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SpongeBob SquarePants: Battle for Bikini Bottom (GameCube, PlayStation 2, Xbox)
| SpongeBob SquarePants: Battle for Bikini Bottom (GameCube, PlayStation 2, Xbox) |
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Developer:
Heavy Iron Studios
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SpongeBob SquarePants: Battle for Bikini Bottom is a game based on SpongeBob SquarePants. Plankton's robots have taken over Bikini Bottom, and Spongebob, Patrick, and Sandy must stop them. Many regard it as one of the best SpongeBob SquarePants games for its gameplay, soundtrack, large worlds, and faithfulness to its source content.
Contents
- 1 Unused Levels
- 2 Early Menu
- 3 Hidden Objects
- 4 Unused Textures
- 5 Unused Models
- 6 Unused Dialogue
- 7 Alternate Takes
- 8 Unused Sounds
- 9 Unused Videos
- 10 Unused Text
- 10.1 Unused Boss Battle Text
- 10.2 Bubble Buddy in SpongeBob's Dream
- 10.3 Mrs. Puff in Patrick's Dream
- 10.4 Evil Bubble Buddy
- 10.5 Early Goo Lagoon Dialogue
- 10.6 Early Flying Dutchman's Graveyard Dialogue
- 10.7 Jellyfish Fields Demo Leftovers
- 10.8 Early Warps
- 10.9 Misc. Dialogue
- 10.10 Early Menu Text
- 10.11 Hidden Developer Messages
- 11 sb.ini
- 12 Executable
- 13 Oddities
Unused Levels
The game contains a few levels that are completely unused, but only two of them are actually playable.
Patrick's Dream
An odd, unfinished candy-themed level with no skybox. It was meant to be for the dream world as a level for Patrick, as Sandy got her own dream level. There are many aspects from early in the game's development including early tikis, the ability to use all three characters (as all the other levels only have two characters in the files), and other oddities. This was removed from the PlayStation 2 version, but present in the Xbox and GameCube ones. The build of the level is dated Jul 23, 2003, while the version of the level that ended up being used is dated Sep 17, 2003, suggesting the unused version was in development for about 2 months.
Although the robots in the level are normally inactive, there is a way to make them attack you. When activated, the Chuck robot goes to the center of the level; he was probably programmed to do this as part of the level's challenge. He also behaves slightly differently, such as waiting less between throws and his aim being more direct then usual, which suggests that the robots in this level follow an earlier version of the final games code.
The code VFM6-Z706-61K47 8EJA-TJ4U-UZBMM (European GameCube version only) will replace the "Here You Go" level with this one.
Robo-SpongeBob Musclepants
| This needs some investigation. Discuss ideas and findings on the talk page. |
The B3 folder has an unused phase of the Robot SpongeBob boss where he has anchor arms. Trying to load the level crashes the game, so playing it is currently impossible. A trailer found in a few other Nickelodeon games shows this boss for a split second. However, you can still look into B301.HOP to see its files.
The level was evidently going to be gym-themed, as model and texture files for dumbbells and weights can be seen. It looks like the level has random Bikini Bottom citizens and robots in it as well, like the Unused Patrick's Dream level.
Again, it was removed in the PS2 version. The build of the level was dated August 7, 2003, while the first phase used in the final game is dated September 16, 2003, which may suggest the "Muscle Bob" fight was in development before the other two phases
The level's .hop files contains a model for a thunder tiki, but the model is the final thunder tiki model and not the early thunder tiki model.
The area itself can be viewed by switching the area files (.jsp) for the second Robot Spongebob phase with the unused phase (the files from the second phase will still be there.) The arena seems to be identical to the one used in the first phase, spare for some collision detection.
| To do: Replace more level files to better understand the level |
| To do: Look in b301.hop to find the animation,sound files for the duplicatotron 3000 |
The musclebob fight would also be able to have you destroy the giant duplicatotron, Theres even sounds and animations for it in the fight.
It also might take 1 or 2 weeks to load the unused level so its almost possible.
Early Goo Lagoon
In the GameCube version, the Goo Lagoon folder has two folders titled "New Folder" and "Working". Within these folders are early versions of Goo Lagoon. The "Working" level is dated May 12, 2003, the "New Folder" level was saved just a day earlier, and the final build of the level is dated September 18, 2003.
