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SpongeBob Sschwammkopf: SuperSponge ist ein auf dem Cartoon basierender 2D-Platformer, bemerkenswert dafür dass der gesamte Entwicklungszyklus, welcher nicht nur auf den Source-Code, Konzeptzeichnungen, und eine Vielzahl von Prototypen beschränkt ist, im Bezug auf die PlayStation- und GBA-Version, im Internet veröffentlicht wurde. Zweimal.

Ungenutzte Grafiken#

Sbsp_healthfull.png Sbsp_healthempty.png

Überreste einer Gesundheitsanzeige gesehen in frühen Versionen und der GBA-Version des Spiels. Im finalen Spiel, funktioniert SpongeBob's Gesundheit wie die Ringe in Sonic.

Gary Skizze#

Eine Bleistiftskizze von Gary, genutzt in frühen Versionen des Spiels.

MISSING-Tafel#

Sbsupersponge_missing.png
Ein Schild mit der Aufschrift "MISSING" befindet sich in den Tiles der Schrift des Spiels.

Größen-Tests#

Für die meisten ungenutzten Gegner gibt es Größen-Tests, bei denen Sprites aus einer sehr frühen Version des Spiels verwendet werden.

Insel#

Die Insel vom Intro der Serie.

stoneBak#

Ein seltsames Bild von dem Gesicht eines Superman-Cosplayers bei welchem die Augen und der Mund ausgeschnitten wurde.

SB#

An early sprite of SpongeBob, strangely found in the files for Chapter 4 Level 4.

Unused Animations#

SpongeBob#

SpongeBob has many unused animations, some of which have the design of early prototypes.

Several unused SpongeBob death animations. The fifth animation was used in early prototypes.

A strange animation of a shy SpongeBob. It could have been used in a cutscene.

An odd animation of every face SpongeBob can make, including deaths. The used animations are in separate folders.

A bizarre idle animation of SpongeBob turning his face into a large eye and back. The eye pop frame is probably for blinking.

An animation meant to be used when SpongeBob is holding an item. This seems to be an early version of the used animation, which is calmer.

SpongeBob makes a weird noise when performing this action. This action is used in the GBA version.

SpongeBob turns his face upside down.

SpongeBob walking with a item. In the final, he carelessly runs with his objects.

SpongeBob yells to somebody.

SpongeBob goes into deep thought, only to be presented with an idea and a sheepish smile.

SpongeBob throwing an object.

This animation is used in a cutscene, but his expression is covered up by a sandwich.

Man Ray#

Due to the SharkMan enemy being an incomplete duplicate of Man Ray (or vice versa), a few cut animations of him are leftover.

Unused Items#

A spatula floating on a balloon.

These glasses are in early prototypes. It allowed you to catch blue jellyfish (probably explaining why the jellyfish sprite is gray) in some prototypes, another thing completely taken out of the final.

Sbsp_health25.png Sbsp_health50.png Sbsp_health100.png

These items would heal SpongeBob in early versions, and the GBA version. In this version, SpongeBob's health is his spatulas. These can be seen in the map editor and can be reimplemented.

A placeholder for the items you collect at the end of each level. This is used in the map editor.

Unused Enemies#

EyeBall#

Sbsp_EyeBall_Roll.gif Sbsp_EyeBall_Stalk.png

A very bizarre, semi out of place eyeball on a stalk. It appeared inside the whale in early versions.

Nautilus#

A 3D nautilus with several animations.

BallBlob#

Sbsp_BallBlob_Bite.gif Sbsp_BallBlob_Idle0001.png

A blob. It only has a bite animation and an idle, which is one frame.

SharkMan#

The shark from the episode MuscleBob BuffPants was meant to be an enemy, but never appears. He originally appeared in Jelly Fields (Industrial) at the end of the level in early versions. He also has a variety of animations. He also has a 3D model and some textures, but they seem to reflect a different version.

