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The Sims (Windows)/Oddities/Early Builds Artifacts

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This is a sub-page of The Sims (Windows)/Oddities.

The forgotten remnants of The Sims‍ '​ prerelease haunt Sim Lane still, if one looks closely.

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.

(Source: Blayer98, Trussive, LUCPIX)

8 Sim Lane

House08.IFF

The eighth house in the Neighborhood Menu. When looked at through the map_edit cheat code, or its isolated thumbnail, the terrain is notably rougher. The final game evened it out quite a bit.

(Source: LUCPIX)

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.

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, the only Sims that were created for the game back then.

(Source: LUCPIX)

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.

"Stereos.IFF"
Sound strings
ID String Context
7
stereo_jazz_cheap
Ts1 stereo jazz context.png
8
stereo_jazz_exp
9
stereo_jazz_mod
(Source: LUCPIX)

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.

Various
ID Sprite Final Note
100 The Sims - old dollhouse sprite.gif TS-Dollhouse.gif An older design for the Will Lloyd Wright Doll House. It's found in various controller objects, like phonecall.IFF and NPCController.IFF. The light and shadows are cast from a different angle, and the roof is both red, and steeper with a Gothic design.
CarPortal.IFF
ID Sprite Note Context
128 The Sims - old dining table sprite.gif An early version of the small dining table. In the base Sims game, no dining tables take up less than 2x2 tiles. Interestingly, this one in particular takes only 1. A similar concept with single-tile dining tables would be implemented with future Expansion Packs.
endtable1 graphic, as seen in a late 1998 snapshot.
Final game: Where the controller objects are once rendered visible.
PedPortal.IFF
128 The Sims - old end table sprite.gif The pedestrian portal, that spawns neighbor and service NPC's, has the sprites of an early end table.
old nightstand and old end table, as seen in a late 1998 snapshot.
PhoneLine.IFF
100 The Sims - old nightstand.gif An early nightstand.

Unknown Faces

A late '98 prerelease photo, she was a character until the early 1999) pre-release. Expressive portraits like UnknownFace's were common with this interface revision.

30 September 1999 14ː18

The game has fail-safes incase something breaks, including icons like UnknownRel and UnknownFace.bmp, also nicknamed the Upside-down Lady Syndrome.[1][2].

While, at first glance, they appear to be normal error handlers for missing portrait textures, they're actually vertically flipped portraits of pre-release characters that the final game has no remnants of- specifically, The Duchess and Sigmund Silver.

Despite not matching the aesthetics of the final builds, they were important to the development of the game. They were first implemented by James Doornbos as a replacement Sim portrait in the November 1998 build.

She is mistaken for Betty Newbie (Technical E-mail, page 43), and is thought to be the face of the original Mercedes.


(Source: Blayer98, LUCPIX)

Setup Leftovers

TS1 AutoplayBack.png

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 [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

TS-OldHood.bmp
  • 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

TS-OldInterface.bmp

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
(Source: LUCPIX)

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 houses with names that seem to be from the Steering Committee Demo (Jun 1998) build, as the names themselves don't match the lots in the final game. This suggests that these houses are based on versions from the Steering Committee build.

(Source: LUCPIX)

References