The Indian in the Cupboard
|The Indian in the Cupboard|
This game has a hidden developer message.
I have a secret: there is magic in my room ...
Yes, it's just what you always wanted: the edutainment game based on the 1995 box office bomb based on the moderately successful children's book series. Some
British American kid named Omri discovers a magic cupboard key that allows him to bring his plastic figurines to life to cause wacky hijinks teach him all about life in an Iroquois village! Except when he has to go to school, in which case they get lost in his labyrinthine prerendered 3D room and get eaten by a rat or something.
All written by the author of Dark Seed II and scored by the composer for Invader Zim. Here, Omri, this will explain everything!
- 1 Easter Eggs
- 2 Graphics
- 3 Music
- 4 Dialogue
- 5 Sounds
- 6 Text
- 7 Miscellaneous
Several odd Easter eggs have their graphics and sound data buried at the very end of the main resource file.
The Clan with No Name
The transcript really doesn't do this one justice; give that sound file a whirl!
This is the first of two hidden "legends" in He Knows the Sky's stargazing minigame, complete with graphics for their own made-up constellations. If this one is any indication, one of the game's artists was responsible for them. The most likely suspects are Kurt Mitchell and Terry Schmidbauer, the only male artists listed in the credits.
Presumably this is triggered by a typed-in code like the other Easter egg -- what is it?
The second constellation in the set, voiced by the same person as the first, features an appearance by Hatman, an in-joke who appeared in many other games developed by Viacom New Media. (A gustoweh is a type of Iroquois headdress, as the game mentions many, many times.)
To trigger this, type hatman during the stargazing minigame, then scroll to the far left screen and click on the new outline (note that this won't show up until the screen is reloaded, so it won't appear immediately if the code is typed while already on that screen). This access method is shared with several other Viacom New Media–related games, such as the Windows port of Earthworm Jim.
Pleasant Musical Interlude
This odd music track doesn't seem to have any associated graphics or any obvious purpose, so it's probably yet another in-joke. Note that the first song that plays is the popular 1947 rendition of "Peg o' My Heart" by the Harmonicats.
Any way to activate this in-game?
These graphics appear to be placeholders for the plastic figurines on the toy shelf, using stills of the regular character animations in place of the unique sprites. This is pointed to by the facts that they're stored as static images instead of animations, they appear early on in the game's resource file, and duplicates of the regular figurine graphics for Boone and Swift Hunter appear mixed in with these.
From left to right, these are Little Bear, Blooming Flower, Spalding, Shares the Songs, Runs with the Wind, Gentle Breeze, and He Knows the Sky. The pink line at the bottom of He Knows the Sky's graphic appears to be an error in the original file.
Note that Keeper of the Words doesn't have any placeholder graphics. That, combined with his extremely limited animation, suggests he may have been a late addition.
Located among the other resources for Boone's minigame is an early render of the view from the bottom of the ramp leading up to the cupboard. It's very different from the final version: the lighting suggests the scene takes place at night instead of day, the "FASTCARS" parody logo was removed from the track, the modeling is noticeably different and less detailed, etc.
There are several placeholder backgrounds located alongside the used ones, presumably used for testing the game before the final renders were ready. They're helpfully labelled with their location and what seems to be a code that would probably have been used to label them on design documents. This one shows the shelf to the left of the starting point.
Looking down into the box fort to the right of the starting point. This reveals an interesting detail: from the player character's starting orientation facing the cupboard straight-on, right is "south", forward is "east", left is "north", and backward is "west". The last letter or two letters of the codes in the top-right of the placeholder images correspond to this orientation; for views looking up or down, there is an additional "U" or "D" indicating that direction.
Looking down into the dresser to the left of the starting point.
Looking down the hole in the top drawer of the dresser.
Looking out of the bottom drawer of the dresser. For the final, this seems to have been changed from a hole leading to the floor to a separate screen allowing the player character to jump out of the top of the drawer.
