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PokéPark 2: Wonders Beyond/Unused Animations

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This is a sub-page of PokéPark 2: Wonders Beyond.

PokéPark 2: Wonders Beyond has a TON of unused animations. For most of the animations (especially the falling & landing ones), they're programmed to play in-game, but the layouts of each area & their programmed behavior means that the circumstances for these to be used just never come up. Most of them fall into one of three categories:

  • The first is a category for falling animations. Practically all of them have these, and they're separate from the knockback ones. Basically, if a creature is hit and falls further than what they normally would do on a flat surface, a special fall animation plays (many Pokémon even have two of these, depending on which direction they were hit from). Likewise, if they simply walk off a ledge, a different one would play instead.
  • The second is a category for landing animations. Not every Pokémon that falls has a landing animation, and not every Pokémon that can land has a falling one. Yes, this doesn't make sense.
  • And finally, the third main category are unused attack or damage animations. Not every Pokémon attacks, and not every Pokémon can even be damaged, so any animations tied to these go unused.

NOTE: There's a boatload of falling animations that are technically used, but would likely never be seen unless you go out of your way to look for them. These will not be included in this page. Also, all of the models are stored in the Pokemon folder, with them either being in one of the U8 archives or just standing alone in the folder.

Frillish

Fall0

Pokepark2 Frillish Fall0.gif

An animation that would play when Frillish would walk off a ledge. Since he's only ever encountered over the water (something that usually doesn't have random ledges on it), this animation goes unused.

Musharna

DamB0

Pokepark2 Musharna DamB0.gif

An animation that would play if she was knocked from the back. Seeing as she's invincible in the final game, this is impossible.

DamF0

Pokepark2 Musharna DamF0.gif

An animation that would play if she was knocked from the front. You know why this was cut.

Fall0

Pokepark2 Musharna Fall0.gif

This would play if she walked off a ledge, yet she's completely stationary in the final game (aside from when you need to open the Wish Park portal).

Deerling

Fall0

Pokepark2 Deerling Fall0.gif

Verdant Court is weird. While there are a few ledges near the spring that you can walk down, NPC Pokémon that can't swim are blocked by a special kind of invisible wall. This means that, unless they're able to be summoned mid-battle, any Fall0 animations like this go unused.

Psyduck

Fall0

Pokepark2 Psyduck Fall0.gif

Psyduck's unused animation still serves one key purpose: it shows you just how creepy Psyduck is from the front.

Whirlipede

Fall0

Pokepark2 Whirlipede Fall0.gif

The same thing as Deerling, except this time Whirlipede's also programmed to move back near the start of the area if he's pushed too far away.

Skiploom

Fall0

Pokepark2 Skiploom Fall0.gif

A slightly different case from the other Arbor Area Pokémon. Skiploom appears in a part of Verdant Court that does have a few ledges, but he's programmed not to walk off of them. Even if you push him onto a lower one, he's programmed instead to just stay in that same spot (this effect lasts until he's reloaded in).

Bronzong

Fall0

Pokepark2 Bronzong Fall0.gif

I'm not repeating myself.

Ref_Dohtakun_BrowF1_0

Pokepark2 Bronzong UnusedTrio.gif

This is new! It's a shot of Bronzong standing still in its T-pose position. There's 2 other copies of this, with their names being the exact same outside of the 0 being replaced by a 1 & 2 respectively. It's completely unknown why these are included in the game, as the naming scheme doesn't even follow any other model in the game. The working theory is that these were meant to be made into different animations down the road, but time constraints or a lack of necessity kept them from being finalized.

Abra

Fall0

Pokepark2 Abra Fall0.gif

Thanks to Abra's... unique... movement, Abra doesn't even get the chance to fall off a ledge; he doesn't walk around, and is unapproachable for the most part, so this never plays.

Mareep

Fall0

Pokepark2 Mareep Fall0.gif

Another falling-off-the-ledge animation. Like in Verdant Court, the game is programmed to not let Pokémon who can't

Cofagrigus

Nordle1

Pokepark2 Cofagrigus Norldle1.gif

Cofagrigus being still while in coffin mode. He never actually enters this mode in normal gameplay (as proven through testing), so it seems like all of the animations tied to it truly go unused. The only one like it that is used in the final game is the animation that plays when he's summoned mid-battle. Like all the other Noodle animations in the game, this would play while talking to him.

Random10

Pokepark2 Cofagrigus Random10.gif

A random animation that would play while in coffin mode. Since that's never seen in normal gameplay, this goes unused.

Shift0

Pokepark2 Cofagrigus Shift0.gif

Cofagrigus going into coffin mode.

Shift1

Pokepark2 Cofagrigus Shift1.gif

Cofagrigus going into coffin mode. This is the coolest one here if I'm perfectly honest.

Chandelure

Nordle1

Pokepark2 Chandelure Norldle1.gif

It'd be odd for the keeper of the Dance Zone to be so still!

Shift0

Pokepark2 Chandelure Shift0.gif

Evident by the fact that it doesn't even loop properly, this animation was likely used at an early point for the introductory movie that plays before the first phase of his battle. He never used this animation at all when testing, so it's presumably unused.

Shift1

Pokepark2 Chandelure Shift1.gif

Similar to the previous one, except this one captures his erratic personality a lot more.


Other Stuff

Burmy's Animations

Burmy has 2 animations that are just nothing. His model doesn't exist for it even. These are likely used for when he's up in the tree, but since there's nothing to really be seen for it, it's currently unknown if they're programmed to play or not.

Solosis, Duosion, & Reuniclus

All three of these Pokémon have animations for falling, and Reuniclus has animation for getting damaged, all of which go unused. However, the game itself applies an effect to their model to achieve the translucent effect, so these cannot be shown until someone figures out how to get that working.

Charizard's Wish Park model

Despite appearing in an area that doesn't even have a portal, a model exists for a situation where Charizard appears in Wish Park. He only has one animation for when he talks; it's the exact same one as the one that's used in the other model of his. It's possible that the Arcane Area was going to have one, just like most of the other areas in the game. It's also possible that he was to appear in a different area (most likely the Crag Area), since he does feel a little out of place in the Arcane Area.