The Stanley Parable
The Stanley Parable |
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Developer: Galactic Cafe This game has unused animations. This game has a prototype article |
Oh wow. Sometimes, you have no idea how morbid the things in these pages can be. This page contains content that is not safe for life, whether it be you or anyone in proximity to you. Such as: A drawing depicting someone setting fire to an orphan. |
To do:
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The Stanley Parable is a game about choice, a British narrator, and the lack of (or, alternatively, the inclusion of) free will in video games. It's...hard to explain, to say the least.
An expanded version, The Stanley Parable: Ultra Deluxe, was released in 2022.
Contents
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Hidden Developer Text
- 4 Console Easter Eggs
- 5 Old-School Cheats
- 6 Unused Commands
- 7 Player Model
- 8 Unused Animations
- 9 Leftover Entities from Portal 2 and Half-Life 2
- 10 Unused Audio
- 11 Unseen Model Detail
- 12 Unused Map Element
- 13 Hidden Inaccessible Room
- 14 Inaccessible Platform
- 15 Unused Baby Game Ending
- 16 Unused Escape Pod Area
- 17 Unused Not Stanley Ending
- 18 Oddities
- 19 Revisional Differences
- 20 References
Sub-Pages
Prototype Info |
Unused Graphics
Loading Dock
Except for the words "LOADING DOCK ABCDE", this image is entirely unused. It features an early sign for the Mind Control Facility and an altered line of the opening text that replaces Stanley's name with "Loading Dock A".
Minecraft Nodraw
A Minecraft version of the "Nodraw" Hammer tool. Stored with the Minecraft graphics.
confusion/nothingmore
Likely a placeholder text referring to a scrapped part of the Not Stanley Ending. Oddly, this texture is located in the confusion folder.
Happy Screen
A partially unused (and very happy) screen for the monitor room. In thestanleyparable/maps/map_two.bsp (down the elevator in the Confusion Ending), A tiny portion of this texture can be seen in employee 535 in the monitor room.
Clippy Screen
Although this screen is used (it appears above employee 001 in the monitor room), it's almost impossible to see Clippy or what he's saying, even when standing right below it in the Confusion Ending.
Secrets!
A message from developer William Pugh teasing creator Davey Wreden.
museum/freedom
An unused picture of an unknown area in the game.
museum/overview
An unused texture of what's likely to be an early version of the labels in the museum. Notice the word "CORRIDOR" is misspelled as "CORIDOOR".
museum/endings
An unused texture like the above, but for some of the endings.
Many leftover Portal 2 textures are scattered around the materials folder, including chapter previews, co-op HUD icons, and GUI elements from the Robot Enrichment store.
Linux Screenshots
The Linux version of the game (Tea Edition) adds four screenshots to the game's directory - one 512×384 TGA, one 512×384 VTF, and two 1920×1080 JPEGs. While the TGA and VTF files appear to be normal screenshots of the game (albeit in... unusual formats for screenshots), the JPEGs are screenshots of The Raphael Parable, a fan-made mod for The Stanley Parable.
Hidden Developer Text
- In an extremely interesting feat of programming, the developers left a peculiar little file in thestanleyparable/bin/README.txt, which contains the word "sup". In the demo, this includes "hi timmy!" instead.
- client.dll which is also in the same directory contains a message:
PLEASE STOP LOOKING AT THE GAME BINARIES. THANK YOU.
- In the game's default configuration file, one of the last lines includes a comment:
name "Gran PC" // that's me! <3 you all!
- In the facepunch_brushbased.vmt material file, this message can be found:
// Hi FP!
- In the dev/cabinets.vmt material file, another secret message was included:
"%keywords" "SECRETS SECRETS WILLIAM IS GOOD AT HIDING SECRETS"
- In the overlays/coffee3.vmt material file, yet another secret message was included:
"%keywords" "IF YOU FIND THIS DONT SHOW THIS TO DAVEY OR ILL GET YOU - WILLIAM"
- In the materials/museum directory, there's a folder containing labels of every sign in the museum called banjoandkazoo, which is an obvious reference to a game about a friendly bear and his bird friend.
