This is a sub-page of Spider-Man 2 (Windows, Mac OS X).
Unused Graphics#
Unused Collectibles: Movie Stills#
At some point the devs planned to add some movie ticket tokens to collect. A certain amount of tickets collected would unlock a new movie picture in the menu. You can spawn this item and collect it if you bind the command "summon MovieTicket" to any key in User.ini file. By the way, mini-challenges in the game still have an option to generate movie tickets instead of those colored coins. Maybe it was the only way to get these tickets.
Below you can see all the unlockable pictures and how this menu would look. It looks unfinished, but the buttons and picture icons would be added in the game dynamically.
You would have an option to export these pictures to your PC.
This line in the WebheadUI.int file could be used as a tip for this button:
MovieStills_Export=Press the Export button to copy the selected image to your My Documents folder.
Two versions of every icon - one of them must be used when you hover your mouse over it.


















Some of these pictures were used as secrets in the GBA version of this game.
Unused Danger Sense Actions#
Some more QTE could be used: right and block. However, block is the evade move you can use by pressing the Space button, it's still called "block" in all the game files.
It was later discovered, that "Right" danger sense action still can be seen in the game, but only in the scrapped "MJ Escape" mission you can play only using debug commands. Block, however, wasn't used at all.
Unused HUD#
Not all elements of the HUD were used. For example, this "Kick" reticule context action. It's unclear why they did even need it in the first place. Maybe they initially wanted to change "attack" action to "kick" when Spidey jumped in front of an enemy?
Also both demo and final version of the game have several different variations of Spidey's glowing eyes for every version of the Spidey HUD. Judging by the code, it could be another indication of Spidey's adrenaline being charged.
Another version for an earlier HUD:
Actually, almost every element of that old HUD is still in the files of the game. Here are the old health and web (!) meters. Yes, the web wasn't infinite at first and you would need to get some tokens to refill it.
These backgrounds for the current mission could be seen in the demo:
And that's how the adrenaline bar could look at some point of development. This texture was also used for the "HUD-Adrenometer" test map:
Misc#
There's some texture of unused gold tokens. It's not a yellow spider token you can shoot in mini-games. Maybe it was meant to be collected.
This spiderred_twirl effect wasn't used anywhere. You can summon it and it's just a bunch of stars floating in the sky. Looks cool, actually. It was supposed to be used for SpiderRed class, those coins from 50 coins mini-game in Bronx. However, these coins don't spawn on mini-game start, they just get visible with no effect. Their pick up effect is also different.
This screenshot was found in the game files and it was possibly used as a temporary loading screen, but there's a totally different colour palette of Spider-Man.
Unused Models#
There are crowbar and club (baseball bat) in the files of the game. They don't have textures in the released version, so the screenshots were taken using their textures from the demo, where the textures weren't yet deleted. The very existence of these items proves that thugs could have more weapons, because they also have unused animations using these weapons.
An unused and fully textured grenade model:
Some "Manned Oscorp Turret", that would most likely be operated by a thug:

An unused bus stop:
This thing is called "camera cone". Most likely the devs planned to give this effect to cameras, but it was left unused. After Spidey was spotted by a camera, its green cone would become red. You can see how it could possibly look attached to a camera.
