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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 US: March 18, 2013
Released in EU: March 28, 2013


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


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 to have been 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 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.

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

Inside of 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