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Epic Mickey

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Title Screen

Epic Mickey

Developer: Junction Point Studios
Publishers: Disney Interactive Studios (INT), Nintendo (JP)
Platform: Wii
Released internationally: November 25, 2010
Released in JP: August 4, 2011


DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Epic Mickey is a 3D platformer marking the eponymous cartoon mouse's big return to the video game world, developed by Warren Spector of System Shock and Deus Ex fame. The game also has a lot of legacy fanservice.

The game mostly suffered from some camera problems, but Nintendo stepped in and fixed most of the issues...for Japan only...

Hmmm...
To do:

  • Unused fonts and graphics.
  • There's a developer level select that may still be accessible.
  • Document some of the test/unused levels
  • Figure out how to open .gsa level files and document them. There seem to be a lot of interesting ones.
  • Early Concept Art and Ideas
  • Regional differences between the original version and the later-made Japanese version. [1]

Sub-Pages

DevTextIcon.png
Debug Leftovers
Debug Mode?

Unused Graphics

EpicMikeyEarlyTitle.png

An early title screen in .bmp format, which comes in low-color and HQ variations. Probably just a placeholder.

Epic-mickey-placeholder-texture.png

Speaking of placeholders...

EpicMickey-LoadingScreen.png

An early loading screen, judging from the "LOADING..." text at the bottom. May have been included in early demos of the game, due to the lack of an instruction manual.

Epic-mickey-radial-menu hand.png

This file is called "mickeyradialmenu_debug_ia.dds", which likely refers to the radial debug menu commands mentioned in ConfigFiles.ini. This hand was likely rotated to point at debug commands to run them.

Unused Music

There are some unused soundtracks left in the game. Some of these tracks sound pretty different of the usual style of the music we are used to. It could be that these soundtracks were meant for the much darker prototype.


File0124

This sounds like an early battle theme. The piano and the horn let it sound like it was meant for an dark moment like some big monster is following you. Sadly we don't know what the real purpose of this track was...


File0006

This sounds like an early battle theme meant for the gremlin village? Some instruments really sound like "It's a small world". Of course we won't know the answer, but it is possible.


Theme of Epic Mickey

This was the early main theme of the game. This theme was a lot darker and...crazier then the final main theme. It was used for the darker prototype, so it doesn't really surprise anyone that it sounds so different. This theme can be heard in some early trailers and interviews of the game back then in 2009.


Unused Movies

There are also some unused videos left on the disc. One is from the E3 Demo, the others are tutorials to the sketches. Two videos even show unused sketches, the balloon and the firework sketch.


(Source: Shadow Flame)

ESRB-for-E3

RadialMenu_Desc_Anvil

RadialMenu_Desc_Balloon

RadialMenu_Desc_Fireworks

RadialMenu_Desc_TV

RadialMenu_Desc_Watch

Unused Sketches

There are two scrapped sketches. The balloon and the fireworks. Its intended purpose or usage is unknown, nor is there any information. The remnants of information that they were planned are their own tutorial videos (which didn't have any tutorial elements at all) and two graphics in the files which were used for them.

Leftover Text Files

Hmmm...
To do:
There are CNames, too.

VERSIONDATA.TXT

213945.213967.213969

SNames.txt

Cell Division
Cinnamon Spice
Sacajawea
Sacrificial Offering
Safety Dance
Saggy When Old
Salisbury Steak
Salmonella
Saltgrass
Sanctimonious Sally
Sasquatch
Saucy Face
Sawdust
Statutory
Schlitterbaun
Scintillator
Scratch n' Sniff
Sealegs
Semper Fi
Senate Majority
Sepulcher
Serendipity
Sergeant Slaughter
Shakira
Shamu Eats Trainers
Shania Twain
She Sells Sanctuary
Shipwright
Shocktop
Shockwave
Shoot From the Hip
Short Story
Shot in the Heart
Shoots n Ladders
Sidewinder
Silent but Deadly
Silent Night
Silly Sticks
Silverback
Silverstein
Simple Simon
Simpleton
Singapore
Sippy Cup
Sin City
Skeeter
Slack Bastard
Slackjaw
Slappy
Sleestak
Sliced Bread
Slick Willy
Slinky
Slip of the Tongue
Slippery When Wet
Slobbering Suzie
Slobberknocker
Sloppy Joe
Sloppy Salad
Smooth up in Ya
Snausages
Snotbubble
Snuffleupagus
Soccer Momwhich
Soft and Gentle
Somalia
Sombrero
Sonic Hedgehog
Souxsie and the Banshees
Spatter
Spladoosh
Stab a Monte
Stabbing Westward
Stagnant Pond
Stalingrad
Stankowich
Stankhoober
Static Shock
Stationary
Steady as he goes
Steak Knives
Steamboat Willie
Steeplechase
SteepleRita
Steeple Colada
Stefani
Steffi Graf
Stegasaurus
Stephanopoulos
Steppenonasandwich
Steppenwolf
Steppercise
Stereophonics
Stiff Upper Lip
Stiffler
Stipulator
Strawberry Shortcake
Strategorist
Streptococcus
Sublimation
Subliminal
Suck in Your Gut
Supergirl
Superstitious
Surreptitious
Swamp Gas
SwatBottom
Sweep the Leg
Swiss Cheese
Swivel Hips
Swizzle Stick
Stormtrooper
SnowTrooper
Set to Stun
Synonym
System Shock
Skin graft

ConvertHXKToNewVersion.pl

A conversion script written in Perl, leftover on the game's root directory.

#! /usr/bin/perl

use strict;
use warnings;

#In all subdirectories
#	On each file in subdirectory that is a *.hkx or *.hkx_wii
#		assetcc2.exe <file>.hkx <temp_file>.hkx // really .hkx or .hkx_wii
#		move <temp_file>.hkx to <file>.hkx // don't need <temp_file.hkx> around anymore so can delete it
		

sub process
{
	opendir(DIR, ".") || die "opendir failed\n";
	my @files = readdir(DIR);
	closedir(DIR);

	foreach my $name (@files)
	{
		next if ($name eq "." || $name eq "..");
		
		if ($name =~ /\.hkx$/)
		{
			my $temp = "TEMPFILE_" . $name;
			
			#convert the win32 file to the wii version
			my $name_wii = $name . "_wii";
			system("d:\\assetcc2.exe -v -s -r4011 $name $temp");
			system("p4 edit $name_wii");
			unlink $name_wii;
			rename $temp, $name_wii;
			
			# convert the win32 file to the latest version of Havok
			system("d:\\assetcc2.exe -v -s -r4101 $name $temp");		#-r4101
			system("p4 edit $name");
			unlink $name;
			rename $temp, $name;
		}

		if (-d $name)
		{
			chdir $name;
			process();
			chdir "..";
		}
	}
}

process();