the cutting room mirror

Unused Areas

This is a sub-page of Hylics.

A large amount of unused areas are still present in the game's files, many of which hint at deleted story elements.

Somsnosa's Basement#

Somsnosa's basement went through many revisions, in line with the character herself being a reference to the first version of the game.

  • The first one is a more refined version of the map used in the Somsnosa prototype, containing punks and nonfunctional enemies. The exit at the top doesn't work, while the exit at the bottom takes you to the final basement as normal.
  • The second version is a smaller version of the final design, but lacks many details and objects such as the Roach Food seller with the couch and money next to them, and the paper cup hidden in the side path. The Necro Skulls themselves are also completely non-functional.

Bridge & Offices#

HylicsOfficeRoom1.png HylicsOfficeRoom2.png

Three rather strange unused maps showing a bridge connected to two office areas, with the north exit placing you inside Horrid Projection's castle in Blue World. Events and switches indicate this was intended to be an interlude chapter with Dracula where they would acquire coffee for the boss, although the coding itself is unfinished.

Attempting to leave the left office prompts the dialog:

Before I go out,
I must see if the boss needs anything. . .
It could be important!

The exit events check if the switch 'Spoke to Boss' is flipped, but it is never referenced anywhere else in the game.

Beyond this, an event on the boss's desk checks if coffee is obtained, with the nearby coffee flipping said switch with the dialog:

                       The Coffee has been acquired.

There is also a deer nearby that enables the switch 'Dracula Risen', although it doesn't do anything.

In the right office, aside from the mountain of coffee there are three NPCs present with unique dialog. The first NPC with the graphic labeled 'ClayOfficeC', a variant of an NPC present in the first Tomb area, asks:

'bout them yanks eh?

Which prompts the choices:

Mhhh
Hrnhg

The first choice plays the animation 'Magic Fire' on the player, while the second plays 'Potateo'. Speaking again prompts:

them yanks tho?

Which again leads to two more choices:

Ehhrrn
Kuaah

The first choice plays 'Space Shurikens' on the player, while the second plays 'Orb Final'. Speaking again prompts:

Blue, blue was the heaven above me,
And the earth green at my feet;
"Oh, Life! Oh, Life!" I kept saying,
And the very word seemed sweet.

The NPC's graphic then turns into a blob, leading to one last text box:

...

The next NPC simply calls the common event 'Rhyme Picker 7' with no displayed dialog. The common event itself used in the Musical Island room to construct the sentence used for Somsnosa's song, which indicates what this used to be may have been overwritten.

Lastly, the NPC on the chair says:

...
The bobolinks at noonday sing
More softly than the softest flute,
And lightlier than the lightest lute
Their fairy tambours ring.
All things that be
Seem plunged into silence, distraught,
By some stern, some necessitous thought
It wraps and enthralls
Marsh, meadow, and forest; and falls
Also on me.

Shop#

An unused outdoor shop containing some trash and three shopkeepers with various generic wares. This place was in earlier versions of the game before being replaced with the Clay City and its associated shops.

Examining a shelf to the north prompts the message:

The shelf is filled with 1/30 vinyl replicas of your head.

Waterfall City#

HylicsWaterfall_City_8.png Hylics-!$Waterfall.png

Unused concept for a city, the file name implies this is the eighth revision. The map only has one event to animate a waterfall that is otherwise unused.

First-Person Mazes#

Hylics_Mase_1.png Hylics_Mase2.png

Unused first person dungeon crawling levels using the FPLE Engine. A first person maze would eventually be implemented in Hylics 2 with a similar art style. These maps are slightly different versions of each other, changing some graphics and adding in a connecting corridor for the second one. However, there are no events present, leaving their purpose unknown. Footage of the first map is provided below:

Watch on YouTube

DUPLICATE (Early Graveyard)#

Early Version

Final Game

A rather early version of the final graveyard, using a different art style and an excessive amount of graves, none of which function properly in the game itself. Only the basics of the flooring survived for the final release.

