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God Hand

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Title Screen

God Hand

Developer: Clover Studio[1]
Publishers: Capcom[2] (JP/US/EU), Activision[3] (AU)
Platform: PlayStation 2
Released in JP: September 14, 2006[2]
Released in US: October 10, 2006
Released in EU: February 16, 2007[4]
Released in AU: February 27, 2007
Released in KR: January 11, 2007


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

God Hand is Shinji Mikami's cult classic beat 'em up made for "hardcore gamers"... and Clover Studio's last game.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Unused Audio

Gene

Unused quote for picking up items.

Audio Filename Transcription
pl00_00027 "Cool!"

Human Belze

Elvis, Shannon, and Belze have fight quotes for their human and demon forms; however, you never fight Belze in his human form, leaving them unused. It's unknown if he was meant to have a boss fight in his human form or said quotes were created just in case they were going to be used.

Audio Filename Transcription
em54_00000 "Hmph! Very well."
em54_00001 "Curse you!"
em54_00002 "Sonuvabitch!"
em54_00003 "I strike at thee!"
em54_00004 "Damn!"
em54_00016 [laughter] "Vile human!"
em54_00017 "Too late."
em54_00018 "Useless!"

Unused Models

Credits Gene

Among Gene's costumes, there's an unused black and white version of him, identical to the one shown fighting Azel in the credits sequence. However, the credits sequence is an FMV, so this model never goes to use in actual gameplay.

Unused Items

Chicken Pickup

There's an unused chicken plate pickup in the game that restores all of Gene's health. Due to having similarities with the strawberry pickup (full health restore and Gene saying "Awesome!") and the fact that it doesn't award gold, it's possible that it was dropped early into the game's development. It could be a reference to Final Fight, another beat 'em up franchise owned by Capcom, in which it also restores most or all the player's health (depending on the version).

Unseen Details

Bomb Man and Claw Man Eyes

The Bomb Man and the Claw Man enemies have their face fully textured, including their eyes, but they are never seen because they wear goggles.

Island Entrance

The island that the player can visit between levels to access the shop and the casino has an unused entrance path, surrounded by houses. The real exit door at the end of this path has a button prompt that says "NEXT AREA". Pressing it will just spawn Gene next to that same door while facing the opposite side. The map that tells players in what level they are located so far shows this entrance.

Sound Test Strings

Inside the game's executable is leftover text for a sound test menu.

- SOUND TEST MODE MENU -
  ISS  - I.S.S. PLAY
  STR  - STREAM PLAY
  SSQ  - S.SEQ  PLAY
  EFX  - EFFECT EDIT
  VOL  - SYSTEM VOLUME
  ADX  - ADX PLAY
 ENTER -> } or SELECT
 EXIT  -> START
RD9 SOUND DRIVER PROGRAM
Version 1.100
LAST UPDATE : %s
2004/04/22
%02d
out of memory
   OFF
DIRECT
UPDATE
  ONCE

--------------
- DUMMY DATA -
SMP_NO    :  %5d
TBL_IDX   :    FIX
TBL_IDX   :  %5d
STE_VOL   :  %5d(%4d)
SRD_VOL   :  %5d(%4d)
STE_VOL   :  %5d
SRD_VOL   :  %5d
STE_PAN   :  %5d
PAN_FLAG  :    FIX
PAN_FLAG  :   SOFT
EFX_FLAG  :     ON
EFX_FLAG  :    OFF
RND_PCH_L :  %5d
RND_PCH_H :  %5d
CH_NO     :  %5d
POLY      :  %5d
PRIO_NO   :  %5d
PRIO_MODE :      F
PRIO_MODE :      B
SRD_DIR   :  %5d
SRD_TYPE  : %s
FREE[0]   :  %5d
FREE[1]   :  %5d
FREE[2]   :  %5d
FREE[3]   :  %5d
STR_NO    :  %5d
STR_TYPE  :    BGM
STR_TYPE  :     SE
LOOP      :     ON
LOOP      :    OFF
TRK_MAX   :  %5d
SMP_RATE  :  %5d
STE_PAN_L :  %5d
STE_PAN_R :  %5d
SRD_DIR_L :  %5d
SRD_DIR_R :  %5d
SSQ_NO    :  %5d
SSQ_TYPE  :    BGM
SSQ_TYPE  :     SE
PL_ID     :  %5d
CH_NO     :
PAN_FLAG  :    SSQ

