Lieutenant Butterfly (Prototype) Mac OS

With the inspiration of the Xerox Star, Apple launched Mac OS 1.0 and placed the Window Commands/Actions to the Left, since Xerox too had most of their primary controls on the left. However, there hasn't been a pure reason as to why where they placed on the left since no one really cared about UX back then, and it was placed in that place for. Wing Commander III: Heart of the Tiger is the third main game in Chris Roberts' Wing Commander science fiction space combat simulation video game series, developed and released by Origin Systems in December 1994. It was a departure from previous games in the series in that it uses extensive live action full motion video to add an interactive movie-style presentation to the space combat. I received the rank of Lieutenant in January 1987. My main responsibilities were assisting in co-ordination of electronic warfare between the Army, Air Force, Navy and Armscor. I also acted as Secretary of the Electronic Warfare Committee of the SADF. Mac: OS X 10.8, 10.9, 10.10, 10.11; CPU: Intel Core 2 Duo 2 GHz or more; RAM memory: 2GB or more (or more recommended 4GB) HDD: Windows: 14GB or more of free space (NTFS format) Mac: 14GB or more of free space (HFS + format) Installation Media: Windows: DVD-ROM (1 sheet) Mac: Download file.

We just released a Feb. 5 '89 prototype of DuckTales for the NES!
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Fallout: New Vegas

Developer: Obsidian Entertainment
Publisher: Bethesda Softworks
Platforms: Windows, Xbox 360, PlayStation 3
Released in US: October 19, 2010
Released in EU: October 22, 2010
Released in AU: October 21, 2010

This game has unused areas.
This game has unused enemies.
This game has unused graphics.
This game has unused models.
This game has unused items.
This game has unused abilities.
This game has unused music.
This game has unused sounds.
This game has unused text.

Fallout: New Vegas is the fourth (canon) entry in everyone's favorite post-apocalyptic RPG series. Developed by Obsidian, which includes a bunch of folks who worked on the original two games. It was released for Windows, Xbox 360 and PlayStation 3 in October 2010 to positive reviews and extensive bug complaints.

Most of this content can be played with in the Windows version through the use of the console (~) or the New Vegas edition of the G.E.C.K. Some of it requires FO3 Archive Utility and/or NifSkope to view.

To do:
Unused climates Lucky38WorldspaceClimate, NVHooverDamBattleWeather, NVHooverFinalBattle, and NVLegateBattleWeather
  • 1Sub-Pages
  • 3Unused Perks
  • 4Unused Audio
  • 5Cut Quests
  • 6Miscellaneous

Sub-Pages

Unused NPCs
They survived the apocalypse, but not New Vegas' rushed development.
Unused Creatures
Some critters and contraptions that never quite got to roam the wasteland.
Unused Items
All sorts of unused or inaccessible armor, weapons, ammo, keys, and the like.
Unused Maps
Test rooms and other miscellaneous unused areas.
Unused Notes
Text notes from quests that were changed or cut entirely, as well as other random text strings and e-mails.
Unused Dialog
Words left permanently unspoken, either due to impossible criteria or because they were horrible.

Downloadable Content

Dead Money
A LOT of Vera Keyes.
Honest Hearts
Pick your poison.
Old World Blues
Weird skeletons and even weirder old men.
Lonesome Road
The final secrets of The Divide.

Unused Graphics


An unused piece of graffiti hinting at the first New Vegas DLC, Dead Money. This is only unused in the base game and can be seen with the Dead Money expansion installed.


Unused Yes Man faces.


These audio test cells appear as static world objects in the G.E.C.K. There is one for every footstep sound effect in the game.

Checkmark for the boxes

A medical history test. This was used at some point to determine the player's traits. It is done through the menu in the final game. Some of the answers on the test do not have corresponding traits in the final game, either.

Prerelease screenshot showing the preliminary face

An unused ending slide, showing a different, creepier face for House than is used in the final game.

Models for child characters without clothing/armor equipped remain in the game from Fallout 3 (where they could be seen by removing equipment and entering third person when the player character is a child), but can't be seen without console commands or mods in New Vegas.

Unused Perks

Survivalist

This Pip Boy image can be found in the game's BSA but there is no corresponding code. A similarly named perk in Fallout 1/2 increased the player's survival (outdoorsman) skill. There aren't any skill upgrade perks in New Vegas, so this may have done something different.

