Scrapped Content

FTK1 and FTK2 are games that are (or were) in active development, and as such many ideas are ditched along the way. This serves as a conduit of those departed souls.
== FTK1 ==
* Before game development ceased, at least ten new levels were planned, though only three held a basis; one was themed around snowy environments, one was themed around the Outside World, and one was based on Yuuka Kazami's Garden of the Sun.
== FTK2 ==
=== Koishis ===
==== Rarities ====
* Ultima (or "Zenith" at one point) was a planned "final natural tier" that would spawn at an incredibly rare frequency, to a point where only one Zenith would appear per server. It was scrapped, and currently the final natural tier is considered to be Enigmatic (Slipstream and Esteemed are grouped under an "uncommon" tier.)https://trello.com/c/wvFkBUyy/23-rarity-system
* Bohemian was a tier for Koishis that would exclusively spawn from rolls with the Koipsule Machine. It has gone unused and is likely on the cutting room floor.
* Enchanted was a tier for Koishis that had to be "crafted". They were scrapped for the vagueness of this prerequisite.
* Temporal was a tier planned for Koishis that would appear during holidays and certain seasons. It was a "prefix-rarity" that would appear before a primary one (i.e. a "Temporal Lunatic").
* Aberrant was a tier planned for Koishis that were based on Mare's injokes with friends and co, and were excluded as a separate bunch due to the idea they could be "switched off" at any time if the player displeased. Since the formal integration of said injokes and friend-stuff (i.e. Koithel Komeiji and Marvishi Komeiji, OCs of Mare's friends found in the Opulent-tier), this has likely been scrapped.https://find-the-koishis.fandom.com/wiki/Rarity?oldid=282
* Auxil was a tier reserved for Koishis drawn by other artists. As said "other artist"-drawn Koishis now appear with regular tiers, this is likely scrapped. They were removed from the Rarity page on January 18, 2024. Like Temporal, it was going to be a "prefix rarity" that would appear before a primary one (i.e. a "Auxil Rare").
* Contraband were Koishis that had to be bought. They were scrapped due to this specific peculiarity.
* Before the introduction of the Magnolious rarity, a third "Magnificent"https://find-the-koishis.fandom.com/wiki/Rarity?oldid=1018 tier was planned for the Deluxe branch that Bless Me, Midas was planned to revitalize. The Magnolious-tier is presumably it's reincarnation.
* Hallowed, Sanctified, Deiformic, Celestial and Seraphic were five "joke tiers" mentioned on the Rarity page for a short while.https://find-the-koishis.fandom.com/wiki/Rarity?oldid=1414
==== Standard ====
* A myriad of Koishis were designed for the Palace of Thought by Discrud, but have gone unused.
==== Scrapped Variants ====
* Sunken Minamitsu Komeiji was another Deluxe-tier for Minamitsu Komeiji.https://find-the-koishis.fandom.com/wiki/Deluxe_Counterparts?oldid=714 A sprite exists.
* Koishi Hakurei had three variants known as Sage Koishi Hakurei, Seraph Koishi Hakurei, and Koishi Hakuchiya. Of these 3, Koishi Hakuchiya survives as Sanaeshi Hakuchiya. The former 2 were likely scrapped due to Koishi Hakureis as a whole having no innate behaviors to work off of. Both of the scrapped variants have sprites.Sprite for Sage Koishi Hakurei:
Sprite for Seraph Koishi Hakurei:
* Kingpin Koishi Onozuka was a counterpart for Koishi Onozuka. No sprite exists for this variant.
* Harujion Shion Komeiji was a variant of Shion Komeiji and, given context clues, may have been a reference to Shion from Len'en. No sprite exists for this variant.
* Eirin Yagokoiro had a counterpart named Ludwig Yagokoiro, possibly a reference to the Medic from Team Fortress 2 (who's name is "Ludwig"). No sprite exists for this variant.
* Koishi Houraisan had a counterpart named Hermit Koishi Houraisan. No sprite exists for this variant.
