|
|
To do:
|
|
|
Oh dear, I do believe I have the vapors. |
A Whole Wolfrush is a free furry arcade-style boss rush, involving 4 anthropomorphic animals traveling through space to get a once in a lifetime wish. Sound kinda familiar?
Unused Text#
Before an official Russian localization was added on February 21, 2025, some text strings contained Russian translations. No game option could enable this language before the update.
|
File: A_Whole_Wolfrush_Language_RMD_update.csv (223 KB) (info) |
If you somehow make it back to the Psychologist's room after choosing the tarot cards, she'll have the chance to say 1 out of 10 of these dialogues.
Psychologist |
|
|---|---|
Psychologist |
|
Psychologist |
|
Psychologist |
|
Psychologist |
|
Psychologist |
|
Psychologist |
|
Psychologist |
|
Psychologist |
|
Psychologist |
|
Dialogue relating to a scrapped item called a "Soul Vessel" exist in the language file. No code exists for its function, however.
Item Name |
Description |
Lit Up Description |
|---|---|---|
Soul Vessel |
It requires fuel. |
It shall serve in the correct hands. |
Unused item description for The Big Catch. Interestingly enough, it still has a buying price in the shop for 3 coins.
Item Name |
Description |
|---|---|
The big catch |
A gambling machine. |
Dialogue for when Wolf and an unused party member take their photo together.
PhotoBear |
|
|---|---|
Slave |
|
Dialogue for giving items to the team, with favorite, indifferent, and hate versions. With the way the game handles dialogue for giving items to the team, it renders these dialogues as unneeded.
giftFavorite |
|
|---|---|
giftMid |
|
giftHate |
|
Unused Graphics#
The following content is |
||||
|---|---|---|---|---|
|
Seemingly an early sprite meant for either the smoothie minigame or the fight against The Captain, judging the file name. Note the style being different from most close-up art in the game. |
|
An open sprite of Bunny's door. According to a gif shown on uglycoal's twitter, it was meant for an unused event relating to a scrapped party member. The sprites for the door opening do not exist. |
|
Bunny throwing something, possibly related to the aforementioned dummied out event due to it not being referenced in the code. |
|
A mockup of the Health Terminal in the base. Note that Bunny is mistakenly called Wolf and levels 0 and ? aren't possible in-game. |
|
The door to the shop opening. |
|
A duplicate of Wolf's drawing of Bird, with the filename "bird_drawing_bunny" |
|
A placeholder image depicting a blacked out Wolf with a creepy smile, it looks similar to the face shown in the "Bizarre Ending" picture. |
|
|
Sprites presumably meant for the Soul Vessel. |
An item sprite for the arcade machine in the mall. |
|
|
Multiple unused Bunny portraits showing off extreme emotions, and one seemingly related to the Soul Vessel. Note that one of the crying sprites are used, but in her casual attire. |
|
Unused Wolf portraits. One showing his eye with his hat still on, and one without his hat and showing no eyes. |
|
Unused Shopkeeper portraits, the ones in game only show her eating and being annoyed. |
Death portraits for all the Knockoffs, the only one that appears in-game is the Snake. |
|
An early mockup for the base. Lots of details that would be in the final base are missing, and it shows an early drawing/design for Dragon. |
|
Unused Audio#
mus_hub_backgroundlowpas A slightly slower, lower pitch, and muffled version of the main hub area. Use unknown.
snd_areyouready, snd_areyouready2, snd_areyouready3 Three different versions of the mirror match with your MEKA saying "Are you ready?"
snd_bird_bite_alt An alt version of Bird's dialogue noise. Or perhaps for a different bird?
snd_slave_bite The dialogue noise for an unused character.
snd_fuck A quick and bitcrushed voice saying fuck, presumably.
snd_nofarmingbitch A curious sound with an even more curious filename.
snd_wolf_die, snd_wolf_die3 Audio of Wolf saying "Die!" to someone. Purpose unknown.
