Maximum Capacity: Hotel Giant
Maximum Capacity: Hotel Giant |
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Also known as: Hotel Giant (UK), Hotel Gigant (DE), Hotel Tycoon (NL), 模擬飯店 (ZH)[1] This game has unused graphics. |
An eye-candy simulator signed by Hong Kong-based game designer Trevor Chan, Maximum Capacity: Hotel Giant enables you to choose between engineering the inns of your dreams or meeting the AI customers' wants and needs (no, for some reason you can't do both).
Unused Models
Unused Hotels
A further scrutiny at the contents of the firm directory makes it clear that, at one point during Hotel Giant's building, its mood board had some room for a way more fantastic scope, when the retail versions still keep remnants of models from buildings à la Theme Park World - from skyscrapers with giraffe pillars to WonderLand replicas - that little have in common to the down-to-earth, (sub)urban simulacrum aesthetic that the used hotels are made of.
Multiple[footnote 1]
Textures
Graphics-wise, the few resources that were left from the concept are a couple of outdoors-mocking textures - whose intention was to be printed at the building's main entrance from the interior, simulating the external view - found at textures\firm\ex-h.res, that give one a superficial perspective of the scrapped buildings' original look.
EX-H-MEDIEV[footnote 2]
Of note is that the thematic approach was also meant to be likewise carried away by the game's item sets, observed in leftover textures and thumbnails of unused objects.
It is also possible to have a shy peek at a finished H-EGYPT within Resource\jpg\SCENARIO.RES, as one of its image resources suggests a deleted scenario, being precisely a render of the elusive Egyptian building.
Unused Locations
Players are offered a number of real-world cities where they build hotels at, synthesized as 3D icons upon a 3D globe, symbolizing their respective landmarks. However, an extra number of them are never used in any scenarios.
Texture Oddities
Textures from The Sims
The standards of Hotel Giant 's whole body of character textures and meshes indeed follow The Sims ' footsteps. To the point where remnants of graphics from that title can be found within Giant's repository of textures, albeit unused.
body, sampled off of The Sims ' original B003MAFitlgt_Dad02.
head, samples C005MAlgt_Hipster.
hand, samples the generic hand textures for adult light-skinned Sims.
Vending Machine
DTVENDINGM-001 is the texture graphic for one of the two available beverage vending machines in the game. While its real-time mesh sports a made-up "Belly-Wash" branding, its pre-rendered thumbnail reads "Coca-Cola", which undoubtedly was an innocuous mistake in the context of the developers' purging of all the real-world references within the game, foreseeing potential lawsuits against them.
TV
ELECT, the 14-frame hierarchy that compose the only TV screen loop that is played in the entire course of gameplay (same applies to the sequel!), so happens to be a sample of an indistinct late-90s NBA Finals match featuring the Chicago Bulls, pitted against (what is much likely to be) the Uttah Jazz.
Magazine Rack
LIBRARY-004 is the texture for the Magazine Rack, an important item that can be bought for Library facilities in the game. What players may fail to notice is the small peek of a photograph depicting American singer Michael Jackson in the midst of the many reading materials the item has, plus a miscellany of poorly-censored real-world shout-outs.
Early Demo Graphics
The free trial build of Hotel Giant saw a production state not too far along from that of its retail counterpart - they're about two months[3] apart. Yet, this would be more than enough for the staff to consider a few last-minute reworkings into the game's graphics down the line, rendering a number of leftover graphics minimally different from what was in fact for show.
Early Textures
The coverage of the early textures is restricted to those items belonging to the Guest Room and Lobby facilities, as these are the only ones that the trial release has files for, and uncapped user access to. Likely for the sake of reducing the est. download time in times of dominant use of dial-up connection, this particular version has resources of half the original size, hence the quality contrast between the samples shown in the table below.
Motivations for the changes may include the need for removing anything that could be mistaken as a deliberate real-world product placement, addition of visual artifacts as to harden the distinction between the texture with its real-world original counterpart, or mere facultative aesthetic tweak.
Early Facility Thumbnails
Of note is that these are still present in the final game, hidden away within its early repository of thumbnail graphics, item.res and itemSet.res, as opposed to the used Nitem.res and Nitemset.res.
Unused Sounds
Filename | Sound | Comments |
---|---|---|
bar-sounds-loop | Background noises friendly to loops. It is speculated that players would listen to these at hotel facilities, the more crowded they would get. It's a shame the final build always has them unconditionally silent. Ambient background noises would be brought back in the game's sequel, six years later. | |
game-room-ambience-loop | ||
restaurant-l | ||
restaurant-m | ||
restaurant-s | ||
sauna-loop | ||
street-sound-looping | ||
swimming-pool-ambience-loop | ||
down | Early UI sound for when players reach the adjacent lower story. | |
music1 | Alternate stereo loop. Only music2 is used in the entire game. | |
piano1 | Players are able to place a piano set at their buildings' lobbies, which ultimately causes the system to hire a new pianist, who promptly plays the instrument. The object, per se, never calls any sound files, however. The very same feature is also true in Hotel Giant 2, except that the sound files are appropriately called from the instrument objects. | |
piano2 | ||
piano3 | ||
tv-show-1-loop | Six densely-filtered and chopped samples of real-world television shows that may have been planned for the optional Cable TV, Satellite TV, Movie on demand, and Video game on TV services, though the game only uses tv2 in all instances. tv-show-6-loop is an unused duplicate of tv2. | |
tv-show-2-loop | ||
tv-show-3-loop | ||
tv-show-4-loop | ||
tv-show-5-loop | ||
tv-show-6-loop | ||
up | Early UI sound for when players reach the adjacent upper story. |
Footnotes
- ↑ Multiple unused buildings look like this one. Albeit textureless, the unused meshes H-CHINA, H-JAPAN, H-MEDIEV, and H-THAI have the very same properties as (used) suburban building H-SI-3, leading one to believe they're but placeholders.
- ↑ We ask you to follow our train of thought: Despite their entirely different filenames, it isn't far-fetched to assume that EX-H-MEDIEV (texture) was in fact meant to be a part of ship-like building displayed at the very beginning of this article - H-TREASURE (mesh) - as EX-H-MEDIEV (texture) also describes a building that has a brief sight of three ropes at its main entrance, not to mention their similar rustic aesthetic. While there is an unused mesh named H-MEDIEV that could in theory be meant for EX-H-MEDIEV (texture), it's but a plain duplicate of the used (suburban) hotel mesh H-SI-3.
References
The Giant series
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Windows | Maximum Capacity: Hotel Giant • Hotel Giant 2 |
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