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GAMETEST 7

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This is a sub-page of Prerelease:Undertale.

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH

This page sucks.
If you could make it suck less, that would be awesome.
Specifically: Terrible formatting, awful cropping of screenshots. Definitely needs a tune-up

"GAMETEST_7" is an early build of Undertale shown off on an official Fangamer live-stream1 on May 3rd, 2013. Despite only predating the official Undertale demo by a few weeks, this build is notably different from the publicly released version of the demo, featuring large amounts of placeholder assets that were replaced by the Kickstarter release, as well as a number of other differences. The title "GAMETEST_7" is derived from the name of the executable file of this version, shown when the live-streamers accidentally closed the game.

Graphical Differences#

Intro#

The intro cutscene is present in "GAMETEST_7;" one panel of it is never captured on video during the live-stream, but it can be inferred to be present due to one of the live-streamers narrating its dialogue. In "GAMETEST_7," the intro cutscene's visuals are made up of concept art used as a placeholder; this concept art was illustrated by Temmie Chang2 and was later published in high quality in the official Undertale Art Book. In the Kickstarter demo and all later versions of Undertale, this concept art is replaced with the sepia-tone pixel art of the final game (with the exception of the first panel, which was changed once more before the final release).

GAMETEST_7

Kickstarter Demo

Interestingly, two panels are present in the intro cutscene of "GAMETEST_7" that were later cut from the game entirely, and thus do not have a final sprite to compare them to. There's also a hidden earlier version of the last panel, that's drawn in the pencil and paper style like the previous ones before it.

To do:
add comparisons to the final game and/or the demo(s). also, a LOT more differences can be found. here's the twitch stream

The main menu is very basic, with its text written in Comic Sans.

Pre-Ruins area#

The area where you meet Flowey uses a placeholder tileset that would be changed for the final release.

Undertale_gametest7_Ruins_1.png Undertale_gametest7_Ruins_flowey1.png

The gate Toriel leads you through has a way different design, being made of leaves instead of pillars.

Ruins#

The first area after the gate has a different design as well, resembling the May 23rd demo.

The signposts seem to have different design.

The spike tiles in the spike puzzles lack their outlines.

The pillars use a placeholder design...

... and so do the switches in the orientation room.

Undertale_gametest7_Ruins_switches.png RedButtonGAMETEST_7.png

The candy bowl has a different design, alongside a different spill sprite if you take too much. The first sprite is very similar to the unused Rock Candy bowl.

Undertale_gametest7_Ruins_candy1.png Undertale_gametest7_Ruins_candy2.png

The patches you fall down are invisible, and the hole has a slightly different, rougher, more hand-drawn design. [I mean, it's literally just a black circle...]

The rock-pushing puzzle rooms use placeholder tiles. The spike tiles do not visibly change when the puzzle is solved in the first room.

Undertale_gametest7_Ruins_rocks1.png Undertale_gametest7_Ruins_rocks2.png

The Ruins' exit door seems to have a slightly different design.

Miscellaneous#

The Vegetoid sprite in the overworld is, instead, a pumpkin. This matches up with the original concept of this enemy being a pumpkin named Pumpunk, later renamed to Squashy.

The second sprite appears when it is interacted with.

Undertale_gametest7_Ruins_vegetoid1.png Undertale_gametest7_Ruins_vegetoid2.png

There seems a bug in this build where the battle background seems to be layered on top of the enemies' text balloons.

Map differences#

The path in the patch path room is more complicated than it is in the final game.

There are 4 exits in the room where you first meet Napstablook. The exit on the left side of the wall was removed in the final game, and the room it lead to was made unavoidable and placed right before the Napstablook room.

Undertale_gametest7_Ruins_napstablook.png Undertale_gametest7_Ruins_pre-napstablook.png

The tree that appears outside of Home is missing, and its place is taken by a circle in the path.

UI differences#

Save points#

The save menu resembles concept art Toby Fox made when figuring out UI design. All available demos already replace this with the final design.

The menu that can be opened with [C] has a different design. Namely, it still shows the EN (Energy) stat, which has already been removed from battle screens alongside the SPELL command.

Dialogue Differences#

Flowey#

Flowey's in-battle dialogue had been changed by the final release. Flowey originally referred to LV as LOVE from the start, instead of explaining what LV was.

GAMETEST_7

Final

See that heart?
That is your SOUL,
the very culmination
of your being!

See that heart?
That is your SOUL,
the very culmination
of your being!

Your SOUL starts off
weak, but can grow
strong if you gather
enough LOVE.

Your SOUL starts off
weak, but can grow
strong if you gain
a lot of LV.

N/A

What's LV stand for?
Why, LOVE, of course!

You want some
LOVE, don't you?

You want some
LOVE, don't you?

Toriel#

Toriel's dialogue after Flowey was also changed. The cretin line lasted all the way up to the June 8th, 2013 demo.

GAMETEST_7

Final

What a cretin,
torturing such a
poor, innocent
youth...

What a terrible
creature, torturing
such a poor,
innocent youth...

GAMETEST_7

Final

You are the last
human to come here
in a long time.

You are the first
human to come here
in a long time.

Other#

YOU WON!#

The text that appears if the battle was won didn't have asterisks in the demo.

GAMETEST_7

Final

YOU WON!
You earned 0 XP and 0 gold.

* YOU WON!

  • You earned 0 XP and 0 gold.

References#


  1. Officecam 5/3/2013 - Playing Undertale - twitch.tv, May 3rd, 2013↩︎
  2. UNDERTALE Art Book, pgs. 216-18↩︎