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Undertale
Undertale |
---|
Developer:
Toby Fox Ta gra ma niewykorzystane lokacje. |
Co robisz?
Szukasz sekretów?
Nie dawaj nosa tam gdzie nie powinieneś.
Albo ty czegoś się nauczysz czego ty nie polubisz...
Hii Hii Hii.
UNDERTALE To niezależna gra RPG w której nikt nie musi ginąć. Inspirowana grami: EarthBound, Yume Nikki, i Cave Story, it received critical acclaim for its interesting characters, interconnected soundtrack, and twists on standard RPG tropes. Supported by a devoted fan base, for a time, it was hard to avoid this game.
To do:
|
Contents
- 1 Sub-Pages
- 2 Developer's Messages
- 3 Nieużywana muzyka
- 4 Unused Sounds
- 5 Title Screen Easter Eggs
- 6 Nieużywane walki
- 7 Unused Attacks
- 8 Dog Error Screens
- 9 Unused Items
- 10 Unused Item Drop
- 11 Old Toriel Dusting Data
- 12 Obscured Assets
- 13 Oddities
- 14 Internal Sound File Names
- 15 Music/Sound Metadata
- 16 Developer Oversights
Sub-Pages
Prototype Info (untranslated) |
Prerelease Info (untranslated) |
Notes (untranslated) |
Debug Mode Unfortunately, there are no insects to be found in this mode. |
Unused Graphics There are so many dogs in this game! There's even UNUSED dogs! |
Unused Rooms From candy pedestals to talkative NPCs. |
Unused Text I WAS NEVER ONE TO BEPIS. |
Developer's Messages
"Don't rip sprites!" Warning
Version 1.00
Please don't upload these huge sprite sheets online. Just 'cause most weird things here ARE used, I'd rather them be seen in context first. wait like a year 1st... if you're just ripping normally seen sprites for spriter's resource or smth idc if you use these 2 make it easier tho
abc_1111 contains a crudely-written note addressed to sprite rippers, specifically the ones at the website Spriter's Resource, telling them to wait a year before uploading full sheets online.
Games made with Game Maker, like Undertale, store all of their sprites in big PNG spritesheets, instead of each sprite or character being stored as an individual file. So if one were to upload sprite sheets, the easiest thing to do would be to upload all of the sheets as-is...which would leave all of the spoiler-y sprites on the same sheet as well.
The odd filename was chosen to force it to the top of an alphabetical file listing and make its presence more obvious...which does no good, as the file listing is only visible if the sprites are separated by their internal names. Oops. This was replaced in later versions.
Version 1.001
you know what i HATE? that's bepis THE TASTE the smell the texture hey... your drooling...
Version 1.001 replaces the no-spritesheet request with this vaguely erotic note about "bepis" that is a reference to a man in Moonside from EarthBound who hates the food the player likes. Toby Fox is a fan of EarthBound, and Undertale takes inspiration from the game heavily. Bepis is a silly misspelling of "Pepsi", as well as a word the developers think is silly.
The lack of any real meaning to this new text and the fact that it replaces the earlier request can be taken as permission to begin posting spritesheets, as supported by this forlorn-looking email.
"Don't spoil the game!" Warning
abc_123_a.ogg
Hello. He-he-he-he-have some respect and don't spoil the game. It's impossible to have mysteries nowadays, because of nosy people like you. Please keep all of this between us. If you post it online, I won't make any more secrets. No one will be impressed. It will be your fault! He-he-he-he-ha-he-he-ha-he-he.
This is a sound file of eight text-to-speech voices telling people not to post the game's secrets online. Who in their right mind would do tha— wait a minute...
The odd filename was chosen to force it to the top of an alphabetical file listing and make its presence more obvious. All other OGG-format music and sound effect files present in the game's folder are prefixed with either "mus_" or "snd_".
This file was updated in v1.001, taking out pretty much everything that was in the original audio file.
