Unused & Removed Features/Wii

From Drawn to Life Wiki

Drawn to Life: The Next Chapter (Wii) likely has the most cut and unused content out of any Drawn to Life Series game. This is explained by this quotes from Art Director, Ken Capelli.

DTL was supposed to be a simple "safety" production that allowed other studio creative leads to focus on a big 1st-party project for Microsoft Game Studio. When the MGS project wound down and we put eyes back on DTL, we saw that the product was a shockingly scattered mess, barely playable/ parts on the floor, nowhere near being able to produce the expected alpha/ beta/ gold dates - it became an all-hands-on-deck emergency...My senior Art Lead and UI Art Director came into it with me, sleeves rolled up, to focus on lining up each area of the game (characters/ props/ cinematics, levels, user interface/ drawing tool). It was only as we were in the midst of alpha that I was able to offer visual feedback to help pull it all together with polish (TBH most of the individual assets developed by the team looked great, really cute and clean).

–Ken Capelli


Characters[edit]

Early Raposa[edit]

Lineup 02.jpg


In the package shared by Ken Capelli, early models for multiple Raposa can be found. This includes models for Raposa that did not make the final cut of the game, including Dr. Cure, Tubba, and NavyJ. These models ended up getting converted into images that were used for the crowd in the Raposa Sports minigames.




Mayor[edit]

WiiMayorModel.png


In the package shared by Ken Capelli, a model of Mayor can be found, although all the documentation found in the package suggests that he was never meant to appear in any capacity outside of the statue and cutscenes.




Early Heather Designs[edit]

HeathersWii1.jpg

HeathersWii2.jpg


In the package shared by Ken Capelli, an early design for Heather can be found. This version of Heather was named Heathers, and was heavily inspired by the musical Heathers. This version of Heather has long, spiky hair that is half ginger and half shadow, split down the middle. She still has her mallet, but her early design wears a green sweater instead of a green dress.



Early Monkey King Design[edit]

Beta Monkey King 1.png


In the package shared by Ken Capelli, an early design for the Monkey King can be found. This design is much more regal than the final design.




Snow People[edit]

Snow people concepts.jpg


In the package shared by Ken Capelli, concept art for a group of snow people can be found. It is unknown if they were meant to be sentient characters or decoration for Icy Wastes levels.




Jinxy[edit]

MariandJinxy.jpg


According to the Game Design Document (GDD) shared by Lead Designer Jason Weesner, there was supposed to be a character named "Jinxy" who would have needed to been saved. It is unknown if Jinxy was ever intended to appear, or if he was purely a placeholder name for this one example.




Eastern Winds Raposa[edit]

Zak and Mac[edit]

Zak and Mac.jpg


In the package shared by Ken Capelli, one of the Game Design Documents mentions a pair of brothers that would've been rescued in Eastern Winds. Underneath the attached image is the caption:

In this example, Zak is on the left and Mac is on the right. We can see that Zak’s island is serene (God Rays and flowers). However, Mac’s island is under attack by Shadow Fliers. The player’s job is to defeat the enemies and then use the switch on Mac’s island (and the junction island between) to activate the rainbow bridges and reunite the brothers.

–GDD


This mission would've been in the 3rd level of Eastern Winds, dubbed "Stormy Towns" at this point in development.

Other Eastern Winds Raposa[edit]

Other named and unnamed Raposa appear in the Eastern Winds levels:

  • Hans – Stuck in Icy Wastes
  • Doug – Owns the oldest windmill in "Horizon Town"
  • Farmer – Owns a pair of prize winning farm animal at the "Sky Farms"
  • Farmer’s Neighbor – Wants three prize winning animals to show his neighbor up at the "Sky Farms"
  • Hollow Island Owner – Owns multiple hollow houses "Above the Storm"
  • Gardener – Lost their garden "Above the Storm"

Shopkeeper[edit]

BetaShopWii.png


In the package shared by Ken Capelli, an image of a Shopkeeper that is not Isaac exists, appearing to be a female Raposa with white hair. There is no name or artists attached to this character, though it can be assumed that she was replaced by Isaac relatively early in development.




Objects[edit]

Book of Life[edit]

BookOfLifePickup.png

Book of Life Wii.png


In the package shared by Ken Capelli, two models for the Book of Life can be found. The second model is supposedly in the final game, but goes unused for an unknown reason.



Ink Well[edit]

InkWellWii.jpg

InkWellModel.png


As seen on Ken Capelli's website, there were plans to have an Ink Well appear in the game. In the package shared by Ken Capelli, it was revealed that the Ink Well would've been found in Wilfre's Lair as the spawn point for Boss. It is unknown why it was replaced with the Ink Barrel in the final game.



