The SpongeBob SquarePants Movie (GameCube, PlayStation 2, Xbox)
|The SpongeBob SquarePants Movie|
This game has unused areas.
This game has a notes page
This game has a prerelease article
The SpongeBob SquarePants Movie is based on the film of the same name, using the engine of Battle for Bikini Bottom (minus the overworld).
It's also notable for trying to work around the presence of David Hasselhoff (who was in the film for no real reason other than to move the plot forward) by using a suspiciously similar-looking guy who says, "I'm not a lifeguard, but I play one on TV." Nobody was fooled.
When Mindy said deep, she wasn't kidding!
- 1 Sub-Pages
- 2 Unused Costumes
- 3 Unused Textures
- 4 Inaccessible Level
- 5 Out of Bounds Objects
- 6 Unused Models
- 7 Crash Debugger
- 8 Version differences
| Unused Audio|
Did Mindy bother to tell us the controls around here?
| Unused Text|
Stop that! Your chops are too righteous!
SpongeBob and Patrick would have gotten costumes for the planned Goofy Goober level (some leftovers in the game refer to it). These costumes are used in the level "Sundae Driving", however, there do exist references to versions for regular levels. While Patrick's costume works in ordinary levels, SpongeBob's does not.
# PLS6: Spongebob Goober Dream # PLP6: Patrick Goober Dream # Goofy Goober Platform Level # PointerPlayerMapping = GG01 PLS6 PLS6 PLS6 PLP6 PLS6 TaskStatus = GG01 0 0 0 0 0 0 # World 13 (Disabled, to be removed)
Found inside BB01.HOP is the texture for the Sea Needle sign from SpongeBob SquarePants: Battle for Bikini Bottom. Most likely a leftover.
An unused green variant of the starfish seen in Google-Eyes and Smelly Knick-Knacks can be found inside the texture. The model on the right is a demonstration and cannot be found in the final game.
Two coral arrow textures found in sc02.hop.
While the texture itself isn't unused, earlier in development the bathtub in Rub a Dub Dub, Slip Slide in the Tub had a shower. This was changed to a faucet, but the showerhead is still in the bathtub's texture. (More info here)
A temporary texture can be found in the files for all three versions. Each is colored slightly differently, and the GameCube version is smallest.
Another temporary texture, very small.
An "ON!" flag hidden in the texture of the pressure pads. It is also seen in the same file found in Battle for Bikini Bottom.
There are two unused particle effects found in the files of the pause menu. The two unused particle effects are a star effect and a snowflake effect.
While only used in the 100% cutscene, the level "B402" is still fully accessible. It can be accessed by dummying the file "CREDITS_START_SCRIPT.SCRP" within the container "B402.HIP". This has been confirmed to work on all consoles, though on actual hardware the screen may go blank for a few seconds before the level starts. Dummying the file makes the game unable to start the credits and return control to the player. The game has always returned control to the player, but the credits start immediately after the cutscene ends, stopping the player from exploring the level. The level geometry is identical to the third part of the hub from Battle for Bikini Bottom, albeit with significant changes to the props and buildings. This level is also unique in that it is completely solid, whereas most inaccessible areas in this game do not have collision. The collision also prevents the player from entering the Krusty Krab, but hacking the camera reveals that the interior is fully modeled and retains most of the props from the cutscene.
Out of Bounds Objects
Sandwich Driving 101
A few Chum Bucket crates can be found near the beginning of the level.
Bubble Blowing Baby Hunt
A floating ice block can be found. It lacks collision but still functions normally.
Shell City, Dead Ahead
The destructibles can be found bunched up together at the very beginning of the level behind Patrick. Additionally, a balloon box can also be seen high in the sky above the destructibles along with a weird plain with a square hole in the middle behind all of it.
A temporary platform, indicated by the filename. Could be a temporary version of the similarly-shaped rising and lowering platform seen early in "I'm Ready... Depression".
An untextured, temporary sphere.
A temporary, horizontal wall. It uses the colorful temporary texture.
A collision model for the round tables used in "I'm Ready... Depression".
A collision model for the bulldozer in "Sandwich Driving 101".
A collision model for the lamp post in the Seashell Park section in "Sandwich Driving 101". It uses the aforementioned temporary texture.
A collision model for the cacti in "Three... Thousand Miles to Shell City".
A collision model for a cliff in "Three... Thousand Miles to Shell City".
