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Silent Hill: Shattered Memories

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Unused Graphics#

Unused Psychological Warning Screen#

An unused psychological warning screen can be found in the game files named as ui_psychologywarninghis.jpg. The unused version has a different font size, the first line says "WARNING" instead of "PSYCHOLOGY WARNING" and the background shows a repeated text saying "WARNING".

The PSP version uses the early background which is localized in all other language of this version.

Wii/PS2 (Used)

Wii/PS2 (Unused)

PSP (Used)

PSP (Unused)

Unused UI Graphics#

Unused Harry and Cheryl Photo#

The filename ui_photo_harryandcheryl.jpg indicates that at some point the player could have received this image on their phone as JPEG files with the prefix ui_photo_* are used for images that Harry receives on his phone. The photo appears frozen on a frame during the cutscene where Harry enters at the frozen version of Cheryl's Bedroom. SHSM-UnusedGraphic-Wii-ui_photo_harryandcheryl.jpg

Cut Tutorials Images#

Two unused JPEG files can be found inside the game, one of this has a variation depending on the platform as in Wii it shows a Wiimote while in PlayStation versions it shows a phone.

This were intended to be part of some tutorial prompt, likely the Wiimote/Phone image was intended to be used in a tutorial to explain some feature related to the phone vibration (either when detecting an echo message, when the player is receiving a call or an enemy getting closer).

Phone Icons#

In the file named simply as UI seven unused textures can be found across all versions of the game.

All Platforms
Both of this two icons can be seen in footage of demo for events

Wii and PS2 Only

PS2 Only

And for last a strange case is UI_HUD_TextMessageIcon (only found in PS2 versions) despite of looking identical to the receive message notification icon used by the game it's actually unused as the one that the game actually uses is name UI_UnreadMessage. The filename may also hint the purpose of UI_HUD_VoiceMailIcon.

Used

Unused

UI_UnreadMessage

UI_HUD_TextMessageIcon

Unused and Out of Bounds Therapy Sessions Textures#

Unused Playground Door Texture#

Exclusively in the Wii version, a texture for a door can be found in the files of the Playground at the start of the game. The texture shows the same door that leads to the outside of Good Ol' Days and Diner 52 with the playground rules sign that can be seen on the side of the door in the final game which seems to be an earlier versions that doesn't have the drug rule marked and a "DEAD DOG" graffiti over the door. SHSM-UnusedGraphic-EN_IT_PL_door01.png

Unused Models#

Unused Young Cheryl Model#

An unused model of young Cheryl intended to be used in cutscenes can be found inside of the game files. This file is used on FMV cutscenes, but never used during gameplay nor in-game cutscenes.

Unused Adult Cheryl Necklace#

An unused texture of Adult Cheryl's necklace on the Wii version can be seen within her hair texture.

Unused Music#

Early Therapy Sessions Song#

The Wii and PSP versions of the game contains an unused song with the filename afx_drk.mus in Wii and in PSP afx_drk.snd. The song is part of the song "Tribal Curse" from Silent Hill: Origins. It was intended to play during the therapy sessions as it can be listened during the first therapy session in a E3 demo gameplay footage.

Platform

Audio

Original
filename

Wii

AFX_DoctorK.xm

PSP

AFX_DoctorK.wav

Unused Song #1#

The PlayStation versions of the game contains an unused song with the filename afx_explore.snd. It is possible this song was originally meant to be used during the beginning part of the game (previous first nightmare, specifically "Creeping Distress") as the filename of the song in the Wii counterpart is afx_explore.mus.

Platform

Audio

Original
filename

PSP & PS2

AFX_Explore1.wav

Unused Song #2#

All version of the game contains an unused song with the filename afx_rawshock_boss.mus in Wii and in PlayStation versions afx_rawshockboss.snd. This song is actually another version of "Forsaken Lullaby" from the soundtrack (song that plays during the Bridge section), however, this version it's never used in the game, instead the file used is afx_rawshock_boss_02.mus in Wii and in PlayStation versions is afx_bridge_mus_01.snd. Compared to both the retail game and the official soundtrack release this track instruments sounds heavier and many RawShocks screams were added in the mix making the song more intense.

Platform

Audio

Original
filename

Wii

AFX_rawshock_boss.xm

PS2 & PSP

AFX_rawshock_boss_02.wav

Duplicated & Early Car Sequences Song#

All version of the game contains an unused earlier and duplicated version of the car sequence song.

