The SpongeBob SquarePants Movie is based on the film of the same name, using the engine of Battle for Bikini Bottom (minus the overworld).
It's also notable for trying to work around the presence of David Hasselhoff by using a suspiciously similar-looking guy who says, "I'm not a lifeguard, but I play one on TV." Nobody was fooled.
When Mindy said deep, she wasn't kidding!
Sub-Pages#
Resources#
Unused Code & OdditiesWhat slipped under the programmers' noses?
Hidden Objects & TriggersI better take the shortcut!Version Differences#
Regional DifferencesNo promotional materials for Europe!
Platform DifferencesOh Sound Mode, how do I love thee?
Magazine DemoThe post-release demo version from the official PlayStation 2 and Xbox magazines.Unused Costumes#
Goober Dream#
SpongeBob and Patrick would have gotten costumes for the planned Goofy Goober Dream level (leftover code refers to it). There is a cheat code for Patrick's costume, however, there do exist references to versions for regular levels. While Patrick's costume works in ordinary levels, SpongeBob's does not.
Neptune Boss Patrick Costume#
Originally planned for the level, there is a near identical version of the 'normal' Patrick costume (PLP3) called Neptune Boss Patrick (PLP7) left in the game. The only differences are the idle animations. While idling, PLP7 will perform either a "hula" or a "duh" (ignored) animation instead of the usual "tongue" and "mad" (ignored) animations of PLP3. The neutral idle animation for PLP7 is also labeled as "patrick_idlenorm_new" suggesting that it's a slightly modified version of "patrick_idlenorm" animation used by PLP3.
King Neptune Alternate Headwear#
Leftover in the model for Buckethead King Neptune is a blue version of his crown (normally red) and a nightcap (seen in the game's concept art).
(Source: User:HorseFolder)
Unused Textures#
General#
These can be found recurring throughout the game's data.
Button Icons#
PS2 |
XBX |
GCN |
|---|---|---|
Button textures that never appear in the UI or tutorials.
temp_texure#
PlayStation 2 |
Xbox |
GameCube |
|---|---|---|
A temporary texture can be found in the files for all three versions. The PS2 version is colored differently from the rest, and the GameCube version is a smaller version of the Xbox texture.
temp#
Another placeholder texture, very small. This appears to be the “Temp” texture from the previous game, only at a far smaller resolution.
UV_track_tr01#
Two coral arrow textures found in Google-Eyes and Smelly Knick-Knacks.
(Source: teh_supar_hackr)
Partially Unused#
PS2 Save Icon#
The model used for the PS2 version's save icon is a modified version of the save model used in the PS2 version of Battle for Bikini Bottom, with this one having different animations while lacking the army helmet. While both games use the same texture, the army helmet portion isn't mapped to anything on this model.
partex0#
There are two unused particle effects found in the files of the pause menu. The two unused particle effects are a star effect and a snowflake effect.
sign_gary#
The floating platform support texture was originally used by the tutorial signs from Battle for Bikini Bottom, and the red question mark icon is still present. Weirdly, the filename of this graphic appears to be a leftover from an early version of the signs that depicted Gary on it.
chocolate_bars#
The texture for the chocolate bars contains white chocolate in its texture.
sign_seaneedle#
The texture for the Sea Needle building contains the sign inside its texture.
bathtub_slide#
Earlier in development the bathtub in Rub a Dub Dub, Slip Slide in the Tub had a shower. This was changed to a faucet, but the showerhead is still in the bathtub's texture. (More info here)
plate_pressure#
An "ON!" flag hidden in the texture of the pressure pads. It is also seen in the same file found in Battle for Bikini Bottom.
patrick_cousin#