Wiadomość od Toby Foxa
To do: Changes to this post-1.001. |
Part of this game's charm is the mystery of how many options or secrets there are. If you are reading this, please don't post this message or this information anywhere. Or doing secrets will become pointless. By the way, most of the seemingly unused text/files are used. If you can find the in-game context for an asset, you can show it off. But if you can't, it probably means you haven't looked hard enough. Anything truly unused I'll probably post myself, later. Living in a world like this, where people can simply cheat out the answers from the code... your impatience has REALLY damaged you, hasn't it?
This notice is put into the attention_hackerz_no_2 script, where the messages are set into variables called demonx, demony, demonz and demond, respectively. The messages are, obviously, used to warn crackers. Due of the naming of the script, the messages is put at the start of the internal strings list, increasing the chance for them to be read.
In 1.001, however, it has been changed to this:
Greetings. You have made yourself completely clear. Understood. I, your humble servant, will follow you to the utmost...
The variables have been renamed to demona, demonb, demonc and demond, too. Curiously, the first line from the version 1.00 message is still present along with its associated variable, but has been moved into scr_namingscreen_check, which is the script that handles naming easter eggs.
Nieużywana muzyka
mus_kingdescription
A more orchestrated rendition of "Determination", the Game Over theme. Based on the filename, it was most likely used in a scene related to Asgore.
mus_dance_of_dog
This funky fresh beat plays exclusively in the "dancing" dog error room. The error room is most easily accessed by messing with your save file.
mus_sigh_of_dog
This unfunky fresh beat plays exclusively in the sleeping error dog room. The error room is most easily accessed by messing with your save file.
mus_star
Music that uses instruments from Star Fox. Other tracks in the game use instruments from games like Mario Paint, Final Fantasy VI, Chrono Trigger, Mega Man X , and EarthBound, so this wouldn't be TOO out of place.
According to Toby Fox, this song was intended to play when Madjick's magic orbs turn into healing hearts. However, this proved too difficult to implement because the Core's background music continues into monster battles, so it was scrapped.
mus_f_part3
Another variation of Flowey's boss music. 0:20 onwards is used for scene transitions, however, internally, a sound effect that sounds like that part plays instead of this track.
mus_f_finale_1
An unused first part of "Finale". This track is never played, as mus_f_finale_1_l plays instead. It is simply a shorter version of the first part of Finale, and it is most likely the game would have restarted at the point where the souls heal you instead of immediately starting on the fight.
mus_piano
Played at the end of the Undertale demo after clearing a neutral run, and appears as the last track of the soundtrack (titled "Good Night"), but isn't used in the final game.
mus_ruinspiano
A slow, solemn piano rendition of the music played in the Ruins. It is a slowed down version of the first section of "An Ending".
mus_birdsong's Hidden Loop
Bird That Carries You Over A Disproportionately Small Gap (mus_birdsong) is played when the bird carries you over the gap in Waterfall. However, the music only lasts one loop until it fades out. The file DOES loop properly, however a bit of the music at the end gets cut off in normal gameplay.
Unused Sounds
mus_sfx_a_swipe
A voice (presumably Mettaton or Asriel) grunting.
mus_sfx_ahh
Flowey mówi "ahh".
mus_sfx_voice_triple
Flowey says "triple".
mus_silence
Audio file that's, obviously, silence.
snd_curtgunshot
A generic gunshot sound.
mus_f_wind1
An unused longer loop of mus_f_wind2.
mus_f_newlaugh_low
An unused lower pitch variant of mus_f_newlaugh.
mus_woofenstein
An unused longer loop of mus_woofenstein_loop.
Removed Sounds
obj_rainbowbolt_realgen references a sound with the file path music/sfx/sfx_menu_error.ogg, which doesn't exist and is never played by the object anyway.
Title Screen Easter Eggs
Press Shift or X five times at the title screen to get this handy screen. Activity Level A is shown if you get a neutral ending. Activity Level B is shown if you complete a pacifist route. Activity Level C is shown if you fight Sans twice or kill him. If none of the requirements are met, "No Information" is shown instead. Typing BALL at the same screen causes a sound to play.
