Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Harry Potter and the Sorcerer's Stone (Windows, Mac OS Classic, Mac OS X)

From The Cutting Room Floor
Jump to: navigation, search
Featured article


Title Screen

Harry Potter and the Sorcerer's Stone

Also known as: Harry Potter and the Philosopher's Stone (EU, AU, CA)
Developers: KnowWonder (Windows), Westlake Interactive (Macintosh)
Publishers: EA Games (Windows), Aspyr Media (Macintosh)
Platforms: Windows, Mac OS Classic, Mac OS X
Released in JP: December 1, 2001
Released in US: November 15, 2001
Released in EU: November 16, 2001
Released in AU: November 16, 2001


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


PrereleaseIcon.png This game has a prerelease article

Harry Potter... the boy who lived. Based on the book of the same name, Harry Potter and the Sorcerer's Stone introduced the concept of using beans as currency, some spells not mentioned in the book, and those horrid little gnomes.

Sub-Pages

BroBear-convst.png
Unused Dialogue
Apparently, Harry was going to be much more talkative at one point.
Harry-Potter-Sorcerer-Windows-Wizard-Hat.png
Unused Models
It's a bird! It's a plane! No! It's a... remote controlled truck?
Harry-Potter-Sorcerer-Windows-Tab-Chapter-Over.png
Unused Scripts
Scripts for the enemy of all that is true and good.
HP-Sorcerers-Stone-PC-Privet-Ksink.png
Unused Graphics
They left in everything, even the kitchen sink.

Debug Mode

HarryPotterSSDebugMenuPC.png


Additional features for testing purposes can be enabled by editing the HP.ini config file. This file is generally located in C:\Users\USER\Documents\Harry Potter

Find the following lines of text in the file:

[HPBase.baseConsole]
bDebugMode=False
bUseSystemFonts=True

The value for bDebugMode must be changed to True. Alternately, debug mode can be activated in some versions of the game by loading a save file and typing this exact sequence of letters into the keyboard: harrydebugmodeon. It may also work on some versions if you type in harrydebugmode. If done correctly, the main menu will have the word "Debug" in the top left corner, and three new options will appear: Level Select, Language and Credits. If the "harrydebugmodeon" method of activation is used, you will have to exit to the main menu to see the options.


  • Level Select - Goes to a menu where you can select a level to start at.
  • Language - Goes to a (somewhat unorganized) sound test of almost all the recorded dialogue in the game.
  • Credits - Plays the credits.


While in debug mode, cheat codes can be enabled during gameplay by pressing the tilde (~) key and entering set engine.playerpawn bcheatsenabled true in the command box. Cheat codes can now be entered in this command box or by pressing tab and entering the code during gameplay. Some codes include ghost, fly, walk, harrysuperjump, and harrygetsfullhealth. Also, some keys have specific functions that can only be done in debug mode. These include:

  • F2: Warps Harry to a specific location on the current map.
  • F3: Warps to another specific location.
  • F4: Another specific warp spot.
  • F5: Another warp, but this one always warps somewhere different. It may be one of the previous three spots at random or even a completely different spot on some maps.
  • F7: Turns off debug mode. Debug mode must be re-enabled manually, as there is no shortcut key to enable it.
  • F8: Changes the camera angle.
  • F11: Displays how many Fire Seeds, Challenge Stars, Beans, and House Points have been obtained. The House Points overlay right on top of the Bean counter however, making it barely visible.
  • Spacebar: Fast forwards through cutscenes.

Unused Areas

By using the ghost cheat, it is possible to travel outside the current level map and enter rooms or areas that are normally inaccessible. In many cases, these areas are difficult or impossible to see in-game due to having no lighting, sometimes requiring the use of a level editor to view them. Below are some of the more notable examples.


HPSSPCIntroRoom.png

This is the room all the students come out of at the beginning of the game, but it can only be partly seen and can never be re-entered through normal means. It contains a space slightly lower than the rest of the room that cannot be jumped or climbed out of.


