Robo-sopngebob Unused Phase Spongebob Battle for Bikini Bottom

This is a submarine sandwich-foliate of SpongeBob SquarePants: Battle for Bikini Bottom (GameCube, PlayStation 2, Xbox).

Hmmm...

To do:
Replace all of the videos in this page that Don River't use the endemic solution with ones that do.

This halt has a couple of levels that go completely unused, but only uncomparable of them functions without modifying the area itself first.

Screaming for Ice Bat (Patrick's Pipe dream)

An odd, unfinished frost cream-themed level with no more skybox, leading to everything existence screen artifacts in the background. Information technology was originally planned to equal a dream level for Patrick, much like Sandy's, Squidward's, and Mr. Krabs', simply it was scrapped in favor of Hera You Go, which the game internally refers to arsenic Patrick's Mind. There are many aspects from early in the game's development, including the 'lovey-dovey' and thunder tikis as well as some early textboxes. The level is present in the GameCube and Xbox versions of the game, but it was removed from the PlayStation 2 version. This build of the level is dated July 23, 2003, while the version of the level that ended risen beingness victimised is dated September 17, 2003.

As for the level itself, the player can circumambulate sundae platforms while dodging cherries, onions, and pickles that fall from the toss. They can switch between Patrick and SpongeBob, although Sandy's thespian theatrical role files are also present. Mrs. Comforter is present at the beginning of the level, and although there are text edition files for her, she cannot interact with the player. On the second sundae platform, there's a long diagonal dividing line of various NPCs and robots, all of whom are immobile but react to being attacked. There is a functioning golden spatula in the level, and collecting it will work like any unusual golden spatula does when collected: saving the game to the memory card. For whatever rationality, it's referred to internally arsenic BUBBLE_WAND. Strangely, there is a trigger that sends the player to the concluding Patrick's dream level. This might suggest that the deuce levels were meant to co-exist and connect to each other at some point in development, but ultimately only the latter level was unbroken in the game.

Although the robots in the level are normally inactive, there is a way to defecate them attack you; if Patrick belly-slams next to them, they will function normally erstwhile they wake up from existence stunned. When active, the Regurgitate robot goes to the centerfield of the level and fires missiles at the role player. This movement is unintentional; the Be sick robot has no characterized movement points, and so his coordinates default to 0, 0, 0. He likewise behaves slightly differently, such equally waiting fewer between throws and his aim beingness to a greater extent direct than usual. All of this suggests that the robots in this spirit level fall out an sooner version of the final game's code. If one activates Chuck happening actual hardware, the game will freeze when his torpedo hits something.

The concept for this level was later repurposed in Rehydrated equally one of the zones in the game's multiplayer mode. Interestingly, this level is still found in the files of that game, sole now it is completely textureless and empty.

The following codes for these regions testament substitute the "Here You Go" level with this extraordinary:

USA Europe
9VD3-VHE4-JEPQP ZUXC-8E42-7W8BR                
VFM6-Z706-61K47 8EJA-TJ4U-UZBMM                

Robo-SpongeBob MusclePants

The B3 folder has an unaccustomed phase of the SpongeBot SteelPants boss where he has expansive lynchpi arms, inspired by the MuscleBob BuffPants episode from the show. The level crashes unless the hit for the boss' anchor arms is removed (DUMMY_ARMCOLL_LEFT and DUMMY_ARMCOLL_RIGHT), for currently unknown reasons.

Like the Saint Patrick's Dream up level, this level can atomic number 4 found in the files for the GameCube and Xbox versions, but non the PlayStation 2 version. The build of this point is dated August 7, 2003, patc the first phase angle used in the final biz is dated September 16, 2003.

In this unused phase, Robo-SpongeBob has two attacks, some of which do no damage; a slam assail where he throws both his anchor blazon to the ground, and a jumping onslaught that sends out a shockwave. During the slam attack, Patrick arse gather up nearby debris and throw it on the pins in Robo-SpongeBob's arms, causation them to deflate. However, the boss is unbeatable, as you cannot damage the boss some far after popping the Anchor Arms. As noted previously, the histrion fights Robo-SpongeBob as Patrick, although SpongeBob's player fibre files are also in the level.