A collision model for the teleportation box.
Battle for Bikini Bottom Leftover
The cruise bubble.
A crash debugger can be triggered by ejecting the game disc. This normally isn't seen under normal circumstances as the game is very stable, but can be triggered in (very) rare occasions. This debugger does not exist within the GameCube and Xbox versions.
Unsurprisingly, this game has some interesting differences between some platforms, some due to platform limitations and others due to time. Lots of these differences are specific to the PlayStation 2 version, interestingly enough.
- The PlayStation 2 version features lower quality audio than the GameCube and Xbox versions, utilizing the PS2-friendly (but rather limited) VAG audio format rather than the solutions that the GameCube and Xbox use.
- Most notably, this means that all of the music is now in mono form, rather than in stereo like the GameCube and Xbox versions.
- This also means that most of the sound effects are lower quality, to add to it.
- The start menu tells the player to Press the Start Button on the PS2 and Xbox versions, while it just tells you to Press Start on the GameCube version.
|PlayStation 2 and Xbox||GameCube|
- The Promotional Materials menu is stripped back on the Xbox version compared to the PS2 and GameCube versions, where both the Jimmy Neutron and Fairly OddParents trailers are removed.
|PlayStation 2 and GameCube||Xbox|
- The Options menu contains extra options in the PS2 version compared to the GameCube and Xbox versions, most likely to account for some fixed settings within the PS2's system settings. The PS2 version gains a Sound Mode setting, allowing the user to toggle between mono and stereo audio mixing, while also gaining a self-explanatory Screen Adjust setting. Outside of that, the Vibration Mode option in the PS2 and Xbox versions gets renamed to Rumble Feature in the GameCube version, accounting for what the feature is more accurately referred to on a GameCube controller.
- The texture filtering in the PlayStation 2 version is noticeably poorer than in the GameCube and Xbox versions, with very obvious texture cascades in certain levels.
- The cheese material for the Patty Wagon is incorrectly colored red in its full health state in the PS2 version. Neither the GameCube nor Xbox versions have this issue in the same full health condition. Notably, the correct color for the cheese is shown when the Patty Wagon is damaged.
|PlayStation 2||GameCube and Xbox|
- Water rendering in Google-Eyes and Smelly Knick Knacks are all handled differently between the three consoles. The PS2 version utilizes a water effect built off of a polygonal body, the GameCube version just uses a simple texture and the Xbox version leans into (what appears to be) a shader effect to render water here.
- The GameCube version's textures are lower resolution than those of the PS2 and Xbox releases. Ironically, this has an effect on how the game handles texture filtering, where texture cascades are considerably less obvious than they are on the PS2 version.
- The GameCube version is missing various lighting effects, impacting the look of certain levels more than others. This tends to affect levels which large amounts of bloom the most.
- The GameCube version tends to run at a lower frame rate than its PS2 and Xbox counterparts. All of the driving levels, alongside Bubble Blowing Baby Hunt and Google-Eyes and Smelly Knick Knacks are locked to 30fps on the GameCube, with potential for drops even with those caps in mind.
Just like Battle for Bikini Bottom, the Xbox version has some enhancements.
- Texture filtering is noticeably higher quality than on the PS2 and GameCube, while the frame rate is far more stable.
- This version supports 480p progressive scan output.
- Interestingly enough, both the PlayStation 2 and GameCube versions internally render in a progressive form, albeit at non-native resolutions for their respective platforms.
- This version also features a pass of 2x MSAA, which helps in cleaning the image up in a rather significant way.
- There is now 16:9 cropped widescreen support, which basically means 12.5% of the screen is removed from the top and bottom.
- There is now support for 5.1 Dolby Digital audio output, unlike the other versions, which only support Stereo audio.
PlayStation 3 port
The game was temporarily available for download on the PlayStation Store as a PlayStation 2 classic, which meant it was a port of the PlayStation 2 version to be run via PS3's software emulator. This version, however, has several downgrades when compared to running the game on real PS2 hardware.
- 2 picture settings were added. One for 4:3, and another for 16:9. Strangely, the game defaults to 16:9, making it stretched.
- In-game cutscenes suffer from stuttering voice clips.
- Noticeable input lag exists in this version.
- Some textures are blurry due to the game being output at a higher resolution via the PS3's software emulator.
It was taken off the store soon after its release, presumably because of these issues.