-- TABLE PARAMETER --
NO-OPERATION
NOW    : %5d(%04XH)
MIN    : %5d(%04XH)
MAX    : %5d(%04XH)

----- CONTROLER -----
LR     : %5d(%04XH)
LR + R1: %5d(%04XH)
LR + { :   MIN / MAX
FLAG   :         %02XH
FLAG   :       %04XH
EE  - BE/RNO  : %04XH / %d
IOP - BE/RNO  : %04XH / %d
PCM FILE OFST : %08XH
LOOP TOP ADRS : %08XH
LOOP END ADRS : %08XH
READ TOP ADRS : %08XH
TRNS TOP ADRS : %08XH
PLAY TOP ADRS : %08XH
PLAY TTL ADRS : %08XH
PLAY SPU ADRS : %08XH
PLAY NOW/OLD  : %2d / %2d
DVD  BUSY/CMP : %02X / %2d
DMA  BUSY/CMP : %02X / %2d
IOP MAX/ENB   : %2d / %2d
SPU MAX/ENB   : %2d / %2d
IOP DVD/DMA   : %2d / %2d
SPU DMA       : %2d
FADE VOL : %04XH
FADE END : %04XH
FADE SPD : %04XH
FADE_BIT : %04XH
STE  VOL : %04XH
PLSTEVOL : %04XH
FUNC_BIT : %04XH

- SYSTEM VOLUME TEST -
MASTER  BGM VOL : %3d
MASTER  SE  VOL : %3d
ADJ ISS SE  VOL : %3d
ADJ STR BGM VOL : %3d
ADJ STR SE  VOL : %3d
ADJ SSQ BGM VOL : %3d
ADJ SSQ SE  VOL : %3d
-----------------------
OUT ISS SE  VOL : %04XH
OUT STR BGM VOL : %04XH
OUT STR SE  VOL : %04XH
OUT SSQ BGM VOL : %04XH
OUT SSQ SE  VOL : %04XH
I.S.S.
STREAM
S.SEQ 
TABLE  : %s
BLK_NO : %4d
REQ_NO : %4d / %4d
SND_ID :   %08XH

--  SYSTEM VOLUME  --
MASTER : %4d / %4d
I.S.S. : %4d / %4d
STREAM : %4d / %4d
S.SEQ  : %4d / %4d
STATUS :
STOP
STAND-BY
PLAY
FADE
OFF     
ROOM    
STUDIO_A
STUDIO_B
STUDIO_C
HALL    
SPACE   
ECHO    
DELAY   
PIPE    
CORE %d   : %s
EFX TYPE : %3d
EFX FLAG : %3d
DEPTH L  : %3d
DEPTH R  : %3d
DELAY    : %3d
FEEDBACK : %3d
EFX SIZE : %08XH
TOP ADRS : %08XH
END ADRS : %08XH

-- TABLE PARAMETER --
NO-OPERATION
NOW    : %5d(%04XH)
MIN    : %5d(%04XH)
MAX    : %5d(%04XH)
STATUS : 
STOP
EXECUTE
NOW CHANGING
|      : EFX SET
{      : EFX OFF
bad_alloc
STOP
DECINFO
PREP
PLAYING
DECEND
PLAYEND
ERROR
PAUSE
Memory allocating error!!
Can't create ADXT handle!!
Read error!!
Sound block error!!
d:/godhand/room/sound/
FILE SELECT
ADX PLAY MODE
AIX PLAY MODE
AFS PLAY MODE
ACX PLAY MODE
TEST ADX

Regional Differences

Japan

Chihuahua Curry

In the Japanese version, there was an item called Chihuahua Curry available from the shop. This was changed to Puppy Pizza for releases outside Japan. The items are functionally identical.

