Proto:Deltarune/Chapter 1 & 2 Demo (2021)
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Undertale 2, part 2.
- 1 Sub-Pages
- 2 Unused Objects
- 3 Unused ACTs
- 4 Unused Attacks
- 5 Unused Items
- 6 Asset Naming Oddities
- 7 Leftover Debug Features
- 8 Developer Oversights
| Unused Graphics|
So many early drafts.
| Unused Rooms|
The biggest rooms in the littlest city.
| Unused Audio|
| Unused Enemies|
| Unused Text|
cheese will be PUNISHED.
| Version Differences|
Regional, revisional, you name it.
An object that is connected to a test cutscene involving the mention of a "peepee town" and an early version of the dialog that appears after exiting the computer lab.
An old version of the previous unused object, which consists of Susie walking up to Kris and going back before a blank text box appears, softlocking the game.
An alternate version of the previous unused objects that simply has the characters moving around. Unlike the previous objects, this one requires partners with you or else the game will crash.
An early version of the tornado used in the Berdly battle.
An early version of Spamton NEO's heart.
Another early version of Spamton NEO's heart, which likely has its code edited from obj_sneo_wireheart_old.
An even earlier version of Spamton NEO's heart, using the placeholder black and white sprites.
An early version of the thrash transformation cutscene. The final object uses the Berdly statue as a placeholder sprite, while this uses the Berdly statue in a toilet sprite.
The code is set to react to a fifth option in Kris's ACT menu and spawn obj_sneo_throwkris_vine_controller, which begins the usual Kris throwing sequence and should spawn six obj_sneo_throwtarget objects. Unfortunately, the code is very broken and doesn't properly progress through all of the states. If fixed, it's revealed that the throw targets use otherwise-unused graphics.
While the code to trigger this is not in the final game, much like Ralsei's FluffyGuard spawns an instance of obj_sneo_tiny_ralsei there likely also existed an ACT which spawned obj_sneo_tiny_susie. If the object is spawned manually, it forms an auto-firing arrow in front of Kris's soul. The projectiles it shoots, obj_sneo_tiny_susie_axe, home into and destroy most of Spamton's attacks (though not all of them). A few attacks are also programmed to damage the arrow, and after five such hits, the arrow disintegrates.
There also exists an earlier version of obj_sneo_tiny_ralsei named obj_fluffyguard. A bubble (using spr_queen_winebubble_edit2) appears around the soul and protects it from attacks. After 10 hits from projectiles, the bubble vanishes.
There exists a case in Queen's code that would allow Susie to throw both Kris and Ralsei; the latter is thrown only if Kris hasn't already hit all of the targets. The graphics associated with this scenario are only seen here, and consequently go unused in normal gameplay.
When attempting Graze Challenge 1 at the Party Dojo, it's normally impossible to ACT since the start of the player's turn is delayed by 999,999 frames (equivalent to about 9 hours and 15 minutes at 30FPS), but the enemy object used for this battle (obj_dojograzeenemy) has some basic ACT scripts with associated dialogue set up in its code anyway:
* GRAZECHALLENGE - Graze the bullets!
* Susie acted!
* Ralsei acted!
Oddly enough, Jigsaw Joe's enemy object for his dojo challenge also has code referencing the latter two strings, despite not having S-Action or R-Action enabled as valid ACTs to use against him in his scr_monstersetup entry (meaning that they also go unused there).
Mauswheel's code contains a copy of Maus's generic N-Action script that's missing the check for whether Noelle has overcome her fear of mice and its associated dialogue for if she has. This goes unseen not only because Noelle is never available when fighting Mauswheels in the final game, but also because Mauswheel doesn't have N-Action enabled as a valid ACT to use against it in its scr_monstersetup entry.
obj_queen_socialmedia — Seems to be an early variant of the social media attack. Compared to the early one, it features bigger portraits, actual comments, wider gaps and no healing.
obj_queen_spadeblow — This attack pattern is reused in the Giga Queen battle, with flames taking place of the spades. Spades are more associated with Chapter 1's King and Lancer and were dropped out of several other attacks.
obj_queen_solitaire — Another attack with a spade motif that went unused, featuring some (obviously placeholder) solitaire cards flying everywhere, like in the win scene of the classic 1990 version of the solitaire game shipped with Windows.
obj_queen_search_window — An attack utilizing a browser motif, spawning things that are typed into the window. These are the things that may be typed:
- Victory — Spawns nothing.
- Gun — Spawns a gun, which fires a laser projectile.
- Flail — Spawns a mace-looking object that rotates.