Nieużywane walki
RG03 i RG04
ACTions
* Check * Whisper * Touch Glove
* Error
At the very end of the ACT menu strings is this yet again generic error message, a placeholder for the ACT options of the fight against Asriel's true form.
RG03 and RG04
In the game's files with battle ID 76, there is a fully complete battle set up for two more Royal Guards, RG03 and RG04. RG03 and RG04 are mentioned by Undyne during a phone conversation as switching off with RG01 and RG02 on certain days. Despite this, they were actually cut simply because there wasn't any place they could naturally be put in, according to the artbook.
Their battle revolves around them being old friends who had a falling out, and the Pacifist solution is to get them to make up. The guards themselves are slightly incomplete, both using Aaron's defeated sprite as a placeholder, along with not having unique bullet graphics and unique bullet patterns for ACTing, unlike 01 and 02.
Gaster
Gaster has a complete set of stats in the code, all ridiculously high (to the point an enemy given these stats is borderline impossible to damage and getting hit insta-kills Frisk) and consisting only of numerous 6s. They are as follows:
HP: 666666 AT: 66666 DF: 66666 EXP: -6666 GOLD: -6666
Other Unused Encounters
ID | Enemy 0 | Enemy 1 | Enemy 2 | Encounter message (EN) | Encounter message (JP) | Notes |
---|---|---|---|---|---|---|
1 | TestFroggit | TestFroggit | TestFroggit | * TestMonster and its cohorts draw near! |
(N/A) | Appears in TESTROOM. |
14 | Vegetoid | Loox | * Vegetoid and Loox attacked! |
* ベジトイドと ルークスが おそってきた! |
||
31 | Chilldrake | Chilldrake | * Chilldrakes flutter forth! |
* いきがりバードが パタパタとんできた! |
||
33 | Icecap | Snowdrake | * Icecap and Snowdrake pose like bad guys. |
* ヒョー坊と オワライチョウは ワルっぽいポーズをとった。 |
||
33 | Icecap | Chilldrake | * Icecap and Chilldrake pose like bad guys. |
* ヒョー坊と いきがりバードは ワルっぽいポーズをとった。 |
Alternate version of the previous encounter for if Snowdrake has been killed. | |
34 | Jerry | * Jerry clings to you! |
* ジェリーに つきまとわれている! |
|||
46 (Old) | Aaron | Woshua | * You shouldn't read this. |
* これは よまないで。 |
The battle encounter that involves Aaron and Woshua being freaked out by Napstablook's music is not supposed to show its flavor text. | |
61 | Final Froggit | * Final Froggit was already there, waiting for you. |
* ファイナル・フロギーが まちかまえていた。 |
The encounter message is incorrectly formatted if spawned in-game, with the comma appearing on its own line. | ||
63 | Whimsalot | * Whimsalot rushed in! |
* ナキムシャが かけつけた! |
|||
69 | Bomb | * Defuse the bomb! |
* ばくだんを かいじょしろ! |
This Bomb is a unique unused enemy that lacks a time limit but otherwise behaves like the used dog-Bomb. | ||
79 | Vulkin | Vulkin | * A strange parade blocks the path. |
* きみょうな しゅうだんに ゆくてを ふさがれた。 |
||
127 | Whimsalot | Parsnik | * Whimsalot and Parsnik appeared. |
* ナキムシャと パースニックが あらわれた。 |
||
131 | Parsnik | Astigmatism | * Not only potatoes have eyes. |
* “め”に どくが あるのは ジャガイモだけじゃない。 |
||
133 | Astigmatism | Migospel | Moldessa | * Looks like a real party. |
* これぞ まさに “パーティ”だ。" |
|
134 | Whimsalot | Parsnik | Moldessa | * Party from Hell. |
* じごくの “パーティ”だ。" |
|
141 | Mad Mew Mew | * Mad Mew Mew blocks the way! |
* ぷんすかみゅうみゅうに ゆくてを ふさがれた! |
|||
256 | Asriel | * ASRIEL's SOUL was awakened by the power of your friends! |
* なかまの ちからで アズリエルのタマシイが めをさました! |
|||
256 | Asriel | * It's time to say goodbye. |
* これで おわかれだ。 |
Unused Attacks
Sans
To do: Double check these. |
Sans' battle has some unused attacks. They, along with used attacks, are handled in the obj_sansb_body object.
