Spy Fox in Dry Cereal
|Spy Fox in Dry Cereal|
This game has unused graphics.
This game has a notes page
William the Kid has imprisoned all the dairy cows in the world in his fortress on the sleepy little Greek island of Acidophilus, and it's up to Spy Fox to save them. Can he do it? Probably, but it may be too late for the Eurozone anyways.
- 1 Unused Subtitles
- 2 Debug Output
- 3 Debug Rooms
- 4 Unused Graphics
- 5 Unused Items
- 6 Unused Music
- 7 Unused Dialogue
- 8 Happy Fun Sub Debug Mode
- 9 E3 Demo Mode
- 10 Revisional Differences
Like nearly every Humongous game, this one has subtitles that can't be turned on in-game. They're activated by adding the line TextOn=1 to the hegames.ini configuration file.
The game has debug console output for all sorts of bits and bobs. The easiest way to view it is to run the game in ScummVM and set the debug level to 0 or greater.
Another mainstay of Humongous games, there are several debug rooms that allow control over most aspects of the game. To enable them, add either TransBigCheater=M or WhosABigCheater=I to the configuration file (the last letter is case insensitive, so "m" or "i" will also work).
Accessed by pressing the C key. This allows the current game path to be modified.
Accessed with G. Clicking a room warps Fox to it.
Accessed with I. Clicking on an item places it in the inventory.
|ponder idea||An unused closeup of Johnny considering whether to trade his music to Fox.|
|Ponder talk||Talking animation associated with the above.|
|deck party guests static||Sketch of the guests at the deck party.|
|Sketch of the background for the boating scenes.|
|This sketch of the tram entrance is actually the background for the tram rooms, which internally are a single room that's covered up with different background graphics. There's no elevator in the final scene.|
Happy Fun Sub
Happy Fun Sub seems to have suffered some quite significant content cutting.
Spy Jail Paper
This odd slip of paper, internally named "inv-spyjail", appears alongside the other items in the Item Select debug room. It's marked as a usable item and has its own cursors for that purpose, but only gives default "can't do that" messages no matter what it's used on. Hovering over it in the inventory yields a description:
|Spy Fox||Here's where the bad guys go - JAIL!|
This suggests that at one point, this paper contained the coordinates for the Spy Jail. Possibly this was replaced by the Spy Watch coordinate display, or Fox was intended to use it on the robot pilot instead of entering the coordinates himself.
Fortress Code Cursors
Earlier in development, the fortune cookie containing the code needed to enter Kid's fortress was a talk balloon, as evidenced by its internal name "inv-spycode-balloon" and its positioning between talk balloons in the inventory debug room. It seems it was also supposed to be a usable item instead of just a reminder, indicated by these use cursors. The original idea might have been for Fox to gather the code by talking to townspeople, but there's nothing else to show for it.
A few of the game's many tracks aren't played anywhere.
|No obvious use for this one. It was later recycled for Spy Fox in Cheese Chase.|
|Another unused track, also without any clues to placement.|
|Uses a "wobbly" filter on the lead like some of the music in Kid's fortress, so it may have been intended for it.|
|This is used for the cutscene that plays when Spy Fox tries to swim past the underwater guards, but for some reason it's over 2 minutes long even though the scene only lasts for 20 seconds. Maybe it was originally used somewhere else?|
This game has quite a lot of of unused dialogue, much of it the result of programmer error or simple design oversights. This video shows off most of the material described below.
|Spy Fox||Beet Bliss!|
|This might be just the thing to liven up my Chicken Knuckles.|
These lines should play when Fox uses the Chicken Knuckles on the Beet Bliss, but don't due to a scripting error. This particular issue was fixed in later releases.
|Spy Fox||Can I get another order of Chicken Knuckles, please?|
|Bea Bear||It's a bottomless bucket, honey.|
|I think you still have plenty.|
|Bea Bear||I'm sorry, honey, we already sold the rest of them.|
Meant to play when Fox tries to buy more Chicken Knuckles by using the drachmas on the cantina sign. Bea's first response is for if Fox still has the Knuckles, and the second is for when he's gotten rid of them by solving the alligator puzzle.
|Captain Drydock||Ready for another bon voyage?|
|Captain Drydock||Jump aboard, matey, and we'll have another low seas adventure.|
|Captain Drydock||Oh good!|
|I was hoping you wanted to take another cruise.|
|I was getting bored.|
|Captain Drydock||Let's make like an opera singer and go for the high C's!|
Captain Drydock has a number of lines that are supposed to play when Fox gets on the S.S. Winaprize, but never do.
|Captain Drydock||It's a big ocean... I hope we're going someplace interesting.|
|Captain Drydock||You know, over three quarters of the earth is covered with water...|
|...so you should probably be specific about where you want me to take you.|
|Captain Drydock||It's always nice to know where you're going so when you get there you know you've arrived.|
|Captain Drydock||Take a little advice from an old sea raccoon.|
|You can't just roam around the entire ocean, ya know.|
|You need to pick a specific destination.|
|Captain Drydock||You know, wherever you go, there you are.|
These may have been intended to play when the map on the S.S. Winaprize is clicked.
|Spy Fox||Maybe this lever will help me lower Mr. Udderly down.|
This line is programmed to play if Fox is standing next to the lever the first time the player clicks on it. The problem is that the only way for him to get there is to click on the lever while he's in his regular position, which triggers a different piece of dialogue and prevents both lines from being triggered again.
The script that handles Mr. Big Pig's responses to being asked about Cock-a-Doodle Fu is quite badly bugged in the original release of the game.
