Proto:Deltarune/Chapter 1 & 2 Demo (2021)/Unused Graphics
This is a sub-page of Proto:Deltarune/Chapter 1 & 2 Demo (2021).
This page is loooong... Consider grouping related content into additional subpages to ease readability. |
Contents
Early Scenes
Early Trash Zone Cutscene Leftovers
Unused sprites for what seems to be an early version of the Trash Zone cutscene, showing Susie seemingly bleeding(!), getting healed directly to the hand (presumably by Ralsei), and blushing afterwards, along with alternate sprites of her standing afterwards. Because in-game dialogue in Chapter 1 establishes monsters still being made of magic (as was the case in Undertale), it's likely that these sprites went unused to avoid contradicting the game's lore.
Susie Pounds a Door
Given her clothing, the location of this animation in the files, and the angle she's facing, this seems to be an alternate animation of Susie hitting the doors of the bunker during the epilogue.
Early Bathroom Cutscene Leftovers
Early | Final |
---|---|
Kris washing their hands. Judging from the file name, the sprite that includes the sink seems to be a mockup.
Early | Final |
---|---|
Kris ripping out their soul. Early version seems to use less frames and shows their face less. Note that even in final, not every frame of the animation is used (specifically when they slowly show the soul after ripping it out, and shoving it in the sink a little more gently than final).
An even earlier version of Kris ripping out their soul, notably much less violent than the final.
Potentially early versions of sprites for Kris placing their soul under the sink and taking it out, along with jumping out the window and coming back.
Early Fountain Cutscene Leftovers
Kris waking up and putting their soul back in their body. In the final game, both of these are in one animation.
Early | Final |
---|---|
Kris making a Dark Fountain. Early version is labeled as a "fix" in the files, and is missing Kris' knife shining before they jump up and the crack that forms under them.
An even earlier version of Kris making a Dark Fountain with much less frames. Notably, Kris' knife doesn't shine at all until they've made the Fountain.
Kris settling from making a Dark Fountain.
(Partially) Unused Kris Dark Fountain Animations
Seemingly unused animations for when Kris creates a Dark Fountain at the end of the chapter, showing more clearly that it is indeed a Fountain. (Background color for the first one added to show details.)
Interestingly, the second one is partially used in the room in Queen's mansion with the movie projector showing the Knight creating a Fountain, albeit with the top cut off.
Berdly's Coaster Battle
Unused Coaster Sprites
Ralsei riding his coaster, except with his original Chapter 1 design.
Early | Final |
---|---|
A mock-up sprite for Berdly in his coaster, which uses an early design of Berdly in the Dark World; one of the most noticeable differences is the color of his feathers, which use the same color as his Light World design.
There is a mockup sprite of Noelle in Berdly's cart.
Sprites of the queen in an alternate chair, with one being more detailed than the other. Judging by the filenames, it seems she was originally going to ride a coaster as well, as seen in an unused battle mode for the Berdly coaster battle. These were likely removed because the sprite doesn't fit the general shape of the coasters the other characters use.
Barricades meant to appear on the tracks of the first Berdly fight. Both seem to be purple rocks, with one having "Q" written on it in light blue (Likely referring to Queen), and the other having a crude drawing of the smile that appears in Queen's Mansion's basement.
It should be noted that the smile does not depict Spamton. Despite the similar eye color, Spamton does not have individual teeth.
Lightning graphics again meant for the first Berdly fight. Very obviously not finished. The first one is labeled as a warning, and would be overlaid on the affected track.
Giga Queen Fight
The hand projected by Queen, shown flipped horizontally and holding the blade it simply summons in the final scene.
An undamaged variant of Giga Queen looking down.
An unused "unhappy" expression for Giga Queen, along with Queen herself when piloting.
Giga Queen's hand serving as a platform.
Flipped variants of Giga Queen's hand and fist, respectively.
A torso sprite for Giga Queen, unused because she is only seen from the shoulders up in this cutscene. The parallax Giga Queen seen in the mansion uses a separate sprite that includes the torso and the head.
Ground damage from Giga Queen's fist.
Sprites of a laser swerving over something, related to this scene based on the filename. (Background color has been added to both to show the sprites on this site.) It's possible that the explosive laser from Giga Queen's wine glass was meant to dodge Noelle, as in the final scene there's a small circular cutout under her when the laser envelops the screen.
A crude sketch of a wall, meant as a placeholder for the background of rocks that rise up behind Giga Queen in the final scene.
