The Sims (Windows)/Unused Graphics
This is a sub-page of The Sims (Windows).
Graphics ripped from the base game (Version 1.0), except those listed in Expansions. Some of the following resources were repurposed for different objects in later expansion packs, not in the same context as originally intended. These repurposed features will be mentioned in the associated notes.
Lost Graphics
No longer existent, or checked by any files, yet resources as global strings contain raw data with their filenames in. What's now known upon earlier builds of the game unveils their intended context, hence the prototype sprites listed in the Sample column below.
STR# 161 - bubble icons | |||
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ID | String | Possible Context | Sample |
1 | Toilet
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Low Bladder .
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2 | Wired
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Unknown. | |
3 | Shower
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Low Hygiene .
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4 | Lightning
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Allegedly for the Insult Sim interaction.
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5 | Comfy Chair
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Low Comfort .
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6 | TV
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Low Fun .
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7 | Snooze
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Low Energy .
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8 | Sleepy
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9 | Very Tired
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10 | Dancing
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Low Social and Compliment Sim interaction.
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11 | Doubly Lit Candle
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Unknown. | |
12 | Candle
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Talk Sim interaction.
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13 | House
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14 | Blah Blah
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15 | Weather
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16 | Prayer
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17 | Newspaper
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18 | Government
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STR# 501 - conversation icon labels | |||
ID | String | Context | |
0-4 | Horoscope (1-5) | Early conversation icon labels, including the discontinued "Leisure" and "Horoscope" topics. | |
5-9 | Weather (1-5) | ||
10-14 | Sports (1-5) | ||
15-19 | Leisure (1-5) | ||
20-24 | Sci-fi (1-5) | ||
25-29 | Travel (1-5) | ||
STR# 502 - motive icon labels | |||
2 | unused alertness
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11 | unused stress
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12 | unused candle
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7 | unused sleeping
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Were eventually condensed as a single Energy motive.
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8 | unused tired
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9 | unused really tired
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14 | unused NO MONEY
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Sims apparently once saw their mood affected depending on their household funds. |
Unused Sprites
Edith Tool
ID | Sample | Note | Context |
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203 | The master executable keeps resources remnant of Edith (in-house editing/debugging utility for the game's visual programming) in all versions, and that includes three very simple bitmap icons, that see use at the tree tracing dialog, indicating which primitive event is currently running. | ||
204 | |||
205 |
Miscellaneous
To do: Which expansion pack started using the miconEnvironment icon? |
Type | ID | Sample | Note | Context | |
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'Head dots' | |||||
PALT | 2001 |
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. | ||
"micon" icons | |||||
'miconEnvironment' | |||||
SPR# | 213 |
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"Hdline" Icons
The "hdline" sprite hierarchy contains static images for the means of expressing different character conditions and feelings, very akin to those seen in comic books. This concept was entirely removed from the final product, save for the sprites related to Sim relationship statuses.
- The game has an old, unused scripting primitive —
Set Headline
— whose possible purpose was calling these sprites above the Sims' heads. - Oddly enough, these would also be left over in console port and Bustin' Out.
"hdline" icons | |||||
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'hdlineHate' | |||||
SPR# | 500 |
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'hdlineStress' | |||||
501 |
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'hdlineSurprise' | |||||
502 | It's very unlikely of The Sims retail builds to utilize imagery as a way of expressing emotions (the animations and the phenomenal Simlish already do that with much more efficiency!), suggesting it was implemented — and scrapped — a long time prior to the game's release. | ||||
'hdlineIdea' | |||||
503 | The exercise of the Sims' intellectual faculties basically reside in improving skills, which may be the context where this sprite would be used. | ||||
'romance' | |||||
300 | Old designs of the heart icon, that kicks off every good new Sim Romance in the game. They were traded for a much more universal, less dramatic equivalent. 300 would be repurposed in Makin' Magic where a Sim kisses a toad that was turned from a pre-existing Sim via the Toadification Spell or the backfired side-effects of the Horn of Plenty spell. | ||||
504 | |||||
631 (Final) | |||||
'friends' | |||||
301 | The icon that announces new friendships and counts the existing ones, throughout an undetermined gap of development time, went from being a multiracial handshake to an universal Smiley. | ||||
630 (Final) | |||||
'hdlineDrunk' | |||||
505 | Since the franchise's day 1, you could actually buy your Sims a Bar and direct them to drink its beverages, though they could drink as much as they wanted without any drunken effect. Hints of a drunken state would be introduced in House Party (through the punch bowl) and Hot Date (through the downtown bars), but this icon still goes unused. | ||||
'hdlineHurt' | |||||
506 | Except for death, Sims will not experience much pain throughout their lives, if not a few accidentally chopped fingers and the potential of physical fights. | ||||
'hdlineSmell' | |||||
507 | A similar effect would be used on the game's sequel: being negligent to one Sim's Hygiene need causes flies and green air to be produced around the smelly character.
