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
Coming soon!

Characters
Geo G. himself stated that there were several more characters planned to be included in Fighting Royale 2, but were cut due to time constraints, though he could not divulge which characters specifically were cut. Both leftover data in the games code and interviews conducted after its release have been partial indications on the identities of these characters.

Discovered in the discs files

 * "ligo"
 * "cole"
 * "peri"
 * "roge"
 * "jet"
 * "larry"
 * "gleen"

As the files themselves are empty, the filenames are the sole indication of their identities. Despite this, it can be argued that there is little ambiguity over them:


 * "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 the implementation of the idea.
 * "cole" can be reasonably assumed to be Cole Garza, who is one of 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 the main antagonist of Chrysocolla.
 * "larry" is speculated to stand for Leonard the Lion as his original name is Larry the Lion. This was the only character that was cut from the first game.
 * "gleen" refers to Alaina Gleen.

Considered

 * A few Digimon characters (Agumon, Terriermon and Bearmon) were reportedly requested by Digimon's creator Akiyoshi Hongo to be the third-party characters in Fighting Royale 2, but Geo G. rejected that request because the cute looking designs were too far-fetched.


 * Ariel from The Little Mermaid was considered as a third-party character in the planning stages of Fighting Royale 2, but was ultimately dropped not only because of inevitable licensing problems with The Walt Disney Company, but also the fact that Disney was meant to be a rival company of Universal (the current owners of the Gingo/Universal animated characters in this game) as well as DreamWorks (the owners of Niz Chicoloco and Sinbad), meaning that it is impossible and difficult for a crossover video game to include licenses from Universal/Gingo, DreamWorks and Disney altogether when they are pure rivals, thus owing to copyright reasons.


 * Proteus from Sinbad: Legend of the Seven Seas was reportedly to be another 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.


 * 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.


 * 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.


 * 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 E3 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

 * Some of the series symbols were initially the same as in the previous game, but they were revised as time went on; the Gabriel Garza series G icon was refined and was made thinner, the Funky Fu! series icon has the top half colored in to properly represent how it is usually red, the Hatty series icon was given more bends and another outline, and the Jenny Zoom's series icon had it's angle was changed, with a slightly different arrangement.
 * In trailers, characters were also shown to be Blast KO'd after they crossed the upper blast line. In the final game, normal characters can only be KO'd this way in the Colliding Dimensions. This idea would later be implemented into Fighting Royale 3, where all characters have a random chance of being Blast KO'd via the upper blast line.
 * Certain characters (specifically, those equipped with weapons or armor) 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.

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 the predecessor, characters hit by strong attacks would yell in pain immediately after being sent flying. The sequel 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 being used in these scenarios.

Coming soon!

Miscellaneous Voices
Coming soon!

Unused Sound Effects
Coming soon!

Unused Music
Coming soon!

Wii-Exclusive Unused Music
Present in the sound folder of the Wii version contains music leftover from the Wii SDK, as well as the menu music from SpongeBob SquarePants: Creature from the Krusty Krab, which Blitz previously developed.

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_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 Masterpieces
Unused text in the files implies that Oxyd Magnum was supposed to appear as a Masterpiece. This would have made it the only PS1 Masterpiece in Fighting Royale 2; however, for unknown reasons, This Masterpiece was scrapped.

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.