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The Incredibles (GameCube, PlayStation 2, Xbox, Windows)

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A game based off the movie of the same name that is Incredibly difficult to complete.

Sub-Pages#

Unused Models#

Unused Costumes#

Early Mr. Incredible#

The textures used for this early version of Mr. Incredible.

There's an early costume of Mr. Incredible in his red super suit called PLY3. His suit is darker and he is also fatter than his normal red suit in the final (PLY4). This version of Mr. Incredible was originally used at E3 2004 and earlier versions, as THQ was afraid of spoiling costumes in the film. He is fully functional and playable in the final game by simply replacing one of the PLY names in the in.ini folder with PLY3. His model/textures seem to show he was made quite early on.

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Office Clothed Mr. Incredible#

Mr. Incredible has a costume of him in his office suit listed as PLYA. This suit was likely made later in development as all of the other Mr. Incredible costumes are listed in-between PLY0-PLY4, and it comes before Violet who is PLYB. The PLYA HIP file actually is not present in most versions of the game, only existing in some European GameCube versions (including the French and Dutch versions). Unlike PLY3, this model/texture is missing a lot of animations and therefore he is unfinished, so inserting PLYA into the in.ini file (like any other invalid value) would instead have you play as Young Mr. Incredible (PLY0), regardless of whether PLYA is present in the files or not. Interestingly, he has some animations which none of the other Mr. Incredibles have, such as a typing animation, a phone animation, a stamp animation and a pencil animation.

According to principal artist Edvard Toth, this Mr. Incredible was going to be used in an office based mini-game where the player would have to avoid being seen by Mr. Huph, with the level being removed due to the developers feeling that it was boring.

The unused dff modl is inside PLYA.HIP on mr_i_norm_bind.dff.modl, but there's no head for it and it is unfinished. The head can be found in PLY3.HIP.

Unused NPCs#

The-Incredibles-Henchman.png
This hench_NI_club_bind.dff.modl model was never used in the final or early versions of the game.

The_Incredibles-Hench_NI_Basic.png
This hench_NI_armor_club_bind.dff.modl was from the E3 version but left unused in the final version.

Unused Model Parts#

These two textureless models are pipes that were likely going to be used for some part after Apartment Inferno where Mr. Incredible would have traversed through more buildings.

Unused Floating Ball Objects#

One of the non functional floating balls.

There are two non functional floating ball objects at the rocket silo apart from the two used ones near the first and second checkpoint.

Unused Graphics#

Unused Violet Texture#

Within PLYB.hip, a file called violet_super_new.RW3.RWTX shows an unused texture for Violet, which is somewhat reminiscent to the above-mentioned PLY3.

Demo Screens#

The final game has some unused splash screens from a previous demo version.

The-Incredibles-demo1.png The-Incredibles-demo2.png

Unused Icon#

Here's an unused bus icon from late for school which used to be on the Dash meter in earlier versions of the game. The icon can be seen in early screenshots.

Preview Images#

The_Incredibles-Doodle1.png The_Incredibles-Doodle2.png The_Incredibles-Doodle3.png The_Incredibles-Doodle4.png

Within mnes.hop, there are four random images which were likely used as placeholders. They are found in UIS IMAGE PREVIEW 1, UIS IMAGE PREVIEW 2, UIS IMAGE PREVIEW 3, and UIS IMAGE PREVIEW 4. The images show what seems to be an early version of "Syndrome's Base" with an early HUD and with P1, P2, P3 or P4 written over them. The images were clearly put together using MS Paint and P4 especially shows the "professionalism" put into these images. These can be seen in a prototype for the “extras” menu for the videos.

Unused Animations#

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Please find an archived version of the video(s) or a suitable replacement.
Specifically: Most of the videos are unavailable.

Civilian Man Thin Coughing #04#

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This coughing animation for a thin man was going to be used in the Apartment Inferno levels.

Civilian Woman Fat Coughing #01#

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A coughing animation for a fat woman that was also supposed to be used in the Apartment Inferno levels.

Civilian Woman Fat Coughing #05#

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The Civilian Woman Fat has a 5th coughing animation where she bends down while coughing.

Civilian Woman Thin Coughing #01#

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The Civilian Woman Thin has never coughed in late for school and stays in a t-pose in the final game.

Elastigirl Idle#

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An unused idle animation for Elastigirl can be found in both PLY5 and PLY6.

Henchmen Animation#

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An unused henchmen animation.

PLYA Idle#

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An unused idle animation that was meant for the level that PLYA was going to be used in. The animation file can be used with the PLY3 model by replacing the PLY3 idle animation.

PLYA Phone Animation#

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A phone animation that was going to be used for PLYA. This can be loaded by replacing the death animation.

Unused Audio#

Unused Dialogue#

There's an unused Dash sound found in the two dash levels where Dash is laughing called DPLD04006_03.WAV.snds.

