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| | [[Samuel]] was originally planned to appear in [[Drawn to Life: Two Realms]], but was cut for unknown reasons. As a result, he is the only named, non-[[Generic Raposa Characters|generic Raposa]] from previous games to be entirely absent from the game, as well as the only named [[Raposa]] to be absent without an explaination as to where he was during the events of the game. | | [[Samuel]] was originally planned to appear in [[Drawn to Life: Two Realms]], but was cut for unknown reasons. As a result, he is the only named, non-[[Generic Raposa Characters|generic Raposa]] from previous games to be entirely absent from the game, as well as the only named [[Raposa]] to be absent without an explaination as to where he was during the events of the game. |
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| | + | ===Kone Statue=== |
| | + | {{UnusedImage|image=[[File:Kone_house_statue.png|100px]]}} |
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| | + | Within the game files, alongside the statue of [[Kone]] that resides at [[Mr. Bonkles|Mr. Bonkles']] house is an unused second statue. This one is much smaller than the former, presenting a much shorter Kone and a much stronger golden sheen. It is unknown whether this was the original statue sprite or meant to be displayed at Kone's mansion. |
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| | {{BR|Clear}} | | {{BR|Clear}} |
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| − | ===Emotive Sprites=== | + | ===Overworld Creature Emotive Sprites=== |
| | {{UnusedImage|image=<tabber> | | {{UnusedImage|image=<tabber> |
| | |-|Acorn Baki=[[File:Acorn_Baki_angry.gif|center]] | | |-|Acorn Baki=[[File:Acorn_Baki_angry.gif|center]] |
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| | </tabber>}} | | </tabber>}} |
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| − | In one of the more mysterious cases of unused content, hidden in the game files is at least one unused emotive sprite for every enemy in [[Drawn to Life: Two Realms]] that appears in the overworld map for [[Rapoville]] at night. These sprites are named "ENEMYNAME_angry" internally, outside of [[Hermit Crab]]'s second emotive sprite, titled "HermitCrab_happy" internally. Some of these sprites were repurposed frames from previous games; for example, both of Hermit Crab's emotive sprites were cut down versions of it's stunned sprites from [[Drawn to Life: The Next Chapter]]. | + | In one of the more mysterious cases of unused content, hidden in the game files is at least one unused emotive sprite for every enemy in [[Drawn to Life: Two Realms]] that appears in the overworld map for [[Rapoville]] at night. These sprites are named "ENEMYNAME_angry" internally, outside of [[Hermit Crab]]'s second emotive sprite, titled "HermitCrab_happy" internally. [[Manic Baki]] was the only enemy to have these sprites utilized - being used in the [[Drawn to Life: Two Realms Credits|game's credits]] - and some were repurposed frames from previous games; for example, both of Hermit Crab's emotive sprites were cut down versions of it's stunned sprites from [[Drawn to Life: The Next Chapter]]. |
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| | All four enemy NPCs added via the Creative Pack - [[Cumulus]], [[Kuragekko]], [[Seedlee]] & [[Taz]] - were discovered to have been included in the files of the base game, which may indicate that these enemies were intended to be included at the start. This may explain why they each have emotive sprites like the rest despite them being unused, but it is currently unknown what purpose these sprites would've had in the game, or why these sprites were left unused. It is believed that these could have been used when the dialogue prompting an Imagination Battle is triggered prior to completion, or perhaps that the Toys themselves could have used the same enemy sprite style as the [[Drawn to Life|previous]] [[Drawn to Life: The Next Chapter|games]], with the emotive sprites acting as hurt sprites. Both of these points are merely speculation, however. | | All four enemy NPCs added via the Creative Pack - [[Cumulus]], [[Kuragekko]], [[Seedlee]] & [[Taz]] - were discovered to have been included in the files of the base game, which may indicate that these enemies were intended to be included at the start. This may explain why they each have emotive sprites like the rest despite them being unused, but it is currently unknown what purpose these sprites would've had in the game, or why these sprites were left unused. It is believed that these could have been used when the dialogue prompting an Imagination Battle is triggered prior to completion, or perhaps that the Toys themselves could have used the same enemy sprite style as the [[Drawn to Life|previous]] [[Drawn to Life: The Next Chapter|games]], with the emotive sprites acting as hurt sprites. Both of these points are merely speculation, however. |
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| | </tabber>}} | | </tabber>}} |
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| − | Chimera is one of the cut enemies found in the code of [[Drawn to Life: Two Realms]]. It is unknown how this enemy would've functioned, although an image named "chimera_base" can be found in the game's files, as well as three alternate variants. In the game's code, a toy description for Chimera can be found, reading:
