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SpongeBob SquarePants: Revenge of the Flying Dutchman (GameCube, PlayStation 2)/Unused Graphics

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This is a sub-page of SpongeBob SquarePants: Revenge of the Flying Dutchman (GameCube, PlayStation 2).

Unused Graphics

INVISIBLE.TGA

Rotfd-invisible.png

A very low-res white cross on a pink background. Is tiled across surfaces that are normally invisible e.g. invisible walls - hence the name - and is hidden during normal gameplay. Was certainly used during development, and would have been visible to the developer in the level editor and/or with debug functionality.

SCREENS.DGC

HITSTART.TGA

Early Final
Sbrotfd SCREENS.png Sbroftd title.png

An early version of the PlayStation 2 version's title screen that can only be found in the GameCube version.

LEGALSCRN.TGA

Early Final
Sbrevenge legalearly.png Sbrevenge legalfinal.png

An earlier version of the legal screen. The only major differences are that its copyright date is 2001, the background is darker and there's no "Licensed by Nintendo".

LOADSCRN.DGC

LOADSCRN1.TGA

Wow SpongeBob, great use of the bevel tool!

A loading screen likely from the same stage in development as the previous two images. Everything appears to have been given a heavy bevel filter and the background is noticeably stretched. This is used in the prototype.

SPONGE.DGC

PANTS_PARTS.TGA

SBRevenge PANTS PARTS.png

A shred of SpongeBob's pants. When SpongeBob gets hurt, pieces of his pants fly off. It appears originally there were meant to be 2D particles to go with the effect.

SKULLBONES.TGA

SBRevenge SKULLBONES.png

A skull and bones, purpose unknown.

BB/LVL_BBSH.DGC

METALSHARD.TGA

SBRevenge METALSHARD.png
A shard of metal, likely meant for when SpongeBob breaks open the various boxes in the opening.

METALBOLT.TGA

SBRevenge METALBOLT.png
A metal bolt, same as above.

SBRevenge ROCK.png
A shard of rock, same as above.

BB/LVL_BBEX.DGC

TREEDOME.TGA

Rotfd bbex treedome.png

Partially unused. Specifically, some of the detail around the tree - including the wheel and the prop on the right - is not normally seen.

MUSICAL_NOTE.TGA

SBRevenge MUSICAL NOTE.png
A musical note, purpose unknown.

DN/LVL_DNTP.DGC

128_1MGRID.TGA

SBRevenge 128 1MGRID.png

A green grid. Used in the prototype test level.

DN/LVL_DNBD.DGC

CHECKER2.TGA

Rotfd test checker.png

A checkerboard texture. Also used in the test level.

Tile Puzzle Backgrounds

The backgrounds of each level's tile puzzle (except for Downtown Bikini Bottom) are actually low-resolution screenshots of their respective levels from earlier builds of the game. The filename for all of them is JP_BACKGROUND.TGA.

Bikini Bottom

Early Final
ROTFD-BB-TILEPUZZLE-BG-RESIZE.png SBRotFD Conch Street final.png

The background of the Bikini Bottom Tile Puzzle uses an early screenshot of Conch Street. There are many minor differences, but the only major ones are the absence of the area behind Patrick's Rock and the boat in front of SpongeBob's Pineapple. The boats likely drove around Bikini Bottom in early builds. The brightness of the skybox indicates that this is a screenshot of the PlayStation 2 version.

Sandy's Treedome

Early Final
SBRevenge Treedome Early.png SBRevenge Treedome Final.png

The ground had a different texture, sheets and Sandy's diving suit were added to the clothing line, and there were flowers.

Chum World

Early Final
Sbrotfd-earlychumworld-resize.png Sbrotfd-earlychumworld-lineup.png

The Chum World Tile Puzzle uses a screenshot of the second Carnival Games area. The most striking difference here between the early and final versions is that Chum World took place at sunset instead of night. The presence of Krabby Patties throughout the area instead of Doubloons places this screenshot at an earlier point in development than the early Bikini Bottom screenshot.

Jellyfish Fields

Early Final
SBRevenge JellyfishFields Early.png SBRevenge JellyfishFields Final.png

There is no rainbow, and once again are Krabby Patties in place of doubloons.

Goo Lagoon

Early Final
SBRevenge GooLagoon Early.png SBRevenge GooLagoon Final.png

The lighting is much different, along with the designs of the lifeguard towers and umbrella, and there are more lifeguard towers.

Dutchman's Ship

Early Final
SBRevenge Graveyard Early.png SBRevenge DutchmanShip Final.png

Dutchman's Ship does not appear to be much different.

Unused Objects

The red box under the Krusty Krab, along with three of the letter tiles for the area.

SCRIPT.TMESH

Sbroftd yellowx.png

Given the name, its use is certainly related to the game's Python scripts, which it uses to drive various functionality in the game, such as the behavior of NPCs.

SBDOLL_GOLD_MESH.TMESH

SBRevenge SBDOLL GOLD.png

A model of a golden SpongeBob doll. Present in the level data for Downtown High Rise, Goo Lagoon Beach and the Final Showdown. It is a collectable in the E3 prototype, though it effectively does nothing. However, code for the doll in that prototype suggests it was supposed to be a health pickup, being replaced in the final game by the collectible pants.

UMBRELLA.TMESH

SBRevenge UMBRELLA.png

An umbrella meant to appear in Goo Lagoon.

LANTERN01.TMESH

SBRevenge LANTERN01.png

A lantern also meant to appear in Goo Lagoon.

NOSWIMSIGN.TMESH

SBRevenge NOSWIMSIGN MESH.png

A sign meant to appear in Chum World.