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SpongeBob SquarePants: Revenge of the Flying Dutchman (GameCube, PlayStation 2)

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This page details one or more prototype versions of SpongeBob SquarePants: Revenge of the Flying Dutchman (GameCube, PlayStation 2).

Unused Animations#

Squidward#

Name: SW_RUN_ANIM.TANIM

An unused running animation. This is unused in the E3 prototype and no traces of it can be found in the retail game.

Uncompiled Source Code#

ENUMS.PY#

Length: 400 lines  

#Enums
# 
# NOTE:  THIS FILE MUST BE RUN THROUGH THE TOOL "UnixToDos" TO CONVERT THE CARRIAGE RETURNS ************************************************
# 
####### play keyframe AnimOptions
PAUSE   = 0
START   = 1
STOP    = 2
UNPAUSE = 3

# keframe status options
KF_PLAYING = 0
KF_PAUSED  = 1
KF_STOPPED = 2

####### States

########## Simple

S_IDLE          = 0
S_ALERTED       = 1
S_ATTACK        = 2
S_FLEE          = 3
S_ATTACK_CHARGE = 4
S_WANDER        = 5
S_RETURN        = 6
S_CHASE         = 7
S_JUMP          = 8
S_PICKUP        = 9
S_SLIDE         = 10
S_DUCK          = 11
S_GET_HIT       = 12
S_DIE           = 13
S_TALK          = 14
S_FLY           = 15
S_FALL          = 16
S_PLAY_ANIM     = 17    
S_MOVE          = 18
S_COWER         = 19
S_THROW         = 20


# Medium

# Complex

############ Locals

Local0 = 0
Local1 = 1
Local2 = 2
Local3 = 3
Local4 = 4
Local5 = 5
Local6 = 6
Local7 = 7
Local8 = 8
Local9 = 9


########## Globals

Global0 = 0
Global1 = 1
Global2 = 2
Global3 = 3
Global4 = 4
Global5 = 5
Global6 = 6
Global7 = 7
Global8 = 8
Global9 = 9

Global10 = 10
Global11 = 11
Global12 = 12
Global13 = 13
Global14 = 14
Global15 = 15
Global16 = 16
Global17 = 17
Global18 = 18
Global19 = 19

Global20 = 20
Global21 = 21
Global22 = 22
Global23 = 23
Global24 = 24
Global25 = 25
Global26 = 26
Global27 = 27
Global28 = 28
Global29 = 29

Global30 = 30
Global31 = 31
Global32 = 32
Global33 = 33
Global34 = 34
Global35 = 35
Global36 = 36
Global37 = 37
Global38 = 38
Global39 = 39

Global40 = 40
Global41 = 41
Global42 = 42
Global43 = 43
Global44 = 44
Global45 = 45
Global46 = 46
Global47 = 47
Global48 = 48
Global49 = 49

Global50 = 50
Global51 = 51
Global52 = 52
Global53 = 53
Global54 = 54
Global55 = 55
Global56 = 56
Global57 = 57
Global58 = 58
Global59 = 59

Global60 = 60
Global61 = 61
Global62 = 62
Global63 = 63
Global64 = 64
Global65 = 65
Global66 = 66
Global67 = 67
Global68 = 68
Global69 = 69

Global70 = 70
Global71 = 71
Global72 = 72
Global73 = 73
Global74 = 74
Global75 = 75
Global76 = 76
Global77 = 77
Global78 = 78
Global79 = 79

Global80 = 80
Global81 = 81
Global82 = 82
Global83 = 83
Global84 = 84
Global85 = 85
Global86 = 86
Global87 = 87
Global88 = 88
Global89 = 89

Global90 = 90
Global91 = 91
Global92 = 92
Global93 = 93
Global94 = 94
Global95 = 95
Global96 = 96
Global97 = 97
Global98 = 98
Global99 = 99

# World Variables

WorldVar0 = 0
WorldVar1 = 1
WorldVar2 = 2
WorldVar3 = 3
WorldVar4 = 4
WorldVar5 = 5
WorldVar6 = 6
WorldVar7 = 7
WorldVar8 = 8
WorldVar9 = 9

