Splatterhouse (2010)

A revisit to the original arcade game, with splashes of its sequels tossed in for good measure. This game went through a great deal of development hell, and the fact that so many parts are left around definitely shows it.

Cut levels and level changes

 * In 1-1, the forced berserker transformation was not the original intention, as dummied checks and dialogue in the game would've encouraged Rick to activate it. This was later moved to the heart boss.
 * In 1-2, Faceless enemies were originally intended to poor into the room to attack the player when the boss fell through the floor and became stuck.
 * 2-1 features several destructible items that are never called for: shanty house sheds and a grelmin-model car that consists of three destructible parts layered upon one another. The shanty houses were part of the level's original design, in which Rick would plow through several buildings to try and get through them, alerting 'innocent'-class zombies in the process. The innocents eventually became both the bodies seen in the slaughterhouse and the Faceless enemies.
 * 2-2 went through several changes, and has quite possibly the most unused dialogue directly linked to it of any level, excluding Mirror Rick's banter from phase 8. It also features the most changes of any level:
 * The opening dialogue with Rick and the mask talking about the corrupted was intended to force the player into a walking animation as they moved, and the later "Are they human?" dialogue was meant to follow it.
 * A weapon pickup tutorial was meant to occur before the Brute fight, but was left unused. The triggers suggest it was meant for E3, but was not used in the playable demo seen there either.
 * In the hallway where you encounter the Biggyman, there are fenced walls on both sides of the room. Faceless enemies were meant to crawl down the insides of these as decoration when the lights came back on. In addition one of the Biggy-scare images mentioned in the unused fx section would have also been triggered here, but which is unknown.
 * In the impalement room, all 4 chairs were originally available to impale enemies upon. This was changed to one enemy already being impaled, to act as a tutorial for the player. Additionally while the chairs automatically load themselves in the finished game, a small unused cutscene exists that activates the switch on the front, which when used would load the chairs into the microwave.
 * In the room directly following this, several boreworms were meant to spawn and flee the room.
 * The skullbat, an enemy that appears only once in the entire game, was meant to appear in the side scrolling area here in a flock of three. The zombie student that appears here is not an oversight however; the game does not have a '2D' version of the slaughterhouse zombie's character file, resulting it the students being utilized instead.
 * A pipe was intended to spawn just outside of the microwave rooms. The enemies here were also originally Morlocks...however if they're swapped in in place of regular footsoldiers, they will accidentally suicide by jumping back into the microwave areas.
 * In the rooms with the large floor fans, two Brutes were originally intended to spawn, not just one. The one that comes through the door is referred to internally as 'Brutus Maximus'. This section was initially a freezer, explaining the large unused ice blocks, and the doorway would have led to the elevator Rick takes to fight Biggyman.
 * In the shotgun room, two bits of audio are called...but broken thanks to both bad coding and a missing check. The mask would have commented on the shotgun's effectiveness for its first kill, but the associate audio isn't loaded with this area but instead the next one. Each subsequent kill would have been counted down till finally reaching the "genocide" comment, but due to an oversight the game does not check the proper death variables for enemies in this room, and additionally take into account one enemy too many.


 * After encountering the demonfire zombies in 3-1, you run into a room that's constantly dripping boreworms but is otherwise uneventful despite the music. Three spitters were originally placed her for the player to have to defeat, simultaneously making this the only 3D area they would have appeared in and a nod to the shed boss battle of Splatterhouse 2, with the eye serving as an extension of that nod in this game.
 * In level 3-2, several enemies were changed around among other aspects:
 * The spiked fence at the beginning of the level would have pursued the player, slowly pushing them towards an abyss. Another hazard, right after the first area you have to roll under, would have damaged Rick but the animation for this part has since been cut.
 * An extension of the sewer area exists as a complete unused location, and would have continued from where you take the right turn. Several parts of this area are incomplete however, mainly an untextured wheel of some sort the player may have been intended to interact with.
 * After encountering the heart, you come to a room with a mouth guardian and footsoldiers. The footsoldiers were originally Morlocks, and several invisible jump nodes were placed around the room for them to use.
 * In the room you destroy the computer, several slaughterhouse zombies are released from tanks one by one. These were originally intended to be Brutes, when they had a much smaller, slimmer design than their finished look.
 * The boss of this level was not originally Experiment 765, but the furniture boss. The doll and poltergeist are referenced a few times in these files, while others indicate that the roboape himself would've been a sub-boss.


