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Ed, Edd n Eddy: The Mis-Edventures (PlayStation 2, GameCube, Xbox, Windows)

From The Cutting Room Floor
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Title Screen

Ed, Edd n Eddy: The Mis-Edventures

Developer: Artificial Mind and Movement
Publisher: Midway Games
Platforms: PlayStation 2, Xbox, GameCube, Windows
Released in US: November 3, 2005
Released in EU: November 25, 2005
Released in AU: December 1, 2005


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
DummyIcon.png This game has unusual dummy files.


ProtoIcon.png This game has a prototype article

Ed, Edd n Eddy: The Mis-Edventures was the Eds' jump into 3D. The results are awkward, to say the least.

Unused Graphics

Stick to the script.

There is a texture present in GLOBAL.PS2 of a clapperboard with "Temporary" written in the middle. Considering how it is named cutplaceholderpic in the archive, it was probably used as a placeholder for cutscenes.

Unused Videos

The PlayStation 2 version has several unused videos in the MOVIES folder not found in the other versions.

CUT.BIK

A 3D version of the show's intro. It was probably left unused for the better, considering the faces they make at the end.

MENU2.BIK

An unused menu. It is dated 3/19/2005, one of the earliest on the disk.

CN_LOGO.BIK

An alternate Cartoon Network Interactive logo.

WB_LOGO.BIK

An unused opening logo for Warner Bros. Interactive Entertainment.

A2M_LOGO.BIK

An unused opening logo for Artificial Mind and Movement.

Unused Music

MUTEMP.INT

MUTEMP.INT is the song Go Daddy O by Big Bad Voodoo Daddy. It was most likely a placeholder.

AMHUB01.INT

AMHUB01.INT is an unused ambient track meant for the De-Cul-De-Sack.

DUMMY.DAT

Like many PlayStation 2 games, there is a dummy file present on the disc. However, the first 1024mb of an October 2002 master disc image to The Suffering was used instead of just empty space. The only surviving fragments of the build are the file listing and ironically enough the game's dummy file.

Engine Parameters

Engine.ini is a leftover engine settings list. It doesn't seem to be checked at run-time; rather, its contents were compiled into the executable. It's used in the Windows port though.

MaxFPS = 30
AvailableLanguages = EN-FR
DisableSoundEngine = false
StartingGameName = EEE
StartingLuName = LVLOADER
ProgressBarTopLeftX = 0
ProgressBarTopLeftY = 0
ProgressBarWidth = 512
ProgressBarHeight = 512
ProgressBarDirection = 1
AntiAliasMode = 0
Deepzbuffer = 1
MatrixPoolSize = 800
GameObjectInstancePoolSize = 700
ParticleEmitterPoolSize = 500
AudioRamSize = 2000000
LoadMemorySize = 20703232
ProductCode = BASLUS-21260
ChimeraOneSidedPolys = true