the cutting room mirror

Unused and Unseen Features

This is a sub-page of Ratatouille (GameCube, Wii, PlayStation 2, Xbox, Windows).

The game has quite a lot of unseen geometry and other leftover stuff hidden in its levels.

Sewer Grates#

To prevent players from sequence breaking the game and accessing late-game worlds early, there are a number of metal sewage grates that block the entrances to each one until certain criteria has been met. However, there are two of these grates that are programmed with full functionality but go completely unseen.

Chase Scene Leftovers#

During development, all of the chase stages featured four sections with three checkpoints dividing them. Possibly due to being too difficult or too long, they were all shortened down to only three sections with two checkpoints, with the third checkpoints all becoming the chase endings. However, it seems this was a late decision, because all four chase scenes have varying amounts of leftover content from these unused fourth sections, still functional to some degree.

Mission Briefing Images/Leftover Textures#

As it turns out, the images seen in the mission briefing section of the cookbook are stored out-of-bounds within the worlds themselves, likely to be projected onto the menu when the player needs to see them. While not all of them are immediately obvious, here are the currently known ones.

Pipe Slide Loading Zones#

Watch on YouTubeAfter completing each chase level, the player is tasked with reaching the end of a pipe slide. In the starting rooms of each of these, a loading zone can be accessed that returns the player back to the main world, although it's normally closed off until the slide has been cleared for the first time. In Leaky Pipes and The Slide of Your Life however, by exploiting Remy's jump physics, it's possible to reach the loading trigger before beating the stage. However, even if the player decides to head back out to the main world, the game appears to have a built-in failsafe that kicks the player back into the pipe against their will.

In fact, if one uses hacks to force their way back into the hub during this closed off state, it's revealed that even entering the world in question from the hub side will yield the same result: getting sent into the pipe and told to clear it first.

Unused Loading Screens#

It turns out that each of the heist minigames that take place in separate locations from the main world (such as inside the kitchen's storage cooler) are not only named, but have fully functioning loading screens as well, which go completely unused in normal gameplay.

Stage Geometry#

Like any good 6th gen video game, there's a plethora of unused, hidden, and unseen parts of the game's stages and worlds just outside of the player's normal field of view. With the help of a coordinates modifier, we can easily expose every dirty secret the game world is hiding.