Individual sprites of the rocks that make up a scrolling background in the final scene.
Characters
Early/Unused Party Member Sprites
Kris
This placeholder sprite for Kris is named spr_krisplace. Its Chapter 1 version is also in the data.
A series of animations that appear to show Kris leaping into the air before slashing with their sword. The first frame of the falling animation (spr_kris_sword_jump_down, second from the left) is used for their battle intro, but the rest of the animation goes unused. A related sprite (spr_kris_sword_jump, not shown) is used in the cutscene after the fight with Giga Queen.
Kris' dog outfit, but without the tail.
Kris struggling to reach the controls of the arcade cabinet. In the final game, this is simply told in narration.
Susie
Susie laughing while pointing at something. While she laughs many times throughout both chapters, she's never seen pointing at something while laughing like she is here.
Dark World versions of the silly concept art-based poses Susie makes when she catches Noelle trying to peek at her tail in the computer room.
For some inexplicable reason, a full set of battle sprites for Susie with her eyes exposed are never used, even though her eyes are exposed elsewhere in Chapter 2. The game always uses a second set of sprites internally known as susieb, while these are internally known as susie. The sole exceptions to this are of certain ACTs such as throwing Kris or dressing as a dog, peeking while defending to talk to Queen, and the Spell Ready and Victory animations for her cutscene with Noelle. The ACT animation is also used for a split second in-battle when Susie bumps into Berdly's coaster, further implying these were intended be used at one point as the characters are called to play their ACT animation by a separate script in this instance.
Susie's dog outfit, but without the "beware of dog" sign.
Two unused face portraits of Susie appearing to be very concerned about something.
Ralsei
Unused sprites meant for Ralsei preparing to drop down from a high distance as a ball. These appear similar to Kris and Susie's falling animations when entering the Dark Worlds.
Ralsei getting stuck in a giant yarn ball, for some reason. Maybe this is related to Tasque's yarn ball attack?
Unused sprites featuring Ralsei walking to the right with cotton candy. These were meant for the cutscene where Susie and Ralsei reunite with Kris at a party stall.
Butler Ralsei is only ever seen walking left, rendering these sprites unused.
An unused face portrait of Ralsei with a grim expression on his face.
A new sprite of Ralsei in his hatted form, depicting him giving a hug. This sprite is specifically meant for Chapter 2, appearing in its texture group. It's unknown where this would've been used, or if it's a holdover from unused Chapter 1 content.
Ch1 | Ch2 |
---|---|
Curiously, the first frame of this animation is distinct from Ralsei's right-facing sprite in Chapter 1. Exhaustively: his ear is better defined, his hair tuft is longer with a taper, his mouth ends further back, his horn has a lighter outline, and his foot is thinner.
Noelle
Unused expressions for when Noelle is sitting on her bed.
An unused variant of Noelle kneeling, with her eyes half open.
Unused sprites of Noelle looking down with a sad expression. Note that the versions of her facing left and right with that expression are used in-game.
Animation of Noelle walking to the right with her head tilted down, concealing her eyes. Given the ominous nature of this, it was likely intended to be used during the Weird Route; however, by the time you fully enter this route, she's never physically seen in the Dark World again.
Curiously, aside from a facing-up version (which is used in-game), there are no other versions of this for other directions.
Some unused (and vaguely unsettling) Dark World sprites of Noelle having 'collapsed'. Possibly intended to be used when first entering the Cyber World, similar to the final.
Noelle is never seen facing left when wearing her cardboard box, so this sprite is never used.
An isolated sprite of Noelle's face disguise. This was meant to be used in the carnival stand cutscene when Noelle's disguise flies off her head. Instead, a version of this sprite with her antlers on top is used, leading to two pairs of antlers being on-screen at the same time.
Noelle has a sprite of her looking to the right while blushing. Was apparently meant for the cutscene where Kris and Susie are about to re-enter the closet Dark World at the start of the chapter.
Variations of Noelle walking to the left during the cutscene where she exits the Library upon waking up in the Light World. Note that both sprites are labelled "side_edit_a" and "side_edit_b", and doesn't show her carrying any books on the way out as they presumably serve as placeholders for the actual sprite. A revamped version of the "side edit a" sprite is used for that cutscene.
In-game | ||||||||||||||||
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Full |
The twelfth and thirteenth frames of Noelle's battle intro animation are unused in-game.