Wii have afx_car_journey.mus while the used in-game is afx_carjourney.mus. The only difference between them is that the unused version features two modified sample of the piano which have their hertz rate lowered causing them to sound speeded, and a sample loop takes 1 microsecond more than in the unused duplicated. The piano samples are not used in any of the songs. Both songs are practically identical making the change impossible to naturally perceive.

Samples

Origin file

SH1R_track_07_CarJourney.xm
(afx_car_journey.mus)

AFX_CarJourney.xm
(afx_carjourney.mus)

PlayStation versions use two audio tracks, one for the first and third car sequence and another for the second sequence, however, inside the files of these versions there are an unused versions of the song. The audio track in PSP is identical to the one used in the second car sequence, however, in PS2 the unused song features a removed cowbell.

Platform

Audio

Original
filename

PS2

AFX_car_journey.wav

Unused Songs Short Intros & Duplicates#

For some reason, both Wii and mostly PlayStation versions contains unused parts of the beginning of some songs and many duplicated songs or songs that are derivative of songs actually used in game, but with minor differences.

Beside the listed below there are more duplicated which are exact duplicates of other used track:

  • PS2/PSP - afx_explore2.snd identical to afx_introtownexplore04.snd
  • Wii - afx_resorttown_combat.mus identical to afx_schoolcombat.mus
  • PS2/PSP - afx_resorttowncombat.snd identical to afx_school_combat.snd
  • PS2/PSP - afx_schoolexplore.snd identical to afx_schoolexplore03.snd
  • PS2/PSP - afx_resorttownexplore.snd identical to afx_resorttown_explore02.snd

Platform

Audio

Original
filename

Notes

PSP & PS2

AFX_drK_sessions_short.wav

AFX_michelle_theme.wav

This track sounds like afx_michelle_theme03.snd, but it begins on a different loop and some instruments are more muffled in comparison.

AFX_Explore1.wav

This track is actually assigned to be play during the Levin Street scene, however, it never plays.

AFX_WoodsCombat_short.wav

PS2

AFX_resortTown_exploresmall.wav

Cut Songs Stages#

As the PlayStation versions lacks support for dynamic music the missing stages for music were added as different static songs, however, some of these songs stages were not added despite their files being present.

Platform

Audio

Original
filename

Notes

PSP & PS2

AFX_drK02.wav

AFX_drK03.wav

AFX_IntroTownExplore03.wav

The final game uses afx_introtownexplore01.snd, afx_introtownexplore02.snd and afx_introtownexplore04.snd, skipping afx_introtownexplore03.snd despite being present in the game files.

AFX_michelle_theme02.wav

The whole section of the game where we walk with Michelle and wander around in the Balkan the PlayStation versions only uses afx_michelle_theme01.snd.

AFX_michelle_theme03.wav

AFX_houseofDreams01.wav

The whole section only uses afx_louseofheaves.snd (during the part in the apartments) and afx_schoolcombat.snd (during the chase sequence; Yes it's using a song labeled as a school song for some reason).

AFX_houseofDreams02.wav

AFX_DTExplore01.wav

Wii Songs Comments#

Some songs (both unused and used) contains an additional commentary embed within the .XM files which contains the game name, the track number and name, the songwriter (Akira Yamaoka) and the person who made the file track (Chris Jolley; credited as audio designer).

Filename/Internal XM filename

Comment

afx_drk_sessions.mus
(AFX_drK_sessions.xm)

Silent Hill: Shattered Memories
Track 3 - "Dr K Sessions"

Written by: Akira Yamaoka
Tracker File Arranged by: Chris Jolley

afx_carjourney.mus
(AFX_CarJourney.xm)

Silent Hill: Shattered Memories
Track 7 - "Car Journeys"

Written by: Akira Yamaoka
Tracker File Arranged by: Chris Jolley

afx_hospital_combat.mus
(AFX_hospital_combat.xm)

Silent Hill: Shattered Memories
Track 10 - "Hospital Combat"

Written by: Akira Yamaoka
Tracker File Arranged by: Chris Jolley

afx_louseofheaves.mus
(AFX_LouseOfHeaves.xm)

Silent Hill: Shattered Memories
Track 10 - "School Combat"

Written by: Akira Yamaoka
Tracker File Arranged by: Chris Jolley

afx_schoolexplore.mus
(AFX_SchoolExplore.xm)

