Scrapped Features

**Scrapped Features** were features that were partly implemented, or even fully, but then scrapped and were not used in the game. Reasons for scrappage were mainly due to too many bugs, running into major difficulties with implementation, or simply just not making the cut. This page also includes planned features, which were talked about but never added, and rejected features which will not be added.

## List of Scrapped Features

These are features that were partially or fully implemented before being scrapped from the game. These did not appear in any releases.

### Achievements

Achievements were tested at one point. They were in the form of an achievement room which showed medals of different shapes hanging on a wall. They were going to be separated into several difficulty categories: Easy; Medium; Hard; Extreme. The medals themselves were categorised into Fails, Fighting, Kills, Power-ups, and Progression. However, these were never added.

### Amber Tank Attacks

Amber Tanks, which already have four modes of attack (Bullets, Phosgene, Sarin, and Sulfur Mustard), originally had several more. They could lay incendiary Mines. They could also release Smoke Clouds. And finally, they avidly blocked the player's bullets. However, this wide array of attacks proved too chaotic and OP, so the tank was stripped down and simplified. These extra attacks still exist within the code, but have astronomically long start timers (the time before the first attack of its kind can occur after the level begins), so will never occur.

### Black Tank

A sprite for a Black Tank exists in the game, but it was never used.

### Brown, Peach, and Tan Bullets

Bullets for the Brown, Peach, and Tan Tanks exist in the sprite sheet, but was never used since these tanks do not fire bullets. Originally, they were going to.

### Chameleon Tank

A blue and green tank known as the "Chameleon Tank" was tested. This would be a tank that would start blue and green, but would then turn into the nearest tank. Every few seconds, the tank colour would change. However, numerous bugs and issues and crashes were encountered, and the idea was dropped.

### Circling Ruby Bullets

Originally, the Ruby Tank of the Adventure Campaign was completely different. It had a curved turret, and when it fired bullets, the bullets circled around. Playtesting showed that this did not make for fun gameplay, and in fact it was incredibly weak. As such, this concept was scrapped and the Ruby Tank was changed completely.

### Copper Variants

"Copper variants" were tested as an upgrade to enemy tanks when a high GDD was reached. The copper variants would have been enemy tanks with copper treads that would have had better stats, such as faster firing rates, faster speed, more ricochets, incendiary mines instead of regular mines, etc., and would have even had new abilities not normally native to that tank. These variants would have a chance to spawn that increased with GDD, and would give double medals if killed. Grey and Lime Tank variants were tested, before the idea was ultimately scrapped due to not adding much gameplay value. The copper variants of these tanks still exist in the code, but are impossible to occur since the minimum GDD for their spawning was set to 13, which is impossible since GDD is capped at 12.

### Cracked Water Ledge

Water levels were going to have a "cracked" variant of the floor, which would break if the player was on it for too long. This was not implemented due to collision issues with other tanks that would be caused with the new hole opened up.

### Creepy Face Room

In the game, there is a room that simply is just an extremely creepy face with a grin and bloody eyes. Originally, it was meant to be added as a way to punish the player if they tried to cheat, but it was never implemented. The room still exists, but can't be accessed.

### Doubly Reinforced Crates

This was a type of blocker that was similar to the Reinforced Crate but had an extra layer of reinforcement, thus requiring three hits to destroy. It was fully coded and functional, but never appeared in any level.

### Ectoplasm

This was a weapon created a long time ago, before gas clouds were added, which the Green Tank was going to use. This was also going to be a player-purchasable Extra Weapon. It was a translucent green ball that had a range of different sizes, and moved at a speed inversely proportional to its size, and could go through all walls. It was fully functional and coded, but ultimately unused and replaced with gas clouds.

### Enemy Mega Bullet Power-Up

There exists a sprite for an enemy analogue of the Mega Bullet power-up, that would give the enemy that collected it Mega Bullets. This was never implemented due to bugs and issues.

### Extra Mine Power-Up

Very early in the game's development, Range Boost was briefly replaced with a power-up called Extra Mine, which acted as an analogue to Extra Bullets but with mines. However, with more testing, the Range Boost power-up was seen as more useful after-all, and the original power-up was restored, rendering Extra Mine unused.

