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Chibi-Robo!

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Title Screen

Chibi-Robo!

Also known as: Chibi-Robo! Plug Into Adventure!
Developer: Skip Ltd.
Publisher: Nintendo
Platform: GameCube
Released in JP: June 23, 2005
Released in US: February 8, 2006
Released in EU: May 26, 2006


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article

Chibi-Robo! puts you into the shoes of a 10-centimeter-tall robot and tasks you with jobs such as menial housework, aiding sentient toys, shooting evil mechanical spiders, and fixing a failing marriage.

The game was re-released on the Wii in 2009 as part of the New Play Control! series, with new motion controls and updated graphics. However, the re-release only ever came to Japan.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Chibi-Robo-PIA-ink.png
Unused Models
All sorts of odds and ends.
DebugIcon.png
Debugging Rooms
Debugging/testing rooms still left in the final game.
SoundIcon.png
Unused Audio
Peekoe went through a lot during development...
Chibi-Robo-PIA-DrakeCostumeIconJapan.png
Regional Differences
Drake Redcrest valiantly donated his blueness to the Tamagotchi.


Unused/Debug Menus

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Can any of these menus be accessed in the full European version?

Four menus are normally accessible during gameplay: the pause menu, the item selection menu, the save screen, and the Chibi-PC interface. However, there are additional menus, some of which only seem to exist in the Japanese version. Some are for debugging purposes, while others appear to be what little remains of cut features.

Action Replay codes can be used to access the following menus by pressing Start instead of the normal pause menu.

Menu Japan USA USA Kiosk Demo Europe Kiosk Demo
MenuMain 0000FEC3 0000003C 0000FEEF 00000084 0000FD77 00000084 0000FD7F 00000084
MenuRequest 0000FEC3 00000048 N/A N/A N/A
MenuPadControl 0000FEC3 0000004C N/A N/A N/A
MenuSettings 0000FEC3 00000050 N/A N/A N/A
MenuSound 0000FEC3 00000054 N/A N/A N/A
MenuStageSelect 0000FEC3 00000058 0000FEEF 00000098 0000FD77 00000098 0000FD7F 00000084
MenuRequestClear 0000FEC3 00000060 N/A N/A N/A
MenuMCTest 0000FEC3 00000064 0000FEEF 0000009C 0000FD77 0000009C 0000FD7F 0000009C

MenuMain

The main debug menu, with the option to end the day or night.

This is the main debug menu. Three options are available in all rooms, with some rooms also having a fourth option available.

Japanese Text English text or translation Effect
ステータス StatusMenu Loads the main pause menu, known internally as MenuStatus. When exited, the game will return to MenuMain.
メモカ (A) or メモカ (B) MemCard(A) or MemCard(B) Loads a debug save menu. The selected memory card can be changed by highlighting this option and moving the control stick left or right. The game's normal save screen can only save to Slot A.
マップ選択 SelectStage Loads the stage select menu.
★昼夜チェンジ DAY-NIGHT or NIGHT-DAY Ends the day or night, like posing with the Pajamas. Present in the Foyer, Kitchen, Basement, Jenny's Room, Bedroom, Living Room, Backyard, Drain, Bedroom (Past), and junko. In the Japanese version, it is also present in the birthday party, but does not work there.
★モード選択 Mode Selection Present in stage12, which is only a real room in the Japanese version (and therefore has no English equivalent). Sends the player to stage00.
ちびパソへ To the little paso Present in shun, and like all Japanese text in debug rooms, it displays as gibberish in the international versions due to being unchanged from Japanese. It has the same function as interacting with the Chibi-House in this room.

MenuRequest

MenuRequest only exists in the Japanese version. It is an empty menu: it plays the sound effect for opening a menu and pauses the game, but there are no contents, and nothing to do except exit it. The most notable aspect of this menu is its name, as it is one of a few leftovers of a cut "request" system. Other remnants of this feature include sound effects named system_request and system_request_clear, shun having features seemingly intended to test this feature, and the early intro sequence having Telly mentioning fulfilling requests.

MenuPadControl

The screen darkened in MenuPadControl.

