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Billy Hatcher and the Giant Egg (Windows)

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Title Screen

Billy Hatcher and the Giant Egg

Developer: Sonic Team
Publisher: Sega
Platform: Windows
Released in US: 2009
Released in EU: May 31, 2006


GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
TextIcon.png This game has unused text.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

The Windows version of the cute 3D platformer, Billy Hatcher and the Giant Egg was Europe-only at retail, but quietly got an American digital release three years later. This version of the game has a lot of extra files and has most files loose instead of inside the .prd archives of the GameCube release. In particular, there are a number of unused, prototype files which don't exist in the GameCube version of the game. Most actual files are 1:1, even being Big Endian like the original files would have to be for the GameCube.

Unused Stages

There are a few stage models present only in the PC release of the game. It's not immediately obvious all differences between the final and proto versions for all maps, but there are some maps that don't exist in the normal game at all. These are the stg_battle_red unused vs map and stg_practice testing map. Alongside these are map models for stg_test (red/Dino Mountain), stg_test2 (blue/Pirates Island), stg_test2_n (blue/Pirates Island (Night?)), stg_test07 (purple/Blizzard Castle), stgtest08 (blue/Pirates Island Boss). There are matching camera, object, and enemy layouts for 'test' maps 1-8, along with design layouts (detail objects) for test and test2, an enemy layout for test00 and a camera for test with no numbering.

stg_battle_red

This seems to be an unused vs stage for the red area, aka Dino Mountain. However it's named stg_battle_red instead of stg_red_battle for the used version. It actually does have matching object layout data, camera data, etc. but unfortunately it's all nulled out and essentially empty.

stg_practice

This is a testing stage that's pretty much just a flat area with some stairs and bordering walls. While it likely contained a notable object layout at some point, there's now only data for the render model, BSP info, and collision.

stg_test07 / stg_purple - Blizzard Castle

A comparison between the prototype and final versions of Blizzard Castle. The most clear change is the lack of one egg railing near the back of the map.

Unused Object Models

Similarly to stages, there are several unused character, enemy, or object models in files exclusive to the PC port

Items

Special Combs

In the main game, all combs Billy can collect simply use the same model as default recolored. Here it seems they planned to have more unique varieties based on powerup, but was scrapped.


(Source: ShadowBlitz)

Egg Animals

iwhale

GGqPXu4W0AAoIQE.png
GGqP2zeWIAAnJB .png
GGqP2y5XIAAbhY7.png

This unused Egg animal seems to be intended to be an ice element animal like Ricky or Oritta. It has fully completed animations.


(Source: ShadowBlitz)

Enemies

ge_e01w - Test Dummy

PC BillyHatcher DummyEnemy.png

A test dummy model with target mark. Seems to be for debugging. Has a basic animation set.


(Source: ShadowBlitz)

Unused Text

Hmmm...
To do:
Find and rip Japanese graphics.

Present in the game are leftover Japanese INI files, suggesting there may have been plans to release this port in Japan.

There's also console version leftovers, such as messages related to progressive scan and 50Hz/60Hz. Oddly, these messages exist in Japanese as well (50Hz/60Hz selection is not commonplace in Japan, where consoles were historically NTSC-based).