Unused & Removed Features/DTL1
Characters[edit]
Sprite Differences[edit]
Male Rapo Elder Behind Sprite[edit]
Thanks to a technical glitch, Elder Males do not have a functioning "behind" animation and instead use the first static frame in the game. The full animation is found through hacking.
Developmental Wilfre Sprites[edit]
There are alternate Wilfre sprites located on Chern Fai's website. There are some sprites of Wilfre with orange fur and red clothes instead of blue clothes.
Instead of his shadow being pure black, this version of him is a dark grey. In one set of Shadow sprites, Wilfre's eyes are similar to those of Crazy Barks, and he has a set of sharp teeth. In the second set, his face is identical to the final sprite. Because of the highlights of Wilfre's body being darker compared to the main color, it's easier to distinguish the form of his body from the shadow. It's also worth noting that while mostly the same, some of these highlights were removed in the final sprites.
[edit]
There are beta NavyJ sprites located on Chern Fai's website. Instead of having orange fur, this version of NavyJ has tan fur. In Drawn to Life: Two Realms, NavyJ's fur returns to this color.
Cut Characters[edit]
Repair Guy[edit]
Repair Guy was a cut Raposa character who was intended to be a repairman for the village. He takes the nickname "Repair Guy" as neither Mari nor the Mayor remembered his actual name. As revealed in a leftover found in files shared by Ken Capelli, he would have had a daughter, likely represented by a Generic Raposa Character. He was also seen in a promotional image for Drawn to Life used in the November 2007 Nintendo Power magazine.
Despite being cut, his sprites would later be used for Rocko in Drawn to Life: The Next Chapter. According to Joseph Tringali, he was "just another Raposa", and was removed due to the plot not developing to necessitate him as a character.
Fire Bill[edit]
Sprites exist on Chern Fai's website for a male Raposa who has a fireman's hat and a hose. In a document shared in the Drawn to Life Discord showcasing pieces of what is likely a Game Design Document, Fire Bill was revealed to be rescued in World 3 - the Beach Gate. He was likely tied to the Fire Event. It is unknown why he was cut.
As revealed in a leftover found in files shared by Ken Capelli, he would've been rescued with two assistants, likely Generic Raposa Characters.
Fortune Cookie[edit]
Fortune Cookie was a scrapped character in Drawn to Life, revealed in sprites shared by Chern Fai. He has orange fur, a red cap, and a black moustache and goatee. He has a white coat and a red shirt with brown pants. He would have been the first Raposa rescued in the Meadow Gate and would have set up a Chinese restaurant in Rapoville, meant to compete with Cookie's Restaurant. He also would have asked for a Sign, much like Cookie does in the final game. When Wilfre poisons the water, Fortune Cookie would've been one of the many Raposa to fall ill.
It is unknown why he was cut from the final game, but it was likely due to his similarities to Cookie and the removal of the Meadow Gate.
Three Blind Raposa[edit]
The Three Blind Raposa are the Raposa meant to be rescued from the boss of the Meadow Gate - Rata, Tat & Tat, much like Heather in the Snow Gate or Samuel in the Forest Gate. However, instead of being captives, the Three Blind Raposa would have been the original forms of Rata, Tat & Tat. After being restored, they would have given the Hero the final key for the Village Hatch.
El Chippo[edit]
In a document shared in the Drawn to Life Discord showcasing pieces of what is likely a Game Design Document, El Chippo was revealed to be the second Raposa rescued in World 5 - then the City Gate. As revealed in a leftover found in files shared by Ken Capelli, he came to the village in a travelling caravan. It is currently unknown why he was cut.
Mike O'Angelo[edit]
Sprites exist on Chern Fai's website for a male Raposa who has a paintbrush and a painter hat. In a document shared in the Drawn to Life Discord showcasing pieces of what is likely a Game Design Document, Mike O'Angelo was revealed to be the third Raposa rescued in World 5 - then the City Gate.
As revealed in a leftover found in files shared by Ken Capelli, he came to the village to study the Epic Statue. It is currently unknown why he was cut.
Fujikoda[edit]
Sprites exist on Chern Fai's website for a female Raposa who has a camera and a reporter hat. In a document shared in the Drawn to Life Discord showcasing pieces of what is likely a Game Design Document, Fujikoda was revealed to be the fourth Raposa rescued in World 5 - then the City Gate, and was the last Raposa to be rescued in the game.
As revealed in a leftover found in files shared by Ken Capelli, she knew Indee and arrived to take pictures of the Final Feast, an early, scrapped village event. It is unknown why she was cut, but it may be because the Final Feast was cut.
Miner Raposa[edit]
Sprites exist on Chern Fai's website for a male Raposa who has a pickaxe and a hardhat. It is currently unknown why he was cut. It is possible that he is one of the Three Blind Raposa, as he appears similar to Rata, Tat & Tat.
Droogles[edit]
Early in development, Raposa were originally called "Droogles" and had a more rectangular, dog-like, design[1]. Like Raposa, Droogles had a variety of designs, some of which can be seen in early concept art of the game.
Enemies[edit]
Unused Enemies[edit]
On Chern Fai's website, a series of sprites can be seen listed among other unused enemy concepts. While the first sprite in this series (Right) is known to be a Droogle, the purpose of the other sprites is unknown as they were scrapped before use[2].
The remainder of the sprites seen in this series bear a strong resemblance to Baki used in the final game. It's possible these sprites were precursors to the Baki seen in the final game.
Alternate Timber Baki[edit]
There are alternate Timber Baki sprites located on Chern Fai's website. Instead of small leaves, these Baki wear a helmet-like plant atop their heads. There are static sprites for single, stacked, and floating/flying Baki.