Vertical Platforms - The attack is handled by obj_vplatgen. It has bones along the bottom, with platforms randomly placed and scaled scrolling from top to bottom. Some platforms wave from left to right slightly as well. To dodge, you are to stay on the platforms and not fall to the bottom into the bones. There are 3 variantions to this attack, controlled by obj_vplatgen's (0-indexed) type
variable, type 1 to type 2 are simply sped up versions of type 0. Type 2 is directly accessible as attack type (variable a_type
) 9 in obj_sansb_body. There's also a unused 6th Alarm event to the generator objects, which spawns randomly positioned bones in the middle of the screen to dodge every 50 frames. Because the platforms are randomly generated in size and position, it can be impossible to avoid getting hit.
Vertical and Horizontal Bones - Fixed bullet patterns with bones coming from positions vertically and horizontally. To dodge, you must maneuver around the bones. Accessible as attack type 10 in obj_sansb_body. There also exists a variantion, accessible as attack type 11 in obj_sansb_body, which is faster and has a different pattern. There is also a "hell" variantion of the first kind of the attack, accessible by setting the hell
variable in obj_sansb_body to true, which is harder.
Random Gaster Blasters Variant - The sprites for the blasters are squished to be thin, much like one of the final version's variants, although this time the blasters spawn and shoot faster. This can be seen if a obj_gasterbl_gen is spwaned with type 0, which is not utilized by any coded attack in obj_sansb_body.
Final Attacks Variants - There is also "hell" variants of some of the final attacks. The attack where you have to short hop in between a gap in bones (attack type 1) and the one where you hop over a small white bone with a long blue one right after (attack type 3) is faster when the hell
variable in obj_sansb_body is set to true. The platforming attack with bones and platforms scrolling across the screen horizontally has a variant where the platforms scroll slower, which is type 0 of obj_3platgen.
Worth to note that there exists an unused pitch for Megalovania in the code, which is also demonstrated in the video in result of the usage of the skip
debug variable. Here's the related code, in the Create event of obj_sansb:
if (skip == true) { con = -1 with (mypart1) bounce = 1 obj_borderparent.visible = true global.msg[0] = scr_gettext("obj_sansb_90") // * Skipped ahead. global.mnfight = 3 global.myfight = 0 global.faceemotion = 0 normalfight = 1 obj_heart.visible = true global.flag[271] = 1 caster_loop(global.batmusic, 0.95, 0.95) // <-- here }
Mettaton EX
The Mettaton EX battle has some unused attacks. These can be seen if obj_mettattackgen is spawned with the respective attack types set in a global variable called global.attacktype
.
To do: Explain better |
Attack type 1 - Columns of boxes
Attack type 2 - Columns of boxes weaving from left to right
Attack type 3 - Some arms weaving from left to right?
Attack type 4 - Literally just legs
Attack type 5 - Activated legs weaving from left to right
Attack type 6 - Boxes and bombs scattered everywhere
Attack type 7 - Boxes and bombs scattered everywhere, but faster
Attack type 8 - Tightened bullet board, bombs appear from left and right
Attack type 9 - Less tightened bullet board, bombs appear from left, center and right
Attack type 10 - Columns of boxes and bombs approaching fast. The pattern is replayed after a while
Attack type 11 - Columns of blocks that go upwards when shot
Attack type 12 - Columns of blocks that go upwards when shot, plus sparkle bullets which only appear in the Alphys Lost Soul fight in the final game
Attack type 13 - A lot of mini Mettatons throwing hearts
Attack type 14 - Another lot of mini Mettatons throwing hearts
Attack type 15 - Mini Mettatons throwing sparkles
Attack type 16 - Mini Mettatons throwing sparkles again
Attack type 50 - Some arms with moving yellow block?
