Cars 2 (PlayStation 3, Xbox 360, Windows, Wii)
Cars 2 |
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Developer: Avalanche Software This game has unused areas. This game has a prerelease article |
This game/console's online features are no longer supported. While this game/console's online features were once accessible, they are (as of February 8, 2012) no longer officially supported and online-exclusive features may be documented as now-unseen content. |
Cars 2 is a game based on the Disney/Pixar film with the same name, which is surprisingly a lot better (or just as good, depending on your viewpoint) than the film itself.
To do: There are a ton of unused pieces of dialog (especially for the narrator, who seemingly was going to have a much larger role). |
Contents
Sub-Page
Prerelease Info |
Unused Maps
Holoian
A test map including unused weapons, models of every character in the game, and even an unfinished model of Lewis Hamilton, who was planned to be in the game.
Tutorial Weapons
Present only on the Wii and Xbox 360 versions, this map is a very basic flat plane with small barriers and three stacks of barrels on palettes.
Holocars Skidpad
A large test map with many useful test structures, including a height-measurement pillar, a small group of destructible cacti, and numerous ramps and slopes.
Cinematic Oilrig
Unused Music
Tokyo_Spy
On the Xbox 360 and PS3 versions of the game, there is an FSB file named IMUSIC_STR which has a WAV file named Tokyo_Spy. Despite them both having the same names, they are 2 different tracks, and one of them isn't even related to the Tokyo levels' music.
PS3
Appears to be a higher quality version of Race (1) from the DS version of the game, which is a different mix of Oil Rig (Race).
Xbox 360
Appears to be a higher quality version of Spy (3) from the DS version of the game, which is a different mix of Tokyo (Hunter).
Unused Model
This page or section has one or more broken YouTube links. Please find an archived version of the video(s) or a suitable replacement. |
An early version of Lightning McQueen's model.
Unused Cutscenes
Opening cutscene
An early version of the opening cutscene, only present in the PS3 version, without any music.
London Boat Cutscene
Unused Text
Cmdline.var Comments
cmdline.var has some developer comments.
"Spencer" probably refers to Spencer Parkin, the associate programmer at Avalanche Software.
AI takes over control of player car right away (from Spencer) AI always takes hint (note that AI will NOT take a drive-to-target hint if he’s driving backwards, or turboing, or in the air, etc) tokyo c, before tunnel with hopovers All Wiimotes must be awake for this to work. Worlds.db is ignored now, default is 3
Data.zip
Filelist.txt
In assets/data.zip, there's a file named filelist.txt.
The "permanent" section is the place to put files that should only be loaded once, and they stay memory-resistent permantly after that. this guy needs to be loaded first before geoms are loaded
Soundocc.txt
In assets/data.zip, there's a file named soundocc.txt.
Sound occlusion table material= volume factor; pan factor; if the material is missing, it is 100; 100 (no volume reduction, no panreduction)
File Path Strings
data_wii/sound/DIALOGRU/dialog_str.lst has a list to a ton of sound effects.
Development Files
Compilation Log?
LogWii.html is present on the root.
<HTML> <HEAD> <META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1"> <META NAME="Author" CONTENT="Output.Wii.cpp"> <TITLE>Debug Log</TITLE> </HEAD> <BODY TEXT="#000000"> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR> <FONT style="color: #00FFFF" >[0x9106e000:0x9146dd9f]<B> 4MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR> [0x9106e000:0x9146dd9f]<B> 4MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR> <FONT style="color: #00FF00" >[0x9106e000:0x91a6dfff]<B> 10MB</B></FONT><FONT style="color: #FFFFFF" > Texture</FONT><BR> <FONT style="color: #00FF00" >[0x91a6e000:0x91f6dfff]<B> 5MB</B></FONT><FONT style="color: #FFFFFF" > Mesh</FONT><BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR> <FONT style="color: #00FFFF" >[0x91f6e000:0x92a6dd9f]<B> 11MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR> <<A HREF="file://unknown.file">unknown.file - (*0x801f7fe0)()</A>><BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR> [0x91f6e000:0x92a6dd9f]<B> 11MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR> [0x9106e000:0x91a6dfff]<B> 10MB</B><FONT style="color: #FFFFFF" > Texture </FONT>(destroyed)<BR> [0x91a6e000:0x91f6dfff]<B> 5MB</B><FONT style="color: #FFFFFF" > Mesh </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR> <FONT style="color: #00FF00" >[0x9106e000:0x9186dfff]<B> 8MB</B></FONT><FONT style="color: #FFFFFF" > Texture</FONT><BR> <FONT style="color: #00FF00" >[0x9186e000:0x920edfff]<B> 8.50MB</B></FONT><FONT style="color: #FFFFFF" > Mesh</FONT><BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR> <FONT style="color: #00FFFF" >[0x920ee000:0x929add9f]<B> 8.75MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR> <<A HREF="file://unknown.file">unknown.file - (*0x801f7fe0)()</A>><BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR> [0x920ee000:0x929add9f]<B> 8.75MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR> [0x9106e000:0x9186dfff]<B> 8MB</B><FONT style="color: #FFFFFF" > Texture </FONT>(destroyed)<BR> [0x9186e000:0x920edfff]<B> 8.50MB</B><FONT style="color: #FFFFFF" > Mesh </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR> <FONT style="color: #00FF00" >[0x9106e000:0x91a6dfff]<B> 10MB</B></FONT><FONT style="color: #FFFFFF" > Texture</FONT><BR> <FONT style="color: #00FF00" >[0x91a6e000:0x91f6dfff]<B> 5MB</B></FONT><FONT style="color: #FFFFFF" > Mesh</FONT><BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR> <FONT style="color: #00FFFF" >[0x91f6e000:0x92a6dd9f]<B> 11MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR> <<A HREF="file://unknown.file">unknown.file - (*0x801f7fe0)()</A>><BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR> [0x91f6e000:0x92a6dd9f]<B> 11MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR> [0x9106e000:0x91a6dfff]<B> 10MB</B><FONT style="color: #FFFFFF" > Texture </FONT>(destroyed)<BR> [0x91a6e000:0x91f6dfff]<B> 5MB</B><FONT style="color: #FFFFFF" > Mesh </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane
CodeWarrior Projects
To do: Please check other regions in case they are different. |
The root of the disc has two projects from CodeWarrior for building a debug build and an optimized build.
