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Disney's Stitch: Experiment 626

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Title Screen

Disney's Stitch: Experiment 626

Also known as: Lilo & Stitch: Stitch no Daibouken (JP)
Developer: High Voltage Software
Publishers: Disney Interactive, Sony Computer Entertainment
Platform: PlayStation 2
Released in JP: March 27, 2003
Released in US: June 19, 2002
Released in EU: September 27, 2002


AnimationsIcon.png This game has unused animations.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

Hmmm...
To do:
The first boss was evidently going to have some additional functions (shown in the unused animations sub-page). Data in the files suggests it may be possible to re-enable these functions.

Disney's Stitch: Experiment 626 is a prequel to the Lilo & Stitch film, released just a couple days before the film came out in theaters. It features intergalactic mass destruction and one of the first appearances of a genetic experiment other than Stitch. It later got retconned from the franchise's canon by the 2005 direct-to-video film Lilo & Stitch 2: Stitch Has a Glitch.

Sub-Pages

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


Disney's Stitch 626 BIRBICO1.png
Unused Animations
The boss battles could have played out very differently...
SoundIcon.png
Unused Sounds
Dialogue and other sound effects.
TextIcon.png
Unused Text
Menu text and transcripts of audio dialogue.
DevTextIcon.png
Development Text
Removed data and notes made by developers.

Unused Cinematics

GTHMAD.IPU is a cinematic of Gantu talking, intended to be used for an intercom.
Disney's Stitch 626 Gantu video.gif

disney.pss is a short clip of Stitch hopping with the text "STITCH CINEMA PLAYER!!!" moving about in the background. The file is located in the same folder as the gameplay demos and company logo FMVs. It is likely to be a placeholder although it may have been intended to be used when the player viewed the "Secrets" menu.

LS026.pss is only present in the European release and is a scene from Lilo & Stitch which is not included in the "Secrets" menu. The scene is when Stitch drives a gasoline truck into a volcano and launches onto Gantu's ship. It is the last video in the game's files but other scenes present in the game take place at a later point in the film. Notably, this video is both present and used with the same file name in Disney's Lilo & Stitch: Trouble in Paradise.

Unused Graphics

SHAD.TGA is a less detailed texture for the Buzzer enemy.
Disney's Stitch 626 Buzzer.png

OAJUMA.BMP is a texture with two lit arrows for the jump-pad used in the first boss battle.
Disney's Stitch 626 OAJUMA.png

621_A.BMP is a texture for the mutated Experiment 621, though it is mostly the same as the used texture.

Unused Used
Disney's Stitch 626 621 unused.png Disney's Stitch 626 621 used.png

Three textures for the "Meet the 700s" level.

Two textures for the "Jungle Flight" level.

Two particle textures in the files of the "Got Gas?" and "Energy Lines" levels.

Logos for Disney Interactive, High Voltage Software and Sony.

Screenshots from Lilo & Stitch located in a folder titled SECRETS. These would have been viewable as a gallery in the "Secrets" menu and were used in the March 28 prototype. Although many of these stills are seen in loading screens and in the title screen, the image files used are different and also have different sizes and resolutions.

Unused Objects

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: See if there's a way to load OMPWRDD into the game where it behaves in its intended way as shown in this clip.
Model Rip Internal Filename Level(s) Notes In-game Footage
Disney's Stitch 626 OGFLWI.png OGFLWI Got Gas? The file used for determining behaviour indicates that it would be a destructible object similar to crates. Its model is unusually large and doesn't fit in any of the level's rooms. Although it has an animation file, the data is incomplete so it does not move. It also has an associated sound effect with the filename FLWION01.VAG, which does not play when it is loaded in-game:
Disney's Stitch 626 OGSCAN.png OGSCAN Got Gas? It is supposed to behave in the same way as the game's crates, but it appears to use an incomplete behaviour.
Disney's Stitch 626 OLDCRT.png OLDCRT Got Gas? A damaged looking crate that has no in-game behaviour.
Disney's Stitch 626 bird.png SBIRD3 Caverns & Chasms A bird that flies away from the player in seemingly random directions. It has an incomplete animation file.
Disney's Stitch 626 OJCAMO.png OJCAMO Caverns & Chasms A rock with attached trees and some metal poles. Its intended behaviour appears to be incomplete as it cannot be interacted with. When given a different behaviour, its animation can be seen in a loop. It also has an associated sound effect with the filename OJCMUP01.VAG, which does not play when it is loaded in-game:
Disney's Stitch 626 OJSHOT.png OJSHOT Caverns & Chasms A fan-like object that shoots at the player when approached at a certain distance. It cannot be interacted with and its animation does not play unless it is given a different behaviour.
Disney's Stitch 626 turret.png TURT2 Caverns & Chasms