Alternate Frostwind[edit]
There exists an alternate design of Frostwind, the boss of the Snow Gate. The head and tail sprites are identical to the finalized design, however the body has a different bottom shell and the scales on top resemble chunks of ice.
Alternate Shadow Creatures[edit]
There are sprites of beta Shadow enemies located on Chern Fai's website. All four of them are slimmer than they are in the final release.
Shadow Bat[edit]
The Shadow Bat seems to have a small tail.
Shadow Crawler[edit]
Instead of only having eyes, Deadwood's shadow crawler has a smirk.
Shadow Walker[edit]
The Shadow Walker has a disconnected head, or possibly a white collar of some kind.
Shadow Ghoul[edit]
The Shadow Ghoul has a bigger eye than in the final build.
Shadow Cluster[edit]
Leftover in the code of Drawn to Life and found in the package shared by Ken Capelli, the Shadow Cluster was a City Gate enemy that goes unused in the final game. It is a towering group of Shadow enemies, taking the form of a humanoid with a lance and a hook for hands.
Unused Baki[edit]
There are sprites of unused Bakis located on Chern Fai's website. One of them has gold fur and a green and orange striped scarf. The other has fur that is similar to NavyJ's unused fur and has the same green and orange striped scarf.
Chern Fai's 2s Day Enemies[edit]
On February 22nd, 2022, Chern Fai released a set of files relating to Drawn to Life's development, and one of these was a file containing information about enemies, dated August 7th, 2006. 60 enemies were found in this file, and they will all be documented here:
Shadow Enemies (All Levels)[edit]
- Shadow (See Shadow Walker) - The basic shadow enemy.
- Melee Attacks - Patrols back and forth, Does not chase the player. Only attacks when the player is near by.
- 1 HP, Deals 1 Point of Damage, Medium Sized
- Big Shadow (See Shadow Ghoul) - A stronger version of the shadow enemy that charges you knocking you back.
- Rush Attacks - When it sees the player it rushes them.
- 2 HP, Deals 1 Point of Damage, Large Sized
- Shadow Pup - A puppy like enemy, hops around, if you touch it, it will hurt you.
- Melee Attacks - Just hops around, doesn't actively seek the player
- 1 HP, Deals 1 Point of Damage, Small Sized
- Shadow Bat (See Shadow Bat) - A flying shadow enemy.
- Melee Attacks - The Bat hangs upside down from the ceilings of the castle areas. When it sees you it will swoop down at you, turn around and swoop down again until killed.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Shadow Toad - Jumps towards you and stops and spits black goop at you.
- Melee Attacks - Attacks with shadow goop ball.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Shadow Bomb - On sight, charges you and explodes (radius).
- Rush Attacks - Explodes near you.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Shadow Plant - Whips at you when you are close making your character slide back.
- Melee Attacks - Attacks with whipping head.
- 2 HP, Deals 1 Point of Damage, Medium Sized
- Shadow Seed - Shoots out Shadow Toads.
- Projectile Attacks - No Description Given
- 5 HP, Deals 1 Point of Damage (On Contact), Large Sized
- Shadow Man - Grabs you and sucks your life.
- Melee Attacks - Grab attack.
- 3 HP, Deals 2 Points of Damage, Large Sized
- Shadow Creep (See Deadwood) - Crawls in walls and ceilings, jumps down to attack you.
- Rush Attacks - Slow moving, but has a fast leap attack.
- 1 HP, Deals 1 Point of Damage, Small Sized
Snow Enemies (World 1)[edit]
- Snowhead (See Yeti) - Turns into snowballs and rolls at you.
- Rush Attacks - Slow moving, but snowball is faster.
- 2 HP, Deals 1 Point of Damage, Medium Sized
- Big Snowget (See Snowget) - Throws Mini Snowget at you and attacks with arms if close.
- Melee Attacks - Arm frenzy if player is close.
- 4 HP, Deals 1 Point of Damage, Large Sized
- Mini Snowget (See Snowget) - Hops at you and follows you.
- Melee Attacks - Actively follows player while hopping, hops to its death if it reaches a pit.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Pengoon (See Pengoon) - When it sees you, it hops for a second and then slides at you.
- Rush Attacks - Actively follows player and slides at them when in sight.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Boogie (See Snow Hider) - Pops up from ground and throws snowballs at you.
- Melee Attacks - Throws snowballs at you from one spot.
- 2 HP, Deals 1 Point of Damage, Small Sized
- Shadokomo - Throws fish at you that attach and slow you down. Hits you with fish if up close.
- Melee Attacks - Throws fish that slow you down. Close range fish slap.
- 3 HP, Deals 1 Point of Damage, Medium Sized
- Ice Tray - Throws small ice cubes at you.
- Projectile Attacks - Throws ice cubes and charges.
- 2 HP, Deals 1 Point of Damage, Small Sized
- Spinner - Must hit when head is showing.
- Rush Attacks - Spins at you on sight, then stops and pops up.
- 1 HP, Deals 1 Point of Damage, Medium Sized
- Babbit (See Flyin' Rabbit) - Flies down and follows you until you kill it.
- Melee Attacks - Spins it’s antennas when it’s close to you.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Chirp Chirp - Flies along high up and gets angry and swoops down at you when it sees you.
- Rush Attacks - Swooping rush attack.
- 1 HP, Deals 1 Point of Damage, Small Sized
Forest Enemies (World 2)[edit]
- Reaper - Grabs you and eats you, draining life or attacks with hands.
- Melee Attacks - Attacks with hands or eats you.