Unused Character#
Surviving code and sprites heavily suggest that a fifth member was meant to be in the game, however at some point they were scrapped, with only a small bit of data and one string of dialogue still existing in the game. Going by the filename "Slave", they appear to be an antler-less deer, and their main purpose for the MEKA remains unknown. You can re-activate them in-game by changing their "isAlive" status to true, and removing the instance_destroy from their character_functions. Doing so stops dialogue for the last survivors with Wolf in battles, and lets them appear in the base, mall, and pictures at the mall. However, they have no code for being hit in battles, let alone affecting them in any way.
|
Portraits for Slave, the game crashes when attempting to pull them up. |
Sprites depicting Slave leaning in to give Wolf a kiss. Code doesn't exist to even kiss them. |
|
|
Sprites for Wolf during the kissing scenes showing him shocked and embarrassed, possibly meant for Slave's kiss scenes. |
Sprites for Slave inside the base, they are placed in front of the TV when alive. Talking with them crashes the game. |
|
Sprites meant for Slave when low on health. Impossible to see in-game. |
|
Sprites of Slave for the mall, they are placed at the table on a chair in front of the cafe. Talking with them repeats the last spoken dialogue. |
|
|
Sprites meant for a removed scene of Slave getting kicked out of Bunny's room. |
Slave in the photo with more than Wolf alive. Works perfectly in-game when Slave is set to be alive. |
|
Slave and Wolf's duo picture. Works until Slave tries to speak, which crashes. |
|
Bunny also has an alt pose for when more than Slave and Wolf is alive. |
|
Slave cheering during the butter eating minigame. Works perfectly in-game. |
|
Unused Boss#
There's a room in the code that hosts an otherwise unfightable boss, known as The Core. It appears to be a shadowed bunny (possibly placeholder sprites) that kicks around an orb. Its dialogue for starting the battle is for the Chameleon boss, however it seems to be an older version of the script, which doesn't reference how many members are okay or how many are downed, as well as it not being referenced in the language file, so the names for the dialogue is all that shows up. When beaten, the game crashes. It has an HP value of 400. A few oddities is that a dialogue related to it refers to the Armadillo boss, and its set palette to use is of the Gator boss fight. The code referring to this boss also doesn't have a "boss" prefix to it either. Other things to note is that it's one of the few bosses to be able to parry the MEKA's bullets back to it, and the boss arena's camera is incredibly zoomed out, possibly because of how big the sprites for the boss are.
This sprite is used for The Core kicking the orb around the screen. Before kicking, bullets orbit around the sphere until they all meet, and then they kick. |
|
This sprite is used when the sphere has just been kicked, and is a telegraph for where it will appear again to kick it. |
|
This sprite is used for when The Core gets ready to kick the orb. |
|
Debug Mode#
A fully intact debug mode is still in the code, and can be easily reactivated by removing the instance_destroy in gml_Object_obj_debugger_Create_0.
Pressing F1 activates it, indicated by the big green DEBUG ON text, as well as showing stats for the room, objects currently loaded, and dialogue. F1 being pressed at least once is needed for the other buttons to function.
With Debug Mode enabled, Wolf is incredibly fast, and objects that are interactable are shown to have hollow yellow boxes for npcs, and transparent red boxes for overworld objects.
- 1: Gives Dragon one experience point and pulls up three tabs. Debug, which is to show the stats for the FPS, textures, audios, logs, etc. Views, which has nothing. And System, which changes how the new tabs look in game.
- 2: Gives Bird one experience point and pulls up an object spawner. Using the mousewheel to scroll through the objects and left click to spawn them. At a certain point in the spawner, the game crashes trying to pull up an invalid sprite.
- 3: Gives Wolf one experience point and shows the hitboxes and hurtboxes for objects.
- 4: Gives Bunny one experience point and shows hidden sprites related to how the camera works and where it's pointed at.
- 5: Makes the debug text be shown more, and activates noclip.
- 6: Instantly kills any boss you're fighting.
- 7: Increases the counter for the amount of times you've beaten a run. If it goes over 4, it loops back to 0.
- 8: Gives 5 gold.
- 9: Puts the gambling machine in your base.
- Numpad0: Activates the other shopkeeper.
- Numpad1: Increases the speed the game runs at.
- Numpad3: Decreases the speed the game runs at.
- Numpad7: Instantly teleports to the elevator, which marks a boss defeated as well.
- Numpad9: (Possibly) Reloads the language file.
- Space: Plays the cutscene of time skipping at the mall, as well as teleports you there.
- F2: Opens a menu where you type in a room to instantly teleport to it. Usable to go into unused rooms.
- F3: Restarts the room you're currently in.
- F4: Restarts the room and teleports you to the mall.
- F12: Completely resets the run, but it starts on the room where you activated it. No matter where you reset, the next boss in the rotation will always be the snakes.
Oversights#
- Holding left click during the butter eating minigame will make everyone's hp set to 0, including yours. Though usually, the other wolf falls first, which marks you as the winner. If anyone else falls after this, the cutscene gets replayed for each person that fell, giving you multiple Champion's belts. This is most likely a debug key left active on accident, as the mouse isn't used at all in normal gameplay.