Silent Hill: Shattered Memories
Track 10 - "School Explore"

Written by: Akira Yamaoka
Tracker File Arranged by: Chris Jolley

afx_michelle_theme.mus
(AFX_michelle_theme.xm)

Silent Hill: Shattered Memories
Track 13 - "Michelles Theme"

Written by: Akira Yamaoka
Tracker File Arranged by: Chris Jolley

afx_rawshock_boss_02.mus
(AFX_rawshock_boss_02.xm)

Silent Hill: Shattered Memories
Track 16 - "Rawshock Boss"

Written by: Akira Yamaoka
Tracker File Arranged by: Chris Jolley

afx_resorttown_combat.mus
(AFX_resortTown_combat.xm)

Silent Hill: Shattered Memories
Track 19 - "Resort Town Combat"

Written by: Akira Yamaoka
Tracker File Arranged by: Chris Jolley

afx_schoolcombat.mus
(AFX_SchoolCombat.xm)

Silent Hill: Shattered Memories
Track 19 - "Resort Town Combat"

Written by: Akira Yamaoka
Tracker File Arranged by: Chris Jolley

Unused Boot Setting Screens#

Like the PS2 version of Silent Hill: Origins the game was intended to have boot setting screens that would have let the player manually select the aspect ratio and language of the game, despite of this screens being cut, the game supports 4:3 and 16:9 aspect ratios and multi-language support, but the way to change it is by changing the setting of the console.

The PlayStation versions contains two .XAML files (used to generate many of the interfaces of the game) with the names ui_langauageselection.xaml and ui_aspectratio.xaml and five unused strings inside the strings.*** files related to this screens. While present in all platforms only in the PS2 version a file named as boot contain some unused graphics related to this screens.

String ID

String

ui_select

✕ Select

ui_language_selection

LANGUAGE SELECTION

ui_aspect_ratio

ASPECT RATIO

ui_aspect_43

4:3

ui_aspect_169

16:9

By hacking the game memory it is possible to make them appear in-game, but without any functionally, additionally the flag icons doesn't load for the language selection screen. Navigating through the options the same sounds effects used by the pause menu and start screen are play.

Unused Cutscenes#

FMVs Cutscenes Leftovers#

Watch on YouTubeThe files used for the pre-render VHS recordings cutscenes are still present in the final game.

The cutscenes used for the intro recording has no audio while all the ending cutscenes does have audio (only lacking the background song). The files for cutscenes are also present on all versions of the game, however, PlayStation versions contains earlier iterations of the maps.

Unused Maps#

Silent Hill: Origins Leftovers#

Some maps of the Hospital from Silent Hill: Origins are present of the files of the game. The only difference is that all accessible doors are replaced with frozen doors.

The maps are present on all versions of the game with no real difference. The only minor difference is present in PS2 where trying to access to the lobby and the staff lounge with the flashlight turn on will crash the game.

SHSM-UnusedMap-13.png

Trying to access to the women's bathroom softlocks the game, but it can be accessed by loading the map directly. Using a cam hack reveals that the map does load, however, it loads in a wrong position.

Oddities#

Early Phone#

The texture used for the Harry's phone during non first person animations and the Michelle's phone shows a different icon layout resembling to icon layout from the initial concepts arts of the Harry's phone.

Diner and Bar Oddities#

Diner 52 is internally named as tl_diner51 and Good Ol' Days is named as tl_sportbar. This is odd as all map files from the beginning until Levin Street (map used for the cutscene before the second Kaufmann therapy session) uses the prefix it_* which indicated by the leftovers of the debug map selector it means Intro Crash while the removed testing rooms uses the prefix tl_* obviously meaning Test Level implying that this maps were ones of the earliest levels made for the game. Additionally, Diner 52 is internally call by the files as Diner 51 and this issue even applies in the final release were a few elements of the environment are still showing the original name.

References#


  1. https://www.climaxstudios.com/about-us/↩︎
  2. https://web.archive.org/web/20230602045542/https://www.konami.com/games/eu/en/products/shsm/↩︎
  3. https://web.archive.org/web/20230205034824/https://www.konami.com/games/jp/ja/products/silenthill_sm_best_psp/↩︎
  4. https://www.eurogamer.net/us-date-for-sh-shattered-memories↩︎
  5. https://www.ign.com/articles/2010/01/19/konami-announces-silent-hill-shattered-memories-is-now-available-for-ps2-and-psp-2↩︎