This game has unused areas.
OneShot (2014) is an RPG Maker 2003 puzzle/adventure game where you, as the player, must guide a lost child through a strange world, utilizing items, characters, and the environment to progress.
The game had a remake, also called OneShot.
- 1 Unused/Unseen Rooms
- 2 Unused Switches
- 3 Unused Sounds
- 4 Wrong Executable Error Message
- 5 Unused Graphics
- 5.1 Unused Item Graphics
- 5.2 Shrimp jar w/o light circle
- 5.3 Probably screwdriver graphic
- 5.4 Alternative note
- 5.5 Proper Prophetbot's battery
- 5.6 Disabled dormitories mechanisms
- 5.7 Unused gas vent graphic
- 5.8 Barrens Niko without a lightbulb
- 5.9 Niko without a lightbulb in gasmask
- 5.10 Brighter Barrens water
- 5.11 Incomplete Green Ruins water
- 5.12 Unused fireflies graphics
- 5.13 Unused villagers animations
- 5.14 Maize background duplicate
- 5.15 Unused green glitches graphics
- 5.16 Unused Refuge glitches graphic
- 5.17 Niko partially sunk in red water
- 5.18 Slimmer Tower elevator doors
- 5.19 Unused tileset
- 6 Developer's Fast Travel Note
- 7 Miscalculated Graphics
The first map the player boots into. It either shows the wrong executable error message, starts a new playthrough, loads the saved playthrough, or loads the post-ending room (either the starting room but dark and with spooky music, or the starting room full of sunlight). Has no graphics and is rendered as a black void. Default size.
A debug room with 13 events: a lightbulb that can be picked up and 12 teleports to key locations of the game. Some of them also do change music or Niko sprite or make sounds. DEBUG stores maps "city test" and "MAP0032".
Has a row of 4 unique tiles which are only passable horizontally: Niko cannot enter/exit them from below or above, only from the left or from the right.
Extremely long horizontal corridor made from starting room carpet tiles with a wall below it and walkable void around it. On the left side of the corridor there's a withered plantwhich, when while stepped on, will teleport Niko to "DEBUG" room. The room uses a deleted background image, which causes the game to crash upon loading it with the error message saying: "The file city-test-big cannot be opened."
A screenshot most likely of this map in early stages of development, featuring the since-removed background 
A smiling face drawn in Barrens gravel tiles. Stores all the maps from the Barrens.
Another smiling face drawn in Glen tiles. Stores all the maps from the Glen. The player is momentarily transported here while reloading failed/completed ram puzzle.
Yet another smiling face drawn in Refuge tiles. Stores all the maps from the Refuge city, all crossroads maps and the maps of the "endgame starting house". The game renders the transparent pixels as black, because there's nothing else underneath.
Blank map of default map size.
A scared face drawn in Barrens gravel tiles. Stores the rest of the maps starting with the "water" map with the elevator doors.
- 0016:area 2 cg - supposed to indicate if player saw the Glen intro cutscene, which doesn't exist in freeware
- 0017:area 3 cg - Refuge intro cutscene doesn't exist in freeware, too
- 0088:oil can get - supposed to indicate if player picked up an oil can item, so the game could remove oil can on the ground
- 0159:ft choice 8 - the game can support up to 10 fast travel locations in one zone, but there are only 8 in Barrens and 5 in Glen/Refuge
- 0160:ft choice 9 - see above switch (counting from 0, so this is tenth one)
Wrong Executable Error Message
When does this error appear?
Comparisons with used graphic
All of these were originally .xyz files, that only RPG Maker can read and convert into .png. All of them (except title screens and backgrounds) have green/black backgrounds, which are replaced by transparency in-game.
Unused Item Graphics
The oil can overworld sprite. Its item was possibly intended to be part of the Rowbot derusting quest. There is also a related unused switch.
Shrimp jar w/o light circle
A shrimp jar, without the glowing light effect.
Probably screwdriver graphic
A variant of the basement key twinkle of the starting house, but moved up and is in between barrens sprites on the sprite sheet. Fits the shelf in the outpost better (if put on the Niko interacts with), so might've been intended for the screwdriver.
A blue note. Yellow variant of this graphic is found in the outpost.
Proper Prophetbot's battery
|Unused variant||In-game variant|
Disabled dormitories mechanisms
They are always on in game, but Niko dialogue suggests that they were planned to turn on only when lightbulb is near.
Unused gas vent graphic
It has 1 additional frame of animation
Barrens Niko without a lightbulb
Empty handed version of sprite set used since teleportation to the Barrens until moment of gifting lightbulb to Maize..
Niko without a lightbulb in gasmask
Empty handed version of the sprite set used when gasmask is equipped.
Brighter Barrens water
Brighter variants of water and shoreline tiles.
|Tileset||In-game recreation (with a 5 gravel tiles cross for aesthetics)|
Other unused Barrens water
Incomplete Green Ruins water
|Tileset||In-game recreation (with a 5 empty tiles cross for aesthetics)|
Unused fireflies graphics
Unused villagers animations
Some bird people are in a cycle of running horizontally, back and forth. Interrupting their run with talking at the right moment will change their direction while they still running making all of the running upwards and downwards sprites accessible in-game but not the full animation.
Maize background duplicate
Used one located in Background folder but this one in Picture folder.
Unused green glitches graphics
Unused Refuge glitches graphic
Niko partially sunk in red water
Version of the sprite set used in "water" map.
Slimmer Tower elevator doors
Tower elevator doors but 1 column of pixels was removed from the left side.
Version of "blank" tileset used for. This version features these transparent tiles being visible but rendered above background picture so it's obvious tileset was replaced.
Developer's Fast Travel Note
Fast travel menu scripts opens with a note:
ABANDON ALL HOPE, YE WHO ENTER HERE
Wide objects are made of 2 events put side by side, But the game's engine always makes event graphics on the right overlap ones standing by the left by 8 pixels. The chess one is using a trick: Silver and Niko actually.