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Proto:Deltarune/Chapter 1 Demo (2018)/Unused Enemies and Encounters

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This is a sub-page of Proto:Deltarune/Chapter 1 Demo (2018).

Unused Encounters

ID Instance type Enemy 0 Enemy 1 Enemy 2 Encounter message(s) Notes
1 obj_placeholderenemy #1: Enemy #1: Enemy

* You've come again to this
wonderful place.
* Now tear off the mask beneath
your face!

* また来たんだね
  この ステキな場所へ。
* 顔面の下の 仮面を取れ!

A failsafe placeholder encounter. The encounter message here is defined by the enemy definitions, rather than by the encounter definition.
15 obj_clubsenemy #7: Clover (old) #6: Hathy * Clover and Hathy grew close! obj_clubsenemy is the new Clover enemy object, not the old one.
21 obj_jigsawryenemy #15: Jigsawry * Jigsawry drew near!
* A different Jigsawry from last
time drew near!

* Assumedly another different
Jigsawry appeared!
29 obj_headhathy #23: Head Hathy #23: Head Hathy

* Head Hathy blocked the way
quietly!

* ヘッドハーティが
  静かに 行く手をふさいだ!

Encounter #30, which has three Head Hathy, is used in-game instead.
(Source: Original TCRF research)

#1: Enemy

Deltarune-spr diamondm idle.gif

Enemy (obj_placeholderenemy) is an unused placeholder enemy evidently used for testing. It is defined as a failsafe in a few different places, and so has a few other names; specifically TESTOBJECT and G BODY. It uses Rudinn's sprites, though it has different text, ACT options, and stats.

TESTOBJECT is defined by obj_initializer. G BODY is defined in scr_gamestart. Enemy is properly defined in scr_monstersetup.

TESTOBJECT   G BODY   Enemy
Attack 3 Attack 3 Attack 7
Defense 2 Defense 2 Defense 0
HP 20 HP 20 HP 130
Spare point 0 Spare point 10
EXP 0
D$ 0

Battle Messages

Initial encounter message (note that it is actually too long for the dialogue box, which can only hold three lines of text):

English Japanese
* You've come again to this
wonderful place.
* Now tear off the mask beneath
your face!
* また来たんだね
  この ステキな場所へ。
* 顔面の下の 仮面を取れ!

Normal battle messages:

* Placeholder Message A.

* Placeholder Message B.

* Placeholder Message C.

* Placeholder Message D.

Enemy Messages

Messages that would be spoken by the enemy, randomly chosen between:

Message
A
Message
B
Message
C
Message
D

...were it not for this line, which replaces the above lines every time:

WlyWlyWlyWly
WlyWlyWlyWly
WlyWlyWlyWly
WlyWlyWlyWly

Message shown after using 'Victory (S)' (see below) at the end of the enemy's turn:

A special
scenario
occurred!!

ACT

ACT options (effects detailed below):

English

Check Warning Victory Victory (D) Victory (S) Lecture

Japanese

ぶんせき けいこく Victory Victory (D) Victory (S) せっきょう

'Check' text (note the incorrect stats):

English Japanese
* ENEMY - AT 1 DF 1
* I am your adversary.
* エネミー - ATK 1 DEF 1
* 私は 敵です。

'Warning' text:

* You warned the enemy.
* It guarded from Susie's attack.

(Warned)

'Victory' text (makes the enemy spareable immediately):

* Its body was filled with a kind
feeling.

'Victory (D)' text (makes the enemy spareable after the enemy's next turn):

* Its body will result in a kind
feeling at the end of the
combat.

'Victory (S)' text (makes the enemy say a message and run away, following its next turn):

* Its body will result in a
speech after attack.

'Lecture' text:

* Its body became tired.

(Tired)

(Source: Original TCRF research)

#4: Ralsei

Deltarune-spr ralseib idle enemy.gif Deltarune-spr ralseib idle enemy blush.png Deltarune-spr ralseib shock enemy.png

As it would seem, Ralsei's dummy tutorial fight was originally going to have him as an opponent alongside the dummy (instead of having him be a party member). Most of the fight is still present, complete with older versions of text used in the final Dummy fight.

