If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article is marked as NSFW!

Leisure Suit Larry 6: Shape Up or Slip Out!

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Leisure Suit Larry 6: Shape Up or Slip Out!

Developer: Sierra On-Line
Publisher: Sierra On-Line
Platforms: DOS, Windows, Mac OS Classic
Released in US: June 13, 1993


GraphicsIcon.png This game has unused graphics.
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.
LevelSelectIcon.png This game has a hidden level select.


NotesIcon.png This game has a notes page

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: A statue with tits.

Leisure Suit Larry 6: Shape Up or Slip Out! was the first title in the series to receive a CD-ROM version in addition to the usual floppy release. Also, function keys = bodily functions... hey that new Sound Blaster was nifty!

Al Lowe published the original Game Design Document which describes some cut content (like a relatively gross character) to which remainders can still be found in the game's resources.

Sub-Pages

Miscellaneous tidbits that are interesting enough to point out here.
Notes

Debugging Material

VGA Version

Debug window displayed at game start.

A debug mode is intact, but only in the VGA version. Extract 911.scr, 911.tex, and 911.hep out of the game or download them directly from here, then put them in the same directory as the game's executable. Upon starting the game, the player will be greeted with a prompt asking them which level they want to go. They can also go to a couple of other locations with a click of a mouse button.

The following controls will be available:

Keys Action
Alt + A Show cast (info about all on-screen objects).
Alt + B Polygon editor (edit walking areas).
Alt + D Supposed to bring up the internal debugger, but this has been removed from the game.
Alt + E Show ego information & free memory.
Alt + F Set/Clear flag.
Alt + G Set/Clear Global variable.
Alt + H Show Features.
Alt + I Get item.
Alt + L Create logfile.
Alt + M Show free memory.
Alt + Q Show cursor coordinates.
Alt + R Show room info.
Alt + S Updating cast elements.
Alt + T Teleport.
Alt + U Return user control.
Alt + W Feature Writer.
Alt + X,
Alt + Z
Quit.
Alt + Y Adjust vanishing point.
Alt + V,
Alt + P,
Alt + C
Show layers of a room (Visual, Priority and Control respectively).
Shift + / Help for the debug mode.
(Source: HWM, ScummVM wiki)

SVGA Version

Internal Debugger

One of the debug dialogs.

There are several debugging cheats hidden in the game which can be used to quickly receive items or start events. They can be triggered by clicking a specific object 4 times with the Hand action, popping up a dialog titled "Carlos, are you cheating again?" with a random Carlos joke and a message. The following objects can be used:

Room Object Message Effect
Lobby, front desk Left chandelier Giving you stuff to fix cellulite machine. Get Wriggle Belt, Clean Cellulite Filter, Lard Bucket, Bottle of Mineral Water, Orange, Chilled Washcloth and Adjustable Wrench. Automatically talks to Gammie to make her walk to Cellulite Drainage Saloon.
Right chandelier The maid's cart is now upstairs. Larry walks upstairs with the maid cart ensured to be there.
Ashtray ThunderBird's cartoon ready. Automatically starts the Thunderbird scene.
Employee door Char's cartoon ready... Starts Char's scene.
La Costa Lotta logo
Current free memory: x kBytes
Max available: x kBytes
machineSpeed: x
Displays memory statistics accompanied by a female "Oh yes".
Lobby, east end Right statue Char wants batteries, you have matches for Art. Get Match and Adjustable Wrench.
Lobby, path to pool Left sculpture Giving you the swim suit and your room key and the beaver. Get Beaver, Your Room Key and Your Floss Swimsuit. Asks if you want to inflate the beaver.
Hallway to Larry's Room Plant above elevator Shablee has the gown and you can get condom. Get Warm Champagne and Your Room Key. Places Complimentary Condom on Larry's bed. Automatically starts scene with Shablee upon collecting (dress not needed).
Larry's room Overhang above toilet door Mark Hood, the plumber should work on what? Asks what the plumber should fix in your toilet and teleports him there immediately.
Right-most plant Yeah, watta ya want? Asks to trigger one of the bungee jumper, dumb waiter, disposal machine or ice machine events.
Larry's toilet Towel rack You now have the towel, toilet cover, toilet paper, hand creme, brochure and the wash cloth. Get Hotel Brochure, Complimentary Hand Creme, Toilet Seat Covers, Roll of Toilet Paper, Complimentary Towel and Complimentary Washcloth.
Outside, path to beach Big tree Shablee's waiting for you on the beach. Larry walks to beach, triggering Shablee scene.
Rose's room or closeup Bottle of grease You (now) have the flowers for Rose. Get Flower Arrangement.

In-game Debug Actions

Debug window displayed at game start or when teleporting.

While the VGA version's debug mode was not not originally available in the SVGA version, it was migrated via a SCI fan forum by modifying 911.hep and 911.scr (while taking 911.text as-is from the VGA version) and can be downloaded directly from here, then put the files in the game's PATCHES sub-folder. Some commands are just placeholders though due to seemingly missing kernel functions from the newer SCI version.