- Additionally, one of the material files is called gruntilda.vmt, also a reference to the antagonist of the said game.
- In the same folder, nearly every material file includes this message, again the same reference to the secondary antagonist of the said game:
"%keywords" "NO NO KLUNGO YOU STAY HERE, I'LL BE BACK HAVE NO FEAR!!!"
- In the scripts/vscripts/keypad/keypad_control.nut script file, level designer Collin Eddings inserted a couple of messages, starting with a not-so-kind comment:
//Attaching buttons to their position on the model //EntFire(ent_b0,"SetParentAttachment","b0",0); //EntFire(ent_b1,"SetParentAttachment","b1",0); //EntFire(ent_b2,"SetParentAttachment","b2",0); //EntFire(ent_b3,"SetParentAttachment","b3",0); //EntFire(ent_b4,"SetParentAttachment","b4",0); //EntFire(ent_b5,"SetParentAttachment","b5",0); //EntFire(ent_b6,"SetParentAttachment","b6",0); //EntFire(ent_b7,"SetParentAttachment","b7",0); //EntFire(ent_b8,"SetParentAttachment","b8",0); //EntFire(ent_b9,"SetParentAttachment","b9",0); //...wait... //Just kidding. Thanks Valve. You broke func_button's so they don't work on model attachments. You totally ruined my weekend there. I'm leaving this //script in here for the whole world to see! Or, rather, a very very small fraction of it who actually hunts around in VScript files. Why are you even //looking at this anyway? Go play outside. I've never been, but I've heard most of the buttons out there actually work when they're attached to things. //Alright, alright, you came here for the vscript. There's no stopping you, is there? WELL JUST GO AHEAD THEN. SEE IF I CARE.
function TurnOn() { // EntFire(ent_b0,"Unlock","",0); // EntFire(ent_b1,"Unlock","",0); // EntFire(ent_b2,"Unlock","",0); // EntFire(ent_b3,"Unlock","",0); // EntFire(ent_b4,"Unlock","",0); // EntFire(ent_b5,"Unlock","",0); // EntFire(ent_b6,"Unlock","",0); // EntFire(ent_b7,"Unlock","",0); // EntFire(ent_b8,"Unlock","",0); // EntFire(ent_b9,"Unlock","",0); // Oh yeah, and heaven forbid I try to lock a button while it's pressed down! That was a fun one to work around, too.
- The script file concludes with a final comment apologizing to the reader.
//Sorry for getting all fussy up there. I love you Valve.
Console Easter Eggs
Certain commands entered into the developer console will result in Easter eggs instead of actual development things:
_430_disable
- Presumably would disable the Click on door 430 five times achievement, but just outputs "heck no!" to the console._u
- Based on its name, it would seem to give you the Unachievable achievement, but it instead outputs "Hey don't you even try" to the console. Despite this, there are ways to get this command working.bark
- Barks whenever you click on anything. The bottom-right corner of the whiteboard in the Whiteboard Ending mentions this Easter egg.hideous
- Opens a Steam Overlay web browser window pointing to the Official Team Fortress 2 Wiki, opened to a random hat that Hideous (one of the 3D artists who worked on The Stanley Parable) contributed to.imabird
- Enables the "flight" effect from the downstairs path/Mariella Ending during normal play.raphael
- After entering this, every line of narration will be replaced with "Stanley.", about a gleefully caustic teaser trailer wherein the Narrator responded to an email from a chap named Raphael.sv_cheats 1
- When entered into the full version, instead of enabling cheats, it will whisk you away to a secret map to get a stern talking-to from the Narrator, about why the player has forcibly entered the command, reasoning that the player will break the game. Repeat two more times for additional dialogue. In the demo, however, it simply outputs "Why?", meaning the command was unfinished.tsp_bosspass
- Outputs "denied!" to the console.tsp_bossskip
- Also outputs "denied!" to the console.tsp_boxes
- Again outputs "denied!" to the console.tsp_broompass
- Yet again outputs "denied!" to the console.tsp_buttonpass
- Can you guess the output? Correct! It's "denied!"tsp_countpass
- Still "denied!"tsp_lightstyle
- This, however, outputs "nope" instead.tsp_loungepass
- And this outputs "denied!" just like the others.tsp_reload
- Outputs "yeah no" to the console.tsp_start
- Equivalent to the_u
command, it outputs "Hey don't you even try" to the console.zaxis_increase
- Increases the chance of starting the game with different office variants (narrator's starting dialogue, altered office layout and design, etc.) Additionally, it outputs "Cheating is no fun - do you need a chat with the narrator perhaps?" to the console. Z-axis (or Zaxis) is an internal name for a routine code that handles and randomly chooses the office variations with every restart.