MenuPadControl only exists in the Japanese version. When accessed, the screen darkens. While the game is effectively paused (stopping time and disabling player movement), music and animations continue. The only evident remaining use for this menu is to exit with B.

MenuSettings

MenuSettings with its default settings selected.

MenuSettings only exists in the Japanese version. It allows one to change various game settings that are not normally accessible to the player by highlighting an option and moving the control stick left or right.

Japanese Text Translation Effect
パッドアサイン
Can be set to
旧 or 新
Can be set to
or
No clear effect on gameplay when changed. May have had something to do with MenuPadControl.
カメラ補間
Can be set to
有 or 無
Can be set to
or
Seems to zoom the camera out slightly when set to 無. It is set back to 有 by the time the menu is reopened.
キャラ隠れ処理
Can be set to
有 or 無
Can be set to
or
Disables Chibi-Robo's silhouette being visible behind objects when set to 無. As a side effect, the glow on items that can be picked up that are onscreen breaks and stays in the same place on camera until this option is set back to 有.
ワイヤーヒット
Can be set to
無 or 有
Can be set to
or
Alters the plug's collision, which can cause it to clip through walls and move erratically.
ATCメニュー
Can be set to
0, 1, 2, or 3
Can be set to
0, 1, 2, or 3
Changes the layout of the Chibi-Gear menu. The default is 3, representing the normally accessible layout, and it cannot be set back to 3 after being changed. (ATC is short for attachment, the Japanese name for Chibi-Gear.)

Alternate Chibi-Gear Menu Layouts

The last setting in this menu allows access to otherwise unused layouts for the Chibi-Gear menu. All of these unused layouts feature the tools and costumes around Chibi-Robo, with the X button changing whether to choose from tools or costumes. Moving the control stick in the direction of where the option is relative to Chibi-Robo highlights it. These menus were most likely cut due to having been designed with 8 slots for tools and 8 slots for costumes, while the final game has 7 of each. Other than a permanently nonfunctional slot, these alternate menu schemes seem to work without issue. 2 is nearly the same as 1, but always has all slots unlocked. (The skull and crossbones seen when Chibi-Robo's battery reaches 0 is used as a placeholder by the game when no icon exists for an item.)

0 1 2
Chibi-Robo-PIA-GearMenu0.png Chibi-Robo-PIA-GearMenu1.png Chibi-Robo-PIA-Gear2.png

MenuSound

MenuSound with its default settings.

MenuSound only exists in the Japanese version. It allows the player to set three sound effects to any effect in a list of ten by moving the control stick left or right. The fourth option in the menu appears to do nothing. All selectable sound effects start with "system_new". Some of these sound effects are otherwise unused.

Number Sound Effect
0 system_new_syaf
Used for trying to do something that cannot be done, like using Chibi-Vision while jumping.
1 system_new_chirochiro
Unused.
2 system_new_dohoosu
Unused.
3 system_new_bafafafa
Unused.
4 system_new_oufu
Unused.
5 system_new_kui
Unused.
6 system_new_ke
Unused.
7 system_new_pon3
Used when something in a menu is selected. The default setting for KETTEI.
8 system_new_rururu
Used when opening or closing the Chibi-Gear menu, and when exiting a menu. The default setting for CANCEL.
9 system_new_roku
Used when moving the cursor in a menu. The default setting for IDOU.

This menu uses even more otherwise unused sound effects: kitchen_renge_start when opening the menu, kitchen_renge_set when switching menu options, and kitchen_renge_end when exiting the menu.

MenuStageSelect

The stage select screen. Three rooms that otherwise don't have names, Living Room (Birthday), Bedroom (Past), and Mother Spider's Room are named for this screen.

MenuStageSelect allows the player to warp to any room slot in the game. In the kiosk demos, trying to warp to a room not featured in the demo will crash the game because their scripts do not exist.

MenuRequestClear

MenuRequestClear only exists in the Japanese version. For the most part, it is an empty menu identical to MenuRequest, but after being opened it plays the sound effect system_request_clear. This sound effect plays when all Chibi-Doors have been opened, but the name and remnants of a request system indicate this was not the sound's original intended use. After playing this sound, it plays two confirmation sounds, and the first time the menu is entered it will also make a repetitive buzzing/clicking noise.