Keys Action Note
Alt + A Show cast (info about all on-screen objects).
Alt + D Enables/Disables internal debugger Supposed to bring up the internal debugger, except it was removed from the game.
Alt + E Show ego information & free memory.
Alt + F Set/Clear flag.
Alt + G Set/Clear Global variable.
Alt + I Get item.
Alt + L Create logfile.
Alt + M Show free memory.
Alt + Q Show cursor coordinates.
Alt + R Show room info.
Alt + T Teleport.
Alt + U Return user control.
Alt + X,
Alt + Z
Quit.
Shift + / Help for the debug mode.
Hold Alt + Click Teleports the ego to the clicked location.

LarryMessager Error Dialog

Dialog in the SVGA version.

The LarryMessager class responsible for displaying game text can show an error window if it is made to print a message that does not exist. The only place this can be triggered in the final game is by using the Talk action on Burgundy's guitar stand while she is performing.

Unused Text and Voice Lines

Hmmm...
To do:
There is a lot more unused text, but the amount of lines is huge. There are also a lot more apparently unused (alternative) voice takes.

000.msg (Common Messages)

This message list contains common system or game-play messages.

Noun Verb Cond. Seq. Talker Text Notes Voice Line
- - 15 1 98 (nobody) Sorry, but you can't save your game at this time. Please try again later. Unused, the game can be saved at any time. -
- - 19 1 98 (nobody) Sorry, but you can't restore a game at this time. Please try again later. Unused, the game can be loaded at any time. -
- - 20 1 99 (Narrator) This game is over. Wait until Larry 7 to save your game! Unused, outro makes it impossible to access save functionality.
- - 21 1 99 (Narrator) You're too busy right now to access the control panel. Try again later. Unused, access is never blocked to options or similar. -
- - 23 1 98 (nobody) Not Now! Unused, was apparently played when clicking objects while a cutscene is playing ("hands-off" state), but this instantly triggers a dialog asking to skip the scene in the final game. -
- 3 (Walk) - 1 99 (Narrator) Where were you trying to go? Fallback message if walk action hits nothing special, but unused as trying to walk to inaccessible areas just makes you walk as close as possible instead.
2 4 (Zip) - 6 99 (Narrator) Stop playing with yourself. Should've appeared when touching Larry too much (after "Could you just wait a little while before we do that again?"), but that message is repeated forever instead of proceeding to this last line of the sequence.
4 1 (Look) - 1 99 (Narrator) The Points-O-Meter™ shows you how many points you've earned. Unused, player cannot interact with score display. -
4 2 (Talk) - 1 99 (Narrator) Beg all you want! You're not getting any free points! Unused, player cannot interact with score display. -
4 4 (Zip) - 1 99 (Narrator) Trying to jerry-rig the Points-O-Meter™? Unused, player cannot interact with score display. -
4 5 (Take) - 1 99 (Narrator) You want to "take away" some points? Unused, player cannot interact with score display. -
5 - - 1 1 (Larry) Hey, don't go! What am I supposed to do inside here while you're gone? This is actually the text seen in the exit dialog, but the voice line is never played.

082.msg (Deaths)

This message list contains texts displayed when Larry dies.

Noun Verb Cond. Seq. Talker Text Notes Voice Line
2 - 15 1 99 (Narrator) Many people have reported that shabby fence to La Costa Lotta's crack maintenance department, but its bureaucratic management just can't seem to get around to ordering repairs! Unused death. Was meant to be triggered by leaning against the fence of the "bridge" leading to the beach, with Larry falling to his death down the cliff behind it. Given this has a recorded voice line, this was seemingly cut late in development.
2 - 15 2 99 (Narrator) What A Way To "Get Down!" Title to the previous death. -

200.msg (Front Lobby)

This message list contains lines for the La Costa Lotta lobby / reception desk (Gammie).

Noun Verb Cond. Seq. Talker Text Notes Voice Line
12 2 (Talk) 12 2 99 (Narrator) Otherwise, shut up! Unused as the sequence ends earlier with "If you want to speak to someone, try the receptionist behind the front desk.". Probably too rude?

610.msg (Phone)

This message list contains lines for Larry's telephone conversations.

Quite a few belong to easter eggs which require special numbers to be dialed. Due to how these are calculated, they can be triggered with either the original 7-digit number or the resulting 2 byte value padded with the pound (#) character. Not all original numbers are currently known, and some don't exist or create different replies in the low or high resolution version of the game.

