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The SpongeBob SquarePants Movie (GameCube, PlayStation 2, Xbox)

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Title Screen

The SpongeBob SquarePants Movie

Developer: Heavy Iron Studios[1]
Publisher: THQ[1]
Platforms: GameCube, PlayStation 2, Xbox
Released in US: October 27, 2004[1]
Released in EU: February 4, 2005[1]


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
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.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


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

The SpongeBob SquarePants Movie is based on the film of the same name, using the engine of Battle for Bikini Bottom (minus the overworld).

It's also notable for trying to work around the presence of David Hasselhoff by using a suspiciously similar-looking guy who says, "I'm not a lifeguard, but I play one on TV." Nobody was fooled.

When Mindy said deep, she wasn't kidding!

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
SoundIcon.png
Unused Audio
Did Mindy bother to tell us the controls around here?
TextIcon.png
Unused Text
Stop that! Your chops are too righteous!
SBMovie-PS2-Beacon Script.gif
Unused Code & Oddities
What slipped under the programmers' noses?
SBMovie-GC-MOTORIST TRIG 01.png
Hidden Objects & Triggers
I better take the shortcut!
SBMovie-XB-DE02-RING 065.png
Platform Differences
Oh Sound Mode, how do I love thee?
SBMovie-PS2-Demo Splash Screen.png
PlayStation 2 Demo
A demo version found on Official U.S. PlayStation 2 Magazine Vol. 90.

Unused Costumes

Goober Dream

We worship a dancing peanut for corn sake! Did you see my underwear?

SpongeBob and Patrick would have gotten costumes for the planned Goofy Goober Dream level (some leftovers in the game refer to it). There is a cheat code for Patrick's costume, however, there do exist references to versions for regular levels. While Patrick's costume works in ordinary levels, SpongeBob's does not.

#  PLS6: Spongebob Goober Dream
#  PLP6: Patrick Goober Dream


# Goofy Goober Platform Level
# PointerPlayerMapping = GG01 PLS6 PLS6 PLS6 PLP6 PLS6

TaskStatus = GG01 0 0 0	0 0 0 # World 13 (Disabled, to be removed)
(Source: Waschpenner)

Turn the Tables on Plankton

Originally planned for the level, there is a near identical version of the 'normal' Patrick costume (PLP3) called Neptune Boss Patrick (PLP7) left in the game. The only differences are the idle animations. While idling, PLP7 will perform either a "hula" or a "duh" animation instead of the usual "tongue" and "mad" animations of PLP3. The neutral idle animation for PLP7 is also labeled as "patrick_idlenorm_new" despite looking identical to the "patrick_idlenorm" animation used by PLP3.

Unused Textures

General

These can be found recurring throughout the game's data.

temp

PlayStation 2 Xbox GameCube
Sbthemovie temp texture ps2.png Sbmovie temp texure.png Sbthemovie temp texture gc.png

A temporary texture can be found in the files for all three versions. Each is colored slightly differently, and the GameCube version is smallest.

SBSQP TheMovie Console-temp texture 02.png

Another placeholder texture, very small. This appears to be the “Temp” texture from the previous game, only at a far smaller resolution.

plate_pressure

Bfbb onflag.png

An "ON!" flag hidden in the texture of the pressure pads. It is also seen in the same file found in Battle for Bikini Bottom.

partex0

Spongebob Movie (GC PS2 XBOX)-Particles.png

There are two unused particle effects found in the files of the pause menu. The two unused particle effects are a star effect and a snowflake effect.

PLD0.hip

bathtub_slide

SBMovie bathtub slide.png

While the texture itself isn't unused, earlier in development the bathtub in Rub a Dub Dub, Slip Slide in the Tub had a shower. This was changed to a faucet, but the showerhead is still in the bathtub's texture. (More info here)

bb01.hop

sign_seaneedle

SpongebobMovie-Seaneedle.png

The texture for the Sea Needle sign leftover from SpongeBob SquarePants: Battle for Bikini Bottom.

sc02.hop

patrick_cousin

Sbmovie-console-patrick cousin.pngSbmovie-patrick cousin green.png

An unused green variant of the starfish seen in Google-Eyes and Smelly Knick-Knacks can be found inside the texture. The model on the right is a demonstration and cannot be found in the final game.

UV_track_tr01

Two coral arrow textures.

(Source: teh_supar_hackr)

Cut-Off Portion Of Video File

Spongebob Movie (GC PS2 Xbox)-wagon-upgrade-fmv.png

Drive of the Knucklehead-McSpazitron preemptively requires the player to collect 50 Goofy Goober tokens in order for Mindy to revive the Patty Wagon; fulfilling this requirement results in the game showing a video for the Patty Wagon in the same vein as when Mindy grants access to or upgrades a move. The lower left corner of this video has a coordinate symbol (In which the developers used Maya for the cutscenes) when the video is shown in game is cut off. No other video file has this symbol.

