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ElecHead

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ElecHead

Developer: NamaTakahashi
Publisher: NamaTakahashi
Platforms: Windows, Nintendo Switch
Released internationally: October 14, 2021 (Windows), June 23, 2022 (Switch)


AreasIcon.png This game has unused areas.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.


This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

ElecHead has you use your head and behead yourself to solve soreheading puzzles to head to your own doom. Try and wrap your head around that.

Hmmm...
To do:
  • Several unused objects.
  • Upload the unused sprites and tiles.
  • Images and footage of unused rooms.
  • An older revision of this page linked to nonexistent pages for two prototypes (June 23, 2019 alpha; September 23, 2020 Tokyo Game Show demo) and a prerelease element (a fully-completed track for Section 4).

Unused Rooms

rmStageIdea

A scratchpad of sorts with several ideas for areas.

rmStageTest

A mostly empty area.

Room1

An empty room with nothing in it.

Unused Sprites

Battlloon is a promo for the developer's game that was released the year before. You can see it in the Tokyo Game Show demo by holding Left before the game starts, in which you'll be able to access a secret area with this billboard.

Unused Tiles

There are many, all stored in one tileset (tsBackground). Some were eventually converted to objects.

Section 1

A small fence.

A toxic waste barrel. The graphic was reused as an object and had its toxicity symbol removed.

Wall corners for the floor.

Barbed wire, with tiles to put holes in them.

A back sign.

A warning sign. Could've been used for the beamer's introduction screen.

Section 2

Two variants of a bar. It's only here because it's among section 2's tiles.

A vertical hollow pipe. Only the horizontal variant and rest of the tileset is used.

Section 3

Single metal bar stands. It's too small to stand on.

Section 4 (scrapped)

Seemingly all tiles for the planned fourth section for areas 7 and 8 are here. From these tiles and some leftover objects, it's looks like this section would've been a robot scrapyard.

Clouds or fog?

The solid's tiles.

A crate.

Stars with a moon. The last one is weird, as by section 3, you are on the moon. The stars were reused for the section 3 background.

3/4th of a pile of robots for scraps.

A small background hill.

A background mountain.

Computers, which were reused for section 3, but only as objects.

An in-between for the key doors.

Several heads of abandonned robots. The last one was given finishing touches and put in across the stage as an object.

A broken pipe.

A sign that does not allow robots to enter.

Parts of a portal.

Misc.

Upside-down monitor stands. The final game uses chains if a monitor hangs from a ceiling.

Faint light. This only exists in the part of the tileset for light up stuff.

An alternate generic block. Only the first variant is ever used.

A short rope, probably meant for hanging monitors to a ceiling.

Horizonal and single danger striped blocks. Only the full tileset and vertical variant is used.

Parts of the ElecHead logo. The final game uses an object for each letter.

Gravel and parts for walls. These don't have light up variants.

Unused Wallkick Ability

(Click to play GIF.)

A fully functioning wallkick ability can be re-enabled by setting global.canWallKick in scDef to 1. It can be seen in the Pre-Alpha trailer and was disabled in the Alpha Demo a month later, meaning it was either scrapped around that time or would've been an unlockable chip.

Unused Audio

sndMonitorNoise

A looping buzzing noise that plays when a monitor is turned on. It can be heard in the Alpha build.

sndSection4

A track used for the Pre-Alpha trailer. A fourth section was planned, though this was just a placeholder (a fully completed track for section 4 was composed, however).

Debug Mode

At any point during gameplay, press Left Shift + Right Shift + D (keyboard) or Start + Select + A (controller) to toggle a debug mode with extra features to mess around with.

  • Right Shift/RB - Toggle free movement. (Can also be enabled by setting global.debugMove to 1.)
  • Left Shift + B or LB + B - Toggle head throwing ability.
  • Left Shift + Y or LB + B - Toggle rocket head ability.
  • Left Shift + G - Show grid overlay.
  • Left Shift + F - Toggle the GMS FPS counter on the top-left.
  • Left Shift + C - Toggle CRT screen effect.
  • Left Shift + P - Scroll through all 16 available palettes, regardless if they've been unlocked or not.
  • Crtl + V - Reload soundVolume.txt and reset volume settings.
  • Crtl + G - Start recording a GIF. Press again to stop recording. The output file is saved in %localappdata%/ElecHead/ as elechead_XXXXX.XX.gif, with the Xs being the date and time outputted as a string by Game Maker Studio. (Text will display reading "Gif Capture Start" and "Gif Capture End" if the game is ran in the GMS debugger. These can't be seen in-game.)
  • Crtl + S - Take a screenshot. The output file is saved in %localappdata%/ElecHead/ as screenshot_DD-MM-YYYY_HH_MM_SS.png. (You'll get the same result by taking a screenshot through Steam, even if debug mode is disabled.)
  • Crtl + L - Toggle camera. Disabling it will disable transitions when moving to another screen. This feature was used for getting certain trailer shots.
That sure is a nice grid. No more cameras. (Click to play GIF.)

One inaccessible debug feature exists titled keyDebugWarp. The name suggests this would've let you warp to any of the seven teleporters. This was made obsolete when it became a key feature.