Proto:Deltarune/Chapter 1 Demo (2018)/Unused Text
This is a sub-page of Proto:Deltarune/Chapter 1 Demo (2018).
Contents
- 1 General
- 2 CONTACT
- 3 The Beginning
- 4 THE DARK
- 4.1 Screen Name
- 4.2 Castle Town
- 4.3 Text Skipping
- 4.4 Defeated Enemy
- 4.5 Glow Tile Puzzle Hint
- 4.6 Seam's Shop Sign
- 4.7 Old Puzzle Master NPCs
- 4.8 Clover Hint
- 4.9 Door
- 4.10 Box Puzzle Failsafe
- 4.11 Return of Box Puzzle
- 4.12 Meaty Candy
- 4.13 That Was Weird
- 4.14 Running into Walls
- 4.15 Thrash Maker
- 4.16 Suits Puzzle
- 4.17 Susie's Villain Outfit
- 4.18 Susie and Lancer – Clover Puzzle
- 4.19 Clover Overworld Dialogue
- 4.20 Bake Sale
- 4.21 Malius
- 4.22 Thrash World
- 4.23 Team Name
- 4.24 Darkberry Teacakes
- 4.25 Candy Joined the Party
- 4.26 Solved Puzzle
- 4.27 Forgiving Rudinn
- 4.28 Door Jevil
- 4.29 The Number 2
- 5 The Return
- 6 Failsafe Text
To do: |
General
UNUSED
Within the lang files (lang/lang_en.json and lang/lang_ja.json) are some conspicuously unused messages:
English | Japanese |
---|---|
Where...
|
ここは…
|
Where am I?
|
どこ…?
|
Hello...? Anyone...?
|
ねえ…誰か…
|
Is... is anybody out there...?
|
誰か…いないの?
|
Someone!? Anyone!? Can anyone hear me!?
|
ねえってば!誰か答えてよ!
|
...
|
…
|
It's dark.
|
暗いよ…
|
It's so dark here.
|
真っ暗だ…
|
Someone, anyone, if you can hear me...
|
お願い… 誰か… 聞こえてるなら…
|
Say something... please...
|
なにか…言ってよ…
|
These are referenced by the appropriately-named script UNUSED, which simply sets variables unused_0 through unused_9 to these strings.
Screen Name
DOGTARUNE |
420 Blaze It
scr_text is a script that contains all of the dialogue in the game that gives the user a choice (excluding the CONTACT section). The dialogue is sorted by its 'msc' ID number... and this unused one has an ID of 420.
It simply consists of the following message:
English | Japanese |
---|---|
* Blaze it. |
* Blaze it. |
Followed by the choices:
Blaze
Do Not Blaze
Unfortunately (?), though, the choice does not do anything.
TALK Button
scr_talkroom (the script for the old overworld TALK feature):
* Your voice echoes aimlessly. |
CONTACT
Photosensitive Option
An unused CONTACT choice that would presumably have been displayed before the vessel creation options.
FIRST. |
ARE YOU PHOTOSENSITIVE? |
The choices would have been the default YES
and NO
. The game does not actually store the result of this choice (at least, not in the code that is still present), advancing to the missing EVENT 941 regardless.
Select Options
DEVICE_CHOICE is the choicer object used for CONTACT. It defines default choice options in its Create script.
Undefined TYPE (impossible, since TYPE is also set to 0 in the Create script):
English | EGG
|
---|---|
Japanese | 卵
|
TYPE 0:
English | YES NO
|
---|---|
Japanese | はい いいえ
|
TYPE 2 (also impossible for the aforementioned reason):
English | GRAINS MEAT DAIRY SWEETS FRUIT VEGETABLE EGG
|
---|---|
Japanese | 炭水化物 肉 乳製品 甘いもの くだもの 野菜 卵
|
Echoing Susie
This is a cut part of CONTACT that would evidently have taken place immediately before Kris wakes up, replaced by the "Your name is" whiteout.
While playing the same "wind" sound effect as the final whiteout, the following text would be typed, using the unused echoing Susie dialogue sound:
Kris...! |
Wake up! |
KRIS...! |
Following which (~11.7 seconds after the start of the dialogue), the room would immediately switch to Kris's room (as in the final game).
The Beginning
Kris's Room SAVE Point
A room name for a (nonexistent) SAVE point in Kris's Room:
English | Kris's Room
|
---|---|
Japanese | クリスのへや
|
Sleep!!!