| + | Chimeras are one of the cut enemies found in the code of ''[[Drawn to Life: Two Realms]]''. An image named "chimera_base" can be found in the game's files, as well as three alternate variants. In the game's code, a toy description for Chimera can be found, reading: |
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| | {{Quote | | {{Quote |
| | |text=A 3 in 1 deal of elemental power.|character=Toy Description | | |text=A 3 in 1 deal of elemental power.|character=Toy Description |
| | }} | | }} |
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| | + | According to leftover code found in the game, when they notice the [[Hero]], they would have spit elemental breath towards the player, depending on what state they were in when activated. Interestingly, the Lightning variant of the Chimera does not seem to be implemented as the "ChimeraType.cs" file only lists "Base", "Fire", and "Ice"<ref>[[File:ChimeraTypecs.png|50px]]</ref> |
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| | + | {{BR|Clear}} |
| | | | |
| | ===Segmenter=== | | ===Segmenter=== |
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| | {{UnusedImage|image=[[File:Concept.png|250px]]}} | | {{UnusedImage|image=[[File:Concept.png|250px]]}} |
| | As seen in [[Drawn to Life: Two Realms Credits|Justine Raymond]]'s [https://www.jmarieray.com/portfolio/drawn-to-life-two-realms/ Portfolio], the box art was originally supposed to have [[Heather]] sitting on the [[Unused & Removed Features/DTL3#Teeter|Teeter]] with [[Mike]] instead of [[Aly]]. It also showcases the game's production name - ''Drawn to Life: Two Worlds''. | | As seen in [[Drawn to Life: Two Realms Credits|Justine Raymond]]'s [https://www.jmarieray.com/portfolio/drawn-to-life-two-realms/ Portfolio], the box art was originally supposed to have [[Heather]] sitting on the [[Unused & Removed Features/DTL3#Teeter|Teeter]] with [[Mike]] instead of [[Aly]]. It also showcases the game's production name - ''Drawn to Life: Two Worlds''. |
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| | + | {{BR|Clear}} |
| | + | ===Early Draw Mode/Build Mode=== |
| | + | {{UnusedImage|image=<tabber> |
| | + | |-|Draw Mode= |
| | + | {{#tag:tabber| |
| | + | {{!}}-{{!}}Chern Fai=[[File:DrawModeMockup.png|center|250px]] |
| | + | {{!}}-{{!}}Justine Raymond=[[File:NewFlowDraw.png|center|250px]] |
| | + | }} |
| | + | |-|Build Mode= |
| | + | {{#tag:tabber| |
| | + | {{!}}-{{!}}Chern Fai=[[File:BuildModeMockup.png|center|250px]] |
| | + | {{!}}-{{!}}Justine Raymond=[[File:PlayPhaseArtboard-5.png|center|250px]] |
| | + | }} |
| | + | </tabber>}} |
| | + | On the websites for both Chern Fai and Justine Raymond, early mockups of both Draw and Build Mode can be found. Unlike the final game, three of these utilized a sprite-based design style, much like the previous games. The mockup of Build Mode on Raymond's portfolio, on the other hand, was a much simplier version of the UI seen in the final release. It is unknown why the initial UI style was changed, however the number of pixel-based assets being unused may indicate it was abandoned early on in development. |
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| | {{BR|Clear}} | | {{BR|Clear}} |
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| | Hidden within the game files is an unused tutorial video, titled "Tut_002-3". The clip is just 2 seconds long, and shows a [[Hero]] stomping on a stunned [[Green Baki]] to defeat it. One notable attribute of this snippet (though not included in this preview) is the presence of audio - a trait not shared with the other tutorial videos. | | Hidden within the game files is an unused tutorial video, titled "Tut_002-3". The clip is just 2 seconds long, and shows a [[Hero]] stomping on a stunned [[Green Baki]] to defeat it. One notable attribute of this snippet (though not included in this preview) is the presence of audio - a trait not shared with the other tutorial videos. |
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| − | Interestingly, the clip contains a [https://clideo.com/ Clideo] watermark. This may indicate that this service was used to compile the video files seen in the final game, but this is merely speculation. | + | Interestingly, the clip contains a [https://clideo.com/ Clideo] watermark. This may indicate that this service was used to compile the video files seen in the final game, with the watermarked version indicating a trial version was also used at one point. |
| | + | {{BR|Clear}} |
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| | + | ===Score Stage Clear Condition=== |
| | + | {{UnusedImage|image=[[File:TRScoreCondition.png|250px]]}} |
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| | + | Alongside the other four clear conditions sprinkled throughout the game is an unused fifth condition that was hidden for unknown reasons. This condition involves a specific score the player would need to reach in order for the exit to open, usually 500 points. This condition is only accessible by changing a Challenge Imagination Battle via save modification. |
| | {{BR|Clear}} | | {{BR|Clear}} |
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