the cutting room mirror

Version 1.0.0

This article has a talk page!
view on tcrf.net

This is a sub-page of Proto:Splatoon 3.

To do:
a Lot.

  • Various unused and early files in romfs/Layout.
  • Early versions of maps.
  • Zipcaster parameter changes + Tri-Stringer and Splatana Stamper changes
  • Multiple pieces of developer text left in the cracks of the game.
  • CoopReserve1 -> Underground & CoopReserve2 -> Pair
  • Ink color differences for every Salmon Run color and a few others.
  • Strings relating to an early version of NPLN.
  • Locker object parameters for every Special Weapon.
  • Updated actors and updated models (Early Sprinklers of Doom).
  • TricolTreasure and everything related to that.
  • A couple of models that were in v1.0.0 but were later removed.
    • Loc_FoldT, a model of a folded t-shirt, was removed in v1.1.0 but readded in v2.0.0.

Version 1.0.0 is the version of the game that was shipped on the physical Game Card format. It appears to be dated significantly before the Splatoon 3: Splatfest World Premiere demo, as it runs on Nintendo Switch system version 14.1.1. This indirectly dates it to have been built between April 19, 2022 and June 14, 2022, approximately 3-5 months before the game's initial release.

This version is more like a prototype as both online multiplayer modes are left unplayable due to lacking data and Tableturf Battle is almost entirely absent, leaving the single player mode Return of the Mammalians as the only playable section of the game.

Due to Splatoon 3's assumedly rushed development alongside this version being built months before release, troves of early content was changed or added between 1.0.0 and 1.1.0.

Changes to Multiplayer#

  • The Splatana Wiper was added to the game.
  • Various stages were added to the game, with all of them being returning stages from Splatoon 1 or 2.
    • Museum d'Alfonsino
    • Mahi-Mahi Resort
    • Sturgeon Shipyard
    • MakoMart
  • Various weapons had their points for special adjusted.

Weapon

Before

After

Goo Tuber

180p

200p

Classic Squiffer

180p

190p

Nautilus 47

180p

190p

Changes to Salmon Run#

  • Specifications for some main weapons were changed.

Supplied Weapon

Change(s)

Rapid Blaster Pro

  • Damage dealt from hitting an indirect shot was increased from 60 to 75.
  • Damage dealt from hitting a direct shot was increased from 140 to 150.
  • Reduced the amount of ink consumed by shooting from 6.5% to 5%.

Range Blaster

  • Damage dealt from hitting an indirect shot was increased from 140 to 150.
  • Damage dealt from hitting a direct shot was increased from 200 to 250.
  • Reduced the amount of ink consumed by shooting from 5.5% to 5%.
  • The damage falloff seen when hitting an indirect shot was removed.

Inkbrush

  • The maximum damage that can be dealt in one swing was increased from 30 to 36.
  • The minimum damage that can be dealt in one swing was increased from 20 to 25.
  • Reduced the amount of ink consumed by swinging from 2% to 1.5%

Goo Tuber

  • Damage dealt when no charge is held was increased from 50 to 80.
  • Damage dealt when maximum charge is held was increased from 180 to 200.
    • Due to these changes, partial charges will do more damage than before.

Dapple Dualies

Damage dealt with a single shot was decreased from 45 to 40.

Splatana Stamper

  • Damage dealt from an uncharged projectile was increased from 65 to 100.
  • Damage dealt from a horizontal slash was decreased from 75 to 45.
  • Damage dealt from a charged projectile was increased from 150 to 180.
  • Increased the amount of ink consumed from a horizontal slash from 2% to 2.5%.
  • Increased the amount of ink consumed from a vertical slash from 5% to 6%.

Splattershot Pro

Decreased the amount of ink consumed per shot from 2% to 1.6%.

Squeezer

  • The maximum damage dealt per shot when tapping the ZR button was increased from 45 to 50.
  • The minimum damage dealt per shot when tapping the ZR button was increased from 30 to 40.
  • The minimum damage dealt per shot when holding the ZR button was increased from 25 to 30.
  • The maximum damage dealt per shot when holding the ZR button was increased from 30 to 34.

Jet Squelcher

Increased maximum damage per shot from 35 to 40.

H-3 Nozzlenose

  • The maximum damage dealt per shot was increased from 60 to 70.
  • The minimum damage dealt per shot was increased from 50 to 60.

Sloshing Machine

  • Damage dealt from a direct hit was increased from 150 to 170.
  • Damage dealt from an indirect hit was increased from 80 to 100.

Tri-Stringer

Decreased the amount of ink consumed when fully charged from 8.5% to 7.5%

  • Specifications for some special weapons were changed.

Supplied Special

Change(s)

Crab Tank

  • Damage dealt per cannon shot was increased from 75 to 150.
  • The special's time was changed from 11 seconds to 9 seconds.

Oddly, Crab Tank's value when maximum Special Power Up is applied in Salmon Run was already 9 seconds, unlike the other values.
This means that if one were to use Crab Tank in 1.0.0's Salmon Run while using Special Power Up, the special would actually last less time the more Special Power Up is applied!

Changes to Single Player#

  • The Captain's appearance can now be changed by approaching the sketchbook inside the tent in the Crater and using the A button to "Investigate."
  • Even after progressing to other stages, the Crater can be revisited temporarily by investigating the Zapfish plushie at camp and choosing "Relive Memories."
  • "Photo Mode" can now be used in certain places within Story Mode.

Changes to Splatfests#

Splatfests in Splatoon 3 were heavily unfinished at the time of 1.0.0's creation, and remnants of these early Splatfests can be seen basically everywhere in 1.0.0, from the Plaza to the actual mechanics of the new Tricolor Turf War mode.