If you interact with your bed in the intro in a New Game+ save, you will be given the option to sleep (to skip the rest of the intro). If you choose to sleep, the game will actually define another two choice options, which will never be displayed:
English | Sleep!!! Do not!!!
|
---|---|
Japanese | ねる!! ねない!!
|
These are almost identical to the previous options ("Sleep"/"Do not").
When a scr_text choice is displayed in Deltarune, and an answer is chosen, the game will increment msc by 1 and display the text with that ID (if it is defined). In what is probably a complete coincidence, the next msc value after this unused choice is 404 (which is missing).
Toriel
obj_npc_toriel (an unused object):
* Hello there! * How are you doing on this fine day? |
It is worth mentioning that global.fc ('face character') is set to 1 before this is shown, meaning that it would be displayed with Susie's face (given that fc 1 is Susie). This could potentially indicate that at some point during development, Toriel had an fc value of 1, instead of the 4 that she has in the demo.
Early Classroom Dialogue
An earlier and slightly shorter version of the dialogue at the end of the classroom cutscene.
Early | Final |
---|---|
ALPHYS:
* H-how about this? * If no one speaks up... | |
* E-everyone gets in trouble! | |
* A... Anyone? * P... please? | |
NOELLE:
* Ummm, there might be a box in the supply closet... |
NOELLE:
* Hey, there might be a box in the supply closet... |
* Do you want me to - |
* Miss Alphys, why don't Susie and I... |
ALPHYS:
* G-good idea, Noelle! * Susie, s-since you came in last... |
ALPHYS:
* G-good idea, Noelle! * Susie, s-since you came in last... |
* Can you go get that for me...? |
* Why don't you go get it for me...? |
SUSIE:
* ... |
SUSIE:
* ... |
* ... whatever. |
* ... whatever. |
Chalk cabinet
English | Japanese |
---|---|
* ...? |
* …? |
The code just doesn't work obj_insideclosetcutscene_slash_Step_0_gml_312_0
THE DARK
Screen Name
English | Japanese |
---|---|
THE DARK |
闇 |
The game title should have appeared if you went to sleep, but since you completed the game, it’s not possible because after completing the game, it will always be "Deltarune". obj_krisroom_slash_Step_0_gml_289_0
Castle Town
Unused dialogue for Ralsei (or, at least, presumably Ralsei) in the Castle Town.
* This is the CASTLE TOWN, where my subjects reside... |
* Err, well, they would if I had any... |
* Oh, don't worry about me, Kris! |
* I'm certain I'll find a subject someday... |
(choices):
I'll be
Your
SubjectKeep
Dreaming
If you select "I'll be Your Subject":
* H... Huh!? |
* Why, Kris, you don't have to do that... |
* ... but, if you insist... |
* Kris, as your Prince and authority, I order you to...! |
* Please let me know what to do! |
Or if you select "Keep Dreaming":
* Oh, thank you, Kris! * I will! |
The game stores your choice here, in the otherwise-unused flag 204.
Text Skipping
Unused dialogue, presumably for Ralsei. This is quite similar to the used dialogue in the Castle Town about holding [X] to run, which this is placed immediately after in scr_text.
English | Japanese |
---|---|
* Umm, Kris, did you know... |
* ねえクリス… |
* ... You can skip text by pressing [X]? |
* [X]を押すと テキストをスキップ できるのは 知ってる? |
(choices):
English | I know Really!?
|
---|---|
Japanese | 知ってる そうなの!?
|
If you select "I know":
English | Japanese |
---|---|
* ... Really? * So you've just been... |
* えっ…? * てことは… |
* Listening to me talk, because you wanted to? |
* キミはずっと ボクの話を… 聞きたいから 聞いてくれてたってこと? |
* I'll try to make it worth your while, Kris! |
* ボク…キミの気持ちに 応えられるように がんばるよ! |
Or if you select "Really!?":
English | Japanese |
---|---|
* Right! In the case you read very quickly. |
* そうなの! ひょっとしたら キミは 速読マスターかも しれないしね。 |
* Or you're tired of what's being said. |
* …いちいち聞くのが めんどくさいときにも 使えるけど… |
* ... No need to skip my text, right, Kris? |
* でもクリスは…ボクとの 会話をスキップしたいなんて 思わないよね…? |
Treasure Chest
obj_treasure_room:
English | Japanese |
---|---|
* (It won't open.) |
* (開かない) |
Additionally, when a treasure chest is opened, if the item type isn't defined, the strings NULL
and NULL2
will be used as the item name and item type name, respectively. However, due to the fact that noroom won't be defined in this case, the game will then crash trying to access an uninitialized variable.