Both versions can be accessed by switching the level files (.HOP) of the final level with either of the early levels. However, these levels crash if you die or if you attempt to replace their other (.HIP) files.
| To do: Are there any notable differences between the "Working" and "New Folder" versions? If so, make a chart. |
The "New Folder" version of the level was only saved a day after the Working version, so naturally the two areas are mostly identical.
There are many differences between these two areas and the final Goo Lagoon:
- -The lighting is very different from the final game
- -Some of the textures are broken/missing.
- -The balloon kids are not flying.
- -The buttons for the reflectors are gone.
- -The throw fruit are soccer balls (though they don't show up due to script differences (though Patrick can still throw them and use them to hit buttons, they will just be invisible)).
- -Many early flying and thunder tikis.
- -The early hint sign with Gary is used rather then the red question mark sign.
- -The game crashes when you die or get caught by Hans.
- -The player can not get any golden spatulas.
- -The robots seem clumsier and probably use a different variant of code.
- -SpongeBob and Patrick will not make their out of bounds animations when out of bounds.
- -The player can not collect any of the shiny objects that are out in the open.
- -NPC's don't voice their lines, and some conversations were SpongeBob speaks have SpongeBob saying the same sentence a bunch of times.
Early Menu
| To do: Find a video with the old and new way to access the level |
In the PS2 version, if you somehow get SpongeBob to get out of bounds on the title screen using a cheat device, Hans will pull you in and an early version of the pause menu will appear, however it will be stuck together with the final pause menu. There's a lot of interesting stuff, such as Spanish task names and a reference to a scrapped level – Glove World, which was later adapted into the Goo Lagoon Pier. A lot of the below early menu graphics are used here. You can also get to the unused menu on the GameCube version by replacing the HIP and HOP files of Jellyfish Fields with mnu3.hip and mnu3.HOP. Then, go to that level using the taxi. When you pause the game, it will take you to the menu.
Hidden Objects
Miscellaneous Objects
A shelf holding a box and a barrel can be seen behind the wall in SpongeBob's kitchen. It was obviously intended to be hung on the kitchen wall, but was simply forgotten by the developers.
A Duplicatotron can be found underneath a hill in Sand Mountain... right under another Duplicatotron. This means that destroying the Duplicatotron on the surface won't stop the flow of robots being summoned, as they seemingly come from the side of the hill.
A group of checkpoints, all in the exact same position, can be found underneath the beginning of the Sand Mountain slide. There appear to be several checkpoints here, but the text remains on the screen after they all activate, indictating there's many more checkpoints then it seems.
It's possible to activate one of these checkpoints without cheatcodes using a precisely timed glitch; it sends you near the top of a mountain around the center of the level. It's unknown if the rest of the checkpoints lead you to the same place.
In the level "The Small Shall Rule... Or Not", you can use the moonjump code to go underneath the Robot Spongebob boss and find these texture-less platforms. It resembles the walkways used to get to the fuses, but with another platform underneath it. The bottom platform casts a weird light that you can actually stand on from the top.
Hidden Tikis
| To do: Get some screenshots showing the other missing tikis (there is one in one of the sand levels (not the one in the picture)) |
- These two tikis can be found behind one of the ski lodges in the first Sand Mountain area. It's not currently possible to access these tikis without cheat codes. There's no other Floating Tikis or Shy Tikis in the level itself, which makes their existence rather odd.
- Two tikis can be found just off the northwest section of the Kelp Forest Slide. It's possible to access these two tikis using a glitch called the Bubble Bowl Boost (jumping and bubble bowling just one frame after Hans brings you back). The presence of the Stone Tiki is odd as they can't be broken while on a slide.
Unused Textures
Early Menu Stuff
mn3 has lots of early HUD graphics.
- Underwear health, as seen in several early screenshots and gameplay videos.
- Early golden spatulas for the pause menu. In the final game, they're 3D.
- An early shiny object icon. Like the golden spatulas, they're 3D in the final game.
- The classic Spongebob doodle, with the outline and color separate. Whatever he was used for, doing something probably colored him in.
- An anchor with no real obvious purpose. It can be seen in prerelease footage. Was later used in The SpongeBob SquarePants Movie for Patrick's Macho Throw.
