A fan-made overhaul of Godzilla: Save the Earth (PS2, 2004) · by ANILORAK
A rebuilt Tokyo, new monsters, new modes, online play brought back, and an engine pushed past its 2004 limits. Made by one person with AI, every claim checked against the game itself.
✕Solo Destruction Tokyo, rebuilt as a real city: 12 districts laid out the way the real ones are, 1,221 buildings, streets and parks, four bases, and a G-Force that answers every level of destruction.
Map from the build tools · in-game pictures from the Mac test rig
Every monster brought in keeps its own body, skeleton and moves. The select screen's two pages were full, so ULTRA adds a third.
13 monsters swim.
Tap L2 in deep water to dive: only the back and spines show. Swim with the stick, and tap L2 again to stand. Shallow water stands you up. Only players swim.
Clips: the Mac test rig, Solo Destruction Tokyo
Seattle Ruins.
Godzilla Unleashed's Seattle, rebuilt as a new map: a broken city on a lava field you sink into.
On the way: every other city gets Tokyo's treatment, rebuilt district by district.






Save the Earth's own online mode, brought back. An Xbox and a Mac, one full match on Osaka.


Pictures: the lobby and a match in Osaka, on the Mac test rig
GODZILLA ULTRA started as the retail disc of Godzilla: Save the Earth. I took it apart, learned how every piece of it works, and rebuilt it into the game I wanted to play. Every tool I made along the way is here, with notes on how each part of the game works. You don't need my version of it. Bring your own disc, and build yours. I cannot continue to pour time and love into this so I'm going to "Bethesda" this and hopefully the real modders can learn and take apart this game byte by byte efficiently now.
ANILORAK
Everything starts from your own disc. Mine was checked against the Redump record for the US release (SLUS-20809) before anything was touched, and that original was never changed: every build is a copy.
The game's program was loaded into a disassembler and mapped until each of its 15,720 functions had a name and a place. 5,009 of them were checked by reading the code itself; the rest are named from matching patterns and marked that way. The 1,541 commands of the game's own script language are named too.
The disc holds one big data pack of 483 files, and inside them 87 kinds of file. 86 of them open in our own tools, and a tool only counts once it rebuilds every original file of its kind exactly, byte for byte, before it is trusted to change one. Movies are left out on purpose.
| What | How many | Opened | Changed by |
|---|
In the kit: the program map, the address map (751 findings, each with what it does and how it was checked), and a reader and writer for every file type.
With every file open, changing the game is changing data. Each kind of change has its own tool.
The 2004 game was built for a PS2. ULTRA moves its limits.
The test rig is the emulator in its own profile, hidden and muted, with tools around it:
A change moves through four steps. Built: its own checks pass. Mac-checked: a sweep of every map and mode it touches. Cleared: I've seen it. Confirmed: I've played it on the couch. Only the last one counts as working.
In the kit: the rig scripts for Save the Earth. Bring your own emulator and your own console's BIOS.
ULTRA runs on an Xbox Series S in Dev Mode through XBSX2, a PS2 emulator for Xbox. Dev Mode works on a free developer account.
Or skip the console: everything runs on PCSX2 on a computer.
I made GODZILLA ULTRA with an AI coding assistant, and I want to be plain about what that means.
It isn't a shortcut around understanding the game. The understanding is the work, and it's all written down here.
I took a retail game and made it mine. You can do the same with yours, and you don't have to share my vision of it.
A patch for every mod, one file each. Apply it to your own disc and play on PCSX2 or an Xbox in Dev Mode.
The kit: the Save the Earth tools, the program map, the address map, notes on every file format, and the builders. Rebuild every mod yourself, or make your own.