Attack type 51 - Fast disco ball
Attack type 52 - Boxes and bombs scattered everywhere, again; also kinda fast
Attack type 55 - Yet again, literally just legs
Dog Error Screens
Two screens featuring the annoying dog are present in the game. These are used as "error handlers" in case something goes wrong, such as loading a corrupted save file or entering an invalid or otherwise inaccessible room with an edited save.
The song "mus_dance_of_dog" is used on one of the error handler screens (the left one), at a random pitch. The other song is "mus_sigh_of_dog".
Unused Items
ID | Name | Short Name | Serious Name | Description | Use Text |
---|---|---|---|---|---|
2 | Croquet Roll | CroqtRoll | CroqtRoll | Heals 15 HP
Fried dough traditionally served with a mallet. |
Normal:
You hit the Croquet Roll into your mouth. Serious Mode: You ate the Croquet Roll. |
5 | Rock Candy | RockCandy | RockCandy | Heals 1 HP
Here is a recipe to make this at home: 1. Find a rock |
You ate the Rock Candy. |
6 | Pumpkin Rings | PunkRings | PmknRings | Heals 8 HP
A small pumpkin cooked like onion rings. |
You ate the Pumpkin Rings. |
8 | Stoic Onion | StocOnion | Onion | Heals 5 HP
Even eating it raw, the tears just won't come. |
Normal:
You ate the Stoic Onion. You didn't cry... Serious Mode: You ate the Stoic Onion. |
9 | Ghost Fruit | GhostFrut | GhstFruit | Heals 16 HP
If eaten, it will never pass to the other side. |
You ate the Ghost Fruit. |
18 | Puppydough Icecream | PDIceCram | Ice Cream | "Puppydough Icecream"
Heals 28 HP. Made by young pups. Note: This item's name is too long to show up properly when using a dimensional box. The use text has no Serious Mode variantion. |
Mmm! Tastes like puppies. |
Unused Item Drop
In the internal monster setup code, there are mentions of item rewards and the chance for an item to drop. This never happens within the game, leaving these global variables unused: itemrewardid and itemrewardchance. Below is an example of the variables in the code.
global.monstername[myself] = scr_gettext("monstername_3") // monstername_3 = "Froggit" global.monstermaxhp[myself] = 20 global.monsterhp[myself] = 20 global.monsteratk[myself] = 4 global.monsterdef[myself] = 1 global.xpreward[myself] = 10 global.goldreward[myself] = 20 global.itemrewardid = 1 global.itemrewardchance = 50
Old Toriel Dusting Data
scr_getvapordata contains a piece of ASCII pixel art of Toriel's death sprite, spr_torielboss_kneelsmile2, (mostly) composed of 0s (representing black) and 1s (representing white). Along with other data contained in the script, this was meant to be interpreted by an old version of the game's sprite duster, obj_vaporized, which produces dust particles according to it; the final game instead uses obj_vaporized_new like all monsters other than Undyne and Glad Dummy. (The following representation of the data cuts it to lines with 72 characters each, which is half of 144, the original sprite's width.)