Mizu's Trident[edit]

WiiTrident.png


In the package shared by Ken Capelli's, a fifth Artifact of Power was found - Mizu's Trident. It would have been found in the cut Water World inside the belly of a giant squid, and would have been collected by Jowee and the Hero. After Circi's betrayal, the trident would have been one of the Bad Mannequin's arms.



Indee Idols[edit]

IndeesIdols.png


In the package shared by Ken Capelli, a Game Design Document mentions collectible, gold idols that Indee had hidden throughout the levels. According to the GDD, they would have required Action Drawing to collect. It is unknown how many of these would have been in each level, but a counter would have appeared at the end of each level telling the player how many they had collected. This likely means that the idols would have functioned differently than Cookie's Ingredients, Farmer Brown's Seeds, and Zsasha's Treasures.




Enemies[edit]

Early Concepts[edit]

Some enemy concepts found in the various sources of beta content predate the gates, and as such cannot be organized by them. They will be listed here.

Oneeye[edit]

Oneeye.png


The Oneeye was one of the first enemies created for the game's development, being created by Thomas Denmark. It was used in the early stages of development to test animations on User Created Objects (UCOs). It could have possibly inspired the Hero seen in the Beta Jangala Level.



Jangala[edit]

Bird[edit]

BirdWii.png

BirdWiiModel.png

BirdWiiTexture.png

BirdWiiConcept.jpg


In the game's files, there is an enemy named "junglebird." In the package shared by Ken Capelli, it was revealed that the Bird, also called the Exotic Bird in some documents, would have acted much like the Snow Bird, dive bombing the player.



Squirrel Enemy[edit]

SquirrelConcpet.png

SquirrelWiiModel.png


In the games files are references to a squirrel enemy. In the package shared by Ken Capelli, it was revealed that the Squirrel, much like the Bird, would have acted much like the Snow Bird, dive bombing the player.



Hungry Plant[edit]

HungryPlantConcpet.jpg

HungryPlantWiiModel.png


In the package shared by Ken Capelli, concept art and a model of a Hungry Plant enemy, also called the Pitcher Plant and the Audrey Plant, were found. Not much is known about what this enemy would have done, but according to the concept art, it would have acted much like the Tentacle Monster.



Emperor Monkey[edit]

EmperorMonkeyConcpet.png

EmperorMonkeyWiiModel.png


In the package shared by Ken Capelli, concept art and a model of a Emperor Monkey were found. It seems like this is a beta version of the Monkey enemy, and it would have acted the same as the Monkey.



Tree Man[edit]

Jungle treeman.png

KozTreeMonster.jpg


In the package shared by Ken Capelli, concept art and a model of a Tree man were found. It is unknown how this enemy would have functioned in the final game, but we do know it was designed by Eric "Koz" Kozlowsky.



Jungle Creature[edit]

JCreatureArt.jpg

JungleCreatureSketch.jpg


In the package shared by Ken Capelli, concept arts for an called "Jungle Creature" were found. It is unknown how this enemy would have functioned in the final game, but we do know it was designed by Eric "Koz" Kozlowsky. It may have been a precursor to the Bonobos.



Eric Kozlowsky's Enemies[edit]

KozMandrill.jpg

KozMonkey.jpg

KozRobot.jpg


As part of development, Eric "Koz" Kozlowsky made some concept enemy sketches in a journal, all for Jangala. Many of these were uncovered in the package shared by Ken Capelli, and we do not know how any of them would have functioned. The first two may have been a precursor to the Monkeys. Notably, the Robot was created for a "Mayan Factory" world that was either cut or never approved.




Shadow City[edit]

Ink Goon[edit]

InkGoonConcpet.png

WiiCutShadow2.jpg


The Ink Goon was an enemy slated to appear in Shadow City levels. It would have acted similar to the Bonobo or Snow Warrior in that it would patrol an area and then charge at the Hero once they were close enough. It would have acted very zombie-like, with both of its arms out towards the Hero.

As shown in this promotional video, its possible that it was cut very late into development, as what may be a model for the monster can be seen.



Ink Bomb[edit]

InkBombConcept.jpg


The Ink Bomb was an enemy slated to appear in Shadow City and Icy Wastes levels. When it saw the Hero, it would have charged towards them. When the Hero attacked it, it would have begun to inflate, only to explode shortly after.




Ink Giant[edit]

InkGiantConcpet.png


The Ink Giant was an enemy slated to appear in Shadow City levels. It would have walked around its area, swinging its legs up high with each step, allowing the Hero to walk underneath it. It would also jump in the air and try to land on the Hero. Its weak spot would have been it's head.