Japan Elsewhere
God Hand Chihuahua Curry.png God Hand Puppy Pizza.png

High Roller Room Slot Machine

The Japanese version's High Roller Room features a unique slot machine, while the other versions reuse the one from the 2nd floor, although with higher betting and payouts.

Japan Elsewhere
God Hand Slot Machine 1 JAP.png God Hand Slot Machine 1 USA.png
God Hand Slot Machine 2 JAP.png God Hand Slot Machine 2 USA.png
  • Each slot can be stopped individually in the order the player wants by pressing square, triangle and circle.
  • Pink presents, BAR and 777 are much harder to get in this slot machine unlike the regular one.
  • Betting and payout numbers are higher, except for the BAR reward which is lower.
  • Under unknown circumstances, 3 pink presents or 3 BAR logos will show up in the black rectangle at the top of the screen. It's possible that it means that you have higher chances to get 3 of those in your next tries.
  • There's an exclusive Little Devil icon that grants the player with "Fever Mode" for the next 10 turns, which increases the probabilities of winning. The black rectangle at the top left of the screen will let the player known when Fever Mode is active.
  • There's an exclusive skull icon that ends Fever Mode. The player can get a line of 3 skulls even if Fever Mode wasn't active at all.
  • There's a Bunny Girl in the room that explains about the Little Devil and Fever Mode. She was removed from the other versions as they use the regular slot machine from the 2nd floor.

Stage 1-3 Pub Sign

A sign in stage 1-3 that read "Cowboy Bar RORD'S PUB" was changed to read "Beating A Dead Horse Pub" instead.

Japan Elsewhere
God Hand Sign JAP.png God Hand Sign USA.png

High Snap Kick

In every version but the Japanese one, the recovery animation can be cancelled into another attack 2 frames earlier.

Triple Side Kick

In every version but the Japanese one, the recovery animation can be cancelled into another attack 2 frames earlier.

Left Roundhouse

In the Japanese version this attack can only be cancelled 30 frames after it starts, including dodging and sprinting, while in the rest of the world it can be cancelled as soon as the first frame.

Sugar Gene Combo

In every version but the Japanese one, the recovery animation can be cancelled into another attack 1 frame earlier.

Floating Butterfly

In every version but the Japanese one, the recovery animation can be cancelled into another attack 1 frame earlier. There's another difference between the attacks but it's currently unknown.

Stinging Bee

In every version but the Japanese one, the recovery animation can be cancelled into another attack 2 frames earlier.

Punch Rush

In every version but the Japanese one, the recovery animation can be cancelled into another attack 4 frames earlier.

Chin Music

If the God Hand is inactive, it has a speed multiplier of x1.3 in the Japanese version, while in the other versions it has a speed multiplier of x1.5. If the God Hand is active, it has a speed multiplier of x1.5 in the Japanese version, while in the other versions it has a speed multiplier of x2.0.

In every version but the Japanese one, the recovery animation can be cancelled into another attack 3 frames earlier.

Dead Pan/Pan Drop

When the game was released outside Japan, the God Reel was renamed God Roulette. Also, a technique from the Roulette/Reel was left out, called "Pan Drop" in the Japanese release. In it, a pan suddenly materializes in the air and drops on Gene's head. It was available from the beginning, cost no orbs to use and did a small amount of damage to the player in exchange for 3 seconds of invulnerability. It was not removed before appearing in a pre-release English version at E3 2006 though, where it had been translated as "Dead Pan". Since this gag is mostly used in Japanese related media, it was removed from the rest of the world as no one would get the joke.

The final NTSC U/C and PAL releases also still have the technique, fully functional, but only accessible by using patch codes. The following codes in raw format will enable it in both versions (name shows in Japanese when using any other language than English in PAL version):

201250A8 00001021
201251CC 00001021
20125264 00002021
20125338 00001821
Dead Pan in the final NTSC U/C release.

Head Slicer

Due to Japanese censorship, the Head Slicer move does not allow you to decapitate enemies.

Korea

In the Korean version of the game, most of the text in the game has been translated into Korean. Graphical elements remain in English however, including Roulette Wheel moves. There are also Korean subtitles for cutscenes. The Roulette Wheel button prompts are based on the Japanese version of the game.

(Source: rnfj123)

References