English | Japanese |
---|---|
MONEY HOLE |
マネーホール |
Defeated Enemy
There is text defined for an unused Darkner NPC that would have appeared in room_field2 (the first Field room with Lancer, just north of the first candy tree). Depending on the outcome of the most recent battle with whatever enemy this was (in this case probably either the first encounter in the previous room or the encounter in this room), the NPC will say one of three things.
If the enemy was violenced (i.e. attacked until it ran away):
* S-stop! * I'm still recovering from where you hurt me. |
* Plus, I just ate, so I'll get a cramp if I fight you so quickly. |
If the enemy was spared:
English | Japanese |
---|---|
* Does your castle have a pool? * I wanna know if I should bring my cute swimsuit... |
* あなたの お城には プールある? * かわいい水着 持っていったほうが いいかな… |
If the enemy was pacified (i.e. spared using PACIFY):
* Felt like I was soaring through the air earlier... |
* Was that a dream...? |
Glow Tile Puzzle Hint
If you repeatedly fail the second timed 'glow tile' puzzle (the one which requires Susie), dialogue will be triggered. There is different dialogue depending on whether or not you have Susie in your party, as well as another unused third possibility, displayed if you have Susie in your party and have used the cut TALK button (detailed in Ralsei's unused manual).
English | Japanese |
---|---|
SUSIE:
* Oh my god. * AGAIN? |
SUSIE:
* おいおい… * またかよ!? |
* WHY is Kris the leader of the party again? |
* こんなヤツがリーダーで 大丈夫なのか? |
RALSEI:
* Susie! K-Kris is doing their best to use [X] to RUN! |
RALSEI:
* スージィ! クリスだって [X]を押して 走ろうと がんばってるよ! |
It is worth noting that, since all of the tiles that you must pass over in the final puzzle are adjacent, running will actually cause you to fail the puzzle. This could imply that at some point the puzzle was more difficult, using the unused two bottom-left tiles and requiring you to run with a three-person party.
Seam's Shop Sign
An unused readable object that would have appeared outside Seam's shop.
English | Japanese |
---|---|
* (Store to the left.) * (Come on in and buy something...) |
* (Store to the left.) * (よろず屋 左) * (ぜひ寄って なにかご購入を…) |
* (Or don't.) |
* (…気が向けば) |
Old Puzzle Master NPCs
The tutorial-giving jigsaw-piece-like 'puzzle master' NPCs located near Seam's shop have unused older versions of their dialogue defined. In general, these were far simpler, lacking any of the dialogue choices given by the final NPCs.
NPC Beside Shop
* Are you puzzled by COMBAT? * Wanna know how TP works? |
* If you still haven't assembled all the details... |
* My cohorts to the WEST will gladly help you put the pieces together. |
ACT, PACIFY, and ITEM NPC
* Your friends can't ACT alone,
but they can still help you win
peacefully.
* The DARK PRINCE's PACIFY spell
can remove TIRED enemies safely
from battle.
* If nothing else, why not try
using an ITEM?
* Even if it seems useless, the
effects may surprise you.
DEFEND and MAGIC NPC
* DEFENDING will not only
temporarily reduce the damage
you take...
* It also lets you focus,
restoring TP. You need TP to
CAST SPELLS!
* So don't be afraid to DEFEND!
* DEFEND and CAST SPELLS!
* By the way, all leftover TP
will turn into extra MONEY
after the battle!
Bullet Graze NPC
* Getting close to BULLETS is
really exciting, isn't it?
* You'll recover a little TP for
each BULLET you get close to.
* Plus, getting close to bullets
can sometimes end the enemy's
attack faster.
* It's quite dangerous though.
* So no worries if you don't want
to try.
The tip imparted by this NPC about ending attacks faster is not even hinted at anywhere else in Chapter 1, and was mentioned by Toby Fox in his post-Chapter 1 TwitLonger.
Ladder NPC
* What?
* I'm building a ladder here.
* Today's lesson is...
* Get out of my way when I'm
building a ladder!
* Do you need an interactive
tutorial on leaving me alone?
Or if the NPC has already been talked to:
* What?
* Do you need an interactive
tutorial on leaving me alone?
Clover Hint
This is the text of an unused sign that would have appeared in room_field3 (the shortcut door room immediately after Seam's shop). It is a hint for the fight against Clover (though given the mention of Hathy, it may date from when Clover and Hathy appeared together as an encounter). The same hint is given in the final game by a Rudinn in the Scarlet Forest.
