the cutting room mirror

Shrek SuperSlam (GameCube, PlayStation 2, Xbox, Windows)

Shrek SuperSlam would just be another forgotten licensed game, but its surprisingly decent Power Stone-style gameplay and the internet's weird Shrek culture have given it a decent presence in competitive gaming.

Sub-Pages#

Unused Graphics#

Level Renders#

Various level renders used on the stage selection screen exist for the unfinished levels, though they are simply the level name in a monospace font.

ShrekSuperSlam-LevelRender-AIPlayground.png ShrekSuperSlam-LevelRender-DangerRoom.png ShrekSuperSlam-LevelRender-FairytaleVillage.png ShrekSuperSlam-LevelRender-HavokPlayground.png ShrekSuperSlam-LevelRender-LocalTest.png ShrekSuperSlam-LevelRender-PirateShip.png

Queen#

Among the character icons for the character select menu, a single unfinished character can be found. The only information about this character comes from this file, named 'character_queen'. It also suggests the character icons used to be square and have a white border.

Shrek's House#

Unused textures show the level icon and stage select banner for a level based on Shrek's swamp from the films.

ShrekSuperSlam-LevelIcons-ShreksHouse.png ShrekSuperSlam-LevelRender-ShreksHouse.png

Unused Music#

Inside the Sound.dat file there are some unused songs meant for some stages:

Named beanstalk_orch_hybrid, it was gonna be used in the Beanstalk stage.

Named giants_table, it was gonna be used in the Giant's Table stage.

Named potion_factory, it was gonna be used in the Potion Factory stage.

Named the_bell_tower, it was gonna be used in the Bell Tower stage.

Named romeo_drive, it is the song from the Far Far Away level from the console version of Shrek 2. It was gonna be used in the Romeo Drive stage.

(Source: SheikP)

Debug Modes#

AI Debug#

A mode exists that replaces the usual pause menu with an AI debug menu. This allows the developers to change AI properties and behaviors on the fly.

Unused Stages#

Ballz Out#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find out what's causing it to crash

Files and a unique ID for the level exist, but it crashes on trying to load it.

Danger Room#

A debug level featuring a curved surface, many items and moving platforms. The last is strange, since moving platforms do not appear in any of the regular levels. The top platform spawns many items on a fast loop, including all three potion types. When asked about it on the ShrekBoards Discord, one of the game's developers said:

Funny. Another thing that you think is lost to time. We called it the danger room because of x-men of course.

FX Room#

Appears to exist just to test various effects in the game, which appear in the middle of an otherwise small stage. The lighting on the character models also appears darker. ShrekSuperSlam-FXRoom.png

Havok Playground#

A large level likely made to test the Havok physics engine, which is used by the game. Seems to contain a copy of Danger Room, as well as a large additional area with various slopes and invisible areas that launch the player. ShrekSuperSlam-HavokPlayground.png

LOCAL TEST#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find out what's causing it to crash.

Files and a unique ID for the level exist, but it crashes on trying to load it.

MegaTemplate#

This is a flat level containing a transparent cone in the middle. Items spawn on a fast loop in front of the cone. A model of the number 1 can be seen on the far right repeating a falling animation. Invisible walls guard the level, except for the left side, which players can walk off. ShrekSuperSlam-MegaTemplate.png

QLevel#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find out what's causing it to crash.

Files and a unique ID for the level exist, but it crashes on trying to load it.

TFB One#

This level appears to be the same as Danger Room, except with different colours. Only a single item spawns on a slower loop on the floor of the level. ShrekSuperSlam-TFBOne.png

TFB Two#

What appears to be the remnants of an unfinished pinball mode. This level has spherical objects the player can pick up for the balls, as well as flippers that activate periodically. Digging through the game's files reveals a file for a pinball mode, but loading it in conjunction with this level does nothing different. ShrekSuperSlam-TFBTwo.png

Ships Ahoy#

An unfinished pirate-themed level. There is a castle with cannons that shoot the player into the ocean when touched, and an invisible platform in the sky that players spawn on. A model of a pirate ship loops an animation in the background. ShrekSuperSlam-ShipsAhoy.png

PSP ISO#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: This Tony Hawk’s Underground 2 copy from the files is actually dated two days later than the retail USA release. Investigate.

Present only in the root directory of the PlayStation 2 version is a dummy file named STRIDENT.BIN. It is actually the first 885MB of a disc image for the PSP title Tony Hawk's Underground 2: Remix, another game from the same developer.

(Source: Stranno)

References#


  1. https://www.mobygames.com/game/20442/shrek-superslam/releases/↩︎