An unused duplicate of one of his angry animations, lacking any sound, graphic, or footstep data.An animation for walking, with the filename specifically saying this was meant for the boss fight.An odd and quite goofy animation of Mafia Boss being electrified by something. Unknown if some stage hazard was meant to cause this or if it's a reaction to the scrapped Electro Badge.This is an interesting one. This animation was meant for a cutscene, although where and for what isn't entirely clear. It should be noted that in prerelease versions of the game, Mafia Boss was actually standing up on the Mafia HQ platform in Mafia Town, overlooking the Barrel Battle area. He is hidden in-game, but could be revealed with console commands. It's possible that after completing Barrel Battle, a cutscene showing Mafia Boss watching Hat Kid and Mustache Girl would play, which would use this animation.
The slot machines lined up in Mafia HQ are still the slot machine objects from the Beta version of the game. However, all of them have had their interaction points disabled, preventing the player from losing Pons to them. This also consequently renders their animation unseen in the final game.
The Coffee Clerks in Mafia Town have an unused talking animation. You cannot talk to any of them in the final game. They also have an animation for waiting in line at Mustache Girl's castle. There are a few clerks waiting in line, but all of them just use their normal idle animation.
He looks like he'd speak Mario's gibberish.Oh dear, his poor soul...
Being a frozen victim of Queen Vanessa in her manor, Thor is unable to use any of the animations he was given. A couple of these animations were used in the Beta builds for his appearance that version of the game.
....He never blinks. Always staring...He looks like a real winner.Well, you see, kiddo...Did I leave the stove on at home? ...Oh yeah, I didn't. ...Or did I?
The Oldster was, as Habboi put it, "a random old man" that was the original star of She Came From Outer Space. He appears as a frozen victim of Vanessa in her manor, and since he cannot move, he does not use any of the animations made for him. Interestingly, he has an animation for waiting in line at the finale, unlike literally any other unused character in this game.
Idle animation. Who's ready for a heart attack?Oldster has...a few quirky animations of him doing some stuff while idle. Scratching his arm here is the least gross of them all, by far.That's....actually disgusting.And now he's scratching his butt. Wonderful.Okay... You can stop now.'Mmphff. Back in my day...'A casual walking animation. Can't really see this being used in She Came From Outer Space...Zoinks! Run, Scoob!He just found out he was getting cut from the game.He...actually has a heart attack. Hat Kid probably would've gone to court for this.Ah, no. Never mind. He's fine.If he was wearing any more clothes at the castle he'd probably be sweating bullets.
The Sleepy Raccoon enemies have two unused animations for being sucked into something. It's unknown what the context for the animations is, but it could've been meant for Subcon Forest, much like how there's a Mafia in Subcon Village that's being sucked into a painting. There are paintings in the level that have Sleepy Raccoons in them, but no prerelease footage or screenshots show a painting sucking up a Sleepy Raccoon.
Fly, raccoon! FLY!Okay, now that just looks silly.
The black electric squid enemies have a full set of animations for moving around, idling, and attacking underwater! In the final game, this enemy is only seen on land, and entering water kills it instantly.
He looks happier in water, somehow.Back and forth...Zappity zap!
All of Tim's animations from the Cosmo Prototype version of the game are present, and none of them are used because, you guessed it, he's a frozen victim in Queen Vanessa's manor.
Chillin' and relaxin'.Quality animation....Alright, you can stop now. Creep."Cut me out of the game?! That's the funniest thing I ever heard!"Nyooooom!
The Conductor has a small handful of unused animations, two of which are leftover from prerelease builds of the game. His animation for clicking his walkie-talkie to block access to Train Rush is still present, with its effects and sound intact. A test animation is present for him, too, which can actually be seen in some of the earliest screenshots of him. The remaining ones are for directing in Deadbird studio.
Nope! Zip! Zap!G'day to you.Zoop! Alright, let's starting shootin', ya bunch of peck necks.A bit of an ironic animation here, considering how bad he says his Express Owl actors are.Peck Neck!!!
There are three animations for the owls in pain. Early footage shows that these were meant for when the Conductor's train got blasted to the moon and crashed into a building! There would be several Express/Science Owls laying down in pain at the crash site.He ate too much cake.'Please, don't forget me...'A talking animation for the Owl that plays the cello in the Express Band. In the final, the one holding the trumpet is one that talks to you. The Science Owl model here wasn't swapped out; it's the default model that appears when the Animset is opened.A....quite broken animation that has long since been deleted from the Modding Tools. This is actually the animation used by the scrapped Laser Science Owl enemy while it's firing its laser. It's not known how or why the animation broke like this.
The receptionist at Deadbird Studio has an unused animation for walking, and one for being upset. The upset one was used in the Beta builds, during Train Rush while he still had his train operator role.
He WALKS?!He just found out he got demoted from train operator to receptionist.
