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User:Laxbby/Drawn to Life Prototypes

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Drawn to Life prototypes???? WHAT???? And no one told me?????

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

MS6120406.nds

This prototype is the most complete prototype in the set, but it still contains only a fraction of the final game's content. It appears to be a vertical slice demo, as it is only playable from the start of the game to the end of the second level. The internal files are also mostly void of assets from later parts of the game, but the few bits and pieces that remain prove that this ROM was partially wiped clean prior to being built, proving that it is an incomplete picture of the progress of development at the time. Even still, this build is a treasure trove of early assets and concepts, and it provides a very valuable look at the game's history.

Hmmm...
To do:
As a side effect of quite-thoroughly datamining the game to look for differences from the final, I found a lot of things that I found that need to be changed, added, removed for the main page. I tried to enclose them in [square brackets] when I remembered to, so at some point, someone can go through and add it to the page.

Please note that this prototype, like the others, does not run properly on MelonDS at the time of writing. If you want to look at the game yourself, it's best to use DeSmuME or real hardware.

The ROM

  • The ROM's Game Title listed in the header is "Drawn 2 Life", with a game code of NTRJ and a Maker Code of 00. The final has "DRAWNTOLIFE", YDWE, and 78 respectively. The latter two values are almost certainly placeholders. The game title is interesting because it's remarkably similar to what the game's sequel ended up using for its title ("DRAWN2LIFE"), although this is near-certainly no more than a fun coincidence.
  • The Banner and Title of the ROM are the Nintendo DS - Demonstration placeholders, as seen in the Nintendo DS page.
  • Most of the used assets from the final that weren't necessary for this proto to have are missing from the ROM. It's unclear which assets were removed and which assets were simply unfinished.
  • Files are a bit more disorganized than the final. There are several misplaced assets and some directories that look like they were meant to be temporary from the start. Notably, almost all of the assets are uncompressed. Most of the files in the final game are individually compressed.
  • The available ROM is almost certainly trimmed, clocking in at 16.1 MB. The final US ROM is 29 MB when trimmed.


General

  • This version continues running when the lid is closed, as opposed to entering sleep mode. There are sounds in the files that are intended to play when the lid opens/closes, but they're obviously unused and sound drastically different from the final's sounds.
  • The game generally takes slightly longer to load than in the final.
  • The Bink Video logo does not show up at the beginning. The "Licensed by Nintendo" and THQ/5th cell copyright jargon isn't present. No music or sounds play during the logo reels. There is a sound intended for this in the files, but it is unused and unrecognizably different from the final one.
  • The Title screen uses both the early logo and background, which are present but unused in the final. The "DRAW!" on the bottom screen is purple instead of red. The bottom-right swirl is pink instead of yellow. The letters in the "Press Start" button occasionally flash yellow to simulate a "wave" effect.
  • The file select screen has only two files, one being "NEW" and the other being "DEBUG". The file graphics are completely different: its a wooden rectangle with a plaque that has an "x" symbol which gets replaced with your Hero when it's drawn, and below it is an off-center Jowee head meant for the population count. Below the files are 3 options: Copy (not present in the final), Send Demo (not functional; not present in the final), and Erase. Below that, on the bottom frame, is an Options button, which resets the Jowee drawing and displays a textbox that says that it will be replaced with a full options screen later. The back button is also present and works. There are no button controls here and the touchscreen must be used.
  • The game never informs you of the auto-save feature.
  • The prologue where you draw the world and Raposa is completely missing.
  • The population and coin counts on the top screen are nonfunctional and blank. The clock is already fixed, and there are clock hands present, indicating that you weren't going to draw them yourself at this point in development. The clock is also stuck at 3:00. These clock hands are still present in the final game's files [and might even be used, they look really familiar...]
  • The drawing screen is mostly functional, but not complete:
    • On the Hero creation screen exclusively:
      • The drawing tutorial messages are nearly completely missing.
      • The final defaults to having the guide on when you enter drawing mode, while this one doesn't.
      • Scrolling through the guides makes a much more high-pitched sound. The prototype lacks the guide variant with the small guy using sticks to appear larger. Other than that, they appear to be finalized.
    • The graphic for zooming in breaks the Geneva Conventions. There's no indication that the B button is mapped to the zoom feature, but it is implemented. max zoom does not have the reticle quite yet. As a result, the smallest brush still draws in 2x2 at max zoom unless you enable the grid. You also can't smoothly pan the camera while zoomed; rather, the d-pad jolts the camera into predefined spots. This works fine for the Hero drawing, but it can cut off parts of smaller creations, like the Snowshooter.
    • Something about the undo function seems... Off. It'll occasionally undo marks that were not part of the most recent mark, and will randomly forget if an undo was done previously (so if you draw something, undo it, and draw something again, pressing undo will go back to the first mark instead of an empty space).
    • The Palette button is yellow with blue circles and a wide border, while the final has a basic yellow rectangle. Palettes do not appear to be implemented yet, so this button does nothing. The help icon actually says the word "help" on it and lacks the borders on the side. It works and mostly says the same things as final. There is an older script of the help menu in the files, which has placeholder text for stamps and palettes.
    • The default stamp selection is a bit jarring: a raincloud, a (real Earth) globe, a tilted airplane, sunglasses, and a spider. The final seemingly realized that most of those are useless and don't fit the game's world, so it instead has a selection of eyes and glasses by default. Stamps work as intended, but these default stamps are the only ones in the files.
    • The top screen can only be the snowy variant at this point, and there is no label to helpfully remind you of what you are making.
    • When you are finished with the drawing, the pop-up is much more casual. Also uses the same sound effect as the guide. The final pop-up exists in the files.
Early Final
Finished?
  • Nope, not yet.
  • Yes, let's go!
Are you done?
  • No, edit more
  • Yes, save and continue
  • The naming screen has 5 icons on the bottom, which seem to be intended to switch to different character sets: A-1, à, あ, @, and a smiley. They don't actually do anything except make a sound when pressed, so they likely were never implemented before they were scrapped.
  • Some houses and other objects have odd clipping issues when interacting with the Hero.
  • There is a single misplaced light gray darkness cloud near Wilhem's house. It won't go away if you tap it.
  • The hidden Debug Button essentially acts as an A-button turbo toggle. This seems like an odd choice when used in a level, but it is very helpful for skipping through dialogue. It's very fast.

Audio

General

  • Your Hero doesn't make footstep sounds quite yet.
  • The final version's sound data, in general, appends the name of the world to the names of jingles that change depending on which world you're in (ie. Template Collected or Level Complete). In the prototype, not only do these alternative versions not exist, but the files for the Snow World don't have any world name in their files at all. It's possible that the composer hadn't decided to make different jingles for each world yet, or simply hadn't added the tag at this point due to it being unnecessary.
    • In addition, the final game prefixes the filenames of melodic jingles with "JNG", and short sounds have a "SFX" prefix. The prototype groups sound effects and jingles under the same "SFX" prefix.
      • The "MUS" prefix for full songs is completely absent at this point. However, interestingly, every song from ID 0 to 42 is missing this prefix in the final game, which includes every song present in this prototype, as well as the Level Select song, unused alternate Title Theme, and the Twilight Forest theme. It appears that the MUS prefix was added partly through the composition process, and no one bothered to retroactively change the older song names.
  • The only sound sequences present are 0-36. The only sequence archives present are 0-8, which themselves have several sounds shifted around. The only instrument banks present are 0-12, one of which was removed from the final. These files maintained their order between the proto and final, with the exception of the sequences in the sequence archives.
  • The proto's soundbanks are generally very similar, but there appear to be some subtle changes between the two versions. These are subtle enough to the point where most differences are likely unnoticeable without heavy scrutiny.
    • One change that may be noticeable is the DJ Scratch/"scribbling" instrument, which is quite drastically different between the two versions, sounding almost like a difference in sampling.
  • This version seems to have some minor issues with looping songs, so a song may loop slightly before or after it's meant to.

Sound Sequences

If a song isn't mentioned here, it is identical or nearly identical to its final counterpart.

  • DRAWINGTHEME_1 contains some minor changes. The reverse cymbal instrument at around 1:35 is missing, and two notes in one of the percussion tracks are D# instead of an F. A music box note at the end is shorter.
Early Final
  • VILLAGETHEME_1 has a guitar instrument, parts of which of are an octave higher in the prototype than in the final. (these parts are: 0:35-1:00, 1:35-1:45, 1:57-2:10). For the last one specifically, the final version kept the higher octave while adding the lower one with it.
Early Final
  • SNOWWORLDTHEME_1: The sleigh bells at the beginning and 1:30-1:42 are entirely missing. At the latter timestamp, there are also a few missing cymbal notes. The woodwind has no notes between 00:10 and 1:00. There are generally more orchestral hits throughout this version that aren't present in the final song.
Early Final
  • SFX_LEVEL_COMPLETE is slightly different. There is an orchestral hit track in the prototype that was removed completely in the final, and there are sleigh bell notes throughout the full jingle. In the final, the sleigh bells only play at the very end.
Early Final
  • SFX_DS_OPEN and SFX_DS_CLOSE are radically different from the final. Both of these files are unused in both revisions: the prototype doesn't respond to the lid closing, and final uses the ones in SEQARC_SFX_MAIN.
Early Final
  • SFX_RUMBLE is different. In the prototype, this is identical to the general-use rumbling from the final (ie. awakening a boss). The final replaces it with a different sound, uses it exclusively for the exit door in levels, and places the general-use rumbling into various SEQARCs instead.
Early Final
  • SFX_PRESSTARTBELLS has more reverb on the glockenspiel instrument, and they are also not panned either way (The final pans it to the left ear).
Early Final
  • SFX_TEMPLATESTARS is a simple cadence which almost sounds like a test file. It's unused in the prototype. The final changes it into a more dynamic sound and uses it for... something [its SO FAMILIAR but i cannot place it]
Early Final


  • SFX_VILLAGETASKCOMPLETED is identical in both versions and unused in both versions.


  • INSIDE_HOUSE is unused in this version. This song would actually become MUS_HOUSEOFTHEBANYAFAMINE (formally known as Farmin') in the final, and the final's INSIDE_HOUSE is an entirely new composition. It appears that they realized that this song sounds a bit too farmish, and made a more generic theme to use inside houses, keeping Farmin' as an extra song. It's also possible that, at this point in development, you would only be able to enter Farmer Brown's house. It's worth noting that MUS_HOUSEOFTHEBANYAFAMINE is in the GROUP_MUS_VILLAGE_BUILDING group.

[TODO: the game's main page has Farmin' listed as an unused song. Not good!]

Early (Later changed to Farmin') Final (New Composition)


  • INTRO_MARY_IS_ANSWERED is identical to final, but it doesn't have the "unused" suffix in its name quite yet. It's still not used here, though.


  • INTRO_MARY_JOWWY_FALSE_HOPE has some quite drastic differences. Its percussion line was almost entirely redone, with the proto's version being a bit simpler than the final. The bass instrument from 0:07-0:13 repeats its melody in the proto, but is changed to a simple pulse in the final. In the guitar line from 0:14-0:19, the main melody is an octave lower, and there is an extra set of harmonic notes in the octave above. The F# at the end of this phrase is also shorter. There is a tambourine instrument with an alternating pitch from 0:07-0:15 which was moved to 0:14-0:22 in the final, and the lower-pitched notes were mostly removed. There're two sandblock instrument lines from 0:15-0:22, as well as a single cymbal hit at 0:28, that were mostly removed in the final.
Early Final


  • INTRO_EMPTYCREATIONHALL: Many notes across the whole track are slightly longer. This doesn't have a noticeable effect on the audio.
  • INTRO_WINDMUSIC_A_SAD_VILLAGE: Many notes across the whole track are slightly longer. This doesn't have a noticeable effect on the audio.


  • WILFRE_FULLTHEME is drastically different, and appears to have been unfinished at this point in development. Four percussion tracks are entirely missing. The guitar track is one octave higher and generally has shorter note lengths. From 0:25-0:31, some of the guitar's harmony notes are missing and its melody is slightly different at the end. The music box instrument's melody in the song's intro is partially an octave lower, making it sound almost like a completely different instrument. The bass instrument is completely missing in the intro. The resulting song has a comparably more empty intro and a more airy feel overall. This isn't used in the prototype.
Early Final
  • FLASHBACK_PART1: The intro to this song is an astonishing 6 measures longer than the final. This is likely here because this cutscene is significantly wordier, and therefore longer. Unfortunately, shortening the intro meant that they had to get rid of the cool panning effect that the proto's version has. The wind sound effect introduced at 0:56 abruptly ends at 1:00, while in the final it continues until the end of the song.
Early Final
  • FLASHBACK_PART2_WILFRESHOUSE: This song is also significantly longer to make up for the wordier dialogue. Specifically, the song's main melody is repeated a total of 8 times, in comparison to the final's 4. There are also 2 snaps missing towards the end.
Early Final
  • FLASHBACK_PART3: Once again, this song is longer. This time, there is an extra measure of near-silence in the first break, and an extra 2 measures in the second break where the melody is looped. At the end of the song, the wind sound effect stays high instead of dropping back down. In addition, the violin instrument has 3 extra notes that ascend, and it begins slightly earlier to make room for these new notes.
Early Final
    • It's worth noting that the three flashback songs are still slightly too short for the proto's cutscenes, causing some ugly transitions during gameplay.
  • TALLY_THEME: The pizzicato sound is an octave higher and stays panned to the left ear. In this form, this track is very noticeable and somewhat distracting. The final alternates the phrases between the two ears. This song is unused in this prototype.
Early Final
  • MENU: A single violin note is much longer than it is in the final, spanning an impressive 16 measures.
Early Final


  • VILLAGE_RAPOSA_RETURN is basically identical to final, but is not used in this prototype.


  • SFX_GENERAL_SHADOWCLEANED is also identical to final, but is unused in this prototype.


  • SNOWWORLDTHEME_2: There is an extra set of orchestral hits at 1:11.
Hmmm...
To do:
Is it just me, or is there a weird sour note at 1:11? It sounds like that directly in NitroStudio2 as well. It is definitely not supposed to sound like that. Upload a version that doesn't sound like that.
Early Final
  • SFX_LOGO: This sound is unused in both versions, and is identical in both versions. However, the prototype's version uses the soundbank BANK_TESTINSTRUMENTS; the final game deleted this soundbank, so it uses the BANK_MAIN soundbank instead. As a result, the final sound effect is broken and sounds completely different. It's more threatening and coincidentally sounds somewhat like a more bit-crushed version of Pokemon HeartGold and Soulsilver's intro sound. The corrected sound effect is much more whimsical. If you inject BANK_TESTINSTRUMENTS and WAV_TESTINSTRUMENTS into the final, you will be able to hear the corrected sound. Inversely, if you change the proto's file to use BANK_MAIN, it'll sound identical to the final.
Early Final
  • SFX_CHECKPOINT is identical across versions, but is unused in both.