MenuMCTest

The debug save menu. It contains more detailed information than the game's normal save screen.

MenuMCTest is a debug save menu that can save to or load from 10 slots. The game's normal save screen only has three slots. MenuMCTestSub is the portion of the menu that saves, loads, and deletes selected slots, stored as a separate menu.

Unused Rooms

Unused rooms (in addition to the debug rooms) can be accessed using the stage select menu. None of these rooms have names given and simply have entries labeled by stage number. Most are blank, black voids in at least one version of the game. stage23 - stage27 are blank in all versions.

stage12

The so-called "boss fight."

stage12 is only present in the Japanese version. It appears to be an unfinished Spydor boss fight in the Basement. Most objects are missing, other than the stone slab Giga-Robo rests on and a glass bottle embedded in the ground. The player can exit to the Foyer in the same place as in the normal Basement, but rather than an automatic loading zone the player must manually interact with a ! prompt in the area, and can easily move around it to get out of bounds. After entering the Foyer from stage12, the player will be on the ground floor, in front of the stairs leading to the second floor.

Upon entering the room, a short cutscene will play in which Chibi-Robo walks into the scene, and Telly is shown trapped in a Spydor web. After Telly says two lines of dialog, the camera pans over the Basement and a Primopuel voice clip is played. After this the player regains control.

The "boss fight" consists of several uninteractable Spydorz sideways in the floor, some Spydorz higher up with the rafters, and a single giant Spydor (possibly an early Queen Spydor, it uses the normal Spydor model). The giant Spydor and the other Spydorz not embedded in the ground simply turn back and forth and pose indefinitely. They take no damage, do not react to the Ghost Suit, and cannot harm Chibi-Robo, however Chibi-Blaster blasts will still home in on them.

stage15

A view of the lovely outdoors.
Another view of the lovely outdoors.
Peekoe, with his legs crammed inside of a weird chair. Unfortunately for him, this is how Giga-Robo remembers him.
Well, that looks nice and normal.

stage15 only exists in the Japanese version. It seems to be an unused early version of the Living Room. There are many differences between stage15 and the final Living Room:

  • If entered from anywhere except the Foyer, the Kitchen, the Chibi-House or the Backyard, Chibi-Robo will use his animation for walking down the Chibi-House steps nearby Jenny to enter the room (and as a result, his reflection model will clip through him.)
  • Jenny's drawing is partly underneath the rug.
  • The structure on which the record player can be found is missing.
  • In addition to two of the Frog Rings present in the normal Living Room, three more can be found: In the small shelf near the Chibi-House, on the ground where the missing structure should be, and in the nook behind the pendulum clock.
  • The aforementioned nook does not change to a different camera angle. A possible reason this occurs in the normal Living Room is because the camera can very easily be clipped back here to see the Chibi-Door interior and the background Backyard model.
  • The Chibi-Door by the Foyer entrance is missing.
  • The Bridge Utilibot is not necessary, as the corkboard it leads to in the normal Living Room is in a different position and can be reached using only the ladder Utilibot.
  • The Ladder Utilibot will retract on its own if Chibi-Robo recharges.
  • A Warp Utilibot is present near the Kitchen door. Upon use, it leads to the Warp Utilibot on the top floor of the Foyer.
  • There is no Moolah on top of the Chibi-House.
  • Peekoe is present on the shelf to the right of the pendulum clock. He sits on a strange chair, with his legs inside of it. He is completely still aside from blinking, and is uninteractable. His chair can be attempted to be pulled and pushed, but it does not move. Notably, this is similar to how he appears in the art in Giga-Robo's memory, and this is also the pose he makes in his sticker.
  • Chibi-Doors contain no moolah. Upon exit it will immediately be shut with no animation, play the "shot by Chibi-Blaster" animation, and open its eyes again.
  • A Chibi-Door is partly inside of the shelf by the corkboard.
  • The lamp near where the structure with the record player should be has test cubes inside of its steps.
  • Similarly to how Mr. Prongs can be found in the normal Living Room, the Chibi-Radar leads to certain spots on the floor. If dug with the spoon, Chibi-Robo will dig as if it were dirt (resulting in the reflection model clipping up through the floor) however no hole will be left and Mr. Prongs will not appear.
  • The overhead map does not work.
  • Drake Redcrest is absent at night.
  • After the Queen Spydor event has begun, stage15 will permanently remain in an early version of the "family hiding in the living room" state. In this state, the characters all have short, early dialog and Mr. and Mrs. Sanderson will not put Chibi-Robo back down after talking to him.