* Kogasa Komeiji had two shinies: Torrential Kogasa Komeiji and Idealized Kogasa Komeiji. Using inferences, "Torrential" Kogasa may have likely had a water-focus (as Kogasa is an umbrella) and "Idealized" Kogasa may have emphasized her pseudo-jumpscare nature. No sprites exist for either variant.
* Koishi Horikawa had a variant named Raikoi Starr, which is a reference to drummer Ringo Starr (real name Richard Starkey). No sprite exists for this variant.
* Koishi Meiling had a variant named Empress Koishi Meiling. A sprite exists for this variant, revealing that the "Empress" is in reference to the fact she's wearing a Qing Dynasty royal uniform.
* A thirdKoizumi Yakumo, Yamaxanadu is considered to be a variant of Koizumi Yakumo despite being heavily based on Koishikieiki, Yamaxanadu. Koizumi Yakumo variant named G-Koi (based on the G-Man from Half-Life) is still planned, but has yet to see a game release as of v.A10F. G-Koi has a sprite.
* Kagerou Komeiji had a variant named Miss Manticore, a reference to the film-maker M4NTICOR3 (who was named Mister Manticore at the time of development). No sprite exists.
* Joon Komeiji had a variant named Tonishi Soprano, after main character Tony Soprano from the series The Sopranos. Judging by the implications it was likely Tonishi Soprano was a more aggressive version of Joon Komeiji. No sprite exists for Tonishi Soprano.
* Riverbound Joon Komeiji was named Joon Bezos initially before being renamed to it's current state.
* A third Wriggle NightKoi variant was planned named Honeybee Wriggle NightKoi, and progressed enough that it has a sprite. It was scrapped for being too basic compared to the other two, being merely another fixed-aggressive-state Koishi.
* Super Wriggle NightKoi was originally named just Super NightKoi.
* Koisen Udongein Inaba had three variants planned, only one of which is in the game: Koimi Sentry, albeit it was spun off as a standard Lunatic-tier Koishi; and two scrapped variants named Looney Koisen Inaba and Invader Koisen Inaba. No sprites exist for either Looney or Invader Koisen.
* A second Yuyukoi Saigyoujishi variant named Koirl Wheezer (likely based on Carl Wheezer from Jimmy Neutron: Boy Genius) was planned. No sprite exists.
* Jetstream Koishi was originally a Youmushi Konpaku variant before being spun off as a Venerated-tier miniboss.https://find-the-koishis.fandom.com/wiki/Deluxe_Counterparts?oldid=1193
=== Levels ===
Note that the other locations, besides The Noirscape, have not been confirmed to be no longer planned.
* The Noirscape was a concept for a detective-themed level in FTK2 that would have it's own side quest. According to it's creator, punkywav, the level was heavily parkour-based and was described as a grayscale area shrouded in a fog. No further information has come out and Mare has somewhat moved away from it.
* The Palace of Thought was a concept for a level themed around dreams and liminal spaces, and was the primary subject of the "Hopeless Fantasies Update". Although at the moment it is currently on the Roadmap, it has not been developed and seems to be largely forgotten.Upcoming Content
* Dark Matrix was the name for a space-themed level set to be released with the "Up and Down Update". Although at the moment it is currently on the Roadmap, it has not been developed and seems to be largely forgotten.
* Rockyfeller Ridges was the name for a level set to be a revitalization of the Seminar Caves from FTK1, and was also going to be released alongside the "Up and Down Update". Although at the moment it is currently on the Roadmap, it has not been developed and seems to be largely forgotten.
* The Forest of Magic and Windowsill are two levels related to unknown yet upcoming updates on the Roadmap, although they have not been elaborated on since. The Forest, apparently a remake of the Big Forest Land level from FTK1, is likely based on the Touhou region of the same name home to various youkai, and Windowsill is described as being themed around the PC-98 era of the series.
=== Major Threats ===
* Two bosses were scrapped during the development of The Show Must Go On.
