Tomb Raider At Retail: Oddities & Leftovers


TOMB RAIDER

GENERAL

In each level, the previously deleted Natla Technologies map can be found. However, it would appear to be a different object than that seen in an earlier build. This one does not open up and is simply a grey bar with the company logo on it.

Despite their redundancy, Pistol Clips can still be found in each level.
LARA'S HOME

In the file are Lara's animations for all weapons, the weapons themselves, ammo and medipacks. There's also a bear object intended as a stuffed bear, removed from the level earlier in development.

CAVES

Swinging axes do not appear in this level but the object can be found in the file.
LOST VALLEY

In the level's file is an odd brown object at the bottom of the object list. It looks very similar to Lara's ultimately discarded braid from the 1995 prototype.
TOMB OF QUALOPEC

Despite the T-Rex not making an appearance, Lara's misc animations model is textured with blood and cuts across her body as in Lost Valley.

Also with no appearance in the level, Lost Valley's machine cog slot both full and empty are in the file.

In the Japanese version, there is a large version of the Gold Idol that can be found in an alcove in the secret room prior to the Scion chamber.

CUTSCENE 1

Contrary to it's colourful appearance in Tomb of Qualopec, Larson's laser-sighted pistol now appears grey. It also appears this colour in Sanctuary of the Scion. In earlier builds, Larson's gun was pure white.

ST. FRANCIS' FOLLY

Swinging axes do not appear in this level but the object can be found in the file.

COLOSSEUM

Among the static objects are a table and some spikes (they look different from the usual bloody spikes found in the game) that do not appear in the level.

OBELISK OF KHAMOON

The land version of the crocodile enemy appears a brown colour but it is not used in the level.

Although the Atlantean mummies cannot cast them, the mutant darts and bombs can be found in the file.
NATLA'S MINES

One side of the Skateboard Kid's right arm has not been textured.

An unused key and its lock can be found in the file.
CUTSCENE 4

Contains the Pierre enemy and much of him is coloured in a flat pink colour!
THE GREAT PYRAMID

Atlantean Centaurs are among the enemies in the WAD but do not appear in the level. Earlier in development, an Atlantean Centaur was planned to appear when Lara returns to the Scion chamber.

POST-RELEASE

After the initial release of Tomb Raider on MS-DOS, the game was later bundled with various computer hardware, labelled as a "special edition". There is nothing particularly special about these as they are all OEM versions containing only some of the game's levels.
There is however one point of interest that these OEM editions have and that is the first appearance of the direction keys in the inventory. In the original releases of the game, this space was occupied by a handheld console.
For some reason, only the title screen, Lara's Home, cutscene 1 and the first six levels contain the direction keys in OEM editions. Beyond that, the handheld console is still in place. Strangely, the levels with the direction keys are all dated 5th November 1996, less than a week before the game was first released on MS-DOS in North America. Despite this, all full-game versions from 1996 feature the handheld console on all levels and are dated 25th October 1996.

The levels dated 5th November 1996 are known to appear in the following releases:

* Tomb Raider / Terracide OEM (US, timestamped 4th December 1996) (contains levels 1-2)
* Tomb Raider Generic Special Edition (UK, timestamped 27th March 1997) (contains levels 1-6)
* Tomb Raider Thrustmaster Limited Edition (UK, timestamped 27th March 1997) (contains levels 1-6)
* Tomb Raider PowerVR Extreme Special Edition (UK, timestamped July 1997) (contains levels 1-8)
* Tomb Raider Reissue (US, timestamped 10th February 1998) (full game)



TOMB RAIDER II

GENERAL

Oddly, in each level, the long-since discarded Natla Technologies map and Pistol Clips from the previous game can be found.

* Stopwatch does not tick. (JPN)
* Enemies are quicker to kill. (JPN)
* Lara's skin tone on her upper arms is slightly different than her lower arms on the wetsuit outfit. (JPN)
* All Maria Doria leevels have normal footstep SFX. (JPN)
* There is no enemy death SFX in 40 Fathoms. In Wreck of the Maria Doria and The Deck, it is only the shotgun-wielding goons that don't have death SFX. (JPN)
* No collapsing floor SFX in The Deck or Catacombs of the Talion. (JPN)
* No door SFX in Catacombs of the Talion or Ice Palace. (JPN)

LARA'S HOME

In the cellar, a roll of carpet can be seen in front of the bookshelf. This only appears in the PC version and is absent from the PlayStation release.