Ralsei
Attack 8
Defense 6
HP 90
Spare point 0
EXP 0
D$ 0

Battle Messages

Placeholder initial encounter message:

* The tutorial begins.

Placeholder battle message:

* Ralsei looks on expectedly.

ACT prompt:

* Select the ACT ICON and HUG the
Dummy!

ATTACK prompt:

* Select the SWORD ICON to ATTACK
the Dummy!

Placeholder Ralsei dialogue:

* ...

ACT

Options:

English

Check Hug

Japanese

ぶんせき Hug

'Check' text:

* RALSEI - AT 8 DF 12
* The fluffy prince...

'Hug' text:

Early Final
* You hug RALSEI. * You hug RALSEI.
* K... Kris!?

* Ummm, I don't think,
um...

* This is what you're
supposed to be doing.

* (But I don't really want
to tell you to stop...)

* K... Kris!?

* Ummm, I don't think,
um...

* This is what you're
supposed to be doing.

* ... but...

* Kris!?

* Umm, if that's what you
r-really want...

* Then that's a victory in
my book!
* You win!

* Kris...?

* Are you trying, to,
um...

* Ask me to give you a
tutorial on hugging...?

* Ummm, I've never hugged
anyone before...

* (Besides the dummy, to
test it out,)

* So I don't know anything
about it, sorry...

* I suppose you're the one
teaching me, haha!

* ...

ITEM

(Final version has much more text):

* You've got an item!
* That's, um, great,
Kris...

Tutorial

Intro

Early Final
* See that HEART, Kris?

* That's a SOUL, the
culmination of a HUMAN's
being!

* Not only does it
represent one's WILL
and COMPASSION...

* But it also has the
power to DETERMINE FATE.

* When enemies attack,
BULLETS appear.

* Please avoid them and
protect your team's
FATE!

* Ready, Kris?
* Let's try dodging!

* See that HEART, Kris?

* That's your SOUL, the
culmination of your
being!

* Within, it holds your
WILL... your
COMPASSION...

* ... and the FATE of the
world.

* If it gets hit, you and
your friends will lose
HP.

* If everyone's HP reaches
0, we'll lose the
battle.

* So, please take care to
avoid the enemy's
attack.

* Ready?
* Let's try dodging!

Succeeding at dodging the bullets (or the single bullet):

Early Final
* Yipee!
* You did it, Kris!
* Great job, Kris!
* You're a natural!

Failing to dodge the bullets:

Early Final
* O-oopsie...
* Was that too many?

* Here, let's try just
one!

* Ouch, it's OK, Kris!
You're still learning!

Failing to dodge the single bullet:

* ...

(This then spawns a single bullet which is sent away from the battle area instead of towards it; see krysz_h's fight mockup video above for a demonstration. Then Ralsei says:)

* L-look, Kris!
* You dodged one!

ATTACKing

Early Final
* Now, let's talk about
SELECTING COMMANDS.

* These ICONS will let you
ISSUE COMMANDS to YOUR
TEAM.

* The first ICON, THE
SWORD, is the ATTACK
COMMAND.

* Using it lets you, um...
* Hurt people...

* ... w-well, I guess we
have to defend ourselves
sometimes, right?

* Anyhow, after the enemy
attacks, it's our turn,
Kris!

* First, I'll teach you
how to FIGHT (\I0 ).

* Though FIGHTing is
unnecessary in this
world...

* There's no harm in a
thorough lesson!

If you DEFEND:

Early Final
* That's DEFENDING, Kris.
* You'll recover TP and
take less damage.

* It's not part of this
lesson, though.

* That's DEFENDING, Kris.
* You'll recover TP and
take less damage.

* You should learn to
ATTACK first, though.

* Gee, Kris!
* You sure are good at
defending!

* I'm not attacking, you,
though, so...
* No need to defend!

* Gee, Kris!
* You sure are good at
defending!

* I'm not attacking, you,
though, so...
* No need to defend!

* Ummm...
* Kris?

* There are no bullets,
and you can't use TP...

* So, umm, maybe you could
stop defending?

* Ummm...
* Kris?