An isolated loop from Noelle's battle intro in the weird route, depicting the wind obscuring Noelle's features behind her robe and hair.
Noelle has a sprite for being ready for an ACT, showing her imitating Kris with a confused look on her face. However, it's never used because Noelle is always the last member of the party.
A glass hexagon, meant to be a particle in an ice spell
Group
Kris standing and walking while blushing, similar to another unused sprite of Ralsei doing the same thing. According to the filename, this sprite is apparently intended to be used during the arcade machine cutscene. It's possible Kris would have used this animation after being unable to reach the controls.
Just like Chapter 1, Ralsei has a new set of animations for walking and blushing at the same time - and once again, they go unused. Hooray!
Unused sprites meant for Kris and Ralsei drenched in tea after riding the teacup ride to the 3F of Queen's Mansion.
Early/Unused NPC Sprites
Berdly
Dark World Berdly holding a book. Presumably a placeholder for the Light World version of this sprite.
Berdly sporting a very smug expression with his arms crossed.
Berdly jumping and landing on the ground with an ecstatic expression.
While Berdly expresses genuine shock upon discovering Noelle's sudden change in behavior during the Snowgrave Route, only his still idle sprite is used and he cannot be seen walking with the expression either.
An unused frame of Berdly's shocked sprite from the second encounter with him on the Snowgrave route, presumably meant for right as he gets frozen.
Berdly smugly pressing a red button on a remote. Presumably meant for a cutscene before Queen captures the party upon arriving at her mansion.
Unused sprite of a dejected-looking Berdly. While Berdly does appear like this when solving the first puzzles in Queen's mansion, he's never seen facing down with this pose.
Berdly plugged by Queen during her first boss battle. The first one depicts a full view of Berdly unconscious while under Queen's control; this cannot be seen normally due to the plug obscuring the player from seeing Berdly's face. The latter two sprites were meant for the cutscene where Berdly ends up breaking his arm while attempting to free himself, which only happens if the former was defeated with violence in any of his previous fights.
Unused sprites of Berdly with his damaged right arm following Queen's first battle, only shown if the former is defeated through violence in any of his previous fights as mentioned above. Unlike the outcome where he is freed without any injuries, Berdly does not summon his Halberd as he ends up collapsing out of exhaustion and fatigue. The other poses used for his kneeling and collapsed sprites aren't used either.
In the cutscene following Giga Queen's defeat, some of Berdly's damaged arm sprites do not show up there. In fact, he doesn't express any signs of anger during the cutscene, and is only shown walking to the right with his usual expression upon arriving after Noelle stands up to Queen. Although, when back in the Light World, Berdly's overworld sprite does have a major change as he finds out that since his right arm is paralyzed, he cannot move it anymore.
An old set of sprites for when Berdly wakes up in the computer lab, with his left wing being broken instead of his right.
Toriel
An unused sprite of an upset Toriel walking down holding the empty pie tin. Although Toriel holding the tin walking to the right with that expression is used in-game, the one where she walks to the left isn't used at all.
Toriel facepalming, this time without holding the tin. Judging by the filename, this was intended to be used during one of the final cutscenes.
While Toriel is seen walking in her pajamas during the final cutscene, she is specifically never seen walking left with them.
Toriel cannot be seen holding her house's phone while walking down or shaking her head during the final cutscene of the chapter. She is only shown with her back turned when using the phone.
Undyne
Undyne has one scrapped frame meant for her unused exasperated animation shown above. However, the game only uses one frame of her exasperated sprite, thus making it unused.
Undyne with a calm expression after breaking her table. Was likely meant for the cutscene where she accidentally releases the Wet-Nose Bandits upon being informed about more Dark Worlds appearing by Kris.
Asgore
In the game's data, Asgore was given two more additional face graphics that end up unused.
Napstablook
Napstablook without their police hat. May have been used for reference.
Along with this, sprites of Napstablook facing left and right aren't used, even if you talk to them from the side.
Pizzapants
Different, potentially early sprite of Burgerpants (or is it Pizzapants now...?) sitting at the table.
Nice Cream Guy (Regular Flavor)
Nice Cream Guy not only in a different pose, but without the soft-serve ice or mop.
Miscellaneous
King has an unused face graphic, showing him with a pouting expression resembling the ones shown during his special cutscene with Queen.
Jigsaw Joe has a set of unused battle sprites, using an odd design that greatly resembles the Jigsawry foes from Chapter 1. These were most likely placeholders meant for his challenge at the Party Dojo in Castle Town.
