the cutting room mirror

Pump It Up Infinity

''Pump It Up Infinityis an arcade rhythm game that's considered the spiritual successor to theProspin-off series that were built on top ofIn the Groove'''s legacy.

Unused Graphics#

Early Play Mode Icons#

These icons were used in pre-release/demo versions of the game in 2012, however they were replaced and abandoned in the game's files.

Early Coin Mode Text#

Most likely used in the same demo version in 2012.

Press Center Step#

A different "press the center button to start" icon which was taken from earlier K-Pump games such as NXA.

Loading Splash and Window Icon#

Not seen in arcade builds since this would be only visible in development builds of the StepMania engine.

Group Folders#

In the final game, there are still a multitude of unused folders.

Early Folders#

Developer Folders#

Developer Avatars#

These avatars would not be accessible to your ordinary player, but instead you would need a profile with a randomly generated ID string for each special avatar.

Unused Code#

Zero Mode#

According to this interview with a former developer on Reddit, the "assistant producer had this crazy idea of wanting to implement something where the UI would switch entirely to Zero's UI as like a special Easter egg or a special mission (...) but it definitely ended up getting canned pretty quick". Besides the folder graphic there are references in the code that it would be only available in Home Mode, only accessible by developers until it was scrapped.

if GAMESTATE:GetCoinMode() == "CoinMode_Home" then
   groups[#groups+1] = "Zero Mode";
   groups[#groups+1] = "14 Music Trains";
   groups[#groups+1] = "15 Missions";
   groups[#groups+1] = "Test";
end;

Scrapped Mission#

There is a line commented out referencing a removed mission from Zone 5. The song for this mission would've been Redline by Archeflux, which did not make the cut for the 1.10 update.

--{84,"[5][17] Flatline","Clear with over 200 misses.","3x,fire,FailImmediate"},

Automatic Burn-In Removal#

There is an unused screen branch function that would automatically run the burn-in removal screen during late hours of the machine operating (between 3AM and 6AM). This function is also available in StepMania, however it is manually commented out here.

NoiseTrigger = function()
   local hour = Hour()
   return hour > 3 and hour < 6 and "ScreenNoise" or "ScreenInit"
end,

Life Sharing between Both Players#

In Routine mode, players would have their lifebars shared with the highest value of a player. This mechanic would have assisted players with a skill imbalance.

--if GAMESTATE:GetCurrentStyle():GetStyleType()=='StyleType_TwoPlayersSharedSides' then lifeP1 = math.max(lifeP1,lifeP2); lifeP2 = math.max(lifeP1,lifeP2); end

--MESSAGEMAN:Broadcast('LifeUpdate');

Unused Charts#

After the announcement of Pump It Up Prime in late 2014, one of the developers of Infinity published a StepMania 5 theme hoax of it powered by an Infinity 1.04 dev build on Facebook. Due to possibly an accidental upload or inclusion of the files, the full Infinity game was also leaked through that. In this development build there were a couple of incomplete charts still in development that did not make it into the upcoming release versions, either due to their extreme difficulty or not fitting in well with the song and the already available charts. This playlist showcases the following charts identified to be incomplete or not found in the release versions:

  • Euphorium Double
  • Party 4u (Holy Nite Mix) Double
  • Shadows Double
  • Venetian Staccato Double
  • Dawgs In Da House Double

Hidden Comments#

There are a multitude of angry developer comments that are dedicated towards the game engine and theme functionality. The following text can be found in the Mission select screen's code:

--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU FUCK YOU 
--FUCK YOU A MILLION TIMES
--if curmission == nil then curmission = 1; end;

In the Courses script:

--we'll deal with this shite later

In the Theme Config script:

--PREFSMAN:SetPreference("MusicWheelUsesSections",'MusicWheelUsesSections_Always');
--HUGHLGGHSUFHLSHDDUFHUHFSUGHDJSGFHUDJD

Secret Unlock Codes#

Watch on YouTubeThere is a Theme function called SanitizeName that is responsible for checking a player's profile name which hides in multiple codes.

  • setsugekka - Unlocks Mawaru Infinity for normal play.
  • letsflytothecastle - Gives 99,999 Experience points.
  • b6yTJR2Lpx71aAot52M9G3Eb - Unlocks everything, including the Jonathan's Dream noteskin, Cats judgment, and Rush 200.

In Easy Mode, you can also input an unlock code with patterns done on the pad:

  • UR, UR, DR, DR, DL, DR, DL, DR, UL, UL, DL, DL, UL, UR, UL, UR, DL, C, UL, DR, C, UR, DL, C, UL, DR, C, UR, DL, UR, UL, DR, DL, DR, DL, DR, DR, UR, UR, DR, C, UR, DL, C, UL, DR, C, UR, DL, C, UL, UR, UL, UR, UL, DL, DL, UL, UL, DR, DR, DR, DL, DL, DL, C - Unlock All

The video presented here by developer Vincent Kim better demonstrates how to utilize each code and provides a chart visualization for the Easy Mode code above.

Alternate Grade Announcer#

In the code for the Evaluation screen, the game will play an alternate announcer for two developer profiles. They can be heard below as well:

Peacock

if GetAvatarForID( P1card ) == 'dev_peacock' or GetAvatarForID( P2card ) == 'dev_peacock' then
   t[#t+1] = LoadActor(THEME:GetPathS("","EvalAnnouncer/maieye.ogg"))..{
       InitCommand=cmd(queuecommand,"Pause";sleep,2.5;queuecommand,"Start");
       PauseCommand=cmd(stop);
       StartCommand=cmd(play);
   };
end

Matt Magdon

if GetAvatarForID( P1card ) == 'dev_magdon' or GetAvatarForID( P2card ) == 'dev_magdon' then
   t[#t+1] = LoadActor(THEME:GetPathS("","EvalAnnouncer/magdon.ogg"))..{
       InitCommand=cmd(queuecommand,"Pause";sleep,2.5;queuecommand,"Start");
       PauseCommand=cmd(stop);
       StartCommand=cmd(play);
   };
end