List of Fighting Royale 2 pre-release and unused content

This is a list of pre-release and unused content for the game Fighting Royale 2.

Sub-pages

 * Unused Graphics (Smashed so hard they never saw the light of day.)
 * Regional Differences (The US and European translators can't seem to agree with each other.)

Early ideas

 * Early documents indicate that Fighting Royale 2 was originally going to drift away from its Smash Bros.-esque gameplay and play more like a more traditional fighting game. It was decided against by Geo G. since, unlike Super Smash Bros., traditional fighting games like Street Fighter require knowledge about the moves and how to implement them.

Discovered in the discs files
Multiple unused character data files were found in the disc. Unfortunately, the only hint that these characters might have been considered to be in the game are their effects files and internal references.


 * "ligo"
 * "cole"
 * "peri"
 * "roge"
 * "jet"
 * "woody"


 * "ligo" refers to Ligo, the son of Eris and a major character from the Niz Chicoloco series. According to Geo G., Ligo was meant to be playable as a small clone of Eris; the idea, however, was cut after he ran into technical issues with implementation of the idea.
 * "cole" can be reasonably assumed to be Cole Garza, who is one Gabriel's brothers.
 * "peri" can be reasonably assumed to be Peri Dazz, who appeared in Universal's Computeropolis. Peri was strongly intended for inclusion in Fighting Royale 2, but later did not make the final cut to the roster. Peri later made an appearance in Fighting Royale 3.
 * "roge" can be reasonably assumed to be Roge Garza.
 * "jet" can be reasonably assumed to refer to be Jet Servo who is a character from Chrysocolla.
 * "woody" can be most likely be assumed to be Woody Woodpecker. Similar to the first game, he was mostly cut due to time constants.

Considered

 * Proteus from Sinbad: Legend of the Seven Seas was reportedly to be a third-party character in Fighting Royale 2, but Geo G. rejected that idea for reasons unknown, leading to him giving the role as an assist character. Proteus later became playable in Fighting Royale 3.


 * Coraline Jones was considered as a character in the planning stages of Fighting Royale 2 as a way to promote the film, but was ultimately dropped, as Geo G. felt such a character "wasn't suited for battle".


 * Miis (for the Wii version) and Xbox Live Avatars (for the Xbox 360 version) were considered as playable characters in Fighting Royale 2, but were ultimately not included because Geo G. felt that "it didn't seem right at the time for Miis and Xbox Live Avatars to be punching and kicking". They were also cut due to online bullying.


 * Boro was considered for inclusion in Fighting Royale 2, as Geo G. knew about the character's popularity, and he also felt that Boro could easily fit the universe of the games. Plans for his inclusion, however, ultimately fell through for reasons unknown, and he was given the role of an assist character.


 * Ama from Ama and the Mysterious Crystal was considered as a playable character, but she was ultimately rejected due to development time concerns, as little of the pre-existing knowledge involving the Gabriel model could be applied to her new, theoretical model. Classic Gabriel was ultimately included over Ama, as his own model could rely more on the Gabriel model.


 * Zoe Tarr from Zoe Tarr: The Drinking Detective was considered as a playable character, but it was ultimately replaced by Sam Reed, as Geo G. felt that Sam Reed could "establish herself as a character better than Zoe," as well as feeling that having a sense "balance" involving the size and stages of would make the character feel deeper, resulting in her Assist role.


 * On the topic of Simpsons characters, three other Simpsons characters, Bart, Lisa and Sideshow Bob, were strongly considered for the roster, but were not added due to time constraints.


 * The official website for the game mentions that at least some Assist Trophies "couldn't quite make it" as playable fighters. No specifics were given and none of the characters mentioned above were Assist Trophies in this game.

Stages

 * In the GDC 2006 trailer, A cameo of Sinbad can be seen in the background of the stage when the Splash appears; this does not occur under normal circumstances in the final game.
 * Additionally, Battle Arena had no upper platforms when the Splash appears, showing us a flat version of the same stage.

