| Easel.iff | With its custom magic cookie blessings, SimOrganizer-powered Buy Mode epistemology and acquired Transmogrifier skills, maybe it's the first port that will not embarrass me over the long run. Well, behold a rotationally hybrid item. The isolated easel sprites follow the standard "back-n-front" arrangement, whilst we have canvases whose horizontally flipped IDs are unique graphics other than mirrored versions. If it were the first object I worked on in this project, I would've given up immediately! On the other hand: lucky for us, a portion of is betaish code (e.g. early messages that always tell the player that the Sim has finished her or his painting) can be found intact hidden away within their due scripting trees (they're just sort of widowed though: none of the existing primitive nodes connect themselves to that), so you can definitely expect some extra behaviors here (yet nothing too fancy as this object isn't that different from its finalized iteration anyway; but, hey, at least your Sims will have something different to paint, beyond a mysterious RL wedding setting, I suppose!? ). | LUCPIX | lpx_1998_easel.iff |
| paint1.iff | Its sprite coordinates are a bit different here — more up to par with those of the other paintings in the game —, considering how weirdly it already presents itself in the prototype. | LUCPIX | lpx_1998_paint1.iff |
| Stereo.iff | xxx | LUCPIX | lpx_1998_stereo.iff |
| houseplant.iff | In case you forgot you're a ragdoll living in a dollhouse... allow this flower of astronomic proportions to put your feet on the ground. Pretty solid conversion! | LUCPIX | lpx_1998_houseplant.iff |
| Table.iff | While you could buy and combine 6 single-tile prototype tables into one yourself, Maxis made a whole "new" Buy Mode object off this concept. A brilliantly made conversion, regardless! | purplewowies | pw_table2x3_steering.iff |
| X | Mid-fidelity take on a scrapped Maxis object called Velvet Elvis! Woo-hoo. It’s essentially the only object on this list that is a classic fan-made custom content (CC) rather than an actual port. Its sprites were sampled from pre-release snapshots a long time ago, so don’t expect it to be as faithful to the original as the other objects here. Given its style, canvas, and name, you might assume that Velvet Elvis was a rejected, less copyright-friendly version of the Velvet Clown, appearing in the game from late '98 to early '99 before vanishing. Honestly, I’m not sure I’d want a sobbin' & jugglin' Elvis in my home when I’m feeling down anyway! =) The description and price are entirely made up, although the name is confirmed to be real. Perhaps one day, this CC will face planned obsolescence as a later prototype than the Steering Committee one meets the light of the day, but until then... download it! 🖼🖌 | LUCPIX | lpx_1998_velvetelvis.iff |
| tvlarge.iff | Allegedly the quintessential item in the pre-release Sims canon, it has been exhaustively showcased in pre-release media and is also tentatively featured in all versions of HomeCrafter (the tool that allows users to create new walls and floors for the game). However, it comes with its own peculiarities. The conversion here stays true to its Maxis prototype IFF, specially in terms of how both of its halves are not quite connected with pixel-perfect precision. Upon closer inspection, you may feel as though it’s just a fraction away from falling apart, depending on the angle. Yet, why the hell have we been wanting to have it so badly over the past quasi-25 years? In the end of the day, you’re left with a beautiful—though heart-wrenchingly expensive—item. The beta kid's must-have! | LUCPIX | lpx_1998_tvlarge2.iff |
| DresserEx.iff | Back in 1998, Sims did not change (took) their clothes (off), not even pre bathing! This wardrobe is and has always been decorative! Does not have native "doors open" graphics. It enhances the Room score! Makes you look progressive. Not the most interesting item on the list. | LUCPIX | lpx_1998_dresserex2.iff |
| mirrorex.iff | Rare instance where a prototype object only has 2 original sprite rotation types: "back" and "front"; the engine fills the missing sprite IDs with flipped/zoomed out duplicates of them. For the convenience involved, it's the very same case as 99% of the final objects'. So converting this guy here was pretty ez! Who cares how the mirror looks, Sims will be spending most of their time looking at themselves in it instead of at it. Unlike the original, it supports the basic mirror interactions. | LUCPIX | lpx_1998_mirror.iff |