"[Laughter]"

Mirage has two unused voice clips in “Beach Landing”. The first clip would have been used at the very beginning of the level as it warns you of danger. The second clip could have been used anywhere although it would have likely been used early on in the level as the helibots appear near the beginning of the level. The voice clip warns you about the helibots. This was found in NJ01_US.HIP where there are two sound files called MGNJ01_002.WAV.snds and MGNJ01_008.WAV.snds.

"You may encounter some of the bots that are protecting the island." "The Helibot is the flying bot armed with explosive rounds. A flying version of the Bounder bot. Its high advantage gives it amazing accuracy."

The Arsonist has two unused voices inside LD01_US.HIP.

"Who do you think you are?" "This is for you, pally!"

Unused Music#

MUSIC_NI03_Boss2.WAV#

This music is found within the files for "Great Falls". Its exact purpose is unknown.

MUSIC_Lose_Long.WAV#

A long variation of the death jingle that goes unused. It is used in the prototype, however.

(Source: RingsOfGeonosis, Glitchedblood, DashParr Ware)

Debugging Leftovers#

To do:
Document the debug display and no clip mode. There are also a couple of debug triggers in some levels.

Parameters Names & Development Flags#

The Windows executable has lots of hard-coded game parameters which names are still present. For example, the laser attack has these parameters (among others):

Name

Default value

LaserSpeed

50.00

LaserLength

0.50

LaserDamage

10

LaserThickness

205

LaserShake

0.50

MaxLaserDistance

50.00

There are also some boolean hard-coded parameters used during development that alters how the game acts when changed. For example:

Name

Default value

Comment

Collision

1

If set to 0, collision with enemies disappear and makes you unable to defeat them (they can still attack you).

DestroyedCollidable

0

If set to 1, collision from the fixed enemies like turrets will remain after being destroyed.

NoAttackDuringCinematics

1

Let enemies attack you during the Cinematics if set to 0.

To do:
Add some more.

Violet Debugging HUD#

There was some kind of debugging HUD for the Violet gameplay that printed the following information:

invis=%d, power=%3f, alpha=%3f

However, after the string and the parameters are loaded, an empty function is called and they are ignored.

Unused Text#

Unused Apartment Inferno Dialogue#

There's a file called Line1 which was never used in the final game. The file can be found in LD01_US.hip.

Cough! Cough!
Hey! Who are you?
Just a friend who's here to help!
Thanks, buddy!

Unused Next Level Text#

In many files of the game, there is a text file called Text_String_01 or String_Next_Level which were never used in the final game.

Many of the text files would say

Press L1 to go to Level 4-2

or

Press L1 to go to Level 1-2

.

This text was likely a leftover from a debug feature that would have been used in the game's development. The button commands stated are from the PS2 version, although these text files appear in the other versions.

SpongeBob Leftovers#

Various strings leftover from SpongeBob SquarePants: Battle for Bikini Bottom can be found inside the Windows executable. Here are some examples:

Robot Plankton
See SpongeBob Boss
See Patrick Boss
See Sandy Boss
Exit SpongeBob

Unused Areas#

Unused Stages#

Unused area shown in the E3 2004 trailer.

As well as the unused costumes for Mr. Incredible suggesting unused levels, there are mentions of two test levels within the in.ini files PG?? and TS??. Every other level has a 2 digit code after it as well as some numbers which can be seen by scrolling down the in.ini file (e.g. "Bank Heist" is OM01,184,94) But these two levels lack that. Few assets of these levels still exist so they cannot be mapped. According to the in.ini file found in the PlayStation 2 demo version of the game, these two stages were a Playground and a Test Level respectively. Both of these levels are listed under PLY3 as the playable character.

Unused Room#

Rocket Silo contains a mysterious room which can only be accessed via moon jumping. Despite being closer to the end of the level, it's only loaded during the first section of the level, so reaching the second checkpoint (which loads the next few areas) will unload this room. The room is similar to the first room of the level except that there's no holograms saying the name of the rooms. The collision detection of the room is also very unfinished, as many parts of the floor and the walls have no collision detection. This could be a leftover from "Secret Lava Labs" or an earlier version of the stage.

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Map#

This map is used in the level select screen however, the map is extremely zoomed in and you never get to see the whole map. The full map shows many early names for stages which mostly cannot be seen usually in-game due to how zoomed in the map is. Levels not mentioned in the table below have the same name in-game and on the map.

Level

Map name

Skyline Stretch

Elastigirl Chase

Apartment Inferno

Hotel Inferno

Beach Landing

Nomanisan Island

Nomanisan Island

Jungle Hunt

Volcanic Eruption

Bob VS. The Omnidroid

Great Falls

The Great Falls

Syndrome's Base

Syndrome's Lair

Finding Mr Incredible

Finding Bob

Violet's Crossing

Violet's Journey

Secret Lava Labs

Secret Lava Caves

Save the World

Omnidroid Battle

Unused Videos#

There's several videos in mnui.HIP and MNUS.HOP. In mnui.HIP is the game's trailer with a time counter and a watermark with the text "WIP" (Work In Progress).
The-Incredibles-wip.png