First, the audio for one of Fox's lines, labelled "You think Bea knows something about cock-a-doodle-fu?" in the subtitles, is incorrectly filled with a duplicate of the line "With the power off, it's safe to snatch a diode", from a completely different part of the game. Second, Big Pig's last set of lines is skipped over entirely, causing further attempts to ask him about the subject to immediately terminate without any dialogue.
|Spy Fox||Do you know if Bea gives lessons in cock-a-doodle-fu?|
|Big Pig||Sir, please stop wasting your time talking to me and go talk to Bea.|
These are the lines that are supposed to play, with future questions selecting from the other dialogue at random. Both issues were fixed in later releases of the game.
|Big Pig||Uh-oh, I'm getting hungry again.|
|This is so much fun.|
|Big Pig||I know what you're looking for, sir, but I'm not going to let you find it.|
|Big Pig||I can tell you've never played Go Fish with a Go Fish-playing pig before!|
|Big Pig||I must admit, sir, that you are one of the best-dressed opponents I've ever had the pleasure of playing.|
|Big Pig||I wonder where fish go when they `go`.....|
|Big Pig||Card playing makes my stomach growl|
|Big Pig||I've always said a pig can't have enough suits.|
|Big Pig||I used to beat my little brother at every game we played.|
|All he did was complain.|
|I hate swine who whine.|
|Big Pig||Don't think you can intimidate me, sir.|
|I play Go Fish for a living.|
Based on their content, these were meant to play when Big Pig is clicked during a Go Fish match, but he uses the same lines whether a game is going on or not.
|Spy Fox||I need to grab a card from the deck.|
Could have been used any time Fox needs to draw a card, but other lines play instead. Strangely, this is stored in the object code for the sixes' face graphics. None of the other cards have an equivalent.
Mobile Command Center
|Spy Fox||Monkey Penny, have I ever told you about how I saved the rain forests of Borneo from the evil General Termite?|
|Monkey Penny||Yeah, but I thought your story had a lot of holes in it.|
|Spy Fox||Monkey Penny, can you hack into the local video store's database to see what William the Kid's favorite movies are?|
|Monkey Penny||I've already thought of that.|
|Kid's favorite movies are The Goatfather, Invasion of the Cow Snatchers, Goatbusters, and La Dolce Feta.|
|Spy Fox||Monkey Penny, have I ever told you the story of how I went undercover in Operation: Messy Bed?|
|Monkey Penny||You did, but I assumed you made the whole thing up.|
|Monkey Penny||Spy Fox, how come your tuxedo never seems to get dirty?|
|Spy Fox||I don't know, but I sure save a bundle in dry cleaning bills.|
|Spy Fox||Don't you think it's kind of strange that 'Monkey Penny' rhymes with 'Funky Hen Flea'?|
|Monkey Penny||No stranger than 'Spy Fox' rhyming with 'Dry Lox'.|
One of six sets of conversations is supposed to play at random when Monkey Penny is clicked after rescuing Mr. Udderly, but because of a scripting error the game always plays the first one, leaving Monkey Penny with a strange obsession over William the Kid's overdue library books.
Missile Fuse Box
|Spy Fox||Maybe that's why nothing happened when I pressed the missile-fire button.|
Should play between "Here's the jet's fuse panel" and "And, there are some missing pieces" only when Fox opens the fuse panel after already pressing the missile button, but doesn't because the game checks the wrong variable.
Happy Fun Sub Debug Mode
Adding StizeveIsTheBizomb=1 to the configuration file activates a few debugging commands in Happy Fun Sub:
|1-5||Changes terrain type. 1 = level 1 terrain, 2 = level 2 terrain, and so on.|
|C||Toggles the ship's collision detection. This prevents enemies from damaging it, but if it collides with land it'll explode as soon as collision is enabled again.|
|G||Opens a prompt for a level number to warp to.|
E3 Demo Mode
Adding E3Demo=90997 to the configuration file enables a special mode that was presumably used to demo the game at E3 1997.
When this code is enabled, the game skips the William the Kid intro scene but otherwise proceeds normally up through the Mr. Udderly puzzle. Once the puzzle is solved, the game plays a few otherwise unused lines of dialogue as Mr. Udderly falls onto the ice, then flashes the Spy Fox logo and resets.
|Narrator||Will SpyFox save Mr. Udderly?|
|Which falls faster 400 pounds of feathers or 400 pounds of beef?|
|Will Mr. Udderly fall through the ice?|
|Can pirahna utterly strip a cow to the bone in seconds flat?|
|Why am I shouting?|
|Find out all the answers and more this fall.|
|SpyFox in Dry Cereal.|
Flesh this section out with the additional files and more presentable documentation.
Spy Fox in Dry Cereal was re-released twice, in 2002 and 2007 (not counting the accidental import of the UK dub).
The 1997 version shows the standard Humongous logo with no website. The 2002 version first shows the Infogrames logo with its "color hysteria" animation, followed by the flip-book version of the Humongous logo. The "It's a The Junior Adventure" screen was cut entirely.
The 2007 version was given a newer and more bland logo screen with no sound effects, and the Junior Adventure logo was again cut.
Nearly all of the game's revisions game exclude Johnny's second piano waltz and the William the Kid escape theme, the latter of which was replaced with the Happy Fun Sub title theme.
Alternate Happy Fun Sub Title Screen
Later versions of the game have a slightly different Happy Fun Sub title screen. The logo was made much smaller and some recycling-logo-like arrows were added around it.
|The Spy Fox series|
|Windows/Mac OS Classic||Dry Cereal • Some Assembly Required • Operation Ozone|
Cheese Chase • Hold the Mustard