Number Talker Notes Voice Line
18724## (lo-res)
683-4468 (any)
Mark Ceeburp Pun on the real Sierra hotline number, also plays the song "Girl in the Tower" (jokingly called "Girl In The Shower") from King's Quest 6. (not provided)

Music:

16659## (lo-res) Victor Sadauskas Programmer.
23292## Al Lowe Game designer.
275#### William R. Shockley Programmer. The voice line was not split to match the text lines it consists of.
34555## Dan Woolard Programmer.
47653## The Sadauskas Residence Programmer Victor Sadauskas.
5695### (lo-res)
49852## (hi-res)
Chris Carr Programmer.
58704## (lo-res)
40942## (any)
Carlos Escobar Programmer. Same as "Concierge's Desk", but with a greeting "You've reached the Fresno Insult Line" in lo-res, and "Carlos Insult Line" in hi-res.
911 For Emergencies Only! Pun on the real world number with lazy operators on the other end. (not provided)
976-<any 4 numbers> Sex Line Replies with a fake error message or even exits the game if you get too needy. (not provided)
- Phone System Unused "You don't need to call that number."
? Toll Free Operator Unused call partner type. ?

Developer Rant

The Ego normalize method in script 090 has a soft rant when parameter validation failed:

Ego's view is 0, you FOK!

Unused Pictures

Placeholder Items

Early item placeholder graphics apparently represent Room Key, Random Room Key / Tower Key Copy, Toilet Paper (possibly), Employee Badge, Complimentary Condom, Rubber Belt, and Handcuffs.

View Image Description
970 Lsl6-view970.png Slightly better item placeholder graphics.
990 Lsl6-view990.png Very crude item placeholder graphics.

Early Hi-res UI

These views contain unfinished UI graphics meant for the high-resolution version of the game. They are found in the low resolution version and can also be seen in the LSL6 hi-res demo (which is simply a slide-show of prerelease screenshots and not even an SCI game).

View Image Description
960 Lsl6-view960.png Early versions of the menu bar and text area visible during the whole game, including a relatively crude drawing of Larry. The option knobs were originally displayed in a row below the text area.
961 Lsl6-view961.png Additional graphics required for the above UI. Notably, a maximum score of 1500 points is mentioned.
966 Lsl6-view966.png An early version of the "Game" drop down menu. The Game Design Document explains the cut options; some other options were renamed or rearranged.
  • Button Bar would have hidden the top menu bar until the mouse cursor was moved to the top of the screen, like in the previous game.
  • Controls would have hidden the bottom bar of option knobs until the mouse cursor was moved to the bottom of the screen. These were ultimately moved into a popup window.
  • Text Colors would have shown a popup to change colors of printed text.
981 Lsl6-view981.png Slightly older versions of the menu bar graphics. The text notably lights up in yellow, the fast forward action has a red outline if pressed, and option knobs look differently.

Old SCI UI

View Image Description
995 Lsl6-view995.png The older game popup window which was last used in the previous game, with colors adjusted for LSL6.

Cut Rooms

There are sketched out pictures of cut areas in the hotel. They are mentioned in detail in the game design document:

Image Description
LSL6-Sketch1.png A cut, distinct 1-door hallway.
  • This might have been intended for the hallway leading to the Health Spa Lobby, but the final game just mirrors the existing 1-door hallway leading to The Dining Room for it.
LSL6-Sketch2.png Cut rooms 640 "West Hallway" (mirrored) and 660 "East Hallway"
  • Both were replaced with the 3-door hallways.
  • Sculptures were supposed to look slightly different each time the hallways were entered. The west one would have looked male, the east one female.
  • At 500 or more points, the male sculpture would have disappeared and be coupled with the female one in the east hallway.
  • East hallway would have provided a door leading to Frau Milchlieb's Room, the west hallway the one to Thunderbird's Room.
  • If Larry would have pushed the cut Dessert Cart object from the Employees' Campground into the east hallway, a cutscene would have played making him enter Frau Milchlieb's room (s. below).
LSL6-Sketch3.png Cut room 670 "Frau Milchlieb's Room"
  • Would have been occupied by cut character Frau Milchlieb ("Miss Milklove"), an overweight and rich German character. She "registered as twins and paid for a double room".
  • Would have served a cutscene in which she bursts from eating too many desserts brought in by Larry.
  • Larry would have acquired a cut Gold Ring shot off from Frau Milchlieb's toe, an item to be given to Shamara. To her, it would have symbolized the "never-ending search for spiritual fulfillment, no beginning, no end, round and round like the spirit of life".
(Source: napalm22 (The Spriter's Resource))

Unused Sounds

Several sounds go unused.

Hmmm...
To do:
There are a few more sounds that may be unused, but you'd have to play through the whole game again to be really sure.
ID Sound Description
005
"D'oh!" - also the first sound in the resources.
042
"Help!" - appparently recorded by Jan Rabson / Larry's voice.
521
"Testing" - possibly recorded by a developer.
650
"Woof..." - less enthusiastic than the one used in Larry's room plant easter egg.
902
Chicken squawk - stored near animal sounds used in Larry's room plant easter egg.
905
Cow mooh - stored near animal sounds used in Larry's room plant easter egg.
906
"Eeek uaaaah" - human donkey, stored near animal sounds used in Larry's room plant easter egg.

Unused Music

ID Sample Description
323
A very suspenseful cue.
626
A short track from Freddy Pharkas: Frontier Pharmacist.
(Source: VengefulChip)