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SpongeBob SquarePants: SuperSponge (PlayStation)

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Title Screen

SpongeBob SquarePants: SuperSponge

Developer: Climax Group[1]
Publisher: THQ[1]
Platform: PlayStation
Released in US: September 21, 2001[1]
Released in EU: November 16, 2001[1]

AnimationsIcon.png This game has unused animations.
CodeIcon.png This game has unused code.
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.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.

DevelopmentIcon.png This game has a development article
ProtoIcon.png 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.


Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Graphics

Sbsp healthfull.png Sbsp healthempty.png

Remnants of a health bar seen in early builds. In the final game, SpongeBob collects spatulas that function like Sonic the Hedgehog's rings. The health bar mechanic, however, did end up getting used in the GBA version.

Gary Sketch


A pencil sketch of Gary used in some early builds.


Sbsupersponge missing.png
A sign saying "MISSING" found within the tiles of the game's font. This was used in place of apostrophes in some prototypes.

Size Tests

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.


Sbspss stoneBak.png

A strange image of a Superman cosplayer's face with his eyes and mouth cut out.


SBSPSS alphamid2.png

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.

Unused Animations


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 third animation was used in later prototypes. The second animation was used for drying up in some prototypes. The eighth one appears to be a reference to the episode Frankendoodle.

Sbsp SpongeBob Timid.gif

An animation of a shy SpongeBob. It may have been used in a cutscene.

Sbsp SpongeBob Face.gif

A sequence of every face SpongeBob can make, including deaths. The used animations are in separate folders.

Sbsp SpongeBob Idle EyePop.gif

An idle animation of SpongeBob turning his face into a large eye and back. The eye pop frame is probably for blinking.

Sbsp Idle Net.gif

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.

Sbsp IdleWind.gif

SpongeBob makes a weird noise when performing this action. This was used as an idle animation in prototypes. It is used in the GBA version.

Sbsp IdleFaceUpSideDown.gif

SpongeBob turning his face upside down, used in the GBA release.

Sbsp FmaItemWalk.gif

SpongeBob walking with a item. In the final, he carelessly runs with his objects.

Sbsp Shout.gif

SpongeBob yells to somebody.

Sbsp Idea.gif

SpongeBob goes into deep thought, only to be presented with an idea and a sheepish smile.

Sbsp Throw.gif

SpongeBob throwing an object.

Sbsp stumble.gif

This animation is used in a cutscene, but his expression is covered up by a sandwich.

Man Ray

Due to the SharkMan enemy being an incomplete duplicate of Man Ray (or vice versa), a few cut animations of him are leftover.

Unused Items

Sbsp balloonspat.png

A spatula floating on a balloon. They can be seen in the May 2, 2001 prototype, at the beginning of Jelly Fields.

Sbsp glasses.png

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.

Sbsp health25.png Sbsp health50.png Sbsp health100.png

These items would heal SpongeBob in early versions, and the GBA version. In the final version, SpongeBob's health is his spatulas. These can be seen in the map editor and can be reimplemented.

Sbsp questitem.png

A placeholder for the items you collect at the end of each level. This is used in the map editor.

Unused Enemies


Sbsp EyeBall Roll.gif Sbsp EyeBall Stalk.png

A very bizarre, semi out of place eyeball on a stalk. It appeared inside the whale in early versions.


Sbsp Nautilus.gif

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.


Sbsp BallBlob Bite.gif Sbsp BallBlob Idle0001.png

A blob strongly resembling a blue Dirty Bubble. It only has a bite animation and an idle, which is one frame. It was used in Acrid Air Pockets in prototypes.


The shark from the episode MuscleBob BuffPants was meant to be an enemy, but never appears. He originally appeared in Jelly Fields (Industrial) and Man Ray's Lair (originally named Polluted Seabed) in prototypes before being replaced by Man Ray. He also has a variety of animations. He also has a 3D model and some textures, but they seem to reflect a different version.

Unused Code

Demo Mode

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

To do:
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.

Unused Audio

Unused Music

In BIGLUMP.BIN, there are multiple unused music tracks.

Big Top

A song meant for a carnival or circus level. It plays during the credits in the GBA version.

Game Over

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.

Party Scene

A song meant for the ending scene in the game. Instead, as with the previous song, there's just silence with talking.

Original Cutscene

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 precede the parasitic worm boss. It plays in the GBA version.

Unused Music Patterns

These patterns are not used anywhere in the XM files, however the pattern data still exists, and can be added back.


Pattern 47

A completely unused theme, which could've been for the credits.


Pattern 6

An alternative ending to Cavernous Canyons, which moreso fits with the middle of the song.


Pattern 10

Appears to fit with the unused intro theme for the Parasitic Worm.

Pattern 24

This one seems to fit with the main Level 4 theme.


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".

Unused Dialogue

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.


Audio Subtitles
Oops! I guess I ripped my pants again!
Hey guys! I guess I ripped my pants again! (Long laughter)
I love Bikini Bottom!


Audio Subtitles
Merry Christmas!
Don't worry buddy.
You're doin' fine.
Anyone wanna dance?


Audio Subtitles
Are you insane?!
How did I get surrounded by such loser neighbors.
Can we lower the volume please?!
Umm... oh boy.


Audio Subtitles
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.


Audio Subtitles
Give me the patty!
SpongeBob? SpongeBob. SpongeBob.
You are gonna hand deliver the Krabby Patty to me personally!
I went to college!
(Long laughter)
(Various pain noises)
This stinks.
You porous freak!

Barnacle Boy

Original storyboard.

In the final cutscene, Mermaid Man says this line, but not Barnacle Boy. According to the original storyboard, Barnacle Boy was the one to "curse" SpongeBob. Funnily enough, this line actually fits Barnacle Boy better than Mermaid Man.

Audio Subtitles
SpongeBob SquarePants! Hmm, wait until I get my hands on that porous freak!

Various Debug Mode Related Texts

To do:
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
Set BALLOON mode
Set FLY mode
Set NET mode
Invincible SpongeBob