* (Hathy, in case you wanted to make us a birthday gift...) |
* (My favorite things are trees, boys, and sports!) * (SIGNED, CLOVER) |
Door
There are several failsafes for if the result of a choice is not one of the expected values.
Shortcut door choice (though this is unused even if the choice is undefined):
English | Japanese |
---|---|
* (But nothing happened.) |
* (どういうわけか もう そこにいる) |
Box Puzzle Failsafe
This unused event is associated with the box-pushing puzzle with the gate leading to the Great Board.
If flag 212 is set to 2 during this puzzle (which it is not, anywhere in the code), then interacting with one of the two blocks will trigger the event. It starts with Susie saying the following:
* What!? * The puzzle!? |
* I thought you were on MY side, Kris. |
* ... wait a sec. * Those boxes...! * I get it! |
* Wait a second, Kris! |
Following this, the screen will fade to black, two broken blocks will be created in particular locations, snd_impact will play, the door will be removed, the original blocks will be deleted, and the screen will fade in again. Susie will then say:
* See, I used the box to break in the door. * Easy. |
The event will then conclude as normal, with Susie exiting the room, and Ralsei congratulating you and exiting. Despite the broken blocks being NPC objects, interacting with them does nothing.
Given the first part of this dialogue, it seems likely that this event would have occurred if the player managed to somehow softlock the puzzle, which is impossible with the way that the puzzle is laid out in the final game.
Return of Box Puzzle
If the current state of the puzzle event is undefined, the following text will be displayed if you talk to Ralsei or Susie:
* ? |
Furthermore, if you interact with a pushable box before you start the puzzle (impossible given that the puzzle starts as soon as you enter the room), the following text will be displayed instead of the box being pushed:
* (You haven't decided if you want to do the puzzle yet.) |
Meaty Candy
Text for a candy tree that would have appeared in room_field4 (the entrance to the Great Board, near the suits puzzle for a Key Piece). Interestingly, despite this exchange being cut, there is a line of dialogue present in Chapter 2 that calls back to it (with Susie, upon seeing packets of jerky being sold beside packets of candy in Sans' store, declaring "See? Jerky is candy.").
If both Ralsei and Susie are in the party:
NARRATOR:
* (It's a candy tree.) * (All the ripe candy has been picked.) |
RALSEI:
* What? Sour, sweet, meaty, bitter... if it's candy, it's good! |
SUSIE:
* Well, that's accepting of you... |
RALSEI:
* ... Wait, "meaty?" |
Interacting with the tree again:
RALSEI:
* What kind of candy is meaty? |
SUSIE:
* Y'know. * Whatever it's called. * Uhhh, jerky. |
RALSEI:
* That's not candy... |
SUSIE:
* Y'know. * Then why is it next to it in the store!? |
If Ralsei and Susie are not both in your party:
* (It's a candy tree.) * (All the ripe candy has been picked.) |
That Was Weird
After Lancer leaves at the end of the team-naming cutscene halfway across the Great Board, the cutscene immediately ends. Originally, however, Susie would have said:
* ... |
She would then have walked left a little, stopped, turned back to the right, stood there for a second, then said:
* Well, that was weird. |
Running into Walls
An unused readable object that would have appeared in room_field_checkers5 (the Great Board room with five Ponmen).
English | Japanese |
---|---|
* (Touching a wall slows your run.) |
* (壁に触れると 走る速度が落ちる) |
Thrash Maker
When Susie rates your thrash machine, there is a failsafe string defined for if the best stat was incorrectly determined by the game somehow.
English | Japanese |
---|---|
* Heheheheh!!! |
* キヒヒヒヒヒヒ…! |
As part of the 'thrash maker' event, following your design of the thrash machine, Susie emerges from a bush, looks at your blueprints, and says one of a few pieces of dialogue, depending on your machine's stats. In addition to these messages, there is an unused line that would have been shown if at least two of the machine's stats were at least two stars. It is left unused simply due to a logic error.
English | Japanese |
---|---|
* Heheh, you didn't even give it any weak points!! |
* …カンペキだな! 弱点とか 1個もねーし! |
Suits Puzzle
An earlier version of the dialogue in the first suits puzzle room. This dialogue would start as soon as you travelled past a certain point in the room. Some of this dialogue was reused as NPC dialogue when interacting with Susie in this room; comparisons with this dialogue have been included where appropriate.