| trash1.iff | This one is straight-up proto-core, as its sprites sample some old graphics for the "can of beans" meal. But otherwise it is consistent to the rest of the game world to an OK degree, and it's canonically cheaper than the original base game trash can. Why wouldn't you buy it? §§§§ | LUCPIX | lpx_1998_trashcan.iff |
| sofa1.iff | xxx | LUCPIX | lpx_1998_sofa3.iff |
| sofa1.iff | xxx | LUCPIX | lpx_1998_sofacheap.iff |
| SofaMod.iff | xxx | LUCPIX | lpx_1998_sofamod.iff |
| duck.iff | This object here ends the holy trinity of Steering Committee objects that are unlisted from Buy Mode (the other ones being the column and fountain), kind of hinting at how old it is. We don't have a Maxis name & description to it, so I filled the text area with something deliberately reminiscent of "duck.iff": the object it is a dupe of. Not to say the chair is handcrafted out of duck parts =) , instead it just borrows an oddity present in the original duck file's draw group resources where you can find dedicated rooms for 8 different rotations instead of typical 4, enabling "diagonal" positioning. You can tell it by viewing some of the chair graphics on the sprite pack, with their placeholder-esque arrows pointing at tile corners that the player is normally unable to turn the objects in the game to. It suggests that Maxoids in fact considered rendering diagonally all the objects in the game at some point, but maybe it would be too much of an effort. | LUCPIX | lpx_1998_duck3.iff |
| sofa1.iff | One-third of sofa1.iff, sold in "Furniture Mode" as a lounge chair. We can work on the actual sofa later. The fact that most graphics are slightly off-centered is ironically true to the original object's coordinates, believe me! Maxis just had a weird way of handling some sprites — which will get quite obvious when we get to the expensive stove obj. | LUCPIX | lpx_1998_sofachair2.iff |
| coffeetable1.iff | Same as Hot Date+'s coffee table, but with the minimalistic beta BHAV embedded into it, as well as its legacy Maxis name & description, making it... essentially decorative! The die-hard's item that you did not know you must have. | purplewowies | pw_coffeetable1_steering.iff |
| flamingo.iff | Tile coordinates and absolutely anything else match the original. A household name in many pre-release snapshots — its latest documented appearance sports a cast shadow, unlike its 1998 iteration. It's as ugly as you remember it. Buy it. | LUCPIX | lpx_1998_flamingo.iff |
| newfridge.iff | xxx | LUCPIX | lpx_1998_fridgecheap.iff |
| Stove.iff | Graphics + Behavior + Tile placement match the original. But it's still so tall in comparison to all the other surfaces in the game!! | LUCPIX | lpx_1998_stove.iff |
| floorlampex.iff | Name & description match the original. Do not laugh. | LUCPIX | lpx_1998_lampexpensive.iff |
| Sink.iff | Works just like your average base game sink. | LUCPIX | lpx_1998_sinkcheap.iff |
| Counter.iff | Works just like your average base game counter, except it's wayyyy higher than the default counter height. Place any other counter next to it and you'll know what I mean! | LUCPIX | lpx_1998_countercheap2.iff |
| foodproc.iff | Works just like your average base game food processor. | LUCPIX | lpx_1998_foodprocessor2.iff |
| bedstandex.iff | We'll work on this object's accompanying fancy bed soon. | LUCPIX | lpx_1998_endtableexp.iff |
| Bookshelf.IFF | I made the task of combining both sprite halves pixel-perfect more difficult and time-consuming than necessary, but the result is worth it. Some early 1999 pre-release snapshots show this object with a cast shadow, so I decided to add that effect here as well, even though the object does not have that particular feature in the prototype. | LUCPIX | lpx_1998_bookshelf_b.iff |
| chair2.IFF | Hey, guess it works as it should. As with the fountain object we recently restored, it's incredibly lucky that the unique animations associated with this specific chair can still be found in our retail Sims 1 copies, although, of course, no object uses them. Over the course of development, the devs even added one extra animated loop to this object (a2o-chair2-idle2), hence why this restored iteration here seems even more "lively" than the one that exists in the prototype. It's just fun to watch the Sims unselfconsciously enjoying themselves! The chair predates a time in the making of The Sims when child Sims existed, so there are not child Sims equivalent of these animations — no custom moves for 'em! The adult Sims explictly battle between their global idle sitting animations and the ones specific to the chair, a detail I intentionally preserved, although maybe I shouldn't. Take your own conclusions. | LUCPIX | lpx_1998_chair2_b.iff |
