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SpongeBob SquarePants: Battle for Bikini Bottom (GameCube, PlayStation 2, Xbox)

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Title Screen

SpongeBob SquarePants: Battle for Bikini Bottom

Developer: Heavy Iron Studios
Publisher: THQ
Platforms: GameCube, PlayStation 2, Xbox
Released in US: October 21, 2003
Released in EU: November 28, 2003


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
Cleanup time. Find more unused content and any other version differences.

SpongeBob SquarePants: Battle for Bikini Bottom is a game based on SpongeBob SquarePants. Plankton's robots have taken over Bikini Bottom, and SpongeBob, Patrick, and Sandy must stop them. Many regard it as one of the best SpongeBob SquarePants games for its gameplay, soundtrack, large worlds, and faithfulness to its source content.

Sub-Pages

Bfbb muscleboss unused.png
Unused Levels
Who were you expecting, Tiny Tim?
Bfbb shinyobjectsbox.png
Unused & Hidden Objects
I'm Easy Like Sunday Morning
Bfbbtemp.png
Unused Textures
A lot of early HUDs and a hidden credits screen.
Bfbb mspuffs walk01.anm.gif
Unused Animations
I'm Walking, Krabby Patty, over to Squidward
Bfbb clarinet.png
Unused Audio
I don't speak Italian.
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Unused Text
Welcome to my nightmare! Hie the hench though spongey freak.

Early Menu

Without the final version overlapping, the early pause menu is more visible.

You can get to the unused menu on the GameCube version by replacing the HIP and HOP files of a level with mnu3.hip and mnu3.HOP. Then, go to that level using the taxi. When you pause the game, it will take you to the menu, which has the misfortune of having the final menu overlapping the early menu. There's a lot of interesting stuff, such as Spanish task names and a reference to a scrapped level named "Glove World", which was later adapted into the Goo Lagoon Pier. A lot of the early menu graphics are used by it, too. The following video is a demonstration of the early menu.

Unused Videos

There are two unused .bik files in the GameCube version, though disappointingly they're just logos that fade in and out. But hey, they're unused!


There are two unused .xmv files in the Xbox version, One is the logo video Heavy Iron used in their previous game Scooby Doo: Night of 100 Frights, and the other is the intro video also used in Scooby Doo: Night of 100 Frights (though this video only plays properly on an Xbox).

Hidden Developer Messages

Hidden within certain files are messages left for the developers during development.

Filename Text
sbgcM.elf (With apologies to Jim Morrison) This the end, my only friend, The End
boot.sdf DON'T DELETE THIS, DAMMIT! This is the default texture, which gets used if there's no match in shadowlist.txt.
boot.sdf The texture used by the heavenly thermonuclear aura FX. Do not delete me or Dan K will come and hurt you.
jf01_jellyfish_fields_jellyfisher.sdf This dispatcher runs the button that rises out of the water when the shiny gate is opened.
jf04_jellyfish_fields_king_jellyfish.sdf added 'demo' name for E3 demo - changed target to JF01
bb01_downtown_bb_streets.sdf Once the rope wall is destroyed, this replaces the destructable with the simple object model of it destroyed.
gl01_goo_lagoon_lifeguard_towers.sdf This timer turns the platform reflector halfway and runs the next two timers.
gl01_goo_lagoon_lifeguard_towers.sdf This timer turns the platform reflector all the way over to the other side, it starts disabled and is enabled after the player presses either button.
gl03_goo_lagoon_pier.sdf Drives springboard three down from the bungee to the deck.
hb01_hub_all_ext.sdf This conditional tests to see if the player has defeated the Sandy Boss
hb01_hub_all_ext.sdf This conditional tests to see if the player has defeated Patrick Boss
gl01_goo_lagoon_lifeguard_towers.sdf This is the driver for all the objects in the path behind the castle.
gl03_goo_lagoon_pier.sdf Drives springboard three down from the bungee to the deck.
gy04_graveyard_crashed_ship.sdf Bubble Bounce on the Bounce Pad to return to the Entrance Area
sm02_sand_mtn_guppy_mound.sdf I can make this track with all the tikis on it in 65 seconds without a problem, so I added 15 seconds to that time for the challenge.
gl03_goo_lagoon_pier.sdf Drives springboard three down from the bungee to the deck.

sb.ini

sb.ini contains a bunch of configuration information for the game, its features, and more.

