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Disney's Stitch: Experiment 626
Disney's Stitch: Experiment 626 |
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Also known as: Lilo and Stitch: Stitch no Daibouken (JP), Lilo & Stitch: Stitch 626 (KR) This game has unused animations. This game has a prototype article |
To do: The first boss was evidently going to have some additional functions (shown in the unused animations sub-page). Data in the files suggests it may be possible to re-enable these functions. |
Disney's Stitch: Experiment 626 is a prequel to the Lilo & Stitch film, released just a couple days before the film came out in theaters. It features intergalactic mass destruction and one of the first appearances of a genetic experiment other than Stitch. It later got retconned from the franchise's canon by the 2005 direct-to-video film Lilo & Stitch 2: Stitch Has a Glitch.
Contents
Sub-Pages
Prototype Info |
Unused Animations The boss battles could have played out very differently... |
Unused Sounds Dialogue and other sound effects. |
Unused Text Menu text and transcripts of audio dialogue. |
Development Text Removed data and notes made by developers. |
Unused Cinematics
GTHMAD.IPU is a cinematic of Gantu talking, intended to be used for an intercom.
disney.pss is a short clip of Stitch hopping with the text "STITCH CINEMA PLAYER!!!" moving about in the background. The file is located in the same folder as the gameplay demos and company logo FMVs. It is likely to be a placeholder although it may have been intended to be used when the player viewed the "Secrets" menu.
LS026.pss is only present in the European release and is a scene from Lilo & Stitch which is not included in the "Secrets" menu. The scene is when Stitch drives a gasoline truck into a volcano and launches onto Gantu's ship. It is the last video in the game's files but other scenes present in the game take place at a later point in the film. Notably, this video is both present and used with the same file name in Disney's Lilo & Stitch: Trouble in Paradise.
Unused Graphics
SHAD.TGA is a less detailed texture for the Buzzer enemy.
OAJUMA.BMP is a texture with two lit arrows for the jump-pad used in the first boss battle.
621_A.BMP is a texture for the mutated Experiment 621, though it is mostly the same as the used texture.
Unused | Used |
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Three textures for the "Meet the 700s" level.
Two textures for the "Jungle Flight" level.
Two particle textures in the files of the "Got Gas?" and "Energy Lines" levels.
Logos for Disney Interactive, High Voltage Software and Sony.
Screenshots from Lilo & Stitch located in a folder titled SECRETS. These would have been viewable as a gallery in the "Secrets" menu and were used in the March 28 prototype. Although many of these stills are seen in loading screens and in the title screen, the image files used are different and also have different sizes and resolutions.
Unused Objects
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: See if there's a way to load OMPWRDD into the game where it behaves in its intended way as shown in this clip. |
Model Rip | Internal Filename | Level(s) | Notes | In-game Footage |
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OJTRE3_H | Greema Jungle | A tree with no in-game behaviour. | ||
OGFLWI | Got Gas? | The file used for determining behaviour indicates that it would be a destructible object similar to crates. Its model is unusually large and doesn't fit in any of the level's rooms. Although it has an animation file, the data is incomplete so it does not move. It also has an associated sound effect with the filename FLWION01.VAG, which does not play when it is loaded in-game: |
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OGSCAN | Got Gas? | It is supposed to behave in the same way as the game's crates, but it appears to use an incomplete behaviour. | ||
OLDCRT | Got Gas? | A damaged looking crate that has no in-game behaviour. | ||
SBIRD3 | Caverns & Chasms | A bird that flies away from the player in seemingly random directions. It has an incomplete animation file. | ||
OJCAMO | Caverns & Chasms | A rock with attached trees and some metal poles. Its intended behaviour appears to be incomplete as it cannot be interacted with. When given a different behaviour, its animation can be seen in a loop. It also has an associated sound effect with the filename OJCMUP01.VAG, which does not play when it is loaded in-game: |
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OJSHOT | Caverns & Chasms | A fan-like object that shoots at the player when approached at a certain distance. It cannot be interacted with and its animation does not play unless it is given a different behaviour. | ||
TURT2 | Caverns & Chasms Meet the 700s |
A turret that behaves as an enemy. It fires at the player from certain distances and explodes if shot several times. It has numerous functioning animations. Its texture file has some additional graphics not mapped to the model. |
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OJGEYS | Greema Falls | An acid geyser which behaves in the same way as steam vents found in other levels, although it doesn't inflict damage. | ||
OAGEN1 | Hotfoot! | A device which appears to use a behaviour that is either incomplete or doesn't work properly. Attempting to interact with it (by shooting or picking it up) will make it disappear with a seemingly random sound effect. | ||
LUNC | Soldier Trail | An odd fish-like creature. Its purpose is unknown but its appearance and animations suggest it may have functioned as a platform that would attack the player after a short period. | ||
SFISH1 | The Aviary | A fish that would have likely appeared in the level's small aquarium. Like the bird, it flies away from the player without any specific direction. | ||
OMEXD | Ring Around the Lasers | A small device that explodes if the player moves too close to it and also explodes after a short time period - with an accompanying beeping sound effect to represent a timer - if the player approaches it at a relatively close distance. It also has another associated beeping sound effect with the filename OMEXDBP1.VAG which does not play when it is loaded in-game: |
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OAAROW | Welcome Aboard! | An arrow that uses a translucent red texture. It has no in-game behaviour. | ||
Full machine: Machine interior: |
OMPWRDD | Error #626 | A giant machine, likely a power generator. It is shown being destroyed by Stitch in a trailer for the game included in a demo disc for the Official US PlayStation Magazine #60. There are numerous models consisting of the fully intact machine, the machine's interior, and a number of pieces of the exterior that would have scattered as it was being destroyed. The video on the right displays the machine's different models, with corresponding animations playing in a loop. This is obviously not how it was intended to behave, although it has been loaded into its intended location. |
Unused Models
ARROW.AGG is an untextured model of an arrow.
