the cutting room mirror

Syphon Filter

Dummy Files#

US#

Present in the original US release (Version 1.0) are DUMMY1.DAT, DUMMY2.DAT, and DUMMY3.DAT, which contain the cutscene from Bubsy 3D (Eidetic's previous game) where Bubsy races a Woolie to the finish and jumps to an isolated castle.

SyphonFilter_DUMMY1.mp4

(Source: DaSyobon)

PAL#

This needs some investigation.
Discuss ideas and findings on the talk page.

In the PAL version, DUMMY.DAT appears to be an OVL archive, containing game data. When opened in any text editor, it begins with this:

This is a DUMMY Data file used to keep the CD-ROM head on the Playstation from Spinning off into nowhere land

Unused Models#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Get model rips up here.

In the battle with Anton Girdeux and against the chopper, a character model can be found called "IRMODEL". The first case seems to be a glitched texture, or a "burnt" Girdeux, while the second is just a far LOD of the Rhoemer Base enemies.
Watch on YouTube

A model called "BOMB" is present in the first level of PHARCOM Warehouses. If you try to use it instead of Gabe, you will glitch and die through a "black hole".
Watch on YouTube

Unused Weapons#

In the game's memory (and in the file WEAPDESC.TXT), you can find references to many unused weapons. Through memory manipulation, you can access and use them. The weapons lack descriptions, stats and icons (apart from two weapons), and many of them causes glitches when used.

  • NO_WEAPON: Weapon ID 0. Apparently in some sections of the game you would start without any weapons in your inventory, but instead you will always start with the default equipment.
  • 9MM: Weapon ID 2. The 9MM without silencer is used only by terrorists of the first three levels. Indeed when you take ammo from them it will replenish your 9MM Silenced ammo instead of taking another 9MM (like the two sequels). If memory is edited for using it, it will have a firing sound (only in the first three missions). It has a slower fire rate than the 9MM Silenced, but has the same damage and ammo amount.
  • .357: Weapon ID 3. The .357 is a cut revolver (and the only one found in the entire franchise). Apparently it only has a "clip" address, which makes it so you can't reload. It doesn't have a crosshair when in first person aiming and people will glitch when killed. It also does little damage. It still has an icon unused in the game files:
Syphon Filter 357 weapon icon.png
  • Flamethrower: Weapon ID 15. The flamethrower used by Anton Girdeux is included in Gabe's equipment. Unfortunately it will not act as such, but will be a very deadly assault rifle (can kill with just one shot!). It has a 90 bullets clip.
  • Chopper Gun: Weapon ID 22. Yes, you read right, the gun of the Ki-33 attack chopper that appears in Base Tower. It is a duplicate of the flamethrower. It has the same capability to kill with one shot and has a 90 bullets clip. It too has an icon.
  • Unknown: Two more weapons (ID 26 and 27) can be found. They aren't mentioned in the WEAPDESC.TXT file. The first was maybe meant as an assault rifle, but is hard to confirm as with memory editing you still can't shoot with that weapon. The other is a strange weapon. It has a 17 bullets clip (no weapon in-game has a 17 ammo clip), a very fast firing rate and pistol stance (maybe was meant for an alternate G-18, K3G4 or another weapon). It has a sound in every level (but is borrowed from the M-79). People will glitch when killed like with the .357. Even more weapons are present in memory, but trying to access to them very often will crash the game or are just glitched duplicates (for example small clip or glitched weapon's fires colors).

Cut gameplay features#

Enemy Combat Dialogue#

  • At some point in development enemies were going to be more expressive with various comments during gameplay such as when hitting Gabe or searching for him. There's remains of this feature in the standalone demo disc and two different batches of voice clips for this feature in both the 11/11/98 prototype and the final game.