Early Splatfest Plaza#

Splatsville's Splatfest model was clearly unfinished and still likely being planned out between 1.0.0 and 1.1.0, as it shows a significantly different design compared to the final, notably having a significantly grander scale than the final game's plaza. The model is clearly unfinished, only having designs in the "main" part of Splatsville, around Ammo Knights and the Lobby entrance, alongside entirely lacking texturework.

Early

Final

  • Most notably, the entire plaza is filled with arches that are nowhere to be seen in the final game. It's possible that during development, many of the Splatsville decorations were downsized in favor of the Splatfest Floats that move around during the first half of the Splatfest.
  • The environment is much lighter in 1.0.0, resembling Splatoon 2's more varied approach to Splatfest environments as opposed to Splatoon 3's.
  • Deep Cut's stage is oddly placed in front of the Lobby, causing the camera to glitch out and zoom heavily into the player when exiting the Lobby into Splatsville.
  • The camera position does not change when loading a Splatfest, likely due to the new position of Deep Cut's stage.
  • The large screen that switches between Deep Cut members is extremely broken, both missing the projection of Deep Cut dancing and the backside of it, creating an odd looking floating screen with large speakers on each side of it.
  • Various stands would have been put up alongside the Splatfest Pledge Box, with some oddly clipping into each other and the Pledge Box.
  • Street lamps would have been placed around Splatsville, possibly holding something, though it's unknown due to how the models are simply white blocks.

Tricolor Battle#

Tricolor Turf War (originally translated as Tricolor Battle in 1.0.0) was extremely unfinished, but still mostly functions.

Before Match#

  • The area for rule text is blank.
  • Splashtag positions show the first attacking team (known as Alpha) on one "team", while the second attacking team (known as Bravo) and the defending team (known as Charlie) on the other "team".
  • No proper assets for Tricolor Battle are finished yet, meaning things such as the background splash and the camera positions load the Turf War variant.
  • Due to this, the camera never pans to team Charlie, instead panning to team Alpha followed by team Bravo.

During Match#

To do:
Check which maps are finished and playable.

  • The UI looks unfinished, especially since the ink percentages aren't displayed on screen and a black rounded rectangle is used behind the squid icons. The small black rectangles besides the attacking team icons were probably meant to be used for the Ultra Signal.
  • When the Ultra Signal appears, the text "The Ultra Signal appears!" does not play.
  • The Ultra Signal is unfinished and instead uses the model of a canned special seen in the Return of the Mammalians story mode, alongside internally being known as TricolTreasure. (Replaced with TricolNoroshi in 1.1.0 onwards.)
  • Touching the Ultra Signal causes the player to play the animation of the Rainmaker breaking into the goal with the weapon currently selected. This indirectly causes the weapon of choice to be placed on the floor.
  • Normally, touching the Ultra Signal does not spawn a Sprinkler of Doom, but editing in a landing point for the Sprinkler of Doom allows it to spawn showing an extremely early placeholder design alongside some early functionality where the sprinkler does not move around, only painting a thin line of ink.
    • Dying to this early Sprinkler of Doom shows the death text as "Splatted by Sprinkler!" alongside the Sprinkler icon.
  • Loading Tricolor Turf War with a night environment seemingly also spawns the Tower Control tower.

Various maps are not finished, and often lack objects seen in other modes alongside having varying levels of functionality.

Tricolor Stage

Functionality

Hammerhead Bridge
Wahoo World

Spawn positions are set and the stage is playable alongside the Ultra Signal spawning during the match.

Mincemeat Mealworks

Spawn positions are set and the stage is playable, but the Ultra Signal never spawns.

Eeltail Alley

Spawn positions are not set, causing the players to spawn at the origin point of the map, making them fall into the void infinitely until the match ends.

After Match#

To do:
Figure out the mechanics of how "winning" and "losing" show up, as it's very broken and often provides incorrect info on the post-match screen.

Early Icons#

Early Stage Icons#

Version 1.0.0 had some early stage versions shown in each stage icon, which were later changed in Version 1.1.0 onwards. Interestingly, all of the Versus mode ones ended up being seen in the Splatoon 3 Direct, alongside other changed icons to stages that were not in 1.0.0.

1.0.0

1.1.0+

Notes

The stage seems to simply be a less refined version, most notably lacking the large kiwi float on the left and having lamps running across the stage to the egg basket.

Some parts of the stage intended to be a certain color were gray due to lacking the proper materials. The base color of the walls was also black instead of the white in the final game.

Has a completely different environment, giving the stage a more bright and energetic look.

Looks completely different, despite having the same layout as the final game. Many of the objects seem different, such as the tent, and the shading is incredibly reminiscent of Splatoon 2, despite the picture being of Splatoon 3.

Early "No Chill" Icon#

The No Chill emote icon was was changed from a generic placeholder pose to one that properly represents the emote in 1.1.0 onwards.

1.0.0

1.1.0+

Early Badges#

Special Weapon Badges#

Every special weapon that was present in the first release in the game has an early badge left in the files of 1.0.0.
These are clearly placeholders, as every single one of the icons is emblazoned with a large red Test along the top of each badge.
Notably, every silver and gold badge has a different style of shading compared to the final alongside all of the badge outlines being thickened.

Special

Early

Final

Notes

Ink Vac

SPL3_Badge_SpBlower_Lv00_Early.png SPL3_Badge_SpBlower_Lv01_Early.png SPL3_Badge_SpBlower_Lv02_Early.png

SPL3_Badge_SpBlower_Lv00_Final.png SPL3_Badge_SpBlower_Lv01_Final.png SPL3_Badge_SpBlower_Lv02_Final.png

The early Ink Vac badge's white areas have a gradient placed over them.

