传说之下
传说之下 |
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开发者: Toby Fox 本游戏有未使用的区域。 本游戏有工程版页面 本游戏有预览资料页面 |
你在干什么?
在寻找秘密吗?
不要趟你不该趟的浑水。
或者你会学到你不想学到的教训...
Hee hee hee.
UNDERTALE 是一款没有人必须死的独立 RPG。受 EarthBound、Yume Nikki、Cave Story 诸如此类游戏的启发,它因有趣的角色设计、相互联系的音乐和对标准 RPG 梗的曲折而备受赞扬。传说之下有着忠诚的粉丝,曾有好一段时间内这是款不得不玩的游戏。
To do:
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Contents
子页面
Prototype Info |
Prerelease Info |
Notes (untranslated) |
调试模式 可惜的是,这个模式下没有“虫”可以抓。 |
Unused Graphics 这个游戏里的狗太多了,居然还有未使用的狗! |
Unused Rooms 从装着糖果的基座,到健谈的 NPC。 |
Unused Text 我从来没有 BEPIS 过。 |
开发者的信息
"不要把图像拷出来"警告
1.00版本
原文 | 翻译 |
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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 |
请不要把这些巨大的贴图表上传到网上。 因为这里面大多数奇怪的东西已经被使用了,我只是更想在游戏中让它们被先看到(而不是网上) 等上大概一年吧... 如果你只是为了Spriter's Resource抓取一些常见的贴图或者别的什么的话倒没关系,有贴图表会简单些 |
abc_1111 包含了一个写给拆包者的话, 特别是给那些来自Spriter's Resource的人,让他们在一年之后再把完整的精灵表上传到网上。
使用Game Maker制作的游戏,比如Undertale,会将所有的精灵储存在一张巨大的PNG格式精灵表上面,而不是将每一个精灵或角色作为单独的文件储存。所以如果有人想要上传精灵表的话,最简单的方法就是上传所有的表格...这会将所有含有剧透的精灵也留在同一张表上。
选择这个奇怪的文件名称的目的是为了让它出现在以字母顺序排列的文件列表的最上面,并且让它看上去更...显眼,这么做并没有起到效果,因为文件列表只有在使用外部程序将精灵分隔成字符串时才能看见。Oops。这张图片在随后的版本中被替换了。
1.001版本
you know what i HATE? that's bepis THE TASTE the smell the texture hey... your drooling...
翻译
你知道我 '''讨厌什么吗?''' 那个 bepis '''那味道''' 那气味 那纹理 喂... 你在 流口水...
版本1.001将之前不要上传的请求替换成了这个关于“bepis”的非常模糊且色情的短笺,“bepis”引用自一个EarthBound中来自Moonside讨厌玩家喜欢的食物的人。Toby Fox是"EarthBound"的粉丝,而Undertale从那部游戏中获得了很多的灵感。“Bepis”是“Pepsi”的一个愚蠢的错误拼写,同时也是开发者觉得很蠢的一个词。
这些文本没有任何实际的含义,并且它可以被视为允许发布精灵表格的许可,因为它替换了先前的请求,并且可以在这封郁郁寡欢的邮件中看出来。
“不要剧透游戏!”警告
abc_123_a.ogg
你好。请-请-请-请-保持一些尊重并不要剧透游戏。因为像你这样爱管闲事的人,在当今不可能保有秘密。请让这一切都成为我们两人之间的秘密。如果你把它发到网上,我将不会制作任何秘密。没人会为此留下印象。这将会是你的错!嘻嘻嘻嘻嘻嘻嘻嘻嘻嘻嘻。
这是一则由八个不同的语音转文字语音组成的音频文件,告诉人们不要把游戏中的秘密发布到网络上。脑子正常的谁会那样做——等一下...
选择这个奇怪的文件名称的目的是为了让它出现在以字母顺序排列的文件列表的最上面,并且让它看上去更显眼。游戏文件夹中其他所有OGG格式的音乐和音效都以“mus_”或“snd_”作为前缀。
该文件在 v1.001 更新中被更新,更新后的版本移除了几乎所有原始音频文件中的内容。
Toby Fox的消息
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?