Ink Tosser[edit]

InkTosserConcpet.png

ShadowTosserModel.jpg


The Ink Tosser was an enemy slated to appear in Shadow City, Icy Wastes, and Eastern Winds levels. It would have acted similarly to the Dart Bonobo, as it would have fired balls of ink at the Hero when they got close enough. When it was modeled, the Ink Tosser, now called the Shadow Tosser, had a massive redesign, becoming more insect-like and gaining eyes.



Ink Flyer[edit]

InkFlyerConcpet.png


The Ink Flyer was an enemy slated to appear in Shadow City and Eastern Winds levels. This enemy was supposed to be a Shadow City equivalent to the Snow Cat, chasing the Hero throughout their area, either until the Hero was out of range, or they died. It would have come in two sizes, small and large. This enemy would have also appeared during the fight against the Boss.



Ink Bouncer[edit]

Shadow blob.jpg

Shadow Ground.png


In the package shared by Ken Capelli, an enemy known as the Ink Bouncer can be found in a revision of the GDD. As shown in this promotional video, its possible that it was cut very late into development, as its model can be seen.



Icy Wastes[edit]

Seal[edit]

WiiSealConcept.jpg

WiiSeal.png


In the package shared by Ken Capelli, concept art of a seal enemy, grouped with the other Icy Wastes enemies, was found. However, the model for this enemy made it into the final game, and it is used as part of the backdrop in the level Frosted Cove.



Zombi Snowman[edit]

ZombiSnowman.jpg


In the package shared by Ken Capelli, concept art of a Zombi Snowman was found. It's unknown who designed this enemy. It's also possible that this was a set piece for a level, like the Snow People may have been.



Misc. Icy Wastes Enemies[edit]

FrozenFlyingFish.jpg

FrozenSeaSerpent.jpg

FurryCrab.jpg

LanternSquid.jpg


In the package shared by Ken Capelli, concept art of multiple Icy Wastes enemies were shared. These enemies were never given colored art, and some of them may have been grandfathered in from the Great Sea when it was cut.



Eastern Winds[edit]

Eastern Winds Baki Concepts[edit]

EarlyEWBakis.jpg


In the package shared by Ken Capelli, concept art for the Eastern Winds Baki was found, showing multiple possible designs before settling on the one chosen for the final game. Some of these include a Balloon Baki, a Jetpack Baki, and a Plane Baki.




Bosses[edit]

Tree King[edit]

Tree King.jpg

MKConcepts.png


In the package shared by Ken Capelli, one of the Game Design Documents lists the Tree King as the boss of Jangala. There is no information known about the Tree King, as its section of the GDD is empty with the exception of its name and art.



Unknown Jangala Boss[edit]

CutJangalaBossModel.png

Boss Zed.png


In the package shared by Ken Capelli, a model titled "boss" can be found in a directory with cut props from Jangala levels. It is unknown what this model's purpose would have been, or if it even would have been a boss at all. A model titled "boss_Zed" is an exact replica of "boss," with the only difference being that boss_Zed does not have eyes.



Yeti[edit]

WiiIWBoss.png


In the package shared by Ken Capelli, one of the Game Design Documents lists a Yeti as the boss of the Icy Wastes. There is no information known about the Yeti, as its section of the GDD is empty with the exception of its name and art. In a loose world map created by Jeannine Schafer, the Hero would have fought this boss by the Eternal Furnace, although this image does not reference the Yeti at all. The Yeti would go on to be one of the enemies for the Icy Wastes.



Squid[edit]

WiiSquidBoss.png

SquidSketchWii.png


In the package shared by Ken Capelli, one of the Game Design Documents lists a Squid as the boss of the cut Water World. There is no information known about the Squid, as its section of the GDD is empty with the exception of its name and art. In a loose world map created by Jeannine Schafer, the Hero would have travelled inside the Squid's stomach to retrieve Mizu's Trident.




Creations[edit]

Hero Attachments[edit]

Mermaid Tail[edit]

MTail1.jpg

MTail2.jpg

MTail3.png

MTail4.png


The Mermaid Tail was the planned Hero attachment for the scrapped Water World. According to the Game Design Documents, the player would have originally sunk to the bottom of water pools, and this creation would have been required to swim through them. The player would have been able to get a temporary boost by pressing WiiA.png. According to either Billy Delli-Gatti or Casey Holtz, Scott Rogers said that the mermaid tail was also planned to be part of the original game.




Hockey Player[edit]

Hockey1.jpg

Hockey2.jpg

Hockey3.png


The Hockey Player was the planned Hero attachment for Icy Wastes. According to the Game Design Documents, this would have functioned exactly like the Skates and Sword do in tandem, albeit the hockey stick would have swung up instead of down, like the sword. The skates from this was adapted into the Skates, and the Hockey motif was incorporated into the Raposa Sports minigame.