HPSSPCFredGeorgeRoom.png

Hidden within the map for the tutorial level is a very small room inhabited by Fred, George, and two Gryffindors who won't talk when you run into them. The game uses many of these isolated rooms to contain actors until they're needed.


HPSSWinQuirrellCube1.png HPSSWinQuirrellCube2.png

In the Flipendo challenge, there is a small cube occupied by Professor Quirrell. Oddly, unlike most rooms, the contents of this room cannot be seen from the outside.


HPSSWinHermioneRoom.png

In the Wingardium Leviosa challenge level is a very large room occupied solely by Hermione.


HPSSWinTwoRooms.png

Two rooms in the Second Floor Landing level, one using some rather unfitting rotated textures. The one on the left also appears in the pre-Dungeon map, but without the candlestick objects.


HPSSWinActorRoom.png HPSSWinActorRoomPortrait.png

This actor room appears in the Second Floor Landing level and the pre-Troll level. It contains Crabbe, Goyle, and four Gryffindor students along with a rectangle. In the pre-Dungeon level, this room also contains the portrait behind which Fred and George appear, and the room is completely empty in the very first level. The eyes section of the portrait is raised forward from the rest of the painting, floating in mid-air.


HPSSWinRemChaseLargePoolAlt.png

In the Remembrall Chase map, there exists a large room using the generic water, stone and grass textures. This room can only be seen in a level editor.


HPSSWinRemChaseBlockedArea.png

Also in the Remembrall Chase map is a blocked-off area with a hedge and another structure, both of which are slightly off the ground.


HPSSWinEarlyHagridsHut.png

In the Forest Edge, there is an early version of the interior of Hagrid's Hut. It is missing a few props such as the table with the green potion, and the black treasure chest. There is also some unfinished cutscene data which will trigger if Harry steps in a certain part of the room, causing these two slightly garbled subtitles to appear:

*<?int.HPdialog.all.'ELLO HARRY!?>

*<?int?HPdialog.all.THANKS FER COMIN' BY. I NEED YER HELP. I'M TRYIN' TER HATCH NORBERT, BUT I CAN'T KEEP THE FIRE HOT ENOUGH.?>

And then the game stays stuck in cutscene mode. The presence of this room suggests that Harry was supposed to enter Hagrid's Hut in this level rather than the next.


HPSSWinFireseedSkybox.png

The Fireseed Caves level has an unused skybox (pictured right) similar to one used in one of the Incendio levels.


HPSSWinFauxHagridsHutAlt.png

At the end of the Fireseed Caves level, there is actually another copy of Hagrid's Hut in a very small room. In the dark area of the room is where the actors for Hagrid and Norbert are stored, as well as the fire.


HPSSWinIconRoom.png Harry-Potter-Sorcerer-Windows-Menu-Spell-Default.png

In the level prior to the Lumos challenge, there is a small room with walls using only a repeating icon as a texture. This default spell icon is used since no texture was defined for the room.


HPSSWinSnapeBadSize.png

While not exactly unused, one would likely never see that the secret room Snape enters after exiting the Forbidden Corridor is a room with a pit using the otherwise unused "bad size" texture.


HPSSWinFluffyCommonRoomArea.png

Above the Gryffindor common room in the Fluffy map, there is an odd, small room which contains an otherwise unused chandelier texture. This room does not appear in the other instances of the common room.


HPSSWinSnareActorRoom.png

The Devil's Snare level has an actor room which can only be seen in a level editor.


HPSSWinButtressRoom.png

Outside of the map for the Winged Key level is a room containing a buttress and two models of Harry.


HPSSWinFlyingKeysSkybox.png

The Winged Key level also has an unused skybox with a darkened floor. Its presence is slightly odd since indoor levels generally do not require a skybox.


HPSSWinBossRoomCopies.png HPSSPCBossRoomCopy.png HPSSWinThirdMirrorRoom.png

Located far away on the map from the actual boss room with Voldemort are two copies of it, one identical to the actual room and the other containing a somewhat glitched Mirror of Erised and two motionless, unresponsive models of Harry. There is also a small square room containing a third Mirror of Erised. These three separate mirrors can one-way teleport to each other.