Crab Tank

SPL3_Badge_SpChariot_Lv00_Early.png SPL3_Badge_SpChariot_Lv01_Early.png SPL3_Badge_SpChariot_Lv02_Early.png

SPL3_Badge_SpChariot_Lv00_Final.png SPL3_Badge_SpChariot_Lv01_Final.png SPL3_Badge_SpChariot_Lv02_Final.png

The early Crab Tank badge's left claw has a thin gradient applied on it.

Tacticooler

SPL3_Badge_SpEnergyStand_Lv00_Early.png SPL3_Badge_SpEnergyStand_Lv01_Early.png SPL3_Badge_SpEnergyStand_Lv02_Early.png

SPL3_Badge_SpEnergyStand_Lv00_Final.png SPL3_Badge_SpEnergyStand_Lv01_Final.png SPL3_Badge_SpEnergyStand_Lv02_Final.png

Shows an earlier design for the Tacticooler, which has a significantly blander design for the cooler, lacking the pull tab and soda branding. The soda in the Tacticooler is displayed as a bottle instead of a can, and is placed inside of the early Tacticooler instead of being held in cup holders on the side as seen in the final. The arrows seen on the side of the badge were also sized down and packed closer together.

Big Bubbler

SPL3_Badge_SpGreatBarrier_Lv00_Early.png SPL3_Badge_SpGreatBarrier_Lv01_Early.png SPL3_Badge_SpGreatBarrier_Lv02_Early.png

SPL3_Badge_SpGreatBarrier_Lv00_Final.png SPL3_Badge_SpGreatBarrier_Lv01_Final.png SPL3_Badge_SpGreatBarrier_Lv02_Final.png

Has a slightly edited design, with the most notable change being the lack of a Squid Beakon, suggesting that the Big Bubbler's functionality was changed during development. The weakpoint's bottom colors were also changed and the area under the weakpoint was rounded off instead of being curved with bolts in the middle.

Ink Storm

SPL3_Badge_SpInkStorm_Lv00_Early.png SPL3_Badge_SpInkStorm_Lv01_Early.png SPL3_Badge_SpInkStorm_Lv02_Early.png

SPL3_Badge_SpInkStorm_Lv00_Final.png SPL3_Badge_SpInkStorm_Lv01_Final.png SPL3_Badge_SpInkStorm_Lv02_Final.png

Matches the final game's, excluding the changes that every badge had.

Inkjet

SPL3_Badge_SpJetpack_Lv00_Early.png SPL3_Badge_SpJetpack_Lv01_Early.png SPL3_Badge_SpJetpack_Lv02_Early.png

SPL3_Badge_SpJetpack_Lv00_Final.png SPL3_Badge_SpJetpack_Lv01_Final.png SPL3_Badge_SpJetpack_Lv02_Final.png

Matches the final game's, excluding the changes that every badge had.

Killer Wail 5.1

SPL3_Badge_SpMicroLaser_Lv00_Early.png SPL3_Badge_SpMicroLaser_Lv01_Early.png SPL3_Badge_SpMicroLaser_Lv02_Early.png

SPL3_Badge_SpMicroLaser_Lv00_Final.png SPL3_Badge_SpMicroLaser_Lv01_Final.png SPL3_Badge_SpMicroLaser_Lv02_Final.png

Matches the final game's, excluding the changes that every badge had.

Tenta Missiles

SPL3_Badge_SpMultiMissile_Lv00_Early.png SPL3_Badge_SpMultiMissile_Lv01_Early.png SPL3_Badge_SpMultiMissile_Lv02_Early.png

SPL3_Badge_SpMultiMissile_Lv00_Final.png SPL3_Badge_SpMultiMissile_Lv01_Final.png SPL3_Badge_SpMultiMissile_Lv02_Final.png

The base color of the Tenta Missiles were changed from yellow to blue, and shading was added to the holes that the missiles come out of in order to simulate it looking like a 3-dimensional hole.

Booyah Bomb

SPL3_Badge_SpNiceBall_Lv00_Early.png SPL3_Badge_SpNiceBall_Lv01_Early.png SPL3_Badge_SpNiceBall_Lv02_Early.png

SPL3_Badge_SpNiceBall_Lv00_Final.png SPL3_Badge_SpNiceBall_Lv01_Final.png SPL3_Badge_SpNiceBall_Lv02_Final.png

Matches the final game's, excluding the changes that every badge had.

Wave Breaker

SPL3_Badge_SpShockSonar_Lv00_Early.png SPL3_Badge_SpShockSonar_Lv01_Early.png SPL3_Badge_SpShockSonar_Lv02_Early.png

SPL3_Badge_SpShockSonar_Lv00_Final.png SPL3_Badge_SpShockSonar_Lv01_Final.png SPL3_Badge_SpShockSonar_Lv02_Final.png

Features a different design compared to the final game's, using a more wave-like look instead of the more futuristic 'sonar' seen in the final game.

Reefslider

SPL3_Badge_SpSkewer_Lv00_Early.png SPL3_Badge_SpSkewer_Lv01_Early.png SPL3_Badge_SpSkewer_Lv02_Early.png

SPL3_Badge_SpSkewer_Lv00_Final.png SPL3_Badge_SpSkewer_Lv01_Final.png SPL3_Badge_SpSkewer_Lv02_Final.png

A completely different take on the special, looking significantly more similar to the Splashdown special, which was relegated to the story mode in this entry. The lack of the shark toy in this badge implies that the Reefslider went through some mechanical changes throughout the game's development.