翻译
这个游戏的魅力的一部分就是其中的选项和秘密。如果你正在读这个,请不要把这则消息或着信息发布到任何地方。否则制作秘密将变得毫无意义。 顺带一提,大多数看上去没有使用的文本/文件实际上都被用过了。 如果你研究出了一个资源在游戏中的用途的话,你可以将把它展示出来。但是如果你不能的话,可能意味着你找的不够努力。真正没有使用的东西我可能会在以后自己发布。 在人们可以轻易地从代码中作弊得到答案的世界生活...你的不耐烦给你带来了很大的伤害,不是吗?
这则通告被放置在 attention_hackerz_no_2 脚本中,其将这四个字符串分别设入 demonx, demony, demonz 和 demond 变量。 很显然,这个脚本是用来警告破解者们的。因脚本的名称,这些消息被放入了内部字符串列表的开头,这进一步增加了该通告被阅读的机会。
然而,在1.001版本,它被替换为:
Greetings. You have made yourself completely clear. Understood. I, your humble servant, will follow you to the utmost...
翻译
你好。 你已经表达的很清楚了。 了解了。 我,您卑微的仆人,将追随您至死不渝...
这些变量也被重命名为demona, demonb, demonc 和 demond。奇怪的是,1.00版的消息的第一行以及与其关联的变量仍然存在,但是被移入了 scr_namingscreen_check(处理特殊名称的脚本)。
未使用的音乐
mus_kingdescription
玩家死亡后播放的音乐 “Determination” 的更高级版本。根据文件名,它最有可能用于一个与 Asgore 有联系的场景。
mus_dance_of_dog
这种时髦新潮的节奏仅会在你位于“跳舞”的狗错误房间("dancing" error dog room)的时候播放。乱搞你的存档文件最容易触发这个错误房间。
mus_sigh_of_dog
这种不太时髦新潮的节奏仅会在你位于睡觉的狗错误房间(sleeping error dog room)的时候播放。乱搞你的存档文件最容易触发这个错误房间。
mus_star
使用了来自Star Fox中的乐器的歌曲。游戏中还使用了来自游戏Mario Paint,Final Fantasy VI,Chrono Trigger, Mega Man X,和EarthBound中的乐器,所以这个音乐不会太违和。
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
另一个Flowey的头目战音乐的变奏。 0:20开始的部分被用于场景转换(然而,一个听上去属于那个部分的音效被播放,而不是这个音轨),尽管在正常游玩中,开头的部分是无法听到的。
mus_f_finale_1
“Finale”未被使用的第一部分。这则音频从未被播放,而mus_f_finale_1_l取代了它。它只是Finale第一部分更为简短的版本,很有可能被设计成当玩家在精污花boss战的第二阶段死亡之后重启游戏时播放。
mus_piano
当你在Undertale demo版中立线结尾中杀掉Toriel后,该音乐将会在结尾播放,并作为配乐中最后一首曲目(标题是“Good Night”)出现,但是该歌曲在最终游戏中并没有被使用。
mus_ruinspiano
曲目 “Ruins” 的一个缓慢且庄严的钢琴版。这是“An Ending”第一部分的慢放版本。
mus_birdsong's Hidden Loop
mus_birdsong在当小鸟载着你穿越Waterfall的间隙时播放。然而,这则音乐只会在它淡出之前循环一次。该文件可以被正常循环播放,但是在正常游玩中音乐末尾的一部分被截掉了。
未使用的音频
mus_sfx_a_swipe
一个声音(可能来自Mettaton)发出哼的声音。
mus_sfx_ahh
Flowey说“ahh”的声音。
mus_sfx_voice_triple
Flowey说“三个”(triple)的声音。
mus_sfx_voice_jafe
Asriel说“jafe”(或者有可能是“Strafe”,seeing as the Chaos Saber needs you to quickly go to the other side of the box)的声音。According to the code for the Asriel Dreemurr fight, this sound effect is partially played in Asriel Dreemurr's "Chaos Saber" attack, but it is not fully used.