An unused green variant of the starfish seen in Google-Eyes and Smelly Knick-Knacks can be found inside the texture. The model on the right is a demonstration and cannot be found in the final game.
Exploring the 100% Ending Cutscene#
Accessing the Area#
While only intended for the 100% cutscene, the level "B402" contains a whole out-of-bounds area to explore. It can be accessed by disabling its Cutscene Manager using Industrial Park. This makes the cutscene never preload or turn off player control. A full level showcase can be found here 
Geometry Comparison#
The level geometry is based on the Krusty Krab level from Battle for Bikini Bottom, albeit with significant changes to the props and buildings. This level is also unique in that it is completely solid, whereas most inaccessible areas in this game do not have collision.
Krusty Krab (BFBB) |
100% Cutscene (TSSM) |
|---|---|
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Krusty Krab Interior#
Hacking the camera, using a noclip cheat, or simply moving PLAYER_WIDGET inside the Krusty Krab reveals that the interior is fully modeled and retains most of the props from the cutscene. 
Unused Models#
Scrapped Models#

chocolate_river_bucket_drop_secondfall_bottom: Intended for the syrup splashing into the marshmallow river from the "Up Chocolate Creek" challenge in "I'm Ready... Depression."

port_o_head: An early version of the Port-O-Head used for switching characters, notably missing a door. The lack of door suggests that it was originally handled separately by a rotating object (like in BfBB) before becoming part of the animated bind model used in the final game.

skydome_ld02_ld: A skydome found in every SpongeBall Challenge (BL). The "ld02" indicates that it was created for a "Lower Downtown" level from The Incredibles, which was also being developed by Heavy Iron Studios.

tt_hotcoals_disco: Hot coal floor intended for the Disco Star challenge from "Bubble Blowing Baby Hunt." It even has a cutout for the starting button platform. The final game simply uses water.
sonic_wave_pad: An early model of the Sonic Wave Guitar stage exists that uses a modified pressure plate model as a placeholder. It suggests that the challenge was activated by pressing it down.
Early |
Final |
|---|---|
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Beta Bucket-O-Tron: By using several unused frag_bucket_o_tron models found in various levels, such as the Combat Arena challenges, it's possible to reconstruct an early model for the Bucket-o-Tron seen in the game's concept art. Its size is much closer to that of a Duplicatotron from Battle for Bikini Bottom.
Concept Art |
Model Reconstruction |
|---|---|
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Temporary Models#
temp_platform: A temporary platform, indicated by the filename. It is found in Name's Dennis (B201).
test_sphere/gumball_red: An untextured, temporary sphere found in "Now That We're Men..." (TR02, TR03) and "Shell City, Dead Ahead" part 2 (JK02). The one named gumball_red is used in "I'm Ready... Depression" (BB03), but is otherwise identical.
test_cylinder: A short, untextured, green cylinder found in "I'm Ready... Depression" (BB03) likely used as a placeholder for the marshmallow platforms in the "Up Chocolate Creek" challenge. This model can also be found in: NTWM Part 1 and 2, SCDA SpongeBall, SCDA Part 2, and Turn the Tables on Plankton.
temp_wall_horiz_02: Found in "No Cheese!" (BB02) is a horizontal wall. It uses the colorful temporary texture.
test_spiral_cylinder: Found in the third SpongeBall Challenge (BL03) is an early version of the spiral track used at the start.
Collision Models#
While otherwise invisible, these models are used for simplifying interactions with complex stage objects.
bb02_stage: Collision model for the wooden stage used in "No Cheese!"

bb02_path_slide: Used for the slide in "No Cheese!"
table_round_coll: Used for the round tables used in "I'm Ready... Depression" (BB03).
bulldozer_coll: Used for the bulldozer in "Sandwich Driving 101" (BB01).
lamppost_bb01_col: Used for the lamp post in the Seashell Park section in "Sandwich Driving 101" (BB01). It uses the aforementioned temporary texture.
cactus_spike_coll: Used for the cacti in "Three... Thousand Miles to Shell City" (DE01).
cliff_de02_B_col: Used for a cliff in "Rub a Dub Dub, Slip Slide in the Tub" (DE02).
teleportation_box_coll: Used for the teleportation box from BOOT.HIP.
Battle for Bikini Bottom Leftovers#
The cruise bubble. While still called for by SpongeBob's PL files, it remains invisible when the Sonic Wave is launched.
Crash Debugger#
A crash debugger can be triggered by ejecting the game disc. This normally isn't seen under normal circumstances as the game is very stable, but can be triggered in (very) rare occasions. This debugger does not exist within the GameCube and Xbox versions.
This can also be triggered by corrupting the game on PCSX2 with RTC, but it takes some trial and error.




