the cutting room mirror

Target: Terror (Arcade)

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Old Level Select#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: This older level select is mostly complete asset-wise, including animations and dialogue for the reporter to play before each level. Was all of this used in 1.08b?

While the final game allows the player to play the nine main scenes in any order, it seems that earlier in development the player was meant to be able to select which of the three "waves" (as they are called internally) they wanted to play and complete all three scenes in one go. All of the visual assets associated with this are found in a folder named "mselect", presumably for "mission select." All files and folders in the game pertaining to specific levels have their filenames contain "airport" for scenes 1-3, "gg" or "ggb" for scenes 4-6, "nuke" for scenes 7-9, and "hijack" for the finale. [LEVEL] is used in place of these to reduce repetition

TargetTerror-done.pngtargetterror-mscenelevelcompletemock.png

Each main mission has two versions of its image, a version with the main image colored ([LEVEL]_color.tga) and a version that is black and white ([LEVEL]_bw.tga) with the latter likely intended to have done.tga placed over it to indicate that level has been cleared.

TargetTerror-airport_color.pngTargetTerror-airport_bw.png

The image used for the Airport is of the Stapleton International Airport featuring its iconic ATC tower. The airport was closed in 1995, well before 9/11 and the development of this game, and replaced with Denver International (which is supposedly where the airport level actual takes place according to the official webpage), while the tower had a bowling alley attached (yes, really) and now acts as a general recreation spot under the name "FlyteCo Tower".

TargetTerror-gg_color.pngTargetTerror-gg_bw.png

The Golden Gate Bridge used a generic shot of one of the arches of the titular bridge.

TargetTerror-nuke_color.pngTargetTerror-nuke_bw.png

Nuclear Plant is just a smoke stack, but it's sepia at least!

Hijacking only has a single banner which states that it's unlocked after clearing all other levels (hijack.tga). It does not have a variant to be shown when it is available, however.

TargetTerror-redbevel.png TargetTerror-bluebevel.png

redbevel.tga and bluebevel.tga seem to be cursors to show which level player 1 or player 2 is hovering over, respectively.

TargetTerror-goldbevel.pngTargetTerror-hijackbevel.png

goldbevel.tga is a golden version of the bevels that border the level images. Similarly, hijackbevel.tga is a gold version of Hijacking's border. This seems to indicated these bevels would appear around a selected level during the transition, much like in the final version where a beeping sound plays (named happy3beep.wav in the files) once a scene is chosen before the news report appears.

selectbanner.tga is just a banner that says "select mission", likely to placed at the top of the screen.

basebanner.tga is a similar banner, but with no text and different background.

countbox.tga was likely where the level select timer was contained, as the name suggests.

ssm.tga is a button that would've transitioned to a scene selection menu like the one found in the final game.

bgflagblur.tga is a closeup of the stripes on the American flag, and would've been used as the background. No points for guessing why.

News Reports#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Most of the game's animations are read as avi files, but are stored in some proprietary format that doesn't convert back into source easily. The files beginning with "carrie" in the avi folder are likely the ones used for the newscasts, so maybe the unused audio was meant to go with some of these?

Three .wav files named "carriespeech-[LEVEL]" (Likely referring to Carrie Barrett, who presumably plays the newscaster) contain the voice audio for an older version of the cutscenes played before each level, likely from when the game was still using the aforementioned level select. A particularly noteworthy thing is that these newscasts all namedrop "CT5", which is the name of the unit that represents the players, whereas in the final game it's only mentioned in scenes 3, 7, and 9.

Audio

Transcript

carriespeech-airport.wav

Airport security has been overwhelmed by a terrorist attack! Raw News takes you to the scene where CT5 agents are in action, right now!

carriespeech-ggb.wav

Terrorists have seized control of the Golden Gate Bridge! We join CT5 agents fighting bravely at the scene right now!

carriespeech-nuke.wav

An American nuclear power plant is under attack! Let's join CT5 as they take back the plant, right now!

High Score Screen#

The highscore folder contains all of the assets used for name entry and the high score screens themselves. While most of these are used, some development assets also remain.

TargetTerror-hs_labelchar1.pngTargetTerror-hs_labelchar2.pngTargetTerror-char_arnold.png

char_temp1.tga and char_temp2.tga are dog tags with "Jarvis" written in two different fonts, while char_arnold.tga is a picture of ol' Arnie in front of an American flag.

divider.tga is a pipe looking... thing.

wave_[LEVEL].tga show the names of the waves, likely when the game would score on the sum of all scenes in a wave rather than for each scene individually. Similarly, wave_overall.tga would've been used for complete game totals.

namebar.tga is an older version of the bar used for each row on the table.

background.tga is used in the final game, but is almost completely obscured and can only be seen a little bit at a time when the player's new records slide into the table. This is what that image is in full.

Unused Weapon Sprites#

One of the main data folders is gun, which mostly contains textures for the various destructible 3D objects. Within a very similarly named subfolder of guns is all of the HUD assets for the various weapons, including their pictures and ammo indicators. Within are a plethora of unused gun images.

TargeTerror-9mmbullet.png TargetTerror-9mmshell.png

9mmbullet.tga and 9mmshell.tga are an older, darker version of the pistol and machine gun's 9mm bullet and the ejected shell.

ak47nib.tga is a small image of the infamous Soviet AK-47 rifle.

at-9.tga depicts the obscure Feather Industries AT-9.

TargetTerror-berettam92.png TargetTerror-berettam96.png

berettam92.tga and berettam96 are larger images of two trusty models of handgun. Note that while the final game does use the 96, the actual used asset is a smaller one named berettam96_sm.tga.

TargetTerror-deserteaglechrome.png TargetTerror-deserteaglemarkxix.png TargetTerror-deserteagle_sm.png

deserteaglechrome.tga and deserteaglemarkxix.tga are large images of the famous Desert Eagle, and considering that the chrome version has a smaller version in deserteagle_sm.tga, it may have been considered to be used for the default pistol instead of the Beretta.

grenadelauncher.tga is a larger version of the grenade launcher sprite. It also lacks a transparent background.

m4a.tga is a larger version of the M4 sprite shown when the player has the Machine Gun powerup equipped. It's also at an angle instead of pointing straight on, similar to other unused guns.

TargetTerror-m16assaultmachinegun.png TargetTerror-m16_sm.png

m16assaultmachinegun.tga depicts what may have been the gun originally intended as the Machine Gun: the M16. m16_sm.tga is the version that would've been used on the HUD.

microuzipistol.tga depicts the civilian Uzi Pistol.

TargetTerror-oldrpg-ammo.png TargetTerror-oldrpg-front.png TargetTerror-oldrpg-rear.png

The RPG powerup was originally going to have a different ammo indicator. These are the parts that would've been combined in the game, named oldrpg-ammo.tga, oldrpg-front.tga, and oldrpg-rear.tga.

saigaassaultshotgun.tga depicts a Saiga K-12 shotgun, likely to be used for the shotgun power-up originally.

savagesniper.tga depicts an unused sniper rifle.

Old Decapitation Texture#

The powerupsproj subfolder contains the textures for powerups and projectiles as well as the texture shown on enemy heads that can occasionally pop off when you headshot the same enemy six times. The unused texture, eric_decap.tga, and the used one, eric_decapnew.tga both feature a scan of Erik Novak's (who presumably plays as the police officer) head, but the used one also has the face missing, unlike the unused one.

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Used

Unused