- 4 HP, Deals 1 (Hands) - 2 (Eats You) Points of Damage, Large Sized
- Acorn Flyer (See Dandelion Flyer) - Drops acorns from the sky.
- Projectile Attacks - Drops acorns at player.
- 1 HP, Deals 1 Point of Damage, Small Sized
- ba-Bloom - Spits seeds at you from one spot.
- Projectile Attacks - Stationary; Spits seeds.
- 2 HP, Deals 1 Point of Damage, Medium Sized
- dugBug - Flies towards you and follows you.
- Melee Attacks - Slowly flies towards player.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Racoomie - Patrolling Enemy - Claws at you if close enough.
- Melee Attacks - Attacks with claws.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Rollo Pollo - On sight, rolls up and rolls at you then leaps.
- Rush Attacks - Leaping attack from rolling ball.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Biggs (See Biggs) - On sight, runs towards you and pushes you back on contact.
- Rush Attacks - Runs towards you and pushes you back.
- 3 HP, Deals 1 Point of Damage, Large Sized
- Shadokey - Swings down from trees and attacks player.
- Appear/Melee Attacks - Attacks if close enough to you.
- 1 HP, Deals 1 Point of Damage, Small Sized
- ShrumShrum - When close, throws out poisonous cloud.
- Projectile Attacks - Poison cloud attack – spreads.
- 2 HP, Deals 1 Point of Damage, Medium Sized
- Stump Patrol (See Stumps) - On sight, runs towards you; Stunned if it hits a wall or obstacle.
- Rush Attacks - Runs towards you.
- 2 HP, Deals 1 Point of Damage, Medium Sized
Water Enemies (World 3)[edit]
- Anemone (Sea Anemone) - Sucks you in and drains 1 HP. Player can’t kill this enemy.
- Melee Attacks - Sucks you in and damages you.
- Invincible, Deals 1 Point of Damage, Medium Sized
- Bucket Head (See Bucket Jelly) - Hits you when close.
- Melee/Rush Attacks - Tentacle strike. Charges at you with Bucket.
- 2 HP, Deals 1 (Tentacle Strike) - 2 (Bucket Charge) Points of Damage, Medium Sized
- Dark Bones (See Shadow Fish) - Swims back and forth. Not actively seeking player.
- Melee Attacks - Damage on contact.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Pile Diver - On sight, shoots spear at you.
- Projectile Attacks - Spear gun attack.
- 2 HP, Deals 1 Point of Damage, Medium Sized
- Doctopus - Patrolling Enemy - Attacks with long range arms.
- Melee Attacks - Attacks when in range.
- 2 HP, Deals 1 Point of Damage, Large Sized
- El Eel - Swims back and forth, occasionally stops and charges the water around it.
- Melee Attacks - Electric Charge-close range.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Pirahrah - On sight, shoots towards you fast to attack.
- Rush Attacks - Attacks with teeth.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Sea Slug (See Sea Slug) - Patrolling Enemy - Disregards you.
- Melee Attacks - Hits you.
- 1 HP, Deals 1 Point of Damage, Medium Sized
- Clamclam - Closes shell on you when close; Spits ink at you.
- Projectile/Melee Attacks - Spits ink at you. Spins up at you when you are above it.
- 2 HP, Deals 1 Point of Damage, Small Sized
- Octo-Anchor (See Anchorpus) - Throws anchor at you on sight, or covers screen in ink.
- Projectile Attacks - Throws anchor at player. Shoots ink on screen; Player must clean up with stylus.
- 2 HP, Deals 1 Point of Damage, Medium Sized
Meadow Enemies (World 4)[edit]
- Stun Sun - Flies down towards you from the sky and back up.
- Rush Attacks - Flies down towards you.
- 1 HP, Deals 1 Point of Damage, Small Sized
- RockFist - Charges and swings & slides at you. Makes you fly back if hit.
- Rush Attacks - Sliding punch.
- 3 HP, Deals 1 Point of Damage, Medium Sized
- Boomaphant - Cat shoots cannonball at you while elephant walks.
- Projectile/Rush Attacks - Shoots cannonball. Charges at you and stomps you.
- 3 HP, Deals 1 (Cannonball) - 2 (Charge) Points of Damage, Large Sized
- Flea Fly - Flies around, oblivious to you and stops occasionally.
- Melee Attacks - Damage on contact.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Fyre Fox - Patrolling Enemy - Spits fireballs at you.
- Projectile Attacks - Throws fireball.
- 1 HP, Deals 1 Point of Damage, Medium Sized
- HeliPod - Flies towards you from above; drops on you if directly above you.
- Melee Attacks - Damage on contact.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Mew Pod - Backs away from you while throwing rocks.
- Projectile Attacks - Throws rocks.
- 2 HP, Deals 1 Point of Damage, Medium Sized
- Yote - Runs from you until cornered, then rushes you.
- Rush Attacks - Runs towards you fast.
- 2 HP, Deals 1 Point of Damage, Small Sized
- Ssslizzz - Patrol Enemy - Strikes at you when close.
- Melee Attacks - Strikes at you when close.
- 2 HP, Deals 2 Points of Damage, Medium Sized
- Leafy Greens - If you fall into it, it traps you and 1 HP off.
- Melee Attacks - Traps you and takes HP.
- 3 HP, Deals 1 Point of Damage, Medium Sized
City Enemies (World 5)[edit]
- Bad Harvest - Attacks with head. When hit, head breaks off and hops after you.
- Melee/Rush Attacks - Damage on contact.
- 2 HP, Deals 1 Point of Damage, Small Sized
- Block Head - Walks towards you and falls on you.
