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Dementium 2

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Title Screen

Dementium 2

Developer: Renegade Kid
Publisher: Southpeak Interactive
Platform: Nintendo DS
Released in US: May 15, 2010


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.


Dementium II is a first-person survival horror game for the Nintendo DS. It is the sequel to 2007's Dementium: The Ward, also for the DS.

Unused Maps

arena

A testing area where it's possible to spawn one of all enemy types, the area itself is untextured.

p0_007

An Operating Theater in the Bright Dawn Treatment Center. As the entire world of the game was built first before the player's final path was mapped out, the room remains partially unused, as it only appears in a cutscene. The player enters the room only once in the entire duration of the game, and the hellish counterpart of this area loads for the first Boss fight instead of the normal one here. Theres no physical way to climb back up from the bottom platform, it seems that the room was intended to only be used in the cutscene it appears in.

p0_014

According to Gregg Hargrove, this room was never meant to be unused in the first place. Because nothing really was ever going to happen in this area (Items, Weapons, Enemies), the developers had the two adjacent rooms skip the area in order to make a quick shortcut for testers and bugfixing. The room is unused because the developers simply forgot to place the area back into rotation. The doors take you to the rooms adjacent on the mini-map.

p0_029

A early version of the bathroom in the Bright Dawn Treatment Center. Before deciding on the final path the player would take, the entire world was built first. Since this room is locked off, it remains unused and is separated here. The doors take you to the rooms adjacent on the mini-map, and surprisingly, the spawns in the other rooms act as if the area was never segmented off to begin with.

p0_034

An unused corridor in the Bright Dawn Treatment Center. Before deciding on the final path the player would take, the entire world was built first. Since this room is locked off, it remains unused, and is separated here. The doors take you to the rooms adjacent on the mini-map, and surprisingly, the spawns in the other rooms act as if the area was never segmented off to begin with.

p0_041

Attempting to load the map will crash the game.

v0_000_old

Before the actual development of Dementium 2, a village tech demo was created. The map is still present in the game files and with a little bit of hacking it can be accessed. Some parts of the village are still present in the final game but the layout is overall very different.

dummy

Trying to load the map will crash the game.

Unused Models and Animations

Flamethrower Reload Animation

Strangely enough, it seems that at one point the Flamethrower was to have a reload function similar to all other weapons in Dementium 2. In the final product, they settled for scattering gas canisters around the world, for infinite refills on flamethrower fuel, as long as you could make your way back to one of said canisters.

Gas Mouth

According to Gregg Hargrove, the Gas Mouth was meant as an environmental hazard to replace rushes of steam once the player progressed through the basement. Since steam and other environmental hazards were never implemented, the enemy has nothing to replace, therefore remains unused.

Developer Notes

In most of the level .ini files of the game, the following note is present, it's referencing the village tech demo that was developed prior to the game.

";Config for village demo level, do not use more than 500 particles"
";DrawMaxSectors always draws 5 sectors, good for outdoor regions that dont portalize well"

Also in the enemy .ini files there are notes of the developers which reveal the name of every enemy in the game:

"; Parameters for Aerial Hunter"
"; Colossus"
"; Parameters for Flying Swarm (fixed health of 1)"
"; Parameters for Gnaw Boss"
";Gorgamesh"
";Leaper"
"; Parameters for Lost Soul"
"; Parameters for Malatesta (final boss)"
";Screamer (was Mindless Flyer)"
";Melee Guard"
"; Reanimator"
";Rifle Guard"
"; Parameters for Scritter (fixed health of 1)"
"; Parameters for Slime Mine"
";Spitter"
";Wailer"
"; Wendigo"
";Zombie"

Hidden Functions

A lot of functions in the game are managed by .ini files, the Village.ini has an unused function which allows you to skip the intro.

"SkipIntro = false"

In the files is also a removeme.ini but it is empty.

Unused Cutscenes

ehell

An unused cutscene showing Elizabeth Redmoor scrubbing a bloody floor, the cutscene looks as if it was meant to be in the final passage.

Unused Items

Antidote

An unused item, possibly used in the beta, as Dementium II HD is based on an older version of Dementium II, and it includes this item.

Examine pickup graphic
Render of the antidote model

Unused Textures

Chest Maw textures

The variations of the Chest Maw textures in the game's files, the one used is v2. Interestingly enough, the v3 texture seems to be higher quality than the used one (v2), so maybe the v3 texture was the intended texture.

Version 1 Texture, unused Version 2 Texture, used Version 3 Texture, unused
E zcm v1.png E zcm v2.png E zcm v3.png

Moon and Dementium: The Ward Leftovers

There are several leftover graphics from Moon and Dementium: The Ward, which were developed by the same studio. Most of the graphics are interface related.

File Load Splashscreen

Dementium2-load.PNG

Scrcap.tex

One interesting note, is that a screenshot for MOON exists in the files, but the way the image is displayed matches the display of a NOGBA emulator, rather than an actual capture of a DS screen.

Scrcap in Dementium 2 Scrcap in MOON No$GBA emu with nocash render
Dementium2-scrcap.PNG Moon-ds-scrcap.PNG Nogba-26a-nocash-render-bugs.png