Sequence Archives

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Nitro Studio 2's implementation of extracting Sequence Archives seems to be imperfect and doesn't extract some of the sounds from this game correctly. It'll play the first song in the archive fine, but occasionally the second sound will become a higher pitched version of the first, and all of the sounds below it will be offset from its original label and will also sound high-pitched. The last sound in the archive seems to disappear completely. No other SDAT extractor that I know of even bothers to play Sequence Archive files (most don't open them at all). For now, I'm going to document these sounds as if they aren't mislabeled, but someone's probably gonna have to take a look at this game's seqarc system and create/work on a more faithful SSAR extractor.

SEQARC_SFX_MAIN

There are five files in this archive that were later deleted or moved: SFX_PAUSE, SFX_MENUBACK, SFX_MENUMOVE, SFX_TEXTBOXOK, and SFX_TEXTBOXSLIDEIN. The first three are present in the SEQARC_SFX_MENU in the final, although MENUBACK is still unused.

  • SFX_PAUSE is used for pausing in this prototype. The final pause menu uses SFX_MENUOK instead. The final instead uses this sound effect exclusively when pressing play on the Snow Fight minigame in the shop.
  • SFX_MENUBACK doesn't seem to be used anywhere in the prototype.
  • SFX_MENUMOVE is the sound used when hovering over different options in a textbox or selecting a new guide when drawing your Hero. SFX_MENUSELECT is used for this purpose in the final.
  • SFX_TEXTBOXSOK seems unused in the proto and does not exist in the final.

SFX_TEXTBOXSLIDEIN seems unused.

SEQARC_SFX_DRAW

SFX_KEYTYPING is the sound used in the prototype for keys on a keyboard. It sounds more like a real typewriter. This sound is still in the final, unused, and the keyboard uses SFX_MENUSELECT instead.

SFX_COLOR_SELECT is not present in the prototype's files. [It sounds unused in the final.]

SEQARC_SFX_SNOWENEMY

SFX_MINISNOW_BITE is unused in the prototype excluding the test level.

There are three files in here called SFX_SNOWFLYER_LAND, SFX_SNOWFLYER_TAKEOFF, and SFX_SNOWFLYER_WALK. These are for the Flyin' Rabbit enemy, which was supposed to be a Snow World enemy at this point in development, and is unused in the main game but used in the test level. The final game removes the "SNOW" part of their name and places them in the SEQARC_SFX_FORESTENEMY folder.

All of the files for the Snowget, named SNOWMAN, are present. There is an extra sound called "SFX_SNOWMAN_IDLE_PART2" which was removed from the final and sounds like breathing in. They never bothered to rename things after they removed this sound, so the final's first idling sound effect is still suffixed with PART1, despite having no other parts.

For clarity's sake, this is how it sounds in-game when combined with the other IDLE sound effect:

There's another extra sound, "SFX_SNOWMAN_TURN", for when it turns around.

All of the Snowget's sounds can be heard in the test level.

SFX_HERO_SUBMARINE is unused in the prototype due to the submarine being completely silent in gameplay. It sounds more like water pouring, whereas in the final it makes a generic motor noise.

Early Final

Due to the lack of Bakis hiding in bushes, SFX_BAKI_BUSH is not in the prototype.

SEQARC_SFX_GENERALWORLD

SFX_TOKEN_GET has an extra instrument, making it sound quite a bit fuller than the final.

Early Final

SFX_PILEDESTROYED is not in the prototype, due to a lack of snow piles.

SFX_WATERPLATFORM is not in the prototype due to a lack of water platforms.

SFX_POT_HIT is unused and isn't present in the final. Its existence implies that jars may have taken more than one hit to break earlier in development.

Several files were moved from their original location:

  • SFX_IRIS_IN and SFX_IRIS_OUT were moved into the main Sound Sequence list in the final. IRIS_IN used when entering a cave; the prototype has no sound effect for this. These sounds are drastically different from the final and don't sound cave-related at all. [the final IRIS_OUT does not sound familiar.]
Early (Unused) Final
  • SFX_ICEBLOCK_DESTROYED, SFX_ICEBLOCK_HIT, SFX_SPRING_IDLE, SFX_SPRING_BOUNCE, SFX_BOULDER_BOUNCE were later moved to SEQARC_SFX_EXTRA_GENWORLD.

SFX_SPRING_IDLE is unused in the protoype. It was renamed to SFX_SPRING_BOUNCE and is the final's small spring bounce sound. The filename implies that a sound was intended to play when the spring was idling.

SFX_SPRING_BOUNCE was renamed to SFX_SPRING_SUPER_BOUNCE, and is used for the Super Springs in the final. In the prototype, it's used for the small spring.

SFX_BOULDER_BOUNCE is a much thinner sound than in the final's. BOULDER is the internal name for the avalanche snowballs that appear in the first level.

Early Final

SFX_BOULDER_BREAK sounds unused in both versions.

Early Final

SFX_CG_COG_LOOP, SFX_CG_OPENS, SFX_CG_UNLOCKS, SFX_CG_LOCK_HITS_GROUND, SFX_CG_TEMPLATE_FLASHES, SFX_CG_TEMPLATE_FLIESIN, SFX_CG_BELL1 , SFX_CG_BELL2, SFX_CG_BELL3, AND SFX_CG_BELL4 were all moved to SEQARC_SFC_EXITGATE.

  • SFX_CG_TEMPLATE_FLASHES, which is the sound used when a template is shut into the gate, is a completely different sound which sounds extremely jarring and unfitting.
Hmmm...
To do:
final's version is a known bad rip (too quick and high-pitched)
Early Final

SEQARC_SFX_SHADOWENEMY

There is an extra file called SFX_BAT_ATTACK. This would be used alongside the Shadow Bat's also-removed lunge attack, which is still present in this proto's files but unused. The previous prototype [not documented!] uses this.

SFX_SMALLSHADOW_DIE is slightly lower-pitched in the prototype.

Early Final

SFX_LARGESHADOW_DIE is slightly lower-pitched in the prototype, and the final version added a raspy growl to the sound.

Early Final

SFX_SHADOWSMALL_HIT is not present in the prototype.

A file called SFX_TEMP_SHADOW_SPARKLE is present, and TEMP was accurate, because it was completely removed from the final. It has a completely different sound to the one that would eventually be used. The final jingle is even present in the proto's files, but neither are used because cleaning shadow doesn't make a sound effect yet.

SEQARC_SFX_HERO

SFX_HERO_SLEDGE and SFX_HERO_SHOOT were moved into SEQARC_SFX_SNOWWEAPON in the final. SLEDGE doesn't sound used in either version.

SFX_HERO_SHOT_DEFLECTED is not present in the final. This is the sound that plays in the prototype when you shoot a Pengoon while it's sliding. The final doesn't have any sound for this scenario.

SFX_HERO_PUSH is not in the prototype due to the lack of pushing mechanics.

SFX_HERO_COMBO is not present in the prototype due to the lack of combos.

SEQARC_SFX_RAPOSA

There is an extra voice clip for Mari saying "Boo!" in the prototype called SFX_MARY_MAD. It's unused in regular gameplay, but it is present in the unseen script files that are meant to play after you draw the sun.

A majority of the sounds in here are unused in the prototype due to the lack of cutscenes.

SEQARC_SFX_BOSSES

Even though there is no programmed boss in this prototype, there are a few sounds for the first boss, Frostwind. This, along with the presence of Frostwind's early graphics, confirm that the boss itself was at least conceptualized by this point. The only sounds shared between the proto and final are SFX_SNOWBOSS_ATTACK and SFX_SNOWBOSS_TRIPLE. SFX_SNOWBOSS_HURT was removed from the final and the rest of the sounds are missing.


Graphics

The game's graphics are shockingly pretty far along. Nearly every graphic that's present is already finalized, and obvious placeholders are extremely scarce. There are, however, many final graphics that go unused in this prototype, as well as some that were deleted from the final product.

James Folder.png CellAnim

This directory on the root is completely unique to this prototype and the previous. It contains an unremarkable duplicate of the A button sprite, as well as two more interesting graphics.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Someone with a stronger knowledge of Tinke and DS graphics should probably try to fix the broken animations here/figure out how to display their weird format correctly.

HEIHO_RED is a spritesheet for a Shy Guy. It has a matching palette, but it's corrupted: the intended colors have been moved from their intended place by about a row of what may be garbage data. Fortunately, the palette for the aButton duplicate has the intended palette as ID 1. This is almost certainly a graphic from an official Nintendo DS SDK, as these match the Shy Guy sprites from Yoshi Sample, an internal GBA tech demo. There are two animations for them, but they both seem to be corrupted or in the wrong format.

DrawntoLifeProto4-HEIHO REDSprites.png DrawntoLifeProto4-HEIHO REDAnim1.gif

Render_Simple is a spritesheet that appears to be intended for some race minigame. Its graphics are truly bizarre and bear no resemblance to the Drawn to Life style. Based on the Shy Guy sprite from above, and having a notably "Nintendo-esque" style, it's likely that this is also from an SDK, although it's unknown what series it's supposed to be from, if any. At first glance, its matching palette appears to be completely incorrect, but scrolling through the palette IDs reveals that the correct palette for every object exists, but is split into different IDs for each group of related sprites. It has two animations that unfortunately seem to be completely destroyed in this state, using random chunks of the spritesheet for its graphics. The movement data is intact, however, and it's quite obvious what they were meant to be for: animations of the character waving a flag and shooting a starter pistol respectively. Below are the animation cells, as well as some mockups of what they may have been intended to look like.

Spritesheet
DrawntoLifeProto4-Render simpleSprites.png
Spritesheet with the correct palettes spliced together
DrawntoLifeProto4-Render simpleSpritesMock.png
Animation Cells Animation Mockup
DrawnToLifeProto4-Render SimpleAnim1.gif
DrawnToLifeProto4-Render SimpleAnim1Mock.gif

James Folder.png Challenge

Sonic Unleashed common arrow 2.png James Folder.png DestructableObjects

The crates on the ground in the prototype have some snow towards the bottom of the sprite. While this looks good on snow, it makes the graphic look out of place when placed on ground that isn't snow (which applies to almost every crate in the first two levels). The final game still has these snowy crate graphics in its files, but opts to use the more generic sprite for all crates.


Sonic Unleashed common arrow 2.png James Folder.png enemy

The earlier graphics and animation for Frostwind are present despite the noticeable lack of a boss fight. The final graphics do not exist yet.

Shadow Bat, as mentioned earlier, has graphics and animation data for a lunge attack.

SmokeBat is present as well, and it appears that its correct palette is present as texpal.NCLR. The final's Shadow Bat has obviously been implemented at this point, so this bat remains unused.


Sonic Unleashed common arrow 2.png James Folder.png items

There are two graphics called rescue_rapo and rescue_rapo3D. They're just Wilhem's sprite, but this is notable because rescued Raposa are in the "hud" directory, not here. These files are a remnant of earlier builds, where Wilhem was rescued by quite literally collecting him as if he were a coin. His palette seems to have been deleted by this point, and these were deleted entirely from the final version.


Sonic Unleashed common arrow 2.png James Folder.png moving

In the final, the only sprites here are for the statue buttons in World 4. In this prototype, this contains duplicates of the placeholder objects that exist in the test level. This includes pieces of a moving platform, some teeter creations, a large spring (possibly an early version of the Super Spring), and a spring at a 45° angle (possibly a precursor to the tree creation in the fourth world). This folder isn't actually used, though... The game actually uses the Challenge/World1/moving folder for the platform and the 45° spring, and uses the dotted graphics at DrawingSystem/PaintMode for the rest of the objects. Neither directories are present in the previous prototype and these graphics are just plopped into the Challenge/World1-1 directory there.


Sonic Unleashed common arrow 2.png James Folder.png particles

(shoutout to the designers for renaming all the particles with generic filenames in the final, makes my job way harder)

There is an animation called "enemy_death" which is not used and was removed from the final. Both versions instead use hitspark/18_PARTICLE graphics, which themselves are just the first two frames of enemy_death.

There is also a large shadowy explosion called shadow_poof which also appears to have been removed in the final, and doesn't seem used in the proto.

There is also an unused animation named "slide". See above.

The "Template Found!" popup is spread across two lines, while the final fits it into just one. The early graphic also has a white outline that the final does not have. This popup is also present twice in the files, under both "temp_found" and "template_found".


Sonic Unleashed common arrow 2.png James Folder.png PauseMenu

The prototype has graphics for each button on the menu, with the text baked in. The final appears to add the text on-the-fly. There is a duplicate of the pause menu graphic called "pause_village", which isn't used as it's impossible to pause in the village.


Sonic Unleashed common arrow 2.png James Folder.png Tally

There is a file called "rapoheadq" that contains a Raposa head with a question mark in it. This was very obviously intended for un-rescued Raposa on the top screen, but the prototype opts to use "rapoheadblank" instead.


Sonic Unleashed common arrow 2.png James Folder.png World1

The assets in this directory and its subdirectories are overall better sorted in the final, leading to some graphics being moved to another spot.

There's a graphic called TopCombind that is an assembled version of an earlier top screen HUD. The Snow Fields graphic is different, there's a generic pencil in the place of your Hero's head in the Lives counter, and coins are referred to as "manin". This is used in the previous prototype.

Sonic Unleashed common arrow 2.pngSonic Unleashed common arrow 2.png James Folder.png enemy

The Snowget has an extra animation for turning around that the final doesn't have. This is because they opted to just flip the sprite immediately when it turns around. This is kind of a shame, because the final turn looks a bit jarring in comparison to the proto's smooth animation. They also chopped a few frames off of its death animation in the final.

The Baki has the animations for peeking over a bush and jumping, despite this never happening in the prototype's levels.

There are graphics called snow_boulder_sml which, as the name suggests, is a smaller version of the large snowball from the avalanche. These don't seem to be used in the prototype and were removed from the final.

Sonic Unleashed common arrow 2.pngSonic Unleashed common arrow 2.png James Folder.png moving

This is the folder for the test platforms used in the extra level, as mentioned before. There's still more to say! The big moving platform is the only object with actual graphics: the other ones are just a solid color or clear placeholder (remember, though, the prototype uses the dotted graphics in DrawingSystem). When you touch the big platform with the stylus, it explodes! It also noticeably has an incorrect palette; this is because the correct palette was deleted. The previous prototype still has it, and as a result you can see the platform in its full glory, as intended. Early text present in the files explains that the platform was intended to be used as a level object and could be moved by dragging it around with your thumb (or stylus) on the touchscreen. This is very similar to the Stone Pillar creation from the fourth world.

The big platform also has two associated unused graphics: platform_anchor and platform_chain. These may have been intended to visualize the platform's path, much like the chains used for the Stone Pillar. platform_chain bears some resemblance to "object_chain".

