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DuckTales Remastered

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Title Screen

DuckTales Remastered

Developer: WayForward Technologies
Publisher: Capcom
Platforms: Windows, PlayStation 3, Xbox 360, Wii U, iOS, Android
Released in US: August 13, 2013
Released in EU: November 15, 2013
Released in AU: November 14, 2013


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.


DuckTales Remastered is an HD remake of the classic platformer game that almost everyone remembers. WOO-OO!

The remake added several elements, such as a tutorial level set in Scrooge's Money Bin, as well as reuniting the remaining voice talent from the original show. Notably, aside from a couple of later cameos in Paul Rudish's Mickey Mouse series, this was one of Alan Young's final performances (both as Scrooge and in general) prior to his death in 2016.

Hmmm...
To do:
  • Prototype and Development pages.
  • Document things in Capcom USA's "Duckumentary" videos that could probably fit into a prerelease page.
  • Unused graphics, some of which include:
    • Phooey Duck.
    • Early drafts for enemy sprites.
    • An unused Rockman & Forte-styled character select screen, which happens to feature Shantae for some reason.

Unused Graphics

Save File Icons

The game has a few bland-looking PNG files that were supposedly for a save file feature. However, the PC version is only able to have one save file.

DuckTalesRemasteredSAVEICON0.png DuckTalesRemasteredSAVEICON1.png DuckTalesRemasteredSAVEICON2.png DuckTalesRemasteredSAVEICON3.png DuckTalesRemasteredSAVEICON4.png

Unused Cinematic

Hmmm...
To do:
Get footage of the cinemas in action.

test_cinematic_1

This script, located in global.pak, was used for testing the cinematics.

worldStartCinematic( true )

player0 = getPlayerId( 0 )

print( "This is a test." )
print( "Player ID 0: " .. player0 )

entityAct2dAnim( player0, "global:scrooge.anb", "walk", -1 )
entityAct( player0, kActCmd_WalkTo, 1.0, 0.0, -121.75, 0.0, 0.0 )

entityAct2dAnim( player0, "global:scrooge.anb", "idle", -1 )
entityAct( player0, kActCmd_Idle, 1.0)

worldSleep(2.0);

entityAct2dAnim( player0, "global:scrooge.anb", "walk", -1 )
entityAct( player0, kActCmd_WalkTo, 1.0, 0.0, -123.75, 0.0, 0.0 )

entityAct2dAnim( player0, "global:scrooge.anb", "idle", -1 )
entityAct( player0, kActCmd_Idle, 1.0)

worldSleep(2.0);

entityAct2dAnim( player0, "global:scrooge.anb", "walk", -1 )
entityAct( player0, kActCmd_WalkTo, 0.0, 0.0, -121.75, 0.0, 0.0 )

entityAct2dAnim( player0, "global:scrooge.anb", "climb_up", -1 )
entityAct( player0, kActCmd_Idle, 2.5)

entityAct( player0, kActCmd_Game )

worldSleep(4.0);

worldEndCinematic( true )

testoneoff

Another testing script, again located in global.pak. It mentions a pak named williams which doesn't exist in the game's files anymore.

print("one-off script!!\n");

loadPak("williams.pak"); -- load an extra pak at level start (the other lua script spawns an entity from it)

cameraZoom(3);
cameraSnap(); -- snap the camera to 3 zoom immediately
cameraZoom(1); -- begin transition to 1 zoom

testpersistent

Still located in global.pak, this script was used for testing entities, and it mentions a entity named WILLIAMS.

print("persistent script!!\n");
entity = spawn(ENTITYTYPE_WILLIAMS);
setFocusCamera();
cameraTarget(getEntityPos(entity));
cameraZoom(1.0);
frame = 0; -- dirty little hack since it turns out the focus camera is not great at acting like a follow camera ;-P
while timer(10) do -- do this every frame for ten seconds
	frame = frame + 1;
	if frame == 30 then
		frame = 0;
		cameraTarget(getEntityPos(entity));
	end
end
print("killing entity");
kill(entity);
setFollowCamera();

Unused Menus

dummyswf

DTR dummyswf.png

Present in global.pak, this menu looks like it has been used for testing or is from early development, as it doesn't look like any of the menus from the final game.

dtleaderboard

DTR dtleaderboard.png

Present in moneybin.pak, this menu is a leftover from the Xbox 360 version.

Unused Music

All the game's music is located in the file music.fsb, including some unused tracks.

A short guitar riff named deleteme. You can probably guess why it isn't used.

WF_Logo_Music_Standard, the classic WayForward ident jingle used in several of their other games such as Adventure Time: Explore the Dungeon Because I Don't Know! and the Shantae series. The final game instead uses a custom variant, WFLogo_DT_Revised.

The original version of the Himalayas stage music, named m_stage_himalayas, which fits the pattern of the other stage music filenames. The song was updated to better match the style of the other songs, and was put in the game as m_himalayas2.

For some reason, the Transylvania music from the May 25, 1989 prototype of the NES original is included as m_transylvania_NES_beta!

The full DuckTales theme song is included as m_theme. The credits use a different, extended version. This one was heard in the very first trailer of the game.

A non-looping version of the title screen music is included as m_title_unlooped.