Unused | Used |
---|---|
What seems to be an unused pose of the Queen face smacking but having her head tilted slightly down. In the final game she is smiling and facing upwards while face smacking.
Sweet is never seen with proper walking animations in the overworld. He is only shown with battle sprites and a few NPC sprites.
Hacker pointing at something, featuring an earlier version of his design. Of note is that the sprite where he has a pointer for a head was already conceptualized at this point, as indicated by a sprite sheet of this early design that Samanthuel Gillson posted in January of 2022, so it's not known what this would've been used for.
While Swatch does have a normal face graphic, he has three other unused graphics. These were presumably meant for his reactions towards other subjects, such as Rouxls Kaard or the aftermath of the Spamton NEO fight on a normal run.
Early/Unused Spamton Stuff
Deltarune Chapter 2 has a lot of early and unused Spamton content, contained collected here for your convenience.
Cutscene Sprites
Unused sprites for Spamton's introduction cutscene. One shows him facing away from the camera, while the other shows him laughing with his arms raised.
Notably, a modified version of the first sprite would later be used for a Spamton body pillow of all things, given away during the Spamton Sweepstakes charity event.
Unused Sprites
An example image of Spamton NEO, depicting him strung up while lacking the puppet wires that accompany this state.
A rough placeholder sketch of Spamton NEO's final form. Judging from the position of the wings, they were originally intended to be higher and closer to Spamton's face.
A very, very rough drawing of the train rails that the player rides on for the Spamton NEO boss fight.
Early heart graphics for the fight with Spamton NEO. Appears far more green than the turquoise colour used in the final version.
Heart graphics associated with the fight with Spamton NEO. Notably reminiscent to Mettaton EX's heart attack.
Unused bomb and biter attacks associated with Spamton NEO's wireheart attack. They each contain their own circle "chains", so it's likely they were to be alternative or supplementary to the wireheart attack.
The Biter also contains graphics for what seems like it taking damage.
An early, yellow version of Pipis.
An early, yellow version of Pipis pieces.
A rectangle with a smiley face. According to the filename, this is an early version of the bullets the flying Spamton heads spit out.
An early, animated version of Spamton NEO's sad face.
Various Spamton NEO heads with blue outlines.
A variant of Spamton NEO's blank face that's at a different angle. According to the filename, it was meant to be used during the wireheart attack.
Spamton NEO's head covered in soot. Used in the unused joke attack obj_sneo_phonecall_pipis, in which Spamton's phone blasts a Pipis toward his face.
Stored near the sprites for Spamton NEO's bullet patterns are all of these... unusual sprites. Considering none of these match up with either version of the Spamton NEO fight, these were likely from an earlier version of it. They're used as throw targets in an unused ACT.
These sprites are from the same location, together with the unused Susie and Ralsei shattering head sprites. From the filenames, they're presumably related with the sprites above. Unusally, these sprites seem to be animated by Juice FX (or another unknown similar program), instead of being manually animated or having effects applied in-engine, and are likely the results of the development team experimenting with the tool.
Sprites for the unused crusher attack.
This is what the two Spamton head sprites look like combined.
Sprites for the unused elevator attack.
A giant laser. Used in the unused Difficulty 2 version of the flying heads attack.
Despite what the filename may suggest, this isn't a laser, but rather a string. Used for the unused pendulum attack.
A hand. Used in the early version of the heart attack.
Replaced with a ball of fluff in the final game.
Sprites for an unused ACT.
Unused Room Mockups
To do: Compare to the final maps. |
Light World
Early | Final |
---|---|
A low-quality example image of the doors of the supply closet. Although the layout looks the same, notice how the right side has a gap, and especially the slightest lower center.
Early | Final |
---|---|
Early version of the Computer Lab, featuring a calculator that looks very similar to Queen in place of the laptop in the final version.
Dreemurr Household BG
After exiting the bathroom during Chapter 2's ending cutscene, the house has a few minor changes:
Before Bathroom (bg_torhouse_bg) |
|
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After Bathroom (spr_cutscene_32_bg_windows_dark) |
Aside from the darker windows, the phone is higher (presumably to accomodate for Susie's use of it), the painting above the trash can is moved upwards, and the fridge is noticeably taller.
Additionally, there exists a mock-up found in the files as spr_cutscene_32_bg, shown below.
