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Disney's Extremely Goofy Skateboarding

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Title Screen

Disney's Extremely Goofy Skateboarding

Also known as: Disney Pippo Acropazzie Sullo Skate (IT), Disney's Goofy Xtreme Skateboarding (NL), Dingo Extrême Skateboarding (FR), Extremt Långbenta Skateboarding (SE), Disney's Sport Goofy Skateboarding (DE)
Developer: Krome Studios
Publisher: Disney Interactive
Platform: Windows
Released in US: September 2001
Released in EU: 2001


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.
BonusIcon.png This game has hidden bonus content.


ProtoIcon.png This game has a prototype article

Disney's attempt at getting in on the skateboarding craze of the early 2000's.

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info


Unused Areas

There is a text file called levels.txt inside the game's data, which controls the level order.

beach.lvl
skatepark_beach.lvl
funfair.lvl
downtown.lvl
construction.lvl
centralpark.lvl
canyon.lvl
ghosttown.lvl
spaceworld.lvl
street.lvl
riverbend.lvl
suburban_skatepark.lvl
tutorial.lvl
expression.lvl
bonus_01.lvl
slypark.lvl
critterroom.lvl

The first 14 levels can be found in the game, but three of the levels, bonus_01.lvl, slypark.lvl, and critterroom.lvl never made it to the final version. However, bonus_01.lvl can still be found within the data files, complete with spawn and coin coordinates. Unlike most levels, it does not have its own objectives nor does it have .ase (model) or .mad (material) files.

bonus_01.lvl

bonus_01.lvl with Downtown's model.

All objectives are set to 0 and no music is set. It only consists of coins and a spawn point.

According to the file bonus_01.lvl, its level name is "downtown" and it is looking for a nonexistent model called "bonus_1.ase" along with material file "bonus_1.mad". The level name could indicate, that this level was supposed to be a bonus alternative of the City course "Downtown". However, when using Downtown's model within the level, the coin formation won't fit the level at all and are floating unreachable in the air.

By changing the level file to load an existing model file and replace one of the used levels in levels.txt with "bonus_01.lvl", the level can be loaded in the game.

However, Goofy/Max will be stuck in the ground. The only known way to fix this, is to change the "g_gravity" value in the "config.cfg" file inside data/config to -0.1000.

Unused Graphics

Goofyskate trigger normal.pngGoofyskate trigger spawn.pngGoofyskate trigger spawnlookat.png
trigger_normal.tga, trigger_spawn.tga, and trigger_spawnlookat.tga are three trigger nodes.

Goofyskate funfair.png
funfair.bmp is a white box with "FUNFAIR" written in plain red text.

Goofyskate lvl11 invis.png
lvl11_invis.tga is a pink texture with unintelligible writing. Since it's meant to be invisible, obviously you never see it.

Extremely Goofy Skateboarding-Mountain env.png
mountain_env.bmp is an unused sky graphic meant for the riverbend level.

Extremely Goofy Skateboarding-Park.png
park.tga is an unused backdrop meant for the funfair level. It appears to be a photo of a real roller coaster.

Extremely Goofy Skateboarding-Sky 1.png
sky_1.tga is an old sky graphic once used in an early version, but was removed in the preview and final versions.

Unused Models

Hmmm...
To do:
Is the model also in the final version?
Key
Preview Final
Extremely Goofy Skateboarding-Key early.png Extremely Goofy Skateboarding-Key final.png

The key in the preview version looks a lot different than the one in the final version. The bow was perfectly circular, the bittings were a little thicker, and the key had its own texture - keyColour.tga, which can still be found in the final game's data files. The one in the final version has more of a hexagonal bow with the bittings becoming thinner. What makes the final key unique is that it borrows the coin texture, coin.bmp, along with an orange tint.

Unused Sounds

badland.wav

Whenever Goofy or Max make a faulty board trick, this sound would be heard, but cement_land.wav plays instead. It can still be found in the game's data files.

Regional Differences

Hmmm...
To do:
Screenshots of regional differences.
US Italy Netherlands
Goofyskate title.png Goofy italy.png Goofy netherlands.png

To compensate for the title changes, the Disney logo was moved all over the place. The "Skateboarding" part of the logo was also increased to fit other languages' translations in there.

Hidden Content

720
Goofy Max
Extremely Goofy Skateboarding-Goofy 720.png Extremely Goofy Skateboarding-Max 720.png

There is one trick that for whatever reason didn't make it to Trick Tutor, but can still be performed in-game. However, it requires a much higher elevation (e.g., water spouts from fire hydrants) and gives the player 5,000 points if done correctly. The hidden trick is known as 720 and can be performed with the V + B + Down keys (3 + 4 + 🠟on gamepad) while in the air.

Hidden Screenshot Feature

By pressing the F10 button, a screenshot will be saved in TGA format in the game's "data" folder.

Hidden Spawn Error Message

Entering a level with no set spawn trigger will spawn Goofy/Max at coordinate 0:0:0 and displays "Spawn trigger not found" at the top left corner of the screen.

ExtremeGoofySkateboarding hiddenErrorMessage.png

Error Message Report

When the game crashes, a text file called goofy.err appears in the game's data folder. It explains, why the game crashed.

Here's an example, when trying to load bonus_01.lvl:

Could not load model ' TYPE='

Build Date

At 0x88227 in the executable is a build date.

Build date: %s %s
Aug 24 2001
16:38:58

The maps include their build date on the second line, it also seems like the maps were made in 3dsmax, most likely 3dsmax 5. The example listed here is Beach.

*3DSMAX_ASCIIEXPORT	200
*COMMENT "AsciiExport Version  2.00 - Fri Aug 24 11:23:40 2001"