Exploring the 100% Ending Cutscene

Accessing the Area

While only used in the 100% cutscene, the level "B402" is still fully accessible. It can be accessed by disabling B402.HIP's Cutscene Manager using Industrial Park. Disabling the file makes the game unable to start the cutscene, so it returns control to the player. A full level showcase can be found here

TSBM B402.png

Geometry Comparison

The level geometry is based on the Krusty Krab level from Battle for Bikini Bottom, albeit with significant changes to the props and buildings. This level is also unique in that it is completely solid, whereas most inaccessible areas in this game do not have collision.

Krusty Krab (BFBB) 100% Cutscene (TSSM)
SBMovie-GC-HB07 BFBB.png SBMovie-GC-B402 TSSM.png

Krusty Krab Interior

Using a noclip AR code or hacking the camera reveals that the interior is fully modeled and retains most of the props from the cutscene.

TSBM B402 INTERIOR.png

Unused Models

Early Models

An early model of the Sonic Wave Guitar stage exists that uses a modified pressure plate model as a placeholder.

Early Final
SBMovie-GC-sonic wave pad.png SBMovie-GC-challenge stage.png

By using several unused frag_bucket_o_tron models found in various levels, such as the Combat Arena challenges, it's possible to reconstruct an early model for the Bucket-o-Tron seen in the game's concept art. Its size is much closer to that of a Duplicatotron from Battle for Bikini Bottom.

Concept Art Model Reconstruction
SBMovie-GC-UI concept 42 bucketotron.png SBMovie-GC-Beta Bucketotron.png

Temporary Models

Sbmovie temp platform.png

A temporary platform, indicated by the filename. Could be a temporary version of the similarly-shaped rising and lowering platform seen early in "I'm Ready... Depression".

Sbmovie-console-temp sphere.png

An untextured, temporary sphere.

Sbmovie-console-temp wall horiz 02.png

temp_wall_horiz_02 found in "No Cheese!" is a horizontal wall. It uses the colorful temporary texture.

Collision Models

Sbmovie-console-table round coll.png

A collision model for the round tables used in "I'm Ready... Depression".

Sbmovie-console-bulldozer coll.png

A collision model for the bulldozer in "Sandwich Driving 101".

Sbmovie-console-lamppost bb01 col.png

A collision model for the lamp post in the Seashell Park section in "Sandwich Driving 101". It uses the aforementioned temporary texture.

Sbmovie-console-cactus spike coll.png

A collision model for the cacti in "Three... Thousand Miles to Shell City".

Sbmovie-console-cliff de02 B coll.png

A collision model for a cliff in "Three... Thousand Miles to Shell City".

Sbmovie-console-teleportation box coll.png

A collision model for the teleportation box.

Battle for Bikini Bottom Leftovers

SBMovie cruise bubble.png

The cruise bubble.

Crash Debugger

Sb crash debugger.png

A crash debugger can be triggered by ejecting the game disc. This normally isn't seen under normal circumstances as the game is very stable, but can be triggered in (very) rare occasions. This debugger does not exist within the GameCube and Xbox versions.

This can also be triggered by corrupting the game on PCSX2 with RTC, but it takes some trial and error.

Regional Differences

Attract Video

  • The non-English versions have an attract video that simply cuts out the intro and outro and has the Desert theme playing instead.
    The announcer is also noticeably absent to account for multiple language releases.
English Non-English

Rock Slide Monster Ambush

  • In the French/Netherlands GameCube version of Rock Slide, the crab monster that jumps out gets replaced by a serpent monster. The crab monster's files are completely absent from the level.
English GameCube French/Netherlands GameCube
SBMovie-GC-TR01 Jumpscare US.png SBMovie-GC-TR01 Jumpscare FR NL.png

Failure Riff

In the English GameCube version, the Failure Riff is in mono (single audio channel) instead of in stereo (two audio channels).
The non-English GameCube versions correct this issue. The difference in quality is most noticeable through headphones.

English Non-English

Ambush Music Fix

In the English PS2 version, there is an infamous bug found in "Three... Thousand Miles to Shell City" in which completing the enemy ambush to reveal the springboard stops all level music, with pausing and unpausing the game being the quickest way of correcting it. This issue was fixed in the non-English versions by simply changing the music event from "MusicTrackPlayTemporary" to "MusicTrackReplace".

Alternate Takes

Any time there exists multiple deliveries of the same line in the English version, the non-English versions simply use a duplicate of the same recording. This results in certain gameplay sections sounding a lot more repetitive.

Missing Rock Slide Dialogue

Dialogue exchanges between SpongeBob and Patrick (go fish, big "hair", etc.) are absent when they jump off a cliff, but individual character one-liners are still present. This may have to do with having two characters speak in one voice clip.

Sonic Wave vs. Sonic Wave Guitar

Viewing the description for the Bash upgrade makes SpongeBob say "Sonic Wave...", but it sounds as though he was meant to say something afterwards. The non-English versions reveal that the full line is supposed to be Sonic Wave Guitar.

Credits

The initial copyright screen adds credits for RAD Game Tools, Inc. and Bink video. The end credits also adds Thanh Mai and Scott Rettberg under TESTERS, along with credits for RAD Game Tools, Inc. and Bink video as previously mentioned.

References