Spacesuit[edit]

SpacesuitWii.png

SpacesuitWii2.png


The Spacesuit was the planned Hero attachment for the scrapped Space World. Very little is known about this attachment, as none of the Game Design Documents elaborate on it in any way.



Scrapped Ideas[edit]

Among the cut Hero attachments, many more were drafted up, but never fully conceptualized. For Shadow City, the player was planned to get Platform Shoes, allowing them to jump higher and "kick the crap out of things." Also for Shadow City, a Shadow Disguise was considered that would've allowed the Hero to not aggro Shadow enemies. For Icy Wastes, a Big Power Glove would have given the player a stronger punch that would've allowed them to break through bigger objects. Also for Icy Wastes, Drill Bit Gloves would have allowed the player to drill through objects.




Vehicles[edit]

Zeppelin[edit]

HelicopterConcept.jpg


There is some leftover code relating to an unused Zeppelin vehicle. The Game Design Documents shared by Ken Capelli shed more light on the Zeppelin, revealing that it would have been similar to the Helicopter. However, instead of being fast, it was meant to be much stronger than the Helicopter. It functioned in three different parts - the balloon, the gondola, and the blades.



Hang Glider[edit]

Glider.jpg


In the package shared by Ken Capelli, one of the Game Design Documents includes a section on proposed vehicles. The first of the flying vehicles is the Hang Glider, a vehicle proposed for Jangala and possibly Eastern Winds. It would have been made up of two parts, the glider itself and a gun. By pressing WiiC.png, the player would have been able to fire the gun, and by pressing WiiA.png, the player would have been able to gain height. By moving the WiiAnalogStick.png, the player would have been able to stall out, speed up, or simply change their vertical direction.



UFO[edit]

WiiUFO.jpg


In the package shared by Ken Capelli, one of the Game Design Documents includes a section on proposed vehicles. The second of the flying vehicles is the UFO, a vehicle proposed for the Icy Wastes. It would have been made up of two parts, the main body of the UFO and a gun. By pressing WiiC.png, the player would have been able to fire the gun, and by pressing WiiA.png, the player would have been able to jump like in the game Joust. By moving the WiiAnalogStick.png, the player would have been able to move left or right.



Prop Cycle[edit]

Prop Cycle.jpg


In the package shared by Ken Capelli, one of the Game Design Documents includes a section on proposed vehicles. The third of the flying vehicles is the Prop Cycle, a vehicle proposed for Eastern Winds, Shadow City, and Rapoville. It would have been made up of five parts, the bike frame, a wing, two wheels, and a gun. According to the GDD, it's controls would have been identical to the UFO.




Kite[edit]

Kite.jpg


In the package shared by Ken Capelli, one of the Game Design Documents includes a section on proposed vehicles. The fourth of the flying vehicles is the Kite, a vehicle proposed for Eastern Winds or Rapoville. It would have been made up of only one part, the kite itself. The kite would have been tethered to the ground, and the player would have moved the WiiAnalogStick.png to grab coins while fighting against air currents.



Rocket Sled[edit]

Rocket Sled.jpg


In the package shared by Ken Capelli, one of the Game Design Documents includes a section on proposed vehicles. The fifth of the flying vehicles is the Rocket Sled, a vehicle proposed for Eastern Winds. It would have been made up of two parts, the rocket's body, and a boost. The player would have needed to use the Action Drawing mechanic to draw a track for the sled to travel on. By pressing WiiA.png, the sled would have accelerated, and by pressing WiiC.png, the sled would have fired a projectile. If the sled collided with any walls, it would have exploded, although whether or not this would have killed the Hero is unknown.



Walrus Mount[edit]

Walrus.jpg


In the package shared by Ken Capelli, one of the Game Design Documents includes a section on proposed vehicles. The first of the ground vehicles is the Walrus Mount, a vehicle proposed for the Icy Wastes. It would have been made up of only one part, the walrus itself. When the player got on the walrus, it would have started to jump forwards, and by moving the WiiAnalogStick.png, the player could have changed its speed. By pressing WiiA.png, the walrus would have rammed forward into obstacles, and if the player encountered a slippery floor, it would have gotten onto its stomach and slid across.