Early | Final |
---|---|
SUSIE:
* Then add a mustache over there... |
SUSIE:
* Then add a mustache over there... |
LANCER:
* Hee hee, like this? |
LANCER:
* Hee hee, like this? |
SUSIE:
* Haha! Yeah! Like that! |
SUSIE:
* Haha! Yeah! That's perfect!!! |
Susie and Lancer then turn to the left. One second later, Ralsei starts speaking:
Early | Final |
---|---|
RALSEI:
* How's the scheming coming along, you two? |
RALSEI:
* How's the scheming coming along, you two? |
SUSIE:
* Hey, don't LOOK! We aren't done yet! |
SUSIE:
* Hey, don't LOOK! Spoilers, dude! |
LANCER:
* You're going to spoil it for yourselves! | |
SUSIE:
* C'mon, we're working hard on this! | |
RALSEI:
* Sorry! Sorry. |
All three then turn upwards for a second before turning back towards each other.
RALSEI:
* ... I notice there is a puzzle here. |
SUSIE:
* Yeah? |
RALSEI:
* Would you two... like to... do it...? |
SUSIE:
* Uh, no. That's for heroes. |
* We're bad guys. * We don't have to do anything. |
LANCER:
* Except scheme. |
SUSIE:
* Yeah. Except scheme. |
* So have fun, we'll be here. |
The dialogue then stops, and you are free to move around.
If you try to leave the room before solving the puzzle:
SUSIE:
* ...? |
If you try to leave again:
SUSIE:
* Just do the puzzle, Kris. |
Susie's Villain Outfit
In room_forest_puzzle1 (where the first suits puzzle is located) Susie and Lancer are present and can be talked to. Talking with Susie prompts a conversation about how Lancer is going to help her make her outfit look more "badass". There is an unused continuation of this dialogue (shown if the player has talked to Susie less than -50 times), presumably originally intended to be shown when talking to her for the second time (before some of the above removed dialogue was added as Susie's text when talking to her the first time).
SUSIE:
* Heh, my clothes are gonna be so great. |
LANCER:
* Yes! I've already finished a prototype! |
RALSEI:
* That's just... a bunch of torn up pieces of felt. |
SUSIE:
* Can you PLEASE stop acting so jealous for ONE second? |
Susie and Lancer – Clover Puzzle
Unused text for Susie and Lancer indicating that they were going to appear in room_forest_area3 (the Clover puzzle/boss room).
Interacting with Susie the first time:
RALSEI:
* Stuck on this puzzle too? |
SUSIE:
* Don't talk to me while I'm scheming. |
RALSEI:
* Say, why don't you just walk over the spikes like before...? |
SUSIE:
* Heh, why bother when you guys will solve it for us? |
LANCER:
* (Oh, I thought it was because I'm afraid of spikes.) |
SUSIE:
* SHHHH! |
Interacting with Susie again:
RALSEI:
* Seeing you two scheme together... |
* It's a bit like a group project in school, isn't it? |
SUSIE:
* Can you stop ruining everything? |
Interacting with Lancer:
LANCER:
* Beware! We split up our schemes to scheme twice as fast...! |
* I'm realizing all kinds of hidden facts about myself! |
* Such as... I don't know how to scheme very well. |
Clover Overworld Dialogue
Unused dialogue for Clover as an overworld NPC, in the same room that she normally appears in.
* Today's a special day~ * OBVIOUSLY. * To some degree... |
* Do you know what day it is~? * You BETTER. * Um, it's OK if you don't... |
The game also stores whether or not you talked to the Clover NPC here, and if you did, then instead of her normal pre-battle dialogue when you try to leave the room ("you didn't even say hello" etc.), she would say:
English | Japanese |
---|---|
* Oh, you don't know the day? * You mean you FORGOT!? * That's OK, you don't know us. |
* え? 何日か 知らないの? * はあぁ!? 忘れたわけえぇ!? * 私たちのこと 知らないもんね… |
* It's our birthday~! Yayyyy~! * And you're gonna REGRET IT! * Oh, I'm sorry about this... |
* 今日は 私たちの誕生日なの~! * 後悔させてやるからッ! * あわわ ご…ごめんなさい…! |
Bake Sale
To do: Describe the character movement etc. |
Unused Susie and Lancer dialogue intended for the bake sale.
SUSIE:
* Alright, which one do you want? |
LANCER:
* Hahahah!! Hmmm... |
(...)