Looking down into the drawer of the nightstand on the right side of the bed (considered from a westward orientation). The books on top of the stand wound up blocking the view in the final.
Looking up at the crane from the floor.
Omnidirectional views from inside the longhouse in the southwest corner of the room. Though it may appear that a door was added to the east wall in the final, it's nonfunctional.
|A coloring outline for the Underwater Panther, as explained by some unused dialogue.|
Runs with the Wind
Keeper of the Words
He Knows the Sky
|The first and last frames of the animation of the old woman in the moon's cat unraveling her net are skipped over in-game.|
An alternate version of the game's intro. The content is the same, but it's mixed slightly differently and has much less clipping than the used version. It's found with the files for Little Bear's introduction to the village, for some reason.
A variation on the theme that plays when a figure is picked up from the toy shelf. The piano is noticeably louder compared to the used version.
An Iroquois flute solo. From its position in the resource file, this was meant for Gentle Breeze's minigame.
A vocal solo. Like the above, it seems to have been intended for Gentle Breeze's game.
|Little Bear||Put me in the cupboard to bring me to life.|
An unused Little Bear hint message, probably intended to play at the beginning of a new game in case the player couldn't figure out how to get started. It seems to have been pieced together from several other messages and sounds a little awkward as a result, which may be why it was scrapped.
|Omri||Oh, I should put down the figure so I can open the cupboard.|
Would have been used to block the player from opening the cupboard with a figure in hand. This is pretty annoying and nonsensical (doesn't Omri have two hands?), so the final game just opens the cupboard without complaint.
|Little Bear||To go to my village, pick me.|
In-game, this is the first part of a longer line that explains how to bring a figure to life using the cupboard. This shortened form isn't used.
|Little Bear||How are you doing, Hehnuyeha? Why don't you replay some of the games in my world?|
|Little Bear||Remember, you can visit the adventures in my world again by choosing a picture symbol from the wampum belt.|
Little Bear was probably supposed to say one of these at random when the player idles for a while on the cupboard screen after earning at least one wampum symbol (Hehnuyeha is "Player", in case your Onondaga is rusty). Perhaps the programmer was feeling lazy, as a more generic set of idle messages is always used regardless of the player's progress.
|Little Bear||Greetings, umgatchi of the Iroquois.|
This would have played after the player completes the wampum belt and earns the title of umgatchi ("friend"). However, since the game ends immediately afterwards, there's no opportunity to use it. Perhaps it was originally supposed to be possible to keep playing after earning all the wampum symbols?
|Runs with the Wind||Hello. My name is Runs with the Wind. Iroquois children play many games. Come with me and I'll show you one.|
|Blooming Flower||Hi! I am called Blooming Flower. Want to come with me to learn Iroquois game that uses colored oyeheh, or beads, to make pictures? If so, come with me!|
|Spalding||Greetings! I am Spalding. I make my living trading with the Iroquois and the colonists. Trading helps both groups to get the things they need. I can teach you how to trade! Just choose me.|
|Shares the Songs||Greetings, my friend. I am called Shares the Songs, because I enjoy playing Iroquois esowenoweh—that's our word for music. We use drums, rattles, and flutes to make music. Choose me to play with these instruments!|
|Gentle Breeze||Hello, and good day! I am Gentle Breeze, one of the clan mothers of our village. Gagaieh is an Iroquois word for story. Let's learn about Iroquois symbols!|
|Keeper of the Words||Greetings, my friend. My name is Keeper of the Words, an elder of our village. The Iroquois make beautiful gustowehsoah—or, as you call them, headdresses. Come with me if you want to learn how to make a gustoweh.|
|Swift Hunter||Hello, friend! I am called Swift Hunter, the most skilled hunter in our nation. Would you like to learn how to track gundeyoah—what you call animals? Choose me!|
These are slightly shortened forms of the introductions that play the first time a character is brought to life. The used versions add gasping sounds at the beginning of each line, and also suffer from heavy clipping for some reason.