In MNUS.HOP is the movie trailer.
The-Incredibles-menu1.png

Also in MNUS.HOP is a video about the development of the game.
The-Incredibles-menu2.png

Uncompiled Assembly Code#

The Windows game executable has some uncompiled D3DX9 shader assembly functions inside the executable. Here is an example:

ps.1.1

// t0 - base water texture
// t1 - ice texture
// t2 - env map
// t3 - cubemap

// c0 - diffuse rgb, ice factor in alpha component


//def c1, 0.0f, 0.0f, 0.0f, 0.0f;


tex t0          // Lookup water
tex t1          // Lookup ice
tex t2          // Environment map

//mov r0, t2

mul r0, t0, v0      // Modulate water with diffuse
mul r1, t2, c1.a    // Calculate environment map which needs adding
add r0, r0, r1      // Add env map to the water

mul r1, t1, v0      // Modulate ice with diffuse

lrp r0, v1.a, r1, r0    // Lerp water and ice using ice factor
//mov r0.a, v1.a
//mov r0.a, t0.a        // Alpha = Water texture alpha
mul r0.a, t0.a, v0.a    // Alpha = Water texture alpha * vertex alpha (passed in 2nd color channel)

There's also a lot of hexadecimal code in text format inside the executable.

Regional Differences#

  • Pre-rendered cutscenes run slightly faster in the European version due to being converted to 25FPS (only applies to the console version).
  • The Japanese version has an extra company logo for D3 Publisher, as they published the game in Japan.
  • In the European, Japanese and Korean versions, the speedometer in the Dash levels uses KM/H instead of MPH (this change is not present in European English PC releases).
  • The North American and European PS2 versions use X to confirm and Triangle to go back in the menus. In the Japanese and Korean PS2 versions, Circle confirms and X goes back.
  • In the Japanese PS2 and Xbox versions, the cutscene trigger outside of the Bank in "Bank Heist" is larger, making it impossible to jump around (this change is present in all GameCube releases).
  • In the Japanese PS2 and Xbox versions, the claw in "Finding Mr. Incredible" does not have collision detection, making it impossible to stand on (this change is present in all GameCube releases).

Oddities#

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.

To do:
There are numerous more oddities throughout the level previews.

Throughout the pause menu level previews, the opening demo and the making of video, numerous beta elements can be seen.

General#

Pause Menu Previews#

Some of the level previews were recorded using near final builds of the game while others come from a considerably earlier build of the game. The earlier level previews are not only still seen in the July 19th prototype (which predates the final PS2 build by 53 days) but they also contain beta elements which pre-date even that build. It is unknown when the pause menu level previews were built but the earlier previews pre-date the final game by at least 8 weeks. All versions of the game use the same level previews.

The following level previews are near final:

  • Bank Heist
  • Skyline Stretch
  • Buddy Pine and Bomb Voyage
  • Beach Landing
  • Volcanic Eruption
  • Great Falls
  • 100 Mile Dash
  • Save the World
  • Battle mode

The following level previews are much older and are shared with the July 19th prototype:

  • Apartment Inferno
  • Late For School
  • Nomanisan Island
  • Robot Arena
  • Syndrome's Base
  • Finding Mr. Incredible
  • Violet's Crossing
  • Incredi-ball
  • Secret Lava Lava
  • Rocket Silo

Early HUD#

An example of the early HUD

In the earlier level previews, an earlier version of the health bar and combo meter can be seen. The health bar is noticeably darker than in the final game and it seems to be transparent. Additionally, the combo meter is below the health bar, rather than at the top center of the screen like the final game and the text appears in white rather than yellow. The combo meter never seems to go past "GOOD" although this could be because the requirements to increment the combo meter were higher.

In the July 19th prototype, The health bar is darker although it is still brighter than in the level previews. The combo meter also appears below the health bar but the text is in yellow (albeit smaller than in the final game).

Bank Heist#

  • The making of video shows a completely different opening cutscene. This opening cutscene can be seen in the July 19th prototype.
  • The demo and making of video show Mr. Incredible taking the final pole vault to a platform you do not land on in the final game. In the final game, you pole vault and the level ends after Mr. Incredible jumps into a far away building. Originally however, you would pole vault onto this platform and the level would end after walking past a building on the platform. This can be seen in the currently available prototypes and even promotional videos, meaning that this was a last minute change.

Skyline Stretch#

  • In the level preview, the combo counter displays "IT'S SHOWTIME!" instead of "SHOWTIME!". The prototypes display "IT'S SHOWTIME!", meaning that "IT'S SHOWTIME!" was originally going to be the last level on the combo meter.
    • "IT'S SHOWTIME!" is the final level on the combo meter in the Japanese version.
  • The cutscene where the helicopter breaks the window plays out differently with a different angle in the making of video. This version of the cutscene can be seen in the July 19th prototype.
  • The demo and making of video show a different ending section with the final swinging section having a different layout. There is a gate next to the building and there is no stump to stop the player from walking into the electricity. The grapple points are also blue instead of green. This early final section can be seen in the prototypes.