Ghostbusters: Sanctum of Slime

Ghostbusters: Sanctum of Slime is the biggest kick to the nuts to all Ghostbusters fans since Professor Dweeb & Elizabeth and Extreme Ghostbusters. Combined.

''Note: The game uses the same data assets in all versions, with some exceptions. These will be noted in their respective sections.''

Level Screenshots
The game uses a screenshot of the game in the level selection screens, but portions of them are obscured by the selection screen overlays. Some of the uncropped images have watermarks near the bottom, and you can see some early HUD images in the Level 10 and 11 color screenshots. Additionally, the game doesn't display the gray level select screens because you can't select the stages until you unlock them.

In the final game, Level 7 takes place at Sedgewick Hotel and Level 8 is a driving stage. The unused preview screens for both show a racing stage and a picture of a kitchen, respectively, which means their order may have been swapped during development.

Ghostbusters Firehouse
There are graphics and stage layout information for the Ghostbusters' Firehouse in the game that is supposed to be used during the driving scenes...but since you never actually reach the Firehouse for story-related reasons, you never get to see it.

If the texture for the Firehouse's interior looks familiar, it's because it's modeled after the one in Ghostbusters: The Video Game...right down to the children's artwork on the wall.

Bestiary
The game contains text for a scrapped enemy gallery inside unistrings.wbr, at : EL BESTIARIO DEL INFRAMUNDO KREATUREN DER UNTERWELT IL BESTIARIO DI NETHERWORLD LE BESTIAIRE DU NETHERWORLD THE NETHERWORLD BESTIARY The above is the the only text that remains of this feature. However, sixteen images for the Bestiary exist in the game files. Most are unused except for the third image (Slimer), which is used in the in-game instruction manual.

GUI elements
These are found under data_common\art\gui\controls\pc. These are placeholder graphics for keys on a keyboard; a fully polished set is used instead. There are also folders containing graphics with PS3 and Xbox 360 buttons, but those are used in their respective platforms (and Windows, if you're using a 360 Pad).

Smaller, unused versions of the Xbox 360 controller and a computer keyboard.

The Ghostbusters logo, which incredibly is never used.

Early HUD/Portraits
These are early lifebar elements. The final version is completely different. Additionally...

There are early portraits that seem to fit these lifebars. These are much different from the multiplayer portraits seen below, or the final versions.

Early Control/Powerup Elements
Some fairly early HUD elements. The final game uses 3D icons for powerups and status changes; and you don't use portable radios to call your teammates.

In the final game you can shoot at anyone and anything without any consequences. So this is never used.

This would be shown when a teammate needs help. The final game uses completely different images for this.

Multiplayer Selection Screen
The game files contain an early background graphic for a character selection screen. Not only that...

But all four characters have completely different character designs!
 * Bridget Gibbons was originally Caucasian and had auburn hair with a blond stripe through it.
 * Alan Crendall was originally named David and appears to be Asian.
 * Gabriel (Oscar according to the file names) had the most changes done: in these pictures, he's a muscled African-American male who wears a gold chain with a large "S" around his neck. In the final game, his physique was toned down to match the other male characters, he wears glasses and looks much younger.
 * Samuel had the least changes, appearance-wise. The only difference is in his facial expression.

Their Neutrona Wands are also different from the standard ones used in all official Ghostbusters artwork to date.

Special Effects
All of these are stored in data_common\data\art\fx.

A bunch of clothes and an overlay for transparency to go with them. There are no bras, luchador masks, or skirts anywhere in the game. So these are not used.

A blurred picture of an Ogre's face (from Quake) with "FIXME" written on top of it.

A black-and-white image of a polytrail effect for your weapon.

Located in data_common\data\art\dxshaders. This file exists twice in the archives, as colorcorrection.png and noise.png. There's no Benjamin in the credits, so who knows who this was addressed to.

Unused Text
The following text is found in unistrings.wbr at (the text has been cleaned up to make it easier to read): menus/generic/demo Demo de Los Cazafantasmas Wanako - A2M Santiago Ghostbusters-Demo Wanako - A2M Santiago Ghostbusters Demo Wanako - A2M Santiago Démo SOS Fantômes Wanako - A2M Santiago Ghostbusters Demo Wanako - A2M Santiago

The development team's original name was Wanako Studios before they were purchased by Artificial Mind and Movement. It was later renamed A2M Santiago, then Behaviour Santiago.

Unused Music
Present in data_common\data\sound\music\ in OGG format.

A short looping theme.

An 8-bit styled rendition of the Ghostbusters theme. No author is credited, since the file tags are blank.

Hidden Cover Art
The game, as you'd expect, plays Huey Lewis' I Want A New Drug Ray Parker Jr.'s Ghostbusters theme in the main menu. The game data actually contains two copies of the song. The used copy is ghostbusters_remake_srd.ogg and is 13,052 KB. The other, main_theme.ogg, is only 2,700 KB and is an incomplete copy that ends a few seconds too early.

Despite this, the unused copy has a partially deleted ID3 tag that still includes artist and album information, and reveals something very surprising about the file:

If you load the file in a music player, the album title field will say "Ghostbusters II - The Extended Soundtrack"; if you use a dedicated ID3 tag editor like MP3Tag you can also see the embedded cover art shown above. The song came from a now-defunct music sharing blog called The Inferno Music Vault, which released "Extended Soundtracks" that included music left out of official soundtrack releases.