|Little Bear||Let's get going!|
Little Bear would probably have said this if the player idled for a while after being introduced to a character. Since he leaves the screen after each introduction, this isn't possible.
|He Knows the Sky||Sgeno! That means "hello" in our language.|
He Knows the Sky would have said this after Little Bear introduces him, like with other characters' greetings, but he's strangely silent instead.
|Boone||Don't you worry 'bout us, boss.|
Boone would have said this in response to Omri's order to stay put until he gets back from his errand.
|Little Bear||This fort reminds me of the English forts. I don't like it.|
|Boone||I don't feel safe in this fort.|
Little Bear and Boone's reactions to standing inside the box fort to the right of the starting position (each of the unused description lines below has paired variants for both playable characters). There's simply no click spot there that triggers these.
|Little Bear||I cannot get in this way. There must be another way.|
|Boone||I can't get in this fort through here! Maybe there's another way.|
Reactions to trying to get into the box fort by some invalid means. Probably meant to be used when the fort is approached from the surrounding floor.
|Little Bear||Someone polished this big rock. What a foolish thing to do!|
|Boone||I ain't sayin' what I think this looks like.|
Descriptions of some smooth round thing. Who knows.
|Little Bear||My friend Spalding tried to trade these for my knife once.|
|Boone||I could get into a big ol' poker game with these!|
Reactions to seeing some money. The only money that normally appears in the game is a fake thousand-dollar bill on the bookshelf, which has a different description.
|Little Bear||The rope between these two rocks seems to serve no purpose|
|Boone||What kinda wagon wheel is this?|
More enigmatic descriptions.
|Little Bear||These are giant beads, like we use on our clothing.|
Descriptions of some beads, obviously. There's a set of toy beads in the southwest corner of the room that these may have been intended for.
|Little Bear||Strange flat tree with wheels ... I must remember to mention it to Runs with the Wind. Maybe he knows what it is.|
|Boone||If that wagon had a cover, it would hold a lot of families.|
Probably reactions to the skateboard leaning against the south wall.
|Little Bear||Some kind of giant mask. We Iroquois have masks that are very sacred.|
|Boone||If I had a mask like that, I could scare my pal Mad Dog Marsh real good!|
Obviously descriptions of a mask. "Mad Dog Marsh" may or may not be the nickname of designer and producer Dave Marsh.
|Little Bear||I do not understand the purpose of covering this object in rabbit fur.|
|Boone||Lucky, lucky! Now if I could only get it in my pocket! ... Shoot.|
Reactions to a rabbit foot.
|Little Bear||Hmm ... reminds me of English soldiers. I shall steer clear of him.|
|Boone||I don't know you, mister, but I don't like the looks of you.|
Reactions to something or another. Possibly an unused obstacle like the rat or the cockroaches?
|Little Bear||That moving machine is in my way!|
|Boone||Shoot, I don't think that train'll take me back home.|
There was supposed to be a toy train that would block off certain routes in certain scenarios, as with the rat and other creatures. It didn't make the cut in the final game, though these lines and some sound effects remain.
|Little Bear||This fallen tree blocks my path!|
|Boone||That's one big tree.|
Descriptions of some path-blocking object that our plucky heroes humorously mistake for a tree.
For some reason (programming error?), Little Bear and Boone's hint messages for being extremely close to the goal never play, and the same set of "that's the right way" messages are used regardless of distance.