| Duck.IFF (The Sims Online) | Although this is the only file in the list that does not belong to the prototype per se (it was ripped off of TSO, completely unused), the loose references to this object in old 1998 design documents, as well as its own odd references to ".wav" sound effect strings, kind of suggest that maybe "Duck" is the oldest and strangest The Sims object you'll ever buy for your Sims' houses, period. But what on earth is "Duck", really? Imagine an MM charm that gives you the power to transmogrify your base game rubber tree plants into walking 2D SimSafari Secretarybird virtual pets, and you'll start to get into the spirit of it. You can feed them, they can bite you, and increase in amount if you wait a while, which I'm pretty sure means they mated before you could even realize it. There's a tongue-in-cheek attitude surrounding the crudeness of its placeholder sprites, missing files and unfinished life system script, easily similar to what you'd come across on really obscure neocities fansites or something. But I suspect that, when it was first implemented in prototypes that predate "Steering Committee", it wasn't necessarily the strangest item on the catalogue. If anything, it's fascinating to find out that people at Maxis have flirted with the concept of pets this early in the making of the game. I don't know if Maxis is really proud of "Duck", but its script has been repeatedly cloned throughout development for entirely different sorts of things — check the nonsensical references to ducks among the string resources in objects like TSO's Soccer Ball object or House Party's bubble blower bubbles and you'll know what I mean. In fact, watching the ducks (2D objects) move around freely as though they have a mind of their own makes you think there's some insane and unique programming behind all of it, and maybe the fans should take note and play around with it for their own CC. All its referenced animations and sounds are missing in the final product, so I added the flamingo sounds and some half-fitting animations as compensation. | LUCPIX | lpx_1998_duck_b.iff |
| fountain2.IFF | By far the object that aged the worst in appearance, yet it sports four unique pre-rendered sprites for each available zoom, which is crazy for an object of radial symmetry—the final product usually relies on pre-rendering just one sprite that is used for all camera rotations. The fountain present in the prototype has basic init and main functions plus a "splashing" interaction that doesn't benefit the characters' motives. Despite being somewhat functional, the prototype doesn't use it anywhere. For whatever reason, its unique splashing animation is hidden away within the final product as an extremely old leftover and works without issues, hence the funny bending down animation you'll see when your Sims use this object. Cool for historical reasons, but I wouldn't see myself buying it for my houses very often! Maybe it would look neater if we played around with some transparency to the water... | LUCPIX | lpx_1998_fountain2_f.iff |
| newchair.IFF | Another one that has the early prototype weirdness where each rotation has a unique graphic of totally different lighting — the South-West sprites make my eyes bleed. =) But, hey, we're seeking accuracy here, right? Otherwise, the coordinates are OK! | LUCPIX | lpx_1998_newchair_b.iff |
| paintingex.IFF | Like the other painting in the prototype, it clips through the walls lightly, either because it's too thin, or the walls are too thick. It can be easily fixed, but by now I will leave it the way it looks like on the demo. | LUCPIX | lpx_1998_paintingex.iff |
| phone.iff | Be prepared to receive many calls from weird people that'll ask you if you want to contribute to science by having your fingers bitten or whatever! I deliberately changed the original text strings to those up to par with their latest known iterations. For example: when you answer the phone and accept the caller's offer to buy properties in Florida, the caller in the prototype returns you a "Sucker!" text, whereas our retail builds have the very same string ID (obviously entirely unused) that reads a more cohesive "Sucker! You just bought some worthless swamp land. Even the alligators won't live there!", which needless to say was also intended for this specific scenario, so I opted to use it instead of the former line. | LUCPIX | lpx_1998_phone2.iff |
