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Development:SpongeBob SquarePants: SuperSponge (PlayStation)
This page details development materials of SpongeBob SquarePants: SuperSponge (PlayStation).
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Oh dear, I do believe I have the vapors. This page contains content that is not safe for work or other locations with the potential for personal embarrassment. Such as: SpongeBob porn and some unsavoury filenames. |
When Climax Group shut down one of their offices, all of their assets were sold off on eBay, including SuperSponge. Upon examining the archive, oodles of cut content can be found on the development discs that aren't in the final game, nor its prototypes, along with other weird stuff. These discs can be found here.
Contents
Development Timeline
Development started sometime in August 2000, and was completed in September 2001, meaning the game took a year to complete.
Uncompiled Prototypes
Uncompiled Prototypes Taken from uncompiled source code. |
3D Studio Max Files
The game's pre-rendered sprites and levels were made in Discreet 3D Studio Max, and can easily be opened in any version. At one point, all of the characters were meant to be pre-rendered 3D, but were changed to 2D sprites in the final game, which would explain the visual inconsistencies.
Sub-Pages
Source Code Models Sponge Bob Disk 1\!ARchive CD 4 Final Delivery\SpongeBob.exe\ |
Artist Backups Sponge Bob Disk 1\Backup\ |
Unused Textures
SpongeBob's Face
Several unused faces meant for SpongeBob's render model are present. Some faces are missing, or are different, suggesting that the sprites were first rendered then drawn over to fit the 16-color sprites.
Unused Animations
Sponge Bob Disc 1
Butterfly
In Sponge Bob Disk 1\Backup\Richie\Richie\textures is an animation of a buttefly.
SmithWillaims
These can be found in the on the SmithWillaims disc in Anim.rar/Anim.
SpongeBob
There are several unused early animations of SpongeBob, using a different model from the later PS1 prototypes. A few of these would be used in most of the early GBA prototypes, albeit in a scaled down form in the February 5th - March 12th builds (later pre-E3 prototypes feature a different temp set of sprites).
Snake
Seven animations of a 3D Parasitic Worm can be found in FromSteve/SnakeAnims. The final game's Parasitic Worm uses 2D sprites instead.
Unused Code
Demo Mode
In the source code for the title screen (source\frontend\maintitl.cpp), there is notated code that starts an unfinished demo sequence for Chapter 1, Jelly Fields.
SpongeBob is unable to collide or interact with any collectibles, characters, and enemies in the demo.
Cutscene Free Camera
To do: There is some code in the render function that shows the camera position, too. Also, maybe rerecord the video? It wasn't intended for TCRF at first, which is why there's barely any time spent showing stuff off. |
In the code for cutscenes (source\fma\fma.cpp), there is code in the think (i.e. update) function for the FMA scene class that allows the player to move the camera. This code actually gets discarded by the preprocessor if the game isn't compiled by Paul Grenfell (programmer) or Dave Owens (lead programmer), which the final game isn't.
The level tiles will glitch out if the camera is moved too far to the left.
Unused Enemies
Several enemies that weren't used in the final game nor any prototypes exist within the design documents.
Booger Monster
booger_move
An enemy named Booger Monster. It has a model, attack animation, a sound effect for its movement, and a sketch. Judging by the size of it in the sketch, it was probably planned to be a boss, though he looks rather out of place.
BallBlob
ballblob_move
A small blue blob with a bite, a bounce and a wobble animation. It also has two sound effects; an attack and a movement sound effect. Shares some interesting resemblance with Dirty Bubble, one of the show's antagonists.
Ghost
SmithWilliams | Final |
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On the SmithWilliams disc in 010605\010605_1645\FromSteve\Krusty\Ghost is a green ghost enemy that was later changed into a less-primitive fish ghost.
Unused NPCs
According to several design documents found on the disc, there were supposed to be generic fish and animal characters in the game. Sprites of these characters can be found in GIF and PSD format, as well as sketches in BMP format, in MaxArt\richie. Some were given obscene filenames. Bird.gif and Fish.gif are used in the game's intro animation.
Animated GIFs
PSD
Sketches
Dialogue Icons
Sponge Bob Disk 2\Design\Level Design\Front End UI\Heads has some dialogue icons that aren't seen in any known builds.
Screenshots
To do: There's more screenshots to be documented. |
In-game
Some screenshots mostly showing the options screen. They all date to February 16, 2001. The title screen assets and code can still be found within the source code.
Mockups
Some renders of SpongeBob's neighborhood, Jellyfish Fields and some cave levels.
Editor
Throughout Disc 1 are screenshots of the level editor. Note that one of the screenshots show a "Fore" layer on the left, which isn't used by any level in the final game.
FMV Folder
This folder contains FMVs, some of which aren't in the final game.
Alternate Intro
An alternate FMV of the game's intro exists in intro.rar. The only difference is that there is a fart sound effect near the end of the video.
Sounds
spongebob thq
This folder contains various music tracks from the SpongeBob SquarePants TV series (specifically, all tracks made by the show's original music team), listed by order.
- Hawaiian Adventures aka SpongeBob Theme
- Cream Pie
- Grass Skirt Chase
- Shellfish Behavior
- This track hasn't been used in the main series, Kamp Koral, or The Patrick Star Show yet.
- 12th St Rag
- 12th St Rag Slo
- 12th Street Rag (fast w•out washboard)
- This track hasn't been used in the main series, Kamp Koral, or The Patrick Star Show yet.
- 12th St Rag (slow w•out washboard)
- This track hasn't been used in the main series, Kamp Koral, or The Patrick Star Show yet.
- Blank
- Seaweed 1
- Seaweed 2
- Seaweed 3
- Gator
- Instrumental Theme Song
- War Blower
- Hawaii Bob (delayed strings)
- Hawaii Bob (delayed strings) duplicate
- Hawaii Bob (long version, strings in front)
- This track hasn't been used in the main series, Kamp Koral, or The Patrick Star Show yet.
- Hawaii Bob (long version, delayed strings)
- War Blower (long version)
- War Blower (drums only)
- Hello Blues
- Hello Blues duplicate
- You're Nice
- Blank
Interestingly, in track 22 at around 6 or 7 seconds, Sage Guyton's (one of the series' composers) voice can be heard.
Archive Oddities
Folder Name
In the Nickelodeon folder, there's a folder amusingly named New Sbsp like we care.
Naughty.jpg
The images Naughty01.jpg, Naughty02.jpg, and Naughty03.jpg are sketches of Spongebob, Patrick, and Sandy being naughty in rather... adult ways.
Naughty images |
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Sea Life Stuff
In the folder Resources, there are video documentaries about various sea animals.
stoneBak
An image of a Superman cosplayer's face, that is also present in the final game, except the eyes and mouth aren't cut out in this version.
SpongeBob Shit List
Download SpongeBob Shit List
File: SpongeBob Shit List.rar (19 KB) (info)
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A document oddly named SpongeBob Shit List.doc, seemingly from a disappointed developer suggesting things to be added, changed or removed. It was made on April 20, 2001, long before prototype SBSP 020501 (May 2, 2001).