Disney's Stitch: Experiment 626/Unused Animations
This is a sub-page of Disney's Stitch: Experiment 626.
Unused animations for used models. Unused animations for unused models can be seen in the Unused Objects section of the main page.
Contents
Stitch
Animation | File Header(s) | Notes |
---|---|---|
bump | Its purpose is unclear. This animation has an accompanying sound effect with the filename STCHTHRW.VAG, which is also heard in used animations. | |
climbidl | Header indicates it is an idle climbing animation. | |
clmbdrtf | Probably intended to be used during slow-mo mode. The gunshots are the result of the animation replacing the normally used shooting animation. | |
jethitd | A jetpack animation with a header suggesting it would be used when Stitch was hurt. It is evidently incomplete as it causes Stitch's model to become distorted, sometimes to the extent where the game crashes. The sound effects heard in the video are the result of the animation replacing the normal animation where Stitch celebrates getting through the rings. | |
jethith | Two more jetpack animations with headers suggesting they were intended for when Stitch was hurt. | |
jethitl | ||
landrun | Header suggests it is a running animation after landing from a drop. | |
roll2 roll3 rolll rollr |
roll2 is a roll forwards animation, roll3 is a roll backwards animation, rolll is a roll left animation and rollr is a roll right animation. | |
rwrdwalk | Appears to be a celebratory animation. | |
strafllt strafrlt |
Two strafing animations depicting Stitch carrying something. In normal gameplay, a walking forward animation is used when Stitch holds an object while strafing. strafllt is a left-strafe and strafrlt is a right-strafe. | |
straflwk strafrwk |
A slower strafe. straflwk is a left-strafe and strafrwk is a right-strafe. |
First Boss (Dr. Habbitrale/Irob)
The first boss has a large number of unused animations, most notably a door in its chest opening to reveal what is probably a gun. During normal gameplay, the open chest can be seen in the boss' health bar sprite and during its falling animation when defeated.
The audio file used for Gantu's gunshots (GANTUGUN.VAG) has the header irobgun1, indicating that it was originally going to be used in this battle.
Animation | File Header | Notes |
---|---|---|
IRAener | ||
Fire | Sub-animation of IRAener. The shaking and shockwave in the video are the result of the animation replacing the normally used stomping animation. | |
close | Sub-animation of IRAener. The shaking and shockwave in the video are the result of the animation replacing the normally used stomping animation. | |
OMirob | Possibly an earlier version of the door-opening animation. |
Other animations include head movements which may have played when the boss was damaged and arm movements.
Animation | File Header | Notes |
---|---|---|
IRAgas | ||
IRAgasl | ||
IRAgasr | ||
IRAlclw | ||
IRArclw | ||
IRAswat | ||
IRHregu | This animation has an accompanying sound effect with the filename IRREGU01.VAG. |
Second Boss (Experiment 621)
Animation | File Header | Notes |
---|---|---|
test (filename: MUT_621.AKA) |
A test animation. | |
6MIheld | Probably intended to be used when picked up by Stitch. | |
6MIairb | Possibly intended to be used when thrown by Stitch. |
Third Boss (Gantu)
Animation | File Header | Notes |
---|---|---|
GTHhits | Evidently incomplete as it causes the model to collapse in on itself without returning to normal when the animation ends or the level is restarted. The header suggests it would have been used when he was hit. | |
GTMrunf | A running animation. It uses the same sound effects as the used walking animation (GNTUFT01.VAG and GNTUFT02.VAG): | |
GTOfall | Not unused but unseen. Plays when the floor to the first part of the level collapses but isn't seen due to the camera movements. | |
land | Sub-animation of GTOfall. |
Enemies
700s Hatchlings
Animation | File Header | Notes |
---|---|---|
7HHgrnd | Probably intended to be used when thrown by Stitch. Accompanied by the sound effect 7HGRND.VAG: | |
E700h | Probably a placeholder. |
Fully Grown 700s
Animation | File Header | Notes |
---|---|---|
70Hgrnd | Probably intended to be used when thrown by Stitch. Accompanied by the sound effect 700GRD01.VAG: | |
70Hhits | Header suggests it is a hurt animation. Accompanied by a sound effect consisting of six audio files (70VHRT01.VAG, 700HIT01.VAG, 700FT001.VAG, 700FT002.VAG, 700FT003.VAG and 700FT004.VAG): | |
70Iheld | Probably intended to be used when picked up by Stitch. |
Frogbots
Animation | File Header | Notes |
---|---|---|
FBAflyb | An arm moving animation. | |