For the following perks (which are usable in-game), type player.addperk [form id] to give them to your character.

Child At Heart

Form ID: 03142

Seemingly a carryover from Fallout 3, but there are a few uses for it hidden in the game's code (see unused dialogue). Since there are mercifully very few children in New Vegas, it would have been almost completely useless.

DeathClaw Omelet

Form ID: 136e14

Since the criteria for the recipes to work are whether you have the notes, not the perks, this perk does nothing.

Spicy Casserole

Form ID: 1613be505 games terraria 1 3.

Since the criteria for the recipes to work are whether you have the notes, not the perks, this perk does nothing. In the game, the only way to get the casserole made is to ask Ruby to make one for you in exchange for a Radscorpion Poison Gland. The ingredients are Flour, a Jalapeño Pepper, Mole Rat Meat, and a Radscorpion Poison Gland, and it would have required a Survival skill of 30.

Unused Audio

Music

  • Fallout 3's death theme.
  • A piece of music intended for use at night in Legion-controlled territories.
  • 'Hangover Heart' by Hank Thompson is listed in the credits as one of the radio songs, but does not appear in the game, or in the game's files. Likely cut due to licensing difficulties.
  • The complete Fallout 1 and 2 soundtracks are present in the game's files in 128 CBR mp3 (used music is encoded in 192) in the directory DataMusicFallout1and2. The Fallout 1 soundtrack is named and fully tagged in such a way that it looks like it was copied from somebody's home music collection. Several tracks that were not used in New Vegas are included in these files.

Craps

Craps was going to be a casino game at one point. There is little left to support this other than craps tables in the Lucky 38 and the fact that dice rolling sound effects for craps are stored in the exact same naming scheme as the regular casino games. It's unknown if any actual coding for it exists at this point.

Liberty Prime?

These sound effects were found along with other monster voice files in a folder named 'robotlibertyprime'. Despite the folder name, the sounds seem to be someone making goofy hurt/death sounds.

Cut Quests

Big Winner: The Tops

One objective:

Objective IndexObjective
10Visit your private Suite on the 13th floor of the Tops

Chip Provenance

Called 'VChipHistory' internally. This appears to be the remnants of a quest that tracks the ownership of the platinum chip - at one point, it was possible to give it to a faction, steal it back, then return it again. The script file for this quest is incomplete but revealing:

Of note is the variable tracking chip ownership by the Followers - they are the only faction with which the player cannot side in the final game, nor can the chip ever enter their possession.

The House Always Wins

There is no 'The House Always Wins', only parts I-VIII.

Objective IndexObjective
5Talk to Mr. House at the Lucky 38.
10Bring the Platinum Chip to Mr. House
12Recover the Platinum Chip from Benny at the Fort.
20Deliver the Platinum Chip to Mr. House.
25Go to the Basement of the Lucky 38.
26Observe Upgrading of Securitrons.
27Return to Mr. House.
30Use the Platinum Chip to open the secret bunker at Fortification Hill.
31Enter the hidden bunker.
32Upgrade Mr. House's secret Securitron army.
36Report back to Mr. House for further instructions.
40Convince the Boomers to support Mr. House.
42(Optional) Neutralize the Boomers by killing the tribe's leaders.
45Inform Mr. House that the Boomers will support his cause.
47Inform Mr. House that the Boomers have been neutralized.
50Investigate the Omertas and stop them if their plans oppose Mr. House's interests.
52Inform Mr. House that the Omerta threat has been neutralized.
60Find the Brotherhood of Steel and destroy them.
62(Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood.
64Inform Mr. House that the Brotherhood's bunker has been destroyed.
70Go to Hoover Dam and protect President Kimball during his visit.
72Inform Mr. House that President Kimball survived the assassination attempt.
74Inform Mr. House that President Kimball is dead.
80Go to Hoover Dam and defeat Caesar's Legion.

The House Always Wins V

This quest has an unused stage:

Objective IndexObjective
62(Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood.

It is impossible to negotiate peace between House and the Brotherhood.

The House Always Wins: Lockdown

An unused quest that would have the player locked out of the Lucky 38 for misbehavior.