WorldVar10 = 10
WorldVar11 = 11
WorldVar12 = 12
WorldVar13 = 13
WorldVar14 = 14
WorldVar15 = 15
WorldVar16 = 16
WorldVar17 = 17
WorldVar18 = 18
WorldVar19 = 19

WorldVar20 = 20
WorldVar21 = 21
WorldVar22 = 22
WorldVar23 = 23
WorldVar24 = 24
WorldVar25 = 25
WorldVar26 = 26
WorldVar27 = 27
WorldVar28 = 28
WorldVar29 = 29

WorldVar30 = 30
WorldVar31 = 31
WorldVar32 = 32
WorldVar33 = 33
WorldVar34 = 34
WorldVar35 = 35
WorldVar36 = 36
WorldVar37 = 37
WorldVar38 = 38
WorldVar39 = 39

WorldVar40 = 40
WorldVar41 = 41
WorldVar42 = 42
WorldVar43 = 43
WorldVar44 = 44
WorldVar45 = 45
WorldVar46 = 46
WorldVar47 = 47
WorldVar48 = 48
WorldVar49 = 49



# Level Variables

LevelVar0 = 0
LevelVar1 = 1
LevelVar2 = 2
LevelVar3 = 3
LevelVar4 = 4
LevelVar5 = 5
LevelVar6 = 6
LevelVar7 = 7
LevelVar8 = 8
LevelVar9 = 9

LevelVar10 = 10
LevelVar11 = 11
LevelVar12 = 12
LevelVar13 = 13
LevelVar14 = 14
LevelVar15 = 15
LevelVar16 = 16
LevelVar17 = 17
LevelVar18 = 18
LevelVar19 = 19

LevelVar20 = 20
LevelVar21 = 21
LevelVar22 = 22
LevelVar23 = 23
LevelVar24 = 24
LevelVar25 = 25
LevelVar26 = 26
LevelVar27 = 27
LevelVar28 = 28
LevelVar29 = 29

LevelVar30 = 30
LevelVar31 = 31
LevelVar32 = 32
LevelVar33 = 33
LevelVar34 = 34
LevelVar35 = 35
LevelVar36 = 36
LevelVar37 = 37
LevelVar38 = 38
LevelVar39 = 39

LevelVar40 = 40
LevelVar41 = 41
LevelVar42 = 42
LevelVar43 = 43
LevelVar44 = 44
LevelVar45 = 45
LevelVar46 = 46
LevelVar47 = 47
LevelVar48 = 48
LevelVar49 = 49



# kill enums

PERMANENTLY = 0
ALLOW_RESPAWN = 1

#SpongeStates

STATE_IDLE                     = 0
STATE_WALK                     = 1
STATE_JOG                      = 2
STATE_RUN                      = 3
STATE_HOOP_ROLL                = 4
STATE_GLIDE                    = 5
STATE_NO_MOVE                  = 6
STATE_SKID                     = 7
STATE_SLIDE                    = 8
STATE_JUMP                     = 9
STATE_POWER_JUMP               = 10
STATE_SPRINGBOARD_JUMP         = 11
STATE_FALL                     = 12
STATE_DUCK                     = 13
STATE_KARATE_CHOP              = 14
STATE_POWER_KARATE_CHOP        = 15
STATE_NET_SWIPE                = 16
STATE_REEFBLOWER_ACTIVE        = 17
STATE_TREASURE_DETECTOR_ACTIVE = 18
STATE_BELLY_SLAM               = 19
STATE_GET_UP                   = 20
STATE_GET_HIT                  = 21
STATE_HOOK_HANG                = 22
STATE_PICKUP                   = 23
STATE_CARRY_IDLE               = 24
STATE_CARRY_WALK               = 25
STATE_CARRY_JUMP               = 26
STATE_CARRY_FALL               = 27
STATE_THROW                    = 28
STATE_COSTUME_DEFAULT          = 29
STATE_COSTUME_JELLYFISHING     = 30
STATE_COSTUME_REEFBLOWER       = 31
STATE_COSTUME_TREASURE_HUNTING = 32
STATE_IN_WATER                 = 33
STATE_COSTUME_KARATE           = 34
STATE_KARATE_DOUBLE_CHOP       = 35
STATE_KARATE_PSYCHO_CRUSHER    = 36
STATE_KARATE_JUMP_ATTACK       = 37
STATE_KARATE_DUCK_ATTACK       = 38
STATE_IN_CANNON                = 39
STATE_CANNON_FIRE              = 40
STATE_COSTUME_MERMAID_MAN      = 41
STATE_BOUNCE                   = 42
STATE_THROW_WATERBALL          = 43
STATE_THROW_WATERBALL_MOVING   = 44
STATE_THROW_WATERBALL_JUMPING  = 45
STATE_DEFEATED                 = 46