* There are no bullets,
and you can't use TP...

* So, umm, maybe you could
stop defending?

* ... * ...

If you ATTACK but miss:

Early Final
* Oh, sorry, Kris!
* I forgot to mention!
* When you're ATTACKing...

* Press Z again when the
cursor goes in the box!

* Oh, sorry, Kris!
* I forgot to mention!
* When you're ATTACKing...

* Press [Z] again when the
cursor goes in the box!

* It's OK, Kris!
* You'll get it!
* Try again!
* It's OK, Kris!
* You'll get it!
* Try again!
* Press Z when the white
rectangle's in the blue
box!
* Press [Z] when the white
rectangle's in the blue
box!
* Ummm... you can press Z
a lot, if it helps!
* Ummm... you can press
[Z] a lot, if it helps!
* Kris...
* Please try to press Z.
* Kris...
* Please try to press [Z].
* Ummm, Kris?
* Can you see the white
rectangle?
* Ummm, Kris?
* Can you see the white
rectangle?
* You know rectangles?
* They're like messed-up
squares?
* You know rectangles?
* They're like messed-up
squares?
* ... * ...
* Umm, why don't we try
something else?
* Umm, perhaps we should
try something else?

If you ATTACK and hit the Dummy:

Early Final
* Good job, Kris!
* By the way, you'll do
more damage...

* Pressing Z when the
cursor is RIGHT IN the
box on the left!

* Good job, Kris!
* By the way, you'll do
more damage...

* Pressing [Z] when the
cursor enters the box on
the left!

If you ATTACK and hit the Dummy for more than 50 HP (identical to final text):

* W-wow, Kris!
* That was an amazing
attack!

* Have you done this
before or something...?

If you ATTACK and hit the Dummy, after previously missing at least 6 times (identical to final text):

* Kris!
* You did it!!!

* (I was really just about
at my limit...)

If you continue to ATTACK the Dummy:

Early Final
* Ummm... Kris?
* You don't need to hit it
anymore.

* I already know you're
great at attacking!

* Ummm... Kris?
* You don't need to hit it
anymore.

* I already know you're
great at attacking!

* Hey, Kris?
* I know you like
attacking, but...

* Did you know you can win
without having to?

* U-umm, Kris... H-How do
I put this...?

* Kris, seeing you, um,
attack an effigy of
myself...

* ... Kris, are you trying
to say something?

* ...

* Kris, could you, um,
stop...?

* Ah, Kris... I... um, I
think I understand.

* W-well, if... during our
adventure,

* ... if you want to hit
me, that's OK, too!

If you ATTACK Ralsei:

* K-Kris!?

* Y-you must have
missed...
* H... Haha...

(if you're supposed to be ATTACKing):

* A-anyway, now that you
know how to attack...

* Let's try learning how
to ACT, OK?

* Select the ACT ICON and
HUG the Dummy!

(or if you're supposed to be ACTing):

* W-wait, aren't you
supposed to be ACTing!?

If you ATTACK Ralsei again:

* K-Kris!?
* D-did you miss again!?

* ...

* Though, I mean, if you
wanted to hit me, that's
ok, too...

ACTing

* Umm, anyway, let's move
onto my favorite:
ACTING!

* Selecting the ACT ICON
will let you do all
sorts of things.

* We'll even be able to
get through battles
without ATTACKing!

* Select the ACT ICON and
HUG the Dummy!

(Note that the Dummy's hug text is not present in the unused Ralsei enemy object).

Premature Endings

Early Final
* ...

* Hey, Kris, I think I've,
um...

* Reached the limits of
what I can teach you
today.

* Let's go find Susie.

* ...

* Kris, I think I've, um,
perhaps...

* Reached the limits of
what I can teach you
today.

* Let's go find Susie.

Due to repeated ATTACKing:

Early Final
* ...

* Kris, it's um...

* Really hard for me to
teach when you're
hitting me.

* Let's take a break and
go find Susie, OK?

* Kris, I don't mean to
interrupt, but...

* You're going to break
the dummy at this rate.

* I suppose we'll have to
stop here for now.