Old-School Cheats
There are a couple of secret commands that can be entered during gameplay, instead of in a console, that enable Easter eggs:
- Typing
facepunch
during gameplay will replace most of the game's textures with a hand-drawn sketch of the Facepunch Studios logo. This is a shoutout to the Facepunch forums, where most of the development team originated. - Typing
secret
on the title screen, then clicking the "Credits" button will play a very silly kazoo song over the credits. - Typing
vinh
during the Credits makes Kevin Macleod's Who Likes to Party play, along with pictures of the Employee of the Year to scroll across the screen.
Unused Commands
+coop_ping
- The ping tool which is also unused in Portal 2. This temporarily sprays a red X on the wall and brings up no menu when used in the game The Stanley Parable's engine is based on.ent_create_portal_/paint_bomb_*
- Portal 2 "ent_create" Developer commands. Sadly, the Gels were removed from The Stanley Parable's source code.mp_usehwmmodels/vcds
- Team Fortress 2 console commands for Hardware Morph.portal_(insert argument here)
- Portal commands.tf_(Arena Mode and Escort)
- Team Fortress 2 Arena Mode commands. Mentions Escort commands as well.tsp_enablemenunarrator
- Judging by the Museum Ending and the different iterations of the Zending, this command would have been activated upon getting to that specific ending. Its sound file narrator/zen_final_escape.wav is missing, but there is a closed caption saying "No please- Stanley, don't quit- I'm asking you, please- don't take this away from me!", in which the Narrator would plead with Stanley not to quit the game and take his happiness away when pausing the game. Surprisingly, this console command also exists in the Demo.tsp_seriouspass
- Found in thestanleyparable/maps/seriousroom.bsp, this command would seem to increment the counter that tells the game how many times the player tried to activate cheats. However, it no longer exists in the game, and its incremental counter was merged withsv_cheats
instead.
*References the cubes. **The game used Portal 2 as the base engine and source code. Maybe the devs spotted the Gels and removed them from the game's source code.
Hidden/Unused Inputs
forcebackwardswalking
and allownormalwalking
: These inputs for the player entity configure whether or not only to allow backwards movement. Why they're in The Stanley Parable is because two months before release, the development team was also working on Davey's next game called The Beginner's Guide, using the former as a base by running the maps in The Stanley Parable.[1]
Player Model
The player model used for "Stanley" is not actually the model for him, but instead is the model for the unused Portal-like Chell found in Portal 2, without proper textures and no functional animations other than the reference pose. This is because she was not properly set up for use with the animations, as they were made for Chell's Portal 2 model.
Unused Animations
Picture Frame
The picture frame model, located in thestanleyparable/models/apartment/picture_frame.mdl, holds 8 animations, with one of them, BindPose, being the only used. The unused ones are folddown, spin01, spin01idle, spin02, spin02idle, spin03, and spin03idle. Each animation performs uniquely except for spin03idle since it is a duplicate of BindPose.
folddown snaps the picture frame below its origin. This is a leftover animation from another unused picture frame model from Portal 2.
spin01 transitions the picture to another like a prismatic, three-message display. The displayed picture is an unused gray texture.
spin02 transitions from a gray texture to the unused picture of the mind control facility based on the Half-Life 2 mod.
spin03 transitions back to the picture of the boss's office.