 * 4-1 also went through several significant changes during it's development:
 * The opening area is referred to as a shooting gallery internally, and may have been completely different at some point. The audio for the barker box itself is left in the wrong position, placed in a far corner from where the actual speaker is in the level's model data.
 * An unused and partially coded cutscene exists for Mirror Jen to be torn apart by footsoldiers when Rick enters the tiki impalement area. As a result the Mirror Jen "eaten" animation is completely unused.
 * In this same area, coding for ambient objects making up a skeeball mini-game were left in the files, however they lack any elements to interact with in the actual model data any longer.
 * A trio of clowns were meant to spawn in the Love Striker area after using it the first time.
 * The tunnel of love was intended to have footsoldiers and an aegis spawn. How they would have fit in is anyone's guess, and this might've been a relic left over from an earlier layout. Barker boxes actually exist in this area too, though are embedded into the walls and as such their audio can barely be hear if at all at certain spots.
 * In the devil cave area, the light was intended to turn off after clearing out all enemies. In addition the third spike trap would have also closed, and would have looped instead of activating once and not again.
 * White footsoldiers were intended to spawn alongside the Aggressor, instead of another group of exploding footsoldiers that tend to kill it almost instantly. On a similar note, a Brute was planned to spawn alongside the clowns in the dock area, and can be seen in early screenshots.
 * The docks that close off this section had a differently planned design. The "Zipper" sign would have had to have been raised by the boat upon defeating the beast, which only then would've opened the path to the next area. The model data for this behavior though has since been removed, yet a non-functional walkway exists to the boat itself.


 * Level 4-2 has the first checkpoint start halfway into the level than originally intended. Sections "B", "C" and "D" all remain in the game though with almost no coding left for them. These areas would have consisted of a small intro area, a bumper cars section with two large wooden gates blocking it off, and a small path leading to the rollercoaster area seen in game. To cut these out their loading triggers were instead dummied, and the original entrance cut and paste over the coaster area's entrance to retain the original "kick down door" introduction. Despite this all three areas still have functional doors (including three functional gates unlike any seen elsewhere in the game) and the bumper car area has an effect bank tied to it that would've visually electrified the walls around it. A small cutscene also exists within the funhouse itself, meant to trigger right after the closing gate cutscene in which the camera would zoom in on the mirror. Another oddity of the hall of mirrors area is that it's actually made up of many rooms, not just the ones seen by the player, with the original intention of it being a full-on maze. While the havok collisions are intact for these rooms, Rick cannot normally reach them.


 * In the game's file system, the progression of levels is easy to map out until you get beyond level 5-2, in which case it jumps immediately to level 7-1. During development an entire pair of levels were cut out, though remnants are still visible, and parts re-appeared as a separate dlc-only Survival Mode level. Other than dialogue remnants, the file leveldb.xml references their initial structure, including checkpoints. The layout suggests that both would have been short, with the first consisting of four different islands, while the second would have consisted of the boss fight. Oddly enough, the exact name for these levels is uncertain. The survival level calls them the "Islands of Thule", while they are referred to in the game's localization files as the "Isle of Oriab". Both are nods to H. P. Lovecraft, with Thule being a shortening of Cthulhu to avoid legal issues.


 * Other removed levels and parts of levels are also referenced in the game. SoundbanksInfo.xml refers to music intended for another 'level 6' stage, "Arctic Base", an arctic Nazi-base level mentioned in concept art and the design document. The music as well as the level's boss, Experiment 765, were merged into level 3-2 instead.


 * Leveldb.xml references two other levels also had heavy cuts done to them. Commented checkpoint and related file references exist for levels 5-2 ("Red Room", "Gazebo", "Stables", "The Pinch Redux", "Conservatory", "Lenora's Garden", "Coastline Forest"). In the case of 5-2, most areas were condensed down while several areas (a few "lrg_room" and a "pinch_room") were removed entirely, and would have consisted of side areas Rick would have to turn off generators in to proceed past electrified gates. In the final game these sections are now bridged by a portal instead.


 * Level 7-1 had several side scrolling sections cut out of it, including a morlock pit and several items that only appeared in these spots (skullbats flying *towards the screen, impalement spikes on the ceiling to knock footsoldiers into, invincible worm guardians that would repeatedly bash the ground) and would have concluded with the eye pit/portal room seen in the final. Of interest too is that the portal room was at one time considered for a boss room, with Thule referenced in here.