### Fartlek Campaign

In early test builds, in "Game Modes", it was revealed that four campaigns were originally planned: Main, Adventure, Fartlek, and Castle. Of those, all except Fartlek were added. It's not known what this campaign was going to entail, but no such campaign ever materialised and the button for it was removed a long time ago.

### Gas Cylinder Projectiles

Partly implemented: the Scarlet Tank in Mission Incendium fires smoke cylinders. Cylinders for Chlorine and Phosgene were also created, but never implemented.

### GDD-Induced Extra Tanks

When the GDD system was first implemented, the plan was to have extra tanks generate in specific levels once a certain GDD value was reached. However, due to a plethora of bugs and issues surrounding erroneous respawning of these tanks on death, this concept was scrapped.

### Generic Mines

This was a mine that was not laid by any tank, but would have been a level feature, appearing as part of a level from the start. It would behave like a normal mine, and would have been dark grey in colour. Although fully coded and functional, it was never used in-game.

### Grenades

These were weapons that could be picked up and thrown by player tanks, creating a huge Explosion. They would have appeared lying around in the map. It was coded, but bugs and not being good for that many level designs caused this to be scrapped.

### "Hit You" Statistic

There was originally supposed to be a statistic which showed the number of times you had died to a certain tank. Many issues arose when dealing with enemy's mine explosions, however. Specifically, when a player was killed by multiple different enemy's mine explosions at the same time. Attempts were made, but none were successful, resulting in some mine explosions counting as 2 kills for one tank, and others not counting at all.

### Legacy Bullets

In extremely early development, all bullets had a different model. They were slightly bigger (32x16 pixels) than the current model (24x12 pixels). These were scrapped when the new smaller bullet was introduced, although they were kept in the files. Boss tanks such as the Royal Tank still use the bigger model of bullet, however.

### Legacy Explosive Crate

Before the genesis of the three explosive crates TNT, Nitro, and C-4, there was a generic explosive crate. It existed only as a sprite, and was never implemented fully, for it evolved into the three explosive crates we have now.

### Oil Drum

The Oil Drum served as a source of Oil. When shot, the drum would break, and oil would spread out in a diamond-like pattern, up to a radius of four blocks from where the oil drum was. Numerous bugs and glitches were encountered, however, and the idea was scrapped.

### Pathfinding Bullet

Originally, when the Tan Tank was created, it was going to fire a special bullet that had an antenna on it. This bullet would pathfind its way to the player, as if it were a pathfinding tank. However, this concept was deemed "too annoying" to deal with, so it was scrapped entirely.

### Random Gas Button

Similar to the other Gas Buttons, there was to be another gas button which was grey and had a large "?" on it. This was going to release a random gas cloud. It was never fully implemented and never appeared in any level.

### Royal Mine

Royal Tanks were originally going to lay Mines. These mines would have been bigger than the regular mines, and would have released a huge explosion, much larger than even the Range Boosted mine. When the decision was made for the Royal Tank to be boss 1 and not boss 2, the mines were scrapped.

### Sponge

Sponge, unlike other entries on this list, was used in a single level in the entire game, Infinibullets. It was a blocker that if a bullet hit, the bullet would ricochet off but it wouldn't count as a ricochet. This was intended to be used widespread in the Adventure Campaign, but due to many bugs, it was scrapped.

### Tank Patterns

Very early on, sprites were made for enemy tanks to each have their own individual pattern. However, this was quickly reverted as it didn't look good.

### Tank Trails

An experiment was done in giving tanks trails (tyre marks), as seen in the OG game and most (if not all) other WTFs. However, due to a plethora of bugs and issues, they were never implemented.

### TATP Crate

Since the inception of explosive crates, there was a fourth explosive crate, TATP (triacetone triperoxide). This was a whitish-grey explosive crate. Originally, it was like a Nitro crate, but could explode by itself at any moment. Later, its functionality was changed to be a Nitro crate that any bullet could shoot (analogous to the Paper Crate being a Cracked Wooden Crate that any tank could shoot). However, it never appeared in any levels.