000000000000000000000000000110000000000000110000000000000000000000000000 000000000000000000000000001100000000000000011000000000000000000000000000 000000000000000000000000001110111111111110111000000000000000000000000000 000000000000000000000000110001111111111111000110000000000000000000000000 000000000000000000000011111111111111111111111111100000000000000000000000 000000000000000000000111101111110111110111111011110000000000000000000000 000000000000000000000111101111111111111111111011110000000000000000000000 000000000000000000001111101101110111110111011011111000000000000000000000 000000000000000000001111100111000111110001110011111000000000000000000000 000000000000000000001111100111111111111111110011111000000000000000000000 000000000000000000001111110011111011101111100111111000000000000000000000 000000000000000000000111110001111111111111000111110000000000000000000000 000000000000001111000111111000110100010110001111110000000000000000000000 000000000000111110001011111000001111111000001111101000000000000000000000 000000000000111100001000000000000000000000000000001000100000000000000000 000000000001111100001000000110000011100011110000001000111000000000000000 000000000011111110000000000001110010010111100000001000111100000000000000 000000000011111111111111110111000111000000000000010100111110000000000000 000000000111111111111111111011111111100000000000100100011111000000000000 000000000111111111111111111100111111100100000001000100011111100000000000 000000000111111111111111111110011100001110000010000100011111110000000000 000000000011111000000000000111000000000000000100000100011111111000000000 000000000011110010000001111000000011100000001000011000011111111000000000 000000000000100100000000000110000000000000100011100110001111111100000000 000000000000000100000000000000100000000010001110010010001111111110000000 000000000000001000000000000000000011110000111101000001000111111110000000 000000000000001000000000000000110000000111111000000001000111111111000000 000000000000001000000000000001111000111111000000000001000111111111100000 000000000000010000000000000011000011000000000000000000100111111111100000 000000000000010000000000000100000000000000000000000000100111111111110000 000000000000010000000000000000000000000000000000000000100111111111110000 000000000000010000000000000000000000000000000000000000100111111111111000 000000000000010000000001111000000000000000000000000000100111111111111000 000000000000001000000000000000110000000000000000000000100111111111111000 000000000000000111111111111100000000000000000000000001001001111100011100 000000000000011111111111111111110100000000000000000010000111111111100110 000000000000011011101110000000000000111111111111000000011100011101101100 000000000000000000000000000000000000000000000000000000000000000000000000 2
Obscured Assets
Snowdin Building Mockups
Placeholder Snowed Inn Lobby
Hidden under the image for the Snowed Inn lobby is a mockup of the rooms layout made of the Snowdin tiles.
Placeholder Snowed Inn Rooms
Like the lobby, there is a placeholder layout for the rooms in Snowed Inn, featuring some not so comfortable beds...
Placeholder Librarby Inside
A mockup of the inside of Snowdin's Librarby, being made of snow and bits of trees.
Early MTT Hotel Outside
Hidden under the MTT Hotel outside image in the respective room (room_fire_hotelfront_2) is an early version of the hotels outside, being made up of tiles instead of being one image. The ground tiles are placeholders, using the ice cave ground, a tile that was used as a placeholder throughout the entirety of Hotland.
Early CORE Entrance
To do: Relocate this somewhere, this doesn't seem to fit here. |
Hidden in the right side of the room for CORE's entrance (room_fire_precore) is what seems to be a placeholder version of the entrance, made of Hotland assets. Yes, the background (should) loop like that in the game.
Oddities
Annoying Dog's Sale Price
The Annoying Dog can be sold for 999G and haggled up to 1251G (the highest sale price of any item in the game!), but it will disappear if taken out of the room it spawns in, so this can never be seen on a normal playthrough.
Mettaton's House
Mettaton's bed, upper walls, and TV have collision, but it's impossible to get in that section of the room.
Death By Glamour Speed
Mettaton EX's battle theme, Death By Glamour, is played at 0.95x speed after the pre-battle intro cutscene, but plays at 0.97x speed instead if Mettaton's dialogue is skipped; this is the value set in scr_battlegroup, the script that defines all of the encounters in the game. The version in the OST plays at full 1x speed, matching neither of these.
Inu Slots Coin Donation Saving
When you save in the Xbox One version, the game stores the value of flag 299 (the amount of coins you donated to the casino Dog Shrine) to global.xbox_coins_donated
, then writes the latter into the save file. When you load, the number is read into the latter, and only to the latter for some utterly baffling reason. What's more, the global variable doesn't appear to be used otherwise.