Objective IndexObjective
10Escape the Lucky 38 until Mr. House's security lockdown expires.
12Escape the Lucky 38 or kill Mr. House as Caesar directed.
14Escape the Lucky 38 or neutralize Mr. House as Colonel Moore directed.
16Escape the Lucky 38 or neutralize Mr. House as Yes Man directed.
18Escape the Lucky 38 or neutralize Mr. House.
20Deliver the Platinum Chip to Mr. House when his 24 hour security lockdown has expired.
30Return to Mr. House when his 24 hour security lockdown has expired if you want to continue working with him.

Its associated script contains the following variable and description:

Infected Brahmin Meat

The Infected Brahmin Meat the player can find in the kitchens of the Ultra-Luxe had an implied use for an unmarked quest which never made it into the game. Unused pop-up messages exist for poisoning the Legion's stew and dog bowls, but the scripts attached to the message are nonfunctional. The slave girl Siri would have been involved in this quest, as remnant dialogue strings indicate. There are also leftover dialogue strings indicating that dropping the infected meat on the plate would result in the death of the Legion's mongrels, but the results of adding it to the stew remain unknown.

IDNameTextMenu Button 1Menu Button 2
FortDogBowlMsgDog PlateMeat intended for the Legion's mongrels is usually dropped onto this plate.Leave the plate alone.Drop the infected Brahmin meat on the plate.
FortPotMsgStew PotThis pot contains ingredients for the Legionaries' stew.Leave the pot alone.Added the infected Brahmin meat to the mix.

Jailhouse Rock

An NCR sidequest involving the unused NPCs Trooper Willis, MP Fretwell, and two unnamed NCR Troopers. There are also two blank sidequests immediately following it, VMS27 and VMS28 (VMS29 is Kings' Gambit).

The Moon Comes Over the Tower

This quest includes an unused stage:

Objective IndexObjective
15Disable the Lucky 38's network encryption from three executive consoles.

These three consoles are located at Camp Golf, H&H Tools Factory, and New Vegas Steel.

My Kind of Town

The quest to recruit a sheriff for Primm has unused variables to allow for the player to recruit a new sheriff after one has been killed off. This is technically impossible on the game's quest engine, as it requires a quest to be completed, then started again. Johnson Nash has a bit of unused dialogue to accommodate this.

Additionally, there is a variable remaining from a time when the method of recruiting an NCR sheriff was through petition. Johnson Nash has something to say about this as well.

Run Goodsprings Run

This quest has an unused variable to set the Bighorners free, presumably to run amok.

This variable can be found in VMS16bQuestScript.

Talent Pool

It seems Bruce Isaac's portion of the quest once involved a bounty hunter, presumably hired by Mr. Bishop. This unused variable can be found in VMSTheTopsTalentPoolScript.

TempMan

Quest associated with Test Man.

The Thorn Mayhem

Red Lucy's PC, likely intended as a component of this quest

At some point it was possible to open the Thorn's cages, releasing the creatures within and causing widespread mayhem. Methods of doing so may have involved Red Lucy's otherwise useless computer terminal, or some unused keys. Unused dialogue was recorded for multiple NPCs' reactions to this event. The quest's script explains in no uncertain terms why it was never completed:

Underpass Water Purifier

The Underpass, located near the mole rat ranch.

An unmarked quest that has the Courier fixing a water purifier in the Underpass, a location north of the Mole Rat Ranch that is still in the game but almost empty (Carlyle St. Clair and a few mad Brahmin live there). This quest would have likely been assigned by an unused NPC by the name of Meg Reynolds. While the quest exists in name and very incomplete script form only, the unused message for solving it is still around:

Viva Las Vegas!

Unused post-endgame stage of the main quest. It has variables for each outcome of the final battle at Hoover Dam, but nothing else.

Quest StageLog Entry
10Independent Vegas stub
20NCR Stub
30Legion Stub
40Mr House Stub

Welcome to Fabulous New Vegas

There are two quests with this name: one of them for a press demonstration, another that tracks dialogue for an unused in-game rendered version of the introductory cutscene. The press demo version has only one stage:

Objective IndexObjective
20Kill the Raiders.

The White Wash

There is an early version of this quest, the quest object itself having been repurposed to hold variables for the final version of the quest, though its original objectives are intact.

