the cutting room mirror

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This is a sub-page of Proto:OMORI/2018 Demo.

[XX]TEST#

It is pretty much what it says in the file's name. There's a single message storing a string in this YAML file, which may have been used to test escape sequences based on how much it has in it's string.

message_0: text: testing ....[Wait 60 Seconds][Close Dialogue]

[XX]QUEST#

These strings are meant for a debugging map that's still in the demo. It was meant for testing "fetch" quests in the game with the use of yet another test item called "Debug Quest Item A", which was meant to be given to BASIL in the map.

message_1: faceset: 01_OmoriFaceset faceindex: 0 text: | OMORI: Hi [BASIL]! Do you need a [Debug Quest Item A]?

message_2: text: > BASIL: Thank you [OMORI]!!!

message_3: text: > BASIL: That's not it, sorry.

message_4: text: > BASIL: This tutorial is really useful!

[01]OmoriPrologue#

Kel at the Keyhole#

Strings meant for an unused cutscene involving OMORI peeking at the WHITE SPACE Door's keyhole. There's several iterations of it left in the game's data, but these strings aren't used in those iterations, and they instead use RPG Maker MV's default show message command for them. This cutscene was shown in the 2017 Trailer, although just of an incredibly small part of it.

message_25: text: > You looked through the keyhole.

message_26: text: > And you find someone looking straight back at you!

message_2: text: > KEL: [Screen Shakes]KNOCK, KNOCK!!

message_3: text: > AUBREY: [Screen Shakes]WHO'S THERE!?

message_4: text: > KEL: That was for [OMORI]... [Screen Shakes]Not you, [AUBREY]!

message_5: text: > AUBREY: But you know how quiet [OMORI] is.It’s not like [OMORI] was going to answer you anyway!

message_6: text: > KEL: Yeah, well... How is anyone supposed to answer me with you [Screen Shakes]yelling all the time??

message_7: text: > AUBREY: W-What do you mean!? You’re the one who’s [Screen Shakes]yelling, [KEL]!

message_8: text: > HERO: Shh... Settle down, you two. It’s getting too loud... [OMORI] might be sleeping.

message_9: text: > AUBREY: Yeah, [HERO]’s right. Shut up, [KEL]!

message_10: text: > KEL: But [OMORI] was looking through the keyhole just now! Why do you think I was even knocking in the first place...

message_11: text: > AUBREY: Oh... [OMORI]’s awake, huh?

message_12: text: > KEL: Yeah? So what?

message_13: text: > AUBREY: [Screen Shakes]Hey, [OMORI]! If you can hear me... [Screen Shakes][KEL] has a mole on his...

message_14: text: > KEL: [Screen Shakes]WHY, YOU!

message_15: text: > HERO: [Screen Shakes][AUBREY]! [Screen Shakes][KEL]! [Screen Shakes]Break it up! We're still playing a card game, remember? You two can settle your fight here...

Misc.#

Unknown. You aren't able to leave WHITE SPACE without the KNIFE, but the only option there is when you interact with the WHITE SPACE's Door without the KNIFE is to stare at it.

message_29: text: > You can't leave without a weapon.

[02]NEIGHBORSWELCOME#

HERO's Menu Tutorial#

Cut dialogue where HERO tells the player that they should equip SKILLs before leaving, and that they can press X to open the menu. Based on where these strings are placed, this would've been shown if the player chose that they weren't ready to leave yet.

message_41: faceset: 04_HERO_OW faceindex: 6 text: > HERO: It can be dangerous out there...

message_52: faceset: 04_HERO_BATTLE faceindex: 5 text: > HERO: But luckily, we all have our WEAPONS equipped!

message_45: faceset: 04_HERO_OW faceindex: 1 text: > HERO: We should probably set up our SKILLS though. You can access your PLAYER MENU by pressing 'X' on your keyboard!

message_46: faceset: 04_HERO_BATTLE faceindex: 8 text: > HERO: Whatever that means!

SMALL KEY#

Unused strings for dialogue with the SMALL KEY in the NEIGHBOR's ROOM, which hints that originally the player had to take a few extra steps to obtain the key, whereas in the actual DEMO, the player can simply just pick it up.

message_37: text: > You found a SMALL KEY. Would you like to take it?

Show choices: Yes, No

message_55: text: > You try to take the SMALL KEY, but it's stuck to the table.

If KNIFE is equipped on OMORI, if OMORI is leader

message_56: text: > Would you like to try to scrape it off?

Show choices: Yes, No

message_57: text: > You scraped off the KEY with your KNIFE.

message_58: text: > You got a SMALL KEY.

Unknown BLACK SPACE Dialogue#

A single string that isn't used anywhere in the game at all, much less known what it was going to be used for. This uses the OMORI_GAME2 Font, aka, the font that the game uses in STRANGER's or some other BLACK SPACE dialogue in the final game.

message_50: text: > ???: [Font: OMORI_GAME2] Hurry, [OMORI]. Your friends can't wait to see you.

[04]PLAYGROUND#

Blanked out LOST BALL dialogue#

Right between message 18 and 21 (both used) lies two message data with strings thay only say "BLANK", which implies that these were previously actual dialogue before being blanked out. Message 20 seemed like KEL was going to say something there according to it's data. It uses the KEL Ecstatic portrait for message 20, but what these messages once were is unknown.

message_18: faceset: 04_HERO_OW faceindex: 1 text: > HERO: Don't worry about it, BERLY. We'll find the ball for you!

message_19: text: > BLANK

message_20: faceset: 03_KEL_BATTLE faceindex: 6 text: > BLANK

message_21: text: > BERLY: One time, I even got into a super grizzly brawl with this UGLY PLANT CREATURE with dead empty eyes and a gaping mouth...