### Vents and Going Underground

Vents were tested and fully coded, allowing players to enter them and "go underground". This would result in the player turning into a shadow and still being able to move underground, then emerge from another vent. Although it was fully coded and working properly, it created for many situations where a player could just stand by the vent and go underground, basically making levels too easy. As such, this concept was scrapped. The vents were re-used as markers where gases emerge from in Gas Chamber levels.

## Scrapped Levels

Several levels have been scrapped entirely. See Scrapped Levels.

## Planned Features

These were features that were planned or talked about, but never implemented at all.

### Cannons

Originally, the game was meant to have cannons that would be used to fire cannonball projectiles over walls. This was never implemented due to a lack of necessity for such a feature, especially when gas clouds were added.

### Enemy Tanks Firing Lasers

In the very original plans for this game, several tank types were going to fire lasers. However, since Cinnabar lacked the coding knowledge at the time, these were never added. The closest lasers have come to being in the game is the laser-like attack produced by the Rainbow Tank in Mission Spectra.

### Shapeshifting Tank

Originally, there was to be a Black Tank that could shapeshift. It would be able to turn into a Pit, a dead tank's X, and a plane, as means of throwing off the player. The plane would enable the tank to fly over walls. This tank never came into fruition, but a plane sprite was created, and was later used for the Drone.

### Unused Tank Colours

Several planned tank colours were never used. This included Gold, Black, and Rainbow. Although Rainbow Tanks are in the game, they were meant to be the toughest regular tank (the game originally was not going to have bosses).

## Rejected Features

These are features which were suggested but outright rejected, or features which were mentioned will never be added. Note that some features which were previously said to never be added were eventually added.

### Tank Crates

A user requested crates that when broken, spawn a new enemy tank. This idea was rejected.

### "Break Blocks on Contact" Perk

Cinnabar has stated that any power-up or perk that allows the player to break crates on contact will not be added. The closest to this in the game being able to set crates on fire using the Flame Skin.

### Nuclear Crate

Crates capable of causing a nuclear explosion, similar to the one caused by the Uranium-235 Bomb, will not be added.

### Custom Tanks

Cinnabar has stated multiple times the ability to make custom tanks will not be added, due to limitations with GMS2. Also, the way the game is coded does not allow for this. This is a common feature in other WTFs.

### Online Multiplayer

Cinnabar has stated that online multiplayer is unlikely to ever be added due to limitations with GMS2.

### Banned Tank Abilities

Cinnabar has stated that certain abilities shall not be used for new tanks, on grounds that they are tired, have been done to death in other WTFs, or are too powerful and are better suited to boss tanks than regular enemy tanks.

* **Bullet Resistance** - all tanks must be killable by player bullets. Fusion Tanks can be killed by bullets if they do not find a viable place to teleport to before the bullet hits. They are difficult to kill with bullets, but will still die if a player bullet does hit them.
* **Artillery** - very difficult to implement in a 2D game, and the idea has been used in many other WTFs.
* **Invisibility** - Cinnabar has outright stated that, unlike the OG game and all the other WTFs, there will be no invisible tanks, since the idea has been "done to death". The closest the game has to an invisible tank is the Peach Tank, which uses its similar colouring to the wooden background for stealth.
* **Homing Bullets** - Cinnabar stated numerous times there will never be homing bullets in any form.
* **"Medic" Tanks** - Tanks that exist solely to help other tanks, such as reviving them or shielding them, will not be added. All tanks must be able to kill the player, and Assistants exist for the purpose of being allied to the enemies.
* **Lasers** - with the exception of the Rainbow Tank in Mission Spectra.
* **Flying** - no non-boss tank should be able to fly. Teleporting is used to traverse walls.
* **Flamethrowers** - Cinnabar rejected the idea of a flamethrower tank, although the Scarlet Tank does use a flamethrower attack.
* **Self-Resurrection** - no tank should be able to resurrect itself once killed.
* **Taking multiple hits to kill** - this is what boss tanks are for.
* **Nukes** - no tank should have nuclear weapons.
* **"Mini Bosses"** - these are smaller and weaker versions of an existing boss. Cinnabar has said no to this several times. On the flipside, no boss tank can be a "big" variant of a regular enemy tank.