SpongeBob SquarePants: SuperSponge (PlayStation)
|SpongeBob SquarePants: SuperSponge|
This game has unused animations.
This game has a development article
This game has a prototype article
SpongeBob SquarePants: SuperSponge is a 2D platformer based on the cartoon, notable for having its entire development cycle, not limited to source code, concept art, and a massive amount of prototypes pertaining to both the PlayStation and GBA versions, leaked onto the internet. Twice.
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Unused Animations
- 4 Unused Items
- 5 Unused Enemies
- 6 Unused Code
- 7 Unused Music
- 8 Unused Music Patterns
- 9 Unused Dialogue
- 10 Various Debug Mode Related Texts
Remnants of a health bar seen in early builds. In the final game, SpongeBob's "health" works much like Sonic and rings. The health bar mechanic, however, did end up getting used in the GBA version.
A pencil sketch of Gary used in some early builds.
Size tests exist for most unused enemies, using sprites from a very early build of the game.
Bikini Atoll, the island from the show's intro. This can be seen in some very early screenshots of the game.
A strange image of a Superman cosplayer's face with his eyes and mouth cut out.
A tileset meant for Chapter 4 Level 3, which features gravestones with the names of several artists for the game on them.
Their names are Kevin Martin (lead artist,) Nick Thomas (additional artist,) Shaun Pearson (abbreviated as SP,) Wai-Hung Wan, Chris Rundell, and Robert Wilmot (FMV and artist) respectively.
An early sprite of SpongeBob, strangely found in the files for Chapter 4 Level 4.
SpongeBob has many unused animations, some of which have the design of early prototypes.
Several unused SpongeBob death animations. The fifth animation was used in early prototypes. The eighth one appears to be a reference to the episode Frankendoodle.
An animation of a shy SpongeBob. It may have been used in a cutscene.
A sequence of every face SpongeBob can make, including deaths. The used animations are in separate folders.
An idle animation of SpongeBob turning his face into a large eye and back. The eye pop frame is probably for blinking.
An animation meant to be used when SpongeBob is holding an item. This seems to be an early version of the used animation, which is calmer.
SpongeBob makes a weird noise when performing this action. This action is used in the GBA version.
SpongeBob turning his face upside down.
SpongeBob walking with a item. In the final, he carelessly runs with his objects.
SpongeBob yells to somebody.
SpongeBob goes into deep thought, only to be presented with an idea and a sheepish smile.
SpongeBob throwing an object.
This animation is used in a cutscene, but his expression is covered up by a sandwich.
Due to the SharkMan enemy being an incomplete duplicate of Man Ray (or vice versa), a few cut animations of him are leftover.
A spatula floating on a balloon. They can be seen in the May 2, 2001 prototype, at the beginning of Jelly Fields.
These glasses are in early prototypes. It allowed you to catch blue jellyfish (probably explaining why the jellyfish sprite is gray) in some prototypes, another thing completely taken out of the final.
These items would heal SpongeBob in early versions, and the GBA version. In this version, SpongeBob's health is his spatulas. These can be seen in the map editor and can be reimplemented.
A placeholder for the items you collect at the end of each level. This is used in the map editor.
A very bizarre, semi out of place eyeball on a stalk. It appeared inside the whale in early versions.
A 3D nautilus, likely the same one from the episode SB-129. It has several animations. Considering its origin, it likely would've appeared in Prehistoric Bikini Bottom.
A blob. It only has a bite animation and an idle, which is one frame.
The shark from the episode MuscleBob BuffPants was meant to be an enemy, but never appears. He originally appeared in Jelly Fields (Industrial) at the end of the level in early versions. He also has a variety of animations. He also has a 3D model and some textures, but they seem to reflect a different version.
In the source code for the title screen (source\frontend\maintitl.cpp), there is notated code that starts an unfinished demo sequence for Chapter 1, Jelly Fields.
SpongeBob is unable to collide or interact with any collectibles, characters, and enemies in the demo.
Cutscene Free Camera
There is some code in the render function that shows the camera position, too. Also, maybe rerecord the video? It wasn't intended for TCRF at first, which is why there's barely any time spent showing stuff off.