stage17

An empty platforming area entered by clipping into the fireplace.

stage17 only has objects in the Japanese version (although it can be reached in any version by clipping into the fireplace, it will simply be an empty void in the USA version.) Since it can be reached by clipping through the fireplace, the Wii version has an empty "chimney" folder, and this room can be exited back to the Living Room in the fireplace in the Japanese version, it's plausible that this room is a cut chimney area.

It's full of webs that can be shot away with a charged shot from the Chibi-Blaster. It has collision like steps, but it seems they cannot be ascended from the bottom. Moolah and Happy Point boxes can be found on the collision. If descended from the top by accessing stage20 first, the player can descend down the collision, or ascend an invisible ladder back up to stage20. Invisible ladders are present throughout the area.

stage20

The split second before falling to his doom.

stage20 only exists in the Japanese version. It contains bird poop, like the roof in the Backyard. Unless the player has the Mug equipped, Chibi-Robo will most likely fall a great distance and lose a great deal of energy. If the player does have the Mug equipped (or is very fast to touch the loading zone), Chibi-Robo's hitbox will hit a loading zone to the top of stage17. Since it contains an entrance to the top of stage17, and the folder containing the bird's nest is named "yane" (roof), this is most likely a cut roof area. It might be that Chibi-Robo was meant to access the chimney of the building through the roof at some point, since stage17 can be descended from stage20, but stage20 cannot be ascended from the bottom of stage17.

The early bird talking to Chibi-Robo. (An invisible floor has been added to make reaching it possible.)

An earlier version of the bird NPC found in the Backyard in the final game is here, but cannot be reached before falling. If it is reached using hacking, it behaves similarly to the final bird. It does not require any costumes to be interacted with, and it speaks using the frog voice instead of the bird voice. Its messages appear to be placeholders. Just like the final bird, it wants cookie crumbs, then nectar, then the Super Eggplant. After being given all of these, it says that it will leave a block in the nest and flies away. While the white block is present in the nest, it is never set to spawn. Additionally, even after the bird leaves, it is still interactable and has its dialog for wanting the Super Eggplant. The bird and white block were most likely moved to the Backyard after the roof stage was cut from the game.

stage21

To escape this Peekoetory, you must find the true Peekoe.
This is where Peekoe was in stage15. Seems he was once stationed here in the Living Room.

stage21 only exists in the Japanese version. Upon entry, Chibi-Robo is placed in the middle of a starry sky surrounded by Peekoe and his clones. You are instructed to find which one is the real Peekoe. The real one will be interactable, the others are not.

Upon interacting with the real Peekoe, Chibi-Robo is sent to the Living Room shelf where Peekoe is present in stage15, and while the player can move freely at this point, the camera is stuck until the Living Room is exited.

stage28

stage28 does not exist in the Japanese version. It is the Chibi-House used in the kiosk demo. In the USA version, its script is based on an earlier localization of the Chibi-House, so it functions similarly to the normal Chibi-House other than leading to stage29. In the PAL version, it works the same way as in the demo.

It can be accessed in the PAL version by falling into the drain with the following Gecko code active:

2026644C 0000000B
0426644C 0000001C
E2000001 80008000

stage29

stage29 does not exist in the Japanese version. It is the Living Room used in the kiosk demo. In the USA version, its script is based on an earlier localization of the Living Room and appears to be a work in progress. In the PAL version it is the same as in the demo.

