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Proto:Undertale/June 8th, 2013

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This page contains changes which are not marked for translation.

This is a sub-page of Proto:Undertale.

Hmmm...
To do:
  • A few more differences to cover as well as unused content. Specifically, this stuff.

Developer's Message

It's cool that you like my game this much.

Yes, I know these are easy to decompile... You can edit Yume Nikki and OFF in RPG Maker as well. This isn't really any different.

My only wish is that you don't spoil the game for anyone else.
Wait for everyone to discover the secrets in here by themselves.
Otherwise, there will be no replay value :(

I'd also appreciate it if you held off on significant modifications before the full game is released.
I'll most likely be updating some things about the game that might make it interesting to play with.

I'll be watching...

Ha ha ha.

Toby Fox's choice words for those who decompile the demo. Located in a script called "Attention, Hackerz".

Demo Differences

Intro

Demo Final
Undertale (Demo)-Intro.png Undertale (Final)-Intro.png

The Loox was changed to a Boss Monster. The demo's intro image would end up being used later on in the final version, when Flowey alters the game after crashing it.

Maps

Demo Final
Undertale (Demo)-Beginning Area.png Undertale (Final)-Beginning Area.png

The path leading to the exit was changed to look more like an exit, while the non-path not leading to the exit was changed to look less like an exit. In addition, the exit received a more ornate design in the final version.

Demo Final
Undertale (Demo)-Beginning Area2.png Undertale (Final)-Beginning Area2.png

Quite a bit was changed in this area — notably, the stairs were made more detailed, the shadows were shortened, more leaves were scattered around, and the vines above the exit were removed.

Dialogue

Demo Final
What a cretin,
torturing such a
poor, innocent
youth...
What a terrible
creature, torturing
such a poor,
innocent youth...

This text is seen when the player first meets Toriel, where she talks down on Flowey for harassing the player. The final version changes the word "cretin" to "terrible creature". This was almost certainly changed because the demo version's line doesn't fit Toriel's character at all.

Monsters

Vegetoid

It doesn't have the option "Dinner" which is the option used to be able to spare it in the final, which means that you can only run from it or fight it. It can be spared, but only by reducing its HP first. Might have been from a possible limitation at the time, as you have to collect green carrots to allow it to be happy with you, but that would mean that Toby would've had to code in new functions to make it work like in the final.

In the demo, the "Eat" act will kill weakened Vegetoids, earning EXP and advancing the kill counter. The final replaces this with "Devour", which only eats them a little bit, ending the battle (technically) peacefully.

The Vegetoids in the switch room reappear even when killed, and even when the kill counter is maxed out and there are ostensibly no monsters left in the Ruins at all. Killing these Vegetoids repeatedly will eventually confuse the demo out of the No Mercy path and back into a Neutral path.

Other

One of the most important functions of the game never appears in the demo, which is that a monster's name turns yellow when they can be spared in the final. This means that it is impossible to tell if a monster can be spared or not in the demo.

In the demo, it's possible to earn EXP by sparing injured monsters. This feature doesn't exist in the final game: given the nature of EXP in the game, the demo's behavior wouldn't make sense and could unfairly lock an unsuspecting player out of the best ending.

In the demo, Flowey and Chara have the ability to change the game's instruction manual based on the course of events the player takes. This was removed from the final version due to software limitations, although the graphics used for it are still in the final.

In the final version, attempting to name the fallen human things such as Sans or Alphys would be prohibited, and naming the fallen human Gaster would restart the game. Other Easter eggs were added as well, each relating to the name of a character. This does not function in the demo.

Demo Final

The demo's version of "Fallen Down" is identical to the one that Toby composed for the EarthBound tribute album I Miss You - EarthBound 2012 from the previous year; the final game transposes the song to a lower key.


Unused Music

Grandpa Semi

A variant of the intro to Mettaton's battle theme with the odd filename "grandpasemi.ogg". In 1.001 of the final game, this is used, renamed to snd_grandpatemi. It plays when Temmie is denied Temmie Flakes.

grandpasemi Mettaton Battle (First few seconds)

Start Menu 1

As the player progresses through the game, the main menu music gets progressively more complex. In the demo, music tracks are overlaid on top of each other instead of being all in one file. They are slightly different from the final version.

The first track has slightly softer drumming.

Demo menu1 Final menu1

NOTE: "menu1.ogg" was renamed to "mus_menu0.ogg" in the final, and each subsequent song was decreased by 1 as a result, but for ease of reading, each song will be referred to here by their demo name. There are only 4 menu variations in the demo, but 7 variations in the final.

Start Menu 2

In the demo, "Start Menu 2" is the bass accompaniment to "Start Menu 1". In the final, the bass and "Start Menu 1" are merged together.

Demo menu2 Final menu2

Start Menu 3

In the demo, "Start Menu 3" is a NES-sounding instrument. In the final, it's "Start Menu 2" with a piano playing the "Start Menu 1" layered on it.

Demo menu3 Final menu3

Start Menu 4

In the demo, "Start Menu 4" is made completely of orchestral instruments, with no NES-esque instruments. In the final, "Start Menu 4" is "Start Menu 3" with yet another NES instrument layered on.