- Birthday Boy — Spawns junk, or in an old version, an image of a birthday cake.
- and several other joke inputs which spawn nothing such as Jifts, Guun, Perish, etc.
There exist old variations of the window itself as obj_queen_search_window_old, as well as the Gun and Flail attacks, which use monochrome graphics. In the case of the Gun, the laser also behaves differently, and bounces off walls. Referenced by Queen bullet pattern 0.
obj_queen_berdly_wireattack — An attack supposed to be used by Berdly if difficulty was set to 2 during Queen's turn, but it never is. Spawns an easily avoidable stream of bullets. There also exists a difficulty 3 variation, which does nothing.
obj_queen_search_window_bday — Supposedly created for the purposes of a joke bug report. Similar to the previous attack, but Flail spawns the Annoying Dog instead of the mace. The dog explodes at the end of its lifecycle, and makes the game crash on purpose with the following error message (not shown in the video above):
BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW
obj_queen_bufferbullet and obj_queen_bananabullet — The "exploding head" attack originally used spades for its bullets. There was also a 1 in 500 chance that a banana would spawn instead of a spade (note that this chance is increased in the video above). Touching the banana healed you to MAX. Unfortunately, (perhaps unintentionally in the case of the banana, as a byproduct of replacing the placeholder spade) the script overwrites the selected bullet with the final head bullet no matter what, so this is never seen.
The boxing controller object can call nine different attacks, the seventh of which is unused. In it, GIGA Queen attacks by using her wine glass to shoot laser beams. The attack is missing sound effects and features some unpolished art. While there do exist patterns that would utilize this attack, the patterns themselves are never used.
Sweet Cap'n Cakes
obj_musicalfight_speakers — An early version of the final note attack. Spawns speakers on a random side of the bullet board, which then release musical notes. In the final version, the speakers are always visible on the sides, and the bullets released are bigger and can also take form of a sound wave.
obj_thrash_laserbullet_old — A collisionless attack pattern test for the laser head thrash machine, with solid graphics. Seems to change colours depending on the turn.
The general bullet controller also features a different, impossible-to-dodge pattern for the regular obj_thrash_laserbullet.
obj_sneo_wall_controller — Supposed to be spawned if battle difficulty reaches 9, but it never does. Not unlike Jevil's carousel attack in Chapter 1.
obj_sneo_wireheart_edit — A version of the regular wireheart attack with the heart scaled bigger.
obj_sneo_crusher — A crude-looking pillar attack with many difficulty variations. About all of them end up pretty difficult to counter.
obj_sneo_pendulum — An attack with parts of Spamton NEO swinging from overhead. The parts can be deflected with big shots.
obj_sneo_cshot — A flying head attack with ¢-shaped barriers rotating around them as protection. Uses otherwise-unused Spamton head graphics.
obj_sneo_elevator_test — A unique attack with a steerable bullet board, that functions similarly to the Purple Soul power in Undertale. Has four difficulty variations, the latter of which add spark projectiles.
obj_sneo_phonecall_pipis — A joke attack. Spamton gets a call which explodes in his face. His head gets changed to a version with soot on it, which persists until another attack forcefully changes it.
obj_sneo_headwave — Spawns columns of blue Spamton heads that shoot tiny projectiles whilst rotating.
obj_sneo_splitbouncer — Spawns two blue Spamton heads that bounce around the bullet board, which continues to shrink. If shot enough times, they split into smaller copies. At the end of the turn, all the remaining heads explode.
obj_sneo_heartattack — Seemingly an early concept for the heart-on-a-chain attack. Uses an early design for the heart itself. Hands (obj_sneo_sine_hand) spawn from top and bottom of the screen. Has three difficulty modes, which add additional projectiles. There also exists a obj_sneo_heartattack_old, which is supposed to shoot instances of obj_sneo_biglaser, but the code for this is broken.
obj_sneo_rotatingwall_pipis — A counterpart to the used obj_sneo_rotatingwall_bomb, which appear during the columns attack. When defeated, they unleash a sun-shaped torrent of bullets.
Additionally, User Event 0 (Other_10) of obj_sneo_wall_controller is an early script for the unused attack, features more primitive walls and chaotic patterns. Finally, Spamton NEO has code to spawn one of Rudinn's attacks from Chapter 1, possibly as a placeholder. During this attack, his face goes blank.
There also exist a few unused difficulties for used attacks:
- Difficulty 2 for the flying heads attack has Spamton shoot out massive lasers by spawning obj_sneo_biglaser.
