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SpongeBob SquarePants: Battle for Bikini Bottom (GameCube, PlayStation 2, Xbox)

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Title Screen

SpongeBob SquarePants: Battle for Bikini Bottom (GameCube, PlayStation 2, Xbox)

Developer: Heavy Iron Studios
Publisher: THQ
Platforms: GameCube, PlayStation 2, Xbox
Released in US: October 31, 2003
Released in EU: November 28, 2003


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


NotesIcon.png This game has a notes page
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

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.

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

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
File:Bfbb musclebosstrailer.png
All we'll probably ever get to see,"for now".

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.

Hmmm...
To do:
Replace more level files to better understand the level
Hmmm...
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.

Early Goo Lagoon

A prerelease screenshot showing the early level in its prime.

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.

Hmmm...
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

Hmmm...
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.

How clever of you, Plankton.

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.

One of the world's greater mysteries

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

Hmmm...
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))
Hey guysǃ
  • 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.
Must be boring just sitting there all day
  • 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.
And I'm wearing three pairs of underwear right now!

File:Bfbb earlyunderwearinactionhud.png
Early underwear health in an early screenshot
  • Underwear health, as seen in several early screenshots and gameplay videos.

Bfbb greyspatula.png Bfbb earlygoldspatula.png Bfbb goldspatglow.png

  • Early golden spatulas for the pause menu. In the final game, they're 3D.

Bfbb earlyshinyobjecthud.png

  • An early shiny object icon. Like the golden spatulas, they're 3D in the final game.

Bfbb earlysboutline.pngBfbb earlysbfill.png

  • The classic Spongebob doodle, with the outline and color separate. Whatever he was used for, doing something probably colored him in.

Giant rusty anchor!

  • 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.

Who wants a Krabby Patty at 3 in the morning?

  • A Krabby Patty with no real obvious purpose either.

Step on your right foot, don't forget it!

  • A bubble meter that could've been related to SpongeBob's bubble-based attacks.

Bfbb pineappleon.pngAw, dang nematodes.

  • On and off pineapple arrows for the pause menu. In the final game, they're jellyfish.

Temp

Bfbbtemp.png

  • 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

Bfbb earlytextboxsign.png

  • A really blurry when stretched out textbox. It was probably meant for signs, judging by the filename.

Bfbb tempbgtext.png

  • A temporary textbox found in Jellyfish Fields.

Hidden Credits

SpongeBall Arena has secret credits featuring silly play on words of the developer's roles.

Gay Designer?

Muscle SpongeBob

Bfbb spongebobmuscletex.png

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

Yep, there it is. Not too exciting, but hey, it's UNUSED!

  • temp_platform_3x3_texture.RW3.rwtx, a texture found in rb02. It's just a purple rock texture.

Life's as extreme as you want to make itttt!

  • tongueboard_test_sand.RW3.RWTX, found in several levels. The filename makes it pretty obvious what it is.

Bfbb onflag.png

  • An "ON!" flag found hidden in the texture of the pressure pads.

Bfbb sky cinematic morn.png

  • 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

Guess what Squidward, we stink!

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

Come along, Mr. Doodles!
Hmmm...
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

Bfbb musclebobmodel.png

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.

SBSP-BfBB-Speedo SpongeBot level eyes.png

Like the first phase Robot SpongeBob boss, the final phase can be seen within its eye sockets.

Unused Beach Fish

Bfbb fishgbeach.png

A beach version of one of the generic fish citizens that doesn't seem to be seen anywhere in Goo Lagoon.

Early Flying Tiki

SSBfBB-Earlyflyingtiki.png
Early flying tikis as seen in early gameplay.

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

SSBfBB-Earlyexplosivetiki.png
Frozen early Thunder Tikis in an early version of a sand mountain level.

An early version of the thunder tiki.

Shiny Objects Box

Bfbb shinyobjectsbox.png

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

I've got a hot date with a little lady, and her name is Clara Net!

Squidward's clarinet. It's part of his model, but he's never seen holding it or playing it.

Gary Sign

Meow.

An early hint sign with a picture of Gary instead of a question mark.

Soccer Ball

Bfbb soccerball.png
The soccer ball in an early screenshot.
The soccer ball in an early screenshot.

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

Bfbb redbutton.png

Early buttons saying "PUSH", while in the final they have a picture of a hand.

Early Shiny Objects

Bfbb earlyshinyobjects.png
An early image of the hub for SBBFBB, which shows early shiny objects in the background.

A row of early shiny objects.

Sand Mountain Exit

Bfbb sandmountainexit.png

An exit sign for Sand Mountain.

Early Toll Gate

Bfbb earlytollgate.png

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.
Bubble Buddy: If you say so.

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?
Mrs. Puff: You're a man after my own heart. Or should I say appetite.
Patrick: Ok, say it.
Mrs. Puff: Say what?
Patrick: Say "Appetite."
Mrs. Puff: Are you always like this?
Patrick: No. Somedays I'm like this. Bler-bler-bler-bler!
Mrs. Puff: Sorry I asked. Now look, there's a golden spatula on the far side of that sundae over there.

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

                                  ===Early Kelp Forest Level?===
  • 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.
                                  ===Flying Dutchman's Graveyard Crashed Ship Level?===
  • 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?