Download Cars 2 CodeWarrior Projects
File: Cars2_Wii_CodeWarriorProjects.zip (6.10 KB) (info)
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Possible Lotcheck Spreadsheet
To do: Please check other regions of the game for their lotcheck sheets if possible. US was checked already. |
The root of the US disc has Cars DataTitleInputFormat_US.xls, being used likely when sending the game to Nintendo for lotchecking.
Download Cars 2 Possible Lotcheck Spreadsheet
File: Cars2_Wii_US_PossibleLotcheckSpreadsheet.zip (284 KB) (info)
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Uncompiled Octane File
Most Octane Engine files in the game were compiled, but fonts.zip/sample.oct was not compiled and left compilation information.
Texture = { FilePathName = "C:\depot\Octane\main\Content\Game\Frontend\fonts\sample.dds" ExportTextures_NumFrames = 1 ExportTextures_TextureHasAlpha = 1 ExportTextures_TextureHas8BitAlpha = 1 ExportTextures_TextureWidth = 256 ExportTextures_TextureHeight = 256 ExportTextures_TextureFormat = "A8R8G8B8" ExportTextures_ActualFilePath = "c:\depot\octane\main\content\game\frontend\fonts\sample.dds" ExportTextures_DummyImage = 0 ExportTextures_TextureSize = 262144 } TexturePool = { Texture "0" = { Name = "sample" #SourceFileName = c:\depot\octane\main\content\game\frontend\fonts\sample.dds #Size = 262272 Format = A8R8G8B8, Width = 256, Height = 256, Depth = 0, MipLevels = 1, ResourceType = 2d FileName = "sample_0.tbuf" } }
Internal Project Name
The game's internal title is simply Cars.
Anti-Dolphin Code
During gameplay, Cars 2 attempts to write garbage data to lower MEM1, where important data is stored. However, it writes just enough that the data is never actually written to RAM and instead is only written to the CPU cache, which the game requests to be cleared right after. Because the Gamecube/Wii emulator Dolphin does not emulate the CPU cache and instead makes all writes go immediately to RAM, the game proceeds to crash due to important data being overwritten with garbage. Dolphin's development team suspects that this behavior was purposefully implemented to target Dolphin, and implemented a hack to prevent the game from attempting to trash its own memory.
Regional Differences
The German version of the game removes the Gatling Gun sequence and an explosion from the intro. The explosion sound effect still plays however, making it seem more like a normal car crash sound.
The Cars series
| |
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Windows | Cars • Mater-National Championship • Cars 2 • Fast As Lightning |
Game Boy Advance | Cars • Mater-National Championship |
Nintendo DS | Cars • Mater-National Championship • Cars 2 |
Wii | Cars • Mater-National Championship (Prototype) • Cars 2 • Race-O-Rama |
PlayStation 2 | Cars (Prototypes) • Race-O-Rama |
Xbox, GameCube | Cars (Prototypes) |
Xbox 360 | Cars • Cars 2 • Race-O-Rama |
PlayStation 3 | Cars 2 • Race-O-Rama |
Arcade | Cars |
Plug & Play | Cars 2 |
iOS, Android | Fast As Lightning • Hotshot Racing |
Adobe Flash | World of Cars Online |
Planes | |
Nintendo DS | Fire & Rescue (Earlier Prototypes) |
- Pages missing developer references
- Games developed by Avalanche Software
- Pages missing publisher references
- Games published by Disney Interactive Studios
- Wii games
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- Pages missing date references
- Games released in 2011
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- Games with unused models
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- Games with regional differences
- Games with anti-piracy methods
- Defunct online content
- To do
- Broken YouTube Links
- Cars series
Cleanup > Broken YouTube Links
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Defunct online content
Games > Games by content > Games with anti-piracy methods
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused models
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Games > Games by developer > Games developed by Warner Bros. Games > Games developed by Avalanche Software
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Games > Games by publisher > Games published by The Walt Disney Company > Games published by Disney Interactive Studios
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Games > Games by release date > Games released in July > Games released on July 15
Games > Games by release date > Games released in July > Games released on July 22
Games > Games by release date > Games released in June
Games > Games by release date > Games released in June > Games released on June 20
Games > Games by release date > Games released in June > Games released on June 23
Games > Games by series > Cars series