Play with our Prototypes

Spore has been a huge undertaking. Along the way we ended up exploring countless design directions in gameplay, simulation and user interface.
One of the ways in which we explore possible design directions is by building simple, playable prototypes that we can play around with to get a sense for a particular system.
Usually these prototypes are never seen by the public, but we thought some of the more intrepid players out there might enjoy playing around with a few of our early Spore prototypes. Keep in mind these are not tested, supported or even easily explained.


TextureBox

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The TextureBox prototype demonstrates the application of simple paint-program-style tools to dynamic cellular automata systems like Biome and CellCulture.

Brushes apply color to a dynamic canvas which then propagates those colors using cellular-automata-based rules.

Mac OS X Gift Pack

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The Mac OS X Gift Pack includes a small suite of tools that were written to experiment with some of the spore.com feeds. On the disk image, you will find: a Dashboard widget that shows the current set of Featured Creations, a Dashboard widget that lets you see any spore.com user's latest creations, and a screen saver that shows images from a feed. The README on the disk image will give you more information about installation.

Tidepool

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Tide Pool represents our first steps down the path toward synthesizing our ideas into a playable game.
Tide Pool set the stage for the later, more recognizably Spore-like prototypes SPUG and GonzagoGL.
Tide Pool combines a forest fire simulator from BIOME with the terrain and water simulation from WaterBoy and the flocking system from Crowd in a fire fighting mini game.

GonzagoGL

Three Rooms Gameplay Prototype Mac Os Catalina

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GonzagoGL is an OpenGL-based prototype of the Spore Creature game.
Similar to SPUG, it places the player in an environment with predators, prey, shelter and vegetation. GonzagoGL advances the SPUG model to include higher quality terrain and a greater emphasis on gameplay.
GonzagoGL was the final gameplay prototype developed for Spore.

Waterboy

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WaterBoy is a fluid dynamics simulator designed to explore the behavior of large bodies of water on uneven terrain.
Developed in 2002, WaterBoy also demonstrates early application of modern graphics technology, including environment cube mapping and custom shaders.

NetCity

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NetCity is a programmable simulator used to explore the evolution of complex behavior from simple components.
User-defined nodes can be set to emit signals and move, or shrink and grow in when a signal is received.
NetCity was inspired by the Soda Constructor (sodaplay.com) and by the book Vehicles: Experiments in Synthetic Psychology by Valentino Braitenberg.

Gaslight

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Gaslight simulates a process called stochastic, self-propagating star formation (SSPSF.)
Interstellar gas and dust begin to collapse under the force of its own gravity. This gives rise to regions of dense material that eventually give rise to stars.
When the stars ignite, they heat up the surrounding material, which moves away from the stars, creating more regions of increased density, which give rise to more stars, which moves more material, which creates more stars and so on.

Crowd

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Crowd is a SimCity 4 prototype developed by the Spore prototyping team.
The player controls a neighborhood of city blocks. Sims wander the city looking for residential, commercial or industrial buildings where they can work, rest or recreate.
The player may zone the unzoned (gray) city blocks to attract sims of a given type. Zoned buildings also emit traffic vehicles, which can be controlled with traffic lights.

SPUG

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SPUG is a tunable gameplay prototype for the Creature level of Spore.
The player controls an avatar creature on a simple planetary terrain where they may hunt prey, evade predators, eat, rest and level up their stats.
No limitations are placed on leveling up or cheating stats. This tool was intended to give designers the opportunity to explore different economies for the creature game, so limitations on power ups and level ups are self-imposed.

Space

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'Space' is a gameplay prototype of the Space level of Spore.
The player explores a galaxy of stars with a spacecraft, discovering new worlds to terraform and colonize and encountering alien species to fight or befriend.
Successful colonies provide the player with resources and income which they can invest in technological research. Advanced technologies allow the player to terraform, colonize fight and explore more effectively.

