If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Transformers: The Game (Windows)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Transformers: The Game

Developer: Traveller's Tales
Publisher: Activision
Platforms: Windows, Xbox 360, PlayStation 3, PlayStation 2, PlayStation Portable, Wii
Released in US: June 26, 2007

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Transformers: The Game is about an alien race of giant robots divided between Autobots and Decepticons whose final battle will take place on Earth.

Development-Related Text

Present in the game's executable.

To do:
Find more developer jokes.
 This program cannot be run in GOD mode. 
 Rot in heaven! 

When viewing Bumblebee's shared attributes file a developer joke can be found.


Unused Audio

Unused Music

To do:
All of these can be found in the Wii version, but are they in any others?


When you fight Barricade in Mission City in "The Last Stand", you were supposed to hear this during the "Keep Away" mission. Instead, the game plays mx_city_megatron_1.wav. Unlike other music tracks from the game, this one doesn't loop.


Judging by the name of the song, it was most likely to be used during the fight with Brawl in Mission City in "The Last Stand" in "For the Fallen".


Judging by the name of the song, it was most likely to be used in Mission City in "The Last Stand" in "Unfriendly Skies" when playing as Jazz.


It is unclear where it may have been used as Optimus is not playable in "The Last Stand". It may have been meant for use in "The Ultimate Doom" though.


Judging by the name of the song, it was most likely to be used during a fight with Scorponok in Mission City in "The Last Stand". The only place where this would fit is in "Unfriendly Skies", late in the fight with Blackout.


An early version of mx_tran1_bbee1, which doesn't have a whole lot of changes. This is the only piece of unused music for The Suburbs.


This may have been used in the unfinished Hoover Dam levels, likely in the battle with Megatron there.


This may have been used in the unfinished Hoover Dam levels.


This may have been used in the unfinished Hoover Dam levels, likely in the battle with Bonecrusher there.


This may have been used in the unfinished Hoover Dam levels.


This may have been used in the unfinished Hoover Dam levels, likely during the Chapter Failed scenes.


Judging by the name of the song, it was most likely to be used during a mission in Qatar in "SOCCENT Military Base".


Judging by the name of the song, it was most likely to be used in Tranquility in "The Hunt For Sam Witwicky" when chasing Bumblebee.

Unknown Track

Heard in Frank Welker's interview, was probably to be used in HOOVERDAM Chapter 4.

Unused Diaglogue

There is a large amount of unused dialogue leftover in all copies of the game, with Starscream and Optimus Prime having the most unused lines in the game. There are many unused lines for character banter, gameplay hints, chapter complete comments and additional lines reminding the player to complete certain objectives. All are fully voice acted and have additional files for several other languages.

Examples of Unused Character Banter:

Exchange between Bonecrusher and Starscream

Jazz taunting either Blackout or Starscream

Megatron taunting Optimus Prime

Blackout taunting the Military in Qatar

Examples of Unused Hints:

Optimus explaining how to free the AllSpark

Optimus explaining how to respond to Megatron attacking the player

Optimus on damaging Blackout while airborne (Probably unused because the player does not need to do this in the final game)

Megatron on damaging Ironhide (Probably unused because the player does not need to do this in the final game)

Examples of Chapter Complete Lines:

Upon Defeating Shockwave (A2 Ch4)

Upon Completing lowering the laser grid (A3 Ch3)

Upon destroying the Military Base (D1 Ch1)

Examples of Reminder dialogue:

Megatron reminding the player

Optimus Prime reminding the player

The PS3 version has several unique lines leftover that only support English, including:

Leftover dialogue files for HooverExt\HooverDam on ps3\wii, they use English text to speech audio. Example:

Six unique lines by Optimus Prime. Half of them are for mission wins, and the other half for mission fails. Perhaps these were meant for the unused challenge mode that was completely cut from the game. Examples:

An alternate set of English Ironhide clips. (Just alternate takes of the original lines) Example:

Final Take:

Alternate Take:

Unused Sound Effects

Many of the games sfx files went unused, probably due to time constraints. There are dozens of object specific audio clips that go unused for things like hitting trees, fences, trash bins, wooden objects, falling in water etc.