|Little Bear||You are close to your goal, my friend!|
|Little Bear||As you say, you are very warm, cowboy!|
|Little Bear||You do not have to travel much further, Boone!|
|Little Bear||You are almost there, cowboy!|
|Little Bear||You are hot, like boiling water!|
|Little Bear||You are almost upon your goal, Boone!|
|Boone||You're gettin' pretty warm now, amigo!|
|Boone||You're very close, pal! Keep goin'!|
|Boone||You should be sweatin', amigo! You're really warm now!|
|Boone||You're so hot you're meltin', my friend!|
|Boone||You're almost there, Little Bear. Almost there!|
|Boone||You're so close, you should be burnin' up, amigo!|
The game plays warning messages indicating the amount of time remaining when there are 14, 11, 8, 5, 2, 1, or ½ minutes left. There are reminders present in the resource files for every 1-minute interval starting from 14, so the exact intervals probably hadn't been decided at the time the dialogue was recorded.
|Little Bear||Thirteen mintues left, Boone.|
|Little Bear||You have twelve minutes left, my friend.|
|Little Bear||Ten minutes remaining, cowboy.|
|Little Bear||Only nine minutes left, Boone!|
|Little Bear||Seven minutes remaining.|
|Little Bear||You have six minutes left, my friend!|
|Little Bear||There are only four minutes left, cowboy!|
|Little Bear||You must hurry! Three minutes remain!|
|Boone||Thirteen minutes, amigo.|
|Boone||Twelve minutes to go.|
|Boone||You have ten minutes left, Little Bear.|
|Boone||Nine more minutes.|
|Boone||Six minutes to go, amigo!|
|Boone||Four minutes left, Little Bear!|
|Boone||Three minutes to go, amigo!|
|Little Bear||You can color freeform on the blank screen, or you can use an outline or change outlines by choosing the green "New" rock. If you want to see how it's done, choose the yellow "Hint" rock. When you've finished with the picture, choose the blue "Done" rock. That will also save your picture until you decide to change it or replace it. You can erase the picture by choosing the butterfly. If you want to leave the game, choose the red "Exit" rock. If you'd like to print your picture, choose the brown rock.|
Little Bear's hint message for the coloring screen. Since that screen hides the main game interface, it's impossible to click the hint icon and hear this.
|Blooming Flower||Hmm ... You can fill in some more, I think.|
Alternate message for clicking the "Done" button without coloring enough.
|Blooming Flower||This is the Underwater Panther.|
Description of the unused picture outline for the Underwater Panther.
|Blooming Flower||You need to keep the beads in their own piles.|
Probably meant to play if a bead basket of a different color from the selected one was clicked. This would have made switching colors incredibly annoying and was wisely scrapped.
|Little Bear||To start the rhythm or begin again, choose the green rock with the rattle. If you want to stop playing the rattles, choose the red rock. Choose the brown rock if you want to play against a friend instead of by yourself.|
|Little Bear||To start the music or begin again, choose the green rock with the flute. If you want to stop playing the flute, choose the red rock. Choose the brown rock if you want to play against a friend instead of by yourself.|
|Little Bear||To start the rhythm or begin again, choose the green rock with the drum. If you want to stop playing the drums, choose the red rock. Choose the brown rock if you want to play against a friend instead of by yourself.|
Little Bear's hint messages for each of the game types, unused as with other minigames' hints.
|Little Bear||One of you will be Player 1. The other is Player 2. Start the game, and Player 1 will play back a rhythm. Then Player 2 has a turn. Each of you takes turns. The first player who misses loses the game. Choose the brown rock if you want to play by yourself again.|
A similarly unused hint for 2-player mode.
Runs with the Wind
|Little Bear||Start a new game by choosing the green "New" rock. Choose the yellow "Hint" rock if you need help. When you think you're done with the pattern, choose the blue "Done" rock. If you want to leave the game, press the red "Exit" rock. Choose the brown rock if you want to play against a friend instead of playing by yourself.|
Standard unused Little Bear hint.
|Little Bear||Choose the green rock to start. The first pattern is for Player 1. The next pattern is for Player 2. You'll get five points if you get it right, but nothing if you miss it. Good luck! Choose the brown rock if you want to play by yourself again.|
Same as the above for 2-player mode.
|Runs with the Wind||You'll want to keep all of the seed and bean types separate.|
Another potentially aggravating message that was left out of the finished game.