Strangely, this mockup has the changes seen in spr_cutscene_32_bg_windows_dark, but without the darker windows, and with the painting above 'Chairel' being moved upwards to accomodate the chair's presence in the mockup.
Dark World
Early | Final |
---|---|
Early version of the Castle Town. Features placeholder text everywhere.
Early | Final | Final (with furniture) |
---|---|---|
An early mock-up of the Castle Town Cafe, with the wall tiles at the bottom being higher up, slightly different table placements, the candles making light appear under the tables, and a removed desk with a book on it.
Early | Final |
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An early mockup of Kris's prison room in the Queen's Mansion. This screenshot has the exact Queen's Mansion Talking Tube that is included in this article. Even the early cage. While this room has many elements that kept in the final, there are differences shown on this picture: the wall where the monitor and keyboard is placed as well as the floor lack details, and the Talking Tube has a different color.
Early | Final |
---|---|
A sprite of Susie's bedroom in Castle Town, but with a window drawn in the style of Kris's bedroom in Castle Town.
Editor Sprites
A new room editor sprite with an unknown purpose.
New designs for the marker objects, using a cleaner letter design and including a silhouette of Kris, as well as adding letters R-V, with the S marker using the Cool S. There were also "any" markers added, which go through the entire alphabet and have numbers for each letter.
Like with the markers, the door objects also got "any" versions, though there aren't quite as many of them in comparison.
Other Early Assets
Cyber Field
Early | Final |
---|---|
An early version of the spinning “trees” seen in Cyber Field. This has a fully black background, and contains noticeably fewer frames than the final. Erroneously, the filename is suffixed with "transparent", while the one seen in the final game is labeled as "black".
A separate sprite for the light on top, suggesting they were meant to have a "glowing" effect.
Two placeholders for the arcade machine the Queen forces you to play; the arcade machine sprite (of a game called "XBOX" and "gamers" on the casing) and the classic smoldering rubble sprite.
In update 1.06, the placeholder arcade machine sprite was updated to remove the 'XBOX' branding.
A placeholder of the background used for the 'Magical Stool Forme R' and 'Power Beast Forme S' transformation, with "anime" written on the bottom.
Hilariously primitive placeholder for the dancer on one of the screens at the beginning of the Cyber World.
A speaker meant to be used in Cyber Field’s keyboard puzzles. A blue variant is used in Cyber City’s “December” puzzle.
A placeholder sketch for the unused Cyber Field variant of the keyboard puzzle speakers.
Isolated screens at different sizes meant to be used in the game’s various keyboard puzzles. Only the city variant of the smallest screen is used in the final game, seen in the “December” puzzle.
Crudely-drawn versions of the teacups, named spr_teacup_back and spr_teacup_front.
A placeholder sketch of the platform that houses the teacups.
An unused variant of Queen’s shock cages, missing the bars in the middle.
Early | Final |
---|---|
The conveyor belts found in Undertale's Hotland, which were presumably used as a placeholder for the conveyors in Cyber Field.
Cyber City
Sprite | Early | Final |
---|---|---|
Trash Bag | ||
Trash Pile | ||
Medium Trash Pile | ||
Large Trash Pile | ||
Spamton's Shop |
Some early versions of the garbage dumps that appear in the Trash Zone. The eggplant-shaped trashbag had its bright blue outline desaturated, the trash boxes were made darker, and the large trash pile had its size significantly increased and Spamton's shop lost some trashbags.
As a side note, in the playable demo the Fun Gang lands on the Large Trash Pile in a story cutscene, and Susie falls off an NO sign. That NO sign is actually baked onto the old Large Trash Pile sprite, and given that the gang can't plausibly land on such a tiny pile implies that this scene may have went a little differently earlier in development.
Early | Final |
---|---|
An early version of the legs from the cars in Cyber City, with a more rough outline than the final and mostly solid coloration.
Early | Final |
---|---|
An early version of the traffic cars you dodge with Queen’s car, somehow more polished than the crude sketches you see in the final game.
A left-facing traffic car
Directional walking sprites for Queen’s car. They're labeled "city_car" instead of "queen_car", suggesting that it might have been a more common type of car seen around the city at one point.
An early version of the traffic switch seen in the city.
An unused version of the traffic lights with a horizontal beam on top, includes left and right facing variants.
Early | Final |
---|---|
An early, more generic trash can
An early version of the cat sign. Curiously, this is labeled "sprite9_0" in the files instead of anything indicative of the sprite's contents, notably lacking the "spr_" prefix seen on the filename for every other sprite.
