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Cuphead is a run 'n gun platformer with an art style reminiscent of the "golden age" of animation.
Test levels, more graphics, unused code, and unused sound effects.
There is a debug console in the game that can be re-enabled with a patch. This console serves several purposes such as toggling invincibility, boosting the player's damage and accessing the level select among other things. Place the files into the same folder as the game executable and then press F5 while on the map or in a level to open it.
|Download Cuphead Debug Console Patch
File: Cuphead Debug Console Patch.zip (1.10MB (compressed)) (info)
A fully functional level select was left in the game. The menu can be accessed from the debug console with the command scene.select. Difficulty, Weapons, Super, and Charm can be changed at will until a level is chosen. Clicking on a level will load it after a few moments. As of the 1.1.4. update, clicking on airship_jely, retro_arcade, airship_stork, pachinko, or light will softlock the game, this is because the assets were removed.
There might be more unused files in other sharedassets files.
|Unused sounds for Cuphead and Mugman's intro animations, in-game, they're silent.|
|Leftover sounds from the 2015 demo of Cuphead.|
|Possibly the Bomb special in airplane sections laughed before exploding.|
|Was most likely intended for the unused Triple Laser/Wideshot weapon, it instead uses the Peashooter's sounds.|
|Cagney Carnation originally had sounds for being defeated in his 2nd phase, he's silent in-game. Strangely enough, it plays when he's defeated in early demos of Cuphead.|
|Possibly planned for when Cagney is defeated in Simple mode. It doesn't play in the demos of Cuphead, rather, the 2nd phase death sound is used.|
Unused Title Theme
A completely unique theme can be found under the name of bgm_title_theme.fsb in the files. It's a faster, more upbeat rendition, and the last "Cuphead" towards the end sounds identical to the fanfare that plays on the overworld once you beat a level.
Cuphead, who gambled away his last dime, Entered a tournament to buy him time. If he can win his head will be sworn, And this was how the adventure was born!
In the files for Cagney Carnation's fight, there are four images that are placeholders for an additional projectile attack (refered to as both "PuffUp" and "Cloud Bomb"), for the sequence in which they clasp their hands together and reveal the acorns or boomerang. This attack would have been aimed at the player (similar to the acorns), though they would stop at the exact location the player was at, and explode after a set period of time.
Crudely drawn icons for all four playing card suits. These assets are placeholders for an unused boss called "Card", that would have been an additional miniboss for King Dice's fight.
A crudely drawn placeholder called "soulidle", for a minion that would have appeared during Mr. Chime's fight.
A crudely drawn placeholder called "windownun", that would have been used during the tragic branching story in Sally Stageplay's fight. Despite being able to force the branching story, these assets don't appear, this is due to assets being mislayered.
Three mockup screenshots named "Pigshop_guide" "_LINE-UP_COIN_CHALK_FINAL" and "alignment_guide" respectively.
A screenshot of the plane control screen was leftover, featuring Xbox controller prompts. The health bar UI is missing, and PINK isn't bolded in the final image. This image is named blueprint_final_guide (1).
A shrunken screen capture of the entire tutorial area, named descend_addition_guide (1).
Placeholder sketches of the devil are mixed in with the final artwork.
Cutouts of Jared Moldenhauer's head from this Gamereactor interview.
"jaredhead"; a completely new, and original character based on the images above. This happens to be a leftover when one of the developers cartoonified Jared's head.
Numerous rough sketches for a beet-themed enemy. The final game only contains the following evil vegetables: carrot, onion, potato, radish.
All of these names are merely guesses based on the filenames.
Having more detail is always a good thing.
Specifically: Describe these bosses a little more in-depth.
A boss named "Pachi-Pachi", labeled and designed as a Pachinko machine can be selected in the game's debug menu. The boss's only attack is a non-animated flame that comes out of the boss's head. Throughout the fight, blue/black colored balls fall, though not colored the same way as other parryable objects, the black balls can be parried. This boss has a death quote, but the boss picture is missing.
Also found in the debug menu is a boss called "Light". The boss is basically a crudely drawn thing. This boss has no attacks. When the battle begins, cutouts of Jared Moldenhauer's head fly in a straight angle. It also lacks a death quote.
This boss was apparently cut early, as all of the assets are crudely drawn placeholders, and lacks a hitbox for the player to damage them. The fight uses a falling block matching-game gimmick, blocks would fall down in a grid, above where the player is standing. If unmatched pieces drop onto the highest point of the grid, a spiked platform above the player would lower to allow the next set to land on the highest piece, no more or less than a single space will always be available. The platform could be raised, either by matching 3 or more pieces horizontally or vertically to lower the highest piece, or clear all the blocks, if the highest piece exceeds the grid's set maximum size.
This test level uses a pixel-art grass platform, and features cutouts of developer Jared Moldenhauer's head (mentioned before) flying in from left and right. There is also a white platform at the bottom of the room.
The quote used upon death, "You are not a warrior, you're a beginner" is a reference to Street Fighter 2, where it is Sagat's victory quote. The same message is shown if you somehow die on the tutorial, such as by using the unused Ranger weapon.
There are four weapons and one charm unused in the game. These unused items can be used using the level select.
May got some names mixed up. Please fix if it isn't correct, improve information.
This weapon flies in an arc, sticks to the ground upon impact, grows after a short moment, and explodes when any enemy touches it. This weapon has 3 different damage values, dealing the most if it explodes midair, lowest when it first lands, and a medium amount after it has grown while on the ground. The EX attack fires a quick shot in a downward arc, sticks to the first surface it touches, and explodes after a few moments. It uses the placeholder EX move sound from earlier builds and the art assets that are used for the chaser, in the final version of the game.
This weapon appears in early videos of the game with somewhat finished assets, though the assets got removed in the final version of the game, so a simple filled circle acts a placeholder instead. Though sometimes refered to as "Exploder" in the files, "Ranger" fits better, as the weapon's damage increases depending on how far it travels. The EX attack will fire a fast moving projectile in a straight line, until it has hit something, which causes it to launch another shot backwards toward the player, damaging the player if it manages to hit them.
This weapon is similar to the spreadshot weapon in the game, but can be more focused in a certain direction, if the player uses the aim button while shooting. This weapon is the only one that can pass through objects to hit an enemy, compared to all the other weapons in the game, it is one of the weakest one. This weapon was cut before an EX was programmed.
This weapon is exclusive to the plane fights, similar to the first weapon in the game, when using a card, multiple shoot out in a circular angle similar to the earlier builts of the default shooter's EX. This weapon is somewhat weak, but it can build up EX cards quickly.
This charm prevents damage from pits, and increases invincibility frames. Most likely removed due to being overpowered. Interestingly, this charm got nerfed in the 1.1.3 update.