In the code for cutscenes (source\fma\fma.cpp), there is code in the think function for the FMA scene class that allows the player to move the camera. This code actually gets discarded by the preprocessor if the game isn't compiled as Paul Grenfell (programmer), or Dave Owens (lead programmer), which the final game isn't.
The level tiles will glitch out if the camera is moved too far to the left.
In BIGLUMP.BIN, there are multiple unused music tracks.
A song meant for a carnival or circus level. It plays during the credits in the GBA version.
A song that was supposed to play when you get game over when at the continue screen and the countdown reaches zero. It plays in the GBA version.
A song meant for the ending scene in the game. Instead, as with the previous song, there's just silence with talking.
This soundtrack was used in the earlier prototypes of the game but never made it into the final release.
Parasitic Worm Intro
A short track that was meant to proceed the parasitic worm boss. It plays in the GBA version.
Unused Music Patterns
These patterns are not anywhere in the XM files, however their data still exists, and can be added back.
sb-title Pattern 47
A completely unused theme, which could've been for the credits.
CHAPTER2 Pattern 6
An alternative ending to Cavernous Canyons, which moreso fits with the middle of the song.
CHAPTER3 Pattern 10
Appears to fit with the unused intro theme for the Parasitic Worm.
CHATPER3 Pattern 24
This one seems to fit with the main Level 4 theme.
CHAPTER6 Pattern 0
A completely unused, looping track. The instruments might've been shifted around at one point, indicated by the fact this uses 3 completely silent copies of a sample called "Shaker2.wav".
Several XA files go unused, many of which were used in Operation Krabby Patty and other SpongeBob AWE Games titles. These lines appear to be from various episodes of the show.
|Oops! I guess I ripped my pants again!|
|Hey guys! I guess I ripped my pants again! (Long laughter)|
|I love Bikini Bottom!|
|Don't worry buddy.|
|You're doin' fine.|
|Anyone wanna dance?|
|Are you insane?!|
|How did I get surrounded by such loser neighbors.|
|Can we lower the volume please?!|
|Umm... oh boy.|
|I like you SpongeBob. We're tighter than bark on a tree. Why don't y'all borrow my diving hat, so your head can stay water-logged?|
|Hold on there little square dude!|
|I like you SpongeBob. We could be tighter than bark on a tree.|
|You're funny little dude.|
|Give me the patty!|
|SpongeBob? SpongeBob. SpongeBob.|
|You are gonna hand deliver the Krabby Patty to me personally!|
|I went to college!|
|(Various pain noises)|
|You porous freak!|
At the ending, Mermaid Man says this line, not Barnacle Boy. In the original storyboard, it says that BB curses out SpongeBob. Most likely not cussing.
|SpongeBob SquarePants! Hmm, wait until I get my hands on that porous freak!|
Various Debug Mode Related Texts
Does this still exist in the final? Early builds had this on by default.
In the file BIGLUMP.BIN, there are various texts relating to a debug mode. The first 12 lines are used in the pause menu to toggle power-ups in some early builds of the game.
Set DEAD mode LEVEL SELECT Set BASIC UNARMED mode Set BUBBLE MIXTURE mode Set CORAL BLOWER mode Set JELLY LAUNCHER mode Set BALLOON mode Set FLY mode Set SQUEAKY BOOTS mode Set NET mode Set FULL UNARMED mode Invincible SpongeBob STR__DEBUG__DEAD_MODE STR__DEBUG__LEVEL_SELECT STR__DEBUG__LEVEL_SELECT_C1 STR__DEBUG__LEVEL_SELECT_C2 STR__DEBUG__LEVEL_SELECT_C3 STR__DEBUG__LEVEL_SELECT_C4 STR__DEBUG__LEVEL_SELECT_C5 STR__DEBUG__LEVEL_SELECT_C6 STR__DEBUG__BASICUNARMED_MODE STR__DEBUG__BUBBLEMIXTURE_MODE STR__DEBUG__CORALBLOWER_MODE STR__DEBUG__JELLYLAUNCHER_MODE STR__DEBUG__BALLOON_MODE STR__DEBUG__FLY_MODE STR__DEBUG__SQUEAKYBOOTS_MODE STR__DEBUG__LEVEL_SELECT_START STR__DEBUG__NET_MODE STR__DEBUG__FULLUNARMED_MODE