There are also different clips depending on how hard those objects were hit. Sfx for small collisions, large collisions etc.

Interestingly, on the ps3\wii version there are even more sfx folders with even more unused clips. There's a unique folder full of old drone sfx that goes completely untouched. Example:

As well as a "grunt" folder, that contains grunt sfx that were meant to play when characters\drones were hit. Example:

Despite how many files are in the grunts folder, there are actually only two unique clips, with the rest just being edited versions of those original two. While the grunts sound very placeholder, all of the character cfg files in the final game still have leftover programming for them. (They don't work though)

Unused Animations

To do:
Gif/Videos of this please.

By playing as the Dreadwing drone, characters like Starscream and Optimus Prime can be knocked down, revealing they have animations for being knocked down and can be picked up. Brawl had locked animations of knocked down and picked up, by enabling them, his animations can be seen. By replacing a character's model with Bonecrusher's model and knocking him down, Bonecrusher's knocked down and picked up animations can be seen. Files also indicate that the Energon Drone has a knocked down and a picked up animation though it is not accessible in any ways other than by replacing the animations altogether. If Blackout's FlyBackLandOnFeet ability is disabled, then Blackout can now be knocked down and his knocked down and picked up animations can be seen.

Megatron has an unused animation when transforming back to vehicle mode, which is more polished than the final version. Bumblebee has two unused animations for transforming; One that is fast, and another that is shown in the PS2 prototype. Optimus has an unused transformation when transforming into vehicle mode.

Brawl has an unused swinging animation that can be seen by modding the game to play as him. The same is with Bonecrusher, Shockwave and the Mig Drone. By enabling the Cement Truck Drone, the Armoured Car Drone and the Forklift Drone[1] to pick up swinging object and enabling the animations, their swinging animation can be seen.

All playable characters have unique closing attacks labeled as long_combo_1 and long_combo_2. All playable characters and some unplayable characters have finishing moves and power hits, most of them being reused from Bumblebee.

The Forklift Drone has unused animations for its unused electrocute attack. The Pickup Truck Drone has unused animations for its unused special pickup attack. The Cement Truck drone has unused animations for its unused special block ability. The Tow Truck Drone has unused animations for its unused reel in attack. Most of the characters have a reeled in and electrocuted animation too.

Each of the unplayable characters have a roll animation.

The Forklift Drone[2] has a climbing animation which can be seen when his climbing ability is enabled.

Optimus has an unused combat idle animation along with unused strafe animations to go along with his unused arm gun.

Unused Levels

  • TESTTRAQUILLITY: A test level used for testing the various AI of each of the characters and submissions. It has a Bumblebee test which is just a test for fighting a Energon Drone and a Forklift test for fighting a Forklift Drone. Another section is there which is a back to back short fight with each and every character, likely to test their AI. Other than that, there are also tests for various submissions, some of which are never seen in the actual game. The default character is Ironhide and it is set in the Tranquility level. In the Wii version, there is an early version of the map when loading this level, featuring more advertisements, and American flags on the mall. It's very similar to the PS2 prototype version of Tranquility.

Test Tranquility.

  • BLACKOUTTRAQUILITY: It is the Tranquility level, but with Blackout as the default character. It has no missions, but the SPLINE.DAT in the level has data for The Hunt For Sam Witwicky. It appears to be unused versions of the missions seen in that level , which can be seen here.

Blackout Tranquility

  • AUTOBONUS1: Likely a bonus level obtained after completing the main game. It has the player as Bumblebee, who needs to find and throw 10 donuts in each stage of it. Since the counter is not properly set to count the throwing of the donuts, the level is unbeatable. It was probably removed due to the addition of the Cybertron levels as Bonus Levels.