Shapeshifter, being one of many frozen victims in Vanessa's manor, is unable to use either of the animations made for it. Shapeshifter literally only has an idle animation, and a hilarious-looking running animation, indicating it either did not get far in terms of animations, or was only meant for a brief appearance. Note that the purple glow around Shapeshifter in the animation images below is the result of a material glitch in the Modding Tools' content browser.
An older version of the animation used before diving at the player off a wall. The timing on it slightly differs from the final version.The filename indicates this animation was for the start of a timer. Probably meant for when the bomb is strapped to Hat Kid. An unused detonator model found among the assets for this boss fight would fit well with this animation.A pose he would strike when about to try to stab the player.Another knife pose.An older version of the animation used when stalling out the bomb timer... Except that the animation he uses for that scenario in the final game isn't unique. So, this would've been a unique animation for it. ...Why?An alternate version of the final's animation for stalling out the bomb timer, but with different timing on the animation to make it seem like he's gliding.An older version of the animation he uses after diving at the player from a wall or bouncing off the floor. Apparently, he originally didn't stick the landing.Another alternate animation after diving or bouncing on the floor, but in this one he realizes Hat Kid is about to smack him in the face.Oh. It's clear how he originally didn't land well after diving at the player.According to the filename, DJ Grooves was originally going to spin as he bounced on the floor.SPEEN! Another spinning jump.
The penguins have two unused animations for booing Mustache Girl during the final boss. In-game, these just use their normal, finger-snapping idle animation.
BOO! You stink!!It's got that extra push, like it's sassy?
They also have an unused camera-checking animation and security guard animation. The snoozing security guard animation is technically used in game for one security guard in Dead Bird Studio, but is blended with the walking animation and is very difficult to notice in-game.
Where's the picture button?You're a slacker, McFly!
They also have an animation for waiting in line at Mustache Girl's castle. Like the Coffee Clerk, they just use their normal idle animation instead.
The Fire Spirits have some unused animations, which include giggling, sitting peacefully, and presenting the player with an item. Exactly what item would be given to the player by the spirits is unknown.
He just heard the best joke in his life.A bit out of character for them, to be honest.You spin me right around...What are you trying to say?
Snatcher, being one of the most expressive characters in the game, was once going to be even moreso. He has a couple neutral unused animations, but also a small handful for his boss fight.
Snatcher thinking about something. Exactly what he's thinking about, though, will most likely forever be unknown.Ta-DAAA! Whatever this animation was for, he seems happy. This animation would eventually be used in the Vanessa's Curse Creator's DLC.
Snatcher has 3 alternate animations for grabbing the player's hat just before his boss fight starts. All three lack any sound data."Oh, what's this on my head?"Ta-DAA! I snatched it, kiddo!An animation meant for when he summons his blue potions. In-game, he simply remains in his idle animation when they appear.
Vanessa has two unused animations, one being an intro animation and the other being a looping one. The animations are called "See You", which means they were probably meant for when she spotted the player. However, it's a bit strange that the animations don't have her chasing the player, which she does in all versions of her level if the player is ever in her eyesight and isn't hiding. According to some unused coding for Vanessa and Hat Kid in the Alpha builds of the game, the player was likely originally meant to be stoned from a distance, rather than only when she grabs you. (In the Alpha builds, she turned the player to stone instead of freezing them.) So it's possible these animations were meant for the player being stoned from a distance.
An animation for a Snatcher Minion jumping. There are some minions that jump that are meant to guide the player around the forest, but the jumping animations they use are different from this one, and have them pointing in a direction instead of it being just a normal jump. There's an alternate, and still unused, version of this animation, which is a mirrored version of it.Holy crap, he's acrobatic!A running animation for a speed even faster than normal. Unknown purpose, as the only minion in the final game that walks or runs is the one at the start of the level that tricks you into getting caught in Snatcher's net trap.There are also two animations meant for the final boss, where the Minions taunt Mustache Girl. In the final game, they just use their normal idle animation.Look at his moves!Another instance of a 'waiting in line' animation intended for Mustache Girl's castle that goes unused in exchange for using the normal idle animation, for some reason.
An alternate version of the Queen Statue's running animation, done in the style of stop motion, which the animation's name also alludes to: "FreakyRun-StopMo". Unknown where this would've been used instead of its normal running animation.The Queen Statue actually has two alternate idle stance animations that it randomly picks from when it's spawned. However, shortly after the level loads, it quickly switches to its normal default idle stance. As there are no spawn locations in Subcon Forest that are close enough to a Queen Statue to potentially see these alternate animations, they are technically unused, and arguably for the better, as they would've been dead give-aways for the enemy that is supposed to be blending in with the other statues in the level.Oh the misery~.
An animation for the toilet's scrapped acid pools attacks, in which this animation would presumably play when it absorbs the acid back into it.Animations for its high jump stomp attack, which uses different animations in the final game for it than these.A looping high jump animation. The toilet never stays up in the air while jumping long enough for this animation to be necessary.A stunned animation. The older versions of the Toilet of Doom boss fight featured stunned animations for the toilet when it was vulnerable, so it seems the same was planned for this version too.