- Melee Attacks - Falls on you.
- 3 HP, Deals 1 Point of Damage, Large Sized
- Colossus - Punches you or can throw frenzy of punches.
- Melee Attacks - Punches you. Gets enraged and throws a series of punches at you.
- 3 HP, Deals 1 (Punch) - 2 (Frenzy) Points of Damage, Large Sized
- Kaw Kaw - Flies with you and then swoops down to attack.
- Rush Attacks - Swooping attack.
- 1 HP, Deals 1 Point of Damage, Small Sized
- Bad Seed - Flies out of the ground and explodes sending debris in multiple directions.
- Projectile Attacks - Debris; Damage on contact.
- 2 HP, Deals 1 Point of Damage, Small Sized
- Puppers - Burrows and then pops up under character.
- Melee Attacks
- 1 HP, Deals 1 Point of Damage, Small Sized
- Mumble - Waddles towards you and then leaps in the air in a belly flop. Stuns you if misses.
- Rush Attacks - Stuns if misses.
- 1 HP, Deals 1 Point of Damage, Small Sized
- You-Fo - Picks you up with tractor beam and drops you off in weird places.
- Projectile Attacks
- 1 HP, Deals 1 Point of Damage, Small Sized
- Rhino Hide - Rhino charges you and after you destroy rhino, the rider jumps off and runs towards you. Dodges fast and attacks fast.
- Rush Attacks - Damage on contact.
- 2 HP, Deals 1 Point of Damage, Large Sized
- Shu Shu - Hovers in air while shooting seeds at you.
- Projectile Attacks - Shoots seeds at you.
- 1 HP, Deals 1 Point of Damage, Small Sized
Unknown Concept Enemies[edit]
In the package shared by Ken Capelli, and as seen in The Art of 5th Cell, there are some other enemy concepts that did not make it into planning. As such, many of them do not have names, and will be listed here based off their attributes. Therefore, any name listed here is simply conjecture.
- Mushroom Person - A person with a mushroom cap and a suit.
- Masked Person - A person wearing a mask, grass skirt, and holding a staff with a skull. Has a Shadow variant.
- Seahorse - A seahorse.
- Flower Head - A blooming flower with a face that appears to shake.
- Squishy - A creature that resembles a mix of Craby from the Kirby series and Carbuncle from the Puyo Puyo series.
- Shadow Rhino - Possibly a Shadow variant of Rhino Hide.
- Normalkomo - Possibly a non-Shadow variant of Shadokomo.
- Baby Yote - Possibly a younger variant of Yote.
- Fish Guy - A fish with legs.
- Evil Santa - A being resembling Santa Claus, but with a present that may contain Shadow.
Bosses[edit]
Rata, Tat & Tat[edit]
On November 13th, 2020, Joseph Tringali shared some concept art and cut content for Drawn to Life, Drawn to Life: The Next Chapter, and Drawn to Life: Two Realms. Among them was a cut Boss for the similarly cut Meadow Gate. It would have been a group of 3 mice with mining equipment, all with bandages covering their eyes - possibly an allusion to the Three Blind Mice.
They would have been the cause of the Shadow pests raiding the village throughout the Meadow Gate's story, and after being defeated, they would have turned into the Three Blind Raposa, giving the Hero the final key for the Village Hatch.
Drakon[edit]
On November 13th, 2020, Joseph Tringali shared some concept art and cut content for Drawn to Life, Drawn to Life: The Next Chapter, and Drawn to Life: Two Realms. Among them was a cut Boss for an early version of the City Gate. It would have been a Dragon with a tail of Shadow and a backpack. It is unknown what its attack pattern or plot relevance would have been.
Creations[edit]
Pet[edit]
The Pet would have been the upgrade to the Hero in the Meadow Gate. Unlike the Blob and Spider forms in Drawn to Life: The Next Chapter, the Pet would have been a seperate being that the Hero utilized to increase its speed. It also would have had a house meant to be assembled using the Assembly Minigame.
Fish[edit]
The Fish would have been the required Template meant to be collected in the first level of the Meadow Gate. It was requested due to the lack of diversity in Cookie's food, and the introduction of the fish drew Fortune Cookie to the village to open a Chinese Restaurant.
Fortune Cookie's Sign[edit]
After moving into Rapoville, Fortune Cookie would have asked for a sign for his restaurant. This was possibly adapted into Cookie's Sign in the final game.
Mechanical Scarecrow[edit]
The Mechanical Scarecrow would have been the required Template meant to be collected in the second level of the Meadow Gate. It was requested due to the Shadow creatures beginning to sneak into the village. The Scarecrow, which is described as somewhat sentient throughout the document it was revealed in, would have chased these creatures back into the Meadow Gate.
Messenger Bird[edit]
The Messenger Bird would have been the required Template meant to be collected in the third level of the Meadow Gate. It was requested due to the increase in letters being sent out of the village, an increase that Mayor could not keep up with.
Meadow Gate[edit]
One of the biggest cut features from Drawn to Life is the Meadow Gate, also called Mellow Meadow. Originally planned to be World 4, it would have been between the Beach Gate and City Gate. It would have contained four levels, an event, and a boss, just like the other four gates during development. It's contained plot would have followed the Raposa trying to solve they mystery behind a group of Shadow varmints infesting the village. The specific upgrade for this village (i.e. Wings, Flippers) would have been the Pet.
In its oldest known form, the Meadow Gate consisted of three typical levels followed by an event, one more level, and the boss. The known templates collected would have been the Live Stock Template, the Jiya Grain Template, and the Pasture Template. The Raposa rescued in these levels are unknown. The event, called Village Raid, isn't described in detail here. The boss of this gate is simply described as "3 Little Guys at Once."