The level has unused models for dumbbells and weights that can't be seen in the rase itself. Interestingly, there are no files for a hit point cake. SpongeBob's friends are in the level as NPCs, including Mr. Krabs even though he was never shown in some of the cutscenes for the used form. Much equal the unused Patrick's Dream level, various NPCs like Robo-Plankton, various citizens, and robots are also in the level's files but have no spawn points.

This unused stage was probably active to occur 'tween the two phases seen in the game (Kah-Rah-Tae and The Small Shall Rule...Or Non), given that Robo-SpongeBob receives anchor arms in the cutscene in-between those phases. IT also appears that Saint Patrick was going to Be the character who was going to fight off Robo-SpongeBob instead of SpongeBob, callable to Patrick having the ability to throw objects.

The raze was also conspicuous in the Mario Kart: Double Dash incentive disc for a brief arcsecond in a trailer, with SpongeBob as the playable character. It is transcendent if this means He was going to be playable operating theatre if he was just chosen for the lagger. (0:19 Seconds in)

This unused phase potty also be found in the files of the game's remake, but exactly like Patrick's Dream, it is totally untextured and there is nothing you can really conflict against.

(Source: MetaG64)

Primitive Goo Lagoon

A pre-release screenshot viewing the early level in its prime.

In the GameCube version, the Goo Lagoon folder has two folders titled "Parvenue Folder" and "Working". Inside these folders are early versions of Ooze Lagune. The "Working" level is dated May 12, 2003, piece the "New Folder" level was saved just a day earlier, on May 11, 2003. The final build of the level is dated September 18, 2003.
Both versions pot beryllium 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 try to replace their other (.HIP) files, since all of the rather unfortunately-called .SIMP files in the early levels (which define most of the objects in the halt) are wanting 4 bytes that are introduce in the closing level. Given that the "New Folder" version of the level was only regenerate a day after the Working version, the two areas are mostly identical.

Both builds are extremely unstable and crash easily. Instances that it will crash admit:

  • If SpongeBob or Patrick conk out or take caught by Hans.
  • Freeze the water exploitation the Freezy Fruit.
  • On occasion while using the Throw Fruit.
  • Attempting to use the cruise bubble near a association football ball.

In an imitator, you seat usually avoid most crashes and the game bequeath merely instead pop up a message notifying the substance abuser that something happened while trying to read/pen data. The following are occasions where this would come.

  • Attempting to use the belch pipe bowl near a soccer ball.
  • Forthcoming in contact with a soccer ball.
  • Loading the rase.
  • Coming in contact with certain airborne children.

There are many differences 'tween these two areas and the final Goo Lagoon:

  • The lighting is real different from the final gritty.
  • Just about of the textures are broken/wanting.
  • The throw fruit are association football balls (they don't evidenc up due to script differences, though Patrick buns withal throw them and use them to hit buttons; they will just be invisible).
  • The aflare and thunder tikis use earlier models.
  • The early hint sign with Gary is used rather than the red question mark sign.
  • The robots seem clumsier and probably employ a different var. of code.
  • SpongeBob and Patrick will non make their out of bounds animations when out of bounds.
  • The NPC's lines are different, and imputable using the final version's .hip (and thus the final book files) will cause an erroneous belief that makes SpongeBob's audio dialog repeat, however, this can be fixed finished simple lodge swapping.
  • The fertile fish you fanny jump on looks different.
  • The buttons say "get-up-and-go" but only when pressed.
  • There are several missing sounds.
  • The toll-Gates use the earlier pose labeled "stop".
  • The cutscenes are glitchy, however, it may be that they were not intended to cost glitchy and are a probable result of .hip swapping.
  • The "New Folder" version has an odd sound for the umbrellas.
  • St. Patrick makes no trampoline animations.

Unapproachable Room

Eh, it's technically unused.

The Krusty Krab's kitchen is full modelled merely is only partially visible in-game.

Robo-sopngebob Unused Phase Spongebob Battle for Bikini Bottom

Source: https://tcrf.net/SpongeBob_SquarePants:_Battle_for_Bikini_Bottom_%28GameCube,_PlayStation_2,_Xbox%29/Unused_Levels

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