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"debug" Icons
"debug" icons | ||||||
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'Sim Actions' | ||||||
SPR# | 601 | Placeholder sprites that signify different contexts a Sim may struggle to move. They're called across the Sims' heads if one switches the Debug simulation global from 0 to 1, but obviously no event in normal gameplay causes this.
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602 | ||||||
603 | ||||||
604 | ||||||
605 | ||||||
606 | ||||||
607 | ||||||
608 | ||||||
609 | ||||||
610 | ||||||
611 | ||||||
612 | ||||||
613 | ||||||
614 | ||||||
620 | ||||||
621 | ||||||
622 | ||||||
623 | ||||||
'pizza' | ||||||
619 | Pre-release builds of the game use this icon — here, for some reason, listed by the developers into the "debug" sprite hierarchy — across speech bubbles for every time a Sim dialed the pizza place. The final, instead, utilizes a thumbnail of the pizza delivering NPC's head. If anything, the very same pizza sprite can still be looked at his uniform. | |||||
pizzadude.iff (Final) | ||||||
'Can't find room' | ||||||
624 | Meaning a Sim is unable to find a way to get in/out of their current room. | |||||
701 (Final) | ||||||
'Can't sit down' | ||||||
625 | For Sims unable to sit down. | |||||
'Can't stand up' | ||||||
626 | For Sims unable to stand up | |||||
'Destination occupied' | ||||||
627 | Inability to place an object on a tile that keeps another object. | |||||
'Dest chair occupied' | ||||||
628 | When a given interaction requires a seating. | |||||
700 (Final) | ||||||
'Wall in the way' | ||||||
629 | The Sim is unable to leave the room. | |||||
702 (Final) | ||||||
'Altitudes don't match' | ||||||
632 | The interaction can't be completed while on a slope. | |||||
703 (Final) |
Unused Graphics in Objects
Found in Objects.FAR, object sprites in The Sims are made up for four separate images, one for each rotation in each direction. It is worth noting that Maxis, especially in the base game, would often exclude two of the four rotation sprites and simply flip the remaining two to make up for it. The end result is (mostly) imperceptible and creates the illusion of a full rotation.
For the purposes of this article, any object that has only two rotation sprites will have the remaining two rotated as would have been done in-game to illustrate its full rotation.
Unused Graphics
Draw Group | ID | Sample | Note | Context |
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cursors.IFF | ||||
tile cursor | 301 | Some of the earliest pre-releases used this as an indicator an object could not be placed on a tile, without detailing why. The final build swapped this in the name of tooltip texts. | ||
Shutters.IFF | ||||
Abstract Tile | 200-202 | Earlier in development, a few attempts in designing complex shutters for the game's windows were made, but it does not seem like the plan went too far. | ||
ToyBox.IFF | ||||
left/right | 3101-3100 | A partial dupe of one of the dresser objects, except they feature some programmer text. | ||
ChairsLR1Tile.IFF | ||||
chair2 graphic | 128 | Passively listed in ChairsLR1Tile.IFF is a remnant of an early chair that is a household name in several pre-release media, yet was not correctly featured in the final build, deliberately or not. Unfortunately the original palette is long gone. | ||
counters.IFF | ||||
Counter Chp | 120 | As with chair2 graphic, its original palette is long gone, if one even existed to begin with. Evidently this sprite did not get very far before being scrapped, given that it is a (more or less) exact duplicate of the "NuMica Kitchen Counter" with "Bathroom Cheap" written across it. | ||
Multiple | ||||
TestObject graphic | 128 | A clone of endtable1 graphic: sprites for an unused single-tile dining table that the final iteration has as a placeholder for all the invisible vehicle spawning objects in every lot. Multiple objects have this listed in their Sprite2 , in different (arbitrary) palette choices, including ChildStepstool.IFF.
