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| | ===Early Rapo-Coin Sprites=== | | ===Early Rapo-Coin Sprites=== |
| | {{UnusedImage|image=[[File:TRUnusedCoins.gif|center]]}} | | {{UnusedImage|image=[[File:TRUnusedCoins.gif|center]]}} |
| − | An alternate moving sprite of [[Rapo-Coins]], spinning around like the previous games' Rapo-Coin sprites, can appear when purchasing a [[Category:Enemies in Drawn to Life: Two Realms|Toy]] in an optional Imagination Battle before disappearing back into the standard static render. However, it was also found within developer stages rather than the finalized design, implying that this was meant to be the main design at one point. It is unknown why this sprite was replaced or why it was re-utilized in this manner. | + | An alternate moving sprite of [[Rapo-Coins]], spinning around like the previous games' Rapo-Coin sprites, can appear when purchasing a [[:Category:Enemies in Drawn to Life: Two Realms|Toy]] in an optional Imagination Battle before disappearing back into the standard static render. However, it was also found within developer stages rather than the finalized design, implying that this was meant to be the main design at one point. It is unknown why this sprite was replaced or why it was re-utilized in this manner. |
| | {{BR|Clear}} | | {{BR|Clear}} |
| | + | |
| | ===Mike=== | | ===Mike=== |
| | {{UnusedImage|image=<tabber> | | {{UnusedImage|image=<tabber> |
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| | </tabber>}} | | </tabber>}} |
| | | | |
| − | 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]]. | + | 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]]. |
| | | | |
| | 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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| | }} | | }} |
| | | | |
| | + | There are also many strings of dialogue related to the Decoy, perhaps lines that it would say while distracting enemies, stored between [[Stumps]] and [[Amy]]'s Barks in the files. They are all seemingly meant to goad enemies into eating it, pretending to be a Raposa: |
| | + | <tabber> |
| | + | |-|Bark 1= |
| | + | {{Quote |
| | + | |text=Raposa contain all the vitamins necessary for Baki to grow big and strong!|character=Decoy |
| | + | }} |
| | + | |-|Bark 2= |
| | + | {{Quote |
| | + | |text=Look at me on my way to save the day!|character=Decoy |
| | + | }} |
| | + | |-|Bark 3= |
| | + | {{Quote |
| | + | |text=Goodness! I hope no one chances upon me and ruins my day.|character=Decoy |
| | + | }} |
| | + | |-|Bark 4= |
| | + | {{Quote |
| | + | |text=Raposa are part of a Baki Balanced Diet.|character=Decoy |
| | + | }} |
| | + | |-|Bark 5= |
| | + | {{Quote |
| | + | |text=Please ignore my odor, I'm trying out a new scent: Eau de Raposa.|character=Decoy |
| | + | }} |
| | + | |-|Bark 6= |
| | + | {{Quote |
| | + | |text=I'll have you know I am in no way vulnerable, nor easy to dispatch.|character=Decoy |
| | + | }} |
| | + | |-|Bark 7= |
| | + | {{Quote |
| | + | |text=If it looks like a Raposa and talks like a Raposa, it's me!|character=Decoy |
| | + | }} |
| | + | |-|Bark 8= |
| | {{Quote | | {{Quote |
| − | |text=Raposa are part of a Baki Balanced Diet.|character=A possible Decoy Quote found in Two Realm's string files | + | |text=Do not trifle with me, for I am delicious and full of treats.|character=Decoy |
| | }} | | }} |
| | + | </tabber> |
| | | | |
| | ===Haunt=== | | ===Haunt=== |
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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, with the watermarked version indicating a trial version was also used at one point. | | 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}} |
| | + | |
| | + | ===Score Stage Clear Condition=== |
| | + | {{UnusedImage|image=[[File:TRScoreCondition.png|250px]]}} |
| | + | |
| | + | 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}} |
| | | | |