 * The same exists for level 7-2 ("Collapsing Chapel", "Portal", "Prayer Room", "Ascent"), however in this case the contents were cut out entirely and the level instead goes right to the boss fight. The areas would have consisted of Rick entering the chapel, falling through the floor and encountering a jump node made, a smaller side area, and then climbing back out of the church to take on the final boss.


 * The West Mansion Lobby survival arena has a hidden 2x4 up the stairs that you can't normally reach from an earlier design for the level. Oddly enough even if you get past the mask doors on the two staircases, the one leading up to it will kill Rick instantly once he reaches the top, with a whopping ten checks added to achieve this effect.


 * The Heart of the Mansion, a downloadable survival level for the game available when purchasing from a particular game retailer, was originally intended for inclusion but was switched with the Shadow of the Wickerman arena according to the text references in english.xml, and still contains partial coding to spawn photograph pieces. Additionally, the filenames for the West Mansion Lobby survival arena point to it at one time also being considered for downloadable content.

Cut Gameplay Features

 * The game includes text and variables indicating it would have featured OGC leaderboard support for your Xbox or PS3 profile. Three rewards would have also been involved with this feature: 10 Kills (Kill ten enemies of any type), 5 Weapon Kills (Kill 5 enemies with any weapon), 1000 Blood (Get 1000 XP).

In addition, the player would have only had 6 photos to collect, versus the final game's 17.
 * Early information on the game showed that leveling up Rick's abilities would be dependent on how much blood was gathered during the course of the game. While this feature was cut entirely, the file global.gas still has checks for these variables within itself that indicate what the rewards would have been:
 * As shown above, Splatterkills were handled slightly different in early versions of the game, with the player having sets available to unlock and use against enemies. While several strings referencing this still exist, the feature was cut entirely and instead relies on a random variable and on the type of monster currently being targeted.

Bloodbath Bingo
At some point in the game they developed a mini-game called "Bloodbath Bingo", which would have acted as a bonus level of sorts. It appears it would have related to how the player performed during the level and how they or killed enemies or which enemies they killed, filling in squares on a 3x3 card. Completing one row would have given the player a bonus of 1000 XP, while completing the entire card would instead award 10000 XP, with leveldb.xml defining each story-mode level with its own unique card. Each card's bingo slots were in a fixed order, rather than randomized.

Only two cards were actually mapped out, and while unused subtitles exists pertaining to them for the Mask, no voice over lines were recorded for them. The screen itself can also be seen in the game if the menus are modified to load its .gfx files, however most of the text is placeholder and other than a flickering square in the upper left corner, the screen is static and cannot be escaped without resetting the machine.

Menu options

 * A variable to control gore level appears among those used for the options screen, with two settings: "Low" and "High". Unfortunately, the variable is only referenced here and is not actually checked elsewhere in the game.
 * "Challenge" and "Time Trial" modes are also mentioned briefly in the localization files. There is no indication however how either of these would have functioned exactly.

Cut NPCs
Several elements of dialogue and files reference characters no longer present in the completed game, or intended for other areas than they originally appeared.
 * Two dialogue-only characters, Evey and Captain Francisco Miguel Cortés. Evey would have been intended for subtitles related to two photographs, and would not have been very fond of Rick. These particular photographs do not appear in the game's files, and no corresponding sound files were recorded. Captain Cortés on the other hand would have served as the narrator for the removed island levels, and while the levels were cut the entirety of his dialogue was recorded. His corpse can actually be seen briefly in the game, in the coffin holding the Terror Mask after Rick knocks it open before it crumbles to dust.


 * The Wickerman seen in level 5-2 as only a prop was originally intended as an entire boss battle for the Chapel area. Early trailers showed its appearance, and several files reference it being able to attack the player, including a layout involving having to set both legs and then its head on fire to defeat it. Some of the resources for the boss were recycled into the Furniture Boss, while the rest were put into the "Body Boss" from the game's final level, though the latter in turn were also cut when that boss was simplified. Dr. West's journal entry intended for 5-2 would have also commented on this, with West stating the Wickerman came to life and was toppled by Rick. In the actual game Rick simply scales it to try and rescue 'Jennifer'/Lenora. Additionally all the particle effects for its attacks are, oddly enough, intact, as are the AI files, FX checks, and basic programming.