标题界面菜单
在标题画面按 5 次 Shift 或 X 来触发这个画面。 “Activity Level A” 会在达成 NE(普通结局)后显示。 “Activity Level B” 会在达成 PE(和平结局)后显示。 “Activity Level C” 会在你与 Sans 战斗 2 次或杀死他之后显示。 如果以上条件都不符合,则会显示“No Information”。 在这个界面里输入 BALL 会播放一个声音。
未使用的战斗
RG03和RG04
在游戏文件中的战斗ID 76,为另外两名皇家守卫RG03和RG04设置了一场完整的战斗。Undyue曾经在一段关于在某些日子撤换RG01和RG02的电话交谈中提及RG03和RG04。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.
Other Unused Encounters
ID | Enemy 0 | Enemy 1 | Enemy 2 | Encounter message | Notes |
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1 | TestFroggit | TestFroggit | TestFroggit | * TestMonster and its cohorts draw near! |
Appears in TESTROOM. |
14 | Vegetoid | Loox | * Vegetoid and Loox attacked! |
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31 | Chilldrake | Chilldrake | * Chilldrakes flutter forth! |
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33 | Icecap | Snowdrake | * Icecap and Snowdrake pose like bad guys. |
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33 | Icecap | Chilldrake | * Icecap and Chilldrake pose like bad guys. |
Alternate version of the previous encounter for if Snowdrake has been killed. | |
34 | Jerry | * Jerry clings to you! |
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61 | Final Froggit | * Final Froggit was already there, waiting for you |
The encounter message is incorrectly formatted if spawned in-game, with the comma appearing on its own line. | ||
63 | Whimsalot | * Whimsalot rushed in! |
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69 | Bomb | * Defuse the bomb! |
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. |
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127 | Whimsalot | Parsnik | * Whimsalot and Parsnik appeared. |
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131 | Parsnik | Astigmatism | * Not only potatoes have eyes. |
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133 | Astigmatism | Migospel | Moldessa | * Looks like a real party. |
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134 | Whimsalot | Parsnik | Moldessa | * Party from Hell. |
Unused Attacks
To do: Add MTT EX. |
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 waving from left to right
Attack type 3 - Some arms waving from left to right?
Attack type 4 - Literally just legs
Attack type 5 - Activated legs waving 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 come very 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 sparkles that only appeared 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 14 - Mini Mettatons throwing sparkles
Attack type 15 - 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, and also kinda fast
Attack type 55 - Yet again, literally just legs
存档错误房间
游戏中有两个出现烦人狗的房间。他们被用作某种“错误处理”以防游戏出现问题,比如尝试加载损坏的存档文件,或者通过修改存档进入无效或无法进入的房间。
歌曲“mus_dance_of_dog”以随机的音高被用于其中一个错误处理屏幕(左边的那个)。另外一首歌则是“mus_sigh_of_dog”
未使用的物品
ID | 名称 | 简称 | 严格名称 | 描述 | 使用文字 |
---|---|---|---|---|---|
2 | 槌球棍 | CroqtRoll | CroqtRoll | 治疗15HP
用木槌做的传统油炸面团。 |
你把槌球棍打进自己的嘴巴。 |
5 | 石糖 | RockCandy | RockCandy | 治疗1HP
这是在家制作这个东西的配方: 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.找到一块石头 |
你吃了石糖。 |
6 | 南瓜圈 | PunkRings | PmknRings | 回复8HP
一个小小的南瓜,煮的像洋葱圈一样。 |
你吃了南瓜圈。 |
8 | 无泪洋葱 | StocOnion | Onion | 回复5HP
就算生吃它,也不会流泪。 |
你吃了无泪洋葱。你没有流泪…… |
9 | 鬼果 | GhostFrut | GhstFruit | 回复16HP
一旦吃了,将永世不得超生。 |
你吃了鬼果。 |
18 | 狗头冰激凌 | PDIceCram | Ice Cream | "狗头冰淇淋"
回复28HP。 由年轻的小狗制成 Note: The use text doesn't have "you didn't cry" in serious mode. |
You ate the Stoic Onion. You didn't cry... |
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. '注意:这个物品的名称过长导致无法在使用次元盒时正常显示 |
嗯嗯!尝起来像小狗。 |
Unused Item Drop
In the interal monster setup code, there is mentions of item rewards and the chance for the item to drop, though 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
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
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) loops like that in the game.