Later into development, the Mellow Meadow was fleshed out into the full Meadow Gate with a full plot and boss. The following is extracted and paraphrased from a file shared in the Drawn to Life Discord Server and is presumably from a Game Design Document, although this has not been confirmed.
Level 4-1[edit]
4-1 is the first level in the Meadow Gate. The Hero has to rescue Fortune Cookie and collect the Fish Template.
Unsatisfied with the bland selection of food at Cookie's Restaurant, Mayor decides that adding Fish to the villager's diet would be beneficial. Mayor sends the Hero to the Meadow Gate, but because of the speedy enemies and locations that necessitate speed, the Hero is given the Pet to traverse the gate. After rescuing Fortune Cookie and returning with the Fish page, Fortune Cookie decides to set up a competing resturant and asks the Hero to draw him a Sign. Heather also wants to give the Pet a home, so Mayor asks the Creator to assemble a Pet House.
Level 4-2[edit]
4-2 is the second level in the Meadow Gate. The Hero has to rescue Indee and collect the Mechanical Scarecrow Template.
As Crazy Barks and Heather fish by the lake and find a Shadow varmint leaking from the Meadow Gate. The Varmints then start chasing the Raposa and infiltrating the Banya crop. Farmer Brown recommends a Mechanical Scarecrow to chase the Shadow off. After rescuing Indee and returning with the Mechanical Scarecrow page, the Mechanical Scarecrow chases the Shadow away, and Indee asks you to assemble his Treasure Shop.
Level 4-3[edit]
4-3 is the third level in the Meadow Gate. The Hero has to rescue Bob Row and collect the Messenger Bird Template.
Indee tells the villagers of his adventures, and the player draws 4 panels depicting his adventures to hang outside the Treasure Shop. Many of the villagers start to miss their family outside of the village, so they begin writing letters and giving them to Mayor to deliver them. Mayor is overwhelmed and asks you to return to the Meadow Gate to find the Messenger Bird page. After rescuing Bob Row and returning with the Messenger Bird page, the birds begin to take the letters around the world. Bob, a Human, tries to explain that he's a software programmer, but no one knows what that means. Meanwhile, Wilfre appears and poisons the lake.
Level 4-Event[edit]
The Meadow Gate's Event is a Village Raid. The player must wind up Cricket's alarm by using the DS's microphone and then defeat the Shadow by circling them with your stylus and blowing them away using the microphone.
As the Mechanical Scarecrow fights off some Shadow, Shadow enemies begin to come into Rapoville through the Meadow Gate. Cricket sounds the alarm and the villagers gather in the center of the village. The Hero fights and defeats the Shadow beings, and the defenders are given water to drink after the raid. However, as Wilfre had poisoned the water, the defenders grow ill.
Level 4-4[edit]
4-4 is the fourth level in the Meadow Gate. The Hero has to rescue Unagi and his two assistants and collect the Kaorin Berry Template.
After the raid, Jowee watches over a poisoned Mari, Cookie watches over a poisoned Fortune Cookie, and Heather is crying over Crazy Barks, who had passed out by the lake. Indee tells Mayor about a similar illness he once had, saying that it was cured by a combination of Daru Daru Root and Kaorin Berries. The Mayor sends the Hero back to the Meadow Gate to fetch the Kaorin Berries, since the Daru Daru Root was in the Shadow infested Rapo Rapo City. After rescuing Unagi and his two assistants and returning with the Kaorin Berry page, Kaorin Berry Bushes are planted throughout the village.
Level 4-Boss[edit]
Rata, Tat & Tat are the bosses of the Meadow Gate.
Unagi warns Mayor of another raid approaching the village, so Mayor sends Hero back into the Meadow Gate to take care of the source - three blind rats who were breeding all the pests. After being defeated by the Hero, the three blind rats turn into the Three Blind Raposa, who give the Hero the final key for the Village Hatch.
Music[edit]
Alternate Title Theme[edit]
This track is unused in the game and its purpose is unknown. It can not be purchased in the shop.
Raposa Amused[edit]
This track is unused in the game and its purpose is unknown. It can not be purchased in the shop. Possibly used whenever a level is complete and you are in the hub world.
The After Famine[edit]
This track is unused in the game and its purpose is unknown. It can not be purchased in the shop.
Jowee's Theme[edit]
This track is unused in the game and its purpose is unknown. It can not be purchased in the shop.
The End (1999)[edit]
As revealed on March 30th, 2024 by MavTheLad and David J. Franco, the original version of The End was composed in 1999 as part of a music competition that Franco had entered. It would go on to be the basis for the version of The End that would be composed for Drawn to Life. Instead of being a duet between two characters, it is a solo where the singer is lamenting their breakup with their partner. Many of the lines from this version are seen in the final version, as the pre-chorus is almost identical to the final release.
Minigames[edit]
Assemble[edit]
On November 13th, 2020, Joseph Tringali shared some concept art and cut content for Drawn to Life, Drawn to Life: The Next Chapter, and Drawn to Life: Two Realms. Among them was a cut minigame where the player would have to rebuild some of the buildings in Rapoville. According to various other materials that have been revealed, this would have been a consistent part of the game, appearing throughout much like clearing the Shadow. Broken down sprites of the Eternal Flame, Village Hall, and the Village Observatory have been found.
