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Tyrian 2000 (DOS)

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Title Screen

Tyrian 2000

Developer: Eclipse Productions
Publisher: XSIV Games
Platforms: Windows, DOS
Released internationally: 1999


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.


Tyrian 2000 is an updated re-release of Tyrian, with the fledgling XSIV Games as a publisher in Epic MegaGames's stead. Interestingly, this would wind up being their only published game, despite adding references to a future "Pretzel Pete" that never came out.

The biggest addition to Tyrian 2000 is a short, forgettable fifth episode, "Hazudra Fodder", along with a few new weapons and purchasable knick-knacks. Due to a new artist taking the helm, many of the new additions don't quite match the style of the original work, but the gameplay still holds up just as well.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Notes: Article split from Tyrian due to different unused content between both games. This page in particular is still mostly a clone of Tyrian's since I haven't gotten a chance to rip all the data out of T2K's data files yet. Kaito Sinclaire(talk)

Unused Level

Hmmm...
To do:
Capture video from the original game.

The first level stored in TYRIAN5.LVL is an unused, incomplete run through what looks to be the planet Tyrian. There are enemy spawns for about the first 15 seconds, but they abruptly stop and leave the player trailing off into nothingness (and eventually a game crash from running out of background tiles).

Sections 5, 6, and 7 of Episode 5 attempt to load this level, giving it the name "SAVARA" and the Asteroid Dance Pt.1 music, but these are extraneous sections for the Timed Battle mode that the game ignores. No other sections in Episode 5 reference this level.

]L[ 9999 008 SAVARA   01 01

Unused Music

The MusicMan

Track 19 in the jukebox. This is part of the Loudness Sound Library used by the game. Remains unused from the original game.

The final edge

Track 25 in the jukebox. Remains completely unused from the original game, and was also omitted from the soundtrack on GOG.

Unused Items

"None"

You can try to fly without a ship, but I'd recommend you fetch an Infinite Improbability Drive from somewhere first.

"None" options exist for all types of items, though normally only Rear Weapons and Sidekicks use them. The options work fine for the most part (although flying around without a generator isn't the brightest idea), but trying to purchase a "None" ship will cause the game to crash.

Internally, the "None" ship is actually used for the second player's ship, the Dragonwing, in two player mode. Many of the Dragonwing's parameters are hardcoded for the second player's ship, however, which prevents it from working properly outside of that mode.

Rum Bottle

DON'T DRINK AND FLY

Ship 18 in Tyrian 2000's data is ... a flying rum bottle with wings. Its price tag of 500 credits suggests that it was to be a Super Arcade Mode exclusive ship, but no code references it. It has 12 armor points, defensively putting it between the USP Talon (with 10) and the USP Fang (with 14).

Miscellaneous Option Weapons

Sure, sling shrapnel all over the place, why don't you?

Weapon number 16 is an odd assortment of bizarre firing modes, including some from sidekicks, explosion shrapnel, and one otherwise completely unused shot pattern. It has no price set, so it can be fully upgraded at any time.

Power Level 1 Single Shot Option
Power Level 2 Dual Shot Option
Power Level 3 SuperBomb explosion shrapnel
Power Level 4 Wobbley
Power Level 5 Mini-Missile
Power Level 6 Unused shot type (ID 83)
Power Level 7 Single Shot Option (again)
Power Level 8+ Rear Vulcan Cannon Power 8+

In the most strictest sense, this isn't really unused; every single sidekick aside from the Zica Flamethrower references it. However, the only thing sidekicks use weapon ports for is to determine how much power should be drained from the generator when it's fired. This weapon's power draw is also set low enough that you likely weren't even aware that sidekicks drained generator power, were you?

Flying Punch

Given the scale of these ships... Captain Falcon might be jealous.

Sidekick number 32, the Flying Punch, is a sidekick that was introduced in Tyrian 2000. It's fully complete, and fires (unsurprisingly) a giant 2×2 fist that pierces enemies. Each piece of the 2×2 fist does 1 damage per frame, and there's an additional piece hiding in the center to deal extra damage to things that it gets real close to. It has 20 ammo and costs 5000 credits, but is unobtainable simply because it was never added to any shops.

Test Weapons

Following the five newly added weapons for Tyrian 2000 is no less than thirteen unused weapon slots, each of them identical copies of People Pretzels with the name "Test". Interestingly, taking them into Episode 4 or 5 causes them to instead become "None" weapons with all but the first power level blanked.

Unused Graphics

MEDIC! An unused white cross icon can be found in the NEWSHP1.SHP file, which contains the icons used for the item shop.

Changes from Tyrian

Hmmm...
To do:
Image comparisons of some things.
  • The levels BUBBLES, ASTEROID?, MINEMAZE, and HOLES in Episode 1, along with ?TUNNEL? in Episode 4, had their bonus level flags removed, meaning the player will no longer automatically progress to the next stage on death.
  • The shop prior to BOTANY A/B in Episode 2 no longer erroneously sells a Starburst as a front weapon, replacing it with a Lightning Cannon instead.
  • A "jump in two-player mode" event was added before the cutscene for saving Ixmucane in Episode 4, which causes it to always be skipped in a two-player game.
  • The last screen of the Stalker 21.126 special ending to Episode 4 had its text changed from "ENGAGE!!!" to "NOT ZINGLON!!!", possibly attempting to explain the game proceeding onto Episode 5 afterwards when that wouldn't otherwise make sense.
  • The Plasma Storm was given a powerful nerf; its cost rose to 9500 (from 8000), and its ammo count dropped to 6 (from 10). Each of the three shots it fires were also nerfed; while they gained the ability to pierce enemy ships, their damage was dropped from 20 for all three pieces to 2 for the front piece and 1 for the other two pieces.
  • The Charge Cannon's charged shots were nerfed; the first level of charge had its damage dropped to 5 (from 10), and the second level of charge had its damage dropped to 10 (from 30). The uncharged Charge Cannon shot was unchanged.
  • The Poison Bomb was given a shop icon. It was previously a Super Arcade only weapon and thus lacked one.