Unused Animations

There are a bunch of unused animations in the game.

Unused Music

Arg_commonroom_loop - Given the filename, this was likely intended for the Gryffindor common room. This track would later appear briefly in Harry Potter and the Chamber of Secrets on the PlayStation.

Arg_Crabbe_Goyle1_loop - An unused variation of a theme that occasionally plays in the game. This version seems to be missing some instruments.

Arg_ProtectRon_loop - Probably intended for the fight with the troll, wherein Harry has to protect Ron and himself from various projectiles being thrown at them by the troll. This is a variant of the gargoyle track. This track appears on the PlayStation version of Harry Potter and the Chamber of Secrets as Harry goes down the pipe slide to the Chamber of Secrets.

Arg_trollawake_loop - A track apparently meant to be played in the troll level, possibly in conjunction with the various other troll-related tracks listed below.

Arg_trollchase_loop - For some reason, upon entering the broomstick training level, there is a chance that the first second of this song will be played erroneously before the game switches to the intended song. This song is not played anywhere else in the game, leaving the other 49 seconds unused.

Arg_VoldemortPillar_loop - Likely intended for the final battle with Voldemort, where Harry has to knock down pillars to hurt him.

Fluffy_Flute_2_v4 - The notes heard when playing the flute to Fluffy are all in one file, rendering this version unused. The main difference is that this version is in higher quality than what is used in the game and the last note is held slightly longer. Fluffy_Flute_4_v4 is a duplicate of this file.

Fluffy_Flute_3_v4 - Another portion of the song Harry plays on the flute, also in higher quality than the used version.

Fluffy_Flute_5_v4 - This track seems to be Fluffy_Flute_3_v4 played at a lower octave, making it sound jarringly different from the other flute sounds.

gargoyle - A dramatic piece of music that was used for the dungeons in the Game Boy Color game, and during a battle in the PlayStation game.

Hooded_Figure - A somewhat unsettling track likely meant for the scrapped Forbidden Forest level/cutscene, based on the filename and some of the narrator's unused dialogue. It's used in the PlayStation game.

Invisible - Probably meant to be used for the sneak levels, although exactly how and where it was meant to be used is unclear.

JS_Chess - Apparently an early version of the track meant for the Chess level. The used version sounds far more menacing than this one.

JS_Fireseeds_v2_mx - A looping version of the song that plays when Harry is outside. Only the non-looping version is used in the game.

JS_flying_keys - An early version of the song intended for the Flying Keys level. The used version bears little resemblance to this track, although it more or less has the same tone. A cropped version of this song plays during some parts of the Game Boy Advance version.

JS_Hagrids_Hut_Quidditch_book_mx - A fanfare for when Hagrid gives Harry a book titled Quidditch Through the Ages, which happens in the PlayStation version and the original book. Some unused dialogue also hints that this was also planned to happen in this version. JS_Hagrid's_Hut_Quidditch_book_mx is a duplicate of this file.

JS_Harry_Dies_mx - A short track likely intended to be played every time Harry dies. Instead, Harry usually just grunts as he loses all his stamina or screams as he falls into a bottomless pit of doom. This track is used in the PlayStation game when Harry uses Incendio to burn away the Fire Seed plant.

JS_HogwartsDark_07 - A seven-second variation of one of the "dark" themes that plays at various points in the game.

JS_HogwartsDark_18 - An eighteen-second variation of one of the "dark" themes that plays throughout the game.

JS_HogwartsHappy_05 - A five-second variation of the "happy" theme that plays throughout the game.

JS_main_title_mx - An early version of the title screen music with some very subtle differences. Most notably, some of the instruments seem louder in certain places.