# weapon types

W_PUNCH      = 0
W_KICK       = 1
W_STOMP      = 2
W_HEAD_BUTT  = 3
W_FIRE_BALL  = 4
W_WATER_BALL = 5
W_STAB       = 6
W_EXPLOSION  = 7
W_WIND       = 8
W_SHOCK      = 9
W_BLADE      = 10
W_SPEAR      = 11
W_PUSH       = 12
W_BULLET     = 13
W_NET        = 14


# default string

DEFAULT = 0

# On/Off
 
ON  = 1
OFF = 0

# Break data

TINY   = 0
SMALL  = 1
MEDIUM = 2
LARGE  = 3
XLARGE = 4

# karate

KARATE_INIT  = 0
KARATE_START = 1
KARATE_END   = 2

# agent flags

FORCE_REEFBLOWER = 0
NO_STAND_ON = 1

# manipulator suspend flags

SUSPEND_DEFAULT  = 0
NEVER_SUSPEND    = 1

Gameplay Differences#

General#

  • Pressing every shoulder button at once will activate a free camera. SpongeBob will stay completely still and pause his animations. If every shoulder button is pressed again, he will teleport to the exact position of the camera.
  • Costume tents function differently. Each level has costume tents dedicated to one costume each, unlike in the final game where you can choose any costume you have unlocked.
    • It's very easy to get stuck inside these tents, as SpongeBob stays inside upon changing, causing a changing loop.
  • As in the GameCube version of the final game, if the music is interrupted it will restart from the beginning.

SpongeBob#

  • Using the Reef Blower is considered an attack and will damage enemies. The attack button can be repeatedly pressed to defeat an enemy that takes multiple hits within a second.
  • SpongeBob descends much slower when using his slam attack.

Characters#

  • Larry the Lobster is considered an enemy in the test level. He chases SpongeBob, hits him, and then performs a lengthy flexing animation.
    • He is a character in one of the crate destroying minigames in the final release, but he cannot damage you.
  • Mr. Krabs follows SpongeBob around in the Krusty Krab.

General Differences#

Loading Screen#

  • The game uses a static loading screen, which is still present in the final GameCube version as SCREENS.DGC.
  • There is no title screen. After the first loading screen, it boots you to Bikini Bottom in front of SpongeBob's house.

Pause Menu#

  • The pause menu appears more primitive, and within the game options menu is a world select that warps you to any level in the game.

Level Differences#

General#

  • Several invisible teleports have giant arrows, which are completely absent from the final.

Bikini Bottom#

Neighborhood#

Proto

Final

SBROFTD_SBHouseFront_Proto.png SBROFTD_Patrick_BB_Proto.png
SBROFTD_Cave_Proto.png

SBROFTD_SBHouseFront_Final.png SBROFTD_Patrick_BB_Final.png
SBROFTD_Cave_Final.png

  • The lighting isn't as dark.
  • The level geometry is different, including the houses and rocks.
  • Squidward's backyard garden has no scarecrow.
  • Vehicles can be seen driving around on the roads.
  • Squidward stands in front of his house, while Patrick is not seen running in circles.
  • A strange floating life preserver with a hook is next to the cliff across from the houses.
    • Latching onto it with the Jellyfishing costume, it will lift you onto the left side of the cliff.
  • Sandy can be found in the back in front of the cave. The cave does not lead anywhere, while in the final game it eventually takes you to a karate match with Sandy.

SpongeBob's House#

Proto

Final

  • The living room overall appears much larger.
  • A large rug was added in the center.
  • There's a texture error on the wall.
  • The window on the door to SpongeBob's room was removed.
  • SpongeBob's house has a backyard.