Ralsei Fleeing

This cannot be reached, and seems to be a holdover from the general enemy template, albeit with the text... replaced. It causes Ralsei to speak the following text and run away. (The player is also rewarded with 10D$.):

English

h/ h/ h/ h/ h/ See you
in the
next hell,
losers!

Japanese

h/ h/ h/ h/ h/ 地獄で
会おう
負け犬
どもめ!

Oddly, the last message here was translated into Japanese, unlike every other string in obj_ralseienemy.

(Source: Krzysztof Haładyn)
(Source: Original TCRF research)

#7: Clover

(Sprite not unused)

An older, unused version of the Clover fight is present, this one encountered alongside a Hathy. This older version also has more variety in the ACT options (with a set of ACT options randomly chosen upon encountering Clover), as well as having a higher AT (8 vs 6) and a lower D$ reward (43 vs 80).

Given the randomness in the ACT options, the check for if Susie is in the party, and the simplicity of sparing this version of Clover, it's possible that Clover was originally supposed to be a normal encounter enemy.

Clover
クローバー
Attack 8
Defense 1
HP 270
Spare point 10
EXP 0
D$ 43

Battle Messages

Initial encounter message:

* Clover and Hathy grew close!

Normal battle messages:

* Clover flashes a trio of
terrible smiles.

* Clover is bickering with
herselves.

* Clover is whispering about cute
boys.

* Clover is arguing about whose
toothbrush is whose.

* Clover hums like an out-of-tune
choir.

* Smells like clover and dew.

If Clover is tired:

* Clover seems TIRED of arguing
so much.

If Clover has less than a third of her HP remaining:

* Clover starts to look wilted.

If Clover is spareable:

* Clover seems to be getting
along with herselves.

If you have just betrayed Clover (i.e. attacked her after having previously ACTed to increase her mercymod)

* Clover's harmony was shattered
by violence.

ACT

When this Clover is encountered, one of three sets of ACT options are chosen at random (in addition to Check (ぶんせき) and, if Susie is in the party, Warning (けいこく)):

Politics

Religion

Sports

Kindness

Cuteboys

GunControl

Trees

Ghosts

Games

'Check' text:

* CLOVER - AT 8 DF 2
* Two heads are better than one!
* Three... maybe not.

'Warning' text if only Clover is present:

* You and Ralsei warned Clover
about Susie.
* The enemy went on guard...

'Warning' text if more than one enemy is present:

* You and Ralsei warned the
enemies about Susie.
* Everyone went on guard.

Note: See the below section for Clover's responses to the following ACT options.

'Politics':

* You brought up the topic of
POLITICS.
* CLOVER started to argue.

'Religion':

* You brought up the topic of
RELIGION.
* CLOVER started to argue.

'Sports':

* You brought up the topic of
SPORTS.
* CLOVER seems relieved.

'Kindness':

* You brought up the topic of
KINDNESS.
* CLOVER started to argue.

'Cuteboys':

* You brought up the topic of
CUTEBOYS.
* CLOVER seems excited.

'GunControl':

* You brought up the topic of
GUNCONTROL.
* CLOVER started to argue.

'Trees':

* You brought up the topic of
TREES.
* CLOVER seems relieved.

'Ghosts':

* You brought up the topic of
GHOSTS.
* CLOVER started to argue.

'Games':

* You brought up the topic of
GAMES.
* CLOVER started to argue.

Enemy Messages

Placeholder enemy messages:

Nice mouth Anger mouth Smart Mouth

Normal Messages

At the start of each enemy turn, the variable rr is set to either 0, 1, 2, or 3; this decides what messages will be displayed, unless the player has done something else on that turn.

If rr is 0 (this one appears in the final version):

Nice to
meet you!
Die!
Die!
Die!
Please
ignore
them.

If rr is 1 and Ralsei is in the party:

I want the
fluffy one!
No, that
one's MINE!
(He's
boring...)

If rr is 1 and Ralsei is not in the party (Ralsei is in the party throughout almost the entire game; it's not clear why this check is here):

Where's
Mr. Fluffy?
YOU must
have
scared him!
(Who
cares?)