Meet the 700s
A turret that behaves as an enemy. It fires at the player from certain distances and explodes if shot several times. It has numerous functioning animations.

Its texture file has some additional graphics not mapped to the model.
Disney's Stitch 626 Turret texture.png
Disney's Stitch 626 OJGEYS.png OJGEYS Greema Falls An acid geyser which behaves in the same way as steam vents found in other levels, although it doesn't inflict damage.
Disney's Stitch 626 OAGEN1.png OAGEN1 Hotfoot! A device which appears to use a behaviour that is either incomplete or doesn't work properly. Attempting to interact with it (by shooting or picking it up) will make it disappear with a seemingly random sound effect.
Disney's Stitch 626 Lunc.png LUNC Soldier Trail An odd fish-like creature. Its purpose is unknown but its appearance and animations suggest it may have functioned as a platform that would attack the player after a short period.
Disney's Stitch 626 Fish.png SFISH1 The Aviary A fish that would have likely appeared in the level's small aquarium. Like the bird, it flies away from the player without any specific direction.
Disney's Stitch 626 OMEXD.png OMEXD Ring Around the Lasers A small device that explodes if the player moves too close to it and also explodes after a short time period - with an accompanying beeping sound effect to represent a timer - if the player approaches it at a relatively close distance. It also has another associated beeping sound effect with the filename OMEXDBP1.VAG which does not play when it is loaded in-game:
Full machine:
Disney's Stitch 626 OMPWRDD1.png
Machine interior:
Disney's Stitch 626 OMPWRDD2.png
OMPWRDD Error #626 A giant machine, likely a power generator. It is shown being destroyed by Stitch in a trailer for the game included in a demo disc for the Official US PlayStation Magazine #60. There are numerous models consisting of the fully intact machine, the machine's interior, and a number of pieces of the exterior that would have scattered as it was being destroyed.
Disney's Stitch 626 OMPWRDD3.png Disney's Stitch 626 OMPWRDD4.png Disney's Stitch 626 OMPWRDD5.png Disney's Stitch 626 OMPWRDD6.png Disney's Stitch 626 OMPWRDD7.png

The video on the right displays the machine's different models, with corresponding animations playing in a loop. This is obviously not how it was intended to behave, although it has been loaded into its intended location.

Unused Models

ARROW.AGG is an untextured model of an arrow.
Disney's Stitch 626 Arrow.png

Unused Object Behaviours

Hmmm...
To do:
Document these properly. Presumably most, if not all, still function.

The game's ELF file includes references to a large number of unused object behaviours. Specifically:

B2Lit
BAutoPlt
BCopship
BDblBtn
BDctvReg
BEnshot
BExpthrw
BEyeball
BFlrtile
BFrcgate
Bfrzthrw
BGMissile
Bgrplump
Bgturret
BJmpPlnt
blump
bmslshot
bpatternchestshots
bpthlump
bpthobst
bpthrock
bricochetallowed
brock
brvtrgdr
bslowcontinuous
bslowseparate
bstshot
btimebtn
btmchase
btoglbtn
btrigplt
bttnpsh1
bttnpsh2
bttnwrng
BTurret