It can be accessed in the PAL version by falling into the drain with the following Gecko code active:

2026644C 0000000B
0426644C 0000001D
E2000001 80008000

Unused and Unseen Textures

Unused Title Screen Graphics

In the Japanese version, title.tpl, along with the final logo, contains two earlier versions. The earlier logos have white backgrounds, while the final has a transparent background. (The international versions use a different file, title_us.tpl.)

Unused Logo 1 Unused Logo 2 Final Logo
Chibi-Robo-PIA-Unused-Title1.png Chibi-Robo-PIA-Unused-Title2.png Chibi-Robo-PIA-Used-Title.png

In addition to the logos, title.tpl also contains an unused 2.0 graphic.

Chibi-Robo-Unused-titlegraphic.png

Early Space Scrambler Graphics

stage02.tpl, the file containing the HUD graphics for the Space Scrambler minigame, has two unused textures. An early graphic contains space intended to display both the score and time remaining, while the final version has separate HUD elements for each. The early COURSE graphic seems to have been intended to display how far the player was in the course as a percentage, while the final version displays an N-Wing (the Japanese version of the Space Scrambler) moving along a line instead. Although the final Space Scrambler graphics were changed between the Japanese and North American versions, these unused graphics remain the same in all versions.

Early Final (Japanese)
Chibi-Robo-PIA-UnusedScoreTimeSpaceScrambler.png Chibi-Robo-PIA-JapanSCORE.png
Chibi-Robo-PIA-JapanTIME.png
Chibi-Robo-PIA-UnusedCourseSpaceScrambler.png Chibi-Robo-PIA-JapanCOURSE.png
Chibi-Robo-PIA-TinySpaceScrambler.png
Chibi-Robo-PIA-SpaceScramblerCourseLine.png

Early Book Texture

SEXY WOMAN can be seen obscured on the left part of this image.

In the Japanese version, books1.dat contains an alternate texture showing that the purple book was once called SEXY WOMAN and had an image of a scantily-clad woman. This texture can be seen in use in a prerelease image. (Interestingly, the book on top of SEXY WOMAN ends up covering most of the woman, in an act of censorship that may or may not have been intentional.) The final texture uses a recolor of the green TOY COLLECTION book for the purple book. The SEXY WOMAN texture is removed entirely from the international versions, as the used texture for the book was altered.


Unused Used
Chibi-Robo-PIA-SEXYWOMAN.png Chibi-Robo-PIA-TOYCOLLECTION.png
(Source: Nintendo UK website (Prerelease screenshot))

Partially Unused Frog Ring Textures

Item/frog_ring.dat has three textures: one for the eyes and mouth, one for the body, and one for the ring. However, part of the texture for the body fits the ring, and most of the texture for the ring fits the body. If either of these textures are used to replace the other, they fit perfectly for the entire frog ring. Why two versions of the frog ring texture are used for different parts of it is unknown.

Ring texture Body texture
Chibi-Robo-PIA-frogringring.png Chibi-Robo-PIA-frogringbody.png
Used Ring texture applied to body Body texture applied to ring

Chibi-Robo-PIA-frogringused.png

Chibi-Robo-PIA-frogringringoverbody.png

Chibi-Robo-PIA-frogringbodyoverring.png

Hidden Details

Hidden Chimney

Santa might have trouble finding this one in a snowstorm.

By moving the camera out of bounds to get a good look of the house roof in the Backyard and Drain, an untextured chimney can be seen on the Sanderson's house. Combined with the existence of a cut chimney area and a cut roof area, it seems evident that a functional chimney was cut from the game at some point. This chimney can be seen in concept art from the Happy Book.

Living Room Books' Titles

Any respectable household wouldn't let itself be caught with only one copy of ENICIDEM MEDICINE YRANOONARY!

The texture used for some books in the Living room has English text that reads "HEALTH & MEDICINE DICTIONARY". However, since the text is incredibly low-resolution, appears blurry in-game, and is cut in half and mirrored for use with red and brown books, this is incredibly unlikely to be noticed in-game. Unlike nearly all English text on textures, this text was not removed from the international versions of the games, most likely due to either going unnoticed or being illegible in-game. A book by this same name was published in 1997 by Random House, with a similar logo to the one on this texture. It's possible it was used as a reference for the book's cover. (Similar books appear in the Bedroom, but they use a different texture where the text is too small to be legible at all.)

