DuckTales: Remastered (PC)

DuckTales: Remastered is an HD remake of the classic platformer game that almost everyone remembers. WOO-OOH!

test_cinematic_1
This script, located in global.pak was used for testing the cinematics. worldStartCinematic( true )

player0 = getPlayerId( 0 )

print( "This is a test." ) print( "Player ID 0: " .. player0 )

entityAct2dAnim( player0, "global:scrooge.anb", "walk", -1 ) entityAct( player0, kActCmd_WalkTo, 1.0, 0.0, -121.75, 0.0, 0.0 )

entityAct2dAnim( player0, "global:scrooge.anb", "idle", -1 ) entityAct( player0, kActCmd_Idle, 1.0)

worldSleep(2.0);

entityAct2dAnim( player0, "global:scrooge.anb", "walk", -1 ) entityAct( player0, kActCmd_WalkTo, 1.0, 0.0, -123.75, 0.0, 0.0 )

entityAct2dAnim( player0, "global:scrooge.anb", "idle", -1 ) entityAct( player0, kActCmd_Idle, 1.0)

worldSleep(2.0);

entityAct2dAnim( player0, "global:scrooge.anb", "walk", -1 ) entityAct( player0, kActCmd_WalkTo, 0.0, 0.0, -121.75, 0.0, 0.0 )

entityAct2dAnim( player0, "global:scrooge.anb", "climb_up", -1 ) entityAct( player0, kActCmd_Idle, 2.5)

entityAct( player0, kActCmd_Game )

worldSleep(4.0);

worldEndCinematic( true )

testoneoff
Another testing script, again located in global.pak. It mentions a pak named williams which doesn't exist in the game files anymore.

print("one-off script!!\n");

loadPak("williams.pak"); -- load an extra pak at level start (the other lua script spawns an entity from it)

cameraZoom(3); cameraSnap; -- snap the camera to 3 zoom immediately cameraZoom(1); -- begin transition to 1 zoom

testpersistent
Still located in global.pak, this script was used for testing entities, and it mentions a entity named WILLIAMS. print("persistent script!!\n"); entity = spawn(ENTITYTYPE_WILLIAMS); setFocusCamera; cameraTarget(getEntityPos(entity)); cameraZoom(1.0); frame = 0; -- dirty little hack since it turns out the focus camera is not great at acting like a follow camera ;-P while timer(10) do -- do this every frame for ten seconds frame = frame + 1; if frame == 30 then frame = 0; cameraTarget(getEntityPos(entity)); end end print("killing entity"); kill(entity); setFollowCamera;

dummyswf
Found in global.pak, this menu looks like it has been used for testing or is from early development, as it doesn't look like any of the menus from the game.

dtleaderboard
Found in moneybin.pak, this menu is a leftover from the Xbox 360 version.

Unused Music
All the game's music is located in the file music.fsb, including some unused tracks. This short guitar riff is named deleteme. WF_Logo_Music_Standard, a different version of the WayForward logo jingle, is used in some other games, such as Adventure Time: Explore the Dungeon Because I Don't Know! The version used in the final game is WFLogo_DT_Revised. The original version of the Himalayas stage music, named m_stage_himalayas, which fits the pattern of the other stage music. The song was updated to better match the style of the other songs, and was put in the game as m_himalayas2. For some reason, the Transylvania music from the NES prototype is included as m_transylvania_NES_beta. The full DuckTales theme song is included as m_theme. The credits use a different, extended version. This one was heard in the very first trailer of the game. A non-looping version of the title screen music is included as m_title_unlooped.

Save File Icons
The game has a few bland-looking PNG files that were supposedly for a save file feature. However, the PC version is only able to have one save file.