Objective IndexObjective
10Speak to Lieutenant Romanowski about the water shortage.
20Check the East Pump Station computer for evidence of a water shortage.
25Talk to Wrench about the water shortage.
30Return to Lieutenant Romanowski with the information you uncovered from the East Pump Station.
35Buy Wrench's Super Tool Kit back from Angelo's Pawn Shop and find out what he knows about the water shortage.
40Catch someone in the act of stealing water from one of the western cisterns.
50Confront Anderson about the water shortage.
60Complete the White Wash to resolve the mystery of the missing water.

World Changes Post-Endgame

There is no post-endgame, the game just ends.

End States for The Strip

Post-endgame content. See above.

Freeside Post-Endgame Content Quest

See above.

Hidden Quest Names

These are not unused, but they still have names you cannot see in gameplay.

  • A Difference of Opinion: This is the name of the quest dealing with Chief Hanlon at Camp Golf. The quest was instead consolidated into Return To Sender.
  • Arachnophobia: Second half of the Camp Searchlight quest, consolidated into Wheel of Fortune.
  • Caesar's Foe: The negative counterpart to Caesar's Favor. Never actually assigned, Legion Assassins just start showing up to kill you.
  • Like Water For Stealth Boys: This is the part of Come Fly With Me involving the Nightkin in the REPCONN basement. Its objectives were consolidated into Come Fly With Me.
  • Limited Access: The NCR equivalent to Caesar's Hire, for mixed NCR reputation.
  • Most Wanted: The NCR equivalent to Caesar's Foe.
  • Stocking Up: Bring holotags to Camp Forlorn Hope.
  • Team Spirit: Bring Legion Ears to Camp Forlorn Hope.

Miscellaneous

Big Guns

The Big Guns skill was removed from the game late enough in development to leave references to it in a few places.

  • Every time a skill check is conducted in dialogue for any or all combat skills, Big Guns is checked along with the other five used combat skills. Neil has one of these checks.
  • Additionally, searching through the texture files reveals that True Police Stories was the original Small Guns skill magazine through its filename. Milsurp Review was originally intended as the Big Guns skill magazine until the two skills were fused.

Unused Reputation

Menu icon
Message icon

The only reference to a Primm reputation is in Testacles' dialogue. In the final game, Primm is mostly independent/leaning NCR. There's also a corresponding graphic that goes unused with Primm Slim on the left and what looks like an older wasteland settler, possibly representing Johnson Nash.

The Fallout series
WindowsFallout (Prototype) • Fallout 2 • Fallout Tactics • Fallout 3 ('Van Buren' Prototype) • Fallout: New Vegas • Fallout Shelter • Fallout 4
DOSFallout (Prototype)
Mac OS ClassicFallout
Mac OS XFallout 2
PlayStation 3Fallout 3 • Fallout: New Vegas
Xbox 360Fallout 3 • Fallout: New Vegas
Nintendo SwitchFallout Shelter
AndroidFallout Shelter
iOSFallout Shelter
PlayStation 4Fallout Shelter
Xbox OneFallout Shelter
Retrieved from 'https://tcrf.net/index.php?title=Fallout:_New_Vegas&oldid=960171'
We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Jazz Jackrabbit 2

Developers: Epic MegaGames, Orange Games, Logicware (Mac)
Publishers: Gathering of Developers, Logicware (Mac)
Platforms: Windows, Mac OS Classic, Mac OS X (as of v1.2.7)
Released in US: April 13, 1998
Released in EU: 1998

This game has unused enemies.
This game has unused graphics.
This game has unused items.
This game has unused music.
This game has debugging material.
Evade. the email update mac os.

To do:
There's a prototype that was accidentally shipped as an OEM copy.

Sonic meets run n' gun genre—again—but now with 85% less in space. The game was originally going to be updated a lot, but support was dropped early and a lot of things were left unfinished or broken.

  • 1Unfinished Bosses
    • 1.1Functional Boss
    • 1.2Non-functional Bosses
  • 2Unfinished Enemies
  • 3Unused Graphics
    • 3.13D Sprites
    • 3.2Jazz and Spaz Sprites
    • 3.3Item and Weapon Sprites
    • 3.4Enemy Sprites
    • 3.5Miscellaneous Sprites
  • 4Unused Levels
  • 5Unused Events and Parameters
    • 5.1Functional Events
    • 5.2Non-functional Events
    • 5.3Unused Parameters
  • 8Unused Tileset Assets
  • 9Unused Music

Unfinished Bosses

There are two bosses in the game that weren't used in the official levels, and one that doesn't function.