On the roof of Croft Mansion, one side of one of Lara's chimneys uses a grass texture.

Despite the presence of Lara's gun cupboard in the final level, there is no such room in the training level. There is only one square of flooring and darkness beyond the cupboard door.

THE GREAT WALL

Around the cliffs surrounding the wall are some parts using a placeholder texture.

In the trap section of the level, the wall-mounted blades have been removed. (JPN)

CUTSCENE 1

Among the static objects are three plain brown crates, none of them bearing the Fiamma Nera logo.

Although it cannot be seen in the cutscene itself, exploration of the level reveal a staircase of Claudio's notebook computers in the cavern Lara had just entered through! Each one is higher than the other and behind them, the wall uses a placeholder texture.

DIVING AREA

The bruises that are present on Brother Chan Barkhang's face in cutscene 3 are absent from his model here.

THE DECK

The grenade launcher can be found at the beginning of the level. (JPN)

CUTSCENE 3

One of the dead bodies of the Fiamma Nera rig workers is wearing dark green jeans which is what they wore earlier in the game's development. This dead body was not modified to reflect the change in the other levels.

ICE PALACE

The gong-hammering animation model contains a partial Lara (she is missing her head, right arm and right leg) that has been textured transparently. Lara's model is clearly that used in the previous game. The rod of the gong hammer here is also different. It is longer and a different colour.

TEMPLE OF XIAN

The face textures of the huge dragon statues are taken from the dragon Emperor seen in the intro FMV. This was an unusual practice at this point in the series. Using textures from FMV models would be done most prominently in Tomb Raider: The Last Revelation.

The music normally heard at the beginning of the level is absent. (JPN)

CUTSCENE 4

The Dagger chamber is textured as it was in earlier builds of the game. This cutscene was not updated to reflect the change to the texturing in the Temple of Xian level.

Strangely, the Dagger of Xian which Marco Bartoli is holding looks like a simple knife and bears no resemblance to the Xian Dagger whatsoever.

FLOATING ISLANDS

Marco Bartoli's body from the following level can be found here, suggesting that this level and The Dragon's Lair were to be all one level at some point in development, a fact confirmed when the source code of Tomb Raiders II and III leaked in early 2018.




TOMB RAIDER III

GENERAL

Again, the Natla Technologies map and Pistol Clips can be found in each level. In addition to this, the Pistol Clips also have a new model representing how it would appear before Lara picks it up off the ground. Here it looks identical to the Desert Eagle Clips.

In each cutscene, Lara's Shotgun animation model uses the Shotgun design from the previous game, suggesting that the new design was implemented late in development.

* Lara does not leave footprints on the ground as in other versions. (JPN)
* Enemies are quicker to kill. (JPN)
* There are more crystals found throughout the levels. (JPN)
* Crystals appear purple on close inspection and can be used unlimitedly. They also heal Lara to full health when she discovers them. (JPN)

JUNGLE

In static mesh slot 31 and 33 is a Shiva statue in two parts, one in each slot. Slot 31 features the body and lower arms whilst slot 33 features the head and upper arms. This is not found anywhere in the level.

The spikes found on the slope at the level's beginning have been removed. An additional small medipack is found here as well. (JPN)

Another small medipack has also been added to the room with the moving spiked wall. This can be picked up by baboons too. (JPN)

Where one of the secret areas is normally obscured by bushes, it is not here. This is the location of the shotgun. (JPN)

A further few pickups can be obtained around the downed tree where the tiger attacks: shotgun shells and a large medipack. (JPN)

CAVES OF KALIYA

In the file are falling fragments of ceiling which use textures from the Greece levels of the original game.

NEVADA DESERT

The boulder is the same one used in the Greece levels of the original game.

CUTSCENE 3

Far off from the rest of the level is a small rectangular room covered in various textures.

CRASH SITE

A pullable switch uses the textures of those seen in the India levels, as does an underwater switch.

There are also sprites of the keys dropped by Commander Bishop and Lieutenant Tuckerman.

MADUBU GORGE

There is a disconnected room in this level, covered in various textures used elsewhere. In the centre is the chain meant to be attached to the stone plug.

THAMES WHARF

The Crow model is the same as that used in the previous game but this one has been updated with a more curved beak.

