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Harmony

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Title Screen

Harmony

Developer: Retro Studios
Platform: Nintendo Switch


GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


This game was stuffed away in a cardboard box and found 30 years later in a garage
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Notes: Still a lot to do, like cataloging the included levels

Harmony is one of several attempts at an original title by Metroid Prime and Donkey Kong Country developer Retro Studios. Having started development on the Wii U some time after the release of Donkey Kong Country: Tropical Freeze, the project meandered for several years of radio silence before ultimately being canceled by Nintendo in 2017. After the title was shelved, Retro Studios was put back to work on a port of Tropical Freeze, a remaster of Metroid Prime, and eventually rebooted development of Metroid Prime 4.

Builds of Harmony with a smattering of partially-complete levels were released online as part of a Nintendo Switch devkit dump in April 2025. This version of Retro Studios' game engine, RUDE, introduced many features that eventually went into Metroid Prime Remastered.

Can you dig it?

Sub Pages

Harmony Debug Menu.png
Debug Menu
What's a BOPGUN anyway?

Level Select

Harmony Level Select.png

The game takes you to the level select right after the splash screen. Any level listed can be played, although some of them are more stable than others. This also lets you toggle the game's planned intro animation and (very unfinished) title screen as well as choose between different language options.

Levels

While not outright confirmed, many levels share characteristics with each other that makes it possible to group them together into different development phases that this game went through. Because of that, mechanics tend to be consistent within those groups of levels.


DevEra1Thumb.jpg
Development Era 1
The misadventures of Fon, Lumie, Thorn, and the four Wardens.
AreasIcon.png
Development Era 2
Did someone ask for hub worlds?
AreasIcon.png
Development Era 3
Hope you're ready for even more singing than ever before!
AreasIcon.png
Other levels
Test levels that don't really fit any categories.

Early Models

Fon

Early Final
Harmony-EarlyFonModel.png Harmony-FinalFonModel.png

Preload/Fon.pak contains a model of the playable character, Fon, from an earlier point in development. Also included are different flowers that can be affixed to her hair, possibly as part of a removed gameplay mechanic.

Before being packaged into asset packs, the files for this version of Fon were stored in characters/player/fon, while the redesigned character was in characters/player/fon2.

Tos

Early Final
Harmony-EarlyTosModel.png Harmony-FinalTosModel.png

Worlds/Snowspring Valley/ForlornHill_01.pak contains an early model for the Warden Tos, which is used for a cutscene. His appearance more closely matches the early icons, and he has optional meshes for the same flowers that can adorn Fon's hair.

Bunrel

Unused Used
Harmony-BunrelUnused0.png Harmony-BunrelUnused1.png Harmony-BunrelUnused2.png Harmony-BunrelUnused3.png Harmony-BunrelUsed.png

The critter "Bunrel" has multiple alternate skins, all of which are of considerably higher quality than that of the used model.

Early Textures

UI/HUD_PrimaryScreen_Style_Final.pak contains many unused assets. While this asset pack is labelled "Final," the used assets are actually in UI/UIPak.pak.

The "PrimaryScreen" specifier may be in reference to the Wii U version of the game.

Wii U Buttons

Harmony-WiiUButtons.png

Buttons for a Wii Remote, Nunchuk, and Wii U Pro Controller.

Warden Icons

Harmony Early Warden Icons.png

A set of icons for the four Wardens, using earlier designs that differ from the in-game models.

Unused Sounds

Fon.pak contains placeholder sound clips for various interactions Fon could have related to Slam and heavy objects.

YpressNoWardenContext1stAttempt

YpressNoWardenContextNextAttempt

YpressWardenUnmountedContext

YpressWardenCloseUnmountedNoContext

YPressNoWardenNoContext

Oddities

Donkey Kong Country: Tropical Freeze / Metroid Prime 3 Leftovers

Several generic visual effects have been recycled from Retro Studios' previous games. Here are filenames for just a few:

D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/Glow04alpha.TextureResource.ctex
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/recycled/Litebolt01.TextureResource.ctex
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/recycled/Glow11b.TextureResource.ctex
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/Glow2.TextureResource.ctex
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/JuiceFroth02BW_anim01.TextureResource.ctex
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/Accents/ACCENT_WindCirclePal_02.TextureResource.ctex

While they are typically referred to as files from "RS10," that game's codename, there are occasional specific references to Donkey Kong Country characters:

D:\CookRep\RS11-Main\NX\effects/!RS10/characters/Player/Donkey_Kong/effects/Material_FX/Frozen/textures/Snow_Chunks_02_01.TextureResource.ctex
D:\CookRep\RS11-Main\NX\Audio/Experiments/Player2/Weapon/Cranky_Cane_Sand_Run_1.AudioSampleResource.csmp

As well, enemies use some recycled audio assets from Metroid Prime 3: Corruption, particularly from Reptilicus for the giant enemies:

D:\CookRep\RS11-Main\NX\Audio/Experiments/Enemies/Roblin_Hammer/Metroid_Phazon_Arc_Zap_2.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/Experiments/Enemies/Roblin_Hammer/Samus_Novacharge_LP.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_Breath_Light_3.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_Breath_Light_2.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_Breath_Light_1.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_whip_1.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_whip_1_2.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_whip_2.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_whip_2_2.AudioSampleResource.csmp

Retro Choir

Most voice samples contain a name, presumably of a staff member that voiced them. The singing animal critters contain names that christen them the "Retro Choir":

Retro_Choir_03_Test_OneRhythm - FROG (Scott)
Retro_Choir_03_Test_OneRhythm - HEDGEHOG (Raph)
Retro_Choir_03_Test_OneRhythm - BIRD (Jess)
Retro_Choir_03_Test_OneRhythm - TURTLE (Paul)
Retro_Choir_03_Test_OneRhythm - BUNREL (K12)
(Source: Harmony Research Server)