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Tomb Raider: The Last Revelation

From The Cutting Room Floor
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Title Screen

Tomb Raider: The Last Revelation

Also known as: Tomb Raider IV: The Last Revelation (Germany/Japan)
Developers: Core Design, Westlake Interactive (Mac)
Publishers: Eidos Interactive (US/EU), Capcom (JP), Aspyr Media (Mac)
Platforms: Windows, PlayStation, Dreamcast, Mac OS Classic
Released in JP: July 19, 2000
Released in US: November 24, 1999
Released in EU: November 19, 1999


AreasIcon.png This game has unused areas.
DevMessageIcon.png This game has a hidden developer message.
ModelsIcon.png This game has unused models.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article

In the fourth installment of the series, you start as a surprisingly well-developed adolescent Lara Croft on a quest to find the Iris with her mentor. Things quickly go awry as Lara "accidentally" unleashes the evil Egyptian god Set into the world. The adventure centers around her trying to seal Set again before the world is destroyed. It follows the same scheme as the other Tomb Raider games: low polygons, engaging puzzles and crouch-in-corners-to-warp glitches that can be used to go out-of-bounds.

Hmmm...
To do:
Flip out of crawlspace animation and unused Von Croy dialogue in 1st level.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info


Item Models

The level file contains several unused and early object meshes distinct from those in the other levels, including red flares à la the previous games, an entirely different crossbow model closer resembling a harpoon gun, and an alternative shotgun mounted with a flashlight.

Unused Level

Hmmm...
To do:
Describe. I can't compare this to anything, due to not remembering most of the levels.

The Valley Temple, known by the file name joby1b.tr4, is an area that is completely unused. It is listed in the game's script file between the The Sphinx Complex and Underneath the Sphinx levels, though is bypassed with a line of code.

Unused Palace

There is a short palace of sorts on Khufu's Queen's Pyramids. There is no way to access it normally, but it's just one jump away from being reached. It's empty on the inside, and the walls' texture is the picture of a woman. The level editor applies this texture by default to any surfaces that the designer does not specify, so it also appears in other unreachable parts of the Giza levels.

(Source: Tomb Raider Forums)

Unreachable Medipack

In KV5, there's a medipack on a platform between two pillars. The first and second PS1 versions have the collisions set up incorrectly on those pillars, making climbing them impossible. The first PS1 version doesn't have this medipack, but the second version adds it; unfortunately, this version didn't fix the collisions, so, while it is there, it cannot be reached. The 3rd PS1 version and all PC versions fully fix the medipack. YouTube video showing the medipack in question.

Developer Message

Hidden within the game's executable file is a message from programmer Richard Flower at 4B3B8A (Windows) or E9D42 (Mac data fork):

Tomb Raider IV - The Last Revelation  -- Dedicated to my fiance Jay for putting
up with this game taking over our lifes,my step sons Craig,Jamie & Aiden (Show
this to your mates at school, they'll believe you now!!),also for my daughters
Sophie and Jody - See you in another hex dump - Richard Flower 11/11/1999
(Source: mathew9r)

Version Differences

There are 4 versions. There's the first version, on the PS1 only, with some missing content- oddly, this is the version available for download from the PlayStation Network. Then there's the second one, also exclusive to the PS1 that changes the following:

The third version is the final one on the PS1 and the first one on the PC.

  • General
    • A game over message was added, allowing the player to directly re-load a saved game upon death, instead of being ejected to the title screen.
    • On the PS1, 7 save slots are available instead of 5 as before.
    • The Statistics screen reads "0 Days" instead of "0Days", although this minor bug only affected the first few levels in previous releases.
  • Angkor Wat
    • Von Croy's tutorials can no longer be skipped with the Look button on the PS1.
    • A door was added right after the swimming tutorial, fixing a minor sequence break in which Lara could avoid letting Von Croy cross the bridge, but still trigger the next tutorial cutscene.
  • Tomb of Seth
    • Shotgun shells were added to a slope early in the level.
    • The geometry in the 3rd secret area (round room with circling spikes) was modified to include more platforms, making it easier to exit the room without losing health.
    • The 3rd secret includes an extra block in the reward room, and removes a scorpion. It also contains the Uzis instead of the Shotgun.
    • Decorative spikes were added to the Sphinx room (although they are still lethal if encountered).
    • The 5th secret area has wideshot ammo- this area was conspicuously empty in the previous versions.
    • 3 scorpions were added to the hallway leading to the Sands of Time sculpture.
  • KV5
    • It fixes the collision detections on the medipack's platform.

The final version is PC exclusive, i.e. the 2nd PC version, and it adds rocks to the end of the driving section in KV5, to stop players from blazing through.

Platform Differences

Compared to the base PC version, the PlayStation and Dreamcast versions differ in the following ways:

PlayStation

  • Audio is enhanced, featuring reverb and echo effects. The code to enable them still exists in the PC version, though they are not compatible with the majority of modern PC's.
  • Lara leaves footsteps on certain surfaces.
  • Bump mapping and volumetric effects (fog) are absent.
  • While in look mode, Lara's model does not turn translucent when it obstructs the camera.
  • The pause menus display a static background with a unique cross-hatched pattern, instead of overlaying on top of the action, due to technical limitations.
  • In the Lost Library level, a fire spirit is triggered at a different, earlier time: it appears once Lara solves the fire switch puzzle. This appears to be its intended behavior, as a water pool is placed nearby in a location that is made redundant by the PC version's exclusion of the enemy.

Dreamcast

  • Lara casts a dynamic shadow that is affected by light sources. This feature was created exclusively for the Dreamcast version, unlike most other differences which exist in all of the code.
  • Additional bump maps were added to various textures throughout the game.
  • This version includes an art gallery accessed through the Options menu. It contains 32 pieces of concept art and renders, most of which are unlocked by playing the game. The gallery also plays Paul Oakenfold's "Perfecto Remix Dub" of the game's main theme, which is again a track exclusive to this version.
  • The game's controls are modified to suit the Dreamcast controller's additional analog stick, as well as its lack of secondary triggers and a Select button.
    • There is a single unified pause menu that resembles the pause menu on the other versions, but with an additional "Inventory" option. Selecting it takes the player to the item selection menu that is normally accessed with Select on other versions.
    • The D-Pad is used to move at running speed, while the analog stick handles walking and side-stepping. An "Analogue Control" option allows the player to swap the two.
    • Look mode can only be controlled by the analog stick.
    • The right trigger serves the dual purpose of sprinting and crouching, depending on whether Lara is moving or not. As a side effect, one of the moves available in the other versions - rolling from a sprint directly into a crouch, with a special animation - is not available on the Dreamcast version.