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LEGO Star Wars II: The Original Trilogy (PlayStation 2)

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Title Screen

LEGO Star Wars II: The Original Trilogy

Developer: Traveller's Tales
Publisher: LucasArts
Platforms: PlayStation 2
Released in JP: November 2, 2006
Released in US: September 12, 2006
Released in EU: September 11, 2006


CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.


ProtoIcon.png This game has a prototype article

Hmmm...
To do:
  • Unused sounds

LEGO Star Wars II: The Original Trilogy is the second of five LEGO Star Wars games.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Playable Characters

There are a total of 17 unused characters in the game, as shown in the video below.

What distinguishes them from the extra toggle characters are their blank character icons and the fact that they are referred to with a "?".

They are as follows:

  • Wuher (the Cantina bartender) with complete animation.
  • The Wampa that attacks Luke Skywalker in Episode 5. It has no animations and stays in a reference pose as a result.
  • A Bith musician from Figrin D'an and the Modal Nodes with an idle animation of hitting drums, but uses the reference pose for everything else.
  • The Rancor from Jabba's Palace which has idle and movement animations.
  • Dr. Evazan (one of the cantina patrons that harasses Luke), who also has no animations.
  • Ponda Baba (Evazan's alien buddy who loses an arm in the cantina) is here and lacks animations as well.
  • Jabba the Hutt, who uses his sleeping animation for everything.
  • Ten Numb, one of the B-Wing pilots from the Episode 6 Endor space battle. He lacks animations, and is oddly significantly faster than the other characters.
  • 2-1B Surgical Droid from Episode 5's ending cutscene with no animations.
  • Admiral Ackbar's Mon Calamari helper who has an idle animation that is used for movement as well.
  • General Veers is the same.
  • As is General Jan Dodonna.
  • Lando Calrissian wearing his General outfit, notably without his trademark cape, uses his idle animation for everything.
  • Also Lando wearing Han Solo's clothes, with idle animation only.
  • Nien Numb, Lando's Sullustan co-pilot from Episode 6. He completely lacks any animations, using a reference pose for everything.
  • Luke Skywalker from the infirmary cutscene at the end of Episode 5.
  • Luke Skywalker from the ceremony cutscene at the end of Episode 4. Both Lukes use their idle animation for everything.

Most of these characters are exclusive to cutscenes, with the exceptions of Jabba, Wuher, the Bith and the Rancor. Jabba, Wuher and the Bith use animations from their appearances in the cantina hub, while the Rancor uses its animations from its boss fight in Episode 6.

Of note is that most characters that have an idle animation used for everything are variations of used characters or have an obvious base:

  • Luke and Lando have used variations
  • General Veers uses an Imperial Officer's idle animation
  • The Mon Calamari helper uses Admiral Ackbar's idle animation
  • Jan Dodanna uses the Rebel Friend/Trooper's idle animation
(Source: ImJustATester)

Due to the fact that all cutscenes are in engine, as well either the complete lack of or bare minimum animations, its unlikely that any of these characters were intended to be playable.

Unused Scripts

old_defend.scp

In the general scripts directory, there is an old version of the defend.scp script called old_defend.scp. Despite being in the directory, it is not included in the text file that lists all the .scp scripts to use.

state Base {
	Conditions {
		if GotOpponent == 1 goto StartFight
	}
	Actions {
		GoToOrigin
	}
}

state StartFight {
	Conditions {
		if GotLocator == 1 goto HideAway
		if PreviousResult == 0 goto Fight
	}
	Actions {
	}
}

state Fight {
	Conditions {
		if OpponentToOrigin > 6.0 and
		if OriginRange > 4.5 goto Defend
	}
	Actions {
		EngageOpponent "goalrange 1.5" "firerange 3"
	}
}

state HideAway {
	Conditions {
		if OpponentRange < 2 goto Fight
	}
	Actions {
		GoToLocator "0.2"
		EngageOpponent "static" "firerange 4"
	}
}

state Defend {
	Conditions {
		if OpponentToOrigin < 6 goto Fight
		if OriginRange < 4.5 goto Fight
	}
	Actions {
		EngageOpponent "static" "firerange 3"
	}
}

jabbaspalace_a, testguard.scp

Presumably used to test behavior of the Gamorrean guards, this script is not included in the list of scripts to use for the level section.

state Base {
	Conditions {
		if GotOpponent == 1 goto Fight
	}
	Actions {
	}
}

state Approach {
	Conditions {
		if GotOpponent == 1 goto Fight
	}
	Actions {
		FollowPlayer "run"
	}
}

state Fight {
	Conditions {
		if GotOpponent == 0 goto Approach
	}
	Actions {
		AttackOpponent "range 0.25"
	}
}
(Source: lizzyd710)