Unused Cinematics#
GTHMAD.IPU is a cinematic of Gantu talking, intended to be used for an intercom.
disney.pss is a short clip of Stitch hopping with the text "STITCH CINEMA PLAYER!!!" moving about in the background. The file is located in the same folder as the gameplay demos and company logo FMVs. It is likely to be a placeholder although it may have been intended to be used when the player viewed the "Secrets" menu.
LS026.pss is only present in the European release and is a scene from Lilo & Stitch which is not included in the "Secrets" menu. The scene is when Stitch drives a gasoline truck into a volcano and launches onto Gantu's ship. It is the last video in the game's files but other scenes present in the game take place at a later point in the film. Notably, this video is both present and used with the same file name in Disney's Lilo & Stitch: Trouble in Paradise.
Unused Graphics#
SHAD.TGA is a less detailed texture for the Buzzer enemy.
OAJUMA.BMP is a texture with two lit arrows for the jump-pad used in the first boss battle.
621_A.BMP is a texture for the mutated Experiment 621, though it is mostly the same as the used texture.
Unused |
Used |
|---|---|
Three textures for the "Meet the 700s" level.

Two textures for the "Jungle Flight" level.

Two particle textures in the files of the "Got Gas?" and "Energy Lines" levels.
Logos for Disney Interactive, High Voltage Software and Sony.
Screenshots from Lilo & Stitch located in a folder titled SECRETS. These would have been viewable as a gallery in the "Secrets" menu and were used in the March 28 prototype. Although many of these stills are seen in loading screens and in the title screen, the image files used are different and also have different sizes and resolutions.









