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Celeste is an indie platformer infamous for its ruthless, unforgiving difficulty, making it surprisingly popular in the speedrunning community. Also, queer energy.
Were the dream heart and fake heart added in 1.3? Could be early versions of the white Farewell fake heart.
- goldenBlock is, as expected, a block of solid gold. When placed in a map, they will normally not appear. However, if the player enters the room with a gold berry, they will fly in from the bottom of the screen. These can be used to create an alternate “golden route”, as seen in some custom maps. The only place where this is done in the final game is in the last room of Farewell, but this is implemented using a hardcoded case in the Badeline booster entity and not with golden blocks.
- Noel explained on Discord that this is what they were originally meant for, but that they were made long before the ending had been finalized.
- dreamHeartGem is a Crystal Heart variant which has no collisions and cannot be collected. It is transparent and has a wavy look, and always appears blue, even in B- and C-sides. This was intended for the crystal heart hint with the poem near the end of Old Site. In the final game, an inaccessible (though still technically collectible) crystal heart can be found here.
- fakeHeart appears and behaves identically to a normal crystal heart. However, it vanishes just before Madeline is about to collect it. It will then reappear a few seconds later. The color of this is randomized, seemingly depending on the entity’s position. This is not to be confused with Farewell’s fake heart, which is a property on the normal crystal heart entity.
- There's an unused glass block entity.
- The in-game sprites for the journals seen in prerelease videos are still in the final game, in Atlases/Gameplay/objects/journal
- Seemingly early dream block textures can also be found in Atlases/Gameplay/objects/dreamblock
- The “lights” used to represent the path for the Mirror Temple dash blocks in the developer livestream can be found in Atlases/Gameplay/objects/swapblock. They don’t quite match up with the variants shown there though, indicating they might have gone through a bit of further tweaking before being replaced by the final design.
- These still exist for the Farewell version of the blocks, seemingly unmodified.
- The folder Atlases/Gameplay/objects/switchgate contains the graphics for the blocks that move when all the touch switches are activated. The graphic border.png seems to be a border that would be added around the icon, but it isn’t used.
- The pre-lit Mirror Temple torches found in Atlases/Gameplay/objects/temple have an unlit texture and a light animation, despite the fact that they are inherently never in these states. They can be seen by swapping the graphics around.
- Various seemingly unused textures exist in Atlases/Gameplay/Objects:
- A diving board, split into two separate graphics for the base and the board. It probably would have bent when stepped on. Where it would be used is unknown, though the room in Golden Ridge where Granny is found would be a good guess, considering that water, a life preserver, and a "rules sign” (going by the filename) can all be found here.
- A “Mr. Bones door”, whatever that is. The graphic shows a brown door with a lighter border.
- snowberry, a little stem growing out of the ground surrounded by snow, with a somewhat crude graphic.
- There are dialog portraits for Madeline’s mom without the phone, which go unused since the only time she appears is in a phone conversation. The game doesn’t even have these registered as valid dialog portraits.
- Atlases/Misc/darkswamp.png. It's seemingly some sort of fog overlay, but it's different than the one used in Old Site.
- Atlases/Gui/controls/press.png shows a downward arrow graphic in pixel style, something which wasn’t used in the UI since much earlier prerelease builds, meaning this is probably unused.
- Atlases/Gui/assistmodestamp.png is still in the files, despite having been replaced with the “tab” on the left in the Farewell update.
- The Kevin blocks have a texture for a variant without lights on any sides, which goes unused since the lights indicate which sides can be dashed into, so this would do nothing. It is not actually implemented in-game.
- The folder Atlases/Gameplay/Objects/BumpBlock contains what looks like an older set of textures for the fire/ice blocks in Core. (The used versions are in BumpBlockNew.)
- Atlases/Gameplay/Objects/dreamorb is...something.
- Atlases/Gameplay/Objects/eyebomb is the graphic used for the Mirror Temple pulse things in the developer livestream. These would later evolve into the Farwell fish, which apparently still use the name “eyebomb” in code.
- The Golden Ridge gondola has an animation of it being stretched horizontally. Not used in the actual cutscene.
- Atlases/Gameplay/objects/mirror/resortframe_copper.png is a Celestial Resort-sized mirror that matches the color scheme of the rest of the level, instead of looking like the Old Site mirror.
- An alternate “zip mover” border exists, that is blue instead of grey.
- The Pico-8 console background includes an image of the title screen, which is always covered up by the actual game.
- In Atlases/Gameplay/tilesets:
- The Farewell map and tilesets are called LostLevels. Noel explained that this was because they initially thought of the chapter like Super Mario Bros 2 (aka Lost Levels) - the same game mechanics, but much harder.