Zipcaster

SPL3_Badge_SpSuperHook_Lv00_Early.png SPL3_Badge_SpSuperHook_Lv01_Early.png SPL3_Badge_SpSuperHook_Lv02_Early.png

SPL3_Badge_SpSuperHook_Lv00_Final.png SPL3_Badge_SpSuperHook_Lv01_Final.png SPL3_Badge_SpSuperHook_Lv02_Final.png

Matches the final game's, excluding the changes that every badge had.

Triple Inkstrike

SPL3_Badge_SpTripleTornado_Lv00_Early.png SPL3_Badge_SpTripleTornado_Lv01_Early.png SPL3_Badge_SpTripleTornado_Lv02_Early.png

SPL3_Badge_SpTripleTornado_Lv00_Final.png SPL3_Badge_SpTripleTornado_Lv01_Final.png SPL3_Badge_SpTripleTornado_Lv02_Final.png

Uses the Suction Bomb Launcher icon from Splatoon 2, which clearly looks to be a placeholder considering the unique gradient and coloration seen on the badge. Interestingly, this placeholder was still given proper silver and gold variants which match the color schemes of the other early silver/gold special badges.

Trizooka

SPL3_Badge_SpUltraShot_Lv00_Early.png SPL3_Badge_SpUltraShot_Lv01_Early.png SPL3_Badge_SpUltraShot_Lv02_Early.png

SPL3_Badge_SpUltraShot_Lv00_Final.png SPL3_Badge_SpUltraShot_Lv01_Final.png SPL3_Badge_SpUltraShot_Lv02_Final.png

The base color of the Trizooka was changed from yellow to blue, alongside the badge being flipped horizontally and angled to be at a slightly flatter angle in the final game. A very noticeable gradient can be seen all throughout the white parts of the Trizooka as well, alongside some very minor pattern differences (most noticeably seen with the blue stripe at the front of the final Trizooka badge).

Ultra Stamp

SPL3_Badge_SpUltraStamp_Lv00_Early.png SPL3_Badge_SpUltraStamp_Lv01_Early.png SPL3_Badge_SpUltraStamp_Lv02_Early.png

SPL3_Badge_SpUltraStamp_Lv00_Final.png SPL3_Badge_SpUltraStamp_Lv01_Final.png SPL3_Badge_SpUltraStamp_Lv02_Final.png

Matches the final game's, excluding the changes that every badge had.

Salmon Run Badges#

Every boss salmonid seen in Salmon Run Next Wave (excluding the Slammin' Lid) has an early set of badges within the files.
While most of the bosses use their icons seen in earlier games with various filters applied for the silver and gold badges, every new boss has a placeholder icon showing a simple generic salmonid icon.
Notably, it seems that this placeholder icon was revised in some form during development, as the Fish Stick's silver/gold placeholder icon shows off a different color scheme, looking closer to the final game's style of editing with the darker outline.

Boss Salmonid

Early

Final

Big Shot

SPL3_Badge_SakeArtillery_Lv00_Early.png SPL3_Badge_SakeArtillery_Lv01_Early.png SPL3_Badge_SakeArtillery_Lv02_Early.png

SPL3_Badge_SakeArtillery_Lv00_Final.png SPL3_Badge_SakeArtillery_Lv01_Final.png SPL3_Badge_SakeArtillery_Lv02_Final.png

Maws

SPL3_Badge_Sakediver_Lv00_Early.png SPL3_Badge_Sakediver_Lv01_Early.png SPL3_Badge_Sakediver_Lv02_Early.png

SPL3_Badge_Sakediver_Lv00_Final.png SPL3_Badge_Sakediver_Lv01_Final.png SPL3_Badge_Sakediver_Lv02_Final.png

Flipper-Flopper

SPL3_Badge_SakeDolphin_Lv00_Early.png SPL3_Badge_SakeDolphin_Lv01_Early.png SPL3_Badge_SakeDolphin_Lv02_Early.png

SPL3_Badge_SakeDolphin_Lv00_Final.png SPL3_Badge_SakeDolphin_Lv01_Final.png SPL3_Badge_SakeDolphin_Lv02_Final.png

Steelhead

SPL3_Badge_SakelienBomber_Lv00_Early.png SPL3_Badge_SakelienBomber_Lv01_Early.png SPL3_Badge_SakelienBomber_Lv02_Early.png

SPL3_Badge_SakelienBomber_Lv00_Final.png SPL3_Badge_SakelienBomber_Lv01_Final.png SPL3_Badge_SakelienBomber_Lv02_Final.png

Flyfish

SPL3_Badge_SakelienCupTwins_Lv00_Early.png SPL3_Badge_SakelienCupTwins_Lv01_Early.png SPL3_Badge_SakelienCupTwins_Lv02_Early.png

SPL3_Badge_SakelienCupTwins_Lv00_Final.png SPL3_Badge_SakelienCupTwins_Lv01_Final.png SPL3_Badge_SakelienCupTwins_Lv02_Final.png

Scrapper

SPL3_Badge_SakelienShield_Lv00_Early.png SPL3_Badge_SakelienShield_Lv01_Early.png SPL3_Badge_SakelienShield_Lv02_Early.png

SPL3_Badge_SakelienShield_Lv00_Final.png SPL3_Badge_SakelienShield_Lv01_Final.png SPL3_Badge_SakelienShield_Lv02_Final.png

Steel Eel

SPL3_Badge_SakelienSnake_Lv00_Early.png SPL3_Badge_SakelienSnake_Lv01_Early.png SPL3_Badge_SakelienSnake_Lv02_Early.png