  • HIGH_RES CITY: Found in the high res files as well as some promotional screenshots, this was a unfinished and more detailed version of the city map, which includes very different textures as well as multiple Pepsi advertisements scattered around the map. This map can be done by extracting the HIGH_RES file.
  • HOOVEREXT and HOOVERDAM: These crash immediately after entering them, since some of the needed files are not present in the final game. It is the Hoover Dam, but it was a level for both Autobots and Decepticons; HOOVEREXT being for the Autobot Campaign, and HOOVERDAM being for the Decepticon Campaign. In the final game, it can only be seen at the ending cutscenes of "Inside Hoover Dam" and "A Gathering Force".

According to the level's code, HOOVEREXT was named the Hoover Dam and would have had you play as Bumblebee evacuating the humans and defending the dam from Decepticons for two missions. Then, Optimus would have had to find Bumblebee, then knock Megatron off the Dam. This would be followed up with a fight with Bonecrusher who will be chasing Bumblebee. HOOVERDAM was named "Megatron, Arise!" and it was about destroying the dam. You would have been Blackout for 3 missions and you would have to free Megatron from the dam by destroying several human defenses. There would have been a fight with Bumblebee who would be escaping with the Allspark, which would have been the third time the player fought against him. The last mission would have the player as Megatron, destroying the dam. Neither of the missions have proper names, so their names are just "...". The levels don't have mission screens, music, or complimentary text.

As of September 7, 2018, the level actually became playable for the first time. The map file which was needed to play hooverext was located in the Wii and PS3 versions of the game, with the PS3 version having an earlier version of the map. Bumblebee was in his old Camaro form intentionally since he got captured by Sector 7 in his old form for the Decepticon campaign. The map appears to be close to completion if it wasn't already. Downloads-category.png

The chapters on the other hand are clearly unfinished, with several problems preventing the player from completing them. Several of the errors seem to result from outdated programming, as the chapters seemingly haven't actually changed from what was seen in the prototype footage uploaded on Gamehut.

The following strings can be found in the game, which also spells out the objectives for the levels.

Strings for HOOVEREXT

String ID Text
A4_ch1_Goto "There are Decepticons everywhere... We must protect the humans as they evacuate the dam!"
A4_ch1_obj1 "Protect the Sector 7 convoy while it evacuates the area."
A4_ch1_obj2 "Give them some cover fire, Bumblebee!"
A4_ch1_obj3 "Protect the Sector 7 convoy!"
A4_ch1_cmplt "You do us proud, Autobot"
String ID Text
A4_ch2_Goto "I've found something useful. There should be surface-to-air missile batteries at the dam, but they're offline. Go find out why..."
A4_ch2_Goto2 "The Dam should be well defended, but the SAM sites aren't operational. Head over there and see if you can change that."
A4_ch2_obj1 "The Decepticons have blocked the SAM batteries with debris. Get rid of it, so that Sector 7's defenses will work for us!"
A4_ch2_obj2 "Clear the debris off the SAM, so they can knock the Decepticons out of the sky!"
A4_ch2_obj3 "I'm almost there, Bumblebee... Hold them off just a little longer!"
A4_ch2_cmplt "Great work, Bumblebee, and just in time! I'm at the Dam..."
String ID Text
A4_ch3_Goto "Prime, we've lost contact with Bumblebee. He's got the AllSpark ... we need to help him!"
A4_ch3_Goto2 "Head for the top of the Dam. That'll give you the best vantage point."
A4_ch3_obj1 "Grab something and try to knock Megatron off the dam!"
A4_ch3_obj2 "You shall not have the AllSpark, Megatron... I'll stop you no matter what!"
A4_ch3_obj3 "I won't let you destroy this planet, like you did Cybertron..."
A4_ch3_obj4 "No Decepticon shall ever touch the AllSpark while an Autobot defends it..."
A4_ch3_obj5 "Keep moving Prime! Those bomb's are too much, even for you!"
A4_ch3_obj6 "Knock him out of the sky boss!"
A4_ch3_cmplt "Yeeha! You sure showed him Prime!"
String ID Text
A4_ch4_Goto "Bumblebee is being chased by Bonecrusher! Bumblebee has the AllSpark, and we can't let it get in to Decepticon hands."
A4_ch2_obj1 "Bumblebee's got Sam and Mikaela, but Bonecrusher is hot on their trail! Get there fast!"
A4_ch2_obj2 "Don't let Bonecrusher catch up to Bumblebee."
A4_ch2_obj3 "Watch out for those mines."
A4_ch2_obj4 "Blast him Prime. Make him bring the fight to you!"
A4_ch2_obj5 "Keep Bonecrusher off of Bumblebee."