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pc 1 through pc 8 | 101-107 | Clones of the sculpture "Scylla and Charybdis" , in incorrect palette, also seen listed in many different objects.
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Early Graphics
The stereo objects were originally designed to break and be repaired, like other electronic items in the game. While this concept did not go too far in development, one can spot two placeholder draw group resources for the "Zimantz Component" stereo that, given their names, were meant to picture it as broken. In practice, they have a visually intact stereo instead; the actual oddity manifests itself in their mild visual differences in comparison to the final stereo, indicating they're slightly early iterations of the object:
- The two cables that connect the stereo to the speakers are white instead of black;
- The disc/stereo rack is a little darker, yet the closest speakers present the same brightness level as the partially covered ones;
- Even though both versions seem to use the same wooden texture, it's a little offset when compared to the final.
Draw Group | ID | NE | SE | SW | NW |
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stereos.IFF | |||||
stereo broken | 2101 | ||||
2110 | |||||
Final |
Other Unused Graphics
5Kiss
28 December 1999 00ː47
Attached to the game's setup executable are five different screen snapshots of a female Sim in different social settings, intended to be displayed, one at a time, on dialog windows as the user progresses through the installing. According to logic, the fifth and final image would be 5Kiss.bmp: a happy ending where the female Sim passionately kisses a man (as pictured above), except that the last dialog window mistakenly displays a repeated instance of 4Fight.bmp, where the character is seen having a fight with the same man.
"X"
28 May 1999 19ː31
arrow.bmp (Early) | X.bmp (Final) |
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"Arrow" is the internal name for the always-spinning motive diamond that has been eventually popularized as the plumb-bob — but that's because, as a three-dimensional prop, it first came in game as a literal, not-very-interesting arrow. What, at first, was a solid-color texture, saw an evolution as a plain "X" texture, virtually unnoticeably wearing the final prop.
Early Basketball Texture
basketball3drt.bmp (Early) 19 August 1999 15ː42 | BBall1.BMP (Final) 05 November 1999 17ː24 |
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The asterisk-lined basketball texture was given a makeover, in the name of warmer colors and even a fancy canon brandingǃ
Early Wallphone Texture
wallphone3drt.bmp (Early) 20 November 1998 17ː17 | wallphoneX3DRT (Final) 29 August 1999 09ː35 |
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Given both textures are nearly a whole year apart, it's of note they don't differ a thing despite how the latter edit is but crudely upscaled and sees brighter corners plus a metallic add-on up its antenna.
Unused Thumbnails
walls.IFF
The first two thumbnails depict early wall designs that can not be found anywhere within the game. However, they are used as full-size images on The Sims' official downloadable wall-making tool, HomeMaster (having its name changed to HomeCrafter right after The Sims' release), as demo walls. They consistently display a pale background instead of blue, as thumbnails did until the game's pre-final build.
Windows.IFF
Speech
sprites (intended to appear across speech/thought bubbles) with final windows pictured in oddly colored thumbnail backgrounds, also akin to those of pre-release builds. Sims don't normally go and react to recently-placed windows, or think about them when they figure an obstacle during their trajectory, or talk about them with others, so these went unused.
Sims
All Sims have 3 large face thumbnails generated right after their conception; two of them, depicting their head meshes slightly tilted up/downward, are not used anytime in normal play. May refer to older mechanics of facial expressions sensitive to the Sims' motives. A similar feature, albeit in mugshots would be in The Sims 2.
Diagonal Window/Door Alpha Channels
walls.IFF
One of most notable building limitations on The Sims is the inability to combine walls built diagonally (those that break the world tile grid into two rather than aligning its corners, "facing" the viewer as a result, as pictured above) with any object, even windows or doors.
At one point, the player might have been capable of doing so — an assumption sustained by a few visual mock-ups designed in mid-development — however this concept hasn't made its way to the final, with only a few unused alpha channel sprites, unused placement flags and text as remnants of it.
Tutorial Test Icon
tutorial.IFF
Placeholder for the Help Menu pop-up icons that teach the users how to play the game as they first venture into the Newbie household.
Unused UI Graphics
There are some unused graphics in UIGraphics.FAR, which contains the game's UI images and other content.
