This is a sub-page of The SpongeBob SquarePants Movie (GameCube, PlayStation 2, Xbox).
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Unsurprisingly, this game has some interesting differences between some platforms, some due to platform limitations and others due to time. Lots of these differences are specific to the GameCube version, interestingly enough.
Graphical Differences#
- The PlayStation 2 version uses mipmapping to improve rendering performance on distant textures. This results in certain areas looking noticeably poorer compared to the GameCube and Xbox versions, with very obvious texture cascades in certain levels.
PlayStation 2 |
GameCube |
Xbox |
|---|---|---|
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- On the PlayStation 2 version, the cheese on the Patty Wagon is incorrectly colored red. This only applies for the Patty Wagon's full-health texture, as the cheese is colored yellow when the Patty Wagon is damaged.
Xbox and GameCube |
PlayStation 2 |
|---|---|
- Water rendering in Google-Eyes and Smelly Knick Knacks are all handled differently between the three consoles. The PS2 version utilizes a water effect built off of a polygonal body, the GameCube version just uses a simple texture atop a polygonal body, and the Xbox version leans into (what appears to be) a shader effect to render the level's water.
- On the GameCube version of Dennis Strikes Back!, the boat duplicates used for their water reflections were also removed.
PlayStation 2 |
GameCube |
Xbox |
|---|---|---|
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- The GameCube version's textures tend to be more compressed than those of the PS2 and Xbox releases. Ironically, this has an effect on how the game handles texture filtering, where texture cascades are considerably less obvious than they are on the PS2 version.
GameCube |
PlayStation 2 |
Xbox |
|---|---|---|
- On the Xbox version, the challenge ring's texture is rotated 90 degrees counterclockwise.
GameCube |
PlayStation 2 |
Xbox |
|---|---|---|
- The GameCube version is missing various lighting effects, impacting the look of certain levels more than others. This tends to affect levels which large amounts of bloom the most.
- While the GameCube version targets 60fps as with the other versions, all of the driving levels, alongside Bubble Blowing Baby Hunt and Google-Eyes and Smelly Knick Knacks are locked to 30fps on the GameCube version.
- The crowds of fish seen in No Cheese! and Sandwich Driving 101 are missing their animations and remain static in the GameCube version.
- In the GameCube version, moving spotlights are turned off in levels such as No Cheese! and Turn the Tables on Plankton, likely due to bloom being compromised in this version.
- Lloyd's texture is compressed improperly on PS2, making him appear beige instead of green.
Xbox and GameCube |
PlayStation 2 |
|---|---|
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- The "growing" effect for springboards that spawn from an aura of bubbles does not work in the PS2 version. Instead, the springboards pop into existence, but the bubble aura still occurs.
Level Differences#
- In the GameCube version of No Cheese!, the Manliness Points for the wall jumping section were positioned higher compared to PS2 and Xbox.
Xbox and PlayStation 2 |
GameCube |
|---|---|
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- On GameCube, the FLYTHROUGH_END_SCRIPT found in multiple levels starts the conversation with Mindy after 0.5s, while on PS2 and Xbox the conversation starts after 0.2s, resulting in the exchange being ever so slightly delayed on GameCube.
- In the GameCube version of Three... Thousand Miles to Shell City, the cacti damage surface (DAMAGE_SURF) has its "DamageBounce" value set to 0 instead of 3 like on PS2 and Xbox. The difference is most prominent whenever SpongeBob fails to be knocked back to safety. On GameCube, SpongeBob will get stuck while on PS2 and Xbox he will bounce upward slightly, making it possible to move around.
- In GameCube version of Three... Thousand Miles to Shell City, the SpongeBob NPC visible after switching to Patrick is absent near the scenario Patrick Gets Steamed, with the only remnant being an animation file called spongebob_npc_bind.ATBL. Restoring the NPC doesn't appear to cause any issues, so it's unknown why it was cut.
