the cutting room mirror

Marc Eckō's Getting Up: Contents Under Pressure

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Marc Eckō's Getting Up: Contents Under Pressure is an urban action-adventure, brawler, and stealth TPS game, where you play as Trane, a graffiti writer taking on a corrupt mayor in the city of New Radius (think Jet Set Radio but with real fights and a serious, more realistic gritty tone).

What if graffiti could change the world?

"I just wanted to get up, get my name up, write graffiti."

(And if the game wasn't enough content under pressure, a feature film adaptation is apparently still trying to get up, which is a lot more than most cult titles from the mid-2000s can say.)

To do:

  • Trane has unused animations, check the others.
  • Unused code/text in .xml files.
  • Dev related text.
  • check for Enemies, Objects, Items, Abilities, Music.
  • for Graphics there are some unused ads posters textures.
  • for Models the mayor Manfred has an unused model, but who else?
  • for Modes/Minigames one "minigames" text string remains and also "graffzones".
    • probably leftover from Project Rhapsody/Alpha build of the game.
  • Unused voicelines are present, check other sounds.
  • Xbox prototype has sound test.
  • Hidden level select can be the debug_map_list.xml file.
  • See regional/revisional differences.
    • check MAD DVD (2008) and Games for Laptops DVD (2009), find Desura 2014 version.
  • Placeholder files.
  • Secret cheat codes could be "You Are Walking Death", a bit hard to activate.
    • "Armageddon" is also leftover from Indiana Jones game but doesn't do nothing.
  • Game's manuals all got some differences between them, depends on the language or the time in which it was published (like Prerelease).
  • BlackBook from the game's Limited Edition has a lot of stuff from development, it needs a digital scan.
  • BradyGames strategy guide shouldn't have much, but check all of it (only have a few photos).
  • other Slayer engine games leftovers.
    • Buffy and Indy a bit unprobable, but Wrath, Star Wars (i know there were some icons) and Da Vinci not
    • especially Dirty Harry (Da Vinci contains more stuff from it, iirc)

Slayer Engine#

Console#

A debug menu can be shown and used by downloading and installing this mod (or this better .asi alternative).

You can, for example, display the map editor tool icons, the SceneOctTree, TStaticManager and many other things. This menu also exists in practically all games that use the Slayer Engine, with other various engine options like changing the player character, the map or different settings.

Free Camera#

The "Slayed Camera" can be activated, but not with the Debug console. It doesn't seem to stop the player from moving around, so it's best to use this Cheat Engine table to enable it, because that also freezes the player coordinates.

Unused Textures#

Fonts#

To do:

  • check if "rhapsodyfont.st" is still used
    • the original font from Project Rhapsody, can also be seen in the prototype build from E3 2005

font_chinese.st, font_korean.st#

Chinese and Korean font textures left in the game, probably the developers wanted to release a version like on PS2 but ran out of time, it's strange because Japanese is included but the other two can be restored using the missing files from an Xbox prototype build that contains them.6

ControllerConfig#

There are controls screen background textures leftover from the PS2 and Xbox version of the game, and some other that is basically a box to change keys configuration when highlighted:

s_cc_configselect_end01.st
s_cc_configselect_mid01.st

s_cc_ps2_background_*.st
s_cc_xbox_background_*.st

Controls#

Same thing here, button prompt textures for the game's main menu shell.

s_c_dpad.st
s_c_dpad_leftright.st
s_c_dpad_updown.st

s_c_ps2_circlebutton01.st
s_c_ps2_L1button.st
s_c_ps2_R1button.st
s_c_ps2_squarebutton01.st
s_c_ps2_trianglebutton01.st
s_c_ps2_xbutton01.st

s_c_xbox_abutton01.st
s_c_xbox_bbutton01.st
s_c_xbox_Lbutton.st
s_c_xbox_Rbutton.st
s_c_xbox_xbutton01.st
s_c_xbox_ybutton01.st

Europe Demo Loading Screen#

This was used in the E3 build, features the game's logo with the PlayStation 2 controller controls to play with, obviously different for each language.

s_ls_europedemo_*.st

To do:

  • memorykiosk
    • nameborder, nameselect
    • tranereflect edge&main 04
  • tagart

Tip Buttons#

Basically the button prompts textures, for PS2 and Xbox, that appear in-game on the tips popups, so different than those used in the main menu.