JS_Malfoy_end_mx - A short piece intended for when Harry beats Malfoy at the Wizard Cracker duel. Instead, the battle theme just keeps playing until Harry goes into the next level. This track would play briefly in certain sections of Harry Potter and the Chamber of Secrets on the PlayStation 2 upon achieving a wizard card there.

JS_Peeves_chase_end_mx - Another post-battle piece, except this time for the encounters with Peeves. Instead, the battle theme just abruptly stops after Peeves goes away.

JS_Quirell_Stage_2_end_mx - Yet another post-battle theme, possibly intended for when Harry foils Professor Quirrell at moving blocks as it seems to take a cue from the song that plays during that part.

JS_Quirrell1 - Seemingly similar to the used track JS_Quirrell1_mx, except it skips about 16 seconds in and then goes silent for the rest of the track.

JS_Quirrell2_09 - A nine-second variation of one of the various dark themes in the game.

JS_Quirrell2_18 - An eighteen-second variation of one of the various dark themes in the game.

JS_Remeberall_Chase_end_mx - Another post-battle theme, this time for the Remembrall chase level.

JS_Troll_Asleep - The file name implies that at some point, the troll was supposed to be encountered while asleep.

JS_Troll_Awake_v3_mx - Probably meant to indicate "game over" if the player wakes up the troll in this scrapped scenario where they have to avoid waking it up.

Pickup22 - This is a shorter, more orchestrated version of the sound that plays whenever Harry picks up a wizard card. A simpler version of this song is used in the PlayStation game and its sequel.

quidcatch - A very long fanfare for when Harry catches the Golden Snitch. A much shorter fanfare plays instead, but only in the match against Ravenclaw.

Reward - A relatively low-quality fanfare that could have been applied to many situations in the game.

Unused Sounds

Filename Sound Comments
bats_squeaking1
A couple of recordings of bat noises, likely intended for the Fireseed Caves level.
bats_squeaking2
frog_croak01
A few sounds involving frogs. The Chocolate Frogs use different, more generic-sounding noises in the game.
frog_croak02
frog_croak03
frog_croak04
frog_hop
gargoyle_vanish
Apparently, the gargoyles were supposed to disappear once you cast Lumos on them.
ghost111
A few recordings of eerie ghost laughter.
ghost211
ghost311
ghosty01
ghosty02
ghosty03
pickup_life_potion
Harry never has any life potions in this game. The next game, however, does add the ability to make Wiggenweld Potions, which replenish Harry's stamina.
potion_freeze
A sound effect of a potion freezing. Purpose unknown.
s_menu_click
A few sounds apparently meant for the pause menu. These would have made it a bit less bland. The s_menu_enter sound is actually used by the installer on the official cd.
s_menu_enter
s_menu_exit
s_spell_avif_throw
A bunch of spell casting sounds. Most of them work with the intended [still working and present in the files] spell trigger, which can be placed in a level editor. (s_spell_throw5 is used in the final boss)
s_spell_hit1
s_spell_hit2
s_spell_hit3
s_spell_hit4
s_spell_hit5
s_spell_hit6
s_spell_oops
s_spell_throw1
s_spell_throw2
s_spell_throw3
s_spell_throw4
s_spell_throw6
s_spell_verd_throw
s_spell_verm_throw
s_spell_wing_throw
s_tv_loop
Two heavily filtered sound files that probably would have been used with the unused TV model in the scrapped Privet Drive cutscene/level. The first clip is from a 1964 radio program with Peter Sellers in character as Dr. Strangelove reading the lyrics to "She Loves You" by The Beatles, and the second clip is from the song "Bangers and Mash" by Peter Sellers and Sophia Loren.
s_tv_loop2
schoolbell
A generic electric schoolbell, which was a common sound in the books. This sound was omitted from the films, and then from this game.

Unused Text

Console Logs

Sometimes, when a specific action happens, the developers use client log messages that cannot be seen without debug mode (they appear in the console).

Hmmm...
To do:
There should be a couple more interesting ones

BroomHarry

I can't go on!!!!

When harry dies on the broom, this is the message displayed.