LANCER:
* Wait, you're buying it for me? |
SUSIE:
* You said you didn't eat anything earlier, right...? |
* It'd be annoying if you starved to death, y'know. |
LANCER:
* Wow...! |
* You're the best teammate ever, Purple Girl...! |
And unused dialogue for if you tried to leave the room without having interacted with Susie and Lancer (the final version is only shown if you interact with them but refuse to buy a cookie):
Early | Final |
---|---|
LANCER:
* Hey! You can't not buy from us! |
LANCER:
* Hey! You can't not buy from us! |
SUSIE:
* Hey DUMBASS! * It's for a GOOD CAUSE! |
SUSIE:
* Hey DUMBASS! * It's for a GOOD CAUSE! |
RALSEI:
* (Kris let's just buy one.) |
RALSEI:
* (Let's just buy one, Kris.) |
Malius
English | Japanese |
---|---|
* Hm? What is it now? |
* うむ 何用だ? |
Thrash World
obj_thrashafter_event is an unused event object, replaced in the final game with obj_susieandlancer_event (which controls the Lancer/Susie boss fight at the end of the Scarlet Forest, and the cutscene immediately after it). It appears to be an earlier version of the cutscene after said boss fight, where Susie and Lancer join the party, though with a few key differences.
In this early version, Susie appears to already be a member of the party (and does not seem to have been a part of the 'thrash machine' plan whatsoever). Additionally, it is implied that the thrash machine built by Lancer would have been fought by the party beforehand. See also DoomTank and thrash_rating.ogg.
The event starts with the following:
LANCER:
* Y... You got past Thrash World!? |
* Hng... Even with your help, I couldn't stop you... |
RALSEI:
* Hey, it's alright, Lancer. It was a nice effort. |
SUSIE:
* Yeah, I mean, you gotta be realistic. |
* Nothing can stop us. Not even ourselves. |
LANCER:
* That's right!! * The ~1!! |
* You crush everything that gets in your way! |
(The ~1
in Lancer's line above is replaced with The (Censored) Squad
, The Lancer Fan Club
, or The Friendly Fun Gang
, depending on the party's name, or with Guys
if the party name is undefined.)
Lancer then turns away from the party, frowns, and moves to the right slightly. Shortly after stopping, he says the following:
LANCER:
* Hmmm... What am I supposed to do, then... |
* If I can't stop you, then... |
* Then, my dad will... |
Shortly after that text:
SUSIE:
* ... |
* Well... |
* Why don't you come with us... |
* And maybe you'll think of how to stop us on the way. |
Lancer then turns back towards the party and approaches them.
LANCER:
* R... Really!? * You'd let me tag along...!? |
SUSIE:
* Sure, why not. You can be an unofficial team member. |
LANCER:
* Wow! M... Me!? In the ~1!? |
* W... Wait... |
(~1
is replaced with the same string as before.)
Lancer turns downwards for a few seconds, then turns back to the party. (The text from this point onwards is just a slightly earlier version of the used text.)
Early | Final |
---|---|
LANCER:
* Can we have monogrammed track jackets? |
LANCER:
* Can we still have monogrammed track jackets? |
SUSIE:
* Yeah. * Ralsei will make them. |
SUSIE:
* Yeah! * Ralsei will make them! |
RALSEI:
* H... Huh!? |
RALSEI:
* H... Huh!? |
* ... Okay, sure! |
* ... Okay, sure! |
LANCER:
* Ahahah!!! * Lancer joins the team!!! |
LANCER:
* Ahahah!!! * Lancer joins the team!!! |
As in the final version, immediately following this, "Fanfare" will play, while the following text is displayed:
Early | Final |
---|---|
* Lancer joined the party! |
* Lancer joined the party! |
In the early version, Susie interrupts the fanfare and dialogue after four seconds have passed:
SUSIE:
* No. |
This text is still present in the final event object, though is skipped over; the fanfare and dialogue are allowed to play out.
Following this, Lancer turns downwards and moves upwards slightly, before stopping; this marks the end of the cutscene.
Team Name
If the party name is undefined, the dialogue that depends on it will generally just use the name "Guys".
obj_savepoint:
English | Japanese |
---|---|
* The power of failing to name your team shines within you. |
* チーム名生成に失敗の力が 胸の奥で輝いた。 |
obj_checker_animtest:
English | Japanese |
---|---|
* Hohoho... * Well STEP on my BOOTS. |
* ホッホッホ… * こ~れは これは… ここで会ったが 100秒目… |
* If it isn't the Guys |
* にっくき ヤツらめ。 |
* That's right!! * The Guys!! |
* Wow! M... Me!? In the Guys!? |
obj_susieandlancer_event:
English | Japanese |
---|---|
SUSIE:
* You can, um... |
SUSIE:
* おまえは…ほら… |
* ... be part of the Guys! |
* いまから ヤツらの 一員だ! |
LANCER:
* Wow! Me...!? In the Guys!? |
LANCER:
* ホント!? ボクさまも入っていいの!? ヤツら!? |
Darkberry Teacakes
Unused dialogue for room_forest_afterthrash2 (the first room after Lancer joins the team), replaced with dialogue about baking a cake.