MAP023#

A simple testing room of a random assortment of objects. The enemy in the lower left leads to an encounter with a Fleshtache, and the chest next to them provides 500 credits and has some otherwise unused text, along with attempting to play a 'Chest' sound effect that appears blanked out.

The text goes as follows:

[ACCESSING..............]
[PROCESSING... ]
[PROCESSING......................]
[..............................................................................
..............................................................................
..............................................................................
..............................................................................]
[500 BUCKS TRANSFERRED TO CREDSTICK]
[END ROUTINE]

Blank#

As the title says, a completely blank room, found nested under the map for Somsnosa's Bathroom.

Afterlife#

A testing area for the Afterlife. The crystals only function up to the Ancient Ruins where Dedusmuln is found, with the rest using a warp to Wayne's house as a placeholder, indicating this was made mid-way through development before warp locations were settled.

Most interestingly, the Claybugs south of the crystals are an early version of depositing Meat, with the Clayman to the right giving 10 Meat for testing. In the final version, you can only deposit Meat to raise everyone's HP by double the amount deposited.

From left to right, you could deposit 5 Meat to raise Wayne's attack by 1, 1 Meat to raise his HP by 2, and 1 Meat to raise his MP by 5.

Crystal Beach Old Version#

Early Version

Final Game

As indicated by the map name, this is an old version of the Crystal Beach in the afterlife, which in addition to being slightly larger is missing a fair amount of detail, most notably the pier containing a Hot Dog jar and a bug Somsnosa can absorb.

The background for this early version is technically not unused, as the map containing the Bestial Axe uses the same one. However, only a small amount of the map is visible from there, leaving it otherwise unused.

The fish's second text box was slightly changed to account for the map differences:

Early Version

Final Game

you can build sandcastles on the beach! Try using the spacebar... a little higher up the beach...
~gasp~

you can build sandcastles on the beach! Try using the spacebar...
~gasp~

Computer Room Smaller#

Early Version

Final Game

This is a near-final version of Warp Access, containing some minor event differences.

  • The warp in the center is missing its column, and transports you to the old version of Crystal Beach rather then Blue World.
  • The Ambulant Skulls' locations are different, and their AI is a bit simpler, completely disappearing if Pongorma is in the party rather then playing a death animation when interacted with.
  • A few lines of dialog were changed:

Early Version

Final Game

The Harbor Gate may be opened from the central console.
Unauthorized access is discouraged.
Thank you for understanding.

To initiate warp, make contact with the central node.
Unauthorized access is discouraged!
Thank you for understanding.

Early Version

Final Game

The Computer Room is currently infested.
The creatures fear the dotted red line and will not cross it.
Enjoy your time in the Computer Room.

The Warp Access is currently infested.
The creatures fear the dotted red line and will not cross it.
Enjoy your time in the Warp Access.

Loading#

A barebones map only containing an animated loading object and an otherwise unused 'DudeTroop' encounter with various enemies.

Musical Break Title#

A map similar to the Act maps, meant to transition to the Musical Island room.

End Of Demo#

A map used to block off access for demo purposes, however this one has no references in the game itself, indicating it was replaced with the later one. None of the events function, and trying to exit is non-functional due to variables for transfer not being properly set.

End Of Demo (2)#

A second, more functional map used to block off access for demo purposes. Judging from unused events in the world map, this would've been used to restrict access once acquiring the boat. Gibby has this to say:

Um, this is the end of the demo. Sorry.

Please proceed into the hole.
Talk to the fish when you're down there.

A hole with a ladder then opens next to Gibby, which leads down into the Musical Island room.

Misc Events#

A testing room for late-game events. The switch changes the letters around, and a Moon Soldier is present whose only function is to minus 1000 HP from Dedusmuln.

THEEND Events 2#

A second, similar room for testing late-game events. The handling for the letters is similar to how it's done at the end of the game.