Unused Object Behaviours
To do: Document these properly. Presumably most, if not all, still function. |
The game's ELF file includes references to a large number of unused object behaviours. Specifically:
B2Lit BAutoPlt BCopship BDblBtn BDctvReg BEnshot BExpthrw BEyeball BFlrtile BFrcgate Bfrzthrw BGMissile Bgrplump Bgturret BJmpPlnt blump bmslshot bpatternchestshots bpthlump bpthobst bpthrock bricochetallowed brock brvtrgdr bslowcontinuous bslowseparate bstshot btimebtn btmchase btoglbtn btrigplt bttnpsh1 bttnpsh2 bttnwrng BTurret
Debug Functions
The game's file used for mapping buttons (GAME.SCM) includes a number of debug functions which can be activated by swapping one of the used mappings with a debug one. The available debug functions are:
- Toggling invulnerability.
- Giving Stitch the Grapple gun.
- Giving Stitch the Jetpack with approximately 100x more fuel than normal.
- Giving Stitch the Freeze gun with 100 ammo instead of the normal amount of 3.
- Giving Stitch the Big gun with 100 ammo instead of the normal amount of 3.
- Making Stitch lose all pickups including regular guns, Big gun, Freeze gun, Grapple gun and Jetpack.
- Activating and deactivating movement animation when Stitch is idle while climbing.
The game's ELF file contains a script titled Stitch.ini used for activating minor debug functions which allow the game to skip to the level select screen from startup.
Activation codes for the North American version:
00378A6C 00000001 fullscreen 00378A70 00000001 levelselect 0037886C 00000002 hubselect 00378A74 00000000 fulluioff 00378A78 00000001 levelwalk 00378A7C 00000000 notools 00378A84 00000001 ps2screen 00378A88 00000001 noenvsound 00378A8C 00000001 nodebug 00378A98 00000001 altlang
Unused Code
UI.AIS contains a list of levels from LVL0 to LVL45. LVL0 to LVL17 lists all the game's used levels chronologically using their internal filenames. The remainder refer to test levels which are not present in the files and unused levels. Like the in-game text, the list is stored as hexadecimal values, for example UNUSED is stored as 0x55 0x4E 0x55 0x53 0x45 0x44 0x00.
"LVL18" ConcepX "LVL19" Gconcpt "LVL20" room "LVL21" JungC "LVL22" Test "LVL23" All "LVL24" measure "LVL25" M2 "LVL26" Jelly "LVL27" mesure2 "LVL28" objtest "LVL29" UNUSED "LVL30" UNUSED "LVL31" UNUSED "LVL32" UNUSED "LVL33" UNUSED "LVL34" UNUSED "LVL35" UNUSED "LVL36" UNUSED "LVL37" UNUSED "LVL38" UNUSED "LVL39" UNUSED "LVL40" UNUSED "LVL41" UNUSED "LVL42" UNUSED "LVL43" UNUSED "LVL44" UNUSED "LVL45" 0
GENERAL.SCM is a similar file to GAME.SCM that lists various debug functions. They may have been removed.