Chibi-Robo-PIA-HEALTH-AND-MEDICINE-DICTIONARY.png

(Source: Google Books)

Funeral Bouquet Mipmaps

The bouquet held by Freaky Phil at Funky Phil's funeral, parent/ff_hanataba.dat, has mipmaps for the texture for the inside of the bouquet wrapper in different colors. This means that the color of the inside of the bouquet changes the farther away it is from the camera- however, not only can the player not move the camera far away enough from the bouquet to see this, the color change only takes effect when the camera is extremely far from the bouquet. Only the first color, red, can be seen in normal gameplay, and the only additional color that can be distinguished by forcing the camera further away in Dolphin or HALviewer is blue. There doesn't seem to be any evident reason for this effect, especially since the bouquet is incredibly small and only seen in one cutscene. Below are the mipmaps, from largest to smallest.

Chibi-Robo-PIA-ff hanataba1.png Chibi-Robo-PIA-ff hanataba2.png Chibi-Robo-PIA-ff hanataba3.png Chibi-Robo-PIA-ff hanataba4.png Chibi-Robo-PIA-ff hanataba5.png Chibi-Robo-PIA-ff hanataba6.png

Hidden Data In Game Rom

While decompiling the game code, programmer Emistro discovered the hex values DE AD BA BE at ram address 0x806602F0 on October 7th 2023.

Chib ox806602f0.png

Unused Animations

Hose faucet (backyard/jaguti.dat)

Animations 2 and 4 show the hose faucet's hatch opening and closing, respectively. In the final game, it is only seen either already open or closed.

2 4
Chibi-Robo-PIA-Jaguti2.gif

Chibi-Robo-PIA-Jaguti4.gif

Chibi-House Cutscene Chibi-Robo (chibihouse/cus_cb_pr_lv1.dat)

The only animation used for this model in the final game is as Super Chibi-Robo rotating in place, shown when Telly is encouraging Chibi-Robo to reach first place in the Chibi-Robo Rankings. However, it includes eleven other animations depicting a Chibi-Copter with only two propeller blades. The name of this model, along with the name of the final Chibi-Copter (cb_propeller_lv2.dat), may imply that at one point the Chibi-Copter would start with two blades and later be upgraded to have three. (The Chibi-Blaster also has a name that could imply an upgrade, chibi_cannon_lv2.dat.)

1 2 3 4 5

Chibi-Robo-PIA-cuscopter1.gif

Chibi-Robo-PIA-cuscopter2.gif

Chibi-Robo-PIA-cuscopter3.gif

Chibi-Robo-PIA-cuscopter4.gif

Chibi-Robo-PIA-cuscopter5.gif

6 7 8 9 10 11
Chibi-Robo-PIA-cuscopter6.gif

Chibi-Robo-PIA-cuscopter7.gif

Chibi-Robo-PIA-cuscopter8.gif

Chibi-Robo-PIA-cuscopter9.gif

Chibi-Robo-PIA-cuscopter10.gif

Chibi-Robo-PIA-cuscopter11.gif

Utilibot (house_r/chibi_h_main.dat)

The base Utilibot model contains animations similar to the base Warp Utilibot model, and animations that may have been planned to be reactions to costumes or tools.

2 3 4

Chibi-Robo-PIA-utilibot2.gif

Chibi-Robo-PIA-utilibot3.png

Chibi-Robo-PIA-utilibot4.gif

5 6 7

Chibi-Robo-PIA-utilibot5.gif

Chibi-Robo-PIA-utilibot6.gif

Chibi-Robo-PIA-utilibot7.gif


Mr. Prongs (npc/consentman.dat)

Mr. Prongs has several unused animations. In the Wii version, there is an empty folder named "consentmanmap", so it's possible these would have been used in a scrapped Mr. Prongs room. (He uses animation 7 in the debug room ahk.)