- A Krabby Patty with no real obvious purpose either.
- A bubble meter that could've been related to SpongeBob's bubble-based attacks.
- On and off pineapple arrows for the pause menu. In the final game, they're jellyfish.
Temp
- A placeholder texture. It can be found in the files of almost every level. Strangely, there are some boxes in several levels hidden somewhere with this texture.
Early Textboxes
- A really blurry when stretched out textbox. It was probably meant for signs, judging by the filename.
- A temporary textbox found in Jellyfish Fields.
Hidden Credits
SpongeBall Arena has secret credits featuring silly play on words of the developer's roles.
Muscle SpongeBob
chr_sb_musclearms.RW3.rwtx, found in b303 is a texture for SpongeBob himself with muscles. The texture is actually used for Robo SpongeBob's eyes in the final phase of the fight, but the whole texture itself is never seen.
Misc. Textures
- temp_platform_3x3_texture.RW3.rwtx, a texture found in rb02. It's just a purple rock texture.
- tongueboard_test_sand.RW3.RWTX, found in several levels. The filename makes it pretty obvious what it is.
- An "ON!" flag found hidden in the texture of the pressure pads.
- sky_cinematic_morn.RW3.rtwx, found in hb00. In the intro cutscene, the morning is just a blue sky, making this go unused.
Unused Models
There are a ton of unused models, ranging from early versions of other models to being unused entirely.
Smelly Sundae
An unused model of the Smelly Sundae (from the episode Something Smells). It was meant to be a power-up of some sort. It can be seen in prerelease footage on SpongeBob's chair.
Worm
| To do: Replace npc files in other levels to try and get the worm to load correctly |
An unused model of a worm (most likely Mr. Krabs' worm from the episode As Seen on TV) found in Shady Shoals. Its texture is blank. There are also four animation files for itː worm_attacked01.anm, worm_idle_extra01.anm, worm_idle01.anm, and worm_walk01.anm.
By switching the files for an NPC in Shady Shoals with the worm's files, it will appear in the game and try to run its animations, but due to to the npc's collision data it will be partially in the floor, and its animations look messed up.
Robot SpongeBob Anchor Arms
An unused phase of the Robot Spongebob boss with Anchor Arms. While in the final game it does get Anchor Arms, it's only for a cutscene and it doesn't wear a speedo. There are several animation files for this boss that suggest things like "stomp", "smash", and "rumble" attacks.
Like the first phase Robot SpongeBob boss, the final phase can be seen within its eye sockets.
Unused Beach Fish
A beach version of one of the generic fish citizens that doesn't seem to be seen anywhere in Goo Lagoon.
Early Flying Tiki
An early version of the flying tiki. It is pink and has lips. Interestingly, in the files, the used one is still called tiki_lovey_dovey.
Early Thunder Tiki
An early version of the thunder tiki.
Shiny Objects Box
A shiny object donation box. The final game uses clams for shiny object gates.
This model can be found in the hop files for Patrick's unused dream level.
Squidward's Clarinet
Squidward's clarinet. It's part of his model, but he's never seen holding it or playing it.
Gary Sign
An early hint sign with a picture of Gary instead of a question mark.
Soccer Ball
A soccer ball, which later became the throw fruit and took the form of a watermelon. It can be seen in several early screenshots.
PUSH Buttons
Early buttons saying "PUSH", while in the final they have a picture of a hand.
Early Shiny Objects
A row of early shiny objects.
Sand Mountain Exit
An exit sign for Sand Mountain.
Early Toll Gate
An early version of the toll gate. The texture is different and the shell says "stop" on it.