Pogo Stick[edit]

Pogo Stick.jpg


In the package shared by Ken Capelli, one of the Game Design Documents includes a section on proposed vehicles. The second of the ground vehicles is the Pogo Stick, a vehicle proposed for the Icy Wastes or Rapoville. It would have been made up of four parts, the pogo body and three springs. The Pogo Stick would have always been jumping, and by moving the WiiAnalogStick.png, the player could have moved around inside. By pressing the WiiA.png while the pogo stick jumped, the player would have jumped higher, killing enemies and destroying breakable objects. Despite being called a stick, this vehicle more resembles a shoe.



Hamster Ball[edit]

Hamster Ball.jpg


In the package shared by Ken Capelli, one of the Game Design Documents includes a section on proposed vehicles. The third of the ground vehicles is the Hamster Ball, a vehicle proposed for Rapoville. It would have been made up of only one part, the ball itself. By moving the WiiAnalogStick.png, the ball would have been able to roll, and by pressing WiiA.png, it would have gained a speed boost. When falling off an edge, the ball would have bounced, and it would have been able to roll over small enemies, killing them.



Anemone[edit]

Anemone.jpg


In the package shared by Ken Capelli, one of the Game Design Documents includes a section on proposed vehicles. The first of the underwater vehicles is the Anemone, a vehicle proposed for the cut Water World. It would have been made up of only one part, the body of the anemone. It would have been able to climb up walls that weren't underwater by moving the WiiAnalogStick.png. By pressing the WiiA.png, the anemone would have jumped off of the wall.



Puffer Fish[edit]

Puffer Fish.jpg


In the package shared by Ken Capelli, one of the Game Design Documents includes a section on proposed vehicles. The second of the underwater vehicles is the Puffer Fish, a vehicle proposed for the cut Water World. It would have been made up of two parts, the body of the fish, and the tail of the fish. By moving the WiiAnalogStick.png, the player could swim about with the fish, and by pressing WiiA.png, the fish would have inflated, hurting enemies.



Tank & Pants[edit]

TankandPants.png


In the package shared by Ken Capelli, an image exists showing off four vehicles. Two of these are a tank and a pair of robotic pants, although nothing else in the GDD mentions these. It is currently unknown how they would have functioned.

Miscellaneous[edit]

Jungle Ants[edit]

JungleAnt.jpg

JungleAntLeaf.png


In the game's files, there is an entry named "jungleants."

Thanks to Lead Designer Jason Weesner, we know that the Jungle Ants were supposed to be a creation found in Jangala. They would have acted as a moving platform according to the GDD that he shared. In this document, the creation is titled "Ant with Leaf."

The player draws a leaf that a giant worker ant carries in its mouth. The leaf acts as a platform that the player can stand on as the ant moves.
The any can climb up walls, creating an ant elevator.
The ants can walk in tight groups on the ground, forming a fast moving leaf conveyor belt.

–GDD


In the package shared by Ken Capelli, the premade design for this creation was found. The design for the leaf would end up being resized and used as the template for the Leaves of Ages creation.

Wilfre's Painting 3[edit]

WilfrePortrait3.png


Found in the package shared by Ken Capelli, a third Painting was meant to be created in Shadow City, likely in Shadow Palace with the other two. It is based on Napoleon Crossing the Alps, specifically the first Versailles version.



Raposa Sports - Tennis[edit]

WTennisB.png

WTennisR.png


Found in the package shared by Ken Capelli, a tennis minigame was originally planned to be included with Raposa Sports, and a Tennis Ball and Tennis Racket template were both created, though they were scrapped for the final product.




Unused Developer Heroes[edit]

Pms kkaw.png

Pms dserenne.png

Nbruty.jpg

Text 1.png


In the package shared by Ken Capelli, the original files for all the developer heroes, seen in the credits, were found. Among these were two completely unused heroes, an early version of Nick Bruty's hero, and a test hero "test_1.png", seemingly made of multiple Stamps.

Interestingly, the hero for Kevin Kaw was used during testing of the credits sequence, so it is unknown why it was cut.



Music[edit]

Tutorial[edit]


This track is unused in the game and it likely would have been used in a tutorial, either for the platforming section or the drawing mode. It is possibly related to a cut tutorial sequence with Circi, meant to be played while the Hero travels with her to find the Book of Life at the beginning of the game.




Boss Theme (Intro)[edit]


This track is unused in the game and it likely would have played in the Boss's room before the rising Shadow is activated.



Justin Mullens' Tracks[edit]


In the package shared by Ken Capelli, Justin Mullens composed four tracks for the game that went unused. These include Cave of Dreams, Hands in the Sky, Refracting Lense, and Take It To The Top. It is currently unknown what each of these would have been for. It is possible, though unconfirmed, that these tracks may have been made for the cancelled "My Amazing Story".