 * A Sentinel enemy was also considered, and would have acted as an alarm of sorts to summon other enemies into the arena, one at a time. It would have appeared as a variation of the existing 'footsoldier'-type enemy.


 * While you can see it only briefly, the monster within the large water tank in level 3-2 was at one point meant to the boss of the islands level, the Lord Thule. It was cut completely when the islands themselves were, though its model is surprisingly intact.


 * Lastly, an enemy referenced as "Clawface" was also intended as a sub-boss at some point. Though many files reference it, its model was reduced to stage decoration much like the Lord Thule, in this case appearing in the second to last section of 2-2, and it's maw appearing as one of the clawed hands for the Body Boss.

Removed weapons
The following weapons were removed from the game in some capacity.
 * The I-Beam: Unlike others, a large part of coding still exists for this weapon, and it looks exactly like it says: a large steel i-beam. It would have been the strongest weapon in the game, and is actually referenced in several stages: Stage 1-2 (see Disabled enemy behavior) and several survival arenas (Shadow of the Wickerman, Deathcoaster, and Heart of the Mansion). With that said the coding to spawn it in each is incomplete, and several components of the weapon are missing, such as the animation data and debris upon breaking. Beyond that, it would have been the slowest weapon as well, and treated similar to the chainsaw/shotgun as a large weapon that forces the player to be unable to jump and so forth.
 * Aggressor Tentacle: The tentacle arm of the Aggressor enemy also appears as a weapon, though no means to spawn it exist. While it behaves like any other gore-type weapon with longer reach than the regular arms, the model for it is glitched, causing the arm to 'thrash' around spontaneously when held.
 * Removed arms: The Aggressor, Brute, and Mirror Rick enemies all have variants of the regular arm weapons that appear in the files. They behave like their regular counterparts, but you can not actually cause these to spawn as weapons
 * Footsoldier Organ: The lungs you tear out of the Footsoldier enemies was at one point considered to be a weapon, behaving like any other head projectile. However the item cannot be picked up and has no durability.
 * Unused debris files: Several debris files for unused weapons exist, some of which with sound and effect files still attached to them: debrispiece, machinepart, roboapecuff, cinderblock. Of these only the cinderblock appeared in early screenshots and videos, though sadly no weapon models exist for these.
 * Six DLC weapons are also mentioned in the animation data. However, none of these weapons have any description whatsoever, just a nondescript name. How they would have been implemented into the game is currently unknown.

Disabled enemy behavior

 * Boreworms are actually significantly smaller than they originally were, and in addition have a full attack lineup. Original behavior for them would have been to leap upon Rick, attach, and siphon necro until they reached a certain point and fell off to transform into "Bloaters", small short explosive enemies. While the files exist for the attacks, the bloaters themselves were cut entirely and their explosive behavior moved onto the raw-flesh-colored footsoldiers.
 * Morlocks actually have several different attacks including a grapple that required a button press to escape, but due to how they're scripted can only attack Rick directly with a spinning swipe if his back is to them.
 * Spitters would have spawned boreworms upon death, which became a moot point after said worms no longer attacked the player.
 * As stated the Aegis was originally called a "Summoner", and would have been able to spawn enemies in the arena protected during summonings. In addition, it has several attacks, including a grab, the ability to throw Footsoldiers at Rick, and a projectile attack that recycles the forcefield animation. It's grab would have also been the only case the player is required to rotate the directional stick to break free. While the attacks are complete, the AI scripts to call them were commented out. A healing ability is also referenced, however this atatck was removed entirely.
 * The Zombie Clowns have a teleport script tied to them, but never seem to use it. The Mirror Ricks (including the berserker-form Boss) would have had this feature also, though a more dedicated script was developed for them.
 * Zombie Clowns also feature several disabled attacks, including a broken call for the rushing grab attack and a slashing attack. Checks were also in place for whether or not the Zombie was armed with a weapon, and if so they would not be able to use the aforementioned attack or their 'spitfire'. Oddly enough also they have a very developed counterattack system for when the player would try to attack them with a charged attack: if called, they would either evade, initiate a faster version of spitfire, or uppercut the player. Out of all this, the only things to survive were spitfire and a radial spin attack.
 * The zombie rush grab actually has an alternate version: if used instead, the player will have to tap 'B' to escape the throw, rather than push the stick back and forth.
 * A npchealothers AI script exists, but isn't called by any of the other files. It would've allowed the user to heal other targets in its vicinity.
 * Footsoldier-type monsters would have once been able to dogpile Rick once he was knocked down. This feature has been almost completely removed however, with a comment from the developer not to use it. The attack would have activated a quick-time event: failure would have killed the player instantly, while success would have sent all the enemies flying.
 * Eye Guardians when killed were designed to send a message to any Mouth Guardians in the area to open up, however they are never used in correlation with one another.
 * Worm Guardians, also called "Door Guardians" internally, have an unused "spawn enemy" attack in which they vomit up acid that damages the player. Looking at the game's coding, Clawface was originally intended to spawn forth from said attack. Um, ew?
 * The following enemies were originally intended to have the ability to block incoming attacks, however this was never completed and except for zombies none have any animations for such behavior any longer: Footsoliders, Brutes, Zombies, and Faceless.
 * In addition to the above, Faceless and Morlocks would have also been intended to evade incoming enemy attacks, with the former also having a chance to counter-attack the player.