Unused Dialogue
SpongeBob
| Audio | Subtitle | Usage |
|---|---|---|
| Watch the tentacles! OUCH! | Unknown, probably when Spongebob gets hit by King Jellyfish. | |
| Wow, King Jellyfish! The grandest granddaddy jellyfish of them all! And he's after ME! | An early sound for seeing King Jellyfish. In the final game he says "I knew the King Jellyfish was big, but who knew he had such a beautiful voice?" | |
| File:Bfbb sbmightybigleap.ogg | Wow, that's a mighty big leap. I hope I can make it! | Trying to make the jump to the Golden Spatula on the slide after King Jellyfish. |
| Whoa, that was close. | Making the jump to the Golden Spatula on the slide after King Jellyfish. |
Patrick
| Audio | Subtitle | Usage |
|---|---|---|
| Wow! I'm huger than normal today! | Seeing Robot Patrick. | |
| Come on out and fight like a crustacean! | Seeing Prawn. | |
| Please don't shanghai me, Mr. Dutchman! | Seeing The Flying Dutchman. | |
| Oh, that's the biggest, scariest jellyfish I've ever seen! | Seeing King Jellyfish. | |
| Uhh, I don't think this is good! | Seeing Robot Spongebob. | |
| He's only big if you think he is! | Seeing Robot Plankton, but he can't fight Robot Spongebob. |
Sandy
| Audio | Subtitle | Usage |
|---|---|---|
| You're just a bag full of jelly! | Sandy seeing King Jellyfish. | |
| Well don't that beat all! | Sandy seeing Robot Sandy. | |
| Prawn, I'm bringin' you in! | Sandy seeing Prawn. | |
| Good gracious! But that's Sponge-BIG! | Sandy seeing Robot SpongeBob. | |
| That's the orneriest robot yet! | Sandy seeing Robot Plankton, but she can't fight Robot SpongeBob. | |
| File:Bfbb sandytakethat.ogg | Take that! | An early voice clip for using Sandy's lasso. It can be heard in early gameplay videos. It is also a rip from SuperSponge. |
Alternate Takes
While these lines are used, there's alternate takes that go unused.
SpongeBob
| Unused | Used | Subtitles |
|---|---|---|
| SpongeBob to mission control, the launch is a go. |
Squidward
| Unused | Used | Subtitles |
|---|---|---|
| Ow! | ||
| Well, I guess you're off to scale Spork Mountain and die a horrible death under the vicious tentacles of King Jellyfish. Ha ha ha ow! I'll stay here, balled up here in excruciating pain. | ||
| Go away Patrick, I'm waiting for SpongeBob. I can't believe I just said that. |
Mrs. Puff
| Unused | Used | Subtitles |
|---|---|---|
| No. | ||
| Don't ask questions you aren't prepared to handle the answer(s) to. |
Unused Sounds
| Filename | Audio | Usage |
|---|---|---|
| pat_jump_land.snd | A sound for Patrick landing. | |
| SB_Bash_Plat2.snd | Meant for bashing something. | |
| Tree.snd | A sound for hitting a tree. It was eventually used in The SpongeBob SquarePants Movie. |
Unused Videos
There are two unused .bik files in the GameCube version, though disappointingly they're just logos that fade in and out. But hey, they're unused!
Unused Text
The game has lots of dialogue, but there's a lot of it that goes unused, with no voice acting recorded for it.
Unused Boss Battle Text
It seems that this text would have come up at the end of each phase and after a boss was defeated. Given the wording of these phrases, these were probably just placeholder text. Strangely, no equivalent exists for Robot Spongebob, not even in the unused phase of the boss fight.
| Filename | Text |
|---|---|
| BOSS_DEATH_TEXTBOX.text | Congratulations, you beat the Robot Sandy Boss! |
| (no file name found) | Congratulations, you beat the Robot Patrick Boss! |
| round_1_text.text | Round 1! |
| round_2_text.text | Round 2! |
| round_3_text.text | Round 3! |
Bubble Buddy in SpongeBob's Dream
Apparently, Bubble Buddy was meant to appear in SpongeBob's Dream.
| Filename | Text |
|---|---|
| bubblebuddy_description_text.text | Bubble Buddy: There's something odd about those people floating above their houses. Spongebob: They're just dreaming in my dream. In fact, you yourself are just a tiny ingredient in the casserole of my dream. |
| bubblebuddy_success_text.text | See. I told you something was odd about those things. |
| bubblebuddy_end_text.text | Nice dream. I think I'll stay a while. |
| bubblebuddy_reminder_text_1.text | The images of your friends. They're very odd. |
| bubblebuddy_reminder_text_2.text | I can't quite put my finger on what's wrong with those... oh wait, what finger? |
Mrs. Puff in Patrick's Dream
In the unused Patrick's Dream level, Mrs. Puff appears at the start but doesn't talk. She was meant to say a lot of things.
| Filename | Text |
|---|---|
| mrspuff_description_text.text | Mrs. Puff: Is this your idea of sundae school? Patrick: School? |
| mrspuff_reminder_text.txt | Get to the spatula at the end of this sundae-path, dream-thingy. You know what I mean, it's your dream. |
| mrspuff_success_text.text | Mrs. Puff:Congratulations, you pass with flying colors.