Value Default Action(s)
G.CheatSpongeball 0 Unknown
G.CheatPlayerSwitch 0 Allows the player to switch between characters at any time by pressing a direction on the D-pad.
G.CheatAlwaysPortal 0 "Can I always portal with the pause menu?"
G.CheatFlyToggle 0 Unknown
G.DisableForceConversation 0 NPCs don't force conversations with the player.

Likely used for debugging purposes- these values (when set to 1) would activate different cheats.

Unused Power-Up Configuration Info

Value Default
G.SundaeTime 10.0
G.SundaeMult 1.5

Configuration information for the Sundae Powerup.

Value Default
eSPECIAL_Slippers 0
eSPECIAL_LampShade 0
eSPECIAL_Spring 1
eSPECIAL_FootballHelmet 0
eSPECIAL_StickyBoots 0
eSPECIAL_LightningBolt 1
eSPECIAL_LightningBoltStun 0
eSPECIAL_Plungers 0
eSPECIAL_Shovel 0
eSPECIAL_Umbrella 0
eSPECIAL_BubbleGum 0
eSPECIAL_SoapBar 0
eSPECIAL_BlackKnight 0
eSPECIAL_FlowerPot 0
eSPECIAL_DivingHelmet 0

Leftover powerup configuration information from one of Heavy Iron's previous games, Scooby Doo: Night of 100 Frights.

Triggers

Boss Fight Triggers

Probably used for testing purposes- certain boss battles have invisible triggers that instantly end the battle upon the player touching them. Speedrunners exploit these triggers to save several minutes of gameplay during a speedrun, some of which require the use of a speed-boosting exploit called a "Cruise Boost."

SpongeBot SteelPants Phase 1

When SpongeBot SteelPants uses his "Karate Chop", if the player times it right (and SpongeBot chops it in the particular side), as soon as SpongeBob reaches the edge as SpongeBot chops the platform, the player will be catapulted into the air, hitting the trigger if they go high enough.

Prawn

Use the "Cruise Boost" trick to get out of bounds and reach the trigger above the entrance to the arena.

Flying Dutchman

Use the "Cruise Boost" trick to get out of bounds and reach the trigger above the entrance to the arena.

Oddities

  • There are a few discontinuities in the naming of files in the game. A notable example is that in Kelp Forest, there is a level for KF02, and one for KF04, but no files exist for a KF03.
  • The final area of the Flying Dutchman's Graveyard is internally named "graveyard_crashed_ship". However, in the previous level, SpongeBob saves the ship from Plankton's robots, and never crashes at any point. Perhaps the plot for that level was intended to go in a different direction?
  • Probably as a joke by the developers, the Player asset loaded into memory at the start of the game is named SHIT. It has its properties set to default, so trying to use this to spawn a player in an actual level gives a completely black SpongeBob.
  • Using Dolphin (emulator) to run the game, go to View and click on Show Log. Everytime you would lose all of your underwear, collect underwear, or drown then respawn, this inappropriate message will show in the logs.
decrement time = 0 -- ass saved!

Version Differences

There are some graphical differences in the Xbox version of the game that the other versions don't have.

  • The save select screen shows a "flythrough" of the area it was saved in, like those beginning the level.
  • The graphics are better than the other versions, with several higher quality textures and the lighting being significantly improved.
GameCube Xbox
Gary the Snail! You said it Gary!
  • The game runs at a slightly higher resolution than the other versions, and the framerate is more stable.
  • This version supports 5.1 Dolby Digital audio, unlike the other versions, which only support stereo.
  • The Flying Dutchman's eye lasers look slightly different, suggesting they were reworked.
  • When the game loads a level it freezes whatever you are doing and bubbles appear, as opposed to the other versions, which go to a black screen with bubbles
  • When using SpongeBob's Cruise Bubble, you get a slight distortion effect similar to what is seen in the IGN Prerelease gameplay video.
  • A warning telling the player to not turn off their Xbox while saving was added.
  • A message explaining kill plains and walking out of bounds were added.
  • Saving no longer freezes the game for a few seconds.