Comment: Calls a global tree to check the age of the active character, being one of the main reasons why children can not prepare meals in the game. In fact, the game is notorious for only allowing child Sims to grab snacks from fridges. Because of that, it's interesting that the game has a series of unused animations where a child Sim appears to be preparing "Quick Meals" using a toaster oven (reasonably so, as it's the only way a Sim can cook without needing to use kid-unfriendly props as knives), suggesting that the developers had originally intended child Sims to be way more independent than they are in the final build.
Adding more to this, Children Sims have randomized levels of Skill, where they are usually capable of doing Creative and Logic-based activities, where the cooking interaction may have utilized the "Cooking" skill, as to actively avoid any potential of fire accidents.
Comment: This tree loosely contains an "animate" primitive that calls unique toilet using animation ids. But it is always skipped over in the routine, as none of the used nodes are connected to it. If the user enables the unused animation by manually editing the tree in such a way that the unused "animate" node is included in the code stream, then the Sims will always snap backwards by default, possibly justified by the fact it is an early leftover.
Macieiras são árvores bonitas e com um aroma delicioso. E já que elas quase não precisam de cuidados, por que não plantar algumas e colher os frutos depois?
Apple trees are beautiful and have a delicious aroma. Since they take almost no work, why not plant a few and reap their fruits afterwards?
style="background:#000052| from 1998 hint an old idea for programming trees to fulfill Sims' Hunger motive3.]]
)]]
Stereos
style="background:#FFFFBF;color:#4D4D4D|
Tree:stereos::repair/stereos::Break
Comment: Stereo objects have been originally programmed to break, like the other electronic objects in the game. There are even leftover sound, animation ids (as well as graphics) associated with this deprecated behavior.
Even though the repairing interaction works, it's simpler and more straightforward than the object repairing events common to all the existing breakable objects: The characters go to the object, punch it a few times, and it immediately returns to its pre-breaking condition. In being an early script, the effectiveness of the interaction does not depend on the characters' Mechanical skill score, and failure states (e.g. death) are nonexistent.
The tree contains "play sound" primitves with empty ids, as the sounds associated with them are missing in the final game.
style="background:#000052 |
.)]]
Dressers
style="background:#FFFFBF;color:#4D4D4D|
Tree:dressers::Hands Palm
Comment: Have unused scripts with "Expression" primitives that tweak the "left" and "right hand gesture" flags and switch the characters' hands to different models (including the unused "fist" and "point").
style="background:#000052 |
.)]]
Outdoor Flowers
style="background:#FFFFBF;color:#4D4D4D|
Tree:flowersoutdoor::Look at
Comment: Makes Sims walk towards the flowers and face them for a few seconds, without observed increase in any of their motives. A conditional branch set up in the middle of the interaction would cause Sims to say something (referenced in a "play sound" primitive that call missing sound event ids) if their "Gardening" score was higher than 5 (out of 10).
"If I'm good at Gardening, I will say an unknown vox line as I Look At my flowers outside."
WhirlWizard Hot Tub
style="background:#FFFFBF;color:#4D4D4D|
Tree:hottub:relax sounds
Comment: Handles the sounds Sims make when they use the Jacuzzi with others. The developer note associated with this interaction says Sims were supposed to sometimes "laugh hard" and "compliment" when accompanied by Sims they liked. However, the "play sound" primitives included in the code call missing sound event ids.
Portion of relax sounds with missing sound event ids.
Poseidon's Adventure Aquarium
style="background:#FFFFBF;color:#4D4D4D|
Tree:aquarium1::Watch Fish
Comment: A portion of the code should make Sims call unique lines in case the fish are dead, or the tank is dirty (sigh from disgust). However, the "play sound" primitive associated with this event has missing ids, meaning its respective sound event stings and soundfile are missing in the final game.
Tree:aquarium1::talk to fish
Comment: Should make Sims of high "Playful" score say something to the fishes as they watch it, every now and then, or sigh from disgust in case the aquarium is dirty. Again, the "play sound" primitives assocaited with the code call missing sound event ids, so Sims remain silent.