|Runs with the Wind||You'll keep taking turns for six patterns each. But you're not allowed to start over on a pattern, so if you miss, it's the other player's turn. Choose the green rock when you're ready.|
|Runs with the Wind||You'll keep taking turns for seven patterns each. But you're not allowed to start over on a pattern, so if you miss, it's the other player's turn. Choose the green rock when you're ready.|
|Runs with the Wind||You'll keep taking turns for eight patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for nine patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for ten patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for eleven patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for twelve patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for thirteen patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for fourteen patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for fifteen patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for sixteen patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for seventeen patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for eighteen patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for nineteen patterns each. But ...|
|Runs with the Wind||You'll keep taking turns for twenty patterns each. But ...|
2-player games always last for five rounds, followed by an indefinite series of sudden death matches in the event of a tie. It seems this number hadn't been decided on at the time the dialogue was recorded.
|Runs with the Wind||One ... two .. three ... four ... five ... six ... seven ... eight ... nine ... ten ... eleven ... twelve ... thirteen ... fourteen ... fifteen.|
The easy mode gives until the count of five to memorize the pattern, while the hard mode gives until the count of seven. Internally, this is implemented by playing back a single audio file containing a sequential count and cutting it off after the appropriate number is reached. The count actually goes all the way to fifteen in the file, but most of it is never heard.
|Gentle Breeze||Which symbol represents the Sky World up above?|
|Gentle Breeze||Which symbol represents the tree in the Sky World that makes all of the light?|
Unused questions for the quiz at the end of this minigame. These two symbols are obtained during the optional tutorial, but are removed afterwards and can't be gotten back. As a result, they'll never appear in the quiz.
|Gentle Breeze||Which symbol represents the Keeper of the Winds?|
Another quiz question. The Keeper of the Winds has no symbol of his own; the west wind (Panther) and the east wind (Moose) have symbols in his place.
Keeper of the Words
|Little Bear||Select the clan symbol you'd like on your headband: Bear, Hawk, Beaver, Snipe, Deer, Turtle, Eel, or Wolf. If you want to see the style you selected again, choose the yellow rock. Place the feathers anywhere on the skull cap you wish. If your style uses any eagle feathers, they go in special spots. If you want to start over, choose the green rock. Choose the red rock to leave and go back to Sacred Words, or choose the cupboard to go back home. You can print out your headdress with the brown rock.|
Little Bear's hint message for the headdress design screen, unused for the same reason as in the other games. Note that it misidentifies Keeper of the Words as "Sacred Words", which may have contributed to its lack of usage.
|Omri||I found a feather!|
|Omri||All right! A feather!|
Generic messages for picking up a feather. The used messages always refer to the specific type of feather obtained.
|Swift Hunter||Let's do a little more tracking practice.|
Probably would have been used if the player chooses to continue tracking instead of going to the minigame-end quiz.
He Knows the Sky
|He Knows the Sky||Let's hear some more tales about the stars.|
Possibly meant to be used if the player goes back to the campfire from the sky screens, then chooses to return to the sky screens.
|Little Bear||Shh! This is an important ceremony. It's for you! Watch, and listen.|
This is not unused, but its use seems to be accidental. During the wampum belt award ceremony cutscene, the cursor is made invisible. However, navigating the invisible cursor over Little Bear's hint icon and clicking it will trigger this line once the current line finishes playing. This seems to be more a quirk of the game engine than an intentional feature, hence its inclusion here.
A few sound effects don't see use anywhere in the game.
|Alternate sound for the cupboard being opened or closed?|
|Possibly a sound effect for turning the key.|
|Different sound effect for closing the cupboard?|
|Different sound effect for activating the cupboard?|
|The sound effect for the unused toy train obstacle.|
|Some sort of stretching sound?|
|A generic grunt.|
|Landing from a jump?|
Keeper of the Words
|An unused birdcall located alongside the used ones.|
What kind of bird makes this call?