Xbox and PlayStation 2 |
GameCube |
|---|---|
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- In the GameCube version of the Shell City, Dead Ahead Floating Block Challenge, the ALLBLOCK_GRP_01 (all-blocks group) is ordered slightly differently and swaps the positions of two blocks (ICE_ROTATE_TRANS_MECH_02 and ROTATE_SPIKE_SPRING_14). This has no gameplay significance as these blocks still receive their events on-time.
- In the GameCube version of Rub a Dub Dub, Slip Slide in the Tub, RING_065 has a timer of 6 seconds instead of normal 5 seconds found on PS2 and Xbox. The GameCube version also repositions the surrounding flower props, as one of them was floating in the air.
Xbox and PlayStation 2 |
GameCube |
|---|---|
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- The first steam vent on the path to the Disco Star task was repositioned.
Xbox and PlayStation 2 |
GameCube |
|---|---|
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- There are fewer thugs in the Disco Star challenge on GameCube. They are spread out to compensate.
Xbox and PlayStation 2 |
GameCube |
|---|---|
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- An additional Hans trigger is present in the GameCube version of I'll Let You Pet Mr. Whiskers.
Xbox and PlayStation 2 |
GameCube |
|---|---|
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- The Steel Safe tutorial trigger is slightly repositioned in the GameCube version of Shell City, Dead Ahead.
Xbox and PlayStation 2 |
GameCube |
|---|---|
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- On GameCube, all the Button Base SIMPs in Shell City, Dead Ahead have been changed to follow the rotation of the mechanism they are attached to. This corrects the clipping issue on the soda can stack found on the PS2 and Xbox versions.
Xbox and PlayStation 2 |
GameCube |
|---|---|
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- One of the peanut shaped topiaries in Sundae Driving is oddly missing in the GameCube version.
Xbox and PlayStation 2 |
GameCube |
|---|---|
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- For whatever reason, the Patty Wagon has varying speeds depending on the version, with GameCube being the fastest of all three.
Menu Differences#
- The start menu tells the player to Press the Start Button on the PS2 and Xbox versions, while it just tells you to Press Start on the GameCube version.
- The PS2 version of the "Start" UI oddly plays Patrick's one-liner immediately, without the usual time delay. This is due to the "Start" dialogue timer (PAUSE_TIMER20) being configured to play the SDFX upon running the timer instead of upon reaching zero.
PlayStation 2 |
Xbox |
GameCube |
|---|---|---|
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- The Promotional Materials menu is stripped back on the Xbox version compared to the PS2 and GameCube versions, where both the Jimmy Neutron and Fairly OddParents trailers are removed possibly due to the games they're advertising, Attack of the Twonkies and Shadow Showdown respectively, not being released on Xbox. Furthermore, all PAL versions are programmed to disable the Promotional Materials menu outright.
PlayStation 2 and GameCube |
Xbox |
|---|---|
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- In the PS2 version, the Options menu contains two additional settings to account for them being fixed from the console's frontend: A Sound Mode for toggling between mono/stereo and a Screen Adjust for overscan accommodation.
PlayStation 2 |
Xbox |
GameCube |
|---|---|---|
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- The Sound Mode has a unique SpongeBob voice line for it.
PlayStation 2 |
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Oh Sound Mode, how do I love thee? Let me count the ways. |
- The Vibration Mode option in the PS2 and Xbox versions gets renamed to Rumble Feature in the GameCube version, accounting for what the feature is called on a GameCube controller. A unique SpongeBob voice line is even used.
Xbox and PlayStation 2 |
GameCube |
|---|---|
Change the Vibration setting here. |
Change the Rumble setting here. |
- The GameCube version has occasional audio stream delay and loading screen softlocks when played on an original disc.
- On hardware, dumping the game to an external storage device fixes these issues and may suggest a read speed bug.
- On Dolphin, disabling "Emulate Disc Read Speed" configuration circumvents these issues in a similar manner.