- starjump.png is a duplicate of the main Reflection tiles. The used Starjump blocks are under objects/, and have special visuals.
- template.png is a template for tileset layouts. Pedro mentions this in one of his livestreams, but I’m not sure if we ever see it.
- There are graphics for Golden Strawberry seeds, though they’re identical to the normal ones.
- The original Oshiro boss design can be found in Atlases/Gameplay/characters/oshiro/New Folder (yes, that’s the actual directory name). They are in a single combined texture sheet, unlike all the other character textures.
- A bunch of graphics exist with Madeline’s textures called starMorph, showing her...morphing into a star. The first few frames of this are used for the feather pickup animation, but the rest go unused. According to Noel and several internal names, the feather was originally a star. It’s likely that it used this animation.
- The stylegrounds effect that creates the floating pink and green starfish in Farewell is known as
planets. Graphics for actual planets exist in the game files, but are unused.
- In char/dialogue/secret_character, Madeline lets you know that she’s never gonna give you up.
- There are sounds for getting 2000, 3000, 4000, and 5000 points, and a 1-up, from collecting Golden Strawberries. The 2000 version is heard in Forsaken City dual golden runs, but the others are not. While they aren’t technically unused, getting them to play legitimately is extremely difficult, and it’s highly unlikely that a player would come across them unintentionally. Doing so requires the player to get 2-5 normal strawberries trailing behind them, pick up the gold berry, then bring all of them to the end of the level without collecting them.
- There is a sound for the Celestial Resort dust tendrils retracting (game/03_resort/fluff_tendril_recede). They never do this in the final game. The FMOD event notes state that they originally retracted after a set amount of time.
- ui/game/increment_dashcount is a very quiet “click” sound. It matches the name of increment_strawberry, the sound used when the in-game strawberry counter increments after collecting one, but there’s no equivalent of this for dashes.
- char/madeline/jump_special (and its Badeline equivalent) were intended to be used in special moments like "jumping off spikes". They aren't in the final game.
- music/mus_lvl6_thefall_loop is a duplicate of the third variant of Reflection, except it’s missing one of the synths in the background.
- This is used in the developer livestream, where it's the only variant of the track.
- dlc_music/mus_lvl9_ending_finalrun_multiloop_131bpm (Farewell) has an outro, which goes on for some time. The multi-loop prevents it from being heard, and it is not even included in the FMOD event so bypassing the loop would still not allow it to play. It is included in the soundtrack version, however.
- While not in the final game’s files, the FMOD project provided by the developers includes a “scary” version of the prologue theme, supposedly intended for Farewell. It was likely meant to be used in the starting room with Granny (which has no music in the final game).
Unused Music Features
Is if_bubble ever enabled in code?
Functionality implemented in FMOD events that is broken or obsolete. These were discovered in the publicly-released FMOD project.
- Farewell (the music track) has a special case implemented to skip to the 3rd or 4th multiloop portions if the player makes it too far into the level while it’s still on the 1st or 2nd. This is functional, and has been mentioned several times by Kevin and Lena. However, the parameter is never actually set in code, rendering it unused in-game.
- The FMOD event for Joy of Remembrance includes a parameter called if_bubble. It doesn’t affect anything, and Kevin isn’t even sure what it was used for according to the attached comment.
- In the Mirror contains an extra layer which is supposed to be added when a seeker is aggro’d, but it doesn’t work correctly and is never enabled. It is included in the soundtrack version however.
Celeste has a well-known debug mode which can be activated by editing the player's save file. To do so, open
Celeste/Saves/settings.celeste and set
LaunchInDebugMode (near the bottom of the file) to true. Next time the game is launched, it will run in debug mode, allowing access to the debug save, debug map, and developer console.
The debug save is accessed using the ~DEBUG~ option on the main menu. It behaves identically the normal saves, except everything is unlocked by default, and collected strawberries are reset when loading a level.
Using the debug save is not required to access the debug map or developer console.
The debug map can be opened by pressing Tab while in a chapter. It shows a map of all rooms in the chapter, which are color-coded (usually based on the checkpoint they are from, though this varies by map). The following keys are available:
- Right-click on a room: Teleports the player to the room, placing them at the nearest spawn point to the mouse cursor. This loses the current session, so any strawberries collected will be lost, and the music may reset.
- Mouse wheel: Zoom in and out
- Movement keys, middle click, or space + left click: Pan the view
- Ctrl + space: Reset view position and zoom
- Rooms can be dragged around, and filler rooms can be resized by dragging the orange corner
- F + left click: Create a filler room, used to prevent seeing the background during screen transitions
- F + right click: Remove a filler room
- Ctrl + A: Select everything
- Ctrl + Z: Undo
- Ctrl + Y: Supposed to redo, crashes the game.
