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Star Wars: Jedi Starfighter

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Title Screen

Star Wars: Jedi Starfighter

Developer: LucasArts
Publisher: LucasArts
Platforms: PlayStation 2, Xbox
Released in JP: August 29, 2002 (PS2)
Released in US: March 10, 2002 (PS2), May 13, 2002 (Xbox)
Released in EU: March 28, 2002 (PS2), May 31, 2002 (Xbox)


SoundIcon.png This game has unused sounds.


BugsIcon.png This game has a bugs page

Sub-Pages

Read about notable bugs and errors in this game.
Bugs
NotesIcon.png
Developer Interview
Now we get to know better about the audio and more.

Unused Audio

Inside the game's files are lots of audio clips that either should play but don't, were cut for some reason, explain cut mission objectives, explain alternate mission structures, or are from scenarios that can't happen. These will be listed per-level.

Missions

Act 1 - The Informant
While the first one is used, the second and third show an alternate response to "If you're thinking of selling...".

This line from Reti suggests that you could once hide from the Trade Federation lander by flying into a nebula, but the only nebulas are in the background textures.

This line from Reti is probably talking about the Scarab fighters, however that wouldn't make any sense because they're a common enemy in the previous game, so perhaps an enemy type was cut?

These lines show that you could destroy the command bridge of Trade Federation landers, however their only hardpoints are the turrets.

This line from Reti warns Adi about running into the asteroids. This was probably cut because there's only a few asteroids and you'd have to go out of your way to crash into one.

These conversations are just filler, which is probably why it was cut.

A bunch of alternate takes of lines that are used, and some lines that should be used but aren't.

Act 1 - Unlikely Allies
This line spoken by Nym would have come before Adi saying "I want to help you." however the mission starts with Adi's line.

This line spoken by Reti originally followed Nym's line saying "Later, take out those droids first." and gave some context as to why he's upset.

An alternate take of Reti's line getting freaked out about the subs.

This line would have been played if you took out all the fighters in the area, however the carriers are constantly producing fighters.

This would have been Nym's response to the previous line. Note that he does help you out once he's taken out the fighters attacking him, but no audio file plays.

This conversation would've hinted at Turning the Tides where you destroy the sensor station.

An unused conversation between Jinkins and Reti, possibly hinting about the bounty placed on Reti by Jango Fett.

Like the conversations above, these lines most likely take place during a cut second part of this mission. This conversation reveals that the second wave is an attack by a cut enemy - drones.

These two lines suggest that the fighters and bombers were originally deployed from a lander rather than the carriers. A lander does this in a later mission, but it was probably removed because the landers are easier to destroy than the carriers.

These lines suggest that you had to protect Jinkins for a different reason. Rather than him just finding the codes for the prison, he was also gaining access to the Trade Federation's network to locate the prison.

Act 1 - Prison Break
Hoo boy, this mission has so much unused audio. Practically every aspect of this mission was changed during development. So many cut enemy types, a different station design, different mission structure - there's a LOT to cover here. 80% of this level's audio is unused.

There's lines for each character who pilots a fighter saying the "troop transport" lines except they call them "MTT's". This stands for Mobile Troop Transport. The lines were re-done for the final release.

These are lines from an old intro to this episode.

This line, along with others, shows that Kole would pick up Orsai and his men in the main hangar rather than the aft hangar. He would also give ETA updates.

These lines show that the station defenses were much different.

This conversation is a remnant of a cut enemy type - Suicide Droids. They would ram ships and explode on impact. Their control ship is inside the main hangar. In the final release, there's just some droid starfighters in the hangar. Destroying them is the Hidden Objective, so destroying the Suicide Droids' control ship must also have been the Hidden Objective. The Superfreighter mentioned was re-used for several enemies in the mission. These were cut from the game because of the September 11th terrorist attack which happened six months before release.

These lines are for the landing sequence in the main hangar, and alternate escape sequence dialogue.

Apparently the station was going to have Tractor Beam Towers that would lock ships in place. This wasn't completely cut as the next mission uses them.

Apparently this mission once had an alternate ending where Orsai and his men couldn't get out and had to use escape pods.

This smug remark from Kole fits into one of these conversations.

This was going to be said by Adi when the Liberator escapes, implying that Adi wasn't going to be in the next mission.

Act 1 - Turning the Tides
Possibly an unused intro to the level.

Originally the enemy bombers and fighters would have come from a carrier. In the final release, they just appear in the sky. Note that the first audio clip is used.

Remember the HAG enemies from the previous game? They would have made a return in this level.

An irrelevant conversation about the sensor station. Adi was briefed on what it did earlier.

An alternate version of the "split up and go around the island" conversation. Also the sensor station was harder to find.

An alternate take of Nym's "I don't like being spied on, Ruuk."

This would've been said by Nym after the sensor station explodes.

Unused taunts Nym would say to Ruuk during the boss battle.

Unused taunts Ruuk would say to Nym during and after the boss battle.

