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Pump It Up Infinity

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Title Screen

Pump It Up Infinity

Developer: Team Infinity
Publisher: Andamiro
Platform: Arcade (MK9)
Released in US: April 11, 2013
Released in EU: 2013


CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
DummyIcon.png This game has unusual dummy files.


Pump It Up Infinity is an arcade rhythm game that's considered the spiritual successor to the Pro spin-off series that were built on top of In the Groove's legacy.

Unused Graphics

Early Play Mode Icons

These icons were used in pre-release/demo versions of the game in 2012, however they were replaced and abandoned in the game's files.

Early Coin Mode Text

Most likely used in the same demo version in 2012.

Press Center Step

A different "press the center button to start" icon which was taken from earlier K-Pump games such as NXA.

InfinityEarlyPressButton.png

Loading Splash and Window Icon

Not seen in arcade builds since this would be only visible in development builds of the StepMania engine.

Group Folders

In the final game, there are still a multitude of unused folders.

Early Folders

Developer Folders

Developer Avatars

These avatars would not be accessible to your ordinary player, but instead you would need a profile with a randomly generated ID string for each special avatar.

Unused Code

Zero Mode

According to this interview with a former developer on Reddit, the "assistant producer had this crazy idea of wanting to implement something where the UI would switch entirely to Zero's UI as like a special Easter egg or a special mission (...) but it definitely ended up getting canned pretty quick". Besides the folder graphic there are references in the code that it would be only available in Home Mode, only accessible by developers until it was scrapped.

if GAMESTATE:GetCoinMode() == "CoinMode_Home" then
	groups[#groups+1] = "Zero Mode";
	groups[#groups+1] = "14 Music Trains";
	groups[#groups+1] = "15 Missions";
	groups[#groups+1] = "Test";
end;

Scrapped Mission

There is a line commented out referencing a removed mission from Zone 5. It is unknown as to what song it would have used.

--{84,"[5][17] Flatline","Clear with over 200 misses.","3x,fire,FailImmediate"},

Automatic Burn-In Removal

There is an unused screen branch function that would automatically run the burn-in removal screen during late hours of the machine operating (between 3AM and 6AM). This function is also available in StepMania, however it is manually commented out here.

NoiseTrigger = function()
	local hour = Hour()
	return hour > 3 and hour < 6 and "ScreenNoise" or "ScreenInit"
end,

Life Sharing between Both Players

In Routine mode, players would have their lifebars shared with the highest value of a player. This mechanic would have assisted players with a skill imbalance.

--[[
if GAMESTATE:GetCurrentStyle():GetStyleType()=='StyleType_TwoPlayersSharedSides' then
	lifeP1 = math.max(lifeP1,lifeP2);
	lifeP2 = math.max(lifeP1,lifeP2);
end
]]
		
--MESSAGEMAN:Broadcast('LifeUpdate');

Hidden Comments

There are a multitude of angry developer comments that are dedicated towards the game engine and theme functionality. The following text can be found in the Mission select screen's code:

--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU A MILLION TIMES
--if curmission == nil then curmission = 1; end;

In the Courses script:

--we'll deal with this shite later

In the Theme Config script:

--PREFSMAN:SetPreference("MusicWheelUsesSections",'MusicWheelUsesSections_Always');
--HUGHLGGHSUFHLSHDDUFHUHFSUGHDJSGFHUDJD

Secret Unlock Codes

There is a Theme function called SanitizeName that is responsible for checking a player's profile name which hides in multiple codes.

  • setsugekka - Unlocks Mawaru Infinity for normal play.
  • letsflytothecastle - Gives 99,999 Experience points.
  • b6yTJR2Lpx71aAot52M9G3Eb - Unlocks everything, including the Jonathan's Dream noteskin, Cats judgment, and Rush 200.

In Easy Mode, you can also input an unlock code with patterns done on the pad:

  • UR, UR, DR, DR, DL, DR, DL, DR, UL, UL, DL, DL, UL, UR, UL, UR, DL, C, UL, DR, C, UR, DL, C, UL, DR, C, UR, DL, UR, UL, DR, DL, DR, DL, DR, DR, UR, UR, DR, C, UR, DL, C, UL, DR, C, UR, DL, C, UL, UR, UL, UR, UL, DL, DL, UL, UL, DR, DR, DR, DL, DL, DL, C - Unlock All

The video presented here by developer Vincent Kim better demonstrates how to utilize each code and provides a chart visualization for the Easy Mode code above.

Alternate Grade Announcer

In the code for the Evaluation screen, the game will play an alternate announcer for two developer profiles. They can be heard below as well:

Peacock

if GetAvatarForID( P1card ) == 'dev_peacock' or GetAvatarForID( P2card ) == 'dev_peacock' then
	t[#t+1] = LoadActor(THEME:GetPathS("","EvalAnnouncer/maieye.ogg"))..{
		InitCommand=cmd(queuecommand,"Pause";sleep,2.5;queuecommand,"Start");
		PauseCommand=cmd(stop);
		StartCommand=cmd(play);
	};
end

Matt Magdon

if GetAvatarForID( P1card ) == 'dev_magdon' or GetAvatarForID( P2card ) == 'dev_magdon' then
	t[#t+1] = LoadActor(THEME:GetPathS("","EvalAnnouncer/magdon.ogg"))..{
		InitCommand=cmd(queuecommand,"Pause";sleep,2.5;queuecommand,"Start");
		PauseCommand=cmd(stop);
		StartCommand=cmd(play);
	};
end