Restaurant District#

Proto

Final

SBROFTD_ChumBucket_Proto.png
SBROFTD_OuterTunnel_Proto.png
SBROFTD_KK_Outside_Proto.png

SBROFTD_ChumBucket_Final.png
SBROFTD_OuterTunnel_Final.png
SBROFTD_KK_Outside_Final.png

  • The Chum Bucket is called the Mega Chum Bucket.
    • Strangely, the texture's physical appearance was unchanged, causing the final game's Chum Bucket to appear oddly tall with a large blank space above its logo.
  • The bus stop bench texture is different.
  • The level geometry is completely different in this area, with a tunnel for vehicles to drive through that was later removed.
  • Only one car is parked in front of the Krusty Krab.
  • There is a car that drives around while carrying one of the letter tiles.

Krusty Krab#

Proto

Final

  • Mr. Krabs and Squidward are present, the former of whom follows you around.
  • There is no eel thug.
  • The props in the storage area are different.
  • You enter the kitchen through the order window, as opposed to the door.

Downtown Bikini Bottom#

Business District#

Proto

Final

  • The street lights use real-time lights instead of a texture like the final game. This (along with the brighter building textures) results in the area appearing much brighter.
  • There are various boats driving around.

Construction Site#

Proto

Final

  • Patrick is not wearing his Barnacle Boy costume.

Tree Dome#

Ground#

Proto

Final

  • The clothesline has three of Sandy's spacesuits, a striped shirt, and socks. In the final game, it's just one suit and some sheets.

Chum World#

Big Top#

Proto

Final

  • The Big Top received a major texture overhaul.
  • The doubloons on the starting platform were removed.

Jellyfish Fields#

Corral#

Proto

Final

SBROFTD_JF_BusStop_Proto.png SBROFTD_JF_Playground_Proto.png

SBROFTD_JF_BusStop_Final.png SBROFTD_JF_Playground_Final.png

  • The entrance has a bus that drives towards SpongeBob from behind, stops, then flies away. This loops infinitely.
  • There are no children at the playground, nor any characters populating the entire level.
  • The swing set uses a different texture.
  • There is a golden SpongeBob pickup in the cliff area. When collected, it displays the HUD but does not visibly increment any counters or health.

Clam Jumping#

  • There is another golden SpongeBob pickup on top of the diving board.

Dutchman's Graveyard#

Ship Graveyard#

  • A bus is seen at the entrance.

Tile Puzzles#

Proto

Final

  • The lighting is much darker.
  • The tiles use placeholder number textures.
  • The camera isn't static and follows SpongeBob around, albeit at a fixed angle.
  • In the Bikini Bottom tile puzzle, a phone object not present in the final game can be seen in the foreground.

Animation Differences#

SpongeBob#

SBROTFD_SpongeBob_TieShoes.gif

SpongeBob has an extra idle animation of him tying his shoes.

Test Level#

Accessible in the level select menu is a test level. The level in its entirety is leftover in Jimmy Neutron: Boy Genius, but it doesn't load in the final release of either game. The folder for it still exists in the final PlayStation 2 version, but is blank.

SPONGE.DPC#

Included in DATA alongside SPONGE.DPS is a file named SPONGE.DPC. The name suggests this would have been the equivalent of SPONGE.DPS used for a hypothetical PC version of the game; and indeed, its contents confirm this. It contains audio and textures of formats supported on PC. Unfortunately, they seem to have corrupted red and green color channels, resulting in slight color inaccuracies.

  • One of these files is the texture for SpongeBob himself: the pants are green and the eye color is pink. Very peculiar. Shown below is the texture swapped into the retail GameCube version:
I'm not SpongeBob. I'm my ORIGINAL character, BlongeBob.

Audio Differences#

Music#

Track

Proto

Final

Notes

Main Theme

An earlier mix that lacks the lap steel guitar and 1:30-2:13 segment.

Fishing Gear

Uses the track Hello Blues from the show.

Reef Blower

Uses the track Cream Pie from the show.

Karate Costume

Uses the track You're Nice from the show.

The other two costumes, Treasure Hunter and Mermaid Man, use the main theme and You're Nice respectively.

Unused Audio#

Test Level#

Audio

Transcript

Notes

Now it's time to bring it around town! Bring it around town!

Low-quality soundbyte from Season 1's Bubblestand.

Oops! I guess I ripped my pants again!

Low-quality soundbyte from Season 1's Ripped Pants.