3 7 8 9 11 12

Chibi-Robo-PIA-consentman3.gif

Chibi-Robo-PIA-consentman7.gif

Chibi-Robo-PIA-consentman8.gif

Chibi-Robo-PIA-consentman9.gif

Chibi-Robo-PIA-consentman11.gif

Chibi-Robo-PIA-consentman12.gif

Peekoe's unused chair (npc/sun_dai.dat)

Peekoe's chair seen in stage15 has unused animations for opening and closing. It's probable that this would have been used to reveal his legs.

2 3

Chibi-Robo-PIA-sun dai2.gif

Chibi-Robo-PIA-sun dai3.gif

Debug room wardrobe (test/wardrobe.dat)

The wardrobe with a mirror on it found in the debug room ahk has three unused animations for opening, closing, and shaking. This is because this model is reused from GiFTPiA, where it is interacted with by the player.

2 3 4

Chibi-Robo-PIA-wardrobe2.gif

Chibi-Robo-PIA-wardrobe3.gif

Chibi-Robo-PIA-wardrobe4.gif

Unused Text

Starting at 0x1FF92C in start.dol in the USA version are the following strings. They are similar to the text used for the Chibi-PC and pause menu. (All grammatical errors are part of the original text.)

(store item)
(remove suit)
Vibration
Monaural
Happy Stickers
Camera control
Item menu
Chibi-Eye
Z action
Behind camera
Menu select
Control of ChibiRobo/Menu select
ChibiRobo Ranking
Chibi-Doors completed
Happy points
ChibiCom Menu
Junk Machine
Junk trade
Current exchange rate
Exchange how much?
There is no enough junks
Stamby ok

Starting at 0xC186 in stage14.bin (the file that contains the script and text for Jenny's birthday party) in the USA version is dialog from Telly for the player checking the hat that Mrs. Sanderson gives to Jenny. Normally this cannot be seen, because the hat is on the ground where the player cannot reach it. If the hat is reached through hacking, this text will appear as intended with an "Oh!" after the second and third messages, and the normal tutorial text for interacting with the party's objects will appear after the second "Oh!"

It's a hat from Mrs. Sanderson.

I've been looking for a stage outfit,
 but I can't really wear hats.

So...ummm...I just thought you should know that.

Early English text

The unfinished demo data present in the US appears to be based on a slightly earlier localization of the game, and has some minor differences in text.

stage28

Early Final
To celebrate opening my little advice booth,

I'm handing out free advice! Two per customer!

To celebrate opening my advice booth,

I'm handing out free advice!

Telly's mention of two pieces of advice per customer was removed.

Early Final
"If your Chibi-Radar starts going crazy, whip

out your spoon, because something's nearby!"

"If your Chibi-Radar starts going crazy, grab

your spoon or blaster! Something's nearby!"

This text was changed to mention the Chibi-Blaster.

Early Final
"Do you have a pair of Pajamas? If so, you

can change day into night by posing with [Z]!"

"Do you have a pair of pajamas? If so, you

can change day into night by posing with [Z]!"

Pajamas is not capitalized in the final translation.

Early Final
Who woulda thought those Spydorz would be

be so useful? I mean, once you smashed 'em.

Who woulda thought those Spydorz would be

so useful? I mean, once you smashed 'em.

The early text erroneously uses the word "be" twice.

Early Final
I'll set it up out in the entrance! I'll set it up out in the foyer!

The early text refers to the Foyer as the entrance.

stage29

Early Final
And that's why I quit Macroware Robotics, Inc.! And that's why I quit Macroware Robotics Inc.!
I'll put the energy wave that I was researching

at Macroware Robotics, Inc. to good use!

I'll put the energy wave that I was researching

at Macroware Robotics Inc. to good use!

The final text does not use a comma in the name of Macroware Robotics Inc.

Early Final
Perhaps they hate the Chibi-Robos' freedom?! Perhaps they hate Chibi-Robos' winning smile!!

The final Spydorz news report was changed from speculating that the Spydorz hate Chibi-Robos' nonexistent freedom to that they hate their nonexistent smile.

Early Final
Tomorrow will be sunny, rainy or...um...hail-y. Tomorrow will be sunny, rainy, or...um...hail-y.