Snap to wall#

  • Being able to snap to walls for cover was also going to be a gameplay mechanic at some point in development. According to the pre-release features document in Power Source 98 Press CD 1:
CHARACTER ACTIONS WITHIN THE GAME:

- Walking   - Running   - Jumping   - Aiming
- Crouching run - Turn in place - Hand-over-hand- Switching weapons
- Ground rolls  - Ducking   - Snap to wall  - Throwing
- Aiming    - Shooting  - Reloading - Pulling up
  • This feature wouldn't make its debut in the series until "Syphon Filter: Dark Mirror".

(Source: SYPHONFI/SFDOC/98SYFEAT.RTF in Power Source ECTS 98 Press CD 1)

Cut Levels#

  • Costa Rica and Nepal were originally intended to be full fledged levels before eventually getting relegated to intro FMVs. All that remains of them in the game files are a few unused voice clips.

Costa Rica Unused Voice Clips#

Internal Name

Audio

Notes

INGAME.XA[17]

Lian: "Gabe, Ellis doesn't have much time, but before we can rendezvous with him, we've got to tag all of Rhoemer's shipping containers. You take the east flank, I'll take the north. Don't get caught, or Ellis' cover might be blown"

INGAME.XA[18]

Lian: "Great, I finished my sweep too. Rendezvous at the south perimeter in ten.

INGAME.XA[19]

Lian: "Let's go, we don't have much time"

INGAME.XA[20]

Gabe: "Lian? Recon completed"

INGAME.XA[21]

Gabe: "Let's go, we don't have much time"

Nepal Unused Voice Clips#

Internal Name

Audio

Notes

INGAME.XA[58]

Lian: "Gabe, you've got to eliminate all the terrorists in the area. Once the site is clear, WHO choppers can land and start their operation"

INGAME.XA[59]

Lian: "Nice work, now lets see if there are any survivors"

INGAME.XA[60]

Gabe" "Lian, you've to eliminate all the terrorists in your zone. I've got my hands full down here. Once your site is clear, WHO choppers can land and start their operation"

INGAME.XA[61]

Gabe: "Nice work, now lets see if there are any survivors"

Cheat Menu#

The US version has a cheat menu with options for infinite health, ammo, and teleport. This video shows all of its functions in every level (note that some of them don't always work). Watch on YouTube

Level Select#

Pause the game, then choose Options in the pause menu. Highlight "Choose Mission", then hold Left + L1 + R1 + Select + Square + X (US) or L1 + L2 + R1 + R2 + Square + Circle + X (Europe).

Regional Differences#

  • The European versions exclude the training video accessible from the title screen. The Japanese version reinstates it with dubbed audio.
  • Curiously, only the Spanish and Japanese versions default the vibration setting to OFF.
  • The German version changes the blood from red to green.

US/Europe (EN/FR/IT/ES)/Japan

Europe (DE)

  • The Japanese version has a different briefing screen layout.

US/Europe

Japan

  • The Japanese version's pause menu is also missing the Objectives, Parameters, and Briefing options. It also uses slightly more simple English for the objectives.

US/Europe

Japan

Developer Message#

  • In the SCUS_942.40 file on the disc at hex offset 000040C0 in both the 1.0 and 1.1 versions is the following text.
Paul is dead.

Higher Resolution FMV screenshots#

  • GamePro Press CD 207 contains some screenshots of the FMVs at higher resolutions than the final videos allowing you to see more detail.

(Source: Video Game History Foundation GamePro Press CD 207 Archive])

References#


  1. 989 Studios - SYPHON FILTER™ IS AN EXPLOSIVE THRILL RIDE WITH FAST-PACED ACTION AND SOPHISTICATED THIRD-PERSON GUNPLAY↩︎
  2. GDR プレイステーション ソフト一覧 1999年 - PlayStation Software List 1999↩︎
  3. 989 Studios - 989 STUDIOS’ BEST-SELLING ACTION-ADVENTURE VIDEOGAME- SYPHON FILTER- SCHEDULED FOR RELEASE IN EUROPE↩︎