Strings for HOOVERDAM

String ID Text
D4_ch1_Goto "We need to find a way in. There seems to be a structural weakness at the location I've marked with a beacon. But keep your optics energized ... we've picked up traces of Autobot in the area."
D4_ch1_Goto2 "Head for the beacon on your Nav System."
D4_ch1_obj1 "Take out those defences!"
D4_ch1_obj2 "Destroy those turrets! Don't let them hide behind their shutters!"
D4_ch1_obj3 "You have to smash them open from above. Try jumping and attacking imbecile!"
D4_ch1_obj4 "Clear the area of enemy forces."
D4_ch1_obj5 "Your weapons are of no use fool! Try throwing something."
String ID Text
D4_ch2_Goto "I'm going to start scanning for Megatron. You need to find the power stations and take them off line before we can free him."
D4_ch2_Goto2 "I'm losing patience bolt brain! Get to the beacon to begin your mission objective."
D4_ch2_obj1 "Find something explosive to launch at these buildings."
D4_ch2_obj2 "Destroy the Power plants!"
D4_ch2_obj3 "Let no Autobot or human stand in our way."
D4_ch2_obj4 "Finish them off. Destroy them all!"
String ID Text
D4_ch3_Goto "Decepticons, this is your master, Megatron. An Autobot is trying to escape with the AllSpark. Catch him ... and crush him."
D4_ch3_obj1 "After him! Don't let him get the cube to Optimus Prime!"
D4_ch3_obj2 "Get the AllSpark back from the Autobot!"
String ID Text
D4_ch4_Goto "The defences are down. Lord Megatron, it seems the time for your revenge against the humans is at hand ... Decimate the Dam!"
D4_ch4_obj1 "This whole dam must burn!"
D4_ch4_obj2 "These humans will be repaid for their hospitality. With swift and utter destruction!"
D4_ch4_obj3 "No force in the universe can possibly stop me now. This planet will bow before me."
D4_ch4_obj4 "This world will burn in the fires of my wrath."

Area Strings

The following Strings show the names of the various areas in the map.

String ID Text
AreaSpillWayWest Spill Way West
AreaSpillWayEast Spill Way East
AreaVisitorsCentre The Visitors' Centre

Interestingly, by replacing More Than Meets The Eye, the levels load a pitch black version of the level, a green beacon appears with no objective so it is impossible to beat. Using an all levels unlocked cheat, all beacons appear with different effects:

Chapter 1

You are Bumblebee and the Sector 7 cars are driving crazy. It is impossible to beat.

Chapter 2

It crashes as it seems some models might be missing.

Chapter 3

It displays the text "quickly get to the action zone!" But the mission fails immediately. Oddly it says "You have been defeated!" Instead of the usual "Chapter Failed".

Chapter 4

Optimus Vs. Bonecrusher; you were supposed to protect Bumblebee but instead he tries to attack you.

The levels are incomplete due to outdated programming, since the level was made in an earlier version of the game's engine.


By replacing Inside Hoover Dam with HOOVEREXT and using the A Gathering Force Map files, the level loads a low res A Gathering Force and it's playable. The character drops from a very high location suggesting the height of the map and the objects and faction insignias are also at such a height which can be seen and reached if the player becomes a flying character.

Chapter 1

The player is Bumblebee and the Sector 7 cars are driving crazy. Since the level depends on the Sector 7 cars reaching a certain point, the chapter is unbeatable.

Chapter 2

It crashes, it seems some models might be missing for the SAM sites.