Boss specific

 * The Furniture Boss fight was originally a different affair. For the first phase, Rick would have to weaken the floor to force the boss down, in which case he would straddle it and be able to attack until they fell to the second floor. During this phase the boss would behave like in the final for this phase, though could also summon furniture and spawn faceless to assault you.
 * Early footage of boss Experiment 765 (the robo-ape) showed it able to leap to various points around his arena and jump down onto the player. However, no jump nodes exist within its arena any longer, and while the animations are intact the AI controls to use this ability have been commented out, as no points to jump to exist in this area any longer.
 * The Body Boss from the game's final encounter had several specific attacks, including projectiles and ground stomps, and mass summoning enemies. It was also intended to be a 4-stage fight, rather than the brief one in game.

Aegis/Summoner

 * projectileattack: Used for the cut projectile attack, but originally intended for the healing ability it originally had.
 * SummonA, SummonB, SummonC: Related to a more complete version of the heal attack. Summon_start, summon_loop, summon_end were instead used for its original 'summoning' ability, however due the fact no monster generator is ever tied to the aegis, these go unused as well.

Experiment 765

 * JumpNodeAttackA, JumpNodeAttackB, JumpNodeAttackC, NodeFloorToNodeA, NodeFloorToNodeB, NodeFloorToNodeC: Attack animations related to its early ability to jump on ledges and pounce Rick from above. The jump nodes were removed entirely, making this impossible.

Eye Guardian

 * Blink: Exactly what it sounds like, the eye guardian will blink quickly. This was partially implemented with a randomized check that set it to 0% chance. Adjusting the variable enables it, however it loops back to the blink/close random switch due to bad coding, instead of the 'IdleOpen' state.

Faceless
Zombie Jennifer also has access to these resources.
 * spk_faceless_headcrush: This headcrush animation was part of a Splatterkill meant for this class of enemies. However as the splatterkill grab state is never set, this one goes unused.
 * spw_unspawn: Faceless never use this burrowing animation in game, instead dying when the screen needs to be cleared.
 * spw_mirrorburst_tackle: An analogue to the Mirror Rick spawn animation intended for Zombie Jennifer.
 * zombie_jennifer_eaten_react: Would have been used for a disabled cutscene in 4-1 in which Footsoliders devour her.
 * spw_wall_crawldown_loop: This animation loops as the name suggests and while it's not entirely unused, that behavior can only be seen in a cut element of level 2-2.

Footsoldier

 * BreakGrab: Hops forward and roars. The coding suggests this was intended for footsoldiers hopping out of mirrors.
 * death_impale_top: Intended for impaling an enemy in the ceiling, however there's no area in the game you can do this in. Shared with Morlocks.
 * grb_airpunch_up: Used in relation with death_impale_top. Enemy is shot high into the air and comes down facedown into the ground.
 * grb_punch_heavy: Thrown to the ground and bouncing up as if stomped on afterwards.
 * KBBackbreak: Unlike the morlock's version, this was meant for a splatterkill and judging from the enemy's placement either when Rick was beserker or his character model was once much larger.
 * KBBerRipApart1: Thrown to the ground pulled forward and ripped in two, with the upper body dangling in the air persumably held up by Rick.
 * KBBodySlam: Flipped into the air and slammed into the ground, presumably with Rick falling atop him. Shared with Morlocks.
 * KBBerWeaponize: The footsolider is slammed into the ground, then spun rapidly around to hit any enemies in the nearby vicinity before getting slammed down again. This appeared in early trailers, albeit briefly.
 * KBCurbStomp: Footsoldier is slammed about, then makes a motion as if stomped upon. Shared with Morlocks.
 * KBJumpAttack: Rolls backward as if thrown then re-orients. Coding suggests was used with a jumping grab animation, possibly JumpGrabB due to the similarity.
 * KBLaunchSuperPunch: Knocked up high into the air. Coding related to this attack suggests they were to explode mid-air. Shared with Morlocks.
 * spk_cmb_grableg_slam: Pulled into the air by one foot before being slammed down hard.
 * spk_grb_armpull: Held up in the air, arm outstretched before being thrown into the ground.
 * spw_crateburst: Spawns high into the air, staggers forward a bit upon landing then roars.