Sonic Unleashed common arrow 2.pngSonic Unleashed common arrow 2.png James Folder.png statics

"break" and "touch" have totally different graphics.

The exit signs have "Exit" printed on them. This design requires that the game store two separate graphics, one for when the sign is pointing left, and one for when the sign is pointing right. It could also be a potential headache for the translators. The final uses a generic door sign which can be flipped.

Speaking of object_chain, it's here in the final, still as unused as ever. This chain would later be implemented into the tileset for the Shadow Lair, but don't tell the main page about that...

object_ice_2 has a blank animation called "break". object_ice_3 is also just a duplicate of 2. The final game has a unique graphic for 3, and lacks animation data for the objects entirely.

The World 1 unused runes are present.

Inexplicably, spike1 and spike2 swapped filenames at some point between this prototype and the final version.

All of the assets for the Banya Fields level are present and appear to be finalized, but the level itself is unimplemented.

James Folder.png Common

next_sign_snw and tip_sign_snw are in here instead of being in Challenge/statics where they belong. They're completely redundant and unused because, at this point, the generic tip and arrow signs have snow on them by default, so the game just uses them instead.

There is a graphic called "mailbox" that is unlike anything ever seen in the final or prototypes. There's unused text in the prototype that confirms that it once served the purpose of the art easel. Additionally, the filename of the art easel is "mailbox" in both the proto and the final.

DrawntoLifeProto4-CommonMailbox.png

James Folder.png DrawingSystem

The final has an exclusive new folder in here called "Village", which stores the guides for the village's clock hands and star creations.

The name of the palette button in the drawing screen is "buttonChange" and it looks noticeably different than what the final ended up having.

The help button also has a noticeably different graphic.

A duplicate X button graphic named PLACEHOLDER is stored along with the intended sprite, albeit with no matching palette. This still exists in the final!

The zoom in and zoom out graphics are quite crude and clearly unfinished.

Sonic Unleashed common arrow 2.png James Folder.png Guides

Sonic Unleashed common arrow 2.pngSonic Unleashed common arrow 2.png James Folder.png Human

The prototype has a very sane system for storing the Hero guides, and as a result, it's much easier to extract from. The final version seems to chop the graphics into parts, or something, and they look like nothing more than garbage data.

Sonic Unleashed common arrow 2.png James Folder.png Human

The proto has a bunch of extra files in here for the Hero's body parts that are labelled "blank", because, uh, well they're blank. The final removes all of them.

Sonic Unleashed common arrow 2.png James Folder.png PaintMode

This directory is reserved for the dotted/uncolored placeholder graphics that the levels/village use before you color or draw them in. There are only a few files in here that exist in the final.

The dotted outlines for the objects in the test level are present here, as mentioned earlier. This proves that these were intended to eventually become creations.

The dotted graphics for this prototype's sled creation is in here. The final still has this creation in its files, but it uses an entirely different, more polished graphic.

The graphics for the Eternal Flame are in here. It appears that the Eternal Flame page you collect in Snow Fields was actually supposed to be used to draw the flame, rather than unlocking the pedestal creation instead. This is likely why this prototype differentiates between the pedestal page and the Eternal Flame page in the script, and may have something to do with the cut "assembly" minigame. The final moves them, uh, somewhere? I'll get back to you on that.

In the files is a guide for a generic-looking house creation which isn't seen in this prototype or the final. It's used in the earlier prototype [not documented yet], where it's revealed that you were originally going to color Wilhem's house for him. The creation uniquely has a pre-drawn guide associated with it. In this prototype and the final game, the only creation with a guide is the Hero itself. This may imply that more creations were planned to have guides, a feature that is fully realized in Drawn to Life: The Next Chapter, as almost every creation in that game has one.


Sonic Unleashed common arrow 2.png James Folder.png Patterns

In the final, this is where the palette button graphics are stored, as well as the palette and pattern graphics. The prototype only has a single polkadot pattern. The palette button isn't functional in this version, so this is unused. It looks a bit different than the graphic used in the final, indicating that the menu had a style change during development.

Sonic Unleashed common arrow 2.png James Folder.png Platforms

Within this directory are more guides/outlines for different creations. Beats me why they aren't in PaintMode, but what's important is that the proto only has the (storm)cloud outlines in here, while the final has many more.

Sonic Unleashed common arrow 2.png James Folder.png Stamps

The prototype has completely different stamp designs, and it has far fewer designs than the final.

Sonic Unleashed common arrow 2.png James Folder.png Transition

This directory has the isolated static background features used for the drawing mode. The gingham background uses less saturated colors in the proto. There appears to also be an unused alternate graphic for the background's transition where it's messily torn at the edge instead of using the clean zigzag cut. The graphic exists in the final, but is corrupted: both transition graphics are stored with the edge on the left in this proto, but at some point, the designers decided to store the zigzag transition with the edge facing downwards instead. They never updated the rough-cut graphic to fit the new tilemap, so it isn't stitched together correctly.

Sonic Unleashed common arrow 2.png James Folder.png Tree

Inexplicably, the drawing outlines for the kori fruit tree are here, Which is a creation that's obtained all the way in the third world in the final. Kori fruit are also mentioned by name in Mya's idling dialogue, so it's clear that this fruit was conceptualized very early, although it's still not clear where they were intended to be introduced or drawn in the game at this point in development.

James Folder.png Challenge

  • The assets for an even earlier title screen and file select are all still here in the "menu" directory. These are the assets used in the previous prototypes' title screens.
  • Within the "Puzzle" directory are pieces of the Eternal Flame's pedestal. This directory is a remnant of a cut assembly mechanic, where you would have to piece together some of the fixtures in the town throughout the story. The Eternal Flame pedestal is the only remnant of this in the prototype, but more buildings were planned. You are never given an opportunity to assemble the pedestal in this prototype, so this concept was likely already abandoned at this point.
(Source: The Drawn to Life Wiki)
  • the R button graphic is stored with the village top screen HUD. This is because, in earlier versions, it would appear next to the bag.
  • There is also a "quest icon" graphic here, which might be evidence of a planned side quest system, or it was meant to indicate who to talk to next to continue the story. Both the prototype and the final have an unused sound effect called "VILLAGETASKCOMPLETED", which might be more evidence of the former.
  • the graphics for the boathouse, boat, and dock are present in the files. Also someone should probably go tell the main page that there's a duplicate version of the little shed that's 70% obscured under Farmer Brown's property called a "boatshed"...
    • There's also the observatory, restaurant, and the shadowrocks.
      • These all have "winter" and "gray" versions in the files, even though a lot of them don't appear until the snow is gone in the final, and they're just duplicates of their regular sprite. Someone ALSO probably needs to go tell the main page that these are still in the final and there are even placeholder files for the Developer's Grove sprites.
  • Every graphic for the village has a night variant, when you never get to nighttime in the gameplay. Some of it is used for the Wilfre cutscene, but I don't think all of it is.
  • Most Raposa idle animations are not in the files. It seems that only the major characters have them, and even then, only if they're facing forwards.
    • The default male Raposa (called RAPOSA in the proto's files and RAPOMAN in the final's) has a different idling animation. In the final, he will periodically look to his left, and to his left only; in this prototype, he looks in both directions.
Early Final
DrawnToLifeProto4-RapomanIdleDown.gif This animation used to bother me so much because it felt so off. I feel so vindicated that it made more sense earlier in development!
  • There are two villager sprites that do not appear in the final: KAORI and MIAH. MIAH's name is derived from Jeremiah Slaczka, the Director of Drawn to Life, while KAORI is named after Kaori Slaczka, Jeremiah's wife. MIAH's sprite appears to have been built off of Mike's sprite, but KAORI doesn't appear to have any connections with other villagers. Their palettes no longer exist, but the Drawn to Life Discord server (which can be found on the homepage of the Drawn to Life Wiki) has a spritesheet with both of these characters present with the correct palette. Notably, MIAH's sprite from the prototype looks slightly different than the one found on this spritesheet.
MIAH KAORI
Prototype Sprites
Prototype Sprites (Intended Palette)
Sprites from Spritesheet
Mike's Final Sprite
(Source: GuyThatExists (palettes, alternate sprites))
  • There is an early mockup of the top screen that still uses the old dewdrop-looking currency (called Manin) and has the R-button built in. SOMEONE TELL THE MAIN PAGE THIS STILL EXISTS IN THE FINAL. It should probably be me. I'll do it later.

Level Gameplay

There are two implemented levels in the prototype. They aren't named yet, but they are clearly older versions of the tutorial and first two levels in the final game (Snow Fields, Mt. Snowy, and Snow Caves respectively). Surprisingly, the general layout and geometry of these levels are already extremely close to final, and the biggest differences are in the form of object and enemy placements. There are generally more objects present, and some objects are changed or swapped with other objects. Another noticeable difference is that the levels are overall more linear and missing most of their secret or alternate paths. the final game's levels are quite complex, with plenty of hidden alcoves and forked paths to explore, and you are rewarded for taking your time and being thorough. The levels in the prototype are just simply not at this point yet. You can actually tell that a lot of them were already planned, but they're usually clear placeholders that are cut short. There are a few implemented secret areas, but extra lives, green-door houses, and the Secret collectibles don't exist yet, so the extra paths that do exist are usually just a few coins. It's not nearly as rewarding to explore the levels in this state, but you can clearly see the blueprints of the fun and interesting levels seen in the final— they just needed a bit more time.

It's almost like this is an unfinished version of the game, or something. Anyways, there are tons of small, interesting changes to the general level system that mostly indicate unfinished features, but also provide a look into some deliberately different mechanics that were ultimately changed or removed.

General Info

  • There aren't names for the individual levels yet. The name on the top screen is always "Snowy Fields", which is referring to the Snow Gate world in its entirety. Each level is described as a generic location in Snowy Fields; for example, the Mayor tells you to go to "the caverns" for the second level, instead of "Snow Caves". To help differentiate the two levels in the prototype, This article will refer to them simply as "Level 1" and "Level 2".
  • When you enter the Snow Gate, the village elements on the top screen will individually slide out of frame. The level elements on the top screen will also slide in individually when you enter the level, and slide out when you exit it. The final game just fades both screens out and in when transitioning to and from levels. This may be to save some time, but it also may be because the sliding animations are noticeably buggy in the prototype. Both slide transitions still exist in the final, and are used when transitioning to and from the drawing screen.

Menus

  • The level select that you see when entering the Snow Gate isn't present yet, and you are instead immediately sent to the level that the story requires.
  • In a level, there is no option to edit your Hero or gun within the pause menu.
  • The "Exit Map" and "Quit" buttons are visible, but do nothing when pressed.
  • Pressing the R button while paused will skip you to the next section of the level. The L button skips you to the next level. Because of this, the cheat codes present in the final game are inaccessible and probably unimplemented. If you're already at the last section/level, pressing the button will loop you back to the first.
  • The Level End Screen is a bit different. The bottom screen is totally finalized, but the top screen is a clear placeholder. The chain-linked wooden plates are replaced with a crudely-drawn, long board that is copy-pasted four times. Instead of prominently showing the "main" Raposa and then placing the other two next to them, there is only one Raposa head per-level. They use Jowee's head as a placeholder. The head also flickers in as the Raposa are counted on the bottom screen. Finally, there are a total of 20 icons on the screen, while the final game has only 15. Drawn to Life was originally meant to have 5 worlds, so this is probably a leftover from earlier builds.
    • When tallying the shadow goo percentage, the sound effect loops improperly, adding a loud repeating tick to the tallying sound. The chest makes no sound effects yet.
(Source: Drawn to Life Wiki)

Graphics

  • In general, the background decorations present in levels are the same across both versions. There are plenty of places, however, where the background elements differ. This was usually done to make room for a new object, fill the void caused by a removed object, or put some flavor into a spot that was otherwise bare. Specific decoration placement changes will not be documented unless they are notable.
    • Some decoration elements, namely flowers, are placed in the foreground, while the final game moves them to the background like everything else. It does look a bit more dynamic when the Hero's sprite moves behind it, but unfortunately there's a nasty side effect that makes the element appear over menus, which is probably why they were moved.
    • Some background elements have a tendency to be a few pixels lower to the ground than in the final.
  • any signs or easels in the game have a large "TOUCH!" icon above it. The final opts for a much more visually pleasing and less distracting stylus icon.
  • Similarly, caged villagers will have a "BREAK!" icon above them instead of the hammer.
  • This prototype doesn't give you a cool "Section Cleared" popup when all the goo is cleared. There is a jingle intended for it in the prototype's files, but it sounds different.
  • The TEMPLATE FOUND popup is split across two lines, which were merged into one line eventually. The letters also have a subtle white outline that was removed in the final game.
  • The life counter on the top screen has two dots between your Hero's head and the "x". The final game removes them. Unplayable.

Objects and Enemies

  • The green-door houses are physically present in the levels, but they just have regular doors and don't have any interactions yet. There are no remnants of green-door houses in the files.
  • Instead of making a silent checkpoint at the beginning of every section like the final, you have to pass a checkpoint flag (still present but unused in the final) which is placed near the middle of each level. The sparcity makes for a frustrating experience when you make a bunch of progress, but then get sent back to the beginning of the entire LEVEL when you die.
  • Jars don't "spit out" their contents when broken. They silently add the item in its place, almost like the jar was just covering an item that was already there.
  • Instead of mounds of snow that you have to ground bounce on to get snowballs, the ammo is just placed directly on the ground for you to pick up.
  • The enemy AI looks to be a bit simpler than it should be: they will not turn around when they bump into an object, forcing them to walk in place indefinitely.
  • The Shadow Bat's radius to start flying seems a bit larger.
  • Shadow Walkers will occasionally fail to make sounds while spawning.
  • The exit signs have a different graphic that say the word "exit". The signs in the final version have a simple door icon.
  • You aren't blocked from progressing if you missed a template or villager. You can move onto the next section and completely ignore the collectibles.
    • If you make it to the exit gate with any missing collectibles, the game will simply proceed as if you did collect everything.
  • The exit door makes a very jarring, unfitting noise when it shuts a template piece in. It also uses the same rumbling sound that the final uses for things like bosses. The final game has a unique rumble sound effect for the exit door.

Shadow Goo

  • Shadow Goo is present, but you are blocked from cleaning it until you defeat the Shadow Launcher (called a "Shadow Fountain" in the final) in the section.
  • when you clean a small section of goo, silver coins uniformly fall onto the ground without a sound effect. The final includes more gold coins, drops them more compactly, and gives you a satisfying jingle. This jingle is present in the proto's files but unused.
  • It appears that the Shadow Walker spawning mechanics are different. In the prototype, a Shadow Walker will spawn at certain spots in the goo. Once you defeat it, no further Shadow Walkers will appear. In the final, Shadow Walkers will continue spawning until their goo spot is cleared. This new mechanic introduces a bug into the final that makes Shadow Walkers occasionally spawn when the goo is already cleared. The prototype generally makes up for the lowered difficulty by having more spawn points in the levels.
  • When the level starts, the shadow meter is not present on the HUD. When the shadow launcher is defeated, it will appear, and when you clean all the goo in a level, instead of the shadow meter disappearing, it stays on the top right corner at 100% for the rest of the level.

