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Back to the Future: The Game (Windows)
| Back to the Future: The Game |
|---|
|
Developer:
Telltale Games
|
Set six months after the events of Back to the Future Part III, Marty must now rescue Doc from the past and make sure that everything he knows still exists! This is as close to a proper Back to the Future Part IV as we're ever going to get.
Fair warning: This entire entry is going to be filled with spoilers for all five episodes!
(Note: The content of this page only applies to the PC and Wii versions of the game.)
| To do: There's lots of unused lines and voice samples left in the game. |
Contents
Sub-Pages
| Episode 1: It's About Time "You know what this needs? Marmalade." |
| Episode 2: Get Tannen! "When this baby hits 23 miles per hour, you're going to see some serious cowflop." |
| Episode 3: Citizen Brown "Relax! We've got everything under control." |
| Episode 4: Double Visions "Great Scott! This time travel business is trickier than I imagined." |
| Episode 5: OUTATIME "Hey, it's just a science demo. It ain't a matter of life and death!" |
Debug Menu
All five episodes have a debug menu that can usually only be opened in development builds. Once re-enabled, it allows the player to teleport to all rooms, with the option of disabling entry cutscenes.
Unused Gamepad Button Icons
Icons for a generic gamepad, an Xbox 360 controller, a PlayStation 3 DualShock 3 pad, and a Microsoft Intellimouse are present in all five episodes. While all support gamepad input, none of them use these icons. Episodes 2 through 5 use a different set of graphics for the Xbox 360 pads that includes icons for the bumper buttons and both sticks.
PC Version Leftovers
Throughout the .lua files of the Wii version (maybe in the other versions, and maybe other TellTale games) is the following comment about a missing end to a string:
-- WARNING: missing end command somewhere! Added here end
'setup.lua' contains Leftovers from the PC version's options menu, such as the windowed, fullscreen options, render quality, and a "Project Registry Key" presumably also from the PC version. The Wii version does not contain any video settings.
local kRenderQuality = "Render Quality" local kScreenSize = "Fullscreen Size" local kWindowed = "Windowed"
local regKey = prefs["Project Registry Key"]
if not RegistryKeyExists(regKey) then
return
end
'directcontrol.lua' contains more options menu leftovers, shown below.
local kWindowSize = "Window Size"
-- WARNING: F->nextEndif is not empty. Unhandled nextEndif->addr = 11
Dummy
A dummy action is mentioned within the 'navigate.lua' file, and also some nil which is mentioned throughout the various lua files of the game.
mControllerTurnDummy
Navigate_SetPlayer = function(player)
-- upvalues: mPlayer , SetRunning , mScene , mPivot , mPivotParent
mPlayer = player
if mPlayer then
Navigate_Enable(true)
SetRunning(false)
local pivotName = "obj_pivot" .. AgentGetName(mPlayer)
if IsToolBuild() and not AgentExists(pivotName) then
local parent = AgentCreate(pivotName .. "Parent", "dummy", nil, nil, mScene, true, false)
AttachAgent(parent, mPlayer, false)
local pivot = AgentCreate(pivotName, "dummy", nil, nil, mScene, true, false)
AttachAgent(pivot, parent, false)
end
mPivot = AgentFind(pivotName)
mPivotParent = AgentGetParent(mPivot)
end
DirectControl_SetAgent(mPlayer)
end
A 'dummy.prop' file, that's all.
Invalid Hint Text String
| To do: Get the message to show up someway on the PC or Wii port of the game. |
In the 'hints.lua' file, there is text that is usually not seen that will say the text could not be found, or is unreadable.
else
Print("Dialog node \"" .. nodeName .. "\" doesn't exist or isn't visible; unable to deliver hint")
return
end
Mentions Of Other Ports
This string in the utilities.lua file mentions all the other ports of the game.
IsPlatformPC = function()
return not IsToolBuild() or (not LocalizationGetEnabled("PC") and ((not IsPlatformIPhone() and not IsPlatformMac() and not IsPlatformPS3() and not IsPlatformWii() and not IsPlatformXbox360())))
do return end
return IsEnginePC()
end
IsPlatformIPhone = function()
if not IsEngineIPhone() and not LocalizationGetEnabled("iPhone") then
return LocalizationGetEnabled("iPad")
end
end
IsPlatformMac = function()
if not IsEngineMac() then
return LocalizationGetEnabled("Mac")
end
end
IsPlatformPS3 = function()
if not IsEnginePS3() then
return LocalizationGetEnabled("PS3")
end
end
IsPlatformWii = function()
if not IsEngineWii() then
return LocalizationGetEnabled("Wii")
end
end
IsPlatformXbox360 = function()
if not IsEngineXbox360() then
return LocalizationGetEnabled("Xbox360")
end
end
| The Back to the Future series | |
|---|---|
| NES | Back to the Future • Back to the Future Part II & III |
| SNES | Super Back to the Future Part II |
| Genesis | Back to the Future Part III |
| Master System | Back to the Future Part II • Back to the Future Part III |
| Commodore 64 | Back to the Future Part II |
| DOS | Back to the Future Part II • Back to the Future Part III |
| ZX Spectrum | Back to the Future • Back to the Future Part II |
| Amstrad CPC | Back to the Future Part II |
| Atari ST | Back to the Future Part II |
| Amiga | Back to the Future Part II |
| Windows | Back to the Future: The Game |
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Telltale Games
Games > Games by platform > Wii games
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Games > Games by series > Back to the Future series












