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LEGO City Undercover (Wii U)

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Title Screen

LEGO City Undercover

Developer: TT Fusion
Publisher: Nintendo
Platform: Wii U
Released in JP: July 25, 2013
Released in US: March 18, 2013
Released in EU: March 28, 2013


CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.


PrereleaseIcon.png This game has a prerelease article

Follow Chase McCain as he tries to take down Rex Fury in LEGO City Undercover! Seen as one of the great third-party games on Wii U (though considering how few third-party games were on the platform it wasn't that hard to be called that), it was later ported to Switch, PS4, Xbox One, and PC in 2017. A 3DS prequel was also released.

Notable for being the first console LEGO game developed by TT Fusion, which up to that point mainly did the handheld LEGO titles.

The Wii U and Switch versions are also notable for the number of Mario-series enemies and elements that make appearances. While their presence may suggest that something deeper is going on with the story given the otherwise real-world nature of the setting (and especially since one of the elements is a Bowser flag, found on a castle no less), they're not related to it at all.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info

E3 Demo Leftovers

E3_THANKSFORPLAYINGTEXT_NXG

A thanks for playing message.
E3 THANKSFORPLAYINGTEXT NXG.png

E3_LOADSCREEN_MISSION_NXG

A loading screen for a city mission.
E3 LOADSCREEN MISSION NXG.png

E3_LOADSCREEN_MINE NXG

A loading screen for a mining section.
E3 LOADSCREEN MINE NXG.png

E3_LOADSCREEN_FREEPLAY_NXG

A loading screen for free play.
E3 LOADSCREEN FREEPLAY NXG.png

E3_LOADSCREEN_LOOKATDRC_NXG

A screen instructing the player to look at the controller configuration.
E3 LOADSCREEN LOOKATDRC NXG.png

E3_DEMOSPLASHSCREEN_NXG

A thank you screen for after playing the demo, but with the placeholder screen text.
E3 DEMOSPLASHSCREEN NXG.png

Other Leftovers

There are many leftovers/placeholders from previous TT Fusion games.

BOX_MAP_NXG

BOX MAP NXG.png

DEMOSPLASHSTARTUP_NXG

DEMOSPLASHSTARTUP NXG.png

Leftover Font

Font presumably from LEGO Batman.

FONT NXG.png

POTIONS.TXT

Preesent in GAME7.DAT is a file called POTIONS.TXT (inside "STUFF") which contains potion settings, most likely related to the LEGO Harry Potter games.

name "Transfiguration"
ingredient "potion1" 2
ingredient "potion2" 1
time 30

name "SuperStrength"
ingredient "fangGeranium" 1
ingredient "arm" 1
ingredient "tooth" 1
time 30

name "Ageing"
ingredient "PotionGem" 1
ingredient "Potion6" 1
ingredient "arm" 1
time 30

name "Invisibility"
ingredient "potion2" 1
ingredient "potion3" 2
ingredient "potion4" 1
time 30

name "PolyJuice"
ingredient "potion1" 1
ingredient "potion4" 1
ingredient "potion9" 1
time 30

name "PolyJuice_Y1Potions"
ingredient "potion1" 1
ingredient "potion4" 1
ingredient "potion9" 1
time 30

name "PolyJuice_Y2Potions"
ingredient "potion1" 1
ingredient "potion4" 1
ingredient "potion9" 1
time 30

name "PolyJuice_Super"
time 30

name "PolyJuice_Dig"
time 30

name "BoneKnit"
ingredient "arm" 1
ingredient "fangGeranium" 1
ingredient "potion2" 1
time 30

name "Explode"
ingredient "DApotion1" 1
ingredient "DApotion2" 1
ingredient "Potion2" 1
time 30

SECURITYDOORTYPES.TXT

Present in the same folder as POTIONS.TXT. This may have been used with doors only certain characters can enter. This file contains several references to Harry Potter-related texts, such as House names.

securitydoortype_start
	name "Generic"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "stick_on_fail"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Gryffindor"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Slytherin"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Hufflepuff"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave"
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Ravenclaw"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Muggle"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail" 
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Boy"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail" 
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Girl"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail" 
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "TimeTurner"
	frame "TimeTurner"
	leftdoor "ClockHand1"
	rightdoor "ClockHand2"
	lefthatch "none"
	righthatch "none"
	doory 0.4572
	bullet NULL
	flags "no_guard" "check_access" "fade_at_end"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_yes" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "OwlPost"
	frame "redOwl_Post"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	charoffsety 0.2438 
	playeroffset -0.4369
	flags "redbrick" "always_draw_character" "kill_guard_at_end"
        action "idle"
	mobj "redOwl_Letter"
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "ParcelTongue"
	frame "ParcelAccess_recess"
	leftdoor "none"
	rightdoor "none"
	lefthatch "ParcelAccess_doorL"
	righthatch "ParcelAccess_doorR"
	hatchx 0.2667
	hatchy 0.2896
	hatchz -0.0838
	charoffsetz 0.27
	playeroffset 0.66
	flags "check_access" "always_draw_character" "add_out_phase" "dont_close_hatch" "turn_180" 
    	s_open "rumble_kali_worship" 
    	action "idle"
	mobj "StatueTerr"
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Snake"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	charoffsetz 0.27
	playeroffset 0.66
	flags "check_access" "always_draw_character" "add_out_phase" "dont_close_hatch" "turn_180" 
    	s_open "rumble_kali_worship" 
    	action "idle"
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

July Demo Files

A folder named JULYDEMO contains some left over textures from an early demo.

JD_GOOGLEMAP_NXG

A screenshot from Google Maps of the town of Wilmslow, England, where one of TT Games' offices is based. Based on the title, this was likely used as a placeholder for the bottom HUD map.
JD GOOGLEMAP NXG.png

JD_STRIP1_NXG

JD STRIP1 NXG.png

JD_BUTTON1_NXG

JD BUTTON1 NXG.png

Multiplayer Leftovers

2PICON NXG

2PICON NXG.png

ENSURE_DRIVERNOT_PLAYER2.SF

State EnsurePlayer2NotDriver( )
{
	Bool bCheck(false);
	
	Conditions
	{
		if ( vTractor )
		{
			if ( bCheck )
			{
				if ( cPlayer2 != vTractor.GetDriver() )
				{
					bCheck = false;
					vTractor.SetParked(false);
				};
			}
			else
			{			
				if ( cPlayer2 == vTractor.GetDriver() )
				{
					bCheck = true;
					vTractor.SetParked(true);
				};
			};
		};
	};
	Actions
	{

	};
};

Miscellaneous

Leftover Game Code

This code suggests the game was multiplatform before being made a Wii U exclusive (until 2017).

character "Van_Gotland" resident
character "Van_Security" resident CRASHES XBOX
character "Industrial_Crawler" resident

FUSION_NXG

A strange mix of the TT Fusion and TT Games logo that looks like a fun 2 minutes in MS Paint were had. Probably meant as a placeholder for a splash screen.
FUSION NXG.png