- In the PS2/Xbox versions, there are two unused events in "PAUSE STATE DISP" for having the pause menu's background fade-out when resuming gameplay. However, the "Invisible" events get prioritized over these "UIMotion" events, resulting in the background disappearing instantly. These events were removed from the GameCube version, likely for being ineffective.
- In the Xbox version, it is not possible to press B to return to the title card after pressing start.
- In the Xbox version, pressing the Back (Select) button on any menu is treated the same as pressing B to return.
- This causes the Upgrade Menu to skip the animation if Back is pressed to close it, as the game thinks that Back and B are being pressed at the same time.
Audio Differences#
- The PlayStation 2 version features lower quality audio than the GameCube and Xbox versions, utilizing the PS2-friendly (but rather limited) VAG audio format rather than the solutions that the GameCube and Xbox use. Most notably, this means that all of the music is now in mono form, rather than in stereo like the GameCube and Xbox versions.
PlayStation 2 |
GameCube |
Xbox |
|---|---|---|
- The GameCube version oddly has the highest sample rate for enemy sound effects than the PS2 and Xbox versions.
- On GCN it's 32000hz, on Xbox it's 16000hz, and on PS2 it's 11025hz.
- Despite this, Xbox has the highest quality sound effects overrall, at 44100hz.
- The GameCube version of Drive of the Knucklehead-McSpazitron plays the engine-stopping sound effect after watching the ending cutscene.
- RACE_1_WIN_TRIG is changed to send the PattyWagonStopEngine Event to the player with the 1st Argument set to 0 instead of 1 (PS2/Xbox).
- The engine-stopping sound effect plays on all platforms if RACE_1_WIN_TRIG0 is entered (ramp-miss failsafe).
- RACE_1_WIN_TRIG is changed to send the PattyWagonStopEngine Event to the player with the 1st Argument set to 0 instead of 1 (PS2/Xbox).
- The GameCube version of Turn the Tables on Plankton is missing the audio for the boss defeat cutscene.
- Neptune's dizzy sound effect plays during the normal end credits.
- The GameCube version of Name's Dennis prematurely plays the junkyard ambience during the opening cutscene.
- The GameCube version has a blank ini file named "splash.ini". This is not present on other console ports.
Xbox Differences#
Just like Battle for Bikini Bottom, the Xbox version has some differences compared to the other versions.
- There are various visual enhancements that the PS2/GameCube lack:
- Texture filtering is noticeably higher quality than on the PS2 and GameCube, while the frame rate is far more stable and the draw distance is higher.
- Various effects, such as bloom, have been improved.
- This version supports 480p progressive scan output, as well as a slightly higher rendering resolution of 640x480.
- Interestingly enough, both the PlayStation 2 and GameCube versions internally render in a progressive form, albeit at non-native resolutions for their respective platforms.
- This version also features a pass of 2x MSAA, which helps in cleaning the image up in a rather significant way.
- There is now 16:9 cropped widescreen support. Strangely, this only works when the console is set to 480p, as, even with the console set to widescreen, the 16:9 mode will not work in 480i.
- There is now support for 5.1 Dolby Digital audio output, unlike the other versions, which only support stereo.
- Blending effects appear to be bugged on Xbox. This is most noticeable with the lights in "No Cheese!", which blend naturally on PlayStation 2 with the rest of the scenery unlike Xbox.
PlayStation 3 Port#
The game was briefly available on the PlayStation Store as a PlayStation 2 Classic, with several downgrades caused by the PS3's software emulation.
- Aspect ratio defaults to a stretched 16:9 instead of 4:3 and requires manual correction.
- Noticeable input lag greatly impacts gameplay.
- In-game cutscenes may stutter and delay their audio by a second.
It was taken off the store soon after its release, presumably due to the SpongeBob SquarePants license going to Activision shortly after THQ shut down.
































