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#
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#
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#
An animation that would play if she was knocked from the front.
Fall0#
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#
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#
Psyduck's unused animation still serves one key purpose: it shows you just how creepy Psyduck is from the front.
Whirlipede#
Fall0#
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#
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#
Bronzong's unused falling animation.
Ref_Dohtakun_BrowF1_0#
Bronzong standing still in its T-pose position. There are two 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. It's likely 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#
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#
Another falling-off-the-ledge animation. Like in Verdant Court, the game is programmed to not let Pokémon who can't.
Cofagrigus#
Nordle1#
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#
A random animation that would play while in coffin mode. Since that's never seen in normal gameplay, this goes unused.
Shift0#
Cofagrigus going into coffin mode.
Shift1#
Cofagrigus coming out of coffin mode.
Chandelure#
Nordle1#
Idle animation of Chandelure standing completely still.
Shift0#
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.
Shift1#
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. There isn't even a model of him for these animations to be attached to. These were likely meant to be used for when he's up in the tree, but since there's no model, it's currently unknown how they would be used if they were programmed to play.
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.