This page is dedicated to every information found in the PS3 Data Sheets regarding unused locations , as well as earlier versions of locations from the final game.
"e3_temple_wall" texture segment.
A texture segment for a grass object that was used for Temple.
A texture segment for a bush object that was used for Temple.
"temple_cliff" texture segment.
A texture segment for something related to "
F4 " and Temple.
An early texture segment for the ending model of Temple.
An early super low resolution model of Temple.
Another slow model of Temple.
A slow model related to Temple.
A collision object given textures for Stage 17.
Texture segment for Stage 17 after the lighting had been baked to the model.
Another texture segment for the same thing.
Stage 17's texture segment.
Chip data of layer 2 of Temple's model.
Chip data of layers 3, 6, 7 and 8 of Temple's model.
Chip data of layer 4 of Temple's model.
Chip data of layer 5 of Temple's model.
A texture segment for "proto_wall_pice", unused version of existing models called "proto_wall_piece". The breakable door at the start of the fight.
A texture segment for "proto_wall", another version of the same thing.
Texture segment for the early super low resolution model of Proto, empty.
Stage 1 texture segment for the boss' view collision, empty.
Texture segment for a Stage 1 separate grass object.
Stage 1's texture segment.
Chip data of layer 2 of Proto's model.
Chip data of layer 3 of Proto's model. The model is named proto_home. Referencing the
Shrine of Worship .
Texture segments for "arena_hard_plate", A and B.
Texture segment for "arena_water_fog".
Texture segment for "arena_side_pass".
Texture segment for the early super low resolution model of Arena, empty.
A test area for Arena by its early designer, Nanako Ohmura.
A test stage for Arena by its next and final designer, Koji Hasegawa.
Another test stage for Arena by Hasegawa.
Texture segment for "arena_06_p2".
Ground destruction models for Stage 6.
Stage 6 (P1)'s texture segment.
Stage 6 (P2)'s texture segment.
Stage 6 texture segment for the boss' view collision, empty.
Stage 6's texture segment.
A damage definition for a tower object in Stage 6.
A script for the tower damage from Stage 6.
Chip data of layer 2 of Arena's model, empty.
Chip data of layer 3 of Arena's model.
Chip data of layers 4 and 5 of Arena's model.
Texture segment for breakable parts of an object named "kirin_A_stone".
Texture segment for the main model of "kirin_A_stone".
Texture segment for the early super low resolution model of Kirin's Hill.
Stage 19's texture segment.
Texture segment for Stage 19's collision, empty.
A texture segment for something related to Stage 19 by Mitsuhiro Shimooki (goes by "mi2" in the very early days).
Chip data of layer 2 of Kirin's Hill's model, empty.
Texture segments for unused models of platforms and towers.
More texture segments for unused models of platforms and towers.
Texture segment for unused pillars.
Texture segment for a collision model of Canyon, empty.
Texture segment for fog on Canyon's water.
Texture segments for walls and a tower, all unused.
More texture segments for walls.
Texture segment for the early super low resolution model of Canyon, empty.
A unused texture segment for a platform model, empty.
Unused texture segments for Canyon's water and lake.
Texture segment for "canyon_blind".
Texture segment for a sea model for stage 2.
Texture segment for walls for stage 2.
Stage 2's (P1) texture segment.
Stage 2's (P2) texture segment, empty.
Stage 2's texture segment.
Texture segment for the boss' view collision for stage 2, empty.
Texture segment for a platform model for stage 2, empty.
Chip data of layer 2 of Canyon's model.
Chip data of layer 3 of Canyon's model.