We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Rain World

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Rain World

Developer: Videocult
Publisher: Adult Swim Games
Platform: Windows
Released internationally: March 28, 2017

AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.

ProtoIcon.png This game has a prototype article

Cactus 2.0!
This article has just been started and needs the article basics added.
Help us out and add them.

Rain World is an indie survival-platformer where you have to survive as a Slugcat. It's brutally hard and doesn't hold your hand for any of it.

To do:
  • Verify what's unused decals, please.
  • Find out what sprites are unused.
  • Figure out how to enable debug info and document it.
  • Document the Dev Tools.
  • Get all the unused rooms in-game for screenshots.
  • Investigate and document the rest of the unused code we know of, and get images where possible.

Unused Graphics

These are decals intended as in-game background graffiti.

















Unused Code

To do:
Can we get some text for this to describe what they are?

Ghost.gif An unused ghost/echo(?) for the top of The Wall left in the code.

An unused pipe transition, only seen in a gameplay trailer (https://www.youtube.com/watch?v=bMRWjjKm0YY).

Debug Labels

To do:
Find out and clarify what some of the values displayed mean in terms of the creature's actual behaviour, especially the scavenger ones

Debug labels are pieces of text that can be displayed as part of the graphics of certain objects (lizards, the slugcat, scavengers, vultures) that give creature-specific debug information. There is no code in the game to create debug labels, but if code that adds them is run by modding the game, unused code that IS in the game will activate, and cause the debug labels to function.

By default, the labels are displayed in magenta (#FF00FF) text, at the position of the object's main body chunk plus a certain offset (the offsets are specified in the creation of the debug labels).

Lizards display how much they like the player, their current relationship with the player (type and intensity), their current behaviour and run speed, and the location they are "migrating" to (if there are multiple players they use the first one). Slugcats display their current body mode and animation (i.e. internal movement information), and the X and Y positions of each of their 2 body chunks. Scavengers display their movement mode, behaviour, animation, information about the place they are "committed to move" to, their "drop" value (pathing information), their "idle counter", their agitation and scared values, and "like" values. Vultures display their position and behaviour.


Rooms have a "DefaultTile" field which, if it isn't null, is used for any tiles that are outside of the room. This field is read in the code for getting tiles, but it is never assigned anything other than null, meaning that in practice it does nothing (tiles outside the edge of the room will become the closest tile that is in the room instead).