Neighborhood Menu
Pick-A-Family/Create-A-Sim
Early buttons for the family/character creation screen, most notably seen in builds of the game of approximately the same period as E3 1999. The buttons used in-game are empty, with text rendered over the button graphic.
DesignCharSkinsBtn
29 September 1999 16ː20
What's interesting is that this image shows a Sim in an outfit not available in the final game. However, it is present and used for the The Sims Steering Committee pre-release build of the game two years before the game officially came out.
Marquee
29 September 1999 16ː19
It is unknown what this could be used for. However, Marquees are also used with signs, so it could have been for the credits sign at one point.
SimEstates
29 September 1999 16ː17
It's unknown what this was intended for either.
Control Panel/UI
View Menus
At one point, right-clicking any of the areas in the game's world during gameplay called a specific pie menu with zooming/rotating settings to choose from, operating in the same fashion as the Control Panel buttons. Most of the game's pre-release builds from early 1999 had a darker, less saturated user interface, although their fundamental aspects didn't differ entirely from their respective finals.
ViewMenuZoomOut
28 May 1999 19ː21
ViewMenuZoomIn
28 May 1999 19ː21
ViewMenuRotateRight
28 May 1999 19ː21
ViewMenuRotateLeft
28 May 1999 19ː21
RotateRight
RotateRight.bmp (Early) 28 May 1999 19ː21 | rotright.bmp (Final) 30 September 1999 13ː12 |
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RotateLeft
RotateRight.bmp (Early) 28 May 1999 19ː21 | rotleft.bmp (Final) 30 September 1999 13ː12 |
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ZoomOut
ZoomOut.bmp (Early) 28 May 1999 19ː21 | zoomout.bmp (Final) 30 September 1999 13ː16 |
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ZoomIn
ZoomIn.bmp (Early) 28 May 1999 19ː21 | zoomin.bmp (Final) 30 September 1999 13ː10 |
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Personality
Personality.bmp (Early) 31 May 1999 20ː31 | Personality.bmp (Final) 30 September 1999 14ː13 |
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CatalogUnknown
31 August 1999 20ː31
Placeholder for objects in the buy menu with no icon. Later revisions of the game engine automatically generate the buy thumbnails from the sprite resources when they aren't explicitly defined in the object data. This means most players have never and will never see this in the buy catalog, although it can be seen in later versions of the game if an invention object's thumbnail can not be loaded.
AMPM
30 September 1999 14ː10
Originally placed next to the time display. The final game, though, uses a plain text equivalent.
popuproofpattern
30 September 1999 14ː09
cpanel\Build\popuproofpattern.bmp was meant for the pop-up when choosing the roof pattern, much like the one for the roof pitch.
Miscellaneous
CheckBtnNew
28 May 1999 19ː22
An old check button, which appears to may have been used in a debugging menu and/or the options menu.
TogglePushBtn
28 May 1999 19ː22
A sheet for testing the button effects.
PieBack
28 May 1999 19ː22
This was most likely a very early background design for the pie menu.
PieButt
28 May 1999 19ː22
In earlier builds, clicking the right button mouse whilst the mouse pointer is located at any areas of the game's world would call a special pie menu with world rotating/zooming choices. At the center of the menu, this image would be seen.
Sys Files
28 May 1999 19ː22
It is currently unknown where these would appear — potentially in some type of debug menu.
Unused Mouse Pointers
Base Game
Build Mode
At some point, the building tools had cursors that much resembled those of SimCity 3000. The final game, though, uses colorful, pre-rendered sprites as tall as the own characters.
11 October 1999
...and their final equivalents, for comparison.
28 November 1999 15ː19
Miscellaneous
28 May 1999 19ː22
Expansions
Graphics that are only present in expansions.
Later Updates/Expansions
Other\setup_placeholder
Only present in the Deluxe Edition and later expansions and bundles. The "Gold" subtitle can be assumed to be an early name for the Deluxe Edition. If one checks the credits for The Sims Vacation/On Holiday, The Sims Gold is mentioned.
Hot Date
Early Taxi cursor
An unused cursor for the Downtown loading screen exists in the game's files which appears more cartoony, and doesn't have shading unlike the final design. What's interesting is that the final cursors for Hot Date and Vacation/On Holiday are already included in the Deluxe Edition even if the player has not installed either expansion pack yet.