If rr is 2:

I'm the
oldest!
WHAT!?
I am!!!
We're
the same
age...

If rr is 3 (this one appears in the final version):

Nice
weather
today.
What?
It's just
awful!
Please
stop, you
two...

ACT Messages

If the player ACTs, particular messages will be displayed corresponding to the particular ACT option they chose (see above for more information on those).

'Politics':

The King
is great!
He's
TERRIBLE!
Please
stop, you
two...

'Religion':

An angel
is watching
us.
You BELIEVE
that
garbage?
Please
stop, you
two...

'Sports':

I wanna
eat a
football.
Sports!
My favorite
food!
Oh!
I love you
two!

'Kindness':

Lightners
deserve
respect.
Hell no!
They can
all die!
Please
stop, you
two...

'Cuteboys' with Ralsei but not Susie in your party:

Oh, oh! That
boy is ever
so cute!
So fluffy!
I want to
pet him!
HIM???
... err,
sure.

'Cuteboys' with Ralsei and Susie in your party:

Oh, oh! That
boy is ever
so cute!
So fluffy!
I want to
pet him!
(What
about the
girl..?)

'Cuteboys' with Ralsei not in your party:

Oh, oh!
I want a
sweet boy.
Someone
NICE, like
me!
...
Sure,
I guess.

'GunControl':

I use a
gamepad to
aim!
IDIOT!
Mouse and
keyboard!
Please
stop, you
two...

'Trees':

I love
the smell
of trees.
Oh!
Me too!
Pollen
makes me...
Uh, sure!

'Ghosts':

A ghost
told me I
was stupid.
That was me,
you idiot!
Please
stop, you
two...

'Games':

Our favorite
video game
is...
Shut up!!
They'll make
fun of us!!!
Please
stop, you
two...

Other Messages

If you just used Ralsei's manual:

Aww, he
MADE that!?
So caring!
It's SOOO
cute!
I want it!
(Isn't it
a bit...
childish?)

If you just attacked Clover after having previously increased Clover's mercymod such that it was above zero (i.e. if you just betrayed Clover):

Ouchy!
That hurts!
Suck it up,
idiot!
(We're
fighting
again!?)

Miscellaneous

(Warned) (Tired)

(Source: Original TCRF research)

#8: Pippins

Deltarune-Pippins.png Nothing is present of this enemy other than its definition (i.e. name, stats, and ACT option names).

Pippins
Attack 8
Defense 0
HP 170
Spare point 10
EXP 0
D$ 50

ACT options:

English

Check Bet X-Bet

Japanese

ぶんせき Bet X-Bet

'X-Bet' involves Ralsei (hence the name).

According to Toby Fox, he removed them because he thought that their bullet patterns "were not fun".

(Source: Original TCRF research)

#17: DoomTank

As with Pippins, only the definition of this enemy is present. Given its ID placement and name, it seems likely that this enemy was the Thrash Machine built by Susie and Lancer.

DoomTank
Attack 6
Defense 0
HP 700
Spare point 0
EXP 0
D$ 0

ACT options:

English

Check Hug Flatter Diplomacy Smile

Japanese

ぶんせき Hug Flatter Diplomacy Smile

'Hug' and 'Flatter' both involve Ralsei.

(Source: Original TCRF research)

monster1

Unlike the other unused enemies, this one (obj_monster1) doesn't have an enemy definition or ID (though probably did at some point). Additionally, its sprites, which were named spr_enemy1_idle, spr_enemy1_hurt, and spr_enemy1_spared, are no longer present.

Enemy Messages

Line1 Line2

Battle Messages

* Line3

* Line4

* Line5

* Line6

* Line7

ACT

ACT options (these appear to use an older ACT system):

Compliment DualBuster

DualBuster involves Susie.

"Compliment" text (makes the enemy spareable. The Line8 text is/was probably unused, unless the enemy's mercymax stat was larger than 120):

* Line8

Line9

"DualBuster" text (causes Kris and Susie to both cast Rude Sword):

English Japanese
* Susie and Kris cast
Dual-Buster!
* スージィと クリスは
  デュアルバスターを 発動した!
(Source: Original TCRF research)