Unused Objects#
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This needs some investigation. |
Model Rip |
Internal Filename |
Level(s) |
Notes |
In-game Footage |
|---|---|---|---|---|
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OJTRE3_H |
Greema Jungle |
A tree with no in-game behaviour. |
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OGFLWI |
Got Gas? |
The file used for determining behaviour indicates that it would be a destructible object similar to crates. Its model is unusually large and doesn't fit in any of the level's rooms. Although it has an animation file, the data is incomplete so it does not move. It also has an associated sound effect with the filename FLWION01.VAG, which does not play when it is loaded in-game: |
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OGSCAN |
Got Gas? |
It is supposed to behave in the same way as the game's crates, but it appears to use an incomplete behaviour. |
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OLDCRT |
Got Gas? |
A damaged looking crate that has no in-game behaviour. |
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SBIRD3 |
Caverns & Chasms |
A bird that flies away from the player in seemingly random directions. It has an incomplete animation file. |
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OJCAMO |
Caverns & Chasms |
A rock with attached trees and some metal poles. Its intended behaviour appears to be incomplete as it cannot be interacted with. When given a different behaviour, its animation can be seen in a loop. It also has an associated sound effect with the filename OJCMUP01.VAG, which does not play when it is loaded in-game: |
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OJSHOT |
Caverns & Chasms |
A fan-like object that shoots at the player when approached at a certain distance. It cannot be interacted with and its animation does not play unless it is given a different behaviour. |
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TURT2 |
Caverns & Chasms |
A turret that behaves as an enemy. It fires at the player from certain distances and explodes if shot several times. It has numerous functioning animations. |
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OJGEYS |
Greema Falls |
An acid geyser which behaves in the same way as steam vents found in other levels, although it doesn't inflict damage. |
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OAGEN1 |
Hotfoot! |
A device which appears to use a behaviour that is either incomplete or doesn't work properly. Attempting to interact with it (by shooting or picking it up) will make it disappear with a seemingly random sound effect. |
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LUNC |
Soldier Trail |
An odd fish-like creature. Its purpose is unknown but its appearance and animations suggest it may have functioned as a platform that would attack the player after a short period. |
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SFISH1 |
The Aviary |
A fish that would have likely appeared in the level's small aquarium. Like the bird, it flies away from the player without any specific direction. |
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OMEXD |
Ring Around the Lasers |
A small device that explodes if the player moves too close to it and also explodes after a short time period - with an accompanying beeping sound effect to represent a timer - if the player approaches it at a relatively close distance. It also has another associated beeping sound effect with the filename OMEXDBP1.VAG which does not play when it is loaded in-game: |
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OAAROW |
Welcome Aboard! |
An arrow that uses a translucent red texture. It has no in-game behaviour. |
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Full machine: |
OMPWRDD |
Error #626 |
A giant machine, likely a power generator. It is shown being destroyed by Stitch in a trailer for the game included in a demo disc for the Official US PlayStation Magazine #60. There are numerous models consisting of the fully intact machine, the machine's interior, and a number of pieces of the exterior that would have scattered as it was being destroyed. |
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Unused Models#
ARROW.AGG is an untextured model of an arrow.
Unused Object Behaviours#
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To do: |
The game's ELF file includes references to a large number of unused object behaviours. Specifically:
B2Lit
BAutoPlt
BCopship
BDblBtn
BDctvReg
BEnshot
BExpthrw
BEyeball
BFlrtile
BFrcgate
Bfrzthrw
BGMissile
Bgrplump
Bgturret
BJmpPlnt
blump
bmslshot
bpatternchestshots
bpthlump
bpthobst
bpthrock
bricochetallowed
brock
brvtrgdr
bslowcontinuous
bslowseparate
bstshot
btimebtn
btmchase
btoglbtn
btrigplt
bttnpsh1
bttnpsh2
bttnwrng
BTurret
Debug Functions#
Watch on YouTubeThe game's file used for mapping buttons (GAME.SCM) includes a number of debug functions which can be activated by swapping one of the used mappings with a debug one. The available debug functions are:
- Toggling invulnerability.
- Giving Stitch the Grapple gun.
- Giving Stitch the Jetpack with approximately 100x more fuel than normal.
- Giving Stitch the Freeze gun with 100 ammo instead of the normal amount of 3.
- Giving Stitch the Big gun with 100 ammo instead of the normal amount of 3.
- Making Stitch lose all pickups including regular guns, Big gun, Freeze gun, Grapple gun and Jetpack.
- Activating and deactivating movement animation when Stitch is idle while climbing.
The game's ELF file contains a script titled Stitch.ini used for activating minor debug functions which allow the game to skip to the level select screen from startup.
Activation codes for the North American version:
00378A6C 00000001 fullscreen
00378A70 00000001 levelselect
0037886C 00000002 hubselect
00378A74 00000000 fulluioff
00378A78 00000001 levelwalk
00378A7C 00000000 notools
00378A84 00000001 ps2screen
00378A88 00000001 noenvsound
00378A8C 00000001 nodebug
00378A98 00000001 altlang
Unused Code#
UI.AIS contains a list of levels from LVL0 to LVL45. LVL0 to LVL17 lists all the game's used levels chronologically using their internal filenames. The remainder refer to test levels which are not present in the files and unused levels. Like the in-game text, the list is stored as hexadecimal values, for example UNUSED is stored as 0x55 0x4E 0x55 0x53 0x45 0x44 0x00.
"LVL18" ConcepX
"LVL19" Gconcpt
"LVL20" room
"LVL21" JungC
"LVL22" Test
"LVL23" All
"LVL24" measure
"LVL25" M2
"LVL26" Jelly
"LVL27" mesure2
"LVL28" objtest
"LVL29" UNUSED
"LVL30" UNUSED
"LVL31" UNUSED
"LVL32" UNUSED
"LVL33" UNUSED
"LVL34" UNUSED
"LVL35" UNUSED
"LVL36" UNUSED
"LVL37" UNUSED
"LVL38" UNUSED
"LVL39" UNUSED
"LVL40" UNUSED
"LVL41" UNUSED
"LVL42" UNUSED
"LVL43" UNUSED
"LVL44" UNUSED
"LVL45" 0
GENERAL.SCM is a similar file to GAME.SCM that lists various debug functions. They may have been removed.
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To do: |
Mappings[16]
{
{
AppID GeneralButtonToggleDisplay
ElementID JoystickButton0
Name "CoCBDisp"
}
{
AppID GeneralButtonSwitchCamera
ElementID JoystickButton1
Name "CoCBCam"
}
{
AppID GeneralButtonZoomCamera
ElementID JoystickButton6
Name "CoCBZoom"
}
{
AppID GeneralButtonResetGame
ElementID JoystickButton2
Name "CoCBRset"
}
{
AppID GeneralButtonQuitApp
ElementID JoystickButton3
Name "CoCBQuit"
}
{
AppID GeneralButtonScenePaused
ElementID JoystickButton4
Name "CoCBStop"
}
{
AppID GeneralButtonWireFrame
ElementID JoystickButton5
Name "CoCBWire"
}
{
AppID GeneralButtonToggleRegions
ElementID JoystickButton7
Name "CoCBReg"
}
{
AppID GeneralButtonDropPlayer
ElementID JoystickButton8
Name "CoCBDrop"
}
{
AppID GeneralButtonCheatMode
ElementID JoystickButton9
Name "CoCBChtM"
}
{
AppID GeneralButtonCheat1
ElementID JoystickButton10
Name "CoCBCht1"
}
{
AppID GeneralButtonCheat2
ElementID JoystickButton11
Name "CoCBCht2"
}
{
AppID GeneralButtonCheat3
ElementID JoystickButton12
Name "CoCBCht3"
}
{
AppID GeneralButtonCheat4
ElementID JoystickButton13
Name "CoCBCht4"
}
{
AppID GeneralButtonGameCamera
ElementID JoystickButton14
Name "CoCBGCam"
}
{
AppID GeneralButtonResetPlayer
ElementID JoystickButton15
Name "CoCBRSet"
}
}
Out of Bounds Objects#
Hidden behind some of the walls of "Energy Lines" (just before the tall room where the player has to jump down a long pit) are two hockey pucks. One contains a texture for the Disney Interactive logo (DIPKLOGO.BMP), the other contains the High Voltage Software logo (BHPCKLGO.BMP) and both have the words "Made in Canada" (TEXTURE.BMP) written on the side. They can be picked up from their secret location and will slide across the room when thrown, instantly killing or destroying anything in their path, including Stitch. The pucks were added by developer Mike Henry as a reference to a cancelled hockey game that High Voltage Software had worked on, with Disney only allowing their inclusion if one was textured with their logo. 1
In the below screenshot the pucks are visible behind the walls as a result of an emulation bug.
Underneath the starting area of "Rotten Eggs" is a sphere which uses the texture for the stage's lights and moves backwards and forwards.