Text[edit]

Circi's Tutorial[edit]

There was once a sequence where Circi would guide the player through Rapoville in order to find the Book of Life at the start of the game. A stripped down version of this sequence is in the final release, consisting of the UCO segment and nothing more. The full tutortial was planned to be much more extensive, taking the player through the mechanics and controls of the game.

!Training Mission
$Training_1_a
Char_Circi: To run, just move (S) left or right. $End
$Training_1_b
Char_Circi: You can buy almost anything at Isaac's shop. I'd introduce you, but he's not in right now.
Char_Circi: Sometimes I like to sit on his roof and watch the world go by. Go ahead and try it. It's fun! $End
$Training_1_c
Char_Circi: (Hero), this is Chef Cookie. He bakes the best Banya Bread Pudding! $End
$Training_1_d
!PUNCH TUTORIAL HERE /*Tutorial Already Written/Located in Other File $End
$Training_1_e
Char_Circi: Officer Cricket? Why aren't you helping us track down Crazybarks?
Char_Cricket: Circi, you know we have bigger problems to deal with. Now move along, you two! $End
$Training_1_f
Char_Circi: Hey, I see Galileo in his observatory! Let's go say hi!
Char_Circi: Hmm. That's odd. Galileo's elevator is usually right here. I wonder where it has gone? $End
$Training_1_g
Char_Circi: What? The bridge is missing too! What's going on around here?
Char_Circi: Hey (Hero)! Do you think the Creator might be able to draw us a new bridge? $End
$Training_1_h
!UCO TUTORIAL HERE /*Tutorial Already Written/Located in Other File $End
$Training_1_i
Char_Circi: That's a great looking bridge! Let's keep going. We have to find Crazybarks! $End
$Training_1_j
Char_Circi: This windmill pumps water up from the ground. 
Char_Circi: As long as its blades keep turning, our village will have plenty to drink! $End
$Training_1_k
Char_Circi: This is our sports complex. It's a great place to go with friends and play a game! $End
$Training_1_l
Char_Circi: Hmm. Farmer Brown's farm is looking a bit bare. Usually, he has lots of Banyan growing. $End
$Training_1_m
Char_Brown: Howdy there, Circi. An' you must be that new hero I've heard tell about. $End
$Training_1_n
Char_Circi: (Hero), if you really want some fun, try sliding around in the mud. $End
$Training_1_o
!SLIDING TUTORIAL HERE /*Tutorial Already Written/Located in Other File $End
$Training_1_p
Char_Circi: We're finally here!  Up there is Crazybarks' rock.  You'll have to double jump get up there. $End
$Training_1_q
!DBL JUMP TUTORIAL HERE /*Tutorial Already Written/Located in Other File $End

The typos present in this text are also found in the game's files. Some of this dialogue is present in the final build, such as $Training_1_a, $Training_1_g/i, and $Training_1_k.

Tutorials Already Written[edit]

Although some of the tutorials appear in the final game, many of them do not. All four of them will be listed below:

PlayerPunch_Tut
Some enemies can be defeated simply by punching them. To punch, press (B) while facing the enemy or hold (S) to punch in any direction.

UcoInitial_Tut
Some objects are missing from the world. Approach a Creation Easel and press (C) to draw them back to life!

PlayerSlide_Tut
Move and hold (S) down and press (A) to slide in the direction you are facing.

PlayerDblJump_Tut
To reach high areas, try double jumping by pressing (A) after you have already jumped. This will give you even more height!

Galileo's Story Dialogue[edit]

In Rapoville, Galileo is only accessible by the Village Observatory, which is only accessible after creating the Vertical Platform in Shadow City. However, Galileo has dialogue for every level up to that point. For each level, there are three lines of dialogue that rotate.

With my telescope, you can see all the way to the moon!
You must come up and try my telescope. But somebody stole my elevator.
Please get my elevator back. I don't have a bathroom down here!

Are you having fun on your adventure?
I prefer the quiet of my observatory.
The stars can be quite beautiful at night.

Thank you again for drawing my elevator.
You really should join me up here to look at the stars.
There's nothing more beautiful than a sky full of stars.

Once, the monkeys were always in our village, causing mischief.
The monkey mischief stopped after Mari's father made a pact with the Monkey King.
Since then, the monkeys have stayed in Jangala.

I find this world to be full of wonders.
I am always amazed at what I find through my telescope.
I would be happy to show them to you some time.

(Hero), you have the most fascinating adventures.
I, myself, am more of a homebody.
Maybe one day I will be brave enough to leave my observatory.

Wilfre has returned? Hasn't that rabble-rouser caused enough trouble?
I remember when Wilfre was just an ordinary Raposa.
I could have sworn Wilfre was destroyed. You must have heard wrong.