Morlock

 * BackBreak: Unlike the Footsoldier's KBBackBreak, this was meant for a grab and is better matched for Rick. Used in game, but only if you grab a Morlock from a jump node...an event that can never happen.
 * death_impale_top: Same as Footsoldier's death_impale_top.
 * KBBodySlam: Same as Footsoldier's KBBodySlam. While called in the coding, there doens't seem to be a way to trigger it.
 * KBCurbStomp: Same as Footsoldier's KBCurbStomp.
 * KBLaunchSuperPunch: Same as Footsoldier's KBLaunchSuperPunch.
 * PileDriver: The receiving end of a piledriver grab animation.
 * KBDblArmTear: Similar to the zombie's splatterkill in which they lose their arms.

Rick
All of these are also valid for Mirror Rick, who uses the same resources and skeleton. Of special note, Mirror Rick even has access to the single-arm animations Rick has, though this feature was commented out of his core file at some point.


 * atk_2straightpunch: Does a double forward punch, similar to the Splatter-Slash move, but completely forward instead of cutting across and only with the fists. Apparently intended for berserk-mode.
 * atk_berzerk: Rick rears back mid-air, arms spasming with closed fists. Despite the name, this was apparently meant as an "electrocuted" animation, for Mirror Rick if he died in a berserker state, and a cutscene for 7-1. However it isn't used in *any* of those instances.
 * atk_doublefist: Double clenched fist into ground slam attack. Prototype for another existing attack.
 * atk_pronekick: A quick toe jab on a downed target with his right foot.
 * atk_rapid_stomp: Rick does a rapid stomp in place. Looks much sillier than it sounds here.
 * atk_roundstomp: Roundhouse kick into stomp.
 * atk_spinpunch: Rick does a spinning haymaker.
 * atk_SpinningLariat: Rick does a spinning lariat into a haymaker.
 * atk_UpCutR: Powerful right uppercut.
 * BackBreak: Rick takes a grabbed enemy, breaks their back over his shoulder, then throws them on the ground. While it is supposed to be usable in the final, the only way is to grab a Morlock-type enemy when they're currently on a perch ready to leap down...something that can never happen. Both Footsoldiers and Morlocks have animations related to this, though only the Morlock's works properly.
 * block: Similar to the regular blocking animation, but with Rick crouched over more instead.
 * block_kb_med_f: Knocked forward while blocking.
 * counter: Rick pushes back against something, as if breaking out of a grapple. Earlier versions of the game would have allowed Rick to counter-attack while blocking.
 * death_drowning: Initiates a drowing animation for Rick, with his body submerged below where the floor should be before sinking under, with the camera panning back dynamically. While it's still functional in the game, nothing hits Rick with "water"-type damage to trigger it.
 * DodgeRollLeft, DodgeRollRight, DodgeRollBackward: Variants of the rolling animation for different directions. Mirror Rick inherited these, but never uses them.
 * grab: Rick reaches out to grab something in the air (or something bigger than himself), throw it forward, then put it towards him while the camera pans dynamically.
 * hit_stumble_b: Rick stumbles backwards from getting hit
 * hole_pullout: Rick pulls himself out of a hole somewhere, appears below the floor when doing this. Part of an unused spawning animation for Mirror Rick.
 * hp_block:Seems to be basically the same animation as holding a head.
 * hp_debris: When called by a weapon, Rick holds said weapon over his shoulder. However the end result has it clip through his arm almost always.
 * jmp_air_grb_miss: Rick falls from air slowly trying to grab something. See 'jmp_air_grb_slam' below.
 * jmp_air_grb_slam: Aerial piledriver animation. Was at one time used for an insta-kill animation, referenced by its counterpart in the unused "zombie" smf files (the game uses zombie_large's files isntead).
 * jmp_air_punch_l, jmp_air_punch_r: Punches with the related hand mid-air. Unlike the attacks used in game, these apparently were meant for mid-air and wouldn't have caused the player to rapidly descend.
 * JumpAttackA: Startup for an aerial attack. Prototype of the regular jump-start animation, referenced in the unused npc smf templates.
 * JumpAttackB: Rick revs up his right hand to attack mid-air. Prototype of the strong jump-attack animation, referenced in the unused npc smf templates.
 * JumpAttackD: Rick slams both fists into the ground, or possibly something in his hands. Despite the name this is a standing animation.
 * JumpGrabA: Rick holds his arms out while leaping as if to grab something midair.
 * JumpGrabB: Rick rolls forward and looks around quickly. Still partially coded in and used in relation with JumpNodeGrabB for performing glancing blows while using jump nodes against the Wickerman...who never showed up in the final game.
 * kbantiair: Knock backed by an anti-air attack. Related to Clawface somehow, rather prolonged animation.
 * KBLightRightLow, kblightrighthigh, kblightleftlow, kblightlefthigh, kblightfrontlow, kblightfronthigh: Various knockback animations. Cut in favor of one middleground "mid" blow for each strength of attack.
 * NecroCharge: Rick holds both arms out and leans forward
 * ProneKick: Rick stomps his left foot down and crushes it into his target. While referenced in Rick's files, Mirror Rick has coding to use this attack...that's never called.
 * recovery: Rick slumps to his knees, then gets back up, taking a pose before returning to combat, camera pans dynamically. Was meant for Rick's arm regenerating and is still partially coded into the game, but never called.
 * Reanimation: Rick raises his hands up as if he's commanding something to rise. Raise dead animation?
 * regen_idle: Hunched over, waiting for arm to grow back.
 * splattergate: Rick crouches as if ready to leap, then slowly stands back up.
 * spk_mirrorrick_fail_1: Intended for Mirror Rick, meant as an interrupt for the splatterkill against him, where Rick is repeatedly bashing him in the head, and has him push back with both arms.
 * spw_mirrorburst_tackle: Rick staggers back as if something's grabbing him, and throws off whatever has hold of him. This animation is an analogue to the similarly named unused animation Zombie Jennifer has, and is oddly referenced as a spawn animation for Mirror Rick.
 * StrafeForward, StrafeLeft, StrafeRight: Rick does a crouching walk in the select direction.

