We just released a prototype of the cancelled SNES port of Puggsy! Take a look!
As always, thank you for supporting The Cutting Room Floor on Patreon!

PokéPark 2: Wonders Beyond

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

PokéPark 2: Wonders Beyond

Also known as: PokéPark 2: BW – Beyond the World (JP), PokéPark 2 : Le Monde des Vœux (FR), PokéPark 2: Die Dimension der Wünsche (DE), PokéPark 2: Un mundo de ilusiones (ES), PokéPark 2: Il Mondo dei Desideri (IT)
Developer: Creatures
Publisher: Nintendo
Platform: Wii
Released in JP: November 12, 2011
Released in US: Feburary 27, 2012
Released in EU: March 23, 2012
Released in AU: March 29, 2012

AreasIcon.png This game has unused areas.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.

PokéPark 2: Wonders Beyond is the sequel to PokéPark Wii: Pikachu's Adventure, it features Pokémon from Black and White, and stars Pikachu, Oshawott, Snivy, & Tepig. The four must go solve a mystery to save the world, all while making & playing with new friends they meet along the way. It's like Twitter... for Pokémon. But with a lot more black holes.

Early Maps

Found in the Field folder are some early versions of maps.


Here is the first map, it seems to be an early version of Seasong Beach.


An early version of what appears to be Cove Town.


An early version of Windmill Way in the Arbor Area.


An early map for what appears to be Verdant Court in the Arbor Area.


Another early map of what appears to be Verdant Court.


An unpolished version of what's most likely Rockridge Fort in the Crag Area.


An early version of the Colosseum in the Crag Area.


An early map version of the Train Depot in the Tech Area.


Early version of Wish Park.


An early map for the cave in the Colosseum (specifically for the version that is used for Rhyperior's Skill Game).


An early version of the fighting arena that you fight Coffagrigus in.


An early version of an unknown map. It somewhat resembles the background of the Darkrai boss fight.

Unused Objects


Some strange floating spheres labeled as FdTemplatePokemon.brres in the files for the Flight of Fancy Attraction. They were likely used to test the collision detection that was put on the gems, since they're modeled at a similar size to those.


A strange yellow plane.

Test Maps

PokéPark 2: Wonders Beyond stores all of its maps in 2 .dac files in the Field folder. The names of the two files in each set are the same, outside of one having "Res" at the end and the other having "Dat" at the end.



A test map containing some basic objects and textures. There's a few circular platforms, one with a guard rail and one without, and one of these causes the camera to be locked in a weird position. A stationary, uninteractable Mankey is found in the map as well, and while he can be knocked around, he cannot be talked to.



Another test map that was likely used for testing terrain. Like a lot of the unused maps, the textures that make up the surfaces are all simple test textures comprised of 4 squares with either A, B, C, or D in the middle. All of these textures go unused in the final game as well.



Another test map containing some letters all over the terrain, however there's a little more to it than that. Textures exist for some of the drums found in the first game, PokéPark Wii: Pikachu's Adventure, so it's likely that the Obstacle Hop Skill Game from that game was going to be tested here.



This one is pretty interesting; it's one of only 2 test maps to have a proper working skybox, as the others require one to be loaded in separately. This is by far the map with the most unused textures, with about 30 making up the entirety of the map. Some of these textures have different names on them, possibly suggesting that this was originally created to be an event test of some sort, however the large number of squares might instead suggest that it was originally supposed to be a real map before being turned into a test one.



Seems to be an early version of the Tournament map. This one also has a working skybox, and just uses the same texture for it that's found in the previous map. The skybox is strangely big compared to the colosseum-like structure in the middle, especially compared to the other maps in the game... it's currently unknown why this is.

Unused Textures

While on the subject of maps, it's important to know that the test stages found in the game’s files almost exclusively use unused textures. They’ve all been organized here by which stage they appear in, with one final section dedicated to the ones that appear multiple times. Many of these textures, like the ones used in the final game, have the option to appear in lower quality at a differing number of levels. The number of levels each one has can be viewed by hovering over the image (for example, if the quality can only be dropped 1 time, then it will be listed with 2 levels).