Remember the Evac Transports from Nym's base in the first game? Audio files from this mission and a few others show that they would've returned in this game to help out in various missions. They were ultimately replaced by the Mere.

This line from Jinkins could possibly be from an unused mission outro. It would've also given context about why they're heading to Mount Merakan.

Act 2 - Poisoned Skies
Apparently the island turrets were going to be a more crucial part of the mission. There were even going to be repair crews that could repair the turrets if they got destroyed.

The only threats in this level are Sabaoth Fighters, Hex Bombers, Hex Missiles, and Hex Deployers. These lines suggest that Droid Starfighters and HAGs also were part of the mission. Additionally, Sol Sixxa would have landed speeder bikes to help take out the tanks.

At the end of the mission Loreline (sp?) makes a comment that doesn't make sense in context - "The evacuation can proceed safely now, thank you". Evacuation was never part of this mission, however these cut lines show that protecting evacuation transport ships was an objective. Similar to the cut Suicide Droids, this phase and the Hex missiles' destructive ability were also cut due to the September 11th terrorist attack. You can still see what this segment would've looked like - evacuation transports and all - if you let the game idle at the title screen, since one of the gameplay demos was taken from this early version of this mission.

The Sabaoth Fighter pilots had a few more lines to say.

These two lines were part of the conversation between Lieutennant Bella and a Sabaoth Fighter pilot, but got cut, making Reti's question "Should we go after them?" seem more out of place.

Adi saying that Force Lightning doesn't work on the Hex Missiles. It does, so these lines were no longer needed.

These two lines were made obsolete by this mission's ending cutscene.

This line from Jinkins gives location of the production plant for the Hex weapons. But that's two missions later, and both he and Nym think they're produced in Mount Merakan, which is the next mission. Interestingly, there is no Mission 7, and the Mount Merakan mission underwent significant changes during development as you'll see below. Additionally, neither Nym nor Jinkins are ever seen or heard during this mission.

Act 2 - Mount Merakan
According to the lead programmer (Brett Douville), the original plan for Mount Merakan was for it to be so huge that you couldn't see the planet below, making it significantly bigger than any video game mountain to ever exist.. Due to all the new concepts it would've added, as well as the technical limitations of the PlayStation 2, the missions was greatly simplified. The unused audio lines should hint what it would've been like.

- Cut lines referring to the mountain being a Hex weapons operation. The final version states it's just a normal weapons plant. As a result, the unused audio files mention lots of structures and destructible objects not present in the final release. The "storage containers" were most likely repurposed as those pointless destructable decoration objects seen around the final version's map.:

- A cut mechanic called "Target List". Perhaps the Jedi missions would've followed the first game's mission-based structure, but the Nym missions would've been structured around a checklist of things you need to destroy? Just a guess from these audio clips alone:

- The Defense Platforms could fire randomly - and at their own buildings - if you destroy its command bridge. Similar to the TF Lander's cut command bridge described earlier, this would've been another hardpoint that behaves the same way:

- A cut mechanic about a cloud layer that's too thick to see in since it reduces visibility. There's nothing like this in the game:

- In addition to the escaping freighters, Hex Bombers would've also made their escape:

- The mountain would've been covered in turrets, while in the final version there aren't any. Apparently - in true Star Wars fashion - you had to fly low so they couldn't hit you:

- The cut bomb turrets from earlier make an appearance here. Strangely, despite this being a later mission, this is the first time both Nym and Jinkins see them:

- Apparently the mountain was so big that Nym would get surprised if you reach the top. Also it had some sort of interior you would eventually fly inside:

- A Sabaoth Destroyer not only enters this mission, but also flies through the mountain. This implies that not only did the mountain have multiple peaks, but Sabaoth Destroyers could move around at one point:

- Apparently some areas would be unreachable due to wind updrafts that are unsafe to fly into:

- This line from Jinkins is in response to a used line from Nym saying he wants to attack Toth's forces directly:

- This line is from Jinkins, and it's a response to a used line from Nym saying that "joining forces with the Jedi wasn't such a bad idea after all":

- This line from Nym is a response to a used line from Jinkins saying you've destroyed "about half of their operation":

- Originally, this conversation would've taken place instead of a used line from Nym stating the landing pads should also be destroyed:

- These are from an unused version of the intro:

- These are a bunch of miscellaneous voice lines that are either slightly different than used ones, different because of changes in level design, or they could fit anywhere in the mission:

Act 2 - Hammer and Anvil

Act 2 - Demolition Squad

Act 2 - Dragon's Den

Act 3 - Tug of War

Act 3 - Escort to Geonosis

Act 3 - Cannon Fodder

Act 3 - Attack of the Clones

Act 3 - Heart of the Storm

Act 3 - The Jedi Master

Several missions have different music tracks that play throughout depending on the current situation. The Jedi Master was supposed to have three, but it only uses the first one. Shame, since the second and third would have made the ending so much more amazing.

This would've played when the two Sabaoth Destroyers jump in:

This track bears a striking resemblance to the first game's final music track, and it would've played when the boss fight against Cavik Toth started: