the cutting room mirror

Zardy's Cave

Unused Graphics#

Zardy's Maze Drought#

The textures for the low-poly version of Drought seen in Zardy's Maze and many teasers including the character are strangely present in this game's files, despite being entirely absent from the previous game. Even stranger is that there are also normal map and occlusion textures included, which aren't included in any of the previous game's models.

Body Diffuse Texture

Body Normal Map

Body Occlusion Texture

Head Diffuse Texture

Head Normal Map

Head Occlusion Texture

Old Seed#

Another leftover from the pre-style-change era of Zardy's Cave comes in the form of old textures of the seeds used in many puzzles throughout the game. These sets of textures imply that there wouldn't have been seeds of varying heights, or at the very least they wouldn't have had an indicator telling the player how tall they were.

Seed_DIFF

Seed_GLOW

Seed_NRM

Seed_OCC

Seed_SPEC

Friday Night Funkin' Zardy#

Two alternate poses of Zardy in his Friday Night Funkin' form can be seen in the files and in certain Easter eggs hidden out of bounds. One features a very confused Zardy with his arm out, while the other shows him with crosses over his eyes, seemingly dead.

ZardysCaveFNFShocked.png ZardysCaveFNFDead.png

Unused Models#

Friday Night Funkin' Zardy#

While his hoe is the only thing from his model seen in the game's gallery section, there happens to be a full model of Zardy's Friday Night Funkin' variant in the files, complete with textures. The model is lacking armature, however.

Santa Zardy#

A festive version of Zardy, complete with coal stains and a candy cane hoe.

Zardy's Maze Drought#

Drought's model seen in round 21 of Zardy's Maze's endless mode is hidden amongst the various other model files under very undescriptive filenames.

Unused Animations#

Fusion_Dance#

Pumpkin Jack and Zardy doing the Dragon Ball fusion dance.

Zardy Pole Hide#

An animation clip with no frames attached to it. The filename heavily implies it would've had something to do with the pole scare during Chapter 1.

Spine#

Zardy spinning in a circle while doing a pose from Sonic Adventure 2. About halfway through, his neck straw and hoe appear out of nowhere. His head twitches randomly during the animation.

Skate#

Zardy doing some cool skateboard tricks before apparently hitting himself in the face with his skateboard (the skateboard model isn't actually in the game, despite being referenced in the animation).

D2_Tornado_Anim#

Drought putting his flexibility to good use by spinning his scythe around wildly.

Appear_ANIM#

Drought making a vaguely scary gesture.

Unused Tools#

MossTool#

An unused tool, present within the main assembly file of the game. It has no code aside from the basic code every other tool in the game uses.

Unused Music#

Unsuspicious Corn Drone#

A strange, distant version of Unsuspicious Corn from Zardy's Maze. This track was meant to play in Challenge 1-C, even having a disabled toggle for it right at the spawning platform.

Unsuspicious Corn Drone.wav

Innercaves Sketch#

This music track, unlike any other track in the game, does not follow the standard "track name only" file naming scheme.

Swankybox_MZ2_-_Innercaves_Sketch.wav

Unused Sounds#

Jack Be Nimble#

Originally, Pumpkin Jack was going to reference another one of his related achievements from Zardy's Maze in the maze right before Drought's section. The trigger is still in-game, but it is always toggled off.

PJack_C1_Mazes_04_JackBeNimble.wav

Developer's Messages#

Challenge 1-C#

Hidden inside the main beanstalk you see within Challenge 1-C, under the unsuspecting name of "Corn Stalk," is a hidden message referencing the previous title's unused Blok scene.

BLOK 2!?

Test Scenes#

This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.
Specifically: Insert a video going over Model_Imports.

BasicTest#

A basic test of various game mechanics. It consists of a spawn platform, a platform used for testing AI navigation and a bridge connecting the two. It even includes a cheeky note from the developers!

Hello hackers (1)#

HELLO HACKERS
FANCY SEEING YOU HERE

Test Name

Test Description

Seeds

Spawns four sets of seed trees, one of which being a vine seed, along with various seed plots. Also spawns a trigger that destroys any seed the player is carrying once they cross the bridge connecting the two platforms.

Tool Trigger

Spawns two green developer triggers. The right trigger gets rid of the player's current tool, while the left trigger grants the player the axe.

Navmesh Jack + Navmesh Jack (1)

Spawns two Pumpkin Jacks which are set to run a specific path until the player fully crosses the bridge over to the navmesh platform.

Navmesh Zardy

Spawns an idle Zardy. Once the player crosses the bridge to the navmesh platform, he begins to chase the player. When the player crosses back over the bridge, Zardy despawns.

Zardy

Spawns an idle Zardy at the starting platform. Used to test head movement and player collision.

Pumpkin Jack

Spawns an idle Pumpkin Jack at the starting platform. Used to test head movement and player collision.

Drought

Spawns an idle Drought at the starting platform. Used to test head movement and player collision.

Pumpkin Jack (1)

Spawns the comatose Pumpkin Jack seen during the first maze portion in the second half of Chapter 1.

New Corn Cell

Spawns a corn cell. Also triggers the fade out death if Navmesh Zardy is enabled.

Music Test

Spawns four green developer triggers. The left trigger plays Mud Coffin, the middle trigger plays Mud Coffin's passive variant, and the right trigger plays Mud Coffin's stinger variant. The fourth trigger stops any music currently playing. Strangely enough, this trigger only works once.

Drought Emerge Test

Spawns a vine seed tree on the navmesh platform. Picking up this seed summons Drought, which chases the player. Crossing over the bridge causes Drought to despawn.

Event Test

Spawns two vine doors, one destructible, one indestructible. Also spawns two green developer triggers. The left trigger respawns the vines, while the right trigger destroys the vines.

RendererFader Timeline Test

Spawns an idle Zardy and an idle Drought to test how their fadeout animations work. Weirdly enough, only Zardy's body seems to fade properly, leaving his head and hoe floating.

Destructable Test

Spawns various destructible items such as vine walls and pumpkin crawlers.

Interactables

Spawns three destructible vine walls of various sizes, a flower key, an echo flower, and a corn cell. When interacted with, the echo flower plays dialogue that plays during the secret ending in Chapter 1.

Collectables

Spawns all ten collectable corn dolls. When this test is enabled, the player automatically collects the Zardy corn doll.

Prone Test

Spawns two sets of holes which can be crawled through, one of which is longer than the other.

Cutscene Test

Spawns a green developer trigger. When the player interacts with said trigger, a small cutscene of a ball floating through the air plays. The player's camera is forced to look at the ball for the entire duration of the cutscene. After it's completed, the player is placed back at the spawn platform.

CanvasGroup Timeline Test

Plays a small cutscene of the camera fading to black, before fading back into visible view.

Climbing Test

Spawns a wall with climbable rocks on it.

Crawler Circle

Spawns the pumpkin crawler trap seen during the Pumpkin Jack cutscene in Chapter 1. Despite having the script attached to it, the crawler circle is unable to be interacted with.

Axe Cinematic

Spawns the trapped axe seen in Chapter 1. Unlike the crawler circle, the cutscene does play when the player walks into the trigger; however, the first person model is offset, along with the cutscene having no sound.

Crawlers

Spawns various pumpkin crawlers.

Rig Timeline Test

Spawns an idle Drought.

Player Animator Call Test

Spawns two green developer triggers. In-game, only the second trigger properly loads in. Neither trigger works in-game.

Paper Interactable Test

Spawns Zardy's Grey ID paper from the memories segment in the extras menu.

Corn Test

Spawns two corn cells.

Steps

As its name suggests, spawns stairs.

Slope Test

Spawns slopes of various intensities.

Respawn Test

Spawns three sets of triggers: one at the center of the spawn platform, one at the beginning of the bridge, and one at the end of the bridge. Each time the player crosses over these triggers, their spawn is set to the trigger's location.

Watch on YouTube

Model_Imports#

Model_Imports is a, once again, self-descriptive scene. This time, however, it tests much more than just gameplay mechanics. It even includes the unused Innercaves Sketch track, albeit not enabled in-game.

Just like in BasicTest, this scene also contains a few hidden messages from the developers.

Hello hackers#

HELLO HACKERS
ENJOY :)

Hello hackers (1)#

This map was primarily used to test new models, materials, and animations.

Hello hackers (2)#

It's basically a huge dump of random things! Lots of stuff just for the fun of it too.