Functional Boss

Rocket Turtle

This boss flies around following a path of Area ID events. If the player dies, when the level restarts, he'll skip the Area ID events he already touched, usually resulting in him just flying off to the top left, never to be seen again. Aside from that, it's perfectly functional, however, and the bugs in his coding can be worked around by clever level creators. He is strangely put under the 'enemy' section.

Bilsy

Unused in the actual game, but fully functional (and would later see use with a slightly modified version in HH98), Bilsy is an extremely difficult boss. He teleports around while throwing fireballs that seek you out which do two points of damage, making him easily capable of killing you. Probably unused until his modified HH98 incarnation because of his sheer difficulty.

Non-functional Bosses

Tweedle

This boss never spawns properly when placed into a level, but the artwork is still all present in the game data. According to an interview with one of the developers, you would fight two of these at once, and they would have stolen your gun at the start of the fight - the goal of the fight would be to trick them into killing each other. If placed in a level, it can still be interacted with and destroyed. However, doing so won't advance the player to the next level. All his animations can be seen below.

  • Tweedle's Animations
  • Standing

  • Magnet activation

  • Magnet use

  • Magnet end

  • Firing Jazz's gun

  • Firing Spaz's gun

  • Getting hit

  • Spin attack

  • Dancing

Unfinished Enemies

Blue Ghost

A goofy looking Pac-Man Ghost. This was added in 1.24 (Holiday Hare and The Secret Files). He's commented out in JCS.INI as 'Don't use', and behaves like the Sparks enemy. To enable him in 1.24:

  1. Open up your JCS.ini file.
  2. Scroll down to event number 253.
  3. Rename the “EMPTY” to “Blue Ghost” or whatever you want to call it.
  4. Change the “+” sign to a “-” sign and then change the “DON’T USE” to the name of the enemy. Be sure not to delete the pipe “ ” between the two words.
  5. In the blank spot to the right of the “-” sign you created, type in “Enemy”.
  6. Then save and open up JCS. Go to the Bad Guys section and there you go!

Butterfly

An very unfinished enemy with its graphics still present in the game data. When placed inside a level, it doesn't function properly or move, and is invisible unless frozen.

BeeBoy

Though unused in the normal game, this enemy is very much fully functional in game if not a bit buggy. It spawns five of them in a circle that fly towards you in the same way most flying enemies do, but it's hard to hit and takes 5 hits to kill due to the number of bees.

Bees

Even less functional than the Butterfly above, this enemy's graphics are the exact same as the Beeboy's. The game doesn't load its graphics, and it cannot be frozen. It can be 'killed' and it gives points; however, the event is not removed, and you can keep shooting it to keep 'killing' it, though it won't award any more points. It will still hurt you, even after you've shot it the first time.

Unused Graphics

3D Sprites

Lieutenant Butterfly (Prototype) Mac OS

3D view Jazz and Spaz

There are sprites of them standing still, jumping, braking, running, rolling and spinning. These would've been used in pseudo-3D bonus stages like in Jazz Jackrabbit 1, but they've been scrapped.

3D View Bird

A 3D view of the bird, Hip-Hop. Appears to have been used in the cut 3D bonus stages.

Jazz and Spaz Sprites

Jazz and Spaz Gunless

Animations exist for both Jazz and Spaz that show them without their guns. These were part of the Tweedles boss battle, in which they were to steal your guns. However, not enough animations exist for the concept to be used.

Door Entry

What seems to be a work-in-progress animation depicting Jazz and Spaz entering a door. Not usable in its current state, due to the fact that none of the art has been split into individual sprite frames. The stoplight in the corner was likely used by the animator for timing.

A standalone version of the door. How to get free credits for old vegas slots.

Item and Weapon Sprites

Spaz Blaster Powerup

While a blaster powerup exists in the game, it always shows Jazz's gun as it's only on his official path that it can be obtained. This one showing Spaz's gun is never used.

Purple Potion

An unused food item. Unlike most food items, it has its own animations instead of a single frame. It's also possible it was a powerup instead of a food item.