FBEejct | A short turning animation. Accompanied by two sound effects (FBEJCT01.VAG and FBEJCT02.VAG): | |
FBHfrze | A frozen animation. Accompanied by a sound effect consisting of three audio files (FREEZE01.VAG, FBFALL01.VAG and FBFALL02.VAG): | |
FBHgrnd | Probably intended to be used when thrown by Stitch. Accompanied by a sound effect consisting of three audio files (FBGRND01.VAG, FBFALL02.VAG and FBGRND03.VAG): | |
FBHhitb | Header suggests it is a hurt animation. | |
FBIheld | Probably intended to be used when picked up by Stitch. | |
FBIstun | Header suggests it is a stunned animation. |
Mutant Greemas
Animation | File Header | Notes |
---|---|---|
MGHfrze | A frozen animation. Accompanied by two sound effects (FREEZE01.VAG and MGMFRZ01.VAG): | |
MGHhitb | Header suggests it is a hurt animation. Accompanied by two sound effects (MGHITB02.VAG and MGHITB03.VAG): | |
MGHhits | Header suggests it is a hurt animation. Accompanied by the sound effect MGHITS01.VAG: | |
MGIstun | Header suggests it is a stunned animation. |
Soldiers
Animation | File Header | Notes |
---|---|---|
SDAfir2 | A hurt animation which is evidently incomplete as it starts and ends with a T-pose. | |
SDHfrez | A frozen animation. Accompanied by the sound effect SOLDFLL2.VAG, which can also be heard in used animations: The animation file indicates that FREEZE01.VAG should also play just before, but it has an incorrect header (freeze1 when it should be sldfrz1). | |
SDHhitb | Accompanied by two sound effects (SOLDFLL1.VAG and SOLDFLL2.VAG), both of which can be heard in used animations: | |
SDHland | ||
SDIstun | Header suggests it is a stunned animation. | |
SDMjump | Accompanied by two sound effects (SOLDJMP1.VAG and SOLDLND1.VAG): |
Heavy Soldiers
Animation | File Header | Notes |
---|---|---|
HSArckt | ||
HSHbigb | Appears to be a hurt animation. Accompanied by the sound effect HSFTSLP1.VAG: The animation file indicates that another sound effect with the header hshit01 should play, but the file either doesn't exist or was given the wrong header. | |
HSHfrze | A frozen animation. Accompanied by the sound effect HSFT0001.VAG: The animation file indicates that FREEZE01.VAG should also play at the same time, but it has an incorrect header (freeze1 when it should be hsfrz01). | |
HSHhitb | Accompanied by two sound effects (HSFT0001.VAG and HSFT0002.VAG) which can also be heard in the used walking animation. | |
HSIstun | Header suggests it is a stunned animation. | |
HSMjump | Accompanied by two sound effects (HSJMP001.VAG and HSLND001.VAG): | |
HSMstfl | Strafing left. Accompanied by the same two sound effects which are heard in the used walking animation. | |
HSMstfr | Strafing right. Accompanied by the same two sound effects as HSMstfl. |
Wallguns
The animations for the Wallguns are very similar to each other and seem to depict them taking damage or being defeated, although some may be placeholders. There is no way to damage them in normal gameplay.
Animation | File Header | Notes |
---|---|---|
WAHback | Accompanied by two sound effects (WG3UP002.VAG and WG3UP001.VAG): | |
WAHdfet | Header indicates it is a defeat animation. It is accompanied by two sound effects (WG3DFT01.VAG and WG3DFT02.VAG): | |
WAHhits | It is accompanied by two sound effects (WG3HIT01.VAG and WG3HIT02.VAG): | |
WAIidle | It is accompanied by the sound effect WG3IDL01.VAG: | |
WAMunfd | It is accompanied by the sound effect WG3IDL01.VAG: The animation file indicates that the audio file WG3CLK01.VAG should also play, although this does not occur, probably due to the audio flags not being complete: |
Others
Animation | Actor | File Header | Notes |
---|---|---|---|
Greemas | UGMforw | Header indicates it is a walking animation for the Greemas who would mutate. | |
Squidbots | Ssqdbt | Might be a placeholder. | |
Wuncs | OJwunc | Likely a placeholder. | |
SPMscr | An animation for the mouse-like creatures in "Meet the 700s". Likely a placeholder. | ||
OJjump | A bouncing animation for the jump-pads found in the jungle levels. |
Other Notes
- The Buzzer enemy has a frozen animation titled BZHfrze, however it does not function. It has three intended accompanying sound effects, one of which (bzstop1) does not appear to exist. The other two are FREEZE01.VAG and BZFRZE01.VAG, both of which are used at other points:
- Frogbots have three incomplete animation files with the headers Frog1_L, frog1_M and frog1_H - L, M and H refer to low, medium and high poly counts.
- Soldiers also have an incomplete animation file with the header sold1_H.
- Wallguns have an incomplete animation file with the header Walgn3.