Crazybarks is one of our more… unusual villagers.
Crazybarks is very kind with Heather.
Anyone who is kind to small children can't be bad, right?

Wilfre's Lair Pre-Boss Dialogue[edit]

Before the fight against Boss, Jowee was planned to say these two lines:

Look at that pen and pencil set! Those things are huge! What the heck could Wilfre draw with those things?
W…what is that thing? It's enormous! Could that be what Wilfre was drawing? 

Giant Scribble Monster Intro[edit]

There exists an unused cutscene meant to be played before the battle against the Giant Scribble Monster, presented below as it appears in the game's files:

!SCRIBBLE MONSTER DESTROYS CREDITS

$Final_1_h
Char_Galileo: Who's making all that noise? I can't concentrate on my work!
Char_Galileo: Oh no! Look out, Mari! $End

!SCRIBBLE MONSTER SWATS GALILEO

$Final_1_i
Char_Galileo: AAARRRGGHH!! $End

$Final_1_j
Char_Mari: GALILEO!!! NOOOOO! $End

$Final_1_k
Char_Circi: HEH HEH HEH!!! That's right, my horrible Scribble Monster! DESTROY THEM!!
Char_Circi: DESTROY THEM ALL!!!
Char_Circi: What? NO! NOT ME!! DESTROY THEM!
Char_Circi: AAIEEEEEEEE!!!!! $End

!SCRIBBLE MONSTER EATS CIRCI

!ALL RAPOSA WINCE

!DEFEAT SCRIBBLE MONSTER

Side Quest Dialogue[edit]

Throughout the game, five characters will give the player side quests to complete in various levels. Each one of these sidequests has two lines of text associated with them, one that restates the mission objective and one acting as flavor text for the collectable. In every case except for Pirate Beard, the flavor text goes unused.

Ze Mashed Radish give ze Banya Salad ze right zip!
Monkey Milk Brie is ze perfect spread for ze Banya Crackers, no?
Cookie hopes you like spicy! Ze Chorizo will set your taste buds afire!
Ze Chicken Gravy Cube, she may not taste much like ze Chicken but she is still great!
Ah, ze smell of ze freshly baked bread? Is zere nothing better?
Ah, Cookie cannot wait to taste ze Organic Chocolate!

Nothing beats a dumpling. So plump and moist!
Oversized Brussels Sprouts are good for kids. Raised my own youngins on 'em.
Them Edible Conker Nut Trees is edible from the leaves right down to the roots!
No, no! You can't eat a Spackle Plant. They is used in building Raposa homes!
There is two kinds of lettuce that grows in the Icy Wastes: Titanic and Iceberg.
Many Raposa consider Booger Berries to be a delicacy but it's too salty for me.

(TIME) is replaced with the required time.
Arrr! This be the time to beat! (TIME)
This be the time to beat, savvy? (TIME)
Yo-Ho! This be the time to beat! (TIME)
Shiver me timbers! This be the time to beat! (TIME)
Avast! This be the time to beat! (TIME)
By thunder! This be the time to beat! (TIME)

Monkeys usually don't travel out of Jangala. They must have smelled the bananas!
Masked Bonobo's hunting grounds are in Jangala. They must have gotten lost!
Giant Shadow Walkers were once Wilfre's minions, but now they wander aimlessly.
Those Shadow Bats must have gotten blown off-course by some bad weather.
Those Snow Cats are native to the Icy Wastes. They must be burning up!
Those Yetis are a long way from the Icy Wastes they live in!

I hope the Bubblegum Ring is in MINT condition!
Someone must have used magic to get lava into a lamp!
Heh heh heh! Once I put this sign up, no one will suspect that this really IS my hideout!
Heh heh heh! I know a very rich Raposa who will pay a bundle for the Crystal Comb.
Getting someone to steal… er collect items for me? What a racket… I mean Tennis Racquet.
The Propeller Helmet is one of the most advanced inventions I've ever heard about!

Beta UI and Menus[edit]

As shown in this promotional video and the GDD, the UI for the game was originally very different.

Coin Counter[edit]

WiiCoinCounterBeta.jpg


The Coin Counter is the only counter present at the top of the screen; no life counter is present. The design is more rugged than the final design and has no shimmer.

Creation Easel[edit]

WiiCEBeta.jpg


The Creation Easel seemed to remain mostly unchanged during development, only lacking the palette icon on the front.

Hero Drawing UI[edit]

BetaHeroUIWii.jpg


The Creation UI for the Hero was changed drastically during development. All of the drawing segments have the same color outline, there is an icon of the generic female icon in the top right, there are undo and redo arrows where the Joint Editor and Load Template buttons are in the final build. There is also a downward pointing triangle in a circle where the Instructional Prompt button is in the final build.