Toy Knife Room Name
The room in the Ruins where the Toy Knife can be found is internally called room_ruins18OLD. This is the only instance of a room labelled as old being used, and there's no non-old version of the room.
Internal Sound File Names
To do: Make the explanation simpler. |
There are alternate file names for some sounds and music in the game's code, in the format music/*.ogg
, from the phase of development where the game used GameMaker 8 and played external sounds and music through an extension. When the game was migrated to use GameMaker: Studio, it was changed to use GameMaker's native sound system for that instead. So to not change already existing code using the sound extension, compatibility scripts were made, one being caster_load, which converts the filenames that were originally used to pointers to GameMaker sounds by calling scr_getmusindex.
Music/Sound Metadata
As with the demo, music/sound files have some metadata. The ENCODER
field seems to be always overwritten by GameMaker: Studio, but there's still some information from FL Studio's LAME encoder.
(all OGG files, v1.08) | |
Name | Content |
---|---|
encoder |
Lavc56.12.101 libvorbis |
(all OGG files, v1.11) | |
Name | Content |
encoder |
Lavc libvorbis |
(all WAV files, v1.08) | |
Name | Content |
ISFT |
Lavf56.14.100 |
abc_123_a.ogg (v1.001+) | |
Name | Content |
encoded_by |
LAME in FL Studio 10 |
TBPM |
140 |
date |
2016 |
snd_ballchime.ogg | |
Name | Content |
encoded_by |
LAME in FL Studio 10 |
TBPM |
251 |
date |
2015 |
mus_computer.ogg | |
Name | Content |
SOFTWARE |
FL Studio 10 |
mus_wrongworld.ogg ("Wrong Enemy ?!") | |
Name | Content |
encoded_by |
LAME in FL Studio 10 |
TBPM |
224 |
date |
2015 |
mus_mysteriousroom2.ogg ("Premonition") | |
Name | Content |
ENCODED BY |
LAME in FL Studio 10 |
BPM (BEATS PER MINUTE) |
115 |
DATE |
2014 |
mus_express_myself.ogg ("Last Goodbye") | |
Name | Content |
encoded_by |
LAME in FL Studio 10 |
TBPM |
180 |
date |
2015 |
snd_hit, snd_victor | |
Name | Content |
IART |
Don Ralke; Sherman Bros. |
ICRD |
1972 |
INAM |
Snoopy, Come Home |
snd_spearappear | |
Name | Content |
ICRD |
2013 |
snd_wrongvictory | |
Name | Content |
ICRD |
2014 |
The "Snoopy, Come Home" metadata refers to the fact that both snd_hit and snd_victor are sampled from the song "Snoopy, Come Home" from the eponymous soundtrack, which Toby seemingly took from an online rip of the original vinyl without changing the metadata.
Developer Oversights
Mettaton EX Battle Essay
Mettaton EX has an "essay" question where you can type in text and have him comment on it. Unfortunately, typing "x" or "z" ends the essay unless CTRL is held down, leaving some words (in most playthroughs) untypable. This was corrected in the PlayStation 4, PlayStation Vita, and Nintendo Switch versions of the game, as they use an on-screen keyboard.
The following words can't be triggered:
- sexy
- foxy
- tantaliz (covers both "tantalizing" and "tantalize")
Naming the Fallen Human
In the PlayStation 4 and PlayStation Vita versions of the game, entering the name "Gaster" will result in a crash, rather than the intended restart of the game.
The Undertale series
| |
---|---|
Windows, Mac OS X, PlayStation 4, Nintendo Switch | Undertale (Demos) • Deltarune (Demos) |
Linux, PlayStation Vita, Xbox One, Xbox Series X | Undertale |
- Featured articles
- Featured main articles
- Pages missing developer references
- Games developed by Toby Fox
- Pages missing date references
- Games with unused areas
- Games with hidden developer messages
- Games with unused graphics
- Games with unused items
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with hidden sound tests
- Games with regional differences
- Games with revisional differences
- To do
- Undertale series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
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