SPL3_Badge_SakelienSnake_Lv00_Final.png SPL3_Badge_SakelienSnake_Lv01_Final.png SPL3_Badge_SakelienSnake_Lv02_Final.png

Stinger

SPL3_Badge_SakelienTower_Lv00_Early.png SPL3_Badge_SakelienTower_Lv01_Early.png SPL3_Badge_SakelienTower_Lv02_Early.png

SPL3_Badge_SakelienTower_Lv00_Final.png SPL3_Badge_SakelienTower_Lv01_Final.png SPL3_Badge_SakelienTower_Lv02_Final.png

Fish Stick

SPL3_Badge_SakePillar_Lv00_Early.png SPL3_Badge_SakePillar_Lv01_Early.png SPL3_Badge_SakePillar_Lv02_Early.png

SPL3_Badge_SakePillar_Lv00_Final.png SPL3_Badge_SakePillar_Lv01_Final.png SPL3_Badge_SakePillar_Lv02_Final.png

Drizzler

SPL3_Badge_Sakerocket_Lv00_Early.png SPL3_Badge_Sakerocket_Lv01_Early.png SPL3_Badge_Sakerocket_Lv02_Early.png

SPL3_Badge_Sakerocket_Lv00_Final.png SPL3_Badge_Sakerocket_Lv01_Final.png SPL3_Badge_Sakerocket_Lv02_Final.png

Return of the Mammalians Badges#

All of the Return of the Mammalians-related badges underwent a slight update between 1.0.0 and 1.1.0.
While all of them do keep the artwork they used in 1.0.0, the outlines used were changed from a white to a darker version of the main color seen in the badge art.

Early Badges (1.0.0)

SPL3_Badge_Mission_Lv00_Early.png SPL3_Badge_Mission_Lv01_Early.png SPL3_Badge_Mission_Lv02_Early.png SPL3_Badge_Mission_Lv03_Early.png SPL3_Badge_Mission_Lv04_Early.png

Final Badges (1.1.0 onward)

SPL3_Badge_Mission_Lv00_Final.png SPL3_Badge_Mission_Lv01_Final.png SPL3_Badge_Mission_Lv02_Final.png SPL3_Badge_Mission_Lv03_Final.png SPL3_Badge_Mission_Lv04_Final.png

Early Models#

An early model of the lobby terminal screen, with a placeholder menu.

Early Design

Final Design (JPja 1.1.0)

Locker Changes#

Locker Decoration Names#

  • All the non-Alterna locker customizations were added to the game. As a result, most of the unlockable Alterna locker customizations had their English names changed. These changes range in severity from simple capitalization changes to complete reformatting. One item, the container decoration, has a completely different name.
    • It's worth noting that all other languages (sans those that use syllabic or logographic script systems) follow the capitalization used by these prior to the 1.1.0 update. In the final version of the game, only the English language versions of the customizations' names follow the post-1.1.0 mostly-lowercase formatting; it's uncertain why this change was made.

Version 1.0.0

Version 1.1.0

Notes

Map of Alterna 1

map of Alterna 1

Capitalization changed.

Map of Alterna 2

map of Alterna 2

Map of Alterna 3

map of Alterna 3

Map of Alterna 4

map of Alterna 4

Map of Alterna 5

map of Alterna 5

Map of Alterna 6

map of Alterna 6

3D Printer

3D printer

Ancient Face

ancient face

Ancient Pose

ancient pose

Chunk of Concrete

chunk of concrete

Container

container

Japanese Umbrella

Japanese umbrella

Fire Hydrant

fire hydrant

Parabolic Antenna

parabolic antenna

Power Generator

power generator

Record Player

record player

Server

server

Snowmobile

snowmobile

Sports Car

sports car

Submarine

submarine

Torii Gate

torii gate

Wheelie Bin

wheelie bin

Wooden Pallet

wooden pallet

Amp (S)

small amp

The 1.0.0 names are closer to the
decoration's equivalent Japanese names.

Amp (M)

medium amp

Amp (L)

large amp

Anatomy Model (K)

kidney anatomy model

Anatomy Model (E)

eye anatomy model

Metal Barrel (Blue)

blue metal barrel

Metal Barrel (Red)

red metal barrel

Paper Lantern (C. Blossoms)

sakura paper lantern

Paper Lantern (Dragon)

dragon paper lantern

Paper Lantern (Fish)

fish paper lantern

  • The "micro shelter" decoration's name was changed in every language. This may have been done for clarity's sake; originally, it shared a Japanese name with the Brella weapon class, and the Dutch, French, Italian, and Chinese versions were (mis)translated accordingly. While the English, German, Russian, and Spanish names aren't taken directly from the weapon class, they still seem to have been written with an umbrella in mind.

Version 1.0.0

Version 1.1.0

Japanese

シェルター

きょじゅうポッド

Dutch

Plenzers

Schuilkeet

English

Rainy Day

micro shelter

French

Para-encre

Mini planque

German

Regentag

Unwetterschutzcontainer

Italian

Sparasole

Rifugio

Russian

Дождевик

Всепогодный контейнер

Spanish

Día lluvioso

Minirrefugio

Chinese
(Simplified)

防空伞

居住舱

Chinese
(Traditional)

防空傘

居住艙

Korean

셸터

거주 포드

Weapon Locker Decorations#

Various weapons had the parameters for their locker decorations added to the game between 1.0.0 and 1.1.0.