Cell Culture

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Cell Culture is a SimCity-like simulation of the spread of life and culture across a planetary surface.
The planet is represented as a grid of cells. Each cell has several variables describing the amount and kind of life present at that location.
Life grows and spreads from cell to cell based on these variables. The more favorable the conditions, the faster the rate of growth and spread.

City Maze

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City Maze is an agent-based city simulation prototype. The player controls a city of sim creatures.
Players may place residential, industrial, entertainment and defense buildings. When sims enter these buildings, they rest, produce income, improve their mood or defend against raider attacks.
Happy, safe, rested sims will multiply and produce income. Miserable, threatened, tired sims will get fed up and leave the city.

BIOME

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BIOME is a programmable cellular automata simulator that allows users to develop simple 'SimCity-like' grid simulations.
The grid-simulations in SimCity were inspired by Conway's 'Life' program, which produces amazingly intricate patterns from simple rules
BIOME uses a language based on chemical stoichiometry, the notation system used to describe chemical reactions. Cells in a BIOME simulation change state the same way that chemicals change when exposed to other chemicals
Systems such as this can be used to simulate phenomena such as forest fires, disease epidemics, animal migration patterns and crystallization
BIOME supports both rectangular and spiral cellular automata configurations. The spiral configuration was used to study stochastic, self-propagating star formation (the process whereby the ignition of a star promotes the creation of more stars) on the galactic scale.

ParticleMan

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ParticleMan simulates gravitational attraction between particles in a cloud. This system was used to study such gravitational dynamics as orbits, nebula formation, star formation and particle streams from sources like pulsars and black holes.
ParticleMan has the following elements:

  • Particles — point masses which interact with each other
  • Gravity Wells — fixed point masses which attract or repel particles(depending on magnitude, which can be negative), but do not move or change mass without user input
  • Particle Guns — sources that spit particles out at a given angle and velocity
  • Gravity Wells and Particle Guns may only be placed on the green grid in the z=0 plane.
  • The Iso Surface — an isosurface geometry object derived from the positions and masses (which act as field strengths) of the particles.

Turn 'particle-particle interactions' under physics off and on to see the difference between the more orderly and predictable independent particles and the chaotic interacting ones.
With particle-particle interactions off, you can create some elaborate streams of particles using the Particle Gun and Gravity Well objects.
Play with physics controls to create different kinds of gravitational simulations. High fusion rates can be used to simulate star birth in collapsing nebulae, for example and low fusion rates can be used to simulate interaction between stars in a galaxy.
We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Fallout 3 (Van Buren)

Developer: Black Isle Studios
Platform: Windows

This game has unused areas.
This game has unused enemies.
This game has unused models.
This game has unused items.
This game has unused text.

This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually reached store shelves.

Van Buren is the codename for Interplay's Fallout 3, which was canceled on December 8, 2003. It would take place in the American Southwest, in areas such as Arizona, Nevada, and Colorado. Unlike the first two Fallout games, it would be 3D, which would allow the player to move the screen around with the mouse to get a better view of things. In addition, there was going to be real-time and classic turn-based combat, along with cooperative multiplayer.

A lot of the ideas for this game eventually appeared in Fallout: New Vegas (Caesar's Legion, NCR vs Brotherhood of Steel, Hoover Dam, etc.), making New Vegas something of a completed Van Buren with the Fallout 3 gameplay.

A tech demo and some design documents were released by No Mutants Allowed in 2007. This page will only be covering material from the tech demo.

The tech demo itself is based on what was going to be the final game's tutorial area, where the player was a citizen trying to get to a Vault as soon as America started getting nuked. However, the player is what was going to be the main character's model, not a special one they had planned for the final tutorial.

  • 3Ammo

Sub Pages

Weapons
There are many, many unused weapons in the Van Buren tech demo.
Creatures
Almost every creature in the game's files is unused in the actual tech demo.

Unused Dialogue

To do:
There's quite a few unused dialogue files hidden in the tech demo that show unused areas in the tech demo (but in the design documents). http://fallout.wikia.com/wiki/Category:Van_Buren_dialogue_files has them. Will rip and put up on subpage later.