Unused Code#

In the source code for the title screen (C:\SpongeBob\source\frontend\maintitl.cpp), there is notated code that starts an unfinished demo sequence for Chapter 1, Jelly Fields.

Watch on YouTube

Spongebob in the demo is unable to collide or interact with any collectibles, characters, and enemies.

Unused Music#

In BIGLUMP.BIN, there are multiple unused music tracks.

Big Top#

A song meant for a carnival or circus level. It plays during the credits in the GBA version.

Game Over#

A song that was supposed to play when you get game over when at the continue screen and the countdown reaches zero. It plays in the GBA version.

Party Scene#

A song meant for the ending scene in the game. Instead, as with the previous song, there's just silence with talking.

Original Cutscene#

This soundtrack was used in the earlier prototypes of the game but never made it into the final release.

Parasitic Worm Intro#

A short track that was meant to proceed the parasitic worm boss. It plays in the GBA version.

Unused Dialogue#

Several XA files go unused, many of which were used in Operation Krabby Patty and other SpongeBob AWE Games titles.

SpongeBob#

Audio

Subtitles

Oops! I guess I ripped my pants again!

Hey guys! I guess I ripped my pants again! (Long laughter)

I love Bikini Bottom!

Patrick#

Audio

Subtitles

Merry Christmas!

Don't worry buddy.

You're doin' fine.

Anyone wanna dance?

Yikes!

Squidward#

Audio

Subtitles

Are you insane?!

(Laughter)

How did I get surrounded by such loser neighbors.

Can we lower the volume please?!

Umm... oh boy.

SpongeBob!

Sandy#

Audio

Subtitles

I like you SpongeBob. We're tighter than bark on a tree. Why don't y'all borrow my diving hat, so your head can stay water-logged?

Hold on there little square dude!

I like you SpongeBob. We could be tighter than bark on a tree.

(Laughter)

You're funny little dude.

Yee-Haw!

Plankton#

Audio

Subtitles

Give me the patty!

SpongeBob? SpongeBob. SpongeBob.

You are gonna hand deliver the Krabby Patty to me personally!

I went to college!

(Long laughter)

(Various pain noises)

This stinks.

You porous freak!

Barnacle Boy#

At the ending, Mermaid Man says this line, not Barnacle Boy. In the original storyboard, it says that BB curses out SpongeBob. Most likely not cussing.

Audio

Subtitles

SpongeBob SquarePants! Hmm, wait until I get my hands on that porous freak!

To do:
Does this still exist in the final? Early builds had this on by default.

In the file BIGLUMP.BIN, there are various texts relating to a debug mode. The first 12 lines are used in the pause menu to toggle power-ups in some early builds of the game.

Set DEAD mode
LEVEL SELECT
Set BASIC UNARMED mode
Set BUBBLE MIXTURE mode
Set CORAL BLOWER mode
Set JELLY LAUNCHER mode
Set BALLOON mode
Set FLY mode
Set SQUEAKY BOOTS mode
Set NET mode
Set FULL UNARMED mode
Invincible SpongeBob
STRDEAD_MODE
STRLEVEL_SELECT
STRLEVEL_SELECT_C1
STRLEVEL_SELECT_C2
STRLEVEL_SELECT_C3
STRLEVEL_SELECT_C4
STRLEVEL_SELECT_C5
STRLEVEL_SELECT_C6
STRBASICUNARMED_MODE
STRBUBBLEMIXTURE_MODE
STRCORALBLOWER_MODE
STRJELLYLAUNCHER_MODE
STRBALLOON_MODE
STRFLY_MODE
STRSQUEAKYBOOTS_MODE
STRLEVEL_SELECT_START
STRNET_MODE
STRFULLUNARMED_MODE

Oddities#

  • SpongeBob, Mermaidman and Barnacle Boy all have files with an ending "FMV_NOITEMS". The renders are transparent.
  • In the built-in Map-Editor, tiles labeled "00" can be seen in front of things like checkpoints, and the goal.
The "00" tile.