The Hero

  • Your Hero walks to the center from the left when you load into the level (either from starting it, or losing a life). In the final game, you are already standing in the center of the screen. They didn't change the spawning point for the Hero, so in both levels, your Hero starts further back in the final version than the prototype.
  • landing on top of enemies does not damage them. You will take damage. You're intended to instead use the ground bounce to damage foes if you want to save on ammo. This makes the game surprisingly more difficult, because it's very easy to drop down onto an enemy by accident. Even more, you can't pan the camera at all!
  • It's not possible to get a Game Over. When the Hero dies from an enemy attack, the life counter does not decrement. Falling into a pit does decrement the counter, but it just jumps back to three when you lose your last life.
  • Your Hero's push attack (done with Y) works differently: it will constantly do damage over the course of the entire animation, while the final's can only do damage once per button press. This means you can very quickly destroy objects with just one push. They try to "fix" it by pushing your Hero back when you push something, but simply walking towards the object while pushing completely nullifies this.
  • You can immediately do the flip attack, no need to unlock it. If you're out of ammo and in the air, the B button will do this, but without the sound effect.
  • Combos are unimplemented.
  • Your hero doesn't do its little dance when a template piece is collected.
  • Similarly, at the end of a level, your Hero will just idle. This generally results in it dancing every once in a while, but it doesn't match up with the cutscene and doesn't look deliberate.
  • Jumping into a pit makes no sound effect; the music isn't even interrupted.

Level 1

The first level of the game is quite different from the final. In the final game, you enter Snow Fields to rescue the Mayor. It acts as a very short tutorial level, only one section long, and you can't return to this level after you complete it. Then, Cindi sneaks into the Snow Gate, and you have to go to Mt. Snowy to rescue her, as well as Isaac and his wife. This is the real first level in the game, and the first level where you have your Snowshooter weapon.

In the prototype, Snow Fields and Mt. Snowy are combined to create the first level. You have to rescue the Mayor, Wilhem, and his wife, and collect four template pieces, all while going through the game's tutorial. The tutorial tips are poorly spaced out, often having several tips bunched onto one sign, and some explanations are missing. In addition, you are immediately given the Snowshooter, and the level is more difficult than in the final to compensate for this, with much denser enemies and more unforgiving level design choices. This is an extremely daunting first level, even for people familiar with the game, and the developers probably knew that, so they split the level into a very simple, short tutorial with no weapon, and then a slightly smaller level with a toned-down difficulty. They compensated for the level split by adding a few new areas to Mt. Snowy, but the short length is appreciated anyways for what is supposed to be the game's "real" first level. You can actually see some remnants of the split in the final game, because instead of changing Snow Fields to have a proper dead end when you get to the Mayor, they just blocked the next section with darkness clouds.


[This WILL be its own subpage eventually. And there will be LOTS of images. So many of them.]

Section 1

  • The first tip sign in the prototype tells you about the controls, pushing, and your gun all at once. This sign simply tells you how to jump in the final.
  • There is an extra sign after the first little dip in the level which teaches you the mechanics of the ground bounce.
  • There is an extra jar on the first ledge which contains ammo. Note that, in the final, you are not introduced to jars until much later in this section, and ammo is completely absent in this section due to a lack of a Snowshooter.
  • The shadow goo starts a bit earlier in the prototype, near where the first green-door house would be.
  • The ground to the right of the house extends a bit longer. This is to make room for the first Shadow Walker spawn in the level. The final has its first Shadow Walker spawn a little bit later.
  • In the final, the land next to the future green-door house is a ramp, then a ledge afterwards, the latter of which is a bit longer to account for the extra space near the green-door house in the proto. The prototype has a ledge, and then a ramp. There is also a sign near the ledge in the final which is not present here, which explains the mechanics of the shadow goo.
  • in the final, after the first section of goo, there is a little block that is separate from the level geometry, which has a sign atop it introducing the Shadow Walker. The reason why this block is separate from the rest of the ground is actually because there used to be a Shadow Launcher on it. In this version, the sign is on the left of the block, and it explains the Shadow Launcher and goo mechanics instead.
  • Some of the goo near the first house to the left of the block is in a slightly different configuration.
  • The first ledge after these houses has a big ammo pickup in the prototype. The final removes this. The second ledge has a big heart, which was replaced by a small heart.
  • The shadow goo extends to the end of the flat land after the ledge in the prototype. In the final game, there is a sign here where you're taught the ground bounce, and you are given an opportunity to use it on a Baki.
  • This flat land is where the Mayor's cage is placed in the prototype.
  • The line of coins leading to the roof of the first house after the flat land is a bit cramped. The final moves them slightly and contours them more closely with the Hero's jump trajectory.
  • Your first Baki encounter in the prototype is unceremoniously placed just after this house.
  • The first path of clouds leads to nowhere, whereas the final has a new little alcove with an extra life.
  • The canyon below the very first cloud platform has an extra jar with a small heart.
  • The first template piece is between the two clouds near the ground. The final has a large heart here.
  • The next canyon has another small heart (on its own this time), while the final puts two gold coins here. The right ledge on the canyon also has an extra Baki.
  • The final has an extra explanation for pushing next to the canyon, as this is the first jar in the level. The proto has no such explanation, and there is another extra Baki.
  • The next cloud in the ground can be fallen off of in the prototype. There is a small space under this cloud in both versions, but it's very hard to access (if not downright inaccessible) in the final version. The prototype has a red coin there, indicating that this was intentional or at least known about at the time.
  • The cloud and "hidden" alcove geometry just before the end of the section in the final is completely missing here, and the cross of coins is in the air for you to freely take.
  • The final bit of land is where the Mayor's cage is placed in the final. This is where the tutorial ends in the final game, but you are free to keep going in the prototype.

Section 2

  • The final game reverses the first two sections of Mt. Snowy, making the 1st section the 3rd section of level 1, and the 2nd section the 2nd section of level 1. This article will continue in the chronological order of level 1.
  • There are two Bakis on this first part of land instead of just one.
  • The canyon under the first set of clouds has two big ammo pickups.
  • Speaking of those clouds, the prototype places them above the height of the first part of land, in a perfectly straight line. The prototype makes the first cloud level with the ground, and the second one slightly lower. They either forgot to, or didn't bother to change the placement of the coins, so they're abnormally high up in the final.
  • After the first house after the clouds is a little patch of isolated shadow land. It's bare in the final, but this is where they placed the section's Shadow Launcher in the prototype.
  • The small space between the two sections of the shadow land has a new sign in the final, which teaches the mechanics of sliding on a slope. The prototype has text for a sign that explains sliding, but it's unused. There's one Shadow Walker which spawns after the slope in the prototype, but the final put two there and made it so they're already spawned in.
  • In the final version, they put care into shadowy sections to make sure that houses and snow elements were on snowy ground instead of shadow ground. This was done because the graphics have bits of snow on the bottom, which blends well on snow but looks very out of place on shadow. This can be directly seen in the prototype: all the ground near the houses and snowy objects are totally shadowy.
  • There is a crate with a silver coin in the prototype which was replaced with a pile of snow in the final.
  • The prototype has a Shadow Bat hanging above the crate area. The final game moved it to the rightmost part of the ground.
  • When you jump onto the midpoint of the shadow area, you might notice that there is a Shadow Bat and a Shadow Walker near the same small platform. This very congested area was cleared out in the final and a small heart was added as an apology.
  • The backwards-L-shaped platform to the right has 2 gold coins and 1 red coin. The red coin was later removed for some reason, meaning that there are only two gold coins here that are floating a bit high in the final.
  • The platform just below the art easel has an extra Shadow Walker in the prototype.
  • Speaking of that easel, it doesn't exist in the prototype. Instead, there is a small shadow platform with the level's second template on it. The final game clears out a bit of the background, replaces the shadow with a floating snowy platform, and moves the template onto the next platform to the left.
  • The goo platform creation simply does not exist yet. There are randomly-placed coins to the right of the template that suggest that there was going to be some kind of platform here, but it hadn't been added yet. The final version moves those coins a bit higher up to make room for a new goo platform.
  • One of the clouds that leads to the left in the prototype was replaced with the new goo platform, and it was moved a bit downwards. Once again, they didn't bother changing the placement of the coins. There are an extra two coins between the two platforms in the prototype, and there is a third cloud with two gold coins and a big heart which was replaced with an entirely new alcove in the final.
  • To the right of the template platform in the proto, there is a short wall with a cloud placed directly above it. The final game removes the cloud entirely, lengthens the wall, and extends the top of the wall with a horizontal bit of land. The coins were thankfully adjusted this time to fit the new land, and an extra coin was added.
  • There are three clouds that lead to the next shadow area in the prototype which were replaced with two goo platforms. They could afford to cut the third one due to the new little bit of land.
  • There is a little ramp platform in the prototype that leads to a place with a Shadow Walker and some coins. The ramp was replaced with a wall and the extra coin area was seemingly removed.
  • There's an enclosure under the platform to the left of the ramp/wall which contains a Shadow Walker and a heart in the prototype. The final game changed the floor of the enclosure to a snowy platform and put a template piece here. The Shadow Walker was moved to a small, separate shadow platform to the left of the enclosure, which itself was fused to the enclosure's wall in the final.
  • The ground below the platform has an extra Shadow Walker.
  • The proto has a hole on the leftmost side of the ground here, which is filled with coins. If you fall in, you are brought back to the beginning of the first shadow area. The coins were removed and the hole was closed with a new piece of platform in the final; they probably realized that baiting you with coins into falling into a hole that reverses your progress is a bit cruel, especially for the first level.
  • The ground to the right of the hole had a chunk removed from the right side to make room for Cindi's cage. The ground also slopes down, and there is a pile of snow in the little snowy section. The prototype has none of these things: There is an extra step next to the end of the ground, the ground down here is a bit higher up, and the snowy spot has an unremarkable tree decoration instead. The coins around here are also in a slightly different spot. Finally, there is an extra step next to the house which was rendered unnecessary due to the lowered ground.
  • to the right of the enclosure with the template piece, the wall was cut down and there were some platforms added that leads to an alcove with a Secret in it. No such alcove exists or is even hinted at in the prototype.
  • Like the previous ramp, the ramp that leads to the exit of the shadowy area has a Shadow Walker that spawns out of the ground in the prototype, and is already spawned in the final. This change actually adds an issue where the Shadow Walker might walk up the ramp before you get to it, which ruins the satisfaction of sliding down and defeating it.
  • Just before the end of the shadowy ground, in the final, there is an extra bit of isolated snowy ground with a decorative bush in it. This change serves no obvious purpose, but it might've been added to make the transition from shadow ground to snowy ground a bit less sudden. It's anyone's guess, though...

Section 3

Remember, this level's third section is actually the first section of Mt. Snowy.

  • There is an arrow sign in the prototype that was removed in the final because there is no previous section to return to.
  • The land after the ramp has not one, but two extra Bakis.
  • The ledge next to the house has a pile of snow added in the final. This is the first time you see snow piles in the final game, so you get an extra explanation for it.
  • There is a stormcloud present next to the next mass of land in both versions, but the final version has the decency to make it wait before you first land on it before it starts moving. It's immediately moving around when you get to it in the prototype. The house to the right of this stormcloud has two extra silver coins on it in the final.
  • When you eventually get on this stormcloud, there is a second stormcloud to jump onto on your left, and all it does is horizontally guide you into a few silver coins and two red coins at the end. The stormcloud was changed to a regular cloud in the final, and there is an entirely new section of level geometry that leads to a green-door house. There is a cloud to the right of the first stormcloud that has only two coins. The final game has it just a bit closer to the left than in the prototype, and there is a wall next to it to keep you from falling off.
  • On the step after the last landmass, there is an extra sign. The sign says: "Danger! Don't fall off the clouds this time or you will lose a life". Well, how thoughtful.
  • There is an extra Baki at the end of the ramp in the prototype.
  • The previous sign was correct; the subsequent gaps of clouds have pits under them. Recall that this is still the first level of the game, and there are already bottomless pits... The clouds are in the same position in the final, but a canyon was gracefully added to the area below them.
  • There is a bit of extra shadow goo on the ledge to the right of the next house.
  • The next bout of cloud platforms has a new section of land under it in the final, as usual. This replaces several cloud platforms at the bottom of the pit which were dangerously close to the death plane. The final also adds some ice cubes to the beginning of the alcove here, and there is an extra pile of snow in it. The Secret that goes here was substituted with 2 extra red coins in the prototype due to a lack of implemented Secrets.
    • The right part of this new bit of land opens up to an entire separate path under the true level which is completely missing in the prototype. The subsequent gaps with clouds drop you into this new path.
  • To the right of this first pit is the prototype's first checkpoint. If you lost a life at any point before this checkpoint flag, you would be sent to the very beginning of the level. Could you imagine falling into one of these bottomless pits just before the checkpoint, and having to do the last 2-and-a-half sections all over again? This is the first level in the game!
  • The bit of land just before the next ramp has an extra jar in the final which contains a gold coin.
  • In the prototype, the land at the top of the ramp has an extra Pengoon here that spawns near the left edge. In addition, there's an extra stormcloud above the land which is too high to jump on from here.
    • The large nest that is present here, as well as most of the rest of these large nests in the prototype, isn't part of the background and has collision that adds a bit of height to the ground.
  • The second cloud after the landmass has a template piece in the final. In the prototype, there are two coins here. There is an extra ledge below the stormcloud which makes it optional to land on in the final, whereas you have to use the stormcloud in the prototype to jump onto the next cloud lest you fall into the pit below. This is why these two clouds are abnormally close to the ground in the final: there wasn't meant to be anything under them...
  • There is a wall at the top of the stormcloud's path, to the right, in the final. There are then two clouds that lead to a small floating piece of geometry, which in turn leads to another stormcloud, which then goes to a new area with a green-door house at the end. In the prototype, all of this is missing in lieu of three clouds, the last of which has a line of coins that lead you to jump onto the stray stormcloud from earlier. Doing this reveals that this stormcloud has no movement and is stationary, which is something that no stormcloud in the final game does. It's unclear if it's meant to be stationary, or if it's bugged. Also note that this is a one-way path, so jumping down forces you to do a bit of the section again.
  • There are two Bakis on the land with the house in the prototype, and 4 silver coins on its roof. This is where the section ends in the final game, but the prototype has an entirely unique part of the level here. It isn't very large, and doesn't have anything of value; just a bunch of enemies and some coins. This is probably why it was removed.