Ammo

Just like other Fallout games, it would've had ammo and several ammo types. The game's files contain a lot of unused ammo types that can't be found in the actual demo.

15mm EC

Fallout 2's 2mm EC very big brother. Used in the ARTEMIS rail gun.

2mm EC

Speaking of 2mm EC, it would've returned in Van Buren as well.

40mm Rifle Grenade

An explosive round. It finally appeared in Fallout: New Vegas.

Three rooms gameplay prototype mac os x
  • 40mm Rifle Grenade ammo icon 1

  • 40mm Rifle Grenade ammo icon 2

”Naphanite”

This strange ammo type is probably for the Flamer, as its name sounds similar to 'Napalm' (a gel used to create fires). Since the Flamer...shoots fire at people, it's likely to be the Flamer's ammo.

Small and Heavy Rivets

Ammo for a weapon that doesn't appear in the tech demo's files. Based on the ammo name, the gun for it would probably for a weapon that would be like Fallout 3's Railway rifle.

  • Rivet ammo icon 1

  • Rivet ammo icon 2

  • Rivet ammo icon 3

  • Rivet ammo icon 4

Needler

While not listed in the game's files, ammo icons that look a lot like Fallout 2's Needler ammo type can be found in the game's files. The Needler pistol is listed as a weapon used by Victor Presper, the main bad guy in Van Buren, in the B.O.M.B.-001 design document, so there's evidence that the Needler was going to be in the game.

Strangely, there are two icons for the AP Needler ammo.

  • Regular Needler ammo icon

  • AP Needler ammo icon 1

  • AP Needler ammo icon 2

12 Gauge Shotgun Shells

Shells for a shotgun.

  • Shotgun Shell ammo icon 1

  • Shotgun Shell ammo icon 2

.30 Cal

There doesn't seem to be any weapons that correspond to this weapon in the tech demo.

7.62mm

Yet another ammo type that has no known weapons for it.

5mm

Ammo icons that look almost exactly like the 5mm ammo icons in Fallout 1 and 2 can be found in the game's files. The B.O.M.B.-001 design document lists 5mm ammo as an item held by General Coleridge, an enemy in that area.

  • 5mm ammo icon 1

  • 5mm ammo icon 2

  • 5mm ammo icon 3

BB

Probably for a BB Gun, which didn't appear in the tech demo.

Micro Fusion Cell

Based on the name, it would probably be ammo for the Laser Array Gun, as the Microfusion Cell in other Fallout games has been used as ammo for large energy weapons.

Small Energy cell

It would probably be used for the Laser Pistol, as the Small Energy Cell was used to power small energy weapons in Fallout 1 and 2.

Three Rooms Gameplay Prototype Mac Os X

.44 Cal

While .44 ammo is used in the Van Buren tech demo, there is another .44 ammo icon that doesn't have a green stripe on it, while the one in the tech demo does.

Regular
Unused

.45 Cal

Ammo for the .45 Autoloader and .45 Revolver.

.50 Cal

Ammo for the .50 Revolver.

Rocket

Ammo for a non-existent rocket launcher.

  • Rocket ammo icon 1

  • Rocket ammo icon 2

  • Rocket ammo icon 3

  • Rocket ammo icon 4

  • Rocket ammo icon 5

Unknown Ammo images

Several of the ammo items in the Van Buren tech demo have no obvious equivalent ammo inventory icons.

The Fallout series
WindowsFallout (Prototype) • Fallout 2 • Fallout Tactics • Fallout 3 ('Van Buren' Prototype) • Fallout: New Vegas • Fallout Shelter • Fallout 4
DOSFallout (Prototype)
Mac OS ClassicFallout
Mac OS XFallout 2
PlayStation 3Fallout 3 • Fallout: New Vegas
Xbox 360Fallout 3 • Fallout: New Vegas
Nintendo SwitchFallout Shelter
AndroidFallout Shelter
iOSFallout Shelter
PlayStation 4Fallout Shelter
Xbox OneFallout Shelter
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