- 1 through 7: Set room color
- Ctrl + S or F1: Supposed to save, doesn't work.
- Q: Shows strawberry numbers when held, in the format
checkpoint #:strawberry #.
The developer console can be opened by pressing the ~ key. When open, the hitboxes of all on-screen objects will be shown. If using a controller, the player can still move while the console is open, but keyboard input instead types into a command box. Useful commands include
help (provides a list of commands, or info about a specific command),
load (loads a level),
assist (toggles assist mode), and
variants (toggles variant mode).
|assist||none||toggles assist mode on and off|
|audio||none||prints audio debug info|
|berries||chapterID:int||displays how many (non-golden) strawberries are in the game or a single chapter. Entering a chapter ID will further break down the berries by checkpoint.|
|berries_order||none||checks strawbs order|
|blackhole_strength||strength:int||value 0 - 3|
|bounce||none||bounces Madeline upwards|
|capture||filename:string||capture the last ~200 frames of player movement to a file|
|characters||none||gets all the characters of each text file (writes to console)|
|cheat||none||toggles cheat mode on and off|
|check_all_languages||compareContent:bool||compares all languages to english|
Document all the commands.
- The dashless golden berry in Chapter 1 is named "memorialTextController". This was done to prevent dataminers from discovering it too quickly.
- The boss fight against Badeline at the end of Chapter 6 is called "finalBoss".
- The feather powerup that first appears in Chapter 6 is named "infiniteStar".
- The purple spiky things are named "spinner" despite not spinning in the final game.
- Similarly, the bumpers are called "bigSpinner" even though they also don't spin and have no relation to the aforementioned spikes.
- The binoculars are named "towerviewer", even though no binocular appears on a tower in the final game.
- The Oshiro boss fight at the end of Chapter 3 is called "friendlyGhost".
- The various versions of Quiet and Falling and In the Mirror are called lightnorm_loop, lightreverse_loop, darknorm_loop, darkreverse_loop, and freedomreverse_loop. There is no freedomnorm_loop, implying this track may have been cut at some point in development. It is also missing from the FMOD project.
Document Event Mode. There's a one-line code mod to enable it on GameBanana.
- In addition to Normal and Debug Mode, there are two more “play modes”: Event Mode and Demo Mode. The latter doesn’t do anything, but Event Mode appears to have been intended for some sort of pre-release demo playable at an event.
- There’s a map metadata setting for whether or not the player should be allowed to hold Crystal Theo while in a booster. No rooms in the final game contain both of these, and it’s not enabled in any vanilla maps.
- The Event Trigger has an unused event ch9_goto_the_past, which teleports Madeline back to the pre-lightning version of the Farewell start room (while playing the same lightning animation). It isn’t used for obvious reasons, but why it is here to begin with is a mystery.
- There’s an “Underwater” setting for rooms, tinting the background blue and allowing Madeline to swim everywhere. While water does appear in Celeste, and can be swam in, there are no fully underwater rooms like this. It’s been revealed that Reflection was originally meant to be a water level, so this is likely a remnant from that.
- There are a couple unused stylegrounds effects:
- dreamstars consists of blue squares of various sizes floating upwards and slightly to the left.
- tentacles seems to be an early version of the Badeline tentacles from Reflection. The final versions are handled with a specific entity. These have simpler graphics, and smoothly retract as Madeline moves instead of doing so at specific points.
- When the language is set to Japanese, the Celestial Resort logos are switched to versions referring to it as the Celeste Hotel. No other languages do this, keeping the original English name.
There was apparently some kind of change involving Badeline boosters refilling your dash.
Besides adding the new chapter, the Farewell update (v1.3) made several other changes:
- The seeker forcefields in Mirror Temple were given wavy edges, matching the Farewell versions (internally these are the same object)
- The Return to Map confirmation was changed to clarify that collectibles, etc. will be saved, but you will need to return to an earlier checkpoint. The old version simply said “Give Up?”, implying you would lose all progress.
- Assist mode, variant mode, and cheat mode are now indicated on save files by “tabs” on the left, instead of the stamps. Several Farewell-related stamps now take their place.
- Dying with a golden strawberry now plays a unique sound, instead of the standard death sound.
- Various new console commands were added.
- Dialog is now stored in binary .export files, which can be generated from the text files using the export_dialog command in-game. This command/behavior did not exist before 1.3.
- Cassette Blocks are given unique line patterns, to help with colorblindness.