Filename Notes Graphic
FdAr00MizuTuchiA00 Also found in Fd0004 as "FdAr00MizuTuchiA00" 9 Levels
FdAr00TetuA00 Also found in Fd0004 as "Fd0004Tetu" 10 Levels
FdAr00TuchiA00 Also found in Fd0004 as "FdAr00TuchiA00" 10 Levels
FdAr00MizuA00 10 Levels
FdAr00KusaA00 Also found twice in Fd0004 as both "Fd0004Kusa" & "FdAr00KusaA00" 10 Levels
FdAr00ItaA00 Also found in Fd0004 as "Fd0004Ita" 10 Levels
FdAr00IsiA00 Also found in Fd0004 as "Fd0004Isi" 10 Levels


Filename Notes Graphic
mo_base_01ground 9 Levels
mo_base_01wall 9 Levels
mo_base_02wall 9 Levels


Filename Notes Graphic
mo_base_01ground 9 Levels
mo_base_01wall 9 Levels
mo_base_02building 9 Levels
mo_base_02wall 9 Levels
FdAr01Zn01Athletic01 10 Levels


Note: Unlike the other test stages, this one has a few textures that are used in the final game. There are 3 textures for magma, labeled as Fd0004Magma01, Fd0004Magma01ID, & Fd0004Magma02ID, that are used in the final game (albeit with different filenames) in the Crag Area. There are also two sand textures (Fd0004Suna & Fd0004Tuchi) that are used in the final game, and these used counterparts also have different filenames.

Filename Notes Graphic
Mo02 9 Levels
Mo03 9 Levels
Mo04 9 Levels
Mo05 9 Levels
Mo07 9 Levels
Fd0004Asase 9 Levels
Fd0004AtAir2 1 Level
Fd0004AtAir3 1 Level
Fd0004Carpet 7 Levels
Fd0004Hana 9 Levels
Fd0004King 9 Levels
Fd0004Kumo 1 Level
Fd0004Miju 1 Level
Fd0004Npc 1 Level
Fd0004Pika 1 Level
Fd0004Wish1 9 Levels
Fd0004Yuki 9 Levels


Filename Notes Graphic
Mo1stWater 9 Levels
Mo1stGround 9 Levels
Mo1stWall01 9 Levels
Mo1stWall02 9 Levels
mo_base_01wall 9 Levels
mo_base_02wall 9 Levels


The skybox model found in the last 2 unused rooms, simply labeled as "sky".

Pokepark2 UnusedSkybox.png



An unused texture found with the Driftblim Stop's textures in GimmickTaxiStopA.

Unused Graphics


"Pikachu" in Japanese. This is found in the Archive folder under PrepareMessageRes.dac, which holds information for activating the Wii's pause menu.


Some more Japanese text, this one saying "stop".

PokéPark 2: Electric Boogaloo

Labeled as At02RuleS03 in the file AtRuleTex.dac, which is a file in the Archive folder that holds the screenshots used during the Attraction introductory menus. The icons that show the motion control inputs all appear to be unfinished compared to the one used in the final game, appearing much more rudimentary (this is especially visible with the different diamonds). Also, you can tell that it’s from a Japanese version of the game since there’s no comma in the score counter.

Unused Audio

PokéPark 2 has a file system that's not exactly the best at saving space. Lots of files are repeated multiple times in the code, especially when it come to the sounds, to the point where there can be 5 or 6 copies of the same sound found in different .awb files.

Unused Dot

An unused dot sound that appears in the sound files. This unused dot is a perfect example of the repetitiveness of the sound system. It appears multiple times with different names, such as S_AT_02_POKE_VOICE_streamfiles.awb, S_Fd0301_streamfiles.awb, S_Fd0602_streamfiles.awb, & S_Fd0701_streamfiles.awb. Interestingly, this same file appears in the first game as well, albeit with a different filename.

Drum Riffs

These two drum riffs appear multiple times in the files, but are most interestingly found with the other music tracks for the skill games. One is just an extended version of the other.

Unused Motif

A short motif that's not seen in the final game. Who knows what this could be for?


Another sound file, this one is found in the file "S_Field_BGM_streamfiles.awb". It's 8 seconds of pure silence. No reason for it to exist, really. Fittingly enough, this is one of the few audio files that's not connected to a cutscene that isn't repeated elsewhere in the sound folder.