"rededge"s in Photoshop Flowey Fight
To do: Not sure where do I put this thing, so... |
Photoshop Flowey's fight room has invisible background layers using "rededge" sprites, which would be animated by obj_flowey_bgdraw. The screenshot above is made with a modification of the game, showing how would the fight's background look like in-game if the layers are made visible.
轶事
烦人狗的售价
烦人狗可以卖到999G,在讲价后可以卖到1251G(游戏中最高的物品售价!),但将烦人狗带出生成它的房间后就会消失,所以永远不可能在正常游玩中看到这点。
Mettaton的家
Mettaton的床,上方的墙和电视都有碰撞实体,但是在游戏中不可能到达房间的那个部分。
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 is set to play at 0.97x speed in scr_battlegroup, the script that defines all of the encounters in the game. The version in the OST is the same to the in-game version played at 1x speed.
开发者的疏忽
Mettaton EX战斗论文
在与Mettaton EX的战斗中,有一个“论文”问题环节,你可以输入文字并让他评价。不幸的是,除非按住Ctrl键,输入“x”或者“z”将会结束论文,这导致一些单词(在大部分游玩中)无法打出来。PS4、PS Vita及Nintendo Switch版本的游戏中没有这个疏忽,因为它们使用屏幕键盘。
以下单词无法被触发:
- sexy(性感的)
- foxy(狡猾的)
- tantaliz (挑逗,包括“挑逗”tantalizing和“挑人的”tantalize)
为坠落的人类命名
在PS4和PS Vita版本的游戏中,输入名称“Gaster”将会导致游戏崩溃,而不是预计的重启游戏。
Windows/PS4/Vita/Switch | OS X/Linux |
---|---|
在 Windows 和主机版本中,实验室中的监视器会实时显示你的位置。然而,在 OS X 和 Linux 版本中只有一张静态图片。 这张图片仍然作为未使用的图片在 Windows 版本中存在。
'spr_labcamera_emergency_0'
'spr_labcamera_emergency_1'
1.001 patch
To do: Hastily pulled from the Undertale wiki. Add anything that's somehow not on that page, and add detail to this stuff. |
- 演示版中出现的加载启动画面被恢复。
- 摇杆设置菜单以图像的形式更新了。
- 为“Ice”添加了一个击杀精灵,在之前可以通过偷走Ice Cap的帽子遇到。它错误的使用了一个Aaron的占位符精灵
v1.0 | v1.001 |
---|---|
- 蓝色攻击的颜色为色盲玩家进行了一些调整,因为原本的青色色调让them almost identical to (for protanopia) or only slightly darker than (for deuteranopia) white attacks.
- 一些对话被更新以解释放弃的屠杀线尝试,例如在隐形迷宫房间的电话,当和Papyrus一起约会/出去玩时的骨头盒,以及可能更多。
v1.0 | v1.001 |
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- 修复了Papyrus会错误的出现在Undyne首次出现的过场动画中,即使是他被杀掉的路线的问题。
- 为听力受损、音盲或只是拿不准的演奏者添加了钢琴谜题的视觉解决方案。
- 更改和添加了关于游戏中位于Waterfall的“Clam Girl”NPC的对话。
- 音效grandpasemi.ogg被重新命名为grandpatemi,并重新用在当你拒绝给Temmie提米脆片时。
- 进行了各种布局更改以尝试修复“跳过实验室”故障。没怎么起到效果。
v1.0 | v1.001 |
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- Alphys实验室的洗手间标志被从右侧移到了左侧以修复上面提到的bug。
- 为Burgerpants添加了提到Nice Cream Man的新对话。
- Sans在战斗前对话的升级有略微改变。他将会说简短版本的台词当你存活了三次他的第一波攻击,而不是像之前将他打败一次后玩家重新读档并再次与他战斗后触发。
(Upon closer examination, the holes in the fabric seem to be growing.) (Might take a while for the dog to fix all of them.) (Dogs aren't usually very good at knitting.) (A crocheting dog is out of the question.)