** Scyllashi was a planned Empyreal-tier boss based on the Leviathan from ULTRAKILL. She was scrapped due to complications arising with her unique sprite, as well as Mare being uncertain how she would be implemented.
** The God-Empress of Koishikind was a planned Empyreal-tier boss based on the Emperor of Mankind from Warhammer 40,000. She was scrapped due to Mare's fears of dealing with Games Workshop's notorious copyright policy, as well as having an unsatisfying and annoying-sounding boss fight. A contest was held that would resprite the God-Empress and divert her away from the Emperor's visage, but it fell through and so she was fully scrapped.
* The 1005-KOI "Hopewrecker" and the Koishisuki Sisters were bosses planned to appear with TSMGO, before respectively Mare's procrastination with the Hopewrecker and the apparent complexity of the Koishisukis forced them to be delayed to Curtain Call. 
** Since this announcement, the Hopewrecker ended up getting completed and released on the 6/20/2024 KoishBox build.
* The Fantasymover, being the ignition key of TSMGO, naturally predates much of the conventions it introduced.
** In it's earliest state, it was going to be another "wait until I'm passive" boss, which was the status quo before TSMGO, before her behavior was changed to be a "turret and cores" boss. After Mare found that concept unsatisfying and difficult to program, she was finally made to be properly fightable with players gunning after "hurt-boxes" to damage her. The hurt-boxes were initially temporary models, before Mare realized their gameplay advantages and left them as-is.
*** The behavior of the Fantasymover was extremely basic when it was first released, having no second/third phase and consisting of a boring fight with a constant onslaught of drop-bombs and vertical lasers. Sometime before TSMGO properly came out, the entire fight was reworked to it's current, more appealing state.
** It also was going to have a visible shield during the Defense System phase, and the lights on it's bodies would turn red in Phase 3, but both of these details were left out.
** It was going to have a boss intro, where it would be deployed from the cargo bay of a massive "Led Zeppelin" attracted to the playing field with a beacon.The original intended sequence for the intro of the Fantasymover boss fight.Concept art for the zeppelin and the beacon that summoned it.
*** The beacon had a gimmick where the player needed to procure an item that'd power it and alert the Led Zeppelin, but this idea was scrapped and today currently survives as the independently-used Battery of the Horsemen. The model for the beacon itself currently sits below the playing field of KoishBox, and is only visible if the player walks out to the far edge of the map and peers at the center.
** Lastly, it was almost going to summon like a Slipstream, i.e. naturally. This was scrapped for VERY obvious reasons.
* Minoshi Prime was going to actively target the player and sidestep around them rather than wander aimlessly, but this was scrapped due to Mare finding extreme difficulty.
* Koishi Yakumei was an entire three-phase boss fight before she was condensed to one short battle. Mare finds her current combat style to be bullet hell-y enough. She was also, in the extremely early days, planned to be a standard-spawning Slipstream a la the original plans for the Fantasymover.
* Koishi Ibaraki would have thrown hot dumplings at you the same way people throw hot buns at homeless people. This was scrapped due to redundancy as she now fires fists.
* Koishi Hinanawi fell off her keystone when defeated, but this was scrapped due to the sequence breaking and spamming too many keystones. She also loudly laughed when summoning a "hurt-peach" (this was before she had to be defeated by Parrying), which was something Mare found to be quickly annoying and swiftly dropped after her rework. The idea of a boss's death animation being them falling off of something separate was reused for Koishi Kirisame, who's battle ends with her jetpack running out of fuel and promptly Kirisame falling to the ground.
* Junkoishi's behavior was yet another "wait until I'm passive" fight and she had four "phases", which she would change into on her own accord rather than by player hands. She had only four attacks and was generally boring as fuck, which is why she was retooled into eventually the first Superion-tier boss and the most complex thing Mare had created at the time.
== References ==
Category:Meta
Category:Find the Koishis 2
Category:Find the Koishis 1