To do: Verify whether or not these functions can be activated. |
Mappings[16] { { AppID GeneralButtonToggleDisplay ElementID JoystickButton0 Name "CoCBDisp" } { AppID GeneralButtonSwitchCamera ElementID JoystickButton1 Name "CoCBCam" } { AppID GeneralButtonZoomCamera ElementID JoystickButton6 Name "CoCBZoom" } { AppID GeneralButtonResetGame ElementID JoystickButton2 Name "CoCBRset" } { AppID GeneralButtonQuitApp ElementID JoystickButton3 Name "CoCBQuit" } { AppID GeneralButtonScenePaused ElementID JoystickButton4 Name "CoCBStop" } { AppID GeneralButtonWireFrame ElementID JoystickButton5 Name "CoCBWire" } { AppID GeneralButtonToggleRegions ElementID JoystickButton7 Name "CoCBReg" } { AppID GeneralButtonDropPlayer ElementID JoystickButton8 Name "CoCBDrop" } { AppID GeneralButtonCheatMode ElementID JoystickButton9 Name "CoCBChtM" } { AppID GeneralButtonCheat1 ElementID JoystickButton10 Name "CoCBCht1" } { AppID GeneralButtonCheat2 ElementID JoystickButton11 Name "CoCBCht2" } { AppID GeneralButtonCheat3 ElementID JoystickButton12 Name "CoCBCht3" } { AppID GeneralButtonCheat4 ElementID JoystickButton13 Name "CoCBCht4" } { AppID GeneralButtonGameCamera ElementID JoystickButton14 Name "CoCBGCam" } { AppID GeneralButtonResetPlayer ElementID JoystickButton15 Name "CoCBRSet" } }
Out of Bounds Objects
Hidden behind some of the walls of "Energy Lines" (just before the tall room where the player has to jump down a long pit) are two hockey pucks. One contains a texture for the Disney Interactive logo (DIPKLOGO.BMP), the other contains the High Voltage Software logo (BHPCKLGO.BMP) and both have the words "Made in Canada" (TEXTURE.BMP) written on the side. They can be picked up from their secret location and will slide across the room when thrown, instantly killing or destroying anything in their path, including Stitch. The pucks were added by developer Mike Henry as a reference to a cancelled hockey game that High Voltage Software had worked on, with Disney only allowing their inclusion if one was textured with their logo. [1]
In the below screenshot the pucks are visible behind the walls as a result of an emulation bug.
Underneath the starting area of "Rotten Eggs" is a sphere which uses the texture for the stage's lights and moves backwards and forwards.
"Caverns & Chasms" level has a number of misplaced objects, specifically:
- A Buzzer over the wall to the left of where the player first reaches the mainland.
- Some crates and plants behind one of the walls near the fifth checkpoint.
- Some crystals behind the right wall between the fourth and fifth checkpoints within the large cave towards the end of the level.
"The Aviary" has a river of acid underneath the room entered after completing the jetpack hallway.
In "Stitch in Space", a line of animated lights is present in the area between the forked pathways.
Regional Differences
Europe
The North American "Secrets" menu includes the four "Inter-STITCH-al" teaser trailers for Lilo & Stitch where Stitch crosses over with other Disney films, namely the "big four" Disney Renaissance films Beauty and the Beast, Aladdin, The Little Mermaid, and The Lion King. The Lion King and Little Mermaid trailers are not accessible in the European release, but they are still present in the game's files.
This also means that these two strings are unused in the European version, even though they are still in the file used for storing the Secrets menu text (SECRETS.AIS):
InterStitchal 3 Trailer
A similar situation occurred in Disney's Lilo & Stitch: Trouble in Paradise, where some of the available trailers differed between the American and European releases.
Much of the text relating to memory cards also differs in the European version:
North America | Europe |
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Caution! If you wish to save your game data, insert a memory card (8MB) (for PlayStation®2) with at least 50KB of free space. Do you wish to continue without saving? | WARNING! NO MEMORY CARD (8MB) (for PlayStation®2) INSERTED. If you wish to save your game data, insert a memory card (8MB) (for PlayStation®2) with at least 50KB of free space. Do you wish to continue without saving? |
Formatting memory card (8MB) (for PlayStation®2) in MEMORY CARD slot 1. Please do not remove any memory cards or controllers. | Formatting memory card (8MB) (for PlayStation®2) in MEMORY CARD slot 1. Please do not remove any memory card (8MB) (for PlayStation®2) |
Press X to delete the file. | Press X to overwright this file. |
Start a new game in this slot. | Start a new game in this empty file. |
The European version also has an extra error message for when the card is unable to format:
Format Failed. Press X to continue.
There is also a string of text relating to the game controller which is different:
North America | Europe |
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Disney's Stitch Requires a Dual Shock 2 or compatible controller to be plugged into Controller Port 1 | Unsupported controller inserted |
Japan & Korea
- The Japanese and Korean versions have more plain looking title screens.
International | Japan | Korea |
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- No film trailers are available in the Secrets menu, although the four "Inter-STITCH-al" teasers from the American release are in the game files. The unused LS026.pss video present in the files of the European release is not present in these versions.
- In the Japanese version, the locked videos in the Secrets menu have a blank space where the text appears after unlocking, instead of the series' Tantalog language used in the western releases. In the Korean version, the locked videos use the title of the video in red colored Hangul text which turns blue when the video is unlocked.
- A bug in the pause menu of the western release, where the button used to exit the menu would also trigger the button's in-game function, was fixed in these versions.
- The giant red alien in "Energy Lines" makes different sounds.
International | Japan/Korea |
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The Lilo & Stitch series
| |
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Windows | Trouble in Paradise • Hawaiian Adventure • Pinball |
Adobe Flash | 625 Sandwich Stacker |
PlayStation | Trouble in Paradise (Prototype) |
PlayStation 2 | Stitch: Experiment 626 (Prototypes) |
Game Boy Advance | Lilo & Stitch • 2: Hämsterviel Havoc (Prototypes) |
Nintendo DS | Stitch Jam |
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