to 1
Walk Sam to 380,125
Walk Max to 417,126
Set box 13 to 128
Sam says "What a sourpuss."
Max says "I think he just needs a hug. Or a sharp blow to the head."
//Prototype didn't mention any blows to the head, yet the scene was already unused!
And here are the unused pieces of dialogue associated with the above script:
Offset |
Character |
Subtitle |
Dialogue |
|---|---|---|---|
0x55691EE |
Sam |
We'd like some fine Bavarian food sprinkled with umlauts, please. |
|
0x557A9D9 |
Max |
That's okay, we don't want service. We just want a few schnitzels and some other things that begin with 'schnitz.' |
|
0x5598224 |
Sam |
What a sourpuss. |
|
0x559F34F |
Max |
I think he just needs a hug. Or a sharp blow to the head. |
Local Script 215 in Room 37#
Although the majority of the script is used, two of the 8 Ball's responses cannot be reached. Note that this rolls an extra number for every failed check, so the messages get less likely as the cases fall through.
//Yadda yadda
If random number from 0 to 4 is 0:
//Used message.
Else if random number from 0 to 4 is 1:
//Used message.
Else if random number from 0 to 4 is 2:
//Used message.
Else if random number from 0 to 4 is 3:
//Used message.
Else if random number from 0 to 4 is 4:
//Used message.
//Notice how numbers 0 to 4 get randomized and used but not 5 or 6!
Else if random number from 0 to 4 is 5:
Print "MY SOURCES SAY NO" using color 13
Else if random number from 0 to 4 is 6:
Print "IT IS DECIDEDLY SO" using color 13
//Some more yadda
And here are the unused pieces of dialogue associated with the above script:
Offset |
Character |
Subtitle |
Dialogue |
|---|---|---|---|
0x5964416 |
8 Ball |
MY SOURCES SAY NO |
|
0x5978E41 |
8 Ball |
IT IS DECIDEDLY SO |
Local Script 207 in Room 59 (Dino Bungee National Memorial Animatronics)#
Early versions of the T-Rex's Mouth script switched to this one when trying to use Twine on it. It also features some unused dialogue which was a pretty straight hint on what to do. In the finished game, you're given hints more gradually.
Print "Sam goes into cool lassoing animation." using color 4
Print "Which fails to snag a tooth." using color 4
Sam says "Dang. I can't hook anything with the mouth closed like that."
And here is the unused dialogue associated with the above script:
Offset |
Character |
Subtitle |
Dialogue |
|---|---|---|---|
0x1E1A43F |
Sam |
Dang. I can't hook anything with the mouth closed like that. |
Local Script 203 in Room 62 (Tar Pit)#
Another placeholder from when bungee jumping animations weren't done yet.
//Yadda yadda
Print "Sam does cool animation with retriever, and gets a lump of tar!" using color 4
//Some more yadda
Local Script 209 in Room 67 (Inaccessible Room)#
Another placeholder for an unfinished cutscene. Both branches print the same message, but if var298 is set to 1, the script also sends the player to the circus room.
If var298 is set to 1:
Print "COOL FLICK WILL SOMEDAY PLAY HERE!" using color 4
//takes player character to the main circus area
Current-Room 15
Else:
Print "COOL FLICK WILL SOMEDAY PLAY HERE!" using color 4