Hide 'n Seek[edit]
On November 13th, 2020, Joseph Tringali shared some concept art and cut content for Drawn to Life, Drawn to Life: The Next Chapter, and Drawn to Life: Two Realms. Among them was a cut minigame where the player would have to tap the screen to find Raposa hiding in Rapoville. They would have a set amount of time to find a set amount of Raposa. It is unknown when this would have happened during the story.
Fire[edit]
On November 13th, 2020, Joseph Tringali shared some concept art and cut content for Drawn to Life, Drawn to Life: The Next Chapter, and Drawn to Life: Two Realms. Among them was a cut minigame where the player would have to pour buckets of water on the village, covered in fire. Unlike the other unused minigames, we know when this game was supposed to be played.
According to a Game Design Document that was shared in the Drawn to Life: For All server by Joseph Tringali, during the Beach Gate segment of the game, Isaac would have been corrupted by a "Shadow Stone" and influenced to set the village on fire. The player would then have to take water from the Lake and put out the fires. After this event was completed, Cricket and the Mayor would confront him while the Hero took the Shadow Stone to a "Village Pedestal" and destroyed it.
Music[edit]
On November 13th, 2020, Joseph Tringali shared some concept art and cut content for Drawn to Life, Drawn to Life: The Next Chapter, and Drawn to Life: Two Realms. Among them was a cut minigame where the player would have to tap the screen to a beat with NavyJ and Jowee. It is unknown when this would have happened during the story.
Misc.[edit]
Nighttime World Gates[edit]
Shared by Chow Chern Fai, a nighttime version of all five world gates did once exist, but never got implemented into the final game.
Village Hatch[edit]
In a document shared in the Drawn to Life Discord showcasing pieces of what is likely a Game Design Document, the Village Hatch is an object that appears to have been replaced by the City Gate. Wilfre would have been able to move freely through the gate to attack the village, and the Three Blind Raposa would have given the Hero the final key for the Hatch, implying that Frostwind/Heather, Deadwood/Samuel, and the Angler King/Count Choco would have had the other keys.
Early Title Screen Logo[edit]
There is an early version of The Drawn to Life logo found in the game's files. It was originally intended to be used on the game's title screen. While the final version has been clearly based on this version, there are still plenty of differences.
This version of the logo uses overall darker colors compared to the final version. Instead of the letters being a yellowish gold, this early version's letters have more of an orange hue. And the blue that surrounds this early logo is much darker in comparison to the final version.
In this version, there are two dots next to the lowercase e that aren't present in the final logo. This unused logo also has a dot in the middle of the letter a, which was also removed.
Another big change is that the early logo's "to" was placed underneath the rest of the logo and was contained in what appears to be a streak of red paint. However, in the final version, the words were moved farther away from each other, and the word "to" was placed in between them.
These changes were likely done to make the logo more simplistic and feel less cramped. Although the red paint streak present in the early logo may have inspired the red paint streak in Drawn to Life: The Next Chapter's logo.
Early Title Screen Art[edit]
In the game's files, an image of several Raposa was found. It was originally intended for the upper title screen, but was eventually scrapped. In the final version, a picture of Jowee is used instead.
The correct palette for this image was not initially found until DigitalContinue sent the file onto discord, as well as two files that make up the initial title screen.
There is also early concept art that these Raposa seem to be based on. However, the coloring of the Raposa's clothing is different compared to the concept art. While the title screen Raposa wear different colors, all the Raposa in the concept art appear to wear the exact same brown outfit. A blown up version (x4) of the screenshot provided can be seen here .
Phonebooth[edit]
On November 13th, 2020, Joseph Tringali shared some concept art and cut content for Drawn to Life, Drawn to Life: The Next Chapter, and Drawn to Life: Two Realms. Among them was a phonebooth that, according to him, would have been used for "outfit changing."
Pre-Release Box Art[edit]
Shared by Chow Chern Fai on Twitter, these three box arts were done by Edison Yan before Drew was decided to be the poster Hero.
3/16/2006 Game Design Document[edit]
In one of Chern Fai's 2s Day documents, what appears to be a very stripped down Game Design Document (GDD) was found. It describes the original scope of the game. The synopsis of this build of the game can be seen here:
–3/16/2006 GDD
Early World Plan (May 2007)[edit]
Found within a developer document dated May 31st, 2007 was a plan sheet from an earlier stage of Drawn to Life's development. This documents all the Raposa who were believed to appear in 5 worlds in the game. The sprites of certain characters are also different to their final in-game counterparts.
World 1 would've had the Hero rescue Isaac, Farmer Brown, Cookie, Tubba and Heather, exactly as they would've in the final release.
World 2 had Zsasha, Cricket, NavyJ, the unused Repair Guy and Galileo, although Samuel is absent despite being listed with the other Raposa in the document.
World 3 contained Crazy Barks, Bubba, Pirate Beard and rather than Indee, Dr. Cure would've been rescued here instead. Notably, Count Choco wouldn't have been rescued here unlike the finished game, rather he would be saved in the fifth world.
World 4 involved the Hero rescuing Indee, Fortune Cookie, Mike and Unagi.
Milestone Builds[edit]
Four playable builds of Drawn to Life were shared with the public, and each of them have different features available. None of them are close to finished games, but all of them function as intended. They will be documented here by their filenames and when they were compiled.
Drawn To Life (Demo) - May 30, 2006[edit]
When booting up the file, the player is greeted with the Early Title Screen (Full) split into two both screens. Throughout this entire ROM, a beta version of the main theme can be played by pressing R, although it does not loop. It can be turned off by pressing L.