Section 4

  • There is an extra Baki on the first large avalanche slope, just before the first hiding spot, in the prototype.
  • On the top of the first avalanche slope, there is a crate with a single silver coin in it. This was changed to a more helpful pile of snow in the final. The stormcloud that's supposed to be above you is actually a moving regular cloud in the prototype, which is strictly avoided in the final as the white clouds are meant to be stationary.
  • The alcove to the left of the stormcloud that stores a Secret in the final is totally missing, and in its place is another illegal moving cloud that moves though a line of coins.
  • There's a big ammo pile just inside the hiding spot on this next avalanche slope. The final has nothing there.
    • Deeper into this hiding spot is a crate that contains a big heart in the proto and a red coin in the final. This hiding spot already has a large heart in it across both versions, so a second one would've been completely redundant.
  • The top of the slope has an extra Pengoon. From here until the end of this section, there are zero stationary coins in the prototype. The final game adds a handsome helping of coins. It's possible that they were planned, but not implemented yet.
  • At the end of the first small ramp is an extra Baki.
  • The Shadow Launcher was removed due to it no longer being necessary to defeat in order to remove goo. A Shadow Bat was also removed from around the same area.

Section 5

  • The sled creation has a different, more angular design, and doesn't have an outline. Before you draw it, the sled is represented with a dotted outline in the prototype, while the final uses an uncolored version of the design. This earlier dotted design is still present in the final's files. Your Hero also lays on it belly-down in the prototype, and sits on it formally in the final.
  • The house roof at the end of the sledding section has coins in the final that are absent from the prototype.

And that's it! A first level/tutorial combo with 5 sections, one single checkpoint, bottomless pits, way denser enemy spawns, and the complete inability to defeat enemies by jumping on them... It's no wonder why this level was eventually split and heavily shifted around. What an utterly tiring experience to act as your first introduction to the gameplay.


Level 2

When compared to the game's first level, level 2 is surprisingly pretty faithful to its eventual counterpart in the final called Snow Caves. It's oddly quite easier than level 1, with no bottomless pits to speak of. It even feels a bit easier than the final game's version of this level, with slightly fewer enemy spawns and the ability to swim in water.

Section 1

  • The second house at the beginning of the level has an extra Baki on its roof.
  • Next to the first slope is another extra Baki spawn.
  • The prototype has two crates at the end of the ramp, with a small heart and ammo (which appears to be bugged and doesn't give you any snowballs) respectively. In the final, there is a pile of snow and a crate with a gold coin in it.
  • Once again, the stormcloud to the right of the template piece doesn't wait for you to land on it to start moving. The path here is identical across both versions until you get to the first cloud at the top of the stormcloud's path, where the prototype has nothing more than a few clouds with some coins on them, and the final has a significantly-sized alcove that contains the cage for Farmer Brown's son (making this alcove a necessary part of the final level).
  • The final added a new small heart to the right of the house with the template piece on top of it.
  • The jar to the right of the mailbox has a small heart in the prototype and a big one in the final.
  • The upwards-facing arrow signs near the cave entrance are missing.
  • On this large set of steps above the cave entrance is the cage for Farmer Brown's son in the proto, making it necessary to go up here (or it would be if the proto actually cared about you collecting villagers). The path here is surprisingly fully implemented and identical to the final's path, but instead of an extra life at the end, there're two red coins.
  • In front of the cave entrance in the prototype are a Baki stack and lone Baki, which is three more Bakis than in the final.
  • The jar in the dead-end to the right of the cave entrance is empty. The final puts a red coin in it.

Section 2

  • When you enter a cave, the music continues and no sound effects play. The final game stops the music and has an "entering cave" sound effect.
  • The arrow sign at the beginning is missing. The prototype has a large ammo pickup on the second step of the rock staircase.
  • The springs are referred to as "bouncy platforms" and make a much higher-pitched sound, which would eventually be used for the Super Spring creation instead.
  • The left alcove after the first set of springs is closed off after the gold and red coin. The final adds a larger path that leads to another spring, which is used in a later part of the level.
  • The small mushroom to the left of the next spring can be stood on in the final, but has no collision in the proto.
  • There is an entirely new section to the left in the final, which has a few enemies and loops back to the spring we saw earlier.
  • The second path of clouds has a lone Baki, which was replaced with a Baki stack.

The rest of this section beats the odds and manages to be identical to the final. Round of applause!

Section 3

  • There is an extra path above the cave in the prototype which was removed from the final. The alcove that the path ultimately led to is still present, but the entrance was moved a bit further in the level and requires a Super Spring creation that doesn't exist in the proto. The reason why they moved the path is most likely because the proto's path is a bit uninteresting and long: you go onto a stormcloud with a very long path that eventually takes you to the two clouds next to the alcove. This stormcloud also doesn't wait for you, so you have to potentially wait for a very long time for the stormcloud to reach you. The final gives the stormcloud a much shorter path and adds a little platform for you to stand on after you jump up with the Super Spring. The alcove itself was changed from a path of clouds to a piece of new geometry, but the alcove has the same reward of two red coins across both versions.
  • The Super Spring easel to the right of the cave was originally where this level's checkpoint was.
  • The piece of land next to the easel was altered to make room for the new Super Spring creation. There is a ramp which was changed to individual steps, and a block was added in the ditch as a platform to put the Super Spring on. The prototype also has an extra Baki here.
  • The coins on the roof of the house after the ditch were adjusted. The final also added a new small heart to the step after the house.
  • A Shadow Walker can spawn in the patch of goo to the left of Farmer Brown's cage.
  • The ditch after the next ramp has two jars in the prototype, which contain a small heart and large ammo respectively. The final replaces the ammo jar with the standard pile of snow, but inexplicably swaps the positions of the two items.
  • The proto's next template piece is on the extrusion of land after the next house.
  • In the prototype, the land after the second house leads to a ramp with two Bakis, which directly brings you to the second cave entrance in the level. The final replaces this entirely with a block instead of a ramp, which has a Super Spring on it, and when you jump on it, there is an entirely new alcove on the left while the right side has the second cave entrance. This left alcove has a template piece in it, so it is necessary to explore.
  • The ledge above the second cave entrance originally had a slope that continues offscreen, but ultimately has nothing on it. This ledge is fully inaccessible in the prototype, but the addition of the Super Spring right next to this area in the final allows you to land on it with a well-timed jump. They probably figured that it would be weird to have access to a random ramp that goes nowhere, so they removed the slope and added a simple dead-end.

Section 4

  • The prototype has you entering this section from the left, then immediately jumping onto a ledge that leads to a ramp that leads to a Baki and a small 4-unit-long cavity with 6 ice cubes. In the final game, you enter this section by leaving another cave entrance, and the cavity is directly next to you and has been shortened to 3 units so that the ice cubes are even. This change frankly seems a bit odd: The cave entrance isn't placed on any level geometry, so it appears to be attached to nothing and looks almost like a cardboard cutout. The first cave's entrance has you entering from the left just like the prototype, so this wasn't done for consistency (if anything, there's now less consistency). The ramp section, while unnecessary, wasn't particularly egregious either.
  • The landmass that houses the final game's ice cube easel has a Baki and a Baki stack in the prototype.
  • Your hero has the ability to swim on the surface of water in the prototype. You can also perform a ground bounce to launch yourself underwater, where you will automatically float upwards. In the final, your Hero will take damage and jump when it falls into water.
    • As a result of this change, the ice cube creation is unnecessary and hasn't been implemented into the proto. You're instead required to swim across the water yourself.
  • There are coins above the pools of water which had to be moved up a bit when the ice cubes were added in. They also generally added an extra coin to each ice block.
  • The first bit of land after the second pool has a small heart only in the final.
  • The pit to the right of the step has an extra Baki in the final.
  • The large mushroom just after the pool of water is holding a template piece in the prototype, and nothing in the final version.
  • Stationary coins are missing in this stretch of land next to the mushroom.
  • The step next to the next ramp has a big heart in the prototype and a small one in the final.
  • The final version put two extra coins to the big mushroom at the end of the path. The prototype only has one. There's also an extra Baki here in the prototype.
  • The cavern to the right of the spring houses a template piece on the final. The proto has nothing there.
  • There are also no stationary coins in the prototype after the ramp.
  • The ledge after the ramp is where Farmer Brown's Wife is trapped. The final has a lone Baki and a pile of snow with small ammo.
  • The small cavity after the steps have a small heart in the prototype, whereas the final puts coins here.
  • The canyon under the path of clouds has 3 empty crates instead of the 3 ice cubes present in the final. Stationary coins are appearing again.
  • The vertical section here has a set of three springs to jump on, as well as a Shadow Bat spawn. The final replaced the first two springs with a Super Spring, and opened the alcove for the removed second spring a bit to make room for the final villager cage. Other than utilizing the new Super Spring creation and being a good place for the last cage, they might've made this change because the prototype's version is very annoying to navigate due to the pesky Shadow Bat. The second spring's trajectory was also quite close to the ledge above this part.
  • This ledge, speaking of which, has a small heart on it in the final version.
  • The prototype puts a small heart on the block to the left of the pit, which has two coins in the final instead.
  • Both of the mushrooms on this stretch of land have collision in the proto that was removed in the final.
  • You can collect the coins in this next pool of water without the submarine in the prototype due to the ability to ground bounce into water.
  • The submarine has a blue outline in the prototype and a pure black one in the final version. In the final game, you hold down the A button to move the submarine upwards. You have to mash the button in this version for it to work. It also generally seems to control worse, sinks much slower, and your Hero's model very obviously clips outside of it a bit. It doesn't produce any bubbles and doesn't make a sound effect when moved (although a sound effect is present in the files).
  • The signs that lead into the new section are spread out more in the final.

Section 5

  • The water placement in the prototype is way sloppier. The final tries to cover most of the geometry within the water. The prototype looks like it wanted to do this too, but it makes several mistakes as you progress through the water.
  • The coins at the beginning of the section are placed in a sort of zigzag pattern. The final straightens it out into a simple line. There is also a block made of coins in the final that is missing in the prototype.
    • In general, this prototype likes to place the coins in the submarine parts in a more spread-out zigzag pattern like this. The final game moves these coins to make simple, boring, straight paths. Future examples of this will be ignored.
  • The coins placed near the surface of the water are more cramped in the final, which made room for an extra 2 coins. There are also more coins in the path that leads to the small alcove.
  • The big mushroom has collision in the final and not the proto.
  • The extrusion above the spring has a new Baki and Shadow Bat spawn.
  • There's an extra block on the ledge next to the second spring that was flat-out removed in the final. The block had a big heart on it which was moved on top of the large mushroom right next to it. This mushroom also doesn't have collision in the prototype.
  • There are two extra coins in the path to the left of the submarine. The Shadow Bat that is present in the final is gone, and instead there is a Baki near the spring. The upper ledge has two weirdly-placed blocks that were removed in the final, and this is also where the template piece is in the proto, while the final places a Secret here.
  • The coin placement is overall different in the first wide area underwater. In the proto, there are extra coins at the very top, the rightmost and bottom-right coins are in a different configuration, and there is a single gold coin near the ceiling below this area.
  • The proto has a weird slope that leads to nowhere at the bottom of the path. It was later completely filled in.
  • On the surface after this water tunnel, there is an extra block on the ground with big ammo on the top. The final removes this block, adds a pile of snow to the left of where it was, and adds a small heart in its place.
  • There's an extra Shadow Bat spawn on the right of this path in the final game.
  • The final places a small heart just before the next submarine.
  • The bottom-right corner of the tunnel has some coins in the final that don't exist in the prototype. The pit directly to the left is also missing 2 coins. The next pit after the extrusion in the tunnel is also missing coins.
  • The prototype has yet another block next to the submarine's endpoint that was removed from the final.
  • The cloud slope after this has an extra Shadow Bat. The ice cubes below the clouds have 2 red coins surrounding them in the final.
  • At the end of the cloud slope is another block that was removed in the final. This one was stacked on top of another block that was not removed.
  • The prototype has a Baki spawn on the large mushroom. The final removes it to make room for a template piece.
  • The next cloud has 3 new gold coins under it in the final game, and there's an extra Shadow Bat above it.
  • The prototype forgot to put arrow signs at the end of this section. The final game adds arrow signs.

Section 6

  • The prototype, very confusingly, has arrow signs that are pointing back into the cave entrance. In addition, the first exit sign on the path is flipped the wrong way around and is also facing towards the cave.
  • There is an extra Baki on the ground and an extra one on the roof in the prototype.
  • The ramp above the steps has an extra 3 gold coins in the final.

Text

Early Final
early text
final text
Early Raw Text Final Raw Text
raw early text
raw final text
  • the event directory has all the game's dialogue. there are some unused files in here from even earlier in development, looks to be from the older prototype [not documented!]
  • The script also extends a bit further than the prototype uses. The proto cuts off just before you color in the sun, but the script keeps going until the part where you go to Banya Fields.
    • It's possible to edit the script files to see these unused scenes. First, you must remove the call to the title screen at the end of Farmer Brown's return cutscene, then replace it with a call to the Drawing Mode (using any creation will work). The game will now progress until you are asked to clear the clouds from Farmer Brown's residence. You now need to add the call to enable cloud clearing into the script. [At this point, the game locks up when trying to transition to the next scene. Because of my extremely limited understanding of the script system, I dunno what's causing it and I have no clue on how to fix it. Check back later when I inevitably poke at the script system enough and I learn how to make it work.] A patch file has [NOT!] been provided here which will make these changes for you.
  • in-game text doesn't have button graphics implemented into the font yet. It instead uses parentheses (ie. (A)).

Unused Text

Formatting rules

The text files in this game are nothing more than plaintext with a variety of control characters to format it. In addition, all of the text in the game is in uppercase, as the lowercase letters are reserved for some aformentioned control characters. For readability's sake, all of the text in this section has been formatted to appear as closely as possible to how it would appear in-game, including any typos or errors. The text has also been rewritten with standard lower/uppercase rules in mind, which means that any casing present is conjecture. For the sake of completion, the raw form of each piece of text has been included.

Please don't fix a typo unless you can clearly see that it isn't in the raw text!


Mailbox Original Text

This is what the unused mailbox object would say if it were ever used. The end result of this is a mailbox that looks quite out of place for the world of Drawn to Life and talks your ear off way more than necessary. The art easels actually fit the game's theming and don't bother with all of the flavor text.

