The Sims (Windows)/Oddities/Early Builds Artifacts
This is a sub-page of The Sims (Windows)/Oddities.
The forgotten remnants of The Sims ' prerelease stages haunt Sim Lane, if one looks closely.
Contents
Smiley.bmp
Smiley.bmp, a placeholder design of the Friendship icon seen in pre-release builds, can be reactivated in the Select-A-Family menu. Strangely, it is a photograph of a real person — probably a developer. One's able to activate it by holding ⇧ Shift as they click on the Select or Create Family button on the Neighborhood Screen.
The "programmer art" was once the User Interface's household name, in earlier builds.
8 Sim Lane
8 Sim Lane, when viewed through the map_edit
cheat code or in its isolated thumbnail, has notably rougher edges, consistent with the appearance of a slightly earlier rendition of the neighborhood view. However, in the neighborhood’s final version, that specific area appears much more flattened out, even though this wasn't carried over to the lot's final layout.
Intro Video
The intro video for the Base game up until the Vacation expansion is a compressed and edited version of the E3 1999 teaser. Being this old, it contains a lot of footage from various builds.
A rather haphazardly edited version of the video was used in the Unleashed expansion, with new scenes added to show off new features, before it was removed entirely in the following Superstar expansion.
Early low-end sofa and unprepared meal sprites. The interaction queue also has a different pale thumbnail background color.
Oval food servings, and early sprite of the microwave object. Again, there's an arrow-shaped Plumbob, that quivers the more "stressed" the Sim becomes, unlike its final counterpart.
More oval food servings. The individual plates also seem to be moderately offset in relation to the Sims, causing an unsettling feeling they eat the dining table, instead. The table itself appears to be in a slightly different design. Contains an early design of the relationship point icon. Sims talk about
Spooky Stuff
, a scrapped interest.Early mid-end TV and computer desk (sold as a desk + PC combo, rather than being separated Buy Mode items!) designs, as well as an alternate skin for a used dining chair. Here, two Sims
Shove
; the base game unknowns this interaction. It was later repurposed in the Hot Date Expansion Pack.Final design of the active character indicator, although it still uses an early trembling animation. Early, overdetailed puddle sprite close to the bathtub. White railing appears in an early design.
Interaction queue has a different pale thumbnail background color. Early design of the middle-end TV and dining chair. Also shows a late design of a scrapped orange chair.
Early speech balloon icon for the Politics talk topic, portraying Abraham Lincoln, as well as the Sim next to the stereo object running a test animation, used as a motion-capturing experiment — still present in the game's files. Rare sight of a flower tile intersecting with a Buy Mode item, in this case a fountain, which is shown here in an early design. The tree in the upper right corner appears to be intersecting with the floor tile, which is not possible in the final game.
Earlier biker head texture, wearing a blue bandana instead of red. He is juggling to a female Sim of entirely removed head and body, both of which appear to belong to Samantha, a character used in a 1998 demo of the game.
Versions
ross
and sam
Prefixes
In the directories that contain the Sim animations, six files are prefixed with ross
and sam
- such as ross-walking-loop, the animation for the default Sim walk.
These are incidental references to much older development builds of the game - a safe guess would be the Steering Committee demo, compiled nearly two years prior to The Sims ' first release, as two of the three characters that star in its tutorial scenarios are characters that go by the names Ross and Samantha, one of the few Sims that were created for the game back then.
Jazz
In various BHAV and string resources for the stereo object's file, "Jazz" is often mentioned. But that's because it is the early name for what the final build calls the Latin radio station.
Sound strings | ||
---|---|---|
ID | String | Context |
7 | stereo_jazz_cheap |
|
8 | stereo_jazz_exp | |
9 | stereo_jazz_mod |
Early Object Sprites
Some events, like carpools and phone calls, are handled by controller objects. Each one of the playable lots have copies of these, with their graphics hidden. When made visible, the graphics depicting them are older versions of objects commonly seen in pre-release media.
Unknown Faces
30 September 1999 14ː18
The game has fail-safe graphics in case certain resources can not be rendered in the game, including icons like UnknownRel and UnknownFace.bmp. This compensational effect is also known as Upside-down Lady Syndrome by fans.[1][2].
While, at first glance, they appear to be ordinary error handlers for missing portrait textures, they're actually vertically flipped thumbnails of pre-release characters that the final game has no remnants of: The Duchess and Sigmund Silver.
Setup Leftovers
There are many oddities in one of the setup's background images, specifically the Base Game's 377.bmp image. Someone resembling Betty Newbie is seen insulting a person with a talk balloon, when no balloon accompanies insulting in the final game. It's also showing a Sim talking about an unused conversation, specifically, one depicting a falling missile.
This Falling Missile topic is found in pre-release media.
100th Day Easter Egg
The 100th Day Easter Egg, with Charles London and Eric Bowman, show segments from older versions of the game.
team_ericb
- The wooden sign, at the image's bottom-left, is in a very early state. The game's manual has a similar screenshot in higher quality, so we can infer that the signs reads THE SIMS. It's much smaller, and uses a plainer font than the final game's stylized logo.
- The pre-made Goth household is missing.
- The View Web Pages button, at the image's upper-right corner, has an earlier Ethernet cable icon.
- Pre-made houses use an early, saturated blue roof design instead of the final's greyish color. Similarly, the mansion's roof, at the image's upper-right corner, has a redder hue than its final, orangeish counterpart.
team_charles
Indistinct text is seen above the Friends counter. Because of a similar image in the manual, we can safely infer that the text is the family's last name. This space is void of text in the final game.
Early Localization
The original US release supports US English
and Spanish
languages only. However, it has all the resources needed for all regions, and contains preliminary translations for 14 languages. Among these are: Thai
, Traditional Chinese
and Dutch
.
Some ID's (e.g. Japanese
) contain English strings for an unfinished version of the staff roll, close to near-final builds. Some of the localization team are not mentioned, and some core team members are credited in a humorous way, though not as heavily as in the even older credits roll.The Brazilian Portuguese
, Simplified Chinese
, Polish
and Swedish
ID's for these early strings were actually translated and, later, used.
Early | Final |
---|---|
SIMULATION GOD ENGINEER Jamie Doornbos GRAPHICS GURU ENGINEER Eric Bowman ENGINEERING Patrick J. Barrett III Don Hopkins David Oester Trevor Perrin Alex Zvenigorodsky |
SIMULATOR ENGINEER Jamie Doornbos GRAPHICS ENGINEER Eric Bowman ENGINEERS Patrick J. Barrett III Don Hopkins David Oester Trevor Perrin Alex Zvenigorodsky LOCALIZATION TESTING Gregory Touilliez, Alvaro Corral, Dirk Vojtilo, Natasja Hagemeier, Giulio Marchionni, Sami Valkama |
Early Lot Names
The ability to name and describe lots wasn't implemented until the Hot Date expansion, but the original base game has a few house files with internal names that match those of the scenario houses in the Steering Committee Demo build. You would then think these particular houses started off in development as clones off of the old scenario houses.