List of Gingo Fighting Royale pre-release and unused content

This is a list of pre-release and unused content for the game Gingo Fighting Royale.

Sub-pages

 * Debug Menus (There are some very interesting things here.)
 * Regional Differences (LOTS of voices were changed in the Japanese release.)

Early ideas

 * Concepts for Gingo Fighting Royale were being planned. The game was originally planned as a PlayStation 2 exclusive under the title Gingo Fighters, as part of Gingo Interactive's four-year deal with Sony Computer Entertainment.
 * As stated by Geo G. in an interview, the game originally was meant to play like Capcom's Power Stone, But later in development, Geo G. felt that the game could not provide the proper atmosphere if it was of a Smash Bros styled game, and the game was soon redesigned and renamed.

Considered

 * Several more characters (including Claire Jones, Leno Garza, Pip, Giggs and Kelly) were all supposed to appear in the game as playable characters but were all scrapped due to time constraints.
 * Michael Wildshill considered adding Universal Feature Animation characters such as Ama from Ama and the Mysterious Crystal as well as using some unfamiliar characters, but instead decided to focus on more popular Gingo characters due to time constraints. Ama was later included as a playable character in the series starting with Fighting Royale 2. Similarly, Universal Studios cartoon character Woody Woodpecker was requested by The New Woody Woodpecker Show creator Bob Jaques but was rejected as development was too far in. Like Ama, Woody would also be made a playable character in Fighting Royale 2.
 * Arle Nadja from Puyo Puyo was another character considered to appear as a playable character, but ultimately was not added, in part due to time constraints as well as licensing issues.
 * Crash Bandicoot and Spyro were strongly considered for the roster, Geo G. stated that he would add Crash and Spyro to the roster if he had more time to add just two more characters.
 * Characters from Paper Showdown (Yukiwo, Sasami, Pii-tan, Tsubohachi, Hayate, and Lilo) were intended to be in the game but never made it into the game due to legal reasons over who owned the characters.
 * Representatives from Abalaburn including Blood, Rose, Aquila, and Nate were planned to be included, but for unknown reasons were removed.

Stages

 * Ueno Island from Planetokio was considered as being made into a stage at the start of development.

Gameplay
"Assist Capsules" were planned as an item, but were scrapped. Another planned feature was that Chrysocolla Reed originally used revolvers, but due to the concern of parents, this was replaced with black cork shooters.

Capsules
According to Geo G., capsules of characters from Crash and Spyro games were planned but were scrapped. Alongside Arle being planned, Puyo Puyo capsules were also planned, but as they would have taken too much time to create, they were not made a high priority and in the end scrapped entirely.

Early builds
The "Sinking Spring" stage originally had an elevator that led to the bottom of the stage, a feature based on the temples seen in Gabriel Garza 2: The Power of Tokens, and had a fixed appearance. The stages Big Beach and Planet Vebes I had different designs altogether.

A early version of the character select screen features a question mark space where Fiox's spot appears on the final screen.

Screenshot of RenderWare SDK
What's seemingly interesting is that a screenshot of the RenderWare SDK was hidden inside the files. As you can see in the image. It shows an early texture for the blast zone texture.

PS2 Controller textures
While not entirely unused since it appears in the PS2 version, on the GameCube and Xbox versions of the game, a model of a PS2 controller with textures can be found inside the files.

E3 Demo Leftover
E3SCR512.bmp contains a leftover screen from the E3 demo version. It seems to be from a fairly early build, as the game is just called "Gingo Fighters" at this point.

Early Company Logos


The game has animated logos for Universal Interactive and Gingo (the RenderWare logo is a still image). These still image logos differ from the final designs. Interestingly, the Universal Interactive logo was seen on the box art.

GameCube SDK leftovers
The GameCube version contains leftover data from an SDK, more specifically, an entire folder labeled "carddemo". Normally used for an application designed to test saving and loading data from a GameCube Memory Card.

Curiously, the Heiho (the Japanese name of Shy Guy) and Yoshi .tpls appear to use sprites ripped directly from the Yoshi Sample demo included in the GBA SDK.

Xbox SDK leftover


WaterCubemap.dds is an image of the interior of Microsoft's building and is a leftover from the Xbox SDK, similarly like the GameCube version.

Unused Voices
Cookie and Cream have a few unused quotes, they are most notably based on its appearance in The Adventures of Cookie and Cream. These were replaced with actual voice acting.

Development Text
A huge amount of error strings and technical terms relating to the game's development exist in the data. Some of these can be seen below. gobj id:%d: fighter thread stack overflow id = % drdp_output_buff over !! size = %d byte gtl : DLBuffer over flow ! kind = % vol = %d byte ml : alloc overflow #%d om : Illegal GObjThreadStack Link om : GObjProcess's priority is bad value om : couldn't add OMMtx for Camera Address error on load Address error on store Bus error on inst. Reserved instruction Coprocessor unusable Arithmetic overflow Trap exception Relocatable Data Manager: External Data is 0 ver 50!! Virtual coherency on inst. mpGetUUCommon no collsion not found cll data! mpGetCllFloatId mpGetEdgeUnderRId PowerBlock positions are error! Twister positions are error! Too many barrels! Player Num is Over for Camera! gcFighterSpecialHiEffectKirby : Error Unknown value %d tem positions are over %d! getMapObjPos:mpGetMapObjNumId(%d) = %d Error : not %d targets!

Miscellaneous
Coming soon!