The spider enemies in the game have one unused animation, which is called "waiting". It was originally used when the spider was lying in wait for the player before dropping down. It can be seen being used in a developer stream from February 27, 2016. The animation looks more like it's supposed to be on the ground rather than dangling in midair, so perhaps this is why it went unused. It could also be that originally, spiders sat on a web above the player before dropping down, but no footage or screenshots depict this, so it's only speculation.
A cat-like bush. Or a bush-like cat. Either way, do not disturb. This enemy was intended for Subcon Forest, having been seen in there in prerelease footage. It has a small handful of animations, but interestingly, there's an animation for a jumping tackle attack, according to the filename of the animation. No coding is present in any public version of the Rough Patch's code that makes it do a jumping tackle attack.
He can't believe his eyes.It's so cute! Note that this animation is used in the final game during the credits, but is difficult to see clearly or see the entire animation loop.(Rustle rustle). This animation does not play correctly in the enemy's class file due to a coding oversight.Wa-BOOSH!
The laughing animation used by the Alpha and Beta version of the Shromb enemy, where attacking it would cause it to laugh at you and grow larger, increasing its blast radius. Although the Shromb's model is used in the final game for the egg enemies in Alpine Skyline, the enemy does not use this animation, and has not seen use since the Alpha builds.
Although the Big Plant is present in the Subcon Purple Rift, it doesn't use any of its assigned animations, and thus they all go unused. It has morph targets for extending the flower leaves on its head.
Hey there, big fella!The idle animation for being partially underground. Apparently, the creature was meant to start underground a little, tricking the player into thinking it isn't mobile......But then it pops up!And it starts chasing the player! That'd be pretty funny, but also kinda scary.
Much like the Big Plant, the Pink Plant isn't assigned any animations in the test tube it's inside of in the Subcon Forest Purple Rift. It even has a digging animation, which was reserved for the Yellow Plant. The stretching and scaling of its 'fins' are handled by morph targets.
The Corruption Flowers in The Illness Has Spread have an unused animation that should've been used when shooting toxic seed bombs at the player, but wasn't. In-game, they just use their idle animation and the seed bombs just appear out of the top of the flower.
Fatty Bird has a unique animation for being bounced on. While you do bounce on him in the final game to reach the Time Piece in the Birdhouse, and he does squish up and down, that's actually being handled in his script file. This bounce animation below isn't even in his AnimTree!
The scrapped ziplining Goats, seen in quite a bit of prerelease footage and screenshots of Alpine Skyline. Used by the scrapped Sand Travel Obstacle object class.
Both types of the NPCs that appear in Alpine Skyline have three unused animations, one for walking, and the other two for some kind of cutscene. The two cutscene-like animations are probably intended for Sand 'n Sails, given the unused localization for the level. If it's true, they were most likely used for the player getting their first water flask, and for being given an introduction to the telescope system the level had going on. The walking animation is used by an unused NPC citizen class in the initial release of the game, but has long since been removed from it as well as from the Modding Tools.
"Excellent timing, Torrin!""Uh, did I say free? Ha ha, no! That's an old Sunburnt word meaning... uh... not free... Yeah."He's so depressed his desert home didn't make into the final game.
"This sure is a beautiful vacation get-away I would tell my friends about!""Oh! I didn't see you there."This is the walk of someone who's not a morning person.
While Sandworm appears as a shrunken down toy in Hat Kid's toy chest in the final game, he still has a few animations from his original role in the Great Desert of Sand 'n Sails, which are never used. He has animations for popping up out of the sand, idling, and digging down into the sand to leave.
Imagine a door-to-door salesman that looks like this.Check out my radical merch, bro!You gotta give the dude credit; he doesn't give up easily.
The little cactus dude sitting on Hat Kid's washing machine in the basement of the Spaceship Hub is actually a character meant to appear in Sand 'n Sails. The animation it can be seen using in prerelease screenshots and footage is present, but he doesn't use it. Actually, in the final game, the pose he uses is actually his T-Pose.
The sun is always in his eyes, no matter where he looks. It's hell.
Being another frozen victim in Vanessa's manor, this shady guy from Sand 'n Sails never gets the chance to use any of his shady animations.
He's up to no good!Legging it out in the sands must build up some serious leg muscle.He's jumping for joy! Why? Who knows!A version of the jump animation without any Z axis movement.Taunting the player, or someone. Most likely to coax the player into chasing them.
Although he does not use it in-game due to his new status as a toy in Hat Kid's chest in her bedroom, Hub Robo was given an idle animation before being canned.
Of all the animations the Cruise Seals have, only two are unused. One is a walking animation, which isn't used because Seals never move from their spots in the final game. The other is a animation for pulling a cart around. In-game, Seals only push them, not pull.