Early Final
Hi! Welcome to the
rapid Rapo-Mail
serivce!
What is Rapo-Mail
you ask?
Simple! From this
mailbox we can send
drawings you create
out into this world
to help you along
your journey!
Each mailbox you
encounter will ask
you to create
something new to
help you!
Right now I need you
to draw a nice, puffy
cloud.
Once you're finished
I'll send it out for
you to use!
Draw!
Here is where you
can draw objects
to help you along
your journey!
Draw!
So first, let's
draw a fluffy
cloud to help get
you cross this gap!
Early Raw Text Final Raw Text
bomb1;ic3HI! WELCOME TO THE;RAPID RAPO-MAIL;SERIVCE!;1ic2cWHAT IS RAPO-MAIL;cYOU ASK?;1ic6SIMPLE! FROM THIS;MAILBOX WE CAN SEND;DRAWINGS YOU CREATE;OUT INTO THIS WORLD;TO HELP YOU ALONG;YOUR JOURNEY!;1ic5EACH MAILBOX YOU;ENCOUNTER WILL ASK;YOU TO CREATE;SOMETHING NEW TO;HELP YOU!;1ic3RIGHT NOW I NEED YOU;TO DRAW A NICE, PUFFY;rCLOUDr.;1ic3ONCE YOU'RE FINISHED;I'LL SEND IT OUT FOR;YOU TO USE!;1gcreation;c1DRAWPLATFORM;1e
boMB1;ic5lcDRAW!;cHERE IS WHERE YOU;cCAN DRAW OBJECTS;cTO HELP YOU ALONG;cYOUR JOURNEY;1ic5lcDRAW!;cSO FIRST, LET'S;cDRAW A FLUFFY;cCLOUD TO HELP GET;cYOU ACROSS THIS GAP!;1gcreation;cDRAWPLATFORM;1e

No Sliding!

The prototype doesn't have a sign explaining the slide mechanic anywhere in its levels. However, poking around in the files reveals that an early version of the tip's script exists, unused. The other messages in the game's levels are not afraid of breaking the fourth wall, so this may have been changed for consistency. It also calls the D-Pad, well, the D-Pad. The game otherwise consistently uses "+control pad" instead, which may better reflect the preferences of Nintendo's terminology guidelines at the time.

Early Final
Caution!
Do not hold down on
the D-Pad on steep
hills! You might
hurt someone!
Info!
Press down on
the +control
pad to slide
down the hill!
Early Raw Text Final Raw Text
boHELP;ic5cCAUTION!;DO NOT HOLD DOWN ON;THE D-PAD ON STEEP;HILLS! YOU MIGHT;HURT SOMEONE!;1e
boT1;ic5lcINFO!;cPRESS DOWN ON;cTHE +CONTROL;cPAD TO SLIDE;cDOWN THE HILL!;1e

Player-Controlled Platforms

Within the script directory for Level 1's third section is an ancient unused tip explaining the mechanics for a cut platform that you move with your thumb (or stylus). This platform, complete with incorrect palette, still exists in this prototype, but only in the test level, and it explodes when you tap it (with your thumb(or stylus)) instead. It's a bit odd for the syntax to prioritize using one's thumb over the stylus; in the game's used text, you are usually instructed to perform the vague action of "tapping" things to solve this problem.

Early
Rapo Tip!
Use your thumb
(or stylus) to drag
those two platforms
down.
Once you drag a
platform down far
enough it will lock,
allowing you to jump
on it
Early Raw Text
boHELP;ic5cRAPO TIP!;USE YOUR THUMB;(OR STYLUS) TO DRAG;THOSE TWO PLATFORMS;DOWN.;1ic5ONCE YOU DRAG A;PLATFORM DOWN FAR;ENOUGH IT WILL LOCK,;ALLOWING YOU TO JUMP;ON IT;1

Drawing Mode Pop-Ups

"scene2_toolbox.evt", the file that contains the pop-ups that appear during Drawing Mode, such as the Clear All and Finished dialogs, has some unused text which seem to have no logical place to go. This text is a remnant from earlier builds which did not have the help button or initial tutorial dialogs implemented yet. In these versions, the tutorial/help dialogs would appear automatically as you selected tools on the interface. The directory also contains an older version of the file called "scene2_toolboxold.evt", which predates this and the previous prototype and contains drastically different text. The final game doesn't even bother with any of this nonsense and these unused pop-ups are completely missing from the file.

A few things to note:

  • the newer version contains a formatting typo within its raw text in the Locked Color explanation. there is a lowercase c just before the word DRAW, which indicates that the text is centered, but it's missing its semicolon which indicates a line break, making it an invalid control character. The older version of the file shows that this was once part of a correctly-formatted bit of text with a semicolon, and was accidentally left behind when the text was removed. A typo such as this could potentially have catastrophic effects depending on the nature of the text around it, but thankfully, this "c" just renders as a harmless space in this dialog.
  • Speaking of that nearby text, you can see it in the older version. It appears that the word "NOT" was originally on the first line, and when it was eventually moved onto the second line and that line was reworded, the writer forgot to erase the original second line of the text. Oops!
  • This prototype and the final prefixes dialog options with a bullet point symbol. Earlier builds would render it as a simple dash.
  • The old version uses the final's variant of the "finished?" pop-up. For some reason, this proto changed it to a more casually worded dialog, only for this change to be reverted later.
  • The old version displays everything with pop-up dialogs. The newer version uses regular textboxes with headers.
  • These earlier scripts represent the DS' face buttons with just a letter (ie. Y). The used text in the prototype surrounds it with parenthesis, and the final version uses inline sprites.
  • Once again, the +control pad is being referred to as the D-Pad in every version of the text.
scene2_toolboxold.evt scene2_toolbox.evt
A locked color will
not be replaced when
be replaced when you
draw over it with
a new color

Clear All
Are you sure?

-Yes
-No


While zoomed in
use the D-Pad to
shift the viewable
area
Access the mini
toolbox in the upper
right corner

Press left or right
on the D-Pad to
select a different
guide
Press the X button
to copy the guide
into your drawing

Are you done?

-No, edit more
-Yes, save and continue


Explain how palette
swapping works

Explain how stamps
work
Help
A locked color will not be
replaced when you  draw over
it with a new color

Clear All
Are you sure?
  • Yes
  • No

Help
While zoomed in
use the D-Pad to
shift the viewable area
Help
Access the mini toolbox in
the upper right corner

Help
Press left or right
on the D-Pad to
select a different guide
Help
Press the X button
to copy the guide
into your drawing

Finished?
  • Nope, not yet.
  • Yes, let's go!

Help
Palette swapping does not
do anything yet.

Help
Use these handy stamps to put
a decal on your creation!
Help
Pick a stamp and drag it to
where you want it. Then hit Y.
scene2_toolboxold.evt Raw Text scene2_toolbox.evt Raw Text
boNONE;e|boLOCKCOLOR;ic5cA LOCKED COLOR WILL;cNOT BE REPLACED WHEN;cBE REPLACED WHEN YOU;cDRAW OVER IT WITH;cA NEW COLOR;1dle|boCLEARALL;ioc5cCLEAR ALL;;cARE YOU SURE?;ocYES;ocNO;1e|boZOOMIN;dzic4cWHILE ZOOMED IN;cUSE THE D-PAD TO;cSHIFT THE VIEWABLE;cAREA;1ic3cACCESS THE MINI;cTOOLBOX IN THE UPPER;cRIGHT CORNER;1e|boGUIDE;dgic4cPRESS LEFT OR RIGHT;cON THE D-PAD TO;cSELECT A DIFFERENT;cGUIDE;1ic3cPRESS THE X BUTTON;cTO COPY THE GUIDE;cINTO YOUR DRAWING;1e|boDONE;ioc5cARE YOU DONE?;;ocNO, EDIT MORE;ocYES, SAVE AND;cCONTINUE;1e|boCLEARALL;dce|boDONE;dde|boLOCKCOLOR;dle|boZOOMIN;dze|boGUIDE;dge|boCHANGE_PALETTE;ic2EXPLAIN HOW PALETTE;SWAPPING WORKS;1dpe|boCHANGE_PALETTE;dpe|boSTAMPS;ic2EXPLAIN HOW STAMPS;WORK;1dse|boSTAMPS;dse
boNONE;e|boHELP;tlc3cA LOCKED COLOR WILL NOT BE;cREPLACED WHEN YOU cDRAW OVER;cIT WITH A NEW COLOR;1oLOCKCOLOR;dle|boCLEARALL;ioc5lcCLEAR ALL;;cARE YOU SURE?;oc YES;oc NO;1e|boZOOMIN;dzoHELP;tc3cWHILE ZOOMED IN;cUSE THE D-PAD TO;cSHIFT THE VIEWABLE AREA;1tlc2cACCESS THE MINI TOOLBOX IN;cTHE UPPER RIGHT CORNER;1e|boGUIDE;dgoHELP;tc3cPRESS LEFT OR RIGHT;cON THE D-PAD TO;cSELECT A DIFFERENT GUIDE;1tlc3cPRESS THE X BUTTON;cTO COPY THE GUIDE;cINTO YOUR DRAWING;1e|boDONE;ioc3lcFINISHED?;oc NOPE, NOT YET.;oc YES, LET'S GO!;1e|boCLEARALL;dce|boDONE;dde|boLOCKCOLOR;dle|boZOOMIN;dze|boGUIDE;dge|boHELP;tlc2PALETTE SWAPPING DOES NOT;DO ANYTHING YET.;1oCHANGE_PALETTE;dpe|boCHANGE_PALETTE;dpe|boHELP;tc2USE THESE HANDY STAMPS TO PUT;A DECAL ON YOUR CREATION!;1tlc2PICK A STAMP AND DRAG IT TO;WHERE YOU WANT IT. THEN HIT Y.;1oSTAMPS;dse|boSTAMPS;dse

Early Text

There is no option for the French language, and the files for the French script do not exist yet.

DrawTutorial.evt

This is where the text for the help button goes, as well as the initial Drawing Mode tutorial. Some things to note:

  • The prototype does not let you select the palette button during help mode, so its text goes unused.
  • The Clear button has the wrong heading in the proto.
  • The final's help button text for the guides uniquely appears as a pop-up dialog, rather than the regular textbox that every other help button message uses. The prototype's version of the guide text is in a regular textbox, and the final game's text still has the textbox's header present in the raw script. It appears that they changed these to accommodate the new graphics for the device's buttons; they probably didn't like how they looked in a regular textbox, but the change makes the guide messages look quite out of place indeed.
  • The drawing mode tutorial is pretty clearly stubbed out in the proto.
Early Final
Colors
Tap on a color to
set your paint
brush color

Draw
Drag the stylus here
to draw your creation

Palette
Change your palette or select
a pattern to draw here.
Buy more in the shop!

Brush
Select your brush size
here. You can pick
big, medium, or small.

Flood
Flood fill lets you tap on a
spot in your creation to fill
an area with a color

Eraser
Tap here to select the eraser
The eraser is the same size
as your brush size.

Lock
Pick a color and then tap
here to lock it.
Lock
You can draw other colors
and they won't draw over
your locked color!
Lock
Tap here again to unlock

Stamps
Press to apply a stamp.

Done
Tap this to clear out
your drawing.

Done
When you're done
drawing, click here
to finish.

Zoom
Tap this to zoom in
and add more detail
to your creation.

Guides
Press (R) to show guides
press left and right for more
guides and (X) to copy one




Swap
Mix and match guide body
parts. Tap on a part and press
left and right to swap it

Undo
Tap this to undo
the last change you made

Draw a Creation
If you need help, tap
the help box and then
tap any button
to see how it works!
Colors
Tap on a color to
set your paint
brush color.

Draw
Drag the stylus here
to draw your creation!

Palette
Change your palette or select
a pattern to draw here.
Buy more in the shop!

Brush
Select your brush size
here. You can pick
big, medium, or small.

Flood
Flood fill lets you tap on a
spot in your creation to fill
an area with a color

Eraser
Tap here to select the
eraser. The eraser is the same
size as your brush size.

Lock
Pick a color and then tap
here to lock it.
Lock
You can draw other colors
and they won't draw over
your locked color!
Lock
Tap here again to unlock

Stamps
Pick a stamp, drag it
and press (Y) to apply it to
your creation.

Clear
Tap this to clear out
your drawing.

Done
When you're done
drawing, click here
to finish.

Zoom
Tap this to zoom in
and add more detail
to your creation.

[R]
Guides. Press left
and right for more.
[X]
Commit your guide.

Swap
Mix and match guide body
parts. Tap on a part and press
left and right to swap it

Undo
Tap this to undo the
last change you made

Draw!
Welcome to the
Creation Hall!
Here you can draw
your own creation!
Guides
[R]
will bring up pre-drawn guides.
Tip!
[X]
Bring the guide to life!
Tip!
Use the +control
pad to scroll
through guides!
Tip!
Use the clear button
to start a new
drawing.
Early Raw Text Final Raw Text
boCOLORS;tlc3cTAP ON A COLOR TO;cSET YOUR PAINT;cBRUSH COLOR;1e|boDRAW;tlc2cDRAG THE STYLUS HERE;cTO DRAW YOUR CREATION;1e|boPALETTE;tlc3cCHANGE YOUR PALETTE OR SELECT;cA PATTERN TO DRAW HERE.;cBUY MORE IN THE SHOP!;1e|boBRUSH;tlc3cSELECT YOUR BRUSH SIZE;cHERE. YOU CAN PICK;cBIG, MEDIUM, OR SMALL.;1e|boFLOOD;tlc3cFLOOD FILL LETS YOU TAP ON A;cSPOT IN YOUR CREATION TO FILL;cAN AREA WITH A COLOR;1e|boERASER;tlc3cTAP HERE TO SELECT THE ERASER;cTHE ERASER IS THE SAME SIZE;cAS YOUR BRUSH SIZE.;1e|boLOCK;tc2cPICK A COLOR AND THEN TAP;cHERE TO LOCK IT.;1tc3cYOU CAN DRAW OTHER COLORS;cAND THEY WON'T DRAW OVER;cYOUR LOCKED COLOR!;1tlc1cTAP HERE AGAIN TO UNLOCK;1e|boSTAMPS;tlc3cPICK A STAMP, DRAG IT;cAND PRESS (Y) TO APPLY IT TO;cYOUR CREATION;1e|boDONE;tlc2cTAP THIS TO CLEAR OUT;cYOUR DRAWING.;1e|boDONE;tlc3cWHEN YOU'RE DONE;cDRAWING, CLICK HERE;cTO FINISH.;1e|boZOOM;tlc3cTAP THIS TO ZOOM IN;cAND ADD MORE DETAIL;cTO YOUR CREATION.;1e|boGUIDES;tlc3cPRESS (R) TO SHOW GUIDES;cPRESS LEFT AND RIGHT FOR MORE;cGUIDES AND (X) TO COPY ONE;1e|boSWAP;tlc3cMIX AND MATCH GUIDE BODY;cPARTS. TAP ON A PART AND PRESS;cLEFT AND RIGHT TO SWAP IT;1e|boUNDO;tlc2cTAP THIS TO UNDO THE;cLAST CHANGE YOU MADE;1e|bic5lcDRAW A CREATION;cIF YOU NEED HELP, TAP;cTHE HELP BOX AND THEN;cTAP ANY BUTTON;cTO SEE HOW IT WORKS!;1e
boCOLORS;tlc3cTAP ON A COLOR TO;cSET YOUR PAINT;cBRUSH COLOR.;1e|boDRAW;tlc3cDRAG THE STYLUS;cHERE TO DRAW YOUR;cCREATION!;1e|boPALETTE;tlc3cCHANGE YOUR PALETTE OR SELECT;cA PATTERN TO DRAW HERE.;cBUY MORE IN THE SHOP!;1e|boBRUSH;tlc3cSELECT YOUR BRUSH SIZE;cHERE. YOU CAN PICK;cBIG, MEDIUM, OR SMALL.;1e|boFLOOD;tlc3cFLOOD FILL LETS YOU TAP ON A;cSPOT IN YOUR CREATION TO FILL;cAN AREA WITH A COLOR;1e|boERASER;tlc3cTAP HERE TO SELECT THE;cERASER. IT IS THE SAME;cSIZE AS YOUR BRUSH.;1e|boLOCK;tc2cPICK A COLOR AND THEN TAP;cHERE TO LOCK IT.;1tc3cYOU CAN DRAW OTHER COLORS;cAND THEY WON'T DRAW OVER;cYOUR LOCKED COLOR!;1tlc1cTAP HERE AGAIN TO UNLOCK;1e|boSTAMPS;tlc2lctu;cPRESS TO APPLY A STAMP.;1e|boCLEAR;tlc2cTAP THIS TO CLEAR OUT;cYOUR DRAWING.;1e|boDONE;tlc3cWHEN YOU'RE DONE;cDRAWING, CLICK HERE;cTO FINISH.;1e|boZOOM;tlc3cTAP THIS TO ZOOM IN;cAND ADD MORE DETAIL;cTO YOUR CREATION.;1e|boGUIDES;ic3lcde;cGUIDES. PRESS LEFT;cAND RIGHT FOR MORE.;1ic2lcpq;cCOMMIT YOUR GUIDE.;1e|boSWAP;tc3MIX AND MATCH GUIDE BODY;PARTS. TAP ON A PART AND PRESS;LEFT AND RIGHT ON THE +CONTROL;1tlc1PAD TO SWAP IT.;1e|boUNDO;tlc3cTAP THIS TO UNDO;cTHE LAST CHANGE;cYOU MADE.;1e|bic5lcDRAW!;cWELCOME TO THE;cCREATION HALL!;cHERE YOU CAN DRAW;cYOUR OWN CREATION!;1ic4lcGUIDES;lcde;cWILL BRING UP;cPRE-DRAWN GUIDES.;1e|bic4lcTIP!;lcpq;cBRING THE GUIDE;cTO LIFE!;1ic4lcTIP!;cUSE THE +CONTROL;cPAD TO SCROLL;cTHROUGH GUIDES!;1e|bic4lcTIP!;cUSE THE CLEAR BUTTON;cTO START A NEW;cDRAWING.;1e