Mariella
Mariella has an unused animation, depicting her covering her mouth while frightened.
Unused | Used |
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Leftover Entities from Portal 2 and Half-Life 2
- npc_personality_core: Hey, at least the personality cores are still here, including Wheatley! Materials and models required.
- npc_security_camera: Aperture Science's security cameras are also here, and they too still need their model and textures!
- prop_testchamber_door: Test chamber doors from Portal 2 are also here, and they too still need their model and textures!
- prop_linked_portal_door: Linked test chamber doors from Portal 2 that were used during the development of Portal 2 are also here, and they too still need their model and textures!
- prop_wall_projector: Hard Light Bridges from Portal 2 are also here, and they too still need their model and textures!
- prop_tractor_beam: Excursion Funnels from Portal 2 are also here, and they too still need their model and textures!
- npc_turret_floor: The Combine Turret (no, not the Portal one) works perfectly in this game, save for missing sounds including model and textures. However, it also lacks the AR2 tracer effect since it isn't precached, resulting in red Xs emitted where the gunfire should be.
- npc_wheatley_boss: "WheatDOS", another variation of Wheatley, this time in GLaDOS' Central Core. Same with the original Wheatley. He creates rendering errors when spawned since the model isn't specified from spawning him in-game.
- prop_button: The Aperture Science Switch is in here too. It still has programming for instructor hints but lacks localization texts in The Stanley Parable.
- prop_floor_button, prop_floor_cube_button, and prop_floor_ball_button: The Super-Colliding Super Button, Cube Button, and the Ball Button all exist in The Stanley Parable's code.
- prop_weighted_cube: The Weighted Storage Cube from Portal 2. Its programming still has the instructor hint for picking it up, though that is missing from the localization files for The Stanley Parable. A related file thestanleyparable/models/props/metal_box_fx_fizzler.mdl was also left over and unused. While the Games Ending does include a cube, it's implemented using a prop_physics like in the original Portal, leaving this entity unused. The Weighted Companion Cube and its other variants also exist but require their own models and textures.
- prop_portal: The portals. Gosh, the devs really need some learning on removing Portal 2-esque entities.
- weapon_smg1: The SMG1 from Half-Life 2. Does not have the ammo entities. Like the player input for only allowing backwards movement, this weapon was intended for use in The Beginner's Guide. This applies to the Paint Gun, but without gels, referencing Half-Life 2 sound listings. They are usable both in the demo and full game, as the code was accidentally included in the "bin" directory's DLLs.
- npc_hover_turret: The original Hover Turret from Portal 2's development! It functions like the one in Portal 2 with no model or texture. Fan-made fixes also work. The Stanley Parable has a lot of removed effect textures and sounds so this iteration of the Hover Turret is slightly less functional, but more or less the same.
- prop_glados_core: The core NPC from Portal that was leftover in Portal 2 and now seen in The Stanley Parable, you will need Wheatley's model and textures for this to work but like in Portal 2; it spawns a Portal 2 core that cannot be picked up but does have physics. This was how it acted in Portal but had the correct model. If you put the Portal model in The Stanley Parable or Portal 2, it will still have the Portal 2 design. You'll need to create or play a map with the core NPC to pick it up. And then you'll see that the lines are missing in both games.
- item_suit: The HEV Suit from Half-Life 2. Like the one in Portal 2 it's missing the model and textures; You can walk into it and "equip" it. There is no Half-Life 2 HUD or anything similar.
Unused Audio
Unused Narration
An unused narration is meant to play in the Playtest Ending after dropping into the hole. However, these lines (except the third) and their soundscripts are called PlaytestFinale_1_00 and PlaytestFinale_2_00 respectively, whereas the actual map is looking for PlaytestFinale_1 and PlaytestFinale_2. Because these quotes are played from ambient_generic entities and the third quote has no inputs or outputs to ensure it too plays, it goes completely unused.