Chapter 3

It displays the text "Quickly get to the action zone!", but the mission fails immediately. By removing the action zone, the mission starts, with the player as Optimus fighting Megatron, who can't be defeated, unless by editing.

Chapter 4

The player is Optimus chasing Bonecrusher who is chasing Bumblebee. The player is supposed to defeat Bonecrusher and save Bumblebee, without editing, Bumblebee behaves as an enemy and since Bonecrusher is unbeatable, the chapter is unbeatable.


By replacing Inside Hoover Dam with HOOVEREXT and using the A Gathering Force Map files and using the other files of HOOVERDAM, the level loads a low res A Gathering Force and it's playable.

Chapter 1

It crashes, it seems some models might be missing for the AAGuns.

Chapter 2

It starts with the player as Blackout but since there are no Power Plants, the level is unbeatable.

Chapter 3

It starts with the player as Blackout chasing Bumblebee[3]. Upon defeating Bumblebee, the level does not end due to an oversight in the code. It can be easily fixed.

Chapter 4

It starts with the player as Megatron, destroying the Dam, which results in completion of the chapter.


The chapter complete screen just pans around the character at any point that the character was since there is no defined chapter complete location. The chapter fail screen shows the text "You have been defeated!" instead of "Chapter Failed". This might be because the chapters are not defined to stop the hub correctly.

Unused Characters

There are two relatively complete characters that go unused; Evil Bumblebee, who has his own vehicle, and Scorponok, with a vehicle mode.

Ratchet's textures and files are in the game, but only his idle animations and vehicle work.

Ratchet's icon.

Surprisingly, Ratchet's files are not in the CREATURES.CFG folder, most likely because it was cut very early in development.

There are also unused models such as:

  • Evil Bumblebee: He looks like his old Camaro model, but with blood-like spots painted black instead of yellow (although it still has some yellow segments).
  • Black Energon Drone: It looks like the normal Energon Drone, but black instead of grey. May be a reference to the DS versions.
  • Pepsi Payload: It's a Decepticon Payload model, but retextured to be a Pepsi Truck. Also, it has an Autobot model equivalent, but it just uses the same Decepticon model. It's textures are broken.
  • JAZZ_ROBOT: It is an unused version of Jazz that doesn't really work right.
  • BUMBLEBEE_BCK: Only found on the PS3, Wii and PS2 versions, this early model was shown in promotional screenshots of the game, and uses Bumblebee's LowDetail car model as his car. There is a video about the PS3 one which can be found here.
  • LARGEDRONE: An unused drone type who has a couple cfgs and even a folder full of animations leftover on Wii\PS3. Sadly there's no model leftover, and the animations aren't compatible for any of the existing drones\characters. Without a model, we don't even know what he looks like, he's truly been lost to time.

Special Moves

Ironhide's Special Move in the code is referred to as ShootLikeaMadMan.

Shockwave is referred to in the CREATURES.CFG file as TripleC, which is most likely to a reference to the Triple Changers from the G1 series.

Shockwave has entries in the code that allow it to transform into a turret and an attack helicopter, yet the helicopter is the only vehicle programmed in the CFG file. In the final game, the turret mode is a separated entity from the Shockwave who transforms into a helicopter. However, there are at least a dozen unused "TripleC" scripts with compatibility added for the "SecondaryTransformation". There are also some commands to force the Secondary Transformation in those scripts that no longer work in the final game. It's quite possible that once, Shockwave was able to change between all 3 forms, but it was scrapped. (Perhaps the early "True Triple Changing" build of Shockwave was unstable?)