TNT Box

Box of ammo that would probably contain 15 TNT, much like the other ammo boxes. https://download-sir.mystrikingly.com/blog/best-craps-betting-strategy.

'Fireball' and 'Bladegun' Projectiles

These are the projectiles to the cut Fireball weapon. While present in the 1.00g version of the game, it was replaced with the Pepper Spray in the final game.

These are the projectiles to the cut Bladegun weapon. While present in the 1.00g version of the game, it was replaced with the Electro blaster in the final game.

Enemy Sprites

Upside-Down and Sideways Sucker

Bunched up with the other sucker enemy sprites are these. It's pretty obvious what they are indicative of.

Unused Bubba Animations

This was part of an unused concept where after a boss was killed, it left behind a death sprite. Bubba was the only one who got such a sprite however.

(Source: Jazz2Online interview with Nick Stadler)

Unused Devan Projectile

Found in the sprite set for the Devan used to control the Robot Boss, oddly enough. No clue what it's doing here, but it looks different from the projectile used by the actual Devan Shell boss (Devil Devan), which is a recolored version of the Fire Shield projectile.

Spinning Devan and Falling Devan

Also found in the Robot Devan's sprite sheets. The former was used in a demo version of the game, while the latter's purpose is unknown.

Devan Losing His Gun

Bundled in with the animations for the final boss, it shows Devan losing his gun, along with a spinning gun animation. May have been used after you defeated his first form.

Miscellaneous Sprites

'Chris is a redneq'

A running in-joke at Epic, at the expense of their country-boy IT/tech support guru at the time.

Green Pulse

Another nonsensical sprite.

Tree

A duplicate of the tree tiles found in the Diamondus 2 tileset. It's possible that these types of trees were once used as shootable objects, such as the normal shootable trees.

Boxing Glove

Assumed to be a hazard in the cut 3D bonus levels. Aside from that, no clue how it would be used.

Bouncing/Jumping Eva

Found along with the CTF base sprites, and probably intended to be used when you scored a goal.

Unused Levels

Included in the game are a few unused .j2l files that can easily be opened up and explored.

Return of Birdland (Labrat3.j2l)

Before bird was the word, the word was Daemon.

This is a bonus level in which Jazz/Spaz morph into a bird and fly through the level. Beating the level takes you to Loose Screws, so apparently a secret exit in Weirder Science was to take you here.

Voltage Village (Tube3.j2l)

EMPTY SPACE.

An empty level with only the background. It also shares its name with the second Tubelectric level. Using JJNXT to go to the next level makes you go to Medieval Kineval, indicating that this level was to be entered from the second level.

Battle Game (Battlea.j2l)

That goddarn Seeker Powerup..

A variation on Battle1 with non-functional spikes, a bird, and text saying 'destroy your enemy ten times to win'. Nothing very notable.

Far Out (Psych.j2l)

Chilling out with the lone enemy, a Caterpillar.

Though mostly complete in terms of layout, there's a warp near the end of the playable section that leads nowhere and causes the game to crash. Looking around in JCS, there's an incomplete, arena-like area to the right. Where you were going to fight Tweedle, perhaps?

SECRET LEVEL (Diamsecr.j2l)

About as aptly named as it gets.

A duplicate of A Diamondus Forever, the first Diamondus level, but with the tileset of Fourteen Carrot. Next level is an empty level called die.j2l with absolutely nothing defined.

Unused Events and Parameters

Events that don't function or have functions that aren't used.

Functional Events

These are events that when placed, spawn an object and a sprite even if the object does nothing.

Rec Gems

Stands for Rectangle gems. JCS contains the events RecGem Red, RecGem Green and RecGem Blue. When placed, they spawn a normal gem, however sprites for rectangle gems existed in earlier prototypes.

Fast Feet

These shoe items don't do anything, but can be collected and have a sprite.

Freeze Enemies

Would have been used to freeze all enemies on screen. However, when placed in a level, it does the opposite; it freezes the player in place for a while.

Electro Blaster Powerup

Never used in the official levels, but can be placed in a level and actually powers up the Electro Blaster. However, the powered up version doesn't change anything other than the HUD color.

Extra Time

Same sprite as the Stopwatch that adds time to your shield if you have one. Does nothing, but its name indicates that there was probably time limits for the levels in-game at one point.

