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Jimmy Neutron vs. Jimmy Negatron (Game Boy Advance)

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This page details development materials of Jimmy Neutron vs. Jimmy Negatron (Game Boy Advance).

This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

On November 8, 2022, an anonymous user on 4chan uploaded all of the source code of the GBA Jimmy Neutron vs. Jimmy Negatron online. The source code is organized by ZIP files, some of which include files used to develop the game such as documents, images, official 3D assets from the Jimmy Neutron: Boy Genius film, and more.

Developer Comments#

To do:
Maybe split up the document and compare to the final game? (For instance, the villain's name seems to have originally been "Numey Jetron".)

In design\nick&THQ_comments folder is a document called JN.GBAdesigndoc.v2.0.doc, with a last modified date of February 20, 2002. The file contains comments that Nickelodeon and THQ (who would publish the game) sent to each other as development progressed.

Jimmy Neutron Gameboy Advance design version 2.0
2/5/02

Overall, everything seems like standard video game fare. We think it’s unfortunate that Jimmy must automatically sell his inventory when saving but if it has to be, it has to be.
- Please note we can not use the name Numey Jetron.  We must come up with something else.  Manny and will brainstorm some ideas.

Ok. Why we can't use Numey Jetron??? It is the name came from Nickelodeon.

Instead some of the collectibles being gold bars and diamonds how about they are items from Jimmy’s world in Retroville. 

Ok, we will rework the level power-ups.

Level 1 - what types of moves will the boss put on Jimmy?  Just want a description of the varied attacks.

Ok, we will refine it in the design.

Level 3 - The sliding ice cube bad guys aren’t much fun visually. If possible could they become evil snowmen? Maybe they can slightly be reminiscent to Numey in appearance. This would help establish who is behind the menace of animated snow monsters.

Ok, but there are a lots of snowmans in different games, we prefer a Numey shaped man of ice.

Level 7 - Outro, please clarify, the purpose of the mobile phone, Jimmy is using it to inform Sheen to turn off the machine?

Yes.

Please note can not use the term Jell-O.  That is a copyright issue.  Maybe you can call it the Gelatinous Zone or something like that.  

Ok.

Level 8 - Will the Boss characters look like Amoebas organisms? 

Yes.

Level 9 - what is the Boss character for this level?

We haven't got enough ROM memory, so we can't make a boss after each level,
we would like 6-7 bosses.

Please clarify does Jimmy build a counter ray flinger when he return to earth?  How many counter ray flinger is Jimmy building throughout the game?

Jimmy will build 3 ray flinger.

Arcade & Multiplayer - can the player take these coins into the regular levels of game-play?  They must purchase something in this game in order to keep it?  Please clarify.

Yes!!! With coins, Jimmy can buy ammo, energy and misc items.

Multi/Arcade game 1 - To make it easier, besides being marked by the A & B buttons, maybe the electrons should be marked by their red and blue colors, red positive charge - A button and blue negative charge - B button. 

Ok.

Multi/Arcade game 2 - Does the player have to follow the paths in order to get the coins?
- Does the path move or disappear on its own to add more challenge?

Yes, of course. We will refine it in the design.

Multi/Arcade game 3 - Can this level be a space level.  Seems like the engine is in a low gravity environment.  Player can fly around collect particles and satellites etc.

Yes, but in single player, there is already a space level.
If we have memory, we will implement underwater and space levels into the multiplayer!




Standards Notes:

Intro:
We try to avoid using the term "kidnapped," as this tends to be a pretty frightening concept for kids, especially for the younger ones.  Could we just avoid using the term in the game.  We'd be OK if we communicated that Numey Jetron had locked the characters in different buildings, I'd just rather avoid describing it as a kidnapping or abduction.

Ok.

Level 1:
In the outro, we learn that "Jimmy flees and barely manages to escape from the tunnel as it caves in."  Could we ensure there's no implication that any characters have been trapped or buried in the tunnel.

Ok.

Level 2:
In the outro, the dinosaur "flees for his life." It's fine to show the dinosaur running scared, but we'd prefer to avoid any sense of mortal danger here.

Ok.

Level 3:
In the outro, Jimmy's copy line is, "Thank God I've managed to turn it off."  We generally avoid this type of gratuitous reference to God, so could we rework "Thank God."  "Thank goodness" or other such alternatives would be OK.

Ok.

Level 4:
In the power station, as Jimmy switches on the electricity for the city, we'd like to ensure that the electric switches are fanciful and don't resemble things that kids could access at home (such as a fuse box).

Ok. Switches will looks as toys.

Level 6:
The boss is described as a monster that throws rocks at Jimmy, and comes apart into components that can hit Jimmy.  As always, we need to ensure that we're not suggesting that actual harm is coming to our characters, so perhaps instead of hitting Jimmy the rocks and fallout could pose obstacles?  Let me know if that works for you.

Jimmy is flashing, when harmed, so there is no violent harming animations.
But we will think a new boss on this level.

Level 7:
In the Outro copy, please replace the phrase, "Thank God." 

Ok.

Level 8:
This is referred to as "a Jell-O world."  Although it's fine to create an oozy, bouncy world, we need to avoid using the brand-name "Jell-O" or product visuals in the game.  Could we come up with something generic instead.

Ok.

The level is described as "a shoot 'em-up and resembles the old Defender game."  I'm not familiar with Defender, but the description sounds quite a bit more violent than we'd like here.  Do you have any details on what the action will be here, as the document isn't very specific.  

Ok, we will refine it in the design.

How does Jimmy hit the creature?  We usually try to avoid having our characters actually hit others, so could we talk about this when you have more details.

All living creatures will be shrink.
Robots will explodes or falls apart.
Monsters from another dimension will flashing and disappears.

Level 9:
The boss action sounds much more violent than what we'd normally see with this property.  Jimmy is in danger of being hit by a spiked ball, and to defeat the boss, Jimmy must shoot all it's components until it's head drops to the ground, at which point the head can be shot at.  I'd like to tone this down a bit - shooting at a characters head (even if it is a robot), and having our character fleeing a spiked ball is pretty rough.  Could we pull back on the action here, and rework it to avoid some of the violent imagery.

Ok, we will rework this part.

Level 11:
In the final outro, while it's OK for Numey Jetron to be running scared, could we please avoid any sense of mortal danger here.

Ok. This will be very humorous.

Arcade Game 1:
What will the electron gun look like?  We'd like to avoid showing realistic looking weapons.

Guns in Jimmy's hand will a very small sprite, no realistic.

Arcade Game 3:
Could we ensure that the underwater mines don't look realistic?

Of course.