Runs with the Wind
|A generic "nature" ambiance loop.|
He Knows the Sky
|Possibly an alternate effect for when He Knows the Sky dims the fire.|
The first subchunk in the game's resource file contains a few bits and pieces of dialogue that seem to be left over from a draft version of the game's script. Many of them differ significantly from the final version, and since the game has no subtitles, even the ones that are the same are unused.
Boone's "bonus" adventures dominate not only the game, but the unused text as well.
|As you say, you are warmer once again.||You are warmer once again.|
|My instincts tell me you are on the right track again.||You are on the right track again.|
|I think you have turned the wrong way, my friend.||You have turned the wrong way, my friend.|
|My instincts tell me you are facing the wrong way, my friend.||You are facing the wrong way, cowboy.|
|You are almost there, blood brother! Almost there!||You are almost there, cowboy! Almost there!|
|As you say, you are very hot. Boiling like water over a campfire.||You are hot, like boiling water!|
|My instincts tell me that you are almost upon your goal, Boone!||You are almost upon your goal, Boone!|
|My instincts tell me that you are close to your goal, my friend.||You are close to your goal, my friend.|
|As you say, you are very warm, blood brother.||As you say, you are getting warmer, Boone!|
|The distance you must travel is much shorter now, blood brother.||The distance you must travel is much shorter now.|
|As you say, you are very cool, blood brother. Cool as the wind.||You are cool, cowboy. Cool as the wind.|
|My instincts tell me that you are no where near what you are seeking.||You are nowhere near what you are seeking.|
|As you say, you are very cold, blood brother. Very cold.||As you say, you are very cold. Very cold.|
|I believe that you must travel a much greater distance, my friend.||You must travel a much greater distance, my friend.|
|You are facing the right way again, my friend.|
|You have just turned away from your goal, Boone.|
|You are still far from your goal, my friend.|
|You must travel far to reach where you're going, Boone.|
Little Bear's hint messages were heavily revised for the final. All references to Boone as a "blood brother" were replaced with other terms ("cowboy", "my friend"), while the repetitive "My instincts tell me..." statements were cut down to just the key information about distance from the goal.
|You're meltin' my friend! You're so hot, you're meltin'!||You're so hot you're meltin', my friend!|
|You're so close you should be burnin' up, pardner!!||You're so close you should be burnin' up, amigo!!|
|You're getting pretty warm now, pardner.||You're getting pretty warm now, amigo.|
|I think you're very close, pal! Keep going!||You're very close, pal! Keep going!|
|You should be sweatin', pardner--you're really warm now!||You should be sweatin', amigo--you're really warm now!|
|I think you're gettin' closer to it, pardner.||You're gettin' closer, amigo.|
|Looks like you're headin' in the direction, Little Bear!||You're headin' in the direction, Little Bear!|
|You're mighty cold, pardner. Mighty cold!||You're mighty cold, amigo. Mighty cold!|
|I don't think you're anywhere near where you're supposed to be!||You're nowhere near where you're supposed to be!|
|That's better. You're warmer now.|
|Yep, that's the right way.|
|There you go. You're warmer now.|
|Oh, you just got colder.|
|Whoa, you just turned colder.|
|Uh oh, you just went colder.|
|You're almost there, Little Bear! Almost there!!|
|You're gettin' warmer, buddy. Gettin' warmer.|
|It's cool where you are, fella. Pretty darn cool.|
|Pretty chilly where you're at, Little Bear. Not even close.|
|Brrrr... you ain't freezin', but you ain't at all warm.|
|You're freezin', my friend! Freezin'!|
Boone's hints, on the other hand, are much closer to the final. References to Little Bear as "pardner" were changed to "amigo", and a few words were trimmed here and there.