When pressing start, you will be taken to a beta version of Rapoville. You can move the camera around with the D-Pad, and you can find some Raposa scattered throughout the village. To the north-west of your spawn, you will find Tikk standing outside his house, using Jowee's sprites. When tapped by the stylus, Tikk states:
South-east from Tikk is Mayor, standing outside his house. When tapped by the stylus, Mayor states:
North of Mayor is Tokk, who is also standing outside his house, also using Jowee's sprites. When tapped, Tokk states:
North of your Hero is the final speaking character in the village - Cecil, who appears to use a beta sprite for Bubba. When tapped, Cecil says:
It appears that the Hero, taking the appearance of a Blue Monkey, appears throughout the village.
If you press start from here, you are taken to a very early Drawing screen, where you are presented with the outline of the Hero. You can draw whatever Hero you like, as no templates are available. If you press start from here, you are taken to a long, looping corridor that uses Snow Gate textures and the same Blue Monkey as the Hero. You can jump by pressing A, walk using the D-Pad, run with B, and change between three sizes using Y. The top screen shows a graphic resembling the top screen during levels in the final game. In this graphic (which is one full sprite and not a collection of sprites), the player has two lives, 102200 points, one Template piece, and is in World 2-1.
Pressing start from here takes you to a brown void with no top screen. The Hero is overlaid on top of the brown void. Leaving the Hero idle will cause them to start dancing, although you can change its animations by pressing L or R. Pressing L will cycle through an idle animation, a dance, the jumping animation, running, and walking, while pressing R cycles through these in reverse. Pressing B will still alter your size, and pressing X will put you in a T-pose. You can move left and right with the D-Pad, but not up and down. Pressing start from here will take you back to the village and the modes cycle.
Drawn To Life - June 12, 2006[edit]
When booting up the file, the player is greeted with the Early Title Screen (Full) split into two both screens much like the previous demo. When pressing start, you are taken to a more updated version of the Drawing Screen, where you are prompted to draw a Hero. On this screen, you are presented with an early rendition of the "Draw Your Hero!" theme. There are 10 templates to choose from, including a beta version of the Soccer Player template and four templates cut from the final game altogether - a snowboarder, a fancy lady and two Ubisoft characters, Rayman and Splinter Cell's Sam Fisher.
After confirming your character, you are taken to the same long, looping corridor that uses Snow Gate textures. This part of the ROM is identical, with the exception of being able to use your created Hero. If you press start from here, you will be taken to the same beta version of Rapoville, and a beta version of the main theme begins. This is also identical to the previous ROM, although the tiled Hero is no longer present, and your Hero can be found next to Tokk. When you tap your Hero, they will dance.
Pressing start from this screen simply takes you back to the creation screen, looping the ROM.
MS5Release - November 6, 2006[edit]
From here, the ROMs begin to resemble the final game, and they also begin to save your progress. When booted up, you are once again presented with the Early Title Screen (Full) split into two both screens. However, when you press start, a real menu appears. You are given 7 clickable options:
- New - Starts the game
- Continue - Starts the game from your previous save
- Edit - Allows you to edit a Hero
- Copy - Indents, but does not seem to do anything
- Erase - Indents, but does not seem to do anything
- Options - Indents, but does not seem to do anything
- All three of these can be indented at the same time
- Back - Takes you back to the Early Title Screen
Edit[edit]
In the Edit mode, you are presented with an almost complete Drawing Mode, complete with help boxes, 9 templates, an alternate version of the Snow Gate's drawing background and a "Draw Your Hero!" arrangement. After creating your Hero, you are asked to create a Snowshooter, which does not have a template. After drawing these, you will be put into a beta version of Snow Fields and Mt. Snowy. You have complete control over your Hero, minus being able to T-pose and change your size on command. A beta version of the Snow Gate music plays.
In this level, you have a total of 500 snowballs already collected, 3 lives, and a working Manin counter. Pressing R in this level will take you to the next the room of the level, while pressing L will always take you to a testing arena, documented later. In this first room, which resembles Snow Fields, you can collect Isaac, who appears where rescued Raposa appear in the final game, and a template piece. You can also create the Fluffy Cloud, however it is impossible to stomp on enemies or erase the Shadow Goo taking up the stage. The player can skip the portion of the stage at any time by pressing "R" while paused, as well as changing the stage by pressing "L".
In the next room, which resembles the second room of Mt. Snowy, you can collect anther template piece. In the third room, which resembles the first room of Mt. Snowy, you find the third template piece. In the fourth room, which resembles the third room of Mt. Snowy, you'll find the fourth template piece. The fifth room resembles the fourth room of Mt. Snowy, although you get to ride the sled and complete the level. After this point, the story continues as it would if playing in story mode. Throughout the entire level, you can encounter Snow Baki, which appear yellow instead of purple, Shadow Walkers, Shadow Bats, and Pengoon. Collecting the Template pieces and saving the villagers is not required to finish the stage.
In the aforementioned testing area, there are Hearts spread across the floor and presets for some creations. There are moving platforms (with a preset not seen in the final game), that will take you to a higher area, a rotating, red platform that acts as a slope, a green Spring, and a green slope that acts identical to the red one, although you can act as a weight on it. In this arena, you can fight a Shadow Bat, two Shadow Walkers, Flyin' Rabbit, Yeti, two Snow Hiders, a yellow Snow Baki, and a Snowget.
New/Continue[edit]
Continue functions as one would assume it would, and as such, is being lumped in with New.
The demo follows the game's story closely; Mari, who is named Madison in this demo, asks the Creator to restore the village. You have the choice to help her or ignore her, and if you ignore her, the game returns to its title screen. If you help her, she will run out and gather Jowee, who goes with her to her Dad as he tries to convince Isaac - named Wilhem in the demo - and Mya to stay in the village.