Patrick: And sprinkles. |
| mrspuff_failure_text.text | Failed again. Well, this course is pass, not pass. Try again. |
| mrspuff_after_text.text | Can someone dream me up a spoon? Normal sized. |
| mrspuff_sb_text.text | Spongebob: Hello Mrs. Puff.
Mrs. Puff: Well, if it isn't my favorite student. |
| Unknown | {i:text_pad_3} to quit. {xj=right}Press {i:text_button_1} to continue.
This is in the files for the unused level, and is most likely just a normal script for you to press a button to play/press a button to quit |
Evil Bubble Buddy
In the hub world, Bubble Buddy has a lot of hidden and rather ominous dialogue.
| Filename | Text |
|---|---|
| bubblebuddy_begin_text.text | Welcome to my nightmare! Hie the hench though spongey freak. |
| bubblebuddy_end_text.text | Well done, SpongeBob. Now die. |
| bubblebuddy_failure_text.text | What about GETOUTTAHERE didn't you understand? |
| bubblebuddy_reminder_text0.text | I said beat it. |
| bubblebuddy_success_text.text | Thanks for leaving me alone. Repeat as needed. |
Early Goo Lagoon Dialogue
In the early versions of Goo Lagoon in the GameCube version, Larry, Bubble Buddy and Mrs. Puff have some simple, unfinished dialogue.
| Filename | Text |
|---|---|
| larry_begin_text.text | Hey, SpongeBob. Come on over. |
| larry_end_text.text | Thanks for your help, SpongeBob |
| larry_failure_text.text | You still need to turn the reflector on the island. |
| bubblebuddy_begin_text.text | Well, hello there SpongeBob! |
| bubblebuddy_end_text.text | Well done, SpongeBob. |
| bubblebuddy_failure_text.text | You're not done yet. |
| bubblebuddy_reminder_text.text | There's a Golden Spatula at the top of this sand castle. |
| bubblebuddy_success_text.text | Congratulations, SpongeBob |
| mrspuffs_begin_text.text | SpongeBob! Please help! |
Early Flying Dutchman's Graveyard Dialogue
The Flying Dutchman has some unfinished filler lines too.
| Filename | Text |
|---|---|
| dutchman_description_text.text | Robots have taken over my ship. |
| dutchman_reminder_text_01.text | Help me destroy the Robot Pirate Ship. |
| dutchman_end_text.text | Well done, SpongeBob. |
| dutchman_failure_text.text | Failure line |
| dutchman_reminder_text_02 | Please hurry, SpongeBob. |
| dutchman_success_text.text | You defeated the robots. Here's a Golden Spatula. |
| CINE_TEXT_TEMP.text | CINEMATIC!!! |
Jellyfish Fields Demo Leftovers
Throughout the files of Jellyfish Fields are leftovers from demos.
| Filename | Text |
|---|---|
| temp_e3_patrick_text.text | E3 Demo Feature. Press the {i:button_pickup_text} button to Pick up the Freezy Fruit, and then again to throw the Freezy Fruit onto the Goo. |
| opm_demo_exit_text.text | End of demo. Thank you for playing SpongeBob SquarePants: Battle For Bikini Bottom. |
Early Warps
Within SpongeBob's house are early messages for warping to another area within the house.
| Filename | Text |
|---|---|
| WARP ATTIC TXT.text | Press R1 to enter attic |
| WARP BEDROOM TXT.text | Press R1 to enter bedroom |
| WARP EXIT TXT.text | Press R1 to go back outside |
| WARP LIVINGROOM TXT.text | Press R1 to enter livingroom |
There are also some for Shady Shoals.
| Text |
|---|
| Press R1 to go outside |
| Press R1 to enter the Barnacle Cave |
| Press R1 to go back outside |
| Press R1 to enter livingroom |
Misc. Dialogue
| Filename | Text |
|---|---|
| gary_begin_text.text | Well, hello there SpongeBob! |
| mrspuff_begin_text.text | blah |
| mermaidman_reminder_text0.text | Well, we're waiting. |
Early Menu Text
The main menu/pause menu has a lot of unused text. There are temporary mission titles labeled in Spanish numbers. Seen in the unused menu(See above).