Developer Comments

Hmmm...
To do:
There are a lot more golden bits to find. The rest goes to the Unused Scripts page.

Various developer comments from Unreal Engine scripts. There are a vast amount of general comments describing code functions, and even more sections with several bits of code commented out.

FEBook

//When you push esc in the story book, you need to go to the "menu".  An esc here needs to send you back to
// the story book.  I say time for a hack...  Who's in?

FEQuidMatchPage

//need to add in reverse order. shrug

FEStoryBookPage

//These dtime's aren't accurate.  Complete Bollocks.

//Remember that when you mess with these, you'll probably need to mess with the StoryBookDialog object.
//All these are based on what's in h:\docs\MenuDesign\StoryBookImages.txt

//Alright, special hack, if you're in the final story book, and you're on page 2 (dialog StoryBook31),
// but you dont have 24 cards, or less than 250 beans, skip the next 3 pages.

//All right, for now, it's time for a hack.  If we just finished the credits, go back to the main menu, and turn off bGamePlaying.

HPConsole

//kludge to insure menu comes up first.

HPHud

// PAB fudge for top and bottom of sand
// @PAB debug info
//moved here by gk 7/26 to allow popup during cutscene
// PAB 10/18 Moved here so that they appear on top of health etc

Hub4.InvisibleHarry

Gee, someone was angry...

// *********************************************************
// Set the Opacity.  This totally fucking sucks from a serious programming standpoint,
//	because I should be able to use the "constant" InvisibleValue like this:
//		Opacity = InvisibleValue;
//	but that doesn't work because UnrealScript sucks ass

QuidHud

// PAB 10/18 Moved after health so it appears on top of it

beangenerator

/*
	How beangenarator works
	if connected to a trigger, when triggered will generate a bean (or anything else for that matter)
	 that is stored in transforminto, at the same location as beangenerator. Beangenerator then destroys itself.
*/

BossRailMove

//      ^
//      | n1
//    1---------2
//    |         |
//    |         |-->
//    |         | n2
//    |         |
//    3---------4
//       
//       
//
//  1 and 2 are RailEnd1 and RailEnd2, or RailEnd2 and RailEnd1 (doesn't matter which)

//I'm sure this is all horribly unneccesary...

//build box around the fight area.  probably should be done in the editor.  This really sucks...

//This will need to be fixed later...

//He speeds up, cause he's mad!

BossTroll

// get rid of this when the strafe anims are done

fred

//warning following line is massive kludge and may cause cancer gk 9/3/01

Harry

// @PAB if no victim, aim for target

//Weird problem, not sure what's causing it, but sometimes when you touch a painzone, but start your climb
// you'll end up with no health, but not in the dying state.  This "safely" takes care of that.

// @PAB always forward now

// @PAB added new camera target

// @PAB temp give a spell to Harry

Miscellaneous

hpmenu.int

This file contains descriptions for three wizard cards that do not exist in the Windows version as well as alternative descriptions for Albus Dumbledore and Hengist of Woodcroft. Some line breaks were added here for readability.

wizard_card_new_04=Albus Dumbledore.  ???? - present.  Current Headmaster at Hogwarts.  Considered the 
greatest wizard of modern times.  Professor Dumbledore is particularly famous for his defeat of the dark 
wizard Grindelwald in 1945.  Known for the discovery of the twelve uses of dragon's blood and his work 
on alchemy with his partner, Nicolas Flamel.  Professor Dumbledore enjoys chamber music and tenpin bowling.

wizard_card_new_06=Merwyn the Malicious.  Medieval, dates unknown.  Credited with the invention of many 
unpleasant jinxes and hexes.

wizard_card_new_13=Archibald Alderton. 1568 - 1623.  Famous for blowing up the hamlet of Little Dropping 
in Hampshire whilst attempting to magically mix a birthday cake.

wizard_card_new_16=Grogan Stump.  1770 - 1884.  Popular Minister for Magic, appointed 1811.

wizard_card_new_28b=Hengist of Woodcroft.  Medieval, dates unknown.