|You have used one portion of your fifteen minutes of time, my friend.||Fourteen minutes left, my friend.|
|You have thirteen units of time left, Boone.||Thirteen minutes left, Boone.|
|You have twelve units of time left, my friend.||You have twelve minutes left, my friend.|
|You have eleven units of time left, Boone.||Eleven minutes more, Boone.|
|You have ten units of time left, cowboy.||Ten minutes remaining, cowboy.|
|Nine units of time are all you have left, Boone.||Only nine minutes left, Boone.|
|Eight units of time are left, cowboy.||Eight minutes are left, cowboy.|
|Seven units of time are remaining!||Seven minutes remaining!|
|You have used all but six units of time, my friend.||You have six minutes left, my friend!|
|You have used all but five units of time, my friend.||Five minutes more, cowboy!|
|You have used all but four units of time, Boone.||There are only four minutes left, cowboy!|
|You must hurry, Boone. Three units of time remain!||You must hurry. Three minutes remain!|
|Quickly, (friend). You have only two units of time left!||Quickly! Only two minutes left!|
|One unit of time is left, Boone! Be swift!||One minute more! Be swift!|
|Your time is nearly up, Boone! Hurry!|
Little Bear's extremely awkward warning messages were thankfully rephrased into something a human might conceivably say.
|You have about 14 minutes left, Little Bear!|
|Thirteen minutes, pardner.||Thirteen minutes, amigo.|
|Twelve minutes to go!|
|You have eleven more minutes.|
|I'd say you have ten minutes left, Little Bear!||You have ten minutes left, Little Bear!|
|Nine more minutes!|
|You got about eight minutes left, pardner!||Eight minutes left, amigo!|
|Six minutes to go, pardner!||Six minutes to go, amigo!|
|I think you got five minutes left!|
|You got about four minutes left, Little Bear!||Four minutes left, Little Bear!|
|Three minutes to go, pardner!||Three minutes to go, amigo!|
|Only two more minutes! Hurry!|
|One minute to go, Little Bear! Get along! Get along!|
|Thirty seconds left!|
Same changes as before: "pardner" to "amigo", and general cutting down of wordier sentences.
|Sprite animation of The Pet Rat appearing (GROWL) Dramatic music flare!|
|Sprite animation of Mom's shoe appearing... Dramatic music flare!|
|Sprite animation of Dad's shoe appearing... Dramatic music flare!|
|Sprite animation of Brother's shoe appearing... Dramatic music flare!|
None of these events occur in the final game except the "dramatic music flare"—running out of time just results in a message from Little Bear or Boone and restarts the current scenario.
|Boone! Your time has run its course! Shall we try again?||Boone! Your time has run out! Shall we try again?|
|The time you had is all gone, cowboy! Let's try this again!||Your time is gone, cowboy. Let's try again!|
|Look out, my friend! Time is up. Why don't we start from the beginning?||Time is up, my friend. Let's start from the beginning!|
More general de-stiffening.
|Oh no! You ran out of time! Let's start again!|
|Look out! We better start again, whadaya say?||We better start again, whadaya say?|
|Time's up, pardner! Let's try again, okay?||Time's up, amigo! Let's try it again.|
Howdy, amigo! You're my favorite procurator! There's a serpent in my shoe!
Additionally, the message "(RAT PRESENT)" appears between the above messages and the start of the text for Blooming Flower's minigame. Possibly a debugging string?