"Caverns & Chasms" level has a number of misplaced objects, specifically:
- A Buzzer over the wall to the left of where the player first reaches the mainland.
- Some crates and plants behind one of the walls near the fifth checkpoint.
- Some crystals behind the right wall between the fourth and fifth checkpoints within the large cave towards the end of the level.

"The Aviary" has a river of acid underneath the room entered after completing the jetpack hallway.

In "Stitch in Space", a line of animated lights is present in the area between the forked pathways.

Regional Differences#
Europe#
The North American "Secrets" menu includes the four "Inter-STITCH-al" teaser trailers for Lilo & Stitch where Stitch crosses over with other Disney films, namely the "big four" Disney Renaissance films Beauty and the Beast, Aladdin, The Little Mermaid, and The Lion King. The Lion King and Little Mermaid trailers are not accessible in the European release, but they are still present in the game's files.
This also means that these two strings are unused in the European version, even though they are still in the file used for storing the Secrets menu text (SECRETS.AIS):
InterStitchal 3
Trailer
A similar situation occurred in Disney's Lilo & Stitch: Trouble in Paradise, where some of the available trailers differed between the American and European releases.
Much of the text relating to memory cards also differs in the European version:
North America |
Europe |
|---|---|
Caution! If you wish to save your game data, insert a memory card (8MB) (for PlayStation®2) with at least 50KB of free space. Do you wish to continue without saving? |
WARNING! NO MEMORY CARD (8MB) (for PlayStation®2) INSERTED. If you wish to save your game data, insert a memory card (8MB) (for PlayStation®2) with at least 50KB of free space. Do you wish to continue without saving? |
Formatting memory card (8MB) (for PlayStation®2) in MEMORY CARD slot 1. Please do not remove any memory cards or controllers. |
Formatting memory card (8MB) (for PlayStation®2) in MEMORY CARD slot 1. Please do not remove any memory card (8MB) (for PlayStation®2) |
Press X to delete the file. |
Press X to overwright this file. |
Start a new game in this slot. |
Start a new game in this empty file. |
The European version also has an extra error message for when the card is unable to format:
Format Failed. Press X to continue.
There is also a string of text relating to the game controller which is different:
North America |
Europe |
|---|---|
Disney's Stitch Requires a Dual Shock 2 or compatible controller to be plugged into Controller Port 1 |
Unsupported controller inserted |
Japan & Korea#
- The Japanese and Korean versions have more plain looking title screens.
International |
Japan |
Korea |
|---|---|---|
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- No film trailers are available in the Secrets menu, although the four "Inter-STITCH-al" teasers from the American release are in the game files. The unused LS026.pss video present in the files of the European release is not present in these versions.
- In the Japanese version, the locked videos in the Secrets menu have a blank space where the text appears after unlocking, instead of the series' Tantalog language used in the western releases. In the Korean version, the locked videos use the title of the video in red colored Hangul text which turns blue when the video is unlocked.
- A bug in the pause menu of the western release, where the button used to exit the menu would also trigger the button's in-game function, was fixed in these versions.
- The giant red alien in "Energy Lines" makes different sounds.
International |
Japan/Korea |
|---|---|
References#
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The Lilo & Stitch series | |
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Windows |
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Adobe Flash |
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PlayStation |
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PlayStation 2 |
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Game Boy Advance |
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Nintendo DS |
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