Kingdom Hearts II
|Kingdom Hearts II|
Also known as: Kingdom Hearts II Final Mix
This game has unused animations.
This game has a notes page
Kingdom Hearts II Final Mix is the Japan-only re-release for the same system, which contained bonus content. It was later released internationally as part of 2.5 ReMIX on the PlayStation 3, then later as part of 1.5 & 2.5 ReMIX on PlayStation 4 and Xbox One.
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Unused Items
- 4 Unused Character Models
- 5 Unused Animations
- 6 Unused Areas
- 7 Unused Music
- 8 Revisional Differences
Despite being a non-combat based world and using the generic command menu in the final game, Atlantica does have its own unique command menu variation, consistent with all the other worlds in the game, which is completely unviewable in the final game. Sora's HUD icon also has Atlantica versions of the hurt/low health icons, which can't be seen due to Atlantica containing no enemies.
There are also unused Moogle shop icons for the Atlantica forms of Sora, Donald, and Goofy, although only placeholder icons are left in their place.
There are unused dialog box graphics for Destiny Island. There's no way to see these since the world itself is only seen in cutscenes.
In the Japanese release only, there is an unused early graphic for the Gummi Ship Hangar menu. Note that the background is from the first game! This was removed in later releases of the game.
There are many items with this placeholder icon that are unused. Items 12-20, 22-32, 38-42, 79, 91, 109-112, 117, 122, 127, 132, 141-148, 175-176, 178, 180, 240, 245-265, 269 and 271 all use this icon internally. These were later removed in Final Mix, which added more items to the game, but instead of replacing the unused ones they added more instead.
An early icon for the Megalixir.
Unused Key Items
Figure out which icons correspond to which items.
This might look like a regular map icon, but it's actually meant for a debug item! Note that both images are unused/early versions of the map icon.
There are also inventory versions of the Posters used during the Poster Duty minigame, as well as the Letters from the Mail Delivery minigame. In addition to these, there are also inventory versions of the Struggle Tournament posters seen in the final game, as well as Kairi's Promise Charm. All of these use unique descriptions and icons.
There are a couple of unused Keyblades in the game, called Edge of Ultima and Detection Saber. Interestingly, they have models and are functional, but their item icons appear as the icon used for maps. Both are modeled after the Ultima Weapon from the first game, only with corrupted textures, as well as Detection Saber being slightly longer. They also share the same effects as the Oblivion Keyblade. The stats for the Detection Saber is 0 Strength and 0 Magic, Edge of Ultima has 3 Strength and 1 Magic, both have no abilities. The in-game description for Detection Saber is "The longest keyblade available. Detect motion and movement with this weapon." and Edge of Ultima has "A familiar keyblade to Sora called the Ultima Weapon. It can used for checking movement." Edge of Ultima is called Frontier of Ultima in the PS3/PS4 versions.
Additionally, there are equivalents for both Donald and Goofy, named the Staff of Detection and Detection Shield. They are usable and use a map image as their icon. Their descriptions are: "A powerless staff, it's only use is to detect movement." "A shield crafted from all shields used for detecting motion." Both have 0 stats and no ability. Goofy also has an unused shield named "Test the King", it has 10 strength, uses a map icon in the menu and its description is: "A powerful and familiar shield!" it is the "Save the King" shield from the first game only with a different name. It has no ability attached to it but does have the highest strength of any shield in the game.
Unused Character Models
Chain of Memories Pre-rendered Cutscene Models Leftovers
There are some unused models that go by H_CM or N_CM, with CM standing for Chain of Memories because the models were used in pre-rendered cutscenes in the game. They consist of Sora, Riku, Organization XIII, and several other characters that appeared in the first Kingdom Hearts game.
All of the members of Organization XIII became optional bosses in Final Mix. It's likely this was the original idea for the original game, but was scrapped due to time-constraints.
An untextured model of the Mushroom XIII found in Final Mix exists in the game. It also has an unused test animation.
An unused and untextured boss model of Roxas (separate from the used one in Kingdom Hearts II Final Mix, where it still remains unused) exists in the game.
An unused and untextured model for a Grid Bug from Tron exists in the game. They were most likely planned to be used as enemies in Space Paranoids, but were scrapped for unknown reasons.
Unused Woody and Buzz Summons
There are untextured models for Woody and Buzz from Toy Story, found alongside the other summons in the game. Their model IDs being the first ones on the summon list (P_EX300 and P_EX310, with Peter Pan, the first used entry, being P_EX330) suggests that these two were cut very early into development. Presumably thought to be excluded due to being a part of Pixar's trademarks, and therefore requiring a license from Pixar, they, along with others from Toy Story, would later be included within Kingdom Hearts III.
There is leftover animations for Sora from the first game. Animations include standing, walking, attacking, jumping and grabbing ledges.
There are three .ard files in the game's data that have no associated map, suggesting that they were planned but never worked on or were deleted from the game at some point.
- al08.ard: This map would have been an additional room in the Cave of Wonders in Agrabah.
- alpo10.ard: Most likely an additional torn page/area in The Hundred-Acre Wood.
- dc07.ard: This map would have been in Disney Castle. In the Final Mix version of the game, this map file exists as the Keyblade Graveyard battle arena for the Lingering Will secret boss, suggesting that the boss may have been planned for the vanilla game but scrapped due to time constraints or some other reason.
The game's debug menu also lists Toy Story (トイ・ストーリー) and Monsters Inc. (モンスターズ・インク) as maps, suggesting that they were planned as worlds at some point in development. This lines up with what director Tetsuya Nomura said years later in a 2018 interview, that Square had unsuccessfully tried to secure the rights to use Pixar content for Kingdom Hearts II and that some preliminary Pixar content was developed in the event that they were successful. Both of these worlds were later included in Kingdom Hearts III.