The Script

This game's script was once more wordy than Scribblenauts. (cough, cough). The final script is overall similar in exact dialogue, but is much more streamlined. Many lines of text were merged or reworded to achieve this effect.

[The idea here is that this is gonna be its own subpage eventually, separate from the unused text section, and will talk about things that are not unused text. So I'm gonna try really really hard not to get bothered by this section and painstakingly convert every one of these messages into the mock-textboxes used above.]

Early Final
Creator... If you're there... Creator... We need your help...
We need your help...
The Eternal Flame just went out... The Eternal Flame just went out...
And the darkness is creeping in. And the darkness is creeping in.
You're the only hope we have left... You're the only hope we have left...
Help us... Please... Help us... Please...
...
Why don't you respond! how could you just sit there and be silent!? Why don't you respond! how could you just sit there and be silent!?
I believed in you!
I told everyone to trust that you would save us...
And after everyone left the village... My dad and I stayed behind... Now almost everyone has left the village...
You are the creator of everything. This is your world! You are the creator of everything. This is your world!
Bring it back to what it once was! Bring it back to what it once was! Please...
Please...
I have heard your cry and i will help. I have heard your cry and will provide a hero
To help restore the village.
But first, you must restore gather the villagers
and bring them to Creation Hall
Is that really you!? After all this time!! I knew you would help us! Is that really you!? After all this time!! I knew you would help us!
But why did you wait so long... most of the Raposa are gone!
Anyway, I guess it doesn't matter. what should I do now...?
I will provide for you a hero.
Who will help restore the village.
But first, you must gather the villagers
And bring them to Creation Hall
I will unseal the door for you
Yes Creator! I will do that right away! Thank you so much!!! I'll go find Jowee and my dad!
Jowee!!! Jowee!!! Jowee come quick!
Jowee immediately wakes up when called for. There is no prompt to tap on his house like in the final.
Jowee, come quick!
He's not answering! Creator can you tap on his house and wake him up?
Huh? ...What's going on?
Hey Mari... you sound excited...What's going on?? Hey Mari... I was just taking a nap...
The creator just spoke to me! The creator just spoke to me!
What?! That's crazy! The Creator hasn't spoken to anyone in years... What?! That's crazy! The Creator hasn't spoken to anyone in years...
I'm supposed to gather everyone in front of the Creation Hall! I'm supposed to gather everyone in front of Creation Hall! Where's my dad?
We should get going... Where is my dad!?
Isaac is named Wilhem at this point in development, and this is reflected in the script.
...At the gate, he was trying to convince Wilhem and his wife to stay at the village... ...At the gate, he was trying to convince Isaac and his wife to stay...
We have to stop them before they leave! We have to stop them before they leave!
Losing the Eternal Flame was the last straw. Now my shop is covered in darkness! Losing the Eternal Flame was the last straw. Now my shop is covered in darkness!
How long do you expect us to put up with this grey sky and depressing village!
And now our daughter is gone! we have to find her... And now our daughter is gone! we have to find her...
I understand... but we should go out together. I understand... but we should go out together.
This can't wait any longer... We're leaving. This can't wait any longer... We're leaving.
When Wilhem and his wife (who is named Mya... this is rarely mentioned, even in the final game; the only time you see it is when you rescue her) leave, they are briefly stopped by Mari and Jowee. In the final, they're gone before Mari and Jowee arrive. My guess is this was changed because Wilhem and Mya's dialogue is very stunted and awkward here. There's also no dialogue to suggest that Isaac intends to return in the final, which makes the situation feel more dire.
Stop!! We have to speak with you! Stop! Dad!! We have to speak with you!
Oh Mari! And Jowee! I'm glad you're here. Oh Mari! And Jowee! I'm glad you're here.
Wilhem's daughter went missing, they're going to search for her. Isaac's daughter went missing! They just left to go search for her.
The creator just spoke to me! Dad! The creator just spoke to me!
The creator?!
Yes the creator told me to gather everyone and bring them in front of Creation Hall. The Creator told me to gather everyone and bring them in front of Creation Hall.
This line seems like a wording error, because it implies that Mari has been claiming to have talked to the Creator for months now.
Young Rapo, you've been saying the same thing for months now... Let it go. Young Rapo, you've been talking about the Creator for months now... Let it go.
But Dad... It's true!! But Dad... It's true!!
Mari... Stop... We have more important things to worry about. Mari... Stop... We have more important things to worry about.
I'm sorry Mari... Mayor, we'll be back as soon as we find our daughter.
Yes... Thank you... We need to get going now, goodbye!
Well... It's only us left now! Lets hurry to the Creation Hall!
Mari... We're going to help Wilhem and his wife.
Our duty is to help the villagers.
You can't be serious Pop! What about the Creator!? You can't be serious, Dad! What about the creator!?
I'm with Mari... We should at least give the Creator a chance! I'm with Mari... We should at least give the Creator a chance.
Stop with this nonsense... The Creator abandoned us a long time ago! Mari! Stop with this nonsense!!
The villagers are what's important now! The Creator abandoned us a long time ago! The villagers are what's important now!
This is crazy! no one is listening to me! This is crazy! no one is listening to me!
You believe me Jowee, don't you...? You believe me Jowee... Don't you...?
Maybe we should listen to your Pop... It's Wilhem's daughter! Maybe we should listen to your Pop... it's Isaac's Daughter!
Fine then... I'll go myself... No wonder the creator abandoned us! Fine then... I'll go myself... No wonder the creator abandoned us!
Mari! Wait! Mari! Wait!
Oh man... What am I getting myself into!? Oh Rapo... what am I getting myself into!?
In the prototype, when Mari gets to Creation Hall, Cindi is immediately present and found. She also mistakes Mari for her mom, while in the final, she already knows who Mari is and recognizes her. Even more, they take her into Creation Hall with them. She isn't referred to by name in this version, but her name appears in the files.
Mummy... Where's Mummy!
What the Rapo...?
It's Mummy!!!!
Aw... no, I'm not your mom... But they'll be glad to know you're safe.
Mari! I just ran into your dad... He left to catch up with Wilhem to find...
Who's that?
Wilhem's daughter? Oh man... How ya doing lil Rapo?
Hummm... Hi...
Yeah, I hope Wilhem and his wife haven't gone too far... We'll catch up with them soon.
This plot point was probably changed because it seems very odd and even irresponsible to let Wilhem, Mya, and the Mayor keep looking for her when we know she's safe in the village. They need all the villagers to gather at Creation Hall, and the pair said they would come back when Cindi was found... Why not go find them immediately so they can all be present to unseal the door?
The Creator promised to open the door to Creation Hall. Let's go!
We're going to find your mommy. Stay with us.
The door is still sealed!
Hrmm... The Creator just said to gather everyone here... I'm not sure what we should do. The Creator told me to gather the villagers here... But everyone is gone!
Uh... I'm still here...
Maybe you should ask the Creator for help?
Creator... Err... Unseal the door? Great idea! Creator... Could you open the door?
Let's hurry inside.
Mari... Look at all these books... Mari... Look at all these books...
Yeah, it's incredible... But I haven't seen anything useful yet.
Creator... Why did you bring us here? What do you need us to do? Creator... Why did you bring us here? what do you need us to do?
Selected "I will create a hero for you"
Your request requires a hero... Your request requires a hero...
A hero? Why do we need a hero? Just bring back the villagers and get rid of the darkness... A hero? Why do we need a hero? Just bring back the villagers and get rid of the darkness...
Mari... Your father is in trouble Mari... Your father is in trouble
What?! What happened to him?
Who the Rapo was that?! Who the Rapo was that? Was that the creator?!
What?! My dad is in trouble?!
I will explain more over time... I will explain more over time...
Wow! The Creator spoke! Mari, you weren't kidding!
Selected "Your father is in danger!"
I cannot directly help your father...
What?! My dad is in trouble?! What?! My dad is in trouble?
Who the Rapo was that?! Who the Rapo said that?!
However, I will create a Hero for you. I will create a Hero to help you
This hero can save him
Wow! The Creator spoke! Mari, you weren't kidding! Wow! The Creator spoke! Mari, you weren't kidding!
This specific message doesn't wait for an A button press in the final, but it does in the protoype.
Gather around the wooden mannequin. Walk over to the wooden mannequin.
I fill this mannequin with my presence! I fill this mannequin with my presence!
I will add color to it's frame! I will add color to its frame!
And movement to it's joints! And movement to its joints!
Together, we will restore the village... Together, we will restore the village...
Wow! The mannequin came to life!! Wow! The mannequin came to life!!
Hrmm... What should we call it?
Creator... Does it have a name? Creator... Does it have a name?
Hi [hero]... Nice to meet you! Hi [hero]... Nice to meet you!
We need to go find my dad... The creator said he was in trouble! We need to go find my dad... The creator said he was in trouble!
Sure thing Mari... But... is this thing alive?
Well, [hero]... Show us what you can do! Well, [hero]... Show us what you can do!
I guess we should follow it! I guess we should follow!
Um! Waiforme!
In the prototype, your little gang immediately appears at the bridge after leaving Creation Hall, where they very conveniently encounter Wilfre. The final eases into this much slower, and moves Cindi's part to here. You are given control over your Hero much earlier in the final, where you get the opportunity to find Cindi and walk to the bridge yourself. Also, Cindi is moreso cautious about your Hero in the prototype, since she saw its creation. In the final, she is scared of it.
Where's my mummy!!!
That sounded like Isaac's daughter, Cindi...
[Hero], can you find Cindi? She must be close by...
Mawi!!! It's a monster Wapo!!
It's okay lil Rapo... [hero] is only here to help...
[hero], thanks for finding Cindi... We should go find her parents now!
Meet us at the Village Entrance, okay? It's to the south.
Alright, let's go search the Snow Fields!
Ha! It took you long enough.
...And what do we have here? ...What do we have here? Silly Rapos? and their cute wittle creation?
Such a cute wittle creation...
Off to save the day? what a stupid idea...
The Mayor is already trapped... It's only a matter of time before he's done for You're too late, the Mayor is already done for!
You better not hurt my dad!! Who the heck are you anyway!? You better not hurt my dad!!
Who the Rapo are you!?
So they didn't invent some creepy bedtime story about me? Pity... No one told you a creepy bedtime story about me? Pity...
If you must know my name, it's Wilfre. Not that it matters. If you insignificant Rapos must know my name, it's Wilfre.
You can forget about rebuilding this village.
I've torn up all the pages in the Book of Life...
They should be scattered around the world by now!
Anyway, I bid you farewell... I have much to attend to. Anyway, I bid you farewell. I have much to attend to.
To be sure you don't attempt a pathetic rescue, I'll cover this bridge in darkness. To be sure you don't attempt a pathetic rescue, I'll cover this bridge in darkness.
Such a miserable excuse for a village...
Oh... and in case you do find a way out of the village...
I've torn up all the pages in the Book of Life...
They should be sinking into the snow as we speak...
So you can forget any plans to rebuild this village.
Ooh! That Wilfre!
...What do we do now? ...What do we do now?
If only we had the Eternal Flame, we could get rid of the darkness...
Wilfre said the page was torn up... and in the snow...
I wonder if he meant the Snowy Fields?
We should go find your dad... He'll know what to do.
The village entrance is blocked by darkness...
We could use the Village Snow Gate to get there... We could use the Village Snow Gate to get there...
But it's been locked for as long as i can remember...
Let's go check it out... Maybe [hero] can figure out a way to open it.
[hero], meet us at the Snow Gate, ok? [hero], meet us at the Snow Gate, ok?
Yeah, it's northwest of here. Just follow the path until it ends! Yeah, it's northwest of here. Just follow the path until it ends!
When you walk to the Snow Gate in the final game, you immediately enter a cutscene with some exposition. In this version, you are oddly free to walk around the Snow Gate, and Jowee and Mari's dialogue will not-so-subtly jab at you to talk to Wilhem's daughter, who will give you the Snowshooter. From there, the game allows you to enter the Snow Gate on your own. There is no equivalent in the proto for the final's cutscene, so its dialogue will be skipped here. Also, the final tells you to tap on the gate, while this prototype tells you to press A. Either works in both games.
Who are you?! Who are you?!
Oh? ...A Creation Hero? So the Creator is back! Oh? ...A Creation Hero? So the Creator is back!
I was such a fool for not listening to Mari... I was such a fool for not listening to Mari...
I noticed the Eternal Flame page pieces are around... I thought they were lost We should get back to the village... It's dangerous here!
forever...
If you find all four pieces, maybe we can restore the Eternal Flame to protect the
village!
Remember, we can't leave without those 4 page pieces...
I'll meet you at the exit gate.
The prototype has you collect the Mayor, Wilhem, and Mya immediately within Snowy Fields, which is a combination of the final's tutorial level and the final's first "real" level in the gate. In the final game, you collect the Mayor in Snow Fields, then come back and talk for a bit. Then Cindi runs into the Snow Gate, you get your weapon, and you have to go to Mt. Snowy to collect her, Isaac, and his wife. As a result, the final has more text, and this following cutscene is split into two parts.
Dad! You're OK!! I was so worried... Dad! You're OK!! I was so worried...
It's all thanks to [hero] I didnt get very far before I ran into Wilfre... All thanks to [hero]... I'm sorry for leaving when I did.
I didn't catch up with Isaac or his wife...
I hope they're OK...
[hero], Cindi ran into the Snow Fields! You need to bring her back!
[hero], I found something in the Snow Fields that might help you...
It's a Snowshooter page for the Book of Life...
The Creator can draw it for you!
You can aim using the +control pad.
[hero], you'll also see torn pages from the Book of Life in the Snow Fields...
You'll need to collect four of them to exit the level gate...
Please hurry, Isaac and his family need your help!
Mummy! Mawi!