"No, wait." | |
"Stanley? Where are you? Don't go anywhere, I c- I can't follow you there, I can't help you!" | |
"You need to come back! You need to- no, ju- just stay there! I'll find a way to get you out!" |
In turn, this unused dialog from the Museum Ending hints at its original similarity to the mod. The standalone game instead has Stanley fall into the machine.
"And so he entered the chamber and stepped into the machine." |
An unused alternative dialog would have been played in the Playtest Ending after the player solves the "critical thinking" puzzle.
"Hahahahaha! *clapping* Genius!" |
Truncated Narration
Although they are technically used, the game cuts these voice lines off due to specific events.
Confusion Ending
"Well, in the meantime, if you do happen to have a-" | What the narrator is meant to say in full. | |
"Well, in the meanti-" (LOUD BUZZER) | What the player can hear in-game. |
Incorrect Ending
"Speak! Say something to me! Explain yourself! You coward!! You-" | What the narrator is meant to say in full. | |
"Speak! Say something to me! Explain yourself! You coward!!" | What the player can hear in-game. | |
"It would have been so perfect. I worked so hard on it. I tried so hard to make-" | What the narrator is meant to say in full. | |
"It would have been so perfect. I worked so hard on it. I tried so hard-" | What the player can hear in-game. |
Apartment Ending
"And I tried again. And Stanley pushed a button. And I tried again. And Stanley pushed a button. And I tried again. And Stanley pushed a button." | What the narrator is meant to say in full. | |
"And I tried again. And Stanley pushed a button. And I tried again. And Stanley pushed a button. And I t-" | What the player can hear in-game. |
Museum Narration
In the Museum Ending, a large room is dedicated to unused narration takes that are not otherwise heard in the game. The narration can be found in the "echoroom" folder in the game's files.
Confusion Ending
"Now then, this elevator for sure would get him right back on track to where he was supposed to be in the story." | |
"Where were all of his co-workers? Oh, I don't know, how about... they're throwing a surprise party for him for all his button-pushing. Does that sound plausible to you?" | |
"Oh, for crying- is this that other building?" | |
"Hmm, let's see. Stanley walked through the green door." | |
"Nothing there? Shoot. Well, try the other one, then." | |
"Still nothing? Hmm. I don't know. Well in that case, tell you what, you win. Congratulations. You did it. I know you put in a lot of hard work, and it really paid off. So, good job. [pause] Hmm, what do we do now? I don't- Stanley, where are you, right now? Wh-Where am I? I'm- I'm trying to figure out, but I- I can't- Stanley? Who am I? Can you speak to me? Please talk! Have we done this before? Have we been in this room before? How many times have we done this? How many times have I said these exact words? Say something, anything! Help me Stanley, I don't know who I- what I- I- Stan- Stan- help- don't-" |
Monitor Room
"When Stanley came to the lift, he traveled upward to the power source at the top of the facility to end this injustice forever." |
Games Ending
"Now look closely, Stanley. See how it's impossible for the player to do anything in this room? Perfect example of poor level design. Textbook mistake. It's the kind of thing you pick up on intuitively if you had even the most fundamental understanding of good and bad game design. But of course, you being you, you'll probably spend the next hour trying to solve it. Here, I'm just going to make this easy on you." |
Zending
"Stanley pushed the number six." | |
"Then he pushed the number four." | |
"Then he pushed the number eight." | |
"And finally, he pushed the number six." | |
"And finally, he pushed the number nine." | |
"Stanley walked over the bridge." | |
"Stanley pushed the big red button." | |
"Stanley pushed the orange lever." | |
"Stanley jumped in the river." | |
"Stanley stood on the roof." | |
"Stanley stood on the snow." |
Unused Sound Effects
Located in the thestanleyparable/sound/ambient/levels/canals directory are some unused sound files labeled headcrab_canister_ambient. These sounds were supposed to play randomly from the Weighted Storage Cube similar to the original Portal. However, they fail to play during the Games Ending in The Stanley Parable because the sounds are not precached upon loading the map.