Gameplay

 * Certain characters (specifically, those equipped with weapons or armour) have unused textures depict physical damage done to them. By examining said textures, it is shown that visible battle damage was at one point planned to be in the game. Chrysocolla Reed has a texture with large gashes over her gun, and Vio has cracked goggles. Other textures suggest that even swords would've been breakable.
 * In an article released shortly after the game, Geo G. stated the cracks and gashes were originally planned to be part of a much larger game mechanic, one that involved the breaking of character equipment. While the mechanic was never implemented, the textures incorporated for them were, as seen in the false characters of the Colliding Dimensions (however, the glow around them makes it barely noticeable). Visual damage would later be incorporated in Fighting Royale 3.
 * There also exists some unused palette swaps for characters on the game's disc. One such unused costume was a Punk Gabriel, under the name FitGabriel06.pac/.pcs. Unusually, this costume has its shadow model integrated into the primary model, rather than having it as a separate model.

Names

 * One minor change was made to the Friend roster before release. In a pre-release version of the game, the friend roster would display friends as "on-line" and "off-line", but in the final release, the hyphen was removed. This meant that the friend roster would instead display friends as "online" and "offline".

Early builds
Coming soon!

Unused Sounds
As is tradition within the Fighting Royale series, plenty of audio clips recorded for the game simply aren't used for whatever reason.

"Strong Knockback" Voices
In previous Smash Bros. games, characters hit by strong attacks would yell in pain immediately after being sent flying. Brawl contains audio files for almost every character to accommodate this scenario (only Iken, Fiox, Tad Sumoray and Critter Mockers lack the corresponding files), but for reasons unknown, they are left unused, with only mild damage grunts actually being used in these scenarios.

Coming soon!

Miscellaneous Voices
Coming soon!

Unused Sound Effects
Coming soon!

Unused Cutscenes
2 unused Colliding Dimensions cutscenes can be found in the ISO, but they're just heavily corrupted duplicates of the "The Great Get Away of Sinbad" and the "Sam Reed Finds Sinbad" cutscenes in that order. They occur immediately after those respective cutscenes in memory, and have the filenames "13-00_end" and "33-01_end". (the non-corrupted cutscenes have the same filenames, only without "_end" in the titles).

Interestingly, the corrupted variant of "Sam Reed Finds Sinbad" features flash animation used than traditional animation used in-game. It was likely that the cutscenes were originally planned to be flash animated.

References to Cut Enemies
References to scrapped Colliding Dimensions enemies can be found in the enemy effects directory. However, all of the files are empty. They are:


 * ef_arrians
 * ef_bladeknight
 * ef_blossa
 * ef_blowm
 * ef_berry
 * ef_brontoburt
 * ef_bubot
 * ef_byushi
 * ef_cherry
 * ef_gunnatter
 * ef_karon
 * ef_kyan
 * ef_met
 * ef_mizuo
 * ef_ploum
 * ef_torista
 * ef_whauel
 * ef_wiiems

References to Cut Items
The internal spawning list for Training Mode items (apparently found in info2/info_training.pac) contains entries for a "Hover Disc" and an unspecified variant of the Z-Nuclear from Chrysocolla: Operation Breakout, items which aren't so much as referenced anywhere else in the game.

Also in the Training mode files, text can be found showing that the "2X" speed function was once available, but cut for unknown reasons.

Removed Assist Trophies
An unused (and empty) effect file for Trainer Nico is on the disc, suggesting that at some point Trainer Nico was considered to be used as an Assist Trophy.

Unused Notices

 * You now have over 100 songs!
 * You now have over 100 songs!
 * You now have over 100 songs!

Miscellaneous

 * A screenshot shown on the official website shows the "Vio's Fortress (Gabriel Garza 2)" theme originally played on Klemos, though it plays on the Vio's Fortress stage in the final release. This change is understandable, since the theme itself is rather dark and is a stark contrast to the colorful surroundings of the former level.
 * Another screenshot shows that Chocolate Dreamland was originally going to be a track on the Sinking Spring stage. However, not only does it not appear in the game at all, it doesn't even have any internal references indicating it was ever planned to be included, quite contrary to many of the game's other cut tracks.