(进一步的观察后,破布上的洞似乎在变大。) (狗可能需要一段时间才能修补好所有的洞。) (狗通常都不怎么擅长编织。) (一只钩编的狗是不可能的。)
- 在秘密烦人狗房间中加入了新的对话,进一步解释了在可以与烦人狗战斗之前还需要更多的“补丁”。
- 如上所述,“数据挖掘者们,不要破坏游戏”警告已经被替换,因为不再需要了。
- 与Gaster有关的“fun”值现在可以在不手动修改游戏.ini文件的情况下工作了。
- 战斗中的“检查”选项不再显示被游戏代码实际使用的数据,而是显示任意数字或愚蠢的信息。
- 游戏的最初版本有一个重大疏忽,导致玩家可以在拥有不为零的EXP情况下达成真和平结局(通过在没有杀死怪物的情况下完成中立结局并重新读档,在Core杀死一些怪物后前去拿Undyne的信)。
- 最终版本的主菜单界面中,Asgore和Monster Kid之间不正常的巨大空隙被缩短了
- 移除了一个(可能是)调试功能,该功能可以通过在Undyne和Alphys的接吻过场动画中按下空格键触发,将会导致与Asriel的战斗提前开始。
- 众多图形故障和拼写错误被修正。
一个“1.001v1”补丁在稍晚发布。这是一次Steam兼容性更新。只有一个东西发生了改变;为坠落的人类起名为“Gaster”将会在输入完成后重启游戏。在之前的版本中,游戏只会在你确认了这个名字后才会重启。
Linux补丁
The Linux version of the game is identical to 1.001, but includes a bugfix where pressing Z while pressing Enter would not register the Z input.
主机版本
PS4版本添加了成就。
全屏Froggit
在Ruins中,向玩家提到按“F4”可以全屏的Froggit被换成了一只告诉玩家可以在主菜单的设置中更改游戏的边框的Froggit。
小Ruins Froggit
PC | Console |
---|---|
* (There's an ant-sized frog in a crack in the wall...) * (It waves at you.) |
* (There's a small crack in the wall here.) * (There's a frog inside...) * (Wait! There are two!) * (You had a wonderful, exclusive experience...) * (... that only someone who saw two frogs could feel.) |
电脑版 | 主机版 |
---|---|
* (墙上的裂缝里有一只蚂蚁大小的青蛙...) * (它在向你招手。) |
* (墙上有一个小裂缝。) * (里面有一只青蛙...) * (等等!是两只!) * (你获得了一次完美、独特的体验...) * (...只有见到两只青蛙的人才能体会到) |
由于移除了之前Froggit关于“房间里的四只青蛙”的描述,这则对话也做了更改。
菜单
在你没有任何物品时,“物品”选项将会变为灰色。
Papyrus 的Sink
To do: Images that aren't from video footage, along with Mad Mew Mew and Slot Machine music. |
在Papyrus家的水槽下加入了一个可能是模仿Kickstarter活动的位置。你可以向它捐赠金子以让它以不同物品装饰。但是,每次你捐赠的价格都会上涨。每次捐赠,你都能得到一个PlayStation奖杯。这个区域拥有两条新的音轨,第二条将会在你捐赠六次后解锁。它使用了来自超级马力欧世界的乐器。
PS4 and Vita
In the PS4 and Vita versions, this area is the Dog Shrine, which is both a reference to a box full of goodies that Toby Fox was given at a Japanese Undertale event (thereby explaining the Japanese theme), and most likely a parody of the Kickstarter campaign. You can donate gold to it to have it decorated with various items. The price gradually increases every time you donate, however. Each time you donate, you get a PlayStation Trophy. This area has two new music tracks, the second being unlocked after donating six times:
A remix of the song that plays in the Annoying Dog's room, played with traditional Japanese instruments...
...and a (somehow) even goofier version of Dogsong, played with instruments from Super Mario World.
