In SpongeBob SquarePants: Lights, Camera, Pants!, SpongeBob and friends compete for the role of the supervillain in the new Mermaid Man and Barnacle Boy movie by playing mini games. It's basically Mario Party in Bikini Bottom.
Sub-Pages#
Unused Graphics#
Pattie Munchdown#
mg_0001.pak contains graphics for an unused 2D minigame starring SpongeBob, Squidward, Sandy and Plankton (but for some reason not Patrick and Mr. Krabs) called Patty Munchdown. scr_0001_scene.gm has information about the minigame at the top.
// Script: Pattie Munchdown scene script
// Description: Scene script - initial split screen setup etc
// Project: SpongeBob SquarePants '05:"Lights, Camera, PANTS!"
// Created by: Nigel Robinson
// Changes by:
//
// Copyright (C) 2004 THQ Australia.
// All rights reserved.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- It has sprites which appear to have been ripped directly from episodes of the show, and are fairly blurry as a result.

- Portraits of SpongeBob, Squidward, Sandy and Plankton.
- The characters chewing on patties.
- Each character sick from eating too much.
- The characters with their mouths wide open, presumably to eat more food.

- Parts of SpongeBob, Sandy and Squidward, meant to be animated.

- Happy and sad sprites of SpongeBob and Plankton.

- SpongeBob licking his lips.
- A crowd of spectators.
The Bouncers#
The minigame The Bouncers has unused graphics of customers eating.








They were meant to appear in the background, as they are seen in the minigame's icon.
Floor It!#
The minigame Floor It! has many 2D sprites that look to be ripped directly from the show. A minority of them are construction workers.
Miscellaneous#
tx8_hud_fistleft and tx8_hud_fistright#

- Mermaid Man and Barnacle Boy's fists.
tex_missing#
- An error texture.
tex_default_loading_bottom_left#

- An unused loading screen.
tx8_0000_vidph_kevinccucumber#

- A work-in-progress version of Kevin the Cucumber's video phone sprites.
tex_fe_location_map#

- A work-in-progress version of the map screen.
tx8_hud_sponge_spatch#

- SpongeBob with a spatula, ripped straight from the episode "Plankton!"
tex_cs06_chumbucket#

- An image of the Chum Bucket, also from the episode "Plankton!"
Unseen Texture Details#
tex_0000_bubblebass_eyes#
- Bubble Bass's action figure has a full set of eye textures, despite never appearing in a minigame nor animating.
tex_0008_kite_mr_krabbs_tex_0008#
Texture |
UV Map |
|---|---|
- Mr. Krabs' kite texture in Loot Scootin' has a section with his eye in it that is not addressed by the model.
tex_0008_kite_squidward_tex_0008#
Texture |
UV Map |
|---|---|
- Squidward's texture in the same minigame has an unused section as well.
Unused Models#
chr_bob_bindpose.rws#
An earlier rendition of SpongeBob's character model. Interestingly, a render of it appears on the instructions screen for the minigame Jig on the Brig.
Early |
Final |
|---|---|
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In addition to this are three extra color variants.
Model |
Texture |
|---|---|
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chr_security_1_bindpose.rws#
Model |
Texture |
|---|---|
|
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A security guard character.
chr_stagehand_01.rws#
Model |
Texture |
|---|---|
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A film set stagehand character.
obj_0002_2p.rws#
A second player indicator found in Flippin' Out.
Editor Models#
Every level in the game has a set of unused models related to an editor.


Package Scripts#
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File: Spongebob-Lights-camera-pants-xmlfiles.rar (Compressed: 254k Uncompressed: 3MB) (info) |
A number of XML files are present in the root folder from the GameCube release, which were used to specify which assets were included in each of the package files.
Configuration File#
Boot.gm is the boot config file, located in the boot.pak archive.
It contains a lot of variables. There's even a debug mode, which was disabled, and a bunch of information about a debug console. Most of the options are commented, which makes it easy to understand.
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File: Sblcp boot.gm.7z (Compressed: 51k Uncompressed: 303k) (info) |
Debug Mode#
There are several instances where code for a debug mode was created, but was never used for the final build.
global g_debugMode = false; // debug tools can key off this. When "true" debug objects should be active. "false" for release build.
yield();
DebugText(DPrintData.x, DPrintData.y, DPrintData.text);
Version Differences#
Xbox#
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This page is rather stubbly and could use some expansion. |
The Xbox version has higher quality audio.
PAL Xbox 1080i Mode#
Watch on YouTubeThe PAL Xbox version of the game contains a flag for 1080i video output, despite the fact that PAL consoles cannot go higher than 576i at 50/60 Hz. This mode can be enabled by booting the game on a console that has the 1080i console setting enabled, whether it be an NTSC console or a PAL console with a modded dashboard. Text and various UI graphics are either shrunken down to the point that they're nearly unreadable or scaled up to the point they overlap with other graphics, FMVs are squished to the far left side of the screen, the framerate is cut from 60fps to 30fps, and as a result there is a very noticeable amount of input lag.
Despite the 1080i output, there is not an actual boost to rendering resolution and the game simply upscales from the internal 480p resolution of the game's standard video modes, including the 4:3 aspect ratio, which is stretched out to fill the 16:9 1080i frame. This is not present in the NTSC Xbox version or any other console version of the game, and it is not documented anywhere officially. It's currently unknown as to why this is only in the PAL version, possibly because of THQ Studio Australia (obviously) being based in Australia, where PAL is the dominant video standard.