Demo menu4 Final menu4

The demo's "Start Menu 4" sounds very similar to the final's "Start Menu 6".

Demo menu4 Final menu7

bad.ogg

This short track is used during Hotland's "Cooking with a Killer Robot" cutscene in the final game.

Unused Monsters

Unused Vegetoid and Loox Encounters

There's an unused monster mob where one Vegetoid and one Loox attacks you. When encountered, the line "* Vegetoid and Loox attacked!" appears.

There's also a monster mob for a single Loox. It shows "* Loox drew near!"

obj_dogeB

An earlier version of Lesser Dog as they share the same attacks though the spears in the spear attack use different sprites. Doge has a completely different set of Acts from Lesser Dog, 6 in total. You spare her by doing Beckon -> Walk -> Pet.

obj_testmonster and obj_fakefroggit

Early versions of Froggit, commonly encountered through a normal gameplay, although it reacts differently to battle commands. Testmonster appears to be most likely the first enemy ever implemented into the game and Fakefroggit is the Froggit you always encounter right before the spike bridge.

Unused Objects

obj_candydish2

An early version of the candy dish bowl that appears in Room ruins7A. This object was meant to appear in Room ruins12B_OLD, the bowl will give you one rock candy which goes unused in both the demo and final game.

obj_menumusictest

This object just plays menu1.ogg and the otherwise unused menu2.ogg, menu3.ogg and menu4.ogg simultaneously.

You can control the volume of the music with the Left and Right arrow keys. The volume change affects only menu2 to menu4, though.

obj_sansbox

An older version of the Item Box with an extra choice that asks you if you want to either put something in it, or if you want to take something out.

It does not have the Box sprite yet, so instead it uses the sprite of a Sign.

Unused Text

Early Candy Bowl Text

Some early text for the candy bowl found in the Ruins, being commented out of the text script.

Early Final
You took a piece of candy.
(Press CTRL to open the menu.)
You took a piece of candy.
(Press [C] to open the menu.)
You took more candy.
No one will know you took
more than one...
You took more candy.
How disgusting..
You take another piece.
Your inhibitions begin to
melt away.
You take another piece.
You feel like the
scum of the earth...

Phone Call ID List

A list of all the IDs for phone numbers, including the unused Grandpa Semi with a test line for him, and a different spelling of Undyne.

//0 --> nobody
//1 --> torielHello
//2 --> torielPuzzleHelp
//3 --> torielAboutYou
//4 --> torielMom...
//5 --> torielFlirt
//6 --> Papyrus
//7 --> Sans1 (prank number 1)
//8 --> Sans2 (prank number 2)
//9 --> Sans3 (prank number 3)
//10 --> GrandpaSemi (Hello... id like a large pepperoni pizza...)
//11 --> DrAlphys
//12 --> Undine
//13 --> Mettaton

Placeholder Item Description

A placeholder item description stating that if you are reading it in game, it is a glitch.

If you are reading this,
I messed up somehow.


Unused Item Throwaway Text

A commented out line of code that can be found inside the "throwing away an item" segment of the script "SCR_TEXT" which shows an unused line of text that says "* Nothing but somber goodybes for the [ITEM].".

case argument0=12: //throwing away an item
     i=round(random(14))
     if i=0 then global.msg[0]="* You bid a quiet farewell&  to the " + global.itemname[global.menucoord[1]] + "."
     if i=1 then global.msg[0]="* You put the " + global.itemname[global.menucoord[1]] + "&  on the ground and gave it a&  little pat."
    // if i=2 then global.msg[0]="* Nothing but somber goodbyes&  for the " + global.itemname[global.menucoord[1]] + "."
     if i=2 then global.msg[0]="* You threw the " + global.itemname[global.menucoord[1]] + "&  on the ground like the piece&  of trash it is."
     if i=3 then global.msg[0]="* You abandoned the &  " + global.itemname[global.menucoord[1]] + "."
     if i>3 then global.msg[0]="* The " + global.itemname[global.menucoord[1]] + " was&  thrown away."
     global.msg[0]+="/%"
     break;

Leftover Metadata

Thumbs.db File

A single Thumbs.db file is present in the demo's instruction folder, showing an earlier version of two of the images used for the manual. The only difference is the top-left and top-right manual images are using early concept art drawn by Temmie (specifically the top-right and bottom-right images of the provided concept art sheet).

Name Thumbs.db Image Used Image (if present) File Date File Location Additional Notes
{A42CD7B6-E9B9-4D02-B7A6-288B71AD28BA} UndertaleJuneDemo-thumb A42CD7B6-E9B9-4D02-B7A6-288B71AD28BA.jpg 5/23/2013 (03:36:32.167) instruction UNDERTALE-RuinsMap1.png

Music

Files in the music folder contain a handful of metadata, with the exception of music/slience.ogg, which contains absolutely nothing. Though, they all tend to be just meaningless information like below:

Name Content
ARTIST (empty)
TITLE (empty)
GENRE (empty)
COMMENT (empty)
CONTACT (empty)
ENCODER FL Studio

From the ENCODER tag, it seems like that those files are Toby's original OGG exports. In the final game, external OGG files are reencoded by GameMaker: Studio at build time, stripping some metadata in the process.