There is one world folder in the game's files that is not used in the game, named "fa". Text also exists in the game referencing this world, for example "Land in FA" which would have been used for the world map. This "fa" title was later used for the Fantasia-based Symphony of Sorcery world in Kingdom Hearts 3D: Dream Drop Distance, suggesting that a Fantasia world may have been originally planned for Kingdom Hearts II. It has also been speculated that the Mysterious Tower world may have originally been planned as a separate world instead of a part of Twilight Town, and that this folder is a remnant of when it used to be separate.
There is a song in the data of Kingdom Hearts II that seems to be loosely based upon "Eye Catching" from Final Fantasy IX. It is speculated that this would've played when you met Vivi as Sora. The song has no instruments, so it can't be heard in-game. This upload here uses custom instruments to allow the tune to be heard.
Within the game's code, there is an unused and alternate version of Lazy Afternoons from Twilight Town that is more orchestrated. This is likely an early version of the theme and it is never heard anywhere in-game.
Should a seperate section be made to cover differences between vanilla and Final Mix? There's a lot more that isn't listed here.
Changes From the Original Japanese to International Versions
The international versions received numerous censorship:
- Any references to guns or violence were removed from the international versions. This is especially notable in the Pirates of the Caribbean world Port Royal where some of the scenes were removed to tone down the violence, such as Will Turner threatening to commit suicide by pointing a gun to his neck, or Jack Sparrow being stabbed in the chest by Barbossa's sword when turning undead. However, alcoholic references were not removed.
- The undead pirate enemies have muskets in the Japanese version, whereas the international ones have them using crossbows. Despite this, the crossbows still have an audible "gunshot" sound effect and Sora's command to dodge an arrow is still called Dodge Fire. Furthermore, the international versions remove the effect of them catching fire if you cast fire magic.
- During the Hydra boss fight in Olympus Coliseum, in the Japanese version, it spits green blood when attacked in a cutscene, and fades away bleeding green blood when defeated; the international versions changed this to have it drool and fade away in purple smoke.
Changes From International to Final Mix
- A new difficulty mode, Critical, was added, becoming the new standard for the hardest difficulty in the series.
- Limit Form was added as a new Drive form, as well as all of its abilities.
- Filling the Drive Gauge has been made easier, and the maximum Gauge number has been increased from 7 to 9.
- Puzzle pieces have been added to every world, as part of a new sidequest contained within Jiminy's Journal. The puzzles all unlock exclusive rewards when completed.
- 24 new abilities were added, both as part of Limit Form and learned naturally through levelling up. Certain Keyblades have also had their attached abilities altered (exampleː Kingdom Key now has Damage Control instead of Defender).
- 2 new Keyblades, 8 new staves for Donald, and 8 shields for Goofy were added, as well as 3 pieces of armor and 5 new accessories.
- Multiple new cutscenes were added to further expand upon the story and set up for Birth by Sleep and 358/2 Days, including an extended secret ending. All of these new cutscenes are in Japanese by default, and when set to English audio in theater mode, are completely voiceless.
- Roxas was added as a new boss fight, fought when reaching Memory's Skyscraper for the first time in The World That Never Was.
- The Organization XIII members killed during Chain of Memories were added as new optional bosses, fought as Absent Silhouettes found throughout the game.
- An entirely new area, along with new enemies, was added, the Cavern of Remembrance, first accessible after completing the first visit to Space Paranoids. All Organization XIII members can be refought here as data battles, more difficult variations of their original boss fights.
- 13 Heartless, the "Mushroom XIII", have been added as an optional challenge minigame spread throughout the worlds.
- Clear Data can now be saved after completing the game, unlocking new content when loaded.
- A new boss, the Lingering Will, appears at Disney Castle after completing the game and saving your clear data.
- Theater Mode was added, allowing players to freely watch any cutscene in the game once viewed.
- Having ReːChain of Memories clear data on your Memory Card unlocks a Japanese voice track for the theater mode.
- Three crowns were added as recognition of the player's achievements, unlocked by completing all of the Mushroom XIII challenges, defeating all of the data Organization fights, and defeating the Lingering Will, in any order.
2.5 HD Version
- Most of the censorship was retained in the 2.5 HD version outside of Japan. However, one change was restored in the 2.5 HD version. In the Japanese versions of the game, the boss Xigbar combines his guns to create a rifle. In the international versions, Xigbar instead just keeps the two handguns separate. In the 2.5 HD version, this edit was changed back.
- In the PlayStation 2 versions, maneuvering the camera underneath Kairi's skirt reveals she wears a pair of white panties with a red ribbon. These are removed in the HD version, meaning her legs no longer connect to her torso.
- Japanese audio for cutscenes is now enabled by default in the Japanese version of the game. All of the new cutscenes have been dubbed in English.
- Roxas' voice clips and grunts while playable have been changed to recycle audio from 358/2 Days and Ventus' audio from Birth by Sleep.
- The soundtrack has been completely re-orchestrated.
- The Organization XIII members featured as Absent Silhouette fights now recycle English audio from their appearances in Re:Chain of Memories and 358/2 Days.
- In The Land of Dragons, The Emperor was given mouth animation textures for cutscene dialogue.
|The Kingdom Hearts series|
|PlayStation 2||Kingdom Hearts • Kingdom Hearts II • Re:Chain of Memories (Prototype)|
|Game Boy Advance||Chain of Memories|
|Nintendo DS||358/2 Days • Re:coded|
|PlayStation Portable||Birth by Sleep|
|Nintendo 3DS||Dream Drop Distance|