  • Glooga Dualies
  • Dark Tetra Dualies
  • Carbon Roller
  • Dynamo Roller
  • Flingza Roller
  • Splat Roller
  • Splatana Wiper
  • Splatana Stamper
  • Bloblobber
  • Sloshing Machine
  • Slosher
  • Explosher
  • Ballpoint Splatling
  • Hydra Splatling
  • Nautilus 47
  • Heavy Splatling
  • Tri-Stringer
  • REEF-LUX 450

Tableturf#

Splatoon 3 does not have table turf but there is an option for Tableturf in the lobby/shoal but is not functional. There are strings within Product.100.Nin_NX_NVN.atbl.byml.zs file that reference to a "Mini Card game" which is likely table turf. It is connected with the RSDB folder but looking in the files has no data inside.

 "RSDB/MapObjReplicaInfo.Product.rstbl.byml: RSDB/MapObjReplicaInfo.Product.100.rstbl.byml"
 "RSDB/MiniGameCardInfo.Product.rstbl.byml: RSDB/MiniGameCardInfo.Product.100.rstbl.byml"
 "RSDB/MiniGameCardSleeve.Product.rstbl.byml: RSDB/MiniGameCardSleeve.Product.100.rstbl.byml"
 "RSDB/MiniGameGameNpcData.Product.rstbl.byml: RSDB/MiniGameGameNpcData.Product.100.rstbl.byml"
 "RSDB/MiniGamePresetDeck.Product.rstbl.byml: RSDB/MiniGamePresetDeck.Product.100.rstbl.byml

Early Online Functionality#

Splatoon 3 1.0.0 did not have a functional online service, but various strings within the game reference an early version of toyohr, Nintendo's specific branch of NPLN for Splatoon 3-related content.
Interestingly, various parts of the game that would not be added until later on into the game's life are here, including X Rank and Eggstra Work.