Unused Music
One piece of music (officially called Anticipating Stanley) goes unused in The Stanley Parable, though it is used in the demo.
Unseen Model Detail
Hidden inside Stanley's head are his teeth with broken textures. Since Stanley never opens his mouth, this detail goes unseen.
Unused Map Element
In thestanleyparable/maps/map1.bsp, a leftover logic_relay, internally named clock_relay, exists in the phone room which sets up an input/output routine equivalent to the timed phone exhibited in the museum. The game never triggers this entity; Its inputs point to nonexistent entities. The only difference between this routine and the one seen in the museum is that when the timer hits zero, warzonetrigger is enabled. This tells that the player would have been taken to the scrapped Warzone Ending instead of the Not Stanley Ending if they refused to pick up the phone. The museum in fact does not mention this!
Hidden Inaccessible Room
At the beginning of the game, an inaccessible pitch-black room is located near Stanley's office and is hidden without going out of bounds. For some weird reason, the game always crashes when attempting to noclip out of bounds. Circumventing this issue would require only one of these command variables to be typed "r_drawstaticprops 0" or "r_farz 1000" before going out of bounds (sv_cheats not needed for both). When it's safe to do so, revert the command variables to their default value "r_drawstaticprops 1" / "r_farz -1". Inside the room is nothing, but when viewed in the Valve Hammer Editor program, there lives logic entities such as logic_relay, logic_choreographed_scene, etc. This set of entities controls the random office variations with every in-game restart, internally known as Z-axis (or Zaxis). Thus, it is very likely that the room is created to place the entities inside for organizational purposes during development.
Inaccessible Platform
There is a normally inaccessible platform above the Countdown Room of the Mind Control Facility that can be reached with the console command "ent_teleport player" (sv_cheats not needed). It has catwalks that lead to three locked doors that lead nowhere (as they are really just walls) and a computer that does nothing. This was likely a remnant from an earlier version with the power control located above the main room rather than in a separate room, as in the original mod. In fact, an early version of the room seen in the Museum Ending shows an elevator.
Unused Baby Game Ending
The map for the Baby Game includes entities to implement an unused, simpler version of the ending obtained after playing the Baby Game for four hours. There is an env_fade entity that fades to white and a series of game_text entities that display text in the game's default font:
Unused | Used |
---|---|
Unused | Used |
---|---|
Unused | Used |
---|---|
Unused | Used |
---|---|
[game restarts] |
These entities are present in the map file but have no inputs or outputs, so the game never triggers them. The entity names are similar to the ones in the used ending: whitefade and finaltext[1-3] in the unused ending, whitecamera and finaltextb[1-7] in the used one.
Unused Escape Pod Area
During the Not Stanley Ending (A.K.A the Incorrect Ending or the Real Person Ending), when the player reappears in a tumbledown two-door room, there is a dark, unfinished area behind the room that cannot be seen nor accessed without using the console command "mat_fullbright 1" and noclipping. This unfinished area shows rubbles and debris featuring destroyed remains of other structures in the background, like the warehouse and the boss's office. There is also a hole that does nothing when fallen through since no trigger-based entities exist in this area. The developers decided to block access to the area rather than bothering to remove it entirely. Some unused entities are present, albeit disabled and without inputs/outputs:
- 5 env_shake entities destroyedrumble[1, 4, 5, 7, 9]
- env_projectedtexture entity escapepodrevealprojtex
- env_sprite entity escapepodrevealsprite
- ambient_generic entity escapepodrevealprojtexsnd
Interestingly, the last three entities have an internal name that begins with escapepodreveal, which implies that there should be an escape pod in this area. The env_projectedtexture entity is pointed directly toward the hole, suggesting that the escape pod should likely emerge from it. The ambient_generic entity plays a sound file vfx/light_flicker/light_flicker_06.wav that does not exist in the game's directory.