|Welcome to my village! Want to play a creative game?||Blooming Flower's dialogue for the difficulty selection screen. As with many of the other draft messages, most of them are abbreviated to the minimum needed to make their purpose apparent.|
|Choose the younger or older kids or the cupboard...|
|Go ahead! Choose a game!|
|All done for now?...|
|You can begin by coloring freeform with beads...||The remainder of these messages are for the actual coloring screens. These two messages are snipped from the start and end, respectively, of the intro dialogue.|
|...Choose the green rock and let's get started!|
|We haven't started a picture yet! Try the green rock.||Error for clicking the "Done" rock without clicking the "New" rock first.|
|(L.B.) You can color free form on the blank screen...||Little Bear's hint dialogue for this screen, which goes unused in the final as discussed under the Dialogue section.|
|(P.F.) You want to make a picture without an outline?||Blooming Flower's usual message for starting a blank picture, but note that the line is attributed to "P.F." instead of "B.F." as it should be. Either a typo, or Blooming Flower had a different name earlier in development.|
|Okay, you can start!||Blooming Flower's usual messages. All used, nothing interesting here.|
|Oh? You don't like this one? I'll do another.|
|That looks great!|
|You're pretty good at this!|
|That's beautiful! Let's try another, okay?|
|Oh, you don't want to quit yet, do you?|
|But you didn't color very much! Keep going...!|
|Hmmm, you could fill in some more, I think...|
Keeper of the Words
|Greetings. Pick the style of headdress you'll make.||Opening message.|
|I am from the Seneca Nation, ...||Markers for the explanations of the various headdress styles from the Iroquois nations' representatives.|
|I am from the Cayuga Nation, ...|
|I am from the Onondaga Nation, ...|
|I am from the Oneida Nation, ...|
|I am from the Mohawk Nation, ...|
|I am from the Tuscarora Nation, ...|
|You've done well! Meet me back where we started.||Message for successful completion.|
Runs with the Wind
|Welcome to my village!...Which one do you want to play?||Runs with the Wind's standard intro/outro messages for the difficulty select, following the same template as Blooming Flower's.|
|Choose the younger or older kids or the cupboard.|
|Go ahead! Choose a game!|
|All done for now?...|
|I'm going to show you a pattern of seeds and beans...||The usual messages.|
|...Choose the green rock and let's get started!|
|We haven't started yet! Try the green rock.|
|Choose the various buttons to do various things.||Probably a placeholder for Little Bear's (ultimately unused) hint dialogue.|
|One, two, ... , five||Placeholders for the counting sequence for the easy ...|
|One, two, ... , ten||... and hard difficulties, respectively. The time given for the hard difficulty was lowered from ten seconds to seven for the final game.|
|Not bad, but it wasn't exactly the same. See?||Messages for failing to match a pattern.|
|Try it again...|
|Let's try another, okay?|
|Great! Let's try another!||Messages for correctly matching a pattern.|
|You're pretty good at this!|
|That's great, Hehnuyeha!|
|Okay, decide which one is player 1 and player 2...||Messages for two-player mode.|
|...Choose the green rock when you're ready.|
|The first pattern is for player 1, the next for player 2.|
|Player 1's turn|
|Player 2's turn|
|It's a tie!||It's impossible to tie in the finished game; instead, sudden death matches go on indefinitely until someone messes up.|
|Player 1 wins!||Typical messages.|
|Player 2 wins!|
|sfx for INCORRECT seed positions||Sound effect placeholders.|
|sfx for CORRECT seed position|
|I'll trade that for 1 basket of squash. Interested?||A motley assortment of what seem to be placeholder trading messages. Unlike most of the content on this page, which is located in the INDIAN.DTA resource file, these instead appear in INDIAN.GNC, which seems to contain the game's scripting/code.|
|I only want 1 squash for my 2 corn.|
|I'll trade my squash for 2 braids of corn. Interested?|
|You have yourself a trade.|
|I only want 2 corn for the basket of squash.|
|Some other time, then.|
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These strings seem to be left over from an audio/video player or editor.
A file named ZZZZZZZZ.ZZZ is located in the main game directory. While some other Viacom New Media games contain hidden videos or other exciting content in a file by this name, in this case it's nothing more than a slightly modified version of the INDIAN.GNC file containing the game's code. The sole difference is that the last 0x0B5F bytes of ZZZZZZZZ.ZZZ are blanked with null characters, apparently overwriting some key section of the file such that the game crashes with an error if it is used to replace INDIAN.GNC.