"nn.npln.toyohr.v1beta1.YobisaiResult"
"nn.npln.toyohr.v1beta1.XSettings"
"nn.npln.toyohr.v1beta1.WriteSaveRecordResponse"
"nn.npln.toyohr.v1beta1.WriteSaveRecordRequest.save_event_type"
"nn.npln.toyohr.v1beta1.WriteSaveRecordRequest.name"
"nn.npln.toyohr.v1beta1.WriteSaveRecordRequest"
"nn.npln.toyohr.v1beta1.VsSchedule.schedule_set_id"
"nn.npln.toyohr.v1beta1.VsSchedule.name"
"nn.npln.toyohr.v1beta1.VsSchedule"
"nn.npln.toyohr.v1beta1.VsParams.params_set_id"
"nn.npln.toyohr.v1beta1.VsParams.name"
"nn.npln.toyohr.v1beta1.VsParams"
"nn.npln.toyohr.v1beta1.SelectVsSchedulesResponse.etag"
"nn.npln.toyohr.v1beta1.SelectVsSchedulesResponse"
"nn.npln.toyohr.v1beta1.SelectVsSchedulesRequest.target"
"nn.npln.toyohr.v1beta1.SelectVsSchedulesRequest.etag"
"nn.npln.toyohr.v1beta1.SelectVsSchedulesRequest"
"nn.npln.toyohr.v1beta1.SelectVsParamsResponse.etag"
"nn.npln.toyohr.v1beta1.SelectVsParamsResponse"
"nn.npln.toyohr.v1beta1.SelectVsParamsRequest.target"
"nn.npln.toyohr.v1beta1.SelectVsParamsRequest.etag"
"nn.npln.toyohr.v1beta1.SelectVsParamsRequest"
"nn.npln.toyohr.v1beta1.SelectSeasonSchedulesResponse.etag"
"nn.npln.toyohr.v1beta1.SelectSeasonSchedulesResponse"
"nn.npln.toyohr.v1beta1.SelectSeasonSchedulesRequest.tenant"
"nn.npln.toyohr.v1beta1.SelectSeasonSchedulesRequest.etag"
"nn.npln.toyohr.v1beta1.SelectSeasonSchedulesRequest"
"nn.npln.toyohr.v1beta1.SelectFestScheduleResponse"
"nn.npln.toyohr.v1beta1.SelectFestScheduleRequest.tenant"
"nn.npln.toyohr.v1beta1.SelectFestScheduleRequest.target"
"nn.npln.toyohr.v1beta1.SelectFestScheduleRequest.region"
"nn.npln.toyohr.v1beta1.SelectFestScheduleRequest"
"nn.npln.toyohr.v1beta1.SelectDocumentsResponse"
"nn.npln.toyohr.v1beta1.SelectDocumentsRequest.type"
"nn.npln.toyohr.v1beta1.SelectDocumentsRequest.tenant"
"nn.npln.toyohr.v1beta1.SelectDocumentsRequest"
"nn.npln.toyohr.v1beta1.SelectCoopSchedulesResponse.etag"
"nn.npln.toyohr.v1beta1.SelectCoopSchedulesResponse"
"nn.npln.toyohr.v1beta1.SelectCoopSchedulesRequest.target"
"nn.npln.toyohr.v1beta1.SelectCoopSchedulesRequest.etag"
"nn.npln.toyohr.v1beta1.SelectCoopSchedulesRequest"
"nn.npln.toyohr.v1beta1.SeasonSchedule.schedule_set_id"
"nn.npln.toyohr.v1beta1.SeasonSchedule.name"
"nn.npln.toyohr.v1beta1.SeasonSchedule.LeaderboardXMatchSeasonsEntry.value"
"nn.npln.toyohr.v1beta1.SeasonSchedule.LeaderboardXMatchSeasonsEntry.key"
"nn.npln.toyohr.v1beta1.SeasonSchedule"
"nn.npln.toyohr.v1beta1.SaveRecord.name"
"nn.npln.toyohr.v1beta1.SaveRecord"
"nn.npln.toyohr.v1beta1.ResolveReplayCodeResponse"
"nn.npln.toyohr.v1beta1.ResolveReplayCodeRequest.name"
"nn.npln.toyohr.v1beta1.ResolveReplayCodeRequest"
"nn.npln.toyohr.v1beta1.ResolveCoopScenarioCodeResponse"
"nn.npln.toyohr.v1beta1.ResolveCoopScenarioCodeRequest.name"
"nn.npln.toyohr.v1beta1.ResolveCoopScenarioCodeRequest"
"nn.npln.toyohr.v1beta1.Report.screening_target_type"
"nn.npln.toyohr.v1beta1.Report.screening_target"
"nn.npln.toyohr.v1beta1.Report.reason"
"nn.npln.toyohr.v1beta1.Report.name"
"nn.npln.toyohr.v1beta1.Report.language_code"
"nn.npln.toyohr.v1beta1.Report.category"
"nn.npln.toyohr.v1beta1.Report"
"nn.npln.toyohr.v1beta1.ReplayRegisterDocumentResponse"
"nn.npln.toyohr.v1beta1.ReplayRegisterDocumentRequest.name"
"nn.npln.toyohr.v1beta1.ReplayRegisterDocumentRequest"
"nn.npln.toyohr.v1beta1.ReplayCode.name"
"nn.npln.toyohr.v1beta1.ReplayCode.document"
"nn.npln.toyohr.v1beta1.ReplayCode"
"nn.npln.toyohr.v1beta1.RegularSettings"
"nn.npln.toyohr.v1beta1.OverallResult"
"nn.npln.toyohr.v1beta1.LockerRegisterDocumentResponse"
"nn.npln.toyohr.v1beta1.LockerRegisterDocumentRequest.name"
"nn.npln.toyohr.v1beta1.LockerRegisterDocumentRequest"
"nn.npln.toyohr.v1beta1.LeagueSettings"
"nn.npln.toyohr.v1beta1.InitializeAttributesResponse.document"
"nn.npln.toyohr.v1beta1.InitializeAttributesResponse"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.XPowerLift"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.XPowerGoal"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.XPowerClam"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.XPowerArea"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.user"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.season"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.NewSeason"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.Lift"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.InitialVs"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.initialize_type"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.InitialCoop"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.Goal"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.CoopShift.shift_id"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.CoopShift.job_type"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.CoopShift"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.CoopGrade"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.Clam"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest.Area"
"nn.npln.toyohr.v1beta1.InitializeAttributesRequest"
"nn.npln.toyohr.v1beta1.IkasuDocumentResponse"
"nn.npln.toyohr.v1beta1.IkasuDocumentRequest.name"
"nn.npln.toyohr.v1beta1.IkasuDocumentRequest"
"nn.npln.toyohr.v1beta1.HonsaiMidtermResult"
"nn.npln.toyohr.v1beta1.HonsaiFinalResult"
"nn.npln.toyohr.v1beta1.GetSaveRecordRequest.name"
"nn.npln.toyohr.v1beta1.GetSaveRecordRequest"
"nn.npln.toyohr.v1beta1.GetFestResultRequest.name"
"nn.npln.toyohr.v1beta1.GetFestResultRequest"
"nn.npln.toyohr.v1beta1.GetFestEntryRequest.name"
"nn.npln.toyohr.v1beta1.GetFestEntryRequest"
"nn.npln.toyohr.v1beta1.GetFestDecryptionKeyRequest.name"
"nn.npln.toyohr.v1beta1.GetFestDecryptionKeyRequest"
"nn.npln.toyohr.v1beta1.FestTimetable"
"nn.npln.toyohr.v1beta1.FestTeamRatio.fest_team"
"nn.npln.toyohr.v1beta1.FestTeamRatio"
"nn.npln.toyohr.v1beta1.FestTeamPoint.fest_team"
"nn.npln.toyohr.v1beta1.FestTeamPoint"
"nn.npln.toyohr.v1beta1.FestSchedule.target"
"nn.npln.toyohr.v1beta1.FestSchedule.name"
"nn.npln.toyohr.v1beta1.FestSchedule.FestPublishmentsEntry.key"
"nn.npln.toyohr.v1beta1.FestSchedule.fest_regions"
"nn.npln.toyohr.v1beta1.FestSchedule.fest_game_data_revision"
"nn.npln.toyohr.v1beta1.FestSchedule.fest_game_data"
"nn.npln.toyohr.v1beta1.FestSchedule.fest"
"nn.npln.toyohr.v1beta1.FestSchedule"
"nn.npln.toyohr.v1beta1.FestResult.name"
"nn.npln.toyohr.v1beta1.FestResult"
"nn.npln.toyohr.v1beta1.FestPublishment"
"nn.npln.toyohr.v1beta1.FestPowerMeasurement.name"
"nn.npln.toyohr.v1beta1.FestPowerMeasurement.document"
"nn.npln.toyohr.v1beta1.FestPowerMeasurement"
"nn.npln.toyohr.v1beta1.FestEntry.name"
"nn.npln.toyohr.v1beta1.FestEntry.fest_team"
"nn.npln.toyohr.v1beta1.FestEntry.fest_region"
"nn.npln.toyohr.v1beta1.FestEntry"
"nn.npln.toyohr.v1beta1.FestDecryptionKey.winning_team"
"nn.npln.toyohr.v1beta1.FestDecryptionKey.team_charlie_key"
"nn.npln.toyohr.v1beta1.FestDecryptionKey.team_bravo_key"
"nn.npln.toyohr.v1beta1.FestDecryptionKey.team_alpha_key"
"nn.npln.toyohr.v1beta1.FestDecryptionKey.start_key"
"nn.npln.toyohr.v1beta1.FestDecryptionKey.result_winning_team_key"
"nn.npln.toyohr.v1beta1.FestDecryptionKey.notice_key"
"nn.npln.toyohr.v1beta1.FestDecryptionKey.name"
"nn.npln.toyohr.v1beta1.FestDecryptionKey"
"nn.npln.toyohr.v1beta1.EventSettings"
"nn.npln.toyohr.v1beta1.CreateSaveRecordRequest.save_record_id"
"nn.npln.toyohr.v1beta1.CreateSaveRecordRequest.parent"
"nn.npln.toyohr.v1beta1.CreateSaveRecordRequest"
"nn.npln.toyohr.v1beta1.CreateReportRequest.parent"
"nn.npln.toyohr.v1beta1.CreateReportRequest"
"nn.npln.toyohr.v1beta1.CreateFestPowerMeasurementRequest.parent"
"nn.npln.toyohr.v1beta1.CreateFestPowerMeasurementRequest"
"nn.npln.toyohr.v1beta1.CreateFestEntryRequest.parent"
"nn.npln.toyohr.v1beta1.CreateFestEntryRequest"
"nn.npln.toyohr.v1beta1.CreateBankaraChallengeRequest.parent"
"nn.npln.toyohr.v1beta1.CreateBankaraChallengeRequest"
"nn.npln.toyohr.v1beta1.CoopSchedule.TeamContest.boss"
"nn.npln.toyohr.v1beta1.CoopSchedule.TeamContest"
"nn.npln.toyohr.v1beta1.CoopSchedule.shift_id"
"nn.npln.toyohr.v1beta1.CoopSchedule.schedule_set_id"
"nn.npln.toyohr.v1beta1.CoopSchedule.Normal.reward_type"
"nn.npln.toyohr.v1beta1.CoopSchedule.Normal.boss"
"nn.npln.toyohr.v1beta1.CoopSchedule.Normal"
"nn.npln.toyohr.v1beta1.CoopSchedule.name"
"nn.npln.toyohr.v1beta1.CoopSchedule.BigRun.reward_type"
"nn.npln.toyohr.v1beta1.CoopSchedule.BigRun.boss"
"nn.npln.toyohr.v1beta1.CoopSchedule.BigRun"
"nn.npln.toyohr.v1beta1.CoopSchedule"
"nn.npln.toyohr.v1beta1.CoopScenarioRegisterDocumentResponse"
"nn.npln.toyohr.v1beta1.CoopScenarioRegisterDocumentRequest.name"
"nn.npln.toyohr.v1beta1.CoopScenarioRegisterDocumentRequest"
"nn.npln.toyohr.v1beta1.CoopScenarioCode.name"
"nn.npln.toyohr.v1beta1.CoopScenarioCode"
"nn.npln.toyohr.v1beta1.ChangeUserNameResponse.identifier"
"nn.npln.toyohr.v1beta1.ChangeUserNameResponse"
"nn.npln.toyohr.v1beta1.ChangeUserNameRequest.user_name"
"nn.npln.toyohr.v1beta1.ChangeUserNameRequest.save_record"
"nn.npln.toyohr.v1beta1.ChangeUserNameRequest"
"nn.npln.toyohr.v1beta1.CanolaRegisterDocumentResponse"
"nn.npln.toyohr.v1beta1.CanolaRegisterDocumentRequest.tweet_id"
"nn.npln.toyohr.v1beta1.CanolaRegisterDocumentRequest.name"
"nn.npln.toyohr.v1beta1.CanolaRegisterDocumentRequest"
"nn.npln.toyohr.v1beta1.BankaraSettings"
"nn.npln.toyohr.v1beta1.BankaraChallenge.name"
"nn.npln.toyohr.v1beta1.BankaraChallenge.document"
"nn.npln.toyohr.v1beta1.BankaraChallenge"

