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Zoo Tycoon

Developers: Blue Fang Games, Westlake Interactive (Mac)
Publishers: Microsoft Game Studios, Aspyr Media (Mac)
Platforms: Windows, Mac OS Classic, Mac OS X
Released internationally: October 17, 2001

This game has unused graphics.
This game has unused sounds.
This game has unused text.
This game has debugging material.
This game has revisional differences.

This game has a prototype article
To do:
What isn't there to do? We have unused sounds and text and a prototype for crying out loud! C'mon ncovert, you lazy bean!

Zoo Tycoon is Microsoft's entry into the then-wildly-popular genre of simulation games, featuring picky animals, lazy staff, and dumb guests.

Developer Mode

A developer mode can be activated in this game. First, add

under

Fang in tropical valley mac os 11

in

.

Then, at any time in-game, press CTRL and D to activate the developer mode. Clicking the little x at the top of the navigation opens up a new panel (strangely titled 'Giant Panda').

You can do the following using this mode:

  • Add a few buildings and decorations that are not normally available to be placed in your zoo.
  • Modify the park entrance.
  • Place buildings outside the park.
  • Remove items not normally removable (for example, food and poo, or 'zoo doo' as the game calls it).
  • Modify the amount of money your zoo currently has.

Also, placing a zoo entrance will allow guests to enter from anywhere. Deactivate by pressing CTRL+D again.

Unused Graphics

To do:
Animations exist in eight directions. Rip the rest of them.

A male zookeeper carrying a bag. Intended purpose unknown.

A female zookeeper also carrying a bag. The intended purpose did not magically become known.

It appears that the flowers were originally to require watering. Probably removed to allow the maintenance workers some more procrastination time.

Female maintenance workers would be able to do the same. Hurray for gender equality!

Gray wolves were originally able to swim.

Interestingly, gray wolf pups were able to do the same.

The same goes for the gray wolf's palette-swapped and biome-swapped cousin.

The same goes for the palette-swapped pups.

The dust cloud that appears when one animal kills another, with added blood and bones (!). Most likely axed due to the blood.

Placeholder texture found in 'terrain.ztd'. According to 'tiletex.cfg', there's a terrain type called 'Waterfall' that uses this texture.

Unused terrain texture found in 'terrain.ztd'. Neither of the used water variants use this.

Unused terrain texture found in 'terrain.ztd'. Seems to be identical to the trampled terrain texture (which uses 'worn.tga' instead).

Unused Sounds

Intended purpose unknown.

Intended purpose still unknown.

Ambient crowd noise. This was used in the prototype. The final version has three other crowd sounds that are used instead.

A toilet flushing with a baby crying. What an interesting combo. This was also used in the prototype, when the larger restroom is used. The final version uses the same sound as the smaller restroom.

Unused Text

To do:
See if texts in bank 245, 319, 320, 321, 594, 595, 632 are unused. Also check the ones that I noted to make sure they are actually unused; this list was made from memory.

Found in lang0.dll (lang0.lang on the Mac version) are lots of unused text strings referring to unimplemented features.

Usage of this is unknown.

Mac

It seems that animals were originally intended to have a pregnancy period. The babies spawn instantly in the final version.

Placeholder text for zoo awards.

Perhaps this was an inside joke?

These birds, biplanes, witches, and fictional figures that some people believe in appear as decorations in the sky. They are not spawnable from any menu and do not display their name when hovered over.

An unused family found with all the other animal families.

Shrubbery. That's all. (This may actually be used; double check.)

Unimplemented scenery. Observation areas, while implemented, have their construction type in their name.

Unused food-related strings. The final game does not tell the status of the food unless an expansion pack is installed.

Gondolas and trains would have been nice additions.

Unimplemented animal toys.

The decorative red jeep has a text string, but it does not display when hovered over.

Who needs those other 18 developer objects anyway?

These may be actually used; another thing for ncovert to double check.

They took away the zookeeper station, but it still didn't stop them from slacking.

More proof that trains and gondolas were planned. Also, pony rides.

The forest floor was used in the prototype, instead of the three separate forest floors found in the final.The waterfall is available in the prototype, but the graphics are unimplemented.

Taking paths to a new level...or not.

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No vines allowed.

This string is repeated three times in a row. Check this one as well; but if memory serves right; the only rock formation available is of the snowy variety.

No curbs to be found.

Check this just to be sure.

The western half is included though.

The animals were going to be even more picky. Thank god they changed that.

This would get annoying if it was displayed every single time a guest entered.

Naughty animals being unconfinable.

The game will nag you if the guests are hungry, thirsty, tired, or have full bladders, but not if they long for a gift shop.

Check to make sure these are also unused.

Research and conservation programs alert you with different messages.

The completion of research and conservation programs is notified in a different syntax. Also, pre-made exhibits?

Animal 'houses' do not display a notification when they have changed exhibits.

The staff training programs (which seem to have the opposite effect, by the way) use a different message.

Miscellaneous animal-related strings.

Your mind-reading powers are weaker in the final game, as these thoughts cannot be read.

The animals are not retrievable in the final game.

No it hasn't. Actually, it has, but just via a different message.

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Private foundations are greedy in the final.

Unused scenario goals. These are usable for user-created scenarios.

That would be nice, but it's not used.

Miscellaneous unused text strings.

Trampled terrain cannot be purchased from a menu, so its long description goes unused.

Long tooltip placeholders and items that normally have invisible long tooltips.

These pieces of scenery cannot be purchased. The developer object string has duplicates with numbers from 19 to 31.

Food and poo.

Paths remain unelevated in the final game.

Strings

exist with suffixes from 4 to 54,

with suffixes from 09 to 20,

with suffixes from 64 to 80,

with suffixes from 30 to 50,

with suffixes from 30 to 50.

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