Debug Functions

The game's file used for mapping buttons (GAME.SCM) includes a number of debug functions which can be activated by swapping one of the used mappings with a debug one. The available debug functions are:

  • Toggling invulnerability.
  • Giving Stitch the Grapple gun.
  • Giving Stitch the Jetpack with approximately 100x more fuel than normal.
  • Giving Stitch the Freeze gun with 100 ammo instead of the normal amount of 3.
  • Giving Stitch the Big gun with 100 ammo instead of the normal amount of 3.
  • Making Stitch lose all pickups including regular guns, Big gun, Freeze gun, Grapple gun and Jetpack.
  • Activating and deactivating movement animation when Stitch is idle while climbing.

The game's ELF file contains a script titled Stitch.ini used for activating minor debug functions which allow the game to skip to the level select screen from startup.

Activation codes for the North American version:

00378A6C 00000001 fullscreen
00378A70 00000001 levelselect
0037886C 00000002 hubselect
00378A74 00000000 fulluioff
00378A78 00000001 levelwalk
00378A7C 00000000 notools
00378A84 00000001 ps2screen
00378A88 00000001 noenvsound
00378A8C 00000001 nodebug
00378A98 00000001 altlang

Unused Code

UI.AIS contains a list of levels from LVL0 to LVL45. LVL0 to LVL17 lists all the game's used levels chronologically using their internal filenames. The remainder refer to test levels which are not present in the files and unused levels. Like the in-game text, the list is stored as hexadecimal values, for example UNUSED is stored as 0x55 0x4E 0x55 0x53 0x45 0x44 0x00.

"LVL18" ConcepX
"LVL19" Gconcpt
"LVL20" room
"LVL21" JungC
"LVL22" Test
"LVL23" All
"LVL24" measure
"LVL25" M2
"LVL26" Jelly
"LVL27" mesure2
"LVL28" objtest
"LVL29" UNUSED
"LVL30" UNUSED
"LVL31" UNUSED
"LVL32" UNUSED
"LVL33" UNUSED
"LVL34" UNUSED
"LVL35" UNUSED
"LVL36" UNUSED
"LVL37" UNUSED
"LVL38" UNUSED
"LVL39" UNUSED
"LVL40" UNUSED
"LVL41" UNUSED
"LVL42" UNUSED
"LVL43" UNUSED
"LVL44" UNUSED
"LVL45" 0

GENERAL.SCM is a similar file to GAME.SCM that lists various debug functions. They may have been removed.

Hmmm...
To do:
Verify whether or not these functions can be activated.
Mappings[16]
{
	{
		AppID GeneralButtonToggleDisplay
		ElementID JoystickButton0
		Name "CoCBDisp"
	}
	{
		AppID GeneralButtonSwitchCamera
		ElementID JoystickButton1
		Name "CoCBCam"
	}
	{
		AppID GeneralButtonZoomCamera
		ElementID JoystickButton6
		Name "CoCBZoom"
	}
	{
		AppID GeneralButtonResetGame
		ElementID JoystickButton2
		Name "CoCBRset"
	}
	{
		AppID GeneralButtonQuitApp
		ElementID JoystickButton3
		Name "CoCBQuit"
	}
	{
		AppID GeneralButtonScenePaused
		ElementID JoystickButton4
		Name "CoCBStop"
	}
	{
		AppID GeneralButtonWireFrame
		ElementID JoystickButton5
		Name "CoCBWire"
	}
	{
		AppID GeneralButtonToggleRegions
		ElementID JoystickButton7
		Name "CoCBReg"
	}
	{
		AppID GeneralButtonDropPlayer
		ElementID JoystickButton8
		Name "CoCBDrop"
	}
	{
		AppID GeneralButtonCheatMode
		ElementID JoystickButton9
		Name "CoCBChtM"
	}
	{
		AppID GeneralButtonCheat1
		ElementID JoystickButton10
		Name "CoCBCht1"
	}
	{
		AppID GeneralButtonCheat2
		ElementID JoystickButton11
		Name "CoCBCht2"
	}
	{
		AppID GeneralButtonCheat3
		ElementID JoystickButton12
		Name "CoCBCht3"
	}
	{
		AppID GeneralButtonCheat4
		ElementID JoystickButton13
		Name "CoCBCht4"
	}
	{
		AppID GeneralButtonGameCamera
		ElementID JoystickButton14
		Name "CoCBGCam"
	}
	{
		AppID GeneralButtonResetPlayer
		ElementID JoystickButton15
		Name "CoCBRSet"
	}
}