Madison approaches the Mayor and tries to tell him about the Creator as she does in the final game, only this time the player is given the choice to convince Wilhem and Mya to stay or let them leave. They leave regardless of the choice made, and the scene plays out as normal, with the Mayor not believing Madison, leading to her and Jowee heading to the Creation Hall.
One aspect of the demo that differs from the final game relates to Cindi. In the latter, she is found after the Hero's creation and sneaks through the Snow Gate to find her parents. Here, she is found as Madison and Jowee reach the Hall, remaining close to the two and witnessing the Hero's creation. After they meet Wilfre (who uses Heather's sprites) on the bridge, she reveals the Snowshooter template and gives it to the Hero, albeit not without trying to color it in first.
As a result of Cindi's storyline, the Mayor is saved instead. Upon clearing the level, the Mayor, Wilhem and Mya return to the village, with Cindi reuniting with her mother. Everyone thanks the Hero for helping them as they come into view, and they give the Mayor the completed template to add to the Book of Life, which is revealed to be a house template not seen in the final game.
After the scene's conclusion, the player is free to roam around the center of Rapoville for the remainder of the demo. The residents who occupy the village can be encountered and spoken to, with their own dialogue not seen in the final game. The Mayor can be spoken to near the Village Hall, where he states that he is getting too old for video games.
Jowee can be encountered near his house, and upon speaking to him he reveals that he is a fan of Capcom's Ghosts n' Goblins series. He also says Madison enjoys it's spin-off title Maximo: Ghosts to Glory, while also telling the Hero she's crazy.
Madison is also encounterable at her house, where she tells the player her original name was Mayonnaise, but it was changed after she was picked on at school.
Cindi is located with Mya below the Eternal Flame's stump at the center of the area, where she tells the Hero about different modes of transport before stating her mother feeds her cupcakes.
When speaking with Mya, she simply tells the player raising kids is hard work.
Wilhem can be seen near the creation house at the lower-left side of the area, where he expresses interest to reopen his shop, while hinting at the next demo.
MS6120406 - December 12, 2006[edit]
The fourth and final ROM demo resembles the final game further than the previous, with even more updates made. Upon booting the demo, the player is greeted with THQ and 5th Cell intro logos, as well as an alternate version of the title screen incorporating both the early logo and title screen artwork. The bottom screen artwork and music are as they are seen in the final game - albeit with the word "DRAW" colored purple rather than red - and allows the player to draw on the screen. Upon pressing the "A" or "START" button or touching the icon on the screen, this demo's version of the the main menu appears.
This menu has fewer options than the previous demo with 5 clickable options, although this may be attributed to the "NEW" option being changed to "CONTINUE" upon saving.
- New/Continue - Starts the game, changes to "CONTINUE" upon saving which allows the player to start from the previous save
- Debug - Takes the player to a debug mode
- Copy - Indents, but does not seem to do anything
- Erase - Indents upon saving the game, allows the player to erase their save
- Options - A message pops up stating the title screen is temporarily erased with a full options menu appearing in it's place, but does not seem to do anything else
- Send Demo - Does not seem to do anything
- Back - Takes you back to the Title Screen
Debug[edit]
The Debug Mode begins with an updated Draw Mode, which allows the player to draw both the Hero and Snowshooter, much like the previous demo. The drawing UI further resembles that seen in the final game, and allows for eight hero templates to choose from.
The player is then thrust into another early build of Snow Fields/Mt. Snowy, again further resembling the finished version. The Hero is able to save the Mayor, Isaac - again named Wilhem - and Mya within this stage, and collect four Template pieces. Like the previous demo, the player is able to switch between said Snow Fields/Mt. Snowy build, an updated Snow Caves build and an updated build of the Debug room, which replaces the drawn textures with boxed outlines and glitches the moving platform preset. The player is still unable to stomp on enemies, although the ability to erase Shadow Goo has been added.
Pressing START and clicking on either "Exit Map" or "Quit" does not do anything; the player can only go back to the menu by resetting the demo.
New/Continue[edit]
The story and stage structure of the demo follows a similar route to the previous, although it is much closer to the finished product after compelting the stage. There are some additional notable differences in both the structure and visuals.
- Mari takes her finalized name, rather than Madison.
- Wilfre's sprites are switched out from Heather's to his own.
- Character animations are added.
- The Stormy Cloud and Sled creations can be drawn here.
- The colorless Eternal Flame pedistal replaces the stump from the previous demo, and is what the Template allows the player to draw.
- The sprite of the flame also seems to have more detail compared to what's seen in the final game.
- The villager dialogue when exploring the village is closer to the final game.
Wilhem's shop is also able to be cleared from Shadow, although the player is able to erase the clouds without needing to touch the Eternal Flame. Wilhem asks the Hero to speak with the Mayor, with the player able to rename Rapoville at his the request, rather than when Jowee and Mari need to replace the village signage in the finished game.
The player is then able to enter the Snow Caves and rescue Farmer Brown and his family, with the stage playing near-identically to the finished build, albeit with the ability to cross water without taking damage. They are also able to encounter a room in this level that appears to be unfinished. Upon clearing the stage, a message pops up stating that the demo is now complete before starting back at the Title Screen. Attemting to continue from the main menu at this point crashes the demo.
- ↑ Chern Fai, The Art of 5thCell
- ↑ https://twitter.com/chickysprout/status/1345929007246630918






























































