Within the same file are some wizard ratings, presumably ordered from best to worst. Apparently, Harry was supposed to be rated on his performance in his classes. This is also supported by the unused Report Card menu.

wizard_rating_01=Wizard Magnus
wizard_rating_02=Wizard Magister
wizard_rating_03=Wizard Fortis
wizard_rating_04=Wizard Nobilis
wizard_rating_05=Wizard Triumphans
wizard_rating_06=Wizard Parvus
wizard_rating_07=Wizard Tristis
wizard_rating_08=Wizard Reicio
wizard_rating_09=Wizard Miserus

User.ini

This file references weapons used in Unreal. WeaponPriority[4] is the game's only used weapon, the wand.

WeaponPriority[0]=Translocator
WeaponPriority[1]=ChainSaw
WeaponPriority[2]=ImpactHammer
WeaponPriority[3]=enforcer
WeaponPriority[4]=baseWand
WeaponPriority[5]=doubleenforcer
WeaponPriority[6]=ShockRifle
WeaponPriority[7]=ut_biorifle
WeaponPriority[8]=PulseGun
WeaponPriority[9]=SniperRifle
WeaponPriority[10]=ripper
WeaponPriority[11]=minigun2
WeaponPriority[12]=UT_FlakCannon
WeaponPriority[13]=UT_Eightball
WeaponPriority[14]=WarheadLauncher

Unused Storybook Cutscenes

HPSSWin-StorybookBG.png

There are a few unused storybook cutscenes that would have been used in place of the cutscenes using the game's maps and models. Instead, the only storybook sequences in the game are used at the start and end of the game. There is no artwork to go with these scenes, so only the otherwise unseen, sloppily edited background in its complete form (shown right) is displayed behind the subtitles when these scenes are played. The narrator's audio clips for these lines (apart from the Mirror of Erised dialogue, which ended up being used) can be found on the Unused Dialogue subpage.

Exhausted from their encounter with the troll, Harry, Ron and Hermione returned to the
Gryffindor common room and discussed the strange goings-on at Hogwarts.

But between lessons and Quidditch practice, there wasn't much time left to dwell on
Professor Snape.


Later that day, as owls flooded into the great hall, Harry received a long, thin package.


Following flying lessons, Harry returned to the common room and prepared for Charms
with Professor Flitwick.


Reflected in the Mirror of Erised were Harry's parents, James and Lily Potter.

Harry stared hungrily back, as though hoping to fall right through the glass and reach them.

He was startled when a voice sounded behind him. Harry turned slowly about...

So you, like hundreds before you, have discovered the delights of the Mirror of Erised,'
said Professor Dumbledore.

He went on to explain that the mirror showed nothing more or nothing less than the
deepest, most desperate desire of our hearts...

...but that it would give neither knowledge nor truth.

The Mirror of Erised will be moved to a new home shortly'. Dumbledore went on, adding,
ominously, that if Harry ever came across it again, he would be prepared.

But prepared for what?' thought Harry.

2002 DVD Demo

A demo of the game was made available as a bonus feature on the 2002 DVD release of the movie. The only map in the demo condenses the full game's first two levels and ends with a room from the first post-Quidditch level where Fred and George appear out of a fireplace and give Harry a wizard card. Just like in the full game, debug mode can be enabled in this demo as well. This demo has some minor differences from the final game.

General Differences

  • Dumbledore's introductory speech to Harry is truncated and uses different lines from what he uses in the final.
  • The song that plays when Harry first meets Malfoy is different.
  • The room partly seen in the opening cutscene has an odd repeating texture on one of the walls that is not present in the final version.
Demo Final
HPSSPCDemoIntroRoom.png HPSSPCIntroRoom.png

Credits

Despite being released afterward, the credits in the demo seem to be an earlier version of the final credits and there are many differences. Oddly, there are many names present in the demo but not in the final and vice versa.