| table.iff | Aesthetically and functionally matches the original. Cool! | purplewowies | pw_table1x1_steering_hdplus.iff |
| table.iff | Same as above, but is your go-to if you play The Sims without any expansion packs. | purplewowies | pw_table1x1_steering_basegame.zip |
| HighShrub.iff | What a lovely shrub! | LUCPIX | lpx_1998_highshrub.iff |
| LowShrub.iff | What a lovely shrub! | LUCPIX | lpx_1998_lowshrub.iff |
| tree1.IFF/Tree2.iff | It wasn't for the sake of making a bad pun that the two trees in the prototype just happened to be the first objects on this list that I gave full scripting tree treatment from the ground up during the conversions. When I first ventured into the base game's library of animations years ago, it was interesting to realize that Maxis once planned the outdoor trees to be something Sims could eat fruits from and piss/hang out at, instead of just being there for decoration and the sake of increasing the room score. The two objects here answer the question as to how these peculiar animations would manifest themselves. Again, we're well fortunate that such animation files somewhat made all their way to the retail builds, and now we could implement them for their original purpose without compromising anything. The whizzing and eating interactions originally could only be triggered for autonomous Sims in *really* bad mood , but I changed it to be something you can access via pie menus, as long as your Sims' bladder and hunger bars are low enough. A gimmick that isn't used in the prototype trees but is featured here: Censorship flags for the whizz-taking interaction (so we can't tell the male sims don't pull their pants down when relieving themselves). | LUCPIX | lpx_1998_tree1.ifflpx_1998_tree2_b.iff |
| tv1.IFF | Arguably the item on the list that takes up residence within the fanbase's consciouness the most, although this has more to do with the fact it's the first thing most players are exposed to in the first seconds of gameplay (through the opening clip), yet it's nowhere to be found in the actual game. In a way, it's the Sims version of the healthy mind blow that some players are subjected to when continuity errors in a game make them realize that It Once Looked Different, and there's a potentially interesting story behind it. Factors as the TV's absence of smooth edges or its weird dithering artifacts or any other easily solvable gfx inconsistencies probably caused the Maxoids to conclude that the object didn't meet the gfx quality standards later in development. Still, imo, it's one of the few examples of proto renders that 'conceptually' are much more appealing than their finalized iterations. If TS1 is your Roman Empire, then this object is for you and your inner child. This restoration CC keeps all of the object's 4 unique rotations for every zoom, as well as tile coordinates that respect the original. Much of its "final" programming (talk while watching tv, personal channel preferences) are also true here, but some things are straight up borrowed from the demo. For example: Cartoon and Horror channels had their names downgraded to "Comedy" and "Mystery", respectively; also, Sims have restricted reactions to channels: They laugh out loud when watching the cartoon and action channels, kind of sigh from boredom when watching the horror channel, and always cry while watching telenovelas! The latter behavior works pretty well in that particular context, and it's a shame it didn't make the final cut somehow! I'm rubbish at importing custom sounds to objects, so maybe someone could volunteer for this noble task . | LUCPIX | lpx_1998_tv1.iff |
| tvsmall.IFF | The graphics were successfully imported and the object works as a simple base game clone; however, I still want to import the prototype script and sound effects into it! | LUCPIX | lpx_1998_tvcheap_b.iff |
| Various Objects | The column graphics are prominently embedded into blank and unused objects in the demo (Exercise.IFF and Pinball.IFF, just to name a few examples) as placeholders, which makes me think that, even way back then, at the time the prototype was compiled, they were these just super old leftovers that did not belong quite well with the rest of the game world anymore. It's as of now impossible to know how the object was supposed to behave. I converted it into a simple decorative object that can be used anywhere at home. Its name, description and price are all made up and do not reflect Maxis' og. intentions! =) It's kind of interesting because, unlike most objects of its kind, it sports four unique rotations. What a waste of disk space! | LUCPIX | lpx_1998_pillar_b.iff |