RALSEI:
* ... I WAS thinking of making Darkberry Teacakes later. |
SUSIE:
* Mmmmm... what's the catch. |
RALSEI:
* ... you have to stop making fun of me, for one. |
SUSIE:
* PASS!!! |
Candy Joined the Party
This is only partially unused; in-game, it's cut off by Susie, leaving everything after "Candy" (or 「キャン」) unseen.
English | Japanese |
---|---|
* Candy joined the party! |
* キャンディが 仲間になった! |
Solved Puzzle
The second suits puzzle in the Card Castle basement (the one solved by Susie herself) triggers dialogue between Ralsei and Susie when interacted with. However, if you do not have both Ralsei and Susie in your party (impossible at this point of the game), the following text will be displayed instead:
English | Japanese |
---|---|
* (Solved puzzle.) |
* (パズルを 解いた) |
Forgiving Rudinn
The right-hand Rudinn in the 'diamond' room has several different possible messages that will be displayed depending on whether you have violenced a Rudinn at any point, and whether or not you have talked to this Rudinn. There is also a failsafe message for if something goes wrong here:
English | Japanese |
---|---|
* Huh? |
* え? |
Door Jevil
* DO NOT TARRY! |
The Number 2
Text that would have appeared in room_cc_2f (the second floor of the Card Castle, with the Royal Flush). The Castle does not have visible floor numbers in the final game.
English | Japanese |
---|---|
* (It's the number 2.) * (It's reputed to be a pretty good number.) |
* (すうじの 2) * (なかなか よいと ひょうばんの かずだ) |
The Return
Rudy
English | Japanese |
---|---|
* Huh? |
* え? |
Gerson Boom Memorial Bench
There is an unused choice associated with the Gerson Boom Memorial Bench.
After the normal interact text, the following options would be given:
Sit
Don't Sit
Selecting "Sit" would give:
* (Didn't feel like it.) |
And selecting "Don't Sit" would give:
* (You decided not to sit.) |
Either way, you would not actually sit on the bench.
No Room for Hot Chocolate
If you have no room in your inventory when QC gives you the Hot Chocolate (which is impossible, given that the maximum number of Light World items you can have in Chapter 1 is 3), the following text will be displayed instead of the normal text at that point (replacing "... Here, how about this?" onwards):
English | Japanese |
---|---|
* ... You know, I'd give you a hot chocolate on the house... |
* …ホントなら ホットチョコレートを サービスしてあげたいとこだけど… |
* ... But it looks like you've got enough things already. |
* …どうやら もちものが いっぱいみたいだねえ。 |
* Take it easy, okay, hun? |
* きをつけて かえるんだよ。 |
Choice Failsafes
Sans's menu:
English | Japanese |
---|---|
* huh?
|
* え?
|
Hotline for Idiot Babies:
English | Japanese |
---|---|
* Huh!? |
* は!? |
Alphys's menu:
English | Japanese |
---|---|
* Huh? |
* ん? |
Asgore's fridge (also used if the choice was "Open Fridge" but the egg number was incorrect):
English | Japanese |
---|---|
* Nothing happened. |
* なにも おこらなかった。 |
Flower King
There's flavor text for the flowers behind Asgore, but since Asgore blocks that part of the wall, it can't be accessed through normal gameplay. If the player uses modding/hacking tools to access it, the following text string is shown:
English | Japanese |
---|---|
* (It's an expertly trimmed arrangement.) |
* (プロの ぎじゅつで うつくしく ととのえられた フラワーアレンジメントだ) |
Old Toriel Dialogue
Interacting with Toriel at the end of the game prompts dialogue from her; this is an earlier version of that dialogue. In this earlier version, you were not given any dialogue choices (despite the dialogue oddly being placed in scr_text), with the game instead checking and incrementing the value of flag 267 appropriately to keep track of how many times you've talked to her.