Still a lot of unused ones, though, probably not even used on the console versions, like L3, R3, dpad, G, D, S, I, arrows?

ps2tipbutton-*.st
xboxtipbutton-*.st

GUI icons#

afraid.st
alertl*.st

hud_001.st // features the above alert exclamation mark icon and a pistol, nrghype?

# Some character faces pictures, and the weapon icons look a lot like GTA SA style, like more cartoony so probably related to Project Rhapsody days
# There are other weapon icons missing to put here
icon_assasin_001.st
icon_bouncer_001.st
icon_bum_001.st
icon_cck_001.st
icon_crowbar_001.st
icon_gasgrenade_001.st
icon_gasmask_001.st
icon_girl_001.st
icon_mitaji_001.st
icon_trane_001.st

# enemy gangs logos?
icon_holla_001.st
icon_holla_002.st
icon_holla_003.st
icon_holla_004.st
# related to these "minigames" "graffzones" unused strings? cut multiplayer? who knows 
icon_rivalcrew_001.st
icon_rivalcrew_002.st
----

# Green HUD icons from the Prerelease build (as shown in E3 2005 demo), before that it was blue
icon_heart.st
icon_lightning.st
icon_x.t

7

GameOver for Trane#

This texture could have probably been used as a loading screen when you died in-game, as it was found in "loadingscreensfinal" folder.

gameover.st

Project Rhapsody Shell#

Textures from the OG version of the game. Real Shit. No trace of the original logo icon unfortunately.8

audio_arrow_n.st   // instead of the zooming rectangle on the pipbar, there was this icon
box.st
check.st

shellscreen01.st   // static menu background
shellscreen02.st   // different from the animated one in Project Rhapsody

s_redline_a01.st   // the bar to choose the level of the audio, with the arrow icon on top

# can find more of the Main Menu skyscrapers in textures/levels/shell, but no animated video:
shellbrickwall*.st
shellbuildingwindow*.st
shellbuildwindow*.st

To do:

  • Explore more these two:
    • Meshes folder
    • Textures folder

Levels Icons#

Strange icons found in textures/levels/icons folder. Don't recall them ever being used. Maybe other leftovers from Project Rhapsody?

gasmaskicon.st
goggleicon.st
paintgunicon.st
spraycanicon.st

Unused iPod music#

These are 4 hidden tracks that you can reactivate by editing the file "popup_messages.xml" found inside engine/Interfc/front_end/xml, and listen on the iPod in the game's main menu, by setting the field "PalOnly" at song 56, 57, 58 and 59 from true to false and uncommenting the iPod song 58's line.9

engine/music folder:

-gameoverPAL.mus
(Game Over Music by John Murray)

-greygoosePAL.mus
(Grey Goose by John Murray)

-KatalystPAL.mus
(Let The Music Talk by Katalyst)

-Phase3PAL.mus
(Getting UP Instrumental by PHASE3)

References#


  1. Steam version developed by General Arcade.↩︎
  2. Steam re-release published by Devolver Digital.↩︎
  3. Getting Up's release date for USA and Europe↩︎
  4. Getting Up (PS2) release date for Korea↩︎
  5. Getting Up has been available to Australians on Steam since 2013.↩︎
  6. Traditional Chinese & Korean languages restored for Marc Ecko's Getting Up↩︎
  7. Prototype characters, original cartoony cel-shaded style↩︎
  8. Project Rhapsody footage↩︎
  9. Getting Up iPod modding↩︎