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Proto:Digimon Rumble Arena 2

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This page details one or more prototype versions of Digimon Rumble Arena 2.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • There are quite a few unused stages and characters that can be accessed by using the debug menu.
  • Finish documenting the differences.

An early prototype from March 5, 2003 was used as padding inside the final PlayStation 2 release. It is dated over a year before the game was completed and is very different compared to the finished product.

General Differences

Title Screen

Prototype Final
DigimonRumbleArena2March5 TitleScreen.png DigimonRA2 TitleScreen.png

The title screen is completely different compared to the final.

Character Roster

Prototype Final
DigimonRumbleArena2March5 2.png DigimonRA2 CharacterSelect.png

Not only is the title screen different, but the character select screen is as well. It's worth noting that some of the characters seen in the prototype were inexplicably cut in the final release for unknown reasons. Oh, and most of the unlockable characters can't be unlocked. The only playable characters in this prototype are Agumon, Patamon, Hawkmon and Armadillomon (in which as stated above, the latter two were cut, leaving only Veemon to be the only playable 02 character in the final).

Debug Menu

DigimonRumbleArena2March5 4.png

A debug menu can be accessed by pressing L3+Select.

Unused Graphics

Arena Images

Since only two arenas appear on the Select Arena menu, the remaining seven arena images go unused.

GameCube Working Controls

K_ME_ENG.RES has an unused working controls image for the GameCube.

DigimonRumbleArena2March5 controller gc.png

Unused Sounds

Error Messages

Inside of B_SYSTEM.RES are three sounds that were probably played whenever an issue occurred with playback of a sound file.

Audio Transcription Usage
"Broken sound file." An error message that would have played whenever a sound file was broken.
"Put your sounds under game data please." An error message that would have played when sounds were not in the same folder as the game data.
"Missing sound file." An error message that would have played when a sound file was missing.