Hidden and Misplaced Objects

Hidden behind some of the walls of the "Energy Lines" level (just before the tall room where the player has to jump down a long pit) are two hockey pucks. One contains a texture for the Disney Interactive logo (DIPKLOGO.BMP), the other contains the High Voltage Software logo (BHPCKLGO.BMP) and both have the words "Made in Canada" (TEXTURE.BMP) written on the side. They can be picked up from their secret location and will slide across the room when thrown, instantly killing or destroying anything in their path, including Stitch. The pucks were added by developer Mike Henry as a reference to a cancelled hockey game that High Voltage Software had worked on, with Disney only allowing their inclusion if one was textured with their logo. [1]

In the below screenshot the pucks are visible behind the walls as a result of an emulation bug.
Disney's Stitch 626 logos.png Stitch-Experiment-626 Texture1.png Stitch-Experiment-626 Texture2.png Stitch-Experiment-626 Texture3.png

The "Caverns & Chasms" level has a number of misplaced objects, specifically:

  • A Buzzer over the wall to the left of where the player first reaches the mainland.
  • Some crates and plants behind one of the walls near the fifth checkpoint.
  • Some crystals behind the right wall between the fourth and fifth checkpoints within the large cave towards the end of the level.

Disney's Stitch 626 misplaced objects 1.png Disney's Stitch 626 misplaced objects 2.png Disney's Stitch 626 misplaced objects 3.png

Regional Differences

Europe

The North American "Secrets" menu includes the four "Inter-STITCH-al" teaser trailers for Lilo & Stitch where Stitch crosses over with other Disney films, namely the "big four" Disney Renaissance films Beauty and the Beast, Aladdin, The Little Mermaid, and The Lion King. The Lion King and Little Mermaid trailers were removed from the European release, but they are still present in the game's files.

This also means that these two strings are unused in the European version, even though they are still in the file used for storing the Secrets menu text (SECRETS.AIS):

InterStitchal 3
Trailer

A similar situation occurred in Disney's Lilo & Stitch: Trouble in Paradise, where some of the available trailers differed between the American and European releases.

Much of the text relating to memory cards also differs in the European version:

North America Europe
Caution! If you wish to save your game data, insert a memory card (8MB) (for PlayStation®2) with at least 50KB of free space. Do you wish to continue without saving? WARNING! NO MEMORY CARD (8MB) (for PlayStation®2) INSERTED. If you wish to save your game data, insert a memory card (8MB) (for PlayStation®2) with at least 50KB of free space. Do you wish to continue without saving?
Formatting memory card (8MB) (for PlayStation®2) in MEMORY CARD slot 1. Please do not remove any memory cards or controllers. Formatting memory card (8MB) (for PlayStation®2) in MEMORY CARD slot 1. Please do not remove any memory card (8MB) (for PlayStation®2)
Press X to delete the file. Press X to overwright this file.
Start a new game in this slot. Start a new game in this empty file.

The European version also has an extra error message for when the card is unable to format:

Format Failed.  Press X to continue.

There is also a string of text relating to the game controller which is different:

North America Europe
Disney's Stitch Requires a Dual Shock 2 or compatible controller to be plugged into Controller Port 1 Unsupported controller inserted

Japan

The Japanese version has a more plain looking title screen.

International Japan
Stitch-Experiment-626-Title-Screen.png Stitch Experiment 626 JP Title Screen.png