My little Rapo! We were so worried! Cindi! We were so worried!
I'm sowwy... I wanted to go play hide and go seeks... I'm sowwy... I wanted to go find mummy...
We'll discuss this later young Rapo! We're going home. Well... You should know better then to run off by yourself!
Isaac! I'm so glad you made it back...
It's all thanks to [hero].
I didn't get very far before I ran into Wilfre...
I can't believe Wilfre is still alive... After what he did to the Book of Life... I can't believe Wilfre is still alive... After what he did to the Book of Life...
What's the deal with that guy anyway... What's the deal with that guy anyway...
We ran into him on the bridge, and he seemed to have control over the darkness... We ran into him on the bridge, and he seemed to have control over the darkness...
Wilfre... He's the root cause of this mess! Wilfre... He's the cause of this mess!
This text is supposed to appear on a blank black screen, but the Hero didn't get the memo.
Oh... It was many years ago... Oh... It was many years ago...
Several years before you were born, in fact... Several years before you were born, in fact...
The Eternal Flame does not appear on the pedestal. In the final, there is a white flame in the cutscene.
Wilfre was a respected member of this village. Wilfre was a respected member of this village.
Always the center of attention. Always the center of attention...
Gathering villagers...
And delivering grand speeches...
...About the village and general state of affairs.
Everyone knew about the Creator...
...And the Book of Life.
But Wilfre questioned why it was forbidden... Wilfre questioned why it was forbidden...
...To design our own creations. ...To design our own creations...
In the Book of Life.
He told me that it could be done better... He told me that it could be done better...
I should have seen the warning signs...
What a fool he was...
...And what a fool I was... What a fool I was...
For underestimating what he was capable of... For underestimating what he was capable of...
With lust for power...
Or perhaps to make a point...
Wilfre snuck into Creation Hall... Wilfre snuck into Creation Hall...
And stole the Book of Life. And stole the Book of Life.
Wilfre took the book back to his house. He took the book back to his house.
And drew inside the pages... And drew inside the pages...
But despite his artistic skill...
The creations came out twisted and black. But the creations came out twisted and black.
All of them wicked... and full of darkness...
I discovered his scheme... It wasn't long before I discovered his scheme.
And ran out to gather the villagers against him.
We confronted him... And he ran off. We confronted him...
He reached the edge of the village...
And in a furious rage... And in a furious rage...
Began to tear pages from the Book of Life. He tore the pages from the Book of Life.
Tossing them into the wind... Tossing them into the wind...
We surrounded him and grabbed the book We surrounded him and grabbed the book
But Wilfre escaped, and fled the village But Wilfre escaped, and fled the village
But the Creator grieved over the loss.. The Creator grieved over the loss..
Of so many pages from the Book of Life.
The Creator sealed Creation Hall... And sealed Creation Hall...
And the Creator left us to fend for ourselves. And we were left to fend for ourselves.
I locked the book away in the Town Hall. I locked what remained of the book away...
But it was too late.
But our village seemed different...
Small changes at first...
The sun grew dim... The sun grew dim...
The moon and stars faded away... The moon and stars faded away...
And finally, years later, the Eternal Flame... And finally the Eternal Flame...
Which kept the shadow away...
Flickered and died out... Flickered and died out...
A creeping shadow grew at the edge of our town. A creeping shadow grew at the edge of our town.
And everyone left, in search of a new home. And everyone left, in search of a new home.
All because of Wilfre... All because of Wilfre...
Now I see... the lost pages... Now I see... the lost pages...
In order to restore our village we need to collect those pages! In order to restore our village we need to collect those pages!
I better get going... My shop is covered in darkness, maybe you could swing by after the I better get going... My shop is covered in darkness...
Eternal Flame returns? [hero], you should come back after the Eternal Flame returns.
The dialogue generally tries very hard to fit sentences on one page, or use ellipses to split them if necessary. The prototype makes a few mistakes, though.
The Creator has given us a hero The Creator has given us a hero.
And you... My dear Mari... And you... My dear Mari... Have given us all hope.
Have given us all hope.
Uh... We might have a small problem... Uh... We might have a small problem...
What is it Jowee?
The pedestal for the Eternal Flame... It kinda... The pedestal for the Eternal Flame... It vanished.
...Lost it's color...
There should be a page for the pedestal in the Book of Life. There should be a page for the Eternal Flame in the Book of Life.
I suppose it's time for me to go dig it out!
In the prototype, the Mayor finds a page for the pedestal in the remains of the Book of Life, In the final, the Book of Life is implied to be entirely empty after Wilfre destroyed it, and no pedestal page is mentioned. It's possible this was changed because the idea of the Book of Life not being entirely empty makes your adventure feel a bit less like you're "building from the ground up", which is an important aspect of this game. It also seems a bit confusing that the pedestal lost its color, because its page is still in the book and has been this whole time. The Eternal Flame page is added to the book after you draw the pedestal, so it's implied that the Flame page has nothing to do with the pedestal... Then why did it fade away without the Flame page? Why even have a page for the pedestal if it depends on another page entirely? Clearly the writers asked themselves the same questions, and thank goodness for that.
I hope I can still find it...
I haven't gone inside the Village Hall since it fell apart.
Whew... I found it... now it's up to the Creator! Whew... it's back in... now it's up to the Creator!
I guess I'll ask the Creator for help...
We need somewhere to keep the Eternal Flame! Creator, we need somewhere to keep the Eternal Flame!
Could you help us color in the village pedestal? Could you help us color in the village pedestal?
The village pedestal looks amazing! Great job! The village pedestal looks amazing! Great job!
We've returned the Eternal Flame page to the Book of Life.
Since you're back, I figured you would like to choose the color! Creator, would you like to choose the color of the Flame?
An extra scene was added to the final, where the characters gather around the Flame and talk. The main reason this cutscene was probably added, besides making the pacing a bit smoother, is because it puts you in a good spot to tap on the Eternal Flame to clear the darkness, which isn't necessary in the prototype; the darkness just randomly goes gray.
The Eternal Flame is back!
Now the Creator can clear the darkness from around my shop!!
[hero], thanks again for all your help...
Come see me again after the darkness is cleared from Isaac's shop!
[i just noticed that, in the final game, isaac doesn't use his front idling animation here... if he faces forwards, he'll adjust his glasses once and then stand there statically... this is the only time he actually idles forwards in the game, other than when he's on the top screen HUD in Mt. Snowy, which uses an entirely separate set of assets. so it looks like they forgot to make the glasses animation loop. oopsies. Put this on the bugs page and then delete this!]
Ah, you're finally here! Ah, you're finally here!
The Eternal Flame must be back... The clouds over my shop have turned gray... The clouds over my shop have turned gray...
They haven't dissapeared yet though... Maybe the Creator can clean them up for good? They haven't disappeared yet though... Maybe the Creator can clean them up for good?
The Creator did it! The darkness is gone! The Creator did it! The darkness is gone!
The shop is quite a mess... I need some time to clean up... The shop is quite a mess... I need some time to clean up...
Be sure to visit soon... I'm sure you'll find something worth your Rapo tokens... Be sure to visit soon... I'm sure you'll find something worth your Rapo tokens...
You should probably see the Mayor again!
After you assist Isaac with his shop in the final, Mari calls you over and explains the wishing well, and then leads you to the Creation Hall and explains it as well. The wishing well and Creation Hall are non-functional in the Prototype, so no such explanations exist yet. They'll be skipped here for brevity.
So Wilhem's shop is free of the darkness? I guess he's here to stay now! So Isaac's shop is free of the darkness? I guess he's here to stay now!
Excellent work... I've been doing some thinking... Excellent work... I've been doing some thinking...
And since you're back...It's a good time to have the Creator rename the village.
Pick an inspiring name! Like Raporia! Or... Rapotown! Or... Erm... Rapotropolis!
Ah, such an inspiring name...
The final game has you rename the village a bit later in the script.
We had such a vibrant village before the sun dissapeared... We had such a vibrant village before the sun disappeared...
If we could find the pages for sun, the Creator could design a new one... If the Creator could design a new sun, then perhaps more villagers would return!
And then perhaps more villagers would return...
That's it! You'll go find the sun pages that are torn up... Then we can put them together
And the Creator can design a new sun!
Hrmm... Through the village Snow Gate, and into the caverns you go! We'll be Hrmm... Through the village Snow Gate, and into the Snow Caverns you go!
Waiting for you.
Hey... [hero]... Uh... I had a question for you... Hey... [hero]... Uh... I had a question for you...
Maybe... I could come with you on your next adventure? Maybe... I could come with you on your next adventure?
Ya know... Like a sidekick? Ya know... Like a sidekick?
I guess [hero] needs some time to think about it... I guess [hero] needs some time to think about it...
Rapo... I"ll bring back all sorts of treasure to the village...
And they'll draw comic books about me...
And maybe Mari can come along...
I have to convince [hero] to take me along! I have to convince [hero] to take me along!
The final game has an extra cutscene at the Snow Gate with Jowee when you come back from the level. The prototype goes directly to the Mayor. The extra cutscene will be cut from here for brevity.
Farmer Brown! You're back!! Farmer Brown! You're back!!
Welp... Me and ma wife n' kid be runnin into this here heero... Yep, thanks to this here heero...
We got lost in some drab ol' cave...
Bout to run out of spare banya bread too!
Figured we'd come back and see how things are goin...
I hear y'all bringin back dem sunlight too? I hear y'all bringin back dem sunlight too?
Sun means the banya crop can't be far behind, I reckon... I reckon the banya crop can't be far behind.
I suppose not... It's good to have you back...
And [hero]... You found all the pieces to the sun page! And [hero]... You found all the pieces to the sun page!
Let me place it back in the Book of Life... Let me place it back in the Book of Life...
Hrmm... There we go! Good as new! Hrmm... There we go! Good as new!
Now it's up to the Creator to draw us a new sun to brighten up the village! Now it's up to the Creator to draw us a new sun to brighten up the village!
The prototype cuts off right here. However, the script continues up to the point where you're meant to enter Banya Fields. This part is completely unused in this prototype, but let's take a look anyways.
This part beats the odds and manages to be wordier in the final than in the proto. In the final game, Jowee walks up to you and the Mayor to talk. Then he urges you to go find Mari and Isaac, where you listen into their conversation. They then send you to the farm so you can clear the darkness. In the prototype, your Hero is not physically present until you reach the cutscene with Farmer Brown, and the cutscenes play automatically in order instead of allowing you to walk to each one. Jowee is in front of his house, alone, when he is talking, and Mari makes a remark on your absence.
The sun is back!
It's sunny again! This is awesome! [hero], it's sunny again! This is awesome!
Goodbye darkness! [hero] is amazing!
I wonder what Mari is up to!? I bet the rest of the village is excited! I'm gonna find out what Mari thinks...
I'll see you around!
I'm sorry Mari, no comic books in stock yet... I'm sorry Mari, no books in stock yet...
The shop is still being cleaned up, we're not even open for business... The shop is still being cleaned up, we're not even open for business...
Aw man... I'm missing the 'Incredible Indee' 34... Aw Rapo... I'm out of things to read...
How about some paint? We want to put up a sign at the village gate.
We're gonna ask the Creator to rename the village soon!
...I don't have any paint in stock either... Sorry...
Well... At least it's sunny again! No more grey skies! Well... At least it's sunny again! No more grey skies!
Yea...Farmer Brown is back as well... Just in time, given how we're low on banya... Yea... And Farmer Brown is back... Just in time, given how we're low on banya...
Do you think he'll grow some more at the farm? Do you think he'll grow some more at the farm?
I dunno... The farm is still covered in darkness... I dunno... The farm is still covered in darkness...
And the actual banya crop vanished some time ago... And the actual banya crop vanished some time ago...
Yeah... Thanks to Wilfre. Yeah... Thanks to Wilfre.
By the way... Have you seen [hero] around? Hi, [hero]! You should go see Farmer Brown!
Why hello dere [hero]! Why hello dere [hero]!
My here farm be covered in darkness... My here farm be covered in darkness...
I don't reckon the Creator could clean things up...? I don't reckon the Creator could clean things up...?
Ya better be visitin the Eternal Flame first... Then come back an' clear dem
clouds!
There's a small extra cutscene outside before you enter Farmer Brown's house in the final.
Dem clouds be disappeared!!
Why don't ya come inside? Ma wife and kid be in already!
No more banya seeds! Lil'Rapo, check in that there cupboard! I can't find dem banya seeds! Lil'Rapo, check in that there cupboard!
Yes'sir, Pa! Yes'sir, Pa!
No seeds be here Pa... No seeds be here, Pa...
Dunno what we're gonna be doing... Without the banya crop, there be no banya bread! Dunno what we're gonna be doing... Without the banya crop, there be no banya bread!
Or banya puddin! Or banya puddin!
Or banya pie! Or banya pie!
Or banya muffins! Or banya muffins!
Ya know... I bet this heero could find us the banya stalk page... Ya know... I bet this heero could find us the banya stalk page...
With that page back in the Book of Life, the Creator could find us a totally new With dem page back in the Book of Life, the Creator could find us a new banya crop!
banya crop!
Think y'all could help us out with this one? I'm sure the Mayor would approve... Ya think y'all could help us out with this one? I'm sure the Mayor would approve...
This is where the script actually ends in the prototype.
Oh, [hero]... I saw Jowee and Mari at the village entrance.
They were looking for you!