There are removed special moves whose animations\cfg codes are leftover in the final game:

  • "SpecialSapEnergy": Uncertain who this special move would belong to, as it's referenced in the main combat script and has nothing else for it. A popular theory is that it belonged to Ratchet. (I.E. When he encountered a Decepticon, he'd sap their energy instead of healing them. There is no evidence to support this theory however.)
  • "SpecialElectrocute": It was meant for the Forklift drones, as he has unused "electrocute" animations, which consists of Forklift jumping at the player's back, and using his forklifts to electrocute the player. Everyone but Megatron and Scorponok has unique animations for getting electrocuted.
  • "SpecialPickup": It was meant for the PickupTruck drones. He has unused "Special Pickup" animations. It is believed that it consists of Dropkick grabbing the player, and throwing him like an object. (It's worth mentioning, that Pickups cfg has a dev message that says: "Re-enabling this will need a few bits of code fixing and re-enabling" This implies the ability used to work at one point in the prototypes, but it's code was never updated for the final game.)
  • "SpecialReelIn": There are unused "reeled in" animations for all of the playable characters except for Jazz, Megatron, and Scorponok, it was probably meant for the TowTruck Drone, who also has unique "Reel In" animations. It also seems to have unique sfx leftover for it.
  • "SpecialBlock": An alternate block ability meant for the CementTruck drones. It would've allowed them to ricochet/redirect projectiles back at the player and also would've given him a more powerful block counter attack.
  • "SpecialHeal": While not mentioned in any scripts or cfgs, Ratchet has animations for a "Heal" Ability. This would've been Ratchet's (only) ability if he were included in the final game.

There are other unused special ability concepts in this game including the CementTruck drones being able to make their own projectiles from cement, the PickupTruck drones combing their two arm cannons into one gatling gun, and the DroneDefault drones using Bumblebee's special ability, (which was apparently made for DroneDefault first, then given to Bumblebee later) but they only made it into the concept art stage and no where else. More on these unused special abilities can be seen here

Some Drone special abilities in concept art were given to different drones in the final game. For instance, DroneArmouredCar was originally going to have the SpecialBlock ability, but it was given to DroneCement. (It consisted of him transforming his two arms together into one big shield) DroneForklift was originally going to have SpecialFlail, but that ability was later given to DroneTowTruck instead. (Forklift would have raised the forks on his arms and spun his upper torso.) The only drone who uses his concept art special ability in fact, is DroneMig. (SpecialFlame, basically just a flamethrower)

Unused Load Screens

To do:
Extract THINGS.GSC from the PS2 version, as it could have the cut loading symbol.

The PC version has early load screens for the PS2 version and an unused Scorponok controller screen.

Scorponok load screen.

There is an unused loading symbol used in copies on PS2 that switches from an Autobot symbol to Decepticon for both campaigns. It is currently unknown if this can be replicated on PC.

Unused start screen.

Found in the files is a very early controller screen for the 360 version with only the ability to jump and kick.

Early 360 screen.

Unused Icons

There is an entirely different HUD, which has been seen in interviews and prototypes of the game. It was cut due to it looking ugly.

360 Prototype Hud.jpg

There's also an unused Transformers logo.

Unused logo that looks like it was used in early development.
Unused dialogue bar, and other icons unused in-game.

There are also a few unique HUD textures from the earliest known builds leftover. Unused pocket images are found in the data of the game that aren't used at all in the final game. It's thought to be an early version of the faction symbols needed to be collected in the hub worlds of both campaigns.

Unused Cutscenes

To do:
Find any HooverExt/HooverDam or other unused/alternate cutscenes in any build of the game.

Left in the FMV folder is unused cutscenes of A Gathering Force.

Chapter 4 of More Than Meets The Eye has an unused cutscene of Shockwave flying away.

Chapter 4 of Inside Hoover Dam has an unused cutscene of Bumblebee running away from Megatron shooting at him.

The Ultimate Doom has an unused cutscene of Megatron falling from the sky.

There are some early/alternate versions of Auto1_Level_Intro and Dcpt5_Ch1_Intro in the European version of the game on PS2. They mostly lack proper audio editing and have placeholder sounds.

  1. The Forklift Drone doesn't have the animation to walk with the object.
  2. The Forklift Drone can't climb up on the roof however.
  3. Strangely, this is the old Camaro Bumblebee, not the 2007 version. This was likely an oversight as the level was not fully developed.