Tree:aquarium1::restock
Comment: Should cause Sims of "Nice" score under 5 to have a tantrum before restocking their aquariums with dead fish. This portion of the code is always ignored on purpose, as confirmed by a developer comment written on the script : trevor 8/25/99: removed grumpy tantrum.
colspan="2" style="background:#000052 |
Garden Lamp by Lunatech
style="background:#FFFFBF;color:#4D4D4D|
Tree:lampgarden::Fix bulb
Comment: The garden lamp is the only type of lamp that does not require occasional buib replacements, yet there is a script for this purpose. Compared to the repairing routines observed in other types of lamp objects, this one is notably simpler: it does not have any particular code that sets a random chance for Sims to get electrocuted, and does not update how much it benefits the "Room" score, post repairing.
The script also references "animate" primitives that call, likely as stubs, animation ids dedicated to the floor (not garden) lamp interactions.
All of its "play sound" primitives call blank audio event ids, meaning the sounds associated with them do not exist in the final build.
colspan="2" style="background:#000052 |
Fountain of Tranquility
style="background:#FFFFBF;color:#4D4D4D|
Tree:fountain::View
Comment: Unlike many decorative objects in the game, Sims can not "view" the fountain object, yet there is an early scripting tree associated with this interaction. When called, Sims go to it, observe it in silence for a few seconds in a sequence of "idle" animations, and immediately let go of it, without any positive impact in their motives.
Tree:fountain::Watch
Comment: The code makes the Sim turn their head to the object, no matter where they are. It is confirmed to be a tree written to test the "look towards" primitive (then called "look at"), implemented in November 19984, therefore never meant to be used during actual gameplay.
style="background:#000052 |
Bob Newbie Views the fountain.
Fireplaces
style="background:#FFFFBF;color:#4D4D4D|
Tree:fireplaces::View/fireplaces::Clean
Comment: As with the fountain object, the fireplaces have tree data for "viewing" and "cleaning" interactions, even though such interactions are not accessible for players in normal gameplay. The script associated with the "View" interaction increases the Sims' "Comfort" motive score, but will not call any particular animation or sound ID, like other objects that can be viewed by Sims, suggesting it is a very early leftover.
style="background:#000052 |
Sims run a2o-disgusted1 when running the early cleaning tree.
Comment: All have the very same copies of stub trees with early code for a "cleaning" interaction. Notably, none of these objects have a "dirty" state; consequently, Sims don't need to clean them. The existence of this code might be directly related to the implementation of the Maid NPC in the game in August 1998, as the earliest iterations of the character called "placeholder animations" while cleaning certain objects 5. Running the tree only causes Sims to walk toward the object, face it and repeatedly call a stub animation id: "a2o-disgusted1". The bookshelf objects call instead a unique animation id — bookshelf-clean — that is missing in the final build.
Partial tree data of the early global "clean" tree.
Bookcases
Columns
Counters
Desks
Dining Tables
Exercise Machine
Grandfather clock
Medicine Cabinet
Mirrors
Piano
Play structure
Pool table
Sculptures
Stereos
Sinks
Stoves
VR Helmet
(Source: LUCPIX)
Other Cases
Icon
Object
Comment
Snapshot
Animations.FAR
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Soccer Ball
style="background:#FFFFBF;color:#4D4D4D|
The game contains leftover animations intended for a scrapped soccer ball object, which both adult and child Sims could play with.
Since no BHAV data related to the object exists in the final build, its intended mechanics are unknown.
T̽he idea was later repurposed for the game's MMO counterpart, The Sims Online — interestingly, repurposing the animations that, in the original game, went unused.
pre-release snapshot.]]
Sofas have leftover dusting animations, however the Sims don't need to clean dust sofas in the final game.
The rental shack for the Vacation expansion pack has data that seems to suggest that adult Sims were able to "play" within in when the attendant would leave. However, access to this appears to be disabled.
Computer and phone files have raw constant data, including one that allegedly toggled on/off their lighting in the same vein as the lamps', aquarium's etc..
Bar objects have similar constants that, from their labels, suggest that they originally could be broken and repaired, as most electronic objects in the game.
Pink Flamingo has leftover constant data that, on their label, reference the addition of Comfort points by kicking it, and another one that suggests increasing the Fun score by viewing it (as it happens with most art objects in the game).