An additional comma was added to the final text.

Early Final
HA HA HAAAAA! Spoken like a true Space Hunter! HA HA HAAAA! Spoken like a true Space Hunter!

One A was removed from Drake's laughter.

Early Final
So, I don't mean to be rude or anything, buuuut...

Aren't you a little smaller than usual?

So, I don't mean to be rude or anything, buuuut...

Aren't you a little smaller than usual?

An excess space between "I" and "don't" was removed.

Early Final
What? You're crazy! That's definitely oil.

Let's go check it out!

N/A

When Chibi-Robo is looking at the oil in the Living Room with Chibi-Vision, Telly asks if it's oil. In the Japanese version, you are given a yes or no prompt, but in the US version this was omitted and the game proceeds using the "yes" response text. stage29 contains text for responding "no" to this query.

Early Final (Demo)
Thank you for purchasing

the Chibi Robo, an Orange Inc. product.

Thank you for purchasing Chibi-Robo,

a member of the Citrusoft Robotics family.

The early text for checking the demo's Chibi-Manual uses Citrusoft's Japanese name, does not have a - between Chibi and Robo, and displays Chibi Robo's name in cyan.

Unused Items

There are three completely unused items in the game that likely were meant for scrapped sidequests. In the international versions, they lack names and descriptions.

Graphic Name/Description Translation
Chibi-Robo!-ItemAlien.png ガリメデ

鳳邪を引いてる。

Galimedes

He's got a bad fever.

Chibi-Robo!-ItemPen.png だれかのペン

どうやらベベのペンのようだ

Someone's pen

This appears to be Bebe's pen.

Chibi-Robo!-ItemInk.png インク

どうやらベベのインクのようだ

Ink

This appears to be Bebe's ink.

The only time Ganymede is discovered incapacitated is when he's right under the UFO - so he doesn't need to be carried there. In normal gameplay, Ganymede's model is distorted by object flags to be taller and thinner than the base alien model, which is not reflected in this item's icon. As for the ink and pen, they're likely remnants of a furthered sidequest for Sophie. In one of the debugging rooms, two of her warp slots are labeled vacant. An unused model for the ink bottle exists. Sophie's pen is seen as part of her model when she writes.

Additionally, there is an item that doesn't go completely unused since its model is used, but it can never be obtained by the player. Unlike the three items listed above, it does have a name and description in the international versions.

Graphic Japanese Name/Description English Name/Description
Chibi-Robo-PIA-DriedFlowerIcon.png 枯れた花

どうして枯れちゃったんだろう

Dried Flower

Why did it wither?

Mort causes flowers to whither when he touches them, as shown to the player during his story. The phrasing of this item's description implies the player may have once had to figure out the cause of flowers' withering after picking one up.

Games Speech SDK Mario Party Files

In the Japanese version, a folder named gssdk is present in qp.bin. This is short for Games Speech SDK, the SDK used for all games supporting voice recognition for the Gamecube Microphone. It contains files named asr16v220_jpj200_float_4b.lng, m666_words.ctx, m666_words.wrd, m777_words.ctx, and m777_words.wrd.

asr16v220_jpj200_float_4b.lng is present in multiple games that recognize Japanese speech, including Mario Party 6 and Mario Party 7. m666_words.ctx and m666_words.wrd are present in Mario Party 6, corresponding to the minigame Shoot Yer Mouth Off, and these files are identical between Chibi-Robo and Mario Party 6. m777_words.ctx and m777_words.wrd correspond to the Mario Party 7 minigame Synch-row-nicity, however this minigame has no microphone functionality, and these ctx and wrd files do not exist in Mario Party 7. The words present in m777_words.wrd are はい, いいえ, and いーえ. These files being present in Chibi-Robo may hint at further plans for the Gamecube Microphone's compatibility, but in the final game, the microphone has little practical use and only seems to recognize volume, rather than words. It's also possible that this may hint at cut microphone functionality for Synch-row-nicity or another microphone minigame having been cut between this folder being placed in Chibi-Robo and the release of Mario Party 7.