Two-story variants of the windows that house the cat signs.
Early | Final |
---|---|
All of these are early versions of sprites related to the Annoying Mouse Room puzzles.
Placeholder sketches of the screens in Cyber City.
An unused Cyber City screen meant for the Japanese version of Chapter 2.
Early | Final |
---|---|
An early version of the billboard advertising the giant Ferris Wheel, missing its supports and the animation on its lights.
Early sprites for the balloons and carnival stands in the carnival portion of Cyber City. The stands seem to be color-coded to the blue and pink Addisons, respectively.
Early versions of the dumpsters that Spamton resides in.
Kris Get The Placeholder Banana
(A placeholder version of the Banana used in the car minigame.)
An early sprite for the translucent foreground buildings in Noelle's monologue.
Placeholder sketch of the entrance to Queen's mansion. There seems to be some (unreadable) text in the top-right corner of the sprite.
An assembled version of the entrance to Queen's Mansion. The final game has it in separate layers, even though it still remains as one unit and never moves in parallax. This sprite gives us an extended view of the mansion, as the bottom is cut off in the final version. Missing is the "Queen" logo spelled out in red light, with the sign containing it instead being empty.
Queen's Mansion
Unused sprites for the computer in Kris’ room, one with a transparent screen and one with a placeholder for Queen’s monitor portrait.
The early cage used in Kris' early prison room still exists in the files. The cage top and bottom have multiple frames, but there is no difference between any of the frames.
There are two early iterations of the talking tube found in Kris' room in Queen's Mansion.
An early sprite for the darkbulbs used in the mansion’s light puzzles.
Early | Final |
---|---|
An early version of the switch used in the mansion’s light puzzles.
Sprites for a scrapped light puzzle. Possibly an early version of the last one, judging by the fact that it has the same bird shape and that the pieces do make a perfect square once stacked on top of each other.
An absolutely massive sprite of a huge statue of Queen intended for the foyer, as seen by a piece of concept art. In one hand is a hologram of a planet, and in the other is a hologram of a wine glass, of course. This was probably scrapped because it seems to have been made before the idea that the statue throughout the mansion would turn out to be a mech, based on the fact that it bears little resemblance to the mech design. Also probably because it's so big, it wouldn't fit anywhere on screen.
Early | Final |
---|---|
An early sign for the Color Cafe. The final sprite includes a door and has a much more ornate font, simply reading “Cafe”.
Seemingly early versions of the paintings in Queen's mansion. Most of them lack the ornate frame used in the final, with the chest one in particular having a slightly different positioning and background color. Notably, there's another unused Mona Lisa painting with a fiery background, and that too has an early version!
Some early versions of the Tasque paintings seen in the Tasque painting room.
Early | Final |
---|---|
An early version of the wall that flips to reveal two Queen paintings, using placeholder sprites.
Early | Final |
---|---|
An early version of the wigs worn by the mansion’s guests. This was replaced by a simpler but more iconic wig shape in the final game.
An isolated sprite of Queen’s wine glass, originally one of the random objects that’s revealed when you lift any of the saucers in Queen’s mansion.
An early sprite for the 2F sign in the traffic room of Queen’s Mansion.
Overhang sprites for an early version of the traffic room in Queen’s Mansion. In the final game, these are made out of tiles.
Early | Final |
---|---|
An early version of the velvet rope barriers seen after you complete the Mansion’s traffic room. In the final game, these are made a lot more polygonal, with an electric glow coming off of its carvings. This is in line with many other details, like the vases and curtains, found in the mansion’s original tileset which were later abstracted and made more “digital” for the final game.
An unused top piece for the glowing effect seen on some doorframes in Queen’s Mansion. In the final game, the doors are thin enough that the top piece wasn’t needed, as the corners could simply be put next to each other.
This early version of the KeyGen door appears to be very similar to, if not the same as, a locked door sprite from Zelda II: The Adventure of Link for the NES.
Temporary sprite for the table carried by the Annoying Dog. Most notably, it has a completely different tail that doesn't resemble the Dog's at all. Along with this, Susie and Ralsei are floating and aren't in their surprised poses, Kris is facing away from the player, and the platter isn't present.
This sprite was actually used in a prototype version of the dogtable scene made by developer Fred Wood. According to him, it was never meant to be used in the final game because it's a placeholder for the actual sprite.
