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What voice overs are relevant to any of this?
There is a few voiceover that I personally believe fits into this level, based on the order they come in Anne's and Hammond's VO script. They are as follow:
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Anne:
VA55 - This is where they died.
VA56 - All those men.
VA57 - Some kind of broadcast setup. No use now.
VA58 - Hammond never mentioned a fire. I wonder how it started.
VA59 - Technical. Must have had a cel modem.
VA60 - They certainly were serious about their monorail.
VA61 - …a radio, a phone. A can with a string.
VH30 -> VA62 - I was in high school then. (Played after VH30)
AnneUseGun001 - So that’s what that feels like!
VA63 - Now that is an incredible smell.
VC H29 – A64 - HAMMOND: I began to have my first inkling of the seriousness of our work. How deep the well was. This was life from 65 or 100 million years before mankind.
ANNE: I’ve really done it. This is not a normal situation.
VA65 - Beautiful. Spanish colonial.
VA66 - It’s like the Learning Channel.
VA67 - It’s coffee gold. Slaver gold.
VA68 - What’s that?
VA69 - I can smell the ocean.
AnneGet003 - Must have been that little girl’s.
Hammond's:
VH27 - I spared no expense, permitted no failures.
VH30 - November 1985. Test fertilization of an artificial ovum. My hands shook as I held the tiny eye dropper. One drop, two drops. There! The genie was out of the bottle.
VH38 - The raptor padded in towards sundown. It drank nervously, careful of the dangers of the Jurassic waterhole.
VH41 - 1988. Workers from the mainland were pouring concrete supports, for a rail system running north to the settlement.
VH54 - The hunters landed on May 13th, 1997, deep in the island’s southwest. Most of them had worked at my African parks for years. They never stood a chance.
VH55 - The InGen hunting party carried the passcodes for our perimeter fences.
VH56 - The hunters scattered, their prearranged hunting routes forgotten. Only a third of their number appeared at the rendezvous.
VH58 - As I journeyed south along the coast, the air grew moist and heavy. Metal and concrete lay rotting in the sun and the rain.
VH81 - A failed coffee plantation of the 1860′s. Fields were marked out by stone walls. To the west, the ruins of the plantation house still stand.
VH82 - We took a shortcut south to reach the site – west along the stream, until a tall tree shows itself, with a cluster of boulders at its base.
VH83 - Then walk northward, until the path appears.
VH119 - Tyrannosaurus Rex. Tyrant lizard, they reigned for 25 million years. We grew 7 of them, the 7 rulers of the island.
VH220 - Despite what we had been led to believe, the T-rex was not a scavenger at all. We clocked one at 50 kilometers an hour.
These are the ones I believe went into the level based on what is there and what info Hammond's and Anne's VO script say, also what happens in the walkthrough. Since they walkthrough actually don't tell us exactly when she see the first type of the various dinosaurs, it's some guess. However, Anne's VO is in the correct order there were to appear in-game.
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Is this a better lead-in to IJ?
Yes, however, the end of PH is not correctly edited to fit the start of IJ (IJ start is actually just before the PH building in the level if you place the terrains correctly).
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What point do the stables serve? were they part of the plantation house?
I believe these might have been part of the area where the slaves might have lived. If you select all the parts of the gate and other items for it, it looks a bit like a square area:
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PHGateArea.png [ 1.74 MiB | Viewed 15391 times ]
As you can also see, the remains of some kind of wooden cart is placed in it. First I thought it might be part of the monorail cart, but it can't be. I bet it is part of the old PH time. The building on the right might have been used either by the slaves or some guard.
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This level seems much less linear than the retail game. Do you think this would have confused players?
If you take a look at both JR (PCGamer and Max files) and IJ (E3 and PCGamer), both these are much less linear too. I believe most level used to be like this. I think they might have made the levels more linear to force players onto the puzzles or they tried to reduce objects in the level by making it smaller = more FPS. Since most computer couldn't handle it back in the days. If you take a look like the Town, it is much less linear in some kind of way than other levels.
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Why do you think the level was cut?
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What objects carried over into other levels, or what ideas were carried over?
The devs have actually always told us that the level was cut early. I believe this might have been the case (early for them), but it was still a long way in development. I think they might have cut the level because of lack of puzzles, it didn't give the player anything special. So they moved the building into JR because JR was lacking stuff. I would say this is the only thing I can see being carried over. Cathy's beach also of course.
Personally, I believe they could just have cut JR instead, cause PH looks much better. I really love the colors seen on the terrain in this level. The retail levels are much darker. If you take JR for example, you can see the lack of almost any terrain objects. I believe JR was not completed at all when the game was released.