Demo Final
HP PC TEAM CREDITS
Executive Producer

Dan Elenbaas
David Mann
PC Team Credits
Executive Producer

Dan Elenbass
David Mann

"HP PC TEAM CREDITS" was changed to just "PC Team Credits". Also, the final game misspelled Dan Elenbaas's last name.

Demo Final
Programming
Chris Phillips
David Lawson
Fraser Thompson
Paul Furio
Peter Kolarov
Programming
Paul Furio
Peter Kolarov
David Lawson
Chris Phillips
Fraser Thompson

The names of the programmers were alphabetized in the final.

Demo Final
Art
Sharon Plotkin
Kerwin Burton
Tiffany Vongerichten
Bill Sears
Lorian Kiesel
Art
Kerwin Burton
Eric Gingrich
Lorian Kiesel
Sharon Plotkin
Bill Sears
Tiffany Vongerichten
Demo Final
Design and Level Design
Eric Gingrich
Benjamin Golus
Jordan Thomas
Chad Verrall
Design and Level Design
Benjamin Golus
Jordan Thomas
Chad Verrall

Eric Gingrich's name was moved from Design and Level Design to Art. Also, the artists' names were alphabetized.

Demo Final
Sound Design
Mark Yeend
Drew Cady
Ian Rodia
Sound Design
Mark Yeend

Drew Cady and Ian Rodia's names were removed from the sound design team.

Demo Final
Additional Art
Les Betterley
Jason Newkirk
Forrest Keyes
Jason Zayas
Jeff Willis
David Stevenson
Lynne Startup
Mike Prittie
Keith Himebaugh
Bill Meyer
Tony Ravo
Todd Lovering
Mike Ingrassia
Al Eufrasio
David Hunt
Additional Art
Les Betterley
Keith Himebaugh
Mike Ingrassia
Forrest Keyes
Todd Lovering
Bill Meyer
Mike Prittie
Tony Ravo
Lynne Startup
David Stevenson
Jeff Willis
Jason Zayas

Al Eufrasio, David Hunt and Jason Newkirk were removed from Additional Art in the process of alphabetization.

Demo Final
Testing
Jason Bay
Anil Joshi
Brian Kirkness
Elizabeth Cummins
Testing
Jason Bay

Anil Joshi, Brian Kirkness and Elizabeth Cummins were removed from Testing, although Anil Joshi was later credited as a tester in the Windows version of Chamber of Secrets.

Demo Final
Special Thanks
Steve Ettinger
JC Connors
Laurie Bauman
Mike Dean
Stephanie Hertager
Susan DeMerit
Aaron Rice
Kevin Burdick
Curtis Asplund
Frank van der Salm
James Walley
Special Thanks
Curtis Asplund
Laurie Bauman
Kevin Burdick
JC Connors
Mike Dean
Susan DeMerit
Steve Ettinger
Stephanie Hertager
Aaron Rice

Frank van der Salm and James Walley were removed from Special Thanks in the process of alphabetization.

Demo Final
QA Department
Stuart Benson
Daniel Boothman
Olly Byrne
Steven Collyer
Chris Eades
Anuj Gaur
John Hopkin
Ed Howells
Nick Long
Phil Maskell
Chris McBride
James Melling
Daniel Mist
Rupert Moss
[...]
QA Department
Olly Byrne
Stuart Collyer
Chris Eades
Anuj Gaur
Ed Howells
Nick Long
Phil Maskell
Chris McBride
James Melling
Andy Miller
Rupert Moss
Matt Price
Sam Roberts
Mike Sait
[...]

Daniel Boothman, John Hopkin and Daniel Mist were removed from QA Department while Andy Miller was added. Also, Stuart Benson and Steven Collyer were replaced by "Stuart Collyer". It seems that somebody got those two guys mixed up.

The rest of the differences are additions to the final version:

  • International Development was added in the final.
  • US Language Testing was added.
  • David Lapp was added under Localisation Europe.
  • Mitsuo Hirakawa, Shin Kanaoya and Masa Nemoto were added to EA's Special Thanks.