Early | Final |
---|---|
Similarly, there's an early version left over of the tables seen throughout Queen's mansion.
Early sprites for the tiles in the tiny town that appears in the Mansion’s acid tunnel, labeled “townSwitch” in the files.
These were later revealed in a video by Fred Wood to have been used as switches for an early version of the acid tunnel’s mouse puzzle.
Early (ferris wheel mockup) |
---|
Final |
The only change made here is the door; either it looked uncomfortable or it broke theme park law regulations.
There exists a mockup of Noelle's room with this early ferris wheel. It also contains a detail that is cut from the final background graphic - pills on the tables near the bed.
Unused sprites of the wall cutouts that house the NEO body. Interestingly, in one you can see a hand strewn across the floor. As for the latter two sprites, the cutout encasing the old machine is achieved using tiles in the final game.
A sprite for the locked door seen in the Mansion Basement. In the final game, part of the tileset is used instead.
An early sprite for the locked door in the Mansion Basement, depicting prison bars instead.
An unused sprite for the rollercoaster tracks found in the basement. In the final game, they're much thinner and span a longer width, likely to make looping less obvious.
Castle Town
Placeholder sketches for the Party Dojo disco ball.
Old | Current |
---|---|
Early versions of Werewire's animations. Most of the changes are minor, like line width and color. Their first attack originally had them struggling before slashing down, and their second attack animation originally didn't have smear frames.
Placeholder sprites for Poppup's battle.
The first two (spr_poppup_ad_1_0 and spr_poppup_ad_1_1) feature Toby's signature programmer musician art, while the next sprite (spr_poppup_ad_blank) is seemingly a template for future ad sprites.
The last one (spr_poppup_ad_error) wraps it up by featuring both the well-drawn template and the poorly uniquely-drawn content.
There's also some old sprites for the 'infected' ad featuring Virovirokun, which instead feature the small Virovirokun-like bullet as seen in their attacks.
Old | Current |
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Unused early idle animation of Poppup hiding in the overworld with an un-camouflaged plate. While Poppups do hide in the overworld, they hide with a plate that goes camouflaged with the environment, with their plate transforming into the white form when fighting. The development team likely chose to make Poppup's hiding technique less obvious at some point and added a few extra frames to the beginning of its battle intro animation to make the plate's transition more seamless.
Early animation for Mauswheel, lacking the color on the connecting wire and with way fewer frames.
What seems to be a placeholder for the dogs in the prison. Yes, that's how big it is.
Some sprites that appear to show a Tasque 'revving' up and 'charging', before bursting into flames. Given how tasks have a bad reputation for crashing and burning, it seems like the Tasque enemies might have done that as well.
There's also some related sprites for the trail they might have made when charging around.
Obviously unfinished sprite for an unused attack pattern of the Queen fight.
Sprites for a birthday surprise for Toby Fox put in by Taxiderby, submitted as a fake bug report during development.
Chapter 1/SURVEY_PROGRAM Leftovers
Noelle's face graphics had a different design with long hair that was cut off by the bottom of the frame in SURVEY_PROGRAM. This was changed starting from this demo, where her hair was slightly shorter to match her overworld sprites more closely.
Other Graphics
Text graphics that seem to be for Chapters 0, 8, 9 and 10's logo screens. Given that Toby Fox hasn't confirmed how long the full game will be, these graphics may be used in the future.
Unused sprites of doors to be used in the Castle Town/Ralsei's Castle area. The former would have been used as the door to Queen's room, while the latter would have been used as the door to Ralsei's room.
Many unused characters for the keyboard puzzles in Cyber City. Some of these have audio clips associated with them, which can be heard here.
As with Chapter 1, the dynamic borders in the console release of Chapter 2 contain graphics that take up the entirety of a 16:9 screen, but because the game itself is displayed in the middle, the center areas of these designs go unseen in typical gameplay.
What appears to be a sprite asset for Chapter 3, going off of its file name. It's also the only sprite in the Chapter 1&2 Demo to have a Chapter 3 prefix. What the sprite implies is not exactly known, and what use it will have in Chapter 3 is also not known, besides presumably being used in an animation in Chapter 3's dark world.
Based on the filename, this TV-on-a-pole would have appeared in Cyber City. It probably was scrapped because it doesn't fit the internet theme of Chapter 2.
The main character of the same name from LOVE, a game made by Fred Wood (who also was on the development team of Chapter 2), exists in the files for some reason.