CUTSCENE 9

Seen briefly in the first shot, Lara is seen walking away from a large but short shaft. When the City level begins, the shaft is nowhere to be seen. A crawlspace occupies its place.

Behind one of the office's pillars, the wall has been textured with a ceiling light texture.

CUTSCENE 10

There are static objects in Dr. Willard's hut that are not seen clearly in the cutscene: shelves of liquor.

A few blocks of the icy walls outside Willard's hut have also been incorrectly textured.




TOMB RAIDER: THE LAST REVELATION

GENERAL

Strangely, the PC version uses PlayStation memory cards to represent the Load and Save features in the inventory. The Sega Dreamcast release did not follow suit and instead had new exclusive objects created.

In the inventory, the handle of Lara's Revolver is black but in-game it appears brown.

TITLE SCREEN

In the Animating 11 slot is the model of a small undetailed man in white desert robes. This goes unused but similar models were later featured in the Egypt portion of the title screen of Tomb Raider: Chronicles. His only animation is a walking animation.

ANGKOR WAT

A bat enemy is found in the WAD but none appeared in the level. Perhaps this was due to the fact that since they are airborne and fast-moving, it would be difficult for Von Croy to dispose of them.

Although Lara is unarmed, there are some objects in the WAD that relate to her weapons such as the gun flash and laser-sight graphics.

VALLEY OF THE KINGS

When Ahmed appears at the beginning of the level, he is wielding what would appear to be one of Lara's pistols. In the previous FMV sequence, he was wielding a revolver. Since there is a revolver weapon in the game anyway, it would have been more appropriate to give him that.

ALEXANDRIA

When a character speaks in the game, their head swaps through up to four different meshes, each with the characer's lips posed differently. Jean-Yves is left appearing a little jarring because his head mesh is not consistent. His actor2 speech heads are a slightly different mesh to his main one.
This is also present in the Citadel which Jean-Yves also appears in.

CHAMBERS OF TULUN

Despite there being no cutscenes in this level, there are four actor1 speech heads in the WAD for Jean-Yves and also four speech heads for Lara. An abandoned cutscene maybe?

THE VALLEY TEMPLE

An unused level meant to connect to The Sphinx Complex. As work on the level ceased earlier in development, there are several differences to Lara's weapons and items.

MENKAURE'S PYRAMID

Away from the rest of the level is a large chamber using only one texture across all of the walls, floor and ceiling.
This same chamber also appears in The Great Pyramid level.

KHUFU'S QUEENS' PYRAMIDS

A similar chamber as the above also appears here but using a different texture.

Out of reach by normal means, there is also an empty building found in the level which uses only one texture upon every surface.




TOMB RAIDER: CHRONICLES

GENERAL

When not holding any weapons or flares in her hands, Lara's gloves on the Russia outfit are full-length instead of fingerless.

TITLE SCREEN

The model of Lara's mother strolling through the churchyard is simply a re-texture and slight re-model of Natla from the original game. She also uses Natla's walking animation.

Not visible in the flyby at Croft Manor, Lara has since installed a new wooden door leading to the racetrack, replacing the previous metal gate.

Pouring over Lara's bookshelves in Croft Manor's main hall is a hastily re-textured and undetailed Jean-Yves, made to resemble his replacement Charles Kane.

THE BASE

The naval officers clearly all wield Lara's pistols.

In the Animating 4_mip slot is an undetailed version of the Cairo Egyptian soldiers from the previous game.

THE SUBMARINE

Present also in the Sinking Submarine WAD, there is a model of a sitting naval man. His animation suggests that he is driving something. This does not appear in either levels.

GALLOWS TREE

When holding an object like a torch, a fingerless glove appears on Lara's hand.

In the Animating 1 slot is an unused scarecrow object which seems to have been significant enough to have its own official render!

THE 13TH FLOOR

Zip's in-game model does not entirely resemble his FMV counterpart. Here he is wearing a coat over a blue shirt.

VCI CUTSCENE

Despite Lara not appearing in this scene or having much in the way of weapons in this section, there are slots dedicated to Pistol, Uzi, grappling gun and HK animations.
The grappling gun shows Lara wielding a wooden crossbow but it is not the same as that in the previous game. It is completely new and entirely unused.

The purple shoes that Von Croy wears on his wheelchair-bound model are lifted from his beta Cambodia model from the previous game.

There is also a model of Von Croy's fedora in the Animating 9 slot that does not appear. Presumably this was to rest on the office desk.