| Filename | Text |
|---|---|
| TASK TXT 02.text | complete task numero dos. |
| TASK TXT 03.text | complete task numero tres. |
| TASK TXT 04.text | complete task numero quatro. |
| TASK TXT 05.text | complete task numero cinco. |
| TASK TXT 06.text | complete task numero seis. |
| TASK TXT 07.text | complete task numero siete. |
| TASK TXT 08.text | complete task numero ocho. |
There's also some early names for certain missions and levels.
| Early | Final |
|---|---|
| Defeat Sandy BossBot | Rumble At the Poseidome |
| Defeat Patrick BossBot | Robo-Patrick Ahoy! |
| Defeat Spongebob BossBot | Kah - Rah - Tae! / The Small Shall Rule... Or Not |
| Robo-SpongeBob Musclepants | (unused in final game) |
| Swingalong Spatula | Leap of Faith from the Slide |
| Screaming for Ice Cream | (unused in final game (intended for unused Patrick's dream level)) |
| Barnacle Cave | Mermalair |
| Playground | SpongeBall Arena |
Hidden Developer Messages
Hidden within certain files are messages left for the developers during development.
| Filename | Text |
|---|---|
| sbgcM.elf | (With apologies to Jim Morrison) This the end, my only friend, The End |
| boot.sdf | DON'T DELETE THIS, DAMMIT! This is the default texture, which gets used if there's no match in shadowlist.txt. |
| boot.sdf | The texture used by the heavenly thermonuclear aura FX. Do not delete me or Dan K will come and hurt you. |
| jf01_jellyfish_fields_jellyfisher.sdf | This dispatcher runs the button that rises out of the water when the shiny gate is opened. |
| jf04_jellyfish_fields_king_jellyfish.sdf | added 'demo' name for E3 demo - changed target to JF01 |
| bb01_downtown_bb_streets.sdf | Once the rope wall is destroyed, this replaces the destructable with the simple object model of it destroyed. |
| gl01_goo_lagoon_lifeguard_towers.sdf | This timer turns the platform reflector halfway and runs the next two timers. |
| gl01_goo_lagoon_lifeguard_towers.sdf | This timer turns the platform reflector all the way over to the other side, it starts disabled and is enabled after the player presses either button. |
| gl03_goo_lagoon_pier.sdf | Drives springboard three down from the bungee to the deck. |
| hb01_hub_all_ext.sdf | This conditional tests to see if the player has defeated the Sandy Boss |
| hb01_hub_all_ext.sdf | This conditional tests to see if the player has defeated Patrick Boss |
| gl01_goo_lagoon_lifeguard_towers.sdf | This is the driver for all the objects in the path behind the castle. |
| gl03_goo_lagoon_pier.sdf | Drives springboard three down from the bungee to the deck. |
| gy04_graveyard_crashed_ship.sdf | Bubble Bounce on the Bounce Pad to return to the Entrance Area |
| sm02_sand_mtn_guppy_mound.sdf | I can make this track with all the tikis on it in 65 seconds without a problem, so I added 15 seconds to that time for the challenge. |
| gl03_goo_lagoon_pier.sdf | Drives springboard three down from the bungee to the deck. |
sb.ini
sb.ini contains all the values for how the game works. Some are values for unused features. Interestingly, everything is labeled with notes about what each value does.
Cheats
Some codes can be found for various cheat settings, and were probably used for debugging purposes. The cheats can be activated by changing the values to 1.
# Cheats enabled? G.CheatSpongeball = 0 (unknown) G.CheatPlayerSwitch = 0 (allows player to switch between characters at any time by holding the R trigger and pressing a direction on the D-pad) # Can I always portal with the pause menu? 1 == YES, 0 == NO G.CheatAlwaysPortal = 0 (unknown) G.CheatFlyToggle = 0 (perhaps acts like the 'Moonjump' code?) G.DisableForceConversation = 0 (NPCs like Bubble Buddy no longer talk to the player when they walk by them for the first time)
Sundae Powerup
Code for an unused Smelly Sundae powerup. As there is a model for the Smelly Sundae in boot.hip, the Smelly Sundae was definitely going to be a powerup. What it did is unknown.