Drawing Tool UI[edit]

GDDDrawingUI.jpg

BetaDTUI.jpg


In addition to the Hero UI, the left sidebar also went through many changes during development.

In February of 2009, there was no set background, with the drawing background for the Forest Gate being used instead. Many of the icons on the left sidebar looked less polished than in any other public build, and the icons at the top are identical to those in the October 2009 build, with a few distinct differences.

For example, in this build, there are two extra icons, a green square with a star icon on it, and a blue square with an "X" on it. The "OK" button is also not in the center of the panel, rather being a square on the far right side. The notebook itself is also distinct, as it does not have any lines on it.

In the October 2009 build, the preview window was a full 3D area, instead of the two flat objects it is in the final build. The color picker was a lot less polished and there is no scrolling pattern in the background. The same undo and redo arrows, along with the downward pointing triangle in a circle from the Hero UI, are also present.



Book of Life Startup[edit]

BetaWiiMenu.jpg


The menu for the Wii game was originally planned to act similarly to that of the DS games. You would have been able to draw on the main screen and access your files on the next. The player would have been able to start a New Game, Load a Game, or access the Options, all of which function similarly to how they do in the final build.




Book of Life Intro Sequence[edit]

TNCBSCBOL.jpg


Among the early screenshots of the game featured in Ken Capelli's portfolio is one of the game's opening sequence, which looks near-identical to what's featured in the final game. One difference this screenshot contains, however, is a palette being put in place of the creation marker taking the player to Draw Mode to draw the World. This addition suggests that the player could've been able to draw the creations into the book directly, just like the original game.




Gates[edit]

Great Sea[edit]

GreatSeaMap.jpg


In the package shared by Ken Capelli, a cut world was revealed - the Great Sea. According to multiple documents, this would have been a primarily underwater world, and was one of the first worlds to be fleshed out during production. It would have been the fourth gate, after the Icy Wastes and before Eastern Winds. As previously mentioned, the Artifact of Power recovered from this world would have been Mizu's Trident, and the boss of this gate would have been Squid. The gate could have been accessed by interacting with the Wishing Well.



Outer Orbit[edit]

SpaceConceptWii.jpg


In the package shared by Ken Capelli, a cut world was revealed - Outer Orbit. According to multiple documents, this would have been a world set in outer space, but it wasn't very fleshed out during development. It would have been the sixth gate, after Eastern Winds and before Circi Loves Wilfre. Unlike the other gates, this would have been accessed after Circi's betrayal. She would have drawn the Night Sky behind Creation Hall, sending it, along with Jowee, Mari, and the Hero into the world. The main focus would have been tracking down Creation Hall and returning to Rapoville. After clearing the gate and defeating the Giant Scribble Monster, Outer Orbit could have been accessed again by interacting with the Village Observatory.



Verticle City[edit]

VerticleCityWii.png


In the package shared by Ken Capelli, a cut or unapproved world was found - Verticle City. Nothing is known about the plot or enemies that would have been in this world, but we do know it was designed by Environment Artist Eric "Koz" Kozlowsky. It is possibly a precursor to Eastern Winds, but this has not been confirmed.




Levels[edit]

Beta Jangala Level[edit]

JangalaBeta.png


As seen on Ken Capelli's website, Jangala used to have a very different background and slightly different tree models. As can be seen in the image, the Bonobo were set to appear in Jangala.

This image is from the build on November 18th, 2008, a little under a year before the game was released.



Beta Shadow City Outer Walls[edit]

SCOWBeta.png

SCSwordBeta.jpg


As shown in this promotional video, Shadow City Outer Walls originally had a different appearance. The background is different in the final build - being more plain, as it is just a purple background. However, the Sinking Platform is still present where it is in the final build. The Sword is also able to be drawn, something that isn't available until the Icy Wastes in the final build.



Beta Icy Wastes[edit]

IWEBW.jpg

IWWiiBeta.jpg


As shown in this promotional video, the Icy Wastes seem to be the most polished of all the gates, at least during this stage of development. The background is modeled, there are more details in the level, and a giant Golden Baki and a Bonobo can be seen roaming the level.



Credits[edit]

The Credits for this game were originally going to be much more important to the game as a whole. After collecting the Branches from the Tree of Ages, the celebration sequence would have started and a fake-out Credits sequence would have played. Halfway through, there would have been an explosion at the Mayor's House, and Circi would have begun her speech about loving Wilfre, all while the Giant Scribble Monster rose above her. The fight would have ensued, and the real credits sequence would have played. However, at the moment the explosion happened in the fake-out credits, there would have been a pause in the music before finishing out the crawl.