Spitter

 * hit_csaw_loop: While still in place, you cannot chainsaw the spitters in the game, making this animation impossible to see normally.

Zombie group
This includes the clown, slaughterhouse, student, and fishman zombies. All anims apply to each unless otherwise noted.
 * atk_radial: The breakdance-like spinkick animation isn't unused, but was originally intended for the fishman.
 * block: Unique to the Slaughterhouse variants, the animation has them going in a blocking motion with their hands to their sides. Visually, this only works if they have a meat cleaver in their hands as a result. This makes them also the only normal enemy with such an animation.
 * grab_deny: The zombie pushes Rick back. This was intended in the event you try a grab but it doesn't work, but was never actually implemented for zombies.
 * nav_shuffle_b, nav_shuffle_f: The zombie's shuffle animation for different directions.
 * zombie_clown_spw_jackbox: Intended for use by the Zombie Clowns, this animation would have had them spawning from the ground, flying in the air and landing ready to attack the player. While it's referenced, it's never actually used.

Miscellaneous

 * While the game features licensed music from various heavy metal artists, two particular tracks that were licensed in the game are never used or accessible from the soundbanks but can be found via their leftover OGG/XMA files: 232834616 is Blacken the Cursed Sun by Lamb of God, and 374360562 is Divinations by Mastodon.
 * In stage 2-2, you encounter a wall of meat that needs to be torn open horizontally, resulting in a flood of blood and Rick commenting on it. Internally the entire element is referred to as a "vag", and in the early E3 version of this level did resemble one a lot more readily.
 * The file consolebackground.tga when viewed in Photoshop appears as a blank file. However, when you open it in a hex editor and scroll down to the bottom, you find an odd note: "Geoff tries on a proper Oktoberfest beer hat (scanned photo taken by Pat)."