Non-functional Events

Events that when placed, spawn nothing.

Max Weapon and Auto Fire

Do absolutely nothing. Max Weapon may have been used to max out the ammo of your guns, while auto fire may have auto fired your gun without holding down the space bar.

TNT Powerup

Would have been used to power up TNT. The actual event doesn't load a sprite, but it spawns an invisible object you can push. If destroyed using TNT, it will give you 15 TNT ammo.

Laser Shield

The shield in action.

The event itself spawns nothing and no sprite exists for it; however, coding for the shield is in the game. By using the cheat JJshield 4 times, you will be given the laser shield. It instantly fires a long, straight projectile that destroys enemies and blocks in one hit, which may explain why it was ultimately removed. If used in multiplayer using cheats, it tends to crash the server.

Springcord

Does nothing in most versions of the game, but in 1.00g, it functions as a weird, chainlike string of bombs. The event tends to follow the player around, seemingly trying to attach to him. The likely use of this event was as a sort of bungee cord, considering how the basic behavior works, with the bombs being placeholder sprites.

Lava and Fire Events

In JCS, there are events for lava and fire. Both of these spawn nothing, and were likely used in levels that used the said scenery. However, levels containing these elements are all tileset based.

Slide

Does nothing to Jazz or Spaz. May have been used to make slippery surfaces, or used in the slide tiles found in the Castle tileset.

Unused Parameters

Fire Shield Destruct Scenery

Setting Destruct Scenery's 'weapon' value to a certain number makes it capable of only being able to be destroyed with the Fire Shield or TNT. This is not used in any of the standard levels, or even mentioned in the original JCS help file.

Debug Window

Starting JAZZ2.EXE with the -spy argument enables a simple debug window with a core dump function. This setting is saved in the game's configuration, and can be disabled with -nospy. This feature is also present in Dune Runner.

Unused Tilesets

An example using the tileset Jazz 1: Day. Notice the sky blue tinting, which can actually be interacted with.

JCS has a number of unused tilesets. They all begin with the name Jazz 1: with the name of the tileset after the :. These are the tilesets for some of the original levels of Jazz Jackrabbit. The tilesets however, cannot be normally accessed until they are built using the tileset builder in JCS. When built, they have no mask meaning that the player will collide with every pixel in the tileset. They are also not ported properly, meaning there are no animations and background tiles can be interacted with. Some tiles that are associated with Jazz 1 were also removed. This essentially makes them unusable.

Unused Tileset Assets

Some tilesets in the game have unused tiles and assets which are still present when looking at them in JCS.

Money Balloons

These balloons are found in many different tilesets. They appear to be leftovers from when the bonus warps were tileset based and not event based.

Lieutenant Butterfly (prototype) Mac Os Download

Beach

These sky tiles are never used in any level. They are leftovers from an old background, which can actually be seen in old screenshots.

Castle

These slide tiles are never used in game. They may have been used for the slide event.

Labrat 3

These spikes are only found in the Labrat 3 and Labrat night versions of the tileset. They are not used, but they may have been early versions of the spike balls. In Labrat night, they are not masked, so they can't be used as obstacles. They are also missing frames.

Tube Electric

This odd tile actually doesn't belong to this set! It belongs to the tileset of a game called Battery Check, which ran on the Jazz 2 engine.

Lieutenant Butterfly (prototype) Mac Os 11

These spike tiles are never used in the game, but they do work as intended.

Unused Music

Medivo

Inside the game's folders is a song called Medivo. You'd think it would be used in the Medivo levels, but the song used is called Medivo2. This song cannot be normally played, as it doesn't play when loaded into a level. This song was used in the 1.00g version of the game, as the music for Colon2.j2l, Colonial Chaos.

Bonus 2 and 3

Bonus 2

Bonus 3

These two music files go unused in the game. They appear to be the music from the cut 3D bonus stages, as they are both remixes of the bonus music from Jazz Jackrabbit 1.


Lieutenant Butterfly (prototype) Mac Os Download

The Jazz Jackrabbit series
DOSJazz Jackrabbit
Windows/MacJazz Jackrabbit 2 • Jazz Jackrabbit 3
Game Boy AdvanceJazz Jackrabbit

Lieutenant Butterfly (prototype) Mac Os Sierra

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