Ghostbusters: Sanctum of Slime
|Ghostbusters: Sanctum of Slime|
Ghostbusters: Sanctum of Slime was the anticipated next entry after the smash success of Ghostbusters: The Video Game, only to end up being an extremely-repetitive slog starring generic Ghostbusters.
"The ghost is stealing, my money!"
Note: The game uses the same data assets in all versions, with some exceptions. These will be noted in their respective sections.
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Early/Development Graphics
- 4 Unused Text
- 5 Unused Music
- 6 Hidden Cover Art
| Embedded Source Code|
Source code trapped in an EXE file (PC version only).
| Shader Source Code|
With loads and loads of developer comments!
The game uses a screenshot of the game in the level selection screens, but portions of them are obscured by the selection screen overlays. Some of the uncropped images have watermarks near the bottom, and you can see some early HUD images in the Level 10 and 11 color screenshots. Additionally, the game doesn't display the gray level select screens because you can't select the stages until you unlock them.
In the final game, Level 7 takes place at Sedgewick Hotel and Level 8 is a driving stage. The unused preview screens for both show a racing stage and a picture of a kitchen, respectively, suggesting that their order was swapped during development.
There are graphics and stage layout info for the Ghostbusters' Firehouse that is supposed to be used during the driving scenes...but since you never actually reach the Firehouse for story-related reasons, you never get to see it.
If the texture for the Firehouse's interior looks familiar, it's because it's modeled after the one in Ghostbusters: The Video Game, right down to the children's artwork on the wall.
The Netherworld Bestiary
Text for a scrapped enemy gallery is present in unistrings.wbr at 0x7B1DA:
EL BESTIARIO DEL INFRAMUNDO KREATUREN DER UNTERWELT IL BESTIARIO DI NETHERWORLD LE BESTIAIRE DU NETHERWORLD THE NETHERWORLD BESTIARY
The above is the only text that remains of this feature. However, 16 images for the Bestiary exist in the game's files. Most are unused except for the third image (Slimer), which is used in the in-game instruction manual.
Present in data_common\art\gui\controls\pc. These are placeholder graphics for keys on a keyboard; a fully polished set is used instead. There are also folders containing graphics with PS3 and Xbox 360 buttons, but those are used in their respective platforms (and Windows, if you're using a 360 Pad).
Early lifebar elements. The final version is completely different.
Early Control/Powerup Elements
Multiplayer Selection Screen
But all four characters have completely different designs!
- Bridget Gibbons was originally white and had auburn hair with a blond stripe through it.
- Alan Crendall was originally named David and appears to be Asian.
- Gabriel (Oscar according to the file names) had the most changes done: in these pictures, he's a muscled African-American male who wears a gold chain with a large "S" around his neck. In the final game, his physique was toned down to match the other male characters, he wears glasses, and looks much younger.
- Samuel had the least changes, appearance-wise. The only difference is in his facial expression.
Their Neutrona Wands are also different from the standard ones used in all official Ghostbusters artwork to date.
All of these are stored in data_common\data\art\fx.
A blurred picture of an Ogre's face (from Quake) with "FIXME" written on top of it.
The following text is found in unistrings.wbr at 0x40A (the text has been cleaned up to be easier to read):
menus/generic/demo Demo de Los Cazafantasmas Wanako - A2M Santiago Ghostbusters-Demo Wanako - A2M Santiago Ghostbusters Demo Wanako - A2M Santiago Démo SOS Fantômes Wanako - A2M Santiago Ghostbusters Demo Wanako - A2M Santiago
The development team's original name was Wanako Studios before they were purchased by Artificial Mind and Movement. It was later renamed A2M Santiago, then Behaviour Santiago.
Present in data_common\data\sound\music\ in OGG format.
A short looping theme.
An 8-bit-styled rendition of the Ghostbusters theme. No author is credited, as the file tags are blank.
Hidden Cover Art
The game, as you'd expect, plays
Huey Lewis' I Want A New Drug Ray Parker Jr.'s Ghostbusters theme in the main menu. The game's data actually contains two copies of the song - the used version, ghostbusters_remake_srd.ogg, is 13,052 KB in size. The other, main_theme.ogg, is only 2,700 KB and is an incomplete copy that ends a few seconds too early.
The unused version also has a partially-deleted ID3 tag that still includes artist and album info, and reveals something very surprising about the file:
If you load the file in a music player, the album title field will say "Ghostbusters II - The Extended Soundtrack"; if you use a dedicated ID3 tag editor like MP3Tag, you can also see the embedded cover art shown above. The song came from a now-defunct music-sharing blog called The Inferno Music Vault, which released "Extended Soundtracks" that included music left out of official soundtrack releases.
The Ghostbusters series
|Arcade||The Real Ghostbusters|
|NES||Ghostbusters (Prototype) • Ghostbusters II • New Ghostbusters II (US Prototype)|
|Sega Master System||Ghostbusters|
|Game Boy||Ghostbusters II • The Real Ghostbusters|
|Game Boy Advance||Code Ecto-1|
|Windows||The Video Game • Sanctum of Slime|
|PlayStation 3, Xbox 360||Sanctum of Slime|