- Difficulty 2 for the columns attack spawns them in more head-heavy configurations and features otherwise-unused red heads that destroy surrounding columns.
- Difficulty 3 for the columns attack spawns them in the same head-heavy configurations, but without the red heads.
- Difficulty 4 for the columns attack spawns empty columns with no heads (which makes it impossible to dodge).
- Difficulty 3 for the heart chain attack changes two of the hearts into laser-shooting green maws. The maws respawn if destroyed after a moment.
- Difficulty 4 for the heart chain attack changes two of the hearts into bombs, which explode into diamonds if shot. The diamonds fly at Spamton, however, and not the bullet board, which seems to be an error. The bombs respawn if destroyed after a moment.
- Difficulty 7 for the flying heads bullet has them fly in and make a small circle, then shoot a bullet.
|Character comments||Susie||(No comments)||
|Notes||An early version of the used item Mannequin, set to be a regular item rather than a piece of armor.||Heals 100 HP when used on Kris or 90 HP when used on anyone else.||Seems to be a stronger version of the used items TensionBit and TensionGem.||Seems to be a stronger version of the used item ReviveDust, with similar character comments.|
|Notes||Can be obtained by fusing a ThornRing and a PureCrystal, but the PureCrystal is unobtainable, rendering this item effectively unused as well. Uses the same ability name (Trance) as the ThornRing, but this version of Trance uses a different ability icon and doesn't appear to be functional.|
||Can be fused with a ThornRing to create a TwistedSwd. While the item description appears to allude to Seam's collection of the used ShadowCrystal key items, the relationship between them and the PureCrystal is not definitively known.|
Asset Naming Oddities
The Loox NPC that appears in Hometown near Flower King, just like in Undertale, is referred to by the name "Mike Wazowski" internally, probably because their design bears a strong resemblance to the aforementioned Monsters Inc. character.
Early Ambyu-Lance Name
All of the enemies that you can fight in Chapter 2 have their English name used as their internal name, except for Ambyu-Lance, who is instead referred to as "omawaroid" internally, suggesting that their name was originally "Omawaroid".
Similar to Ambyu-Lance, internally, Rouxls Kaard is frequently referred to as his Japanese name, "Rurus Kaado", despite the fact that the file names are in English.
Bulking Up for Winter
Charles, the hat-wearing mouse found in QC's Diner, is internally referred to as spr_npc_most_improved_1997. In Chapter 2, he receives a new sprite, spr_npc_most_improved_1997_ch2. The only difference between the two is that the Chapter 2 sprite is one (1) pixel taller, possibly referencing his dialogue in which he says he is bulking up for winter.
BIG SHOT, the song that plays when fighting Spamton NEO, is internally referred to as spamton_neo_mix_ex_wip.ogg.
For the cutscene in school where Susie pushes Kris against the lockers, Susie's theme is referred to as s_neo.ogg while the creepy sound effect that plays as she threatens to bite Kris' face off is called s_neo_clip.ogg.
Lost Girl, Noelle's somber theme in her room in Queen's mansion, is referred to as noelle_normal.ogg, whereas Girl Next Door, which is more commonly used as Noelle's theme, is called noelle_school.ogg, which may imply that Lost Girl was originally meant to be Noelle's 'main' theme.
Alternate Route Music Names
Unlike most Chapter 2 tracks, the music from the Alternate/Weird/Snowgrave route is not found in the official Deltarune Chapter 2 soundtrack. Internally, they're called cybercity_alt.ogg (a longer, alternate version the Cyber City that plays when far enough into the route), d.ogg (plays when Noelle momentarily snaps out of it and realizes she's fighting Berdly), berdly_battle_heartbeat_true.ogg (second Berdly fight theme), and flashback_excerpt.ogg (plays during the cutscene with Noelle after she leaves Rudy's hospital room).
Just like in Undertale, Sans' theme, sans., is referred to as muscle.ogg in the game files.
Leftover Debug Features
Add actual debug features.
Having more detail is always a good thing.
Specifically: Which patch?
During the credits at the end of Chapter 2, typing "r" on the keyboard restarts the credits. Typing "p" immediately ends the credits. This was removed by a subsequent patch.
Misplaced Spamton NEO VCR icons
Mock VCR HUD icons appear during Spamton NEO's ultimate attack on both the normal and Weird Routes. However, prior to the v1.08 update, they only appeared in the Weird Route and the battle test room without glitches; this is because the sprites are drawn relative to the room's coordinates, and the camera moves far away from the appropriate location in the normal route. This error is fixed in v1.08.