Antonball Deluxe/SAGE 2020 & Steam Demo Leftovers
This is a sub-page of Antonball Deluxe.
A handful of demo content created specifically for the SAGE 2020 and Steam Autumn Game Festival survive in the final game, some of it is fully functional even!
Contents
Cutscene 1 Snick's Shadow
Snick's silhouette (as obj_cs1_snick) in the opening cutscene still exists off-screen. Although his dialog and code to automatically move onto the scene has been removed and no longer draws a sprite on-screen, he's technically used, as his object houses most of the instructions to play sound effects and end the cutscene.
Cutscene 1 Ending
A sprite of the earlier SAGE version of this cutscene exists in the final game as spr_cs1_underground_p.
Dialog
A line of dialog from Anton's Dog talking during the Steam Autumn Game Festival demo. The rest of the dialog was removed entirely.
Woof! (Hi, Anton! It's me, your dog.)
Names for the arcade machines in the SAGE hub. Note that Punchball is here called by its earlier name, "Punch Ball Antonball".
VS. ANTONBALL ANTONBALL ARCADE PUNCH BALL ANTONBALL
Snick As Playable Character
Snick still remains fully playable in the game's files with his script intact. His entry was removed from the character select screen, but can be modded back in by replacing any character's script in Object_obj_player_Other_11 with scr_snick().
Snick's Challenge
Snick's Challenge is still in the game and can be enabled by setting global.snickschallenge in GlobalScript_gamemode_menu_functions to 1. The Ruckus Rubies will also spawn, but crash the game when touching them due to a missing sound effect.
Rooms
rm_sage
The SAGE 2020 Demo hub still exists in the final game, modified for the Steam Autumn Game Festival demo. Entering this room without making some changes crashes the game with either one of these causes:
- obj_snick has no sprite assigned.
- The Paul Apparition unlock trigger no longer exists.
- obj_player doesn't exist in this room, neither does it have variables for key_jump or key_attack.
- The dialogue box doesn't know what controller input to use, which can be bypassed by setting global.snickdialogue to 1.
Approaching any of the arcade cabinets also crashes the game, because the rooms that these cabinets would send you to don't exist anymore. The scripts for those rooms do still exist however.
rm_unlock
A screen after you've unlocked Paul and are sent back to the SAGE hub. The text was all capitalized in the final game for some reason.
Cabinet Menu Scripts
Although the objects for the demo menus were deleted, their menu scripts still exist. Strangely enough, all of the scripts correctly redirect back to rm_title instead of rm_sage.
Antonball
scr_arcade_menu = function() { if (scr_button("PLAY DEMO") && (!selected)) { audio_stop_all() audio_play_sound(snd_antonball, 1, false) audio_play_sound(snd_select, 1, false) image_speed = 0 alarm[0] = 120 selected = 1 global.snickschallenge = 0 } if scr_button("QUIT") room_goto(rm_title) return; }
Punchball
scr_punchball_menu = function() { if (scr_button("PLAY DEMO") && (!selected)) { audio_stop_all() audio_play_sound(snd_antonball, 1, false) audio_play_sound(snd_select, 1, false) image_speed = 0 alarm[0] = 120 selected = 1 } if scr_button("QUIT") room_goto(rm_title) return; }
Vs. Antonball
scr_vs_menu = function() { if (scr_button("LOCAL VS.") && (!selected)) { audio_stop_all() audio_play_sound(snd_antonball, 1, false) audio_play_sound(snd_select, 1, false) image_speed = 0 alarm[0] = 120 selected = 1 } if scr_button("QUIT") room_goto(rm_title) return; }
Palettes
Anton's and Annie's SAGE palettes still exist in the final game. Swapping the palettes back only partially works on Annie, as her outfit changes back to red in various animations.