Talking to Toriel for the first time (the English text is identical to the dialogue in the final version for the choice "Me"; the Japanese text is almost identical, though the final version adds a space in the sixth message):
English | Japanese |
---|---|
* Kris, honey, you have grown up so much... |
* クリスも すっかり おおきくなっちゃって… |
* Someday soon you will be going off to university as well... |
* あなたも じきに だいがくへ いってしまうのね… |
* ... |
* … |
* Remember when you were little... |
* おぼえているかしら? クリスが まだ ちいさかったころ… |
* You asked when your horns were going to grow in? |
* 「いつになったら ツノが はえてくるの?」 って きくものだから… |
* So we bought that headband with the little red horns on it. |
* あかいツノがついた カチューシャを かってあげたでしょう? |
* Oh, you wore it for months! Whatever happened to it? |
* クリスったら なんかげつも まいにち つけて! あれは どこへ いったかしらねえ? |
Talking to Toriel again:
* Kris, I need to grade these assignments. |
* Perhaps you should go to bed...? |
* You do not look very well... |
In addition to these two possible responses (corresponding to values 0 and 1 of the flag), there is a check for if the flag is equal to -10; if it is, Toriel will say the following message instead:
English | Japanese |
---|---|
* Kris...? |
* クリス…? |
After this, the flag will be incremented to -9... which prevents any of Toriel's other dialogue from being shown. One would expect a string like this in a situation like this to be a failsafe string, but this does not function as a failsafe string (given that it is only shown if the flag equals -10). Given the fact that it increments the flag yet cannot connect to the other dialogue, it seems likely that it originally had a different check... though it's unclear what that would have been.
Failsafe Text
Throughout Deltarune, as with Undertale, there are many places in the dialogue where particular text is shown depending on the value of some variable. In many of those places, failsafe text is defined, which will be displayed if there was no other text defined for the particular value of the checked variable.
Objects and Scripts
There are several generic objects and scripts used to display text for multiple different NPCs (and other interactables) throughout the game. They often have a general failsafe message for if the particular variable value (e.g. room ID, item ID, etc.) isn't defined.
Rhyming NPC Dialogue
obj_npc_facing, obj_npc_room, and obj_npc_room_animated, respectively:
English | Japanese |
---|---|
* Is that a cut on your face, or part of your eye? |
* キミの顔… それは傷かい? それとも 目なのかい? |
* The gash weaves down as if you cry. |
* パックリ割れた 切り傷が まるで 涙のあとみたい。 |
* The pain itself is reason why. |
* 理由は その 痛み自体。 |
These three rhyming lines appear to be connected. It is worth noting that they describe Undertale 's "mystery man" (the character assumed by many to be Gaster) suspiciously well.
Symbols
obj_npc_sign (primarily used for signs):
English | Japanese |
---|---|
* You can't read these symbols... * Or maybe it's the handwriting. |
* 記号を 解読できない… * 手で書いてあるせいかもしれない。 |
This line is a reference to similar lines in Sans's workshop in Undertale (these lines are not in Deltarune; they're just included here for illustrative purposes):
* (Blueprints.) * (You can't read the symbols they're written in...) |
* (... or maybe it's just the handwriting.) |
* (Looks like they relate to some kind of strange machine.) |
Seizure
obj_readable_room1:
English | Japanese |
---|---|
* Suddenly, your body seizes up. * What are you looking at? |
* とつぜん からだが けいれんした。 * いったい なにを みている? |
Base Interactable Objects
obj_interactablesolid and obj_readable, respectively (which serves as the bases for actual interactable objects):
English | Japanese |
---|---|
* Can you see me...? |
* ボクが 見える…? |
Game Initializers
scr_gamestart
Among other things, this script defines default choice options:
English | Japanese |
---|---|
Normal | |
Kris |
クリス |
Susie |
スージィ |
Ralsei |
ラルセイ |
G BODY | |
Yes | |
No | |
Maybe | |
Don't know | |
Home |
ホーム |
Kris |
クリス |
obj_initializer
This unused object's Create script defines default messages (which were seemingly at one point used for testing).
Small messages:
RALSEI:
i1 |
SUSIE:
* i3 |
Normal messages:
RALSEI:
* i4 |
SUSIE:
* i5 |
(followed by Susie's above small message)
* i6. |
TORIEL:
* i7! |
SAVE Files
If a save file exists but dr.ini doesn't exist, then one of the following three strings will be displayed in place of the file's name:
FILE0
FILE1
FILE2
Save Name
English | Japanese |
---|---|
Kris |
クリス |
Code that doesn't work anywhere "obj_savemenu_slash_Create_0_gml_7_0"