如果没有与 Papyrus 成为朋友,捐赠箱将会出现在瀑布的废品区域,然而在那捐赠只会得到奖杯。
Nintendo Switch
In the Nintendo Switch version of the game, the Dog Shrine is still present, but has fallen into disrepair and no longer functions. Instead, this area is home to a bonus boss fight against the Mad Mew Mew (actually the Mad Dummy haunting a discarded Mew Mew Kissy Cutie doll, whose attacks must be avoided using the Joy-Cons), which is unlocked after encountering the Mad Dummy and returning to Snowdin. This battle uses a unique remix of "Ghost Fight". Successfully completing this boss battle replaces Mad Dummy in the True Pacifist credits with their new identity, Mew Mew.
Xbox One/Series X
In the Xbox version, both the Dog Shrine and the Mad Mew Mew fight are replaced with a slot machine. The player can exchange Gold for Dog Coins, which can then be used on the slot machine to multiply the current amount of Coins. Afterwards, the player can donate the Coins they have to receive prizes, which (like the PS4 and Vita version's Dog Shrine items) are simply static, interactable objects, along with achievements. Once all of the prizes are obtained, the player will instead get the equivalent amount of Gold for every donation they make.
Sans makes an appearance with the poker table prize (referencing an unused concept for the game, where Sans was originally going to run poker at a casino), and has several bits of dialogue that correspond with each prize. After beating Mettaton, like the Switch version, Mew Mew appears in place of Sans. Along with this, she also has different dialogue. A new music track accompanies this room.
If the controller happens to disconnect during gameplay, you will receive a message informing you of this, as well as some story/room dependent text.
Borders
In all of the console versions, the player can select a border to surround the game screen during play. At the beginning, the player can only select "Simple", "Sepia", and a "Dynamic" border that changes to match each area the player passes through, with the respective designs being unlocked after achieving an ending. A "Beauty" border is unlocked after beating the hidden Hard Mode.
The Nintendo Switch version adds two more unlockable borders. One of them is a Mew Mew Kissy Cutie-themed border unlocked after fighting Mad Mew Mew, and its title will be "Real" or "Not Real" depending on the player's answer when Undyne asks if anime is real. The other border is a dog-themed border titled "Super Dog, Hoi", which is unlocked by deploying the Annoying Dog in the Artifact Room.
The Xbox version comes with another unlockable border. After visiting the slot machine room, a casino themed border is unlocked. Interestingly, this border features cameos from Deltarune characters, such as Jevil, Lancer and C. Round.
Sans
你的HP在整场战斗中都显示为粉色,无论你是否收到了KARMA伤害。
So Sorry
Normally, the bonus boss fight against So Sorry in the Hotland Art Club requires the player to enter the room on October 10th at 8:00pm. In the Nintendo Switch version, the player can fight So Sorry at any time during October 10th. The sign hasn't been changed to accommodate this, though. Additionally, Samael (So Sorry's creator) is now credited.
Clam Girl
The Clam Girl, one of the possible NPCs who can appear under specific "Fun" values, has received a change in the Nintendo Switch version. When spoken to during the True Pacifist epilogue, she will tell the player that they haven't met Suzy yet, and that the time they will meet is fast approaching. As she almost finishes her dialogue, her face changes and greys out, then mysteriously vanishes in a similar fashion to the Mystery Man and one of the Gaster followers. This may be a tease for the game Deltarune, as a character in that game is named Susie (with different spelling, however). Deltarune would eventually be released on October 31, 2018, just over one month after the release of Undertale's Nintendo Switch version.
Regional Differences
Flowey's Wonderful Idea
English | Japanese |
---|---|
In the Japanese version of the game, Flowey's "That's a wonderful idea!" voice clip is redubbed by Toby Fox himself, using a translation of the English line. Flowey's other voice clips remain unaltered (since they consist entirely of wordless grunting), so Japanese players still have the opportunity to hear him spout distorted Ronald McDonald quotes.
Papyrus
In the Japanese version of the game, Papyrus's dialogue is uniquely written in the traditional Japanese style (top-to-bottom, right-to-left).
The Undertale series
| |
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Windows, Mac OS X, PlayStation 4, Nintendo Switch | Undertale (Demos) • Deltarune (Demos) |
Linux, PlayStation Vita, Xbox One, Xbox Series X | Undertale |
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