# Sundae powerup info timeout G.SundaeTime = 10.0 G.SundaeMult = 1.5
Scooby Doo: Night of 100 Frights Leftovers
A number of leftover powerups from Scooby Doo: Night of 100 Frights are listed, even though none of them seem to do anything when changed.
# Special moves for the characters eSPECIAL_Slippers = 0 # First sneak eSPECIAL_LampShade = 0 # First disguise eSPECIAL_Spring = 1 # Double jump eSPECIAL_FootballHelmet = 0 # Headbutt eSPECIAL_StickyBoots = 0 # Anti-sticky boots eSPECIAL_LightningBolt = 1 # Buttsmash eSPECIAL_LightningBoltStun = 0 # Buttsmash Stun eSPECIAL_Plungers = 0 # Anti-slippery eSPECIAL_Shovel = 0 # Dig powerup eSPECIAL_Umbrella = 0 # Floating eSPECIAL_BubbleGum = 0 # Spits wads of sticky/bouncy gum eSPECIAL_SoapBar = 0 # Spits soap bubbles eSPECIAL_BlackKnight = 0 # Second disguise eSPECIAL_FlowerPot = 0 # Are these last two being used? eSPECIAL_DivingHelmet = 0 # Last disguise (that you don't use?)
Executable
A number of various texts and variables can be found in the PS2 version's executable (SLUS_206.80 in the US version).
Scooby Doo: Night of 100 Frights Leftovers
In the game's executable at 3F90E0, all of the mission names from Scooby Doo: Night of 100 Frights can be found. The game was based off of its source code.
The Mystery Machine On Edge in the Hedge! It's a Mean Greenhouse, Scooby! Chills & Spills on Haunted Hill! Scared Stiff at Skull Cliff! Misbehavin'? Cause a Cave In A Tight Spot for a Grave Plot! Fishy Clues for Scooby-Doo? Shiver Your Timbers, Scooby! Please insert the Scooby-Doo Game Disc.
Source Code and Compiling Info
Some of the game's source code files and their respective directories can be found in the executable, as well as some information about the tools used to compile the game. There's a lot more than this, but you probably get the idea.
Metrowerks MW GAS R5900 Assembler C:\usr\local\sce\EE\lib\crt0.s MW MIPS C Compiler C:\SB\Core\p2\p2skyfs.c C:\SB\Game\zAnimList.cpp C:\SB\Game\zAssetTypes.cpp C:\SB\Game\zCamera.cpp C:\SB\Game\zConditional.cpp C:\SB\Game\zCutsceneMgr.cpp C:\SB\Game\zDispatcher.cpp C:\SB\Game\zEGenerator.cpp C:\SB\Game\zEnt.cpp C:\SB\Core\x\xModel.h C:\SB\Core\x\xEnt.h C:\SB\Game\zEntButton.cpp C:\SB\Game\zEntDestructObj.cpp C:\SB\Game\zEntHangable.cpp C:\SB\Game\zEntPickup.cpp C:\SB\Game\zEntPlayer.cpp C:\SB\Game\zNPCTypeCommon.h //RenderWare/RW35Active/rwsdk/plugin/collis/ctworld.c MW MIPS C Compiler (2.4.1.01)
Pickups
Pickups appear near the beginning of the executable, some of which are unused. (BusTicket, StallKey and Sundae)
GreenShiny YellowShiny RedShiny GoldenSpatula Underwear GoldenUnderwear PatsSock BusTicket StallKey Sundae
Oddities
- A jump in the file names indicate there may have been a level planned between the Kelp Forest Swamp (kf02) and the Kelp Forest Cave (kf04), however there is no data whatsoever for kf03. It could have been an early version of the Cave that became broken, and replaced with the later version.
- The final area of the Flying Dutchman's Graveyard is internally named "graveyard_crashed_ship". However, in the previous level, SpongeBob saves the ship from Plankton's robots, and never crashes at any point. Perhaps the plot for that level was intended to go in a different direction?
- Games developed by Heavy Iron Studios
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Cleanup > To do
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with hidden developer messages
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