Unused Not Stanley Ending
The map for the Not Stanley Ending includes two unused env_message entities, labeled sntimer_wehavenothing and sntimer_num, and one unused logic_script entity, labeled sntimer_script. These entities indicate that the player reappears above the two-door room, and instead of rolling credits, the game displays a message on the screen telling that the game has nothing left to show the player, starts the one-minute countdown, and restarts.
Unused | Used |
---|---|
Unused | Used |
---|---|
Unused | Used |
---|---|
Oddities
- Using the Sub-Machine Gun (Half-Life 2) or Paint Gun (scrapped Portal 2 entity), the E key and MOUSE1 button are both forced to fire and use. This results in bizarre actions, taking over the game.
Map Oddities
map1.bsp | incorrect.bsp |
---|---|
In thestanleyparable/maps/map1.bsp, the inaccessible room in the warehouse has some crates with one of them, labeled 432, full of pencil sharpeners. However, they are simple cardboard boxes in thestanleyparable/maps/incorrect.bsp.
map1.bsp | incorrect.bsp |
---|---|
The three dots are on the wall in map1.bsp, but absent in incorrect.bsp.
map2.bsp | map_two.bsp |
---|---|
The monitor room has a couple of differences when contrasting map2.bsp (first two buttons pressed) and map_two.bsp (down the elevator in the Confusion Ending).
- The spotlight effects are missing.
- Two screens on the right (employee 427 and 432) display a different image.
- The lighting is slightly different.
- Some objects (papers, boxes, etc.) are absent.
Additionally, the other monitor room in theonlymap.bsp (The Adventure Line™ map) is identical to map_two.bsp.
map2.bsp | map_two.bsp |
---|---|
The back side of the monitor room also has a few differences.
- Seven screens in the middle (employee 004, fired employee, four blank screens, and Clippy screen) display a different image.
- The walkway gate is opened in the opposite direction.
In the Minecraft map, this grass block near the cave uses the wrong bottom texture.
Revisional Differences
dump0.tmp
Many of the game's files were initially stored in an encrypted archive at platform/dump0.tmp to prevent secrets from being discovered too quickly. After a decryption tool was released by a third party, an update removed the archive and placed all the files into the game's content directory.
"Choice" Video
Original | Revised |
---|---|
After a schoolteacher complained, the "Choice" video was changed to show more wholesome values.
Original | Revised |
---|---|
The next slide was similarly edited to show Steven considering setting fire to orphans rather than actually doing it.
Baby Game Ending Monolith
Original | December 27, 2016 Patch |
---|---|
The original version of the Baby Game ending has what the developers call a "weird black monolith" obstructing the text. This is caused by the door for the puppy not closing, which has since been fixed.
References
- ↑ GranPC. (2018-04-01) "[…] we began working on the game around 2 months before shipping Stanley Parable, and in the beginning we just ran the maps inside Stanley. There's a chance there's a small amount of code from Beginner's Guide in Stanley too. Cheers"
The Stanley Parable series
| |
---|---|
Windows, Mac OS, Linux | The Stanley Parable • The Stanley Parable: Ultra Deluxe |
Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X | The Stanley Parable: Ultra Deluxe |
- Pages missing developer references
- Games developed by Galactic Cafe
- Windows games
- Mac OS X games
- Linux games
- Pages missing date references
- Games released in 2013
- Games released in October
- Games released on October 17
- Games released in December
- Games released on December 19
- Games with unused animations
- Games with unused areas
- Games with hidden developer messages
- Games with hidden development-related text
- Games with unused graphics
- Games with unused models
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with revisional differences
- Pages missing publisher info
- NSFL articles
- To do
- The Stanley Parable series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher info
Cleanup > To do
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by content > NSFL articles
Games > Games by developer > Games developed by Galactic Cafe
Games > Games by platform > Linux games
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Games > Games by release date > Games released in December
Games > Games by release date > Games released in December > Games released on December 19
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Games > Games by release date > Games released in October > Games released on October 17
Games > Games by series > The Stanley Parable series