Miscellaneous Changes#

  • Various online functions were added to the game's code, meaning features related to online communication can now be used.
  • Loading Tricolor Battle in the Shoal (normally impossible without patching code) activates an unused functionality where players set to "Either" when sorted are set to Team Charlie. This functionality only exists in 1.0.0 and is not seen in any other version.
  • The Brandish Weapon emote was renamed to Flip Out.
  • The Inkstrike from Splatoon exists in Splatoon 3 1.0.0 in the Models folder and has an animation. The Inkstrike gets bigger and the propeller spins for a while:
    Wsp_TripleTornado_Auto.png
  • The Reefslider has a jump animation that does nothing.
  • The Ink Storm has a animation called Dissapear. It also does nothing.
  • The Killer Wail 5.1 has a test animation that does nothing at first but then starts shaking.
  • The Inkjet Cannon has a weird color table:
    Inkjectwauht.png
  • The Splash Wall has a start animation where it sways.
  • The Torpedo has a animation titled "Wsb_Bomb_Tako" where it does nothing. It also has a weird animation where it looks like a Point Sensor sort of.
  • The Fizzy bomb has a animation where part of it is stretched out by a lot.
  • The Hero Mode Burst Bomb has 3 animations titled "Wsb_Bomb_Msn1Lv1 - 3" where it does nothing.
  • The REEF-Lux's shop animation is slightly broken as one part of the weapon is stretched too far. Specifically the Octoling one.
  • For some reason the Nataulis has a flat plain square as apart of it's model. It also has no animations.
  • The Splatana Stamper has some early animations.
  • There is an early night time skybox that looks weird.