Same goes for between message 32 and 36 (once again, both messages used). It is unknown what these were supposed to be, but might have been meant to be more BERLY dialogue.

message_32: faceset: 03_KEL_OW1 faceindex: 2 text: > KEL: Whatever you say...

message_34: text: > BLANK

message_35: text: > BLANK

message_36: text: > VAN: Say [OMORI], why don’t you and your friends go with BERLY and keep her out of trouble. I’d go myself, but someone’s got to keep an eye on all these kids.

Flavor Text#

Flavor text possibly meant for the yolk in the FOREST PLAYGROUND. Normally interacting with the egg will just play a small splat sound effect.

message_73: text: > Egg.

SHARLEEN#

For some odd reason, SHARLEEN isn't to be seen anywhere in the 2018 Demo, even after she was shown in the 2017 trailer- Although despite this, there's a single line of string meant for her if the player would of interact with SHARLEEN, and coupled with it, there's even an unused sprite sheet of her lying about in the files. Of note, her name here is CHARLENE, which is her FARAWAY counterpart's name, instead of SHARLEEN like the final game.

message_87: text: > CHARLENE: S-salutations... friends...

[08]TRAIN_STATION#

BUN BUNNY#

At one point, it seems like BUN BUNNY, an enemy from ORANGE OASIS the final game, was to make an appearance as a NPC in the TRAIN STATION queue. Though cut, its sprite sheet and message data remains in the game's files.

message_34: text: > BUN BUNNY: Po-yo!

CREEPY CAT#

Message data for a possibly completely cut NPC called "CREEPY CAT". Notably, it's written in the accompanying comment to be moved to OTHERWORLD TOWN instead of the TRAIN STATION. However, it seems like this has never happened, and the NPC ended up completely removed.

\# ========================================================================================= \# CREEPY CAT - MOVE TO OTHERWORLD TOWN \# =========================================================================================

message_64: text: > CREEPY CAT: CREEPY CAT gave you MILK.

message_65: text: > CREEPY CAT: . . .

SWEETHEART's TRAIN PASS#

A string probably meant for talking with SWEETHEART again, probably later on after the player heads out to get the TRAIN PASS in OTHERWORLD. However, there is nothing coded in her TRAIN STATION event that makes it display this string.

message_67: text: > ???: Aren't you the kids who asked me about my TRAIN PASS earlier? What do you want from me now?

Playtest/Previous Demo Leftovers#

An odd sequence of two strings that talks about standing a red paint splatter in the shape of a X in order to activate a flag to let Actor #5 progress in the story. This is strange, since Actor #5 in the database is completely empty. However, there's unused, completely functional code that lets the player name Actor #5, which probably means that originally, in that actor slot, resided the PLAYER/SUNNY before being blanked out, and these strings were either meant for a previous demo where the player could name SUNNY or part of a playtest.

message_71: text: > Paint splatter in the shape of a red "X". This feels important somehow.

message_72: text: > Maybe, if you stand on it, it'll act as a flag to trigger an event that will let [ACTOR #5] progress the story further.

[11]OTHERWORLD_TOWN#

Stick House#

Flavor text, possibly meant for an unused house with sticks scattered inside.

message_26: text: > There's a bunch of sticks scattered all around the house.

GENKI#

Message data for a cut NPC that would reside in OTHERWORLD TOWN called "GENKI". Seems like this NPC once had the purpose to tell you about OTHERWORLD TOWN's backstory.

message_42: text: > GENKI: A long time ago, OTHERWORLD was a barren wasteland, but everything changed when the SPACE PIRATES came along.

message_43: text: > GENKI: They brought lots of gifts for us from their travels, and eventually OTHERWORLD's inhabitants came together and formed the small town that you see before you today.

[SQ]TVGIRL#

All the cut dialogue strings here are from the COFFEEMAKER. Seems like that it was planned for it to function much like the final game's COFFEEMAKER, walking around until the COFFEE was ready. However, in the DEMO, you can grab as much coffee as you want without any sort of waiting between each brew. Interestingly, Message_19 is actually called in the COFFEEMAKER event if its Self Switch A is turned on, where it would just of displayed that message and nothing else. But since there is seemingly nothing that can turn it on, it makes it's string data completely unused.

message_14: text: > COFFEEMAKER: You are now brewing COFFEE! It will be ready in the next 2,000 steps.

message_15: text: > COFFEEMAKER: [Screen Shakes]CONGRATULATIONS! Your COFFEE is now ready!

message_16: text: > COFFEEMAKER: Do you want to pick it up now?

message_19: A brand new COFFEEMAKER.

[14]JUNKYARD#

Keyhole Puzzle#

Odd strings probably meant to be part of the main puzzle in JUNKYARD, which was collecting keys and using them to unlock keyholes scattered about in JUNKYARD in order to progress. There is seemingly nothing in the game's data, nor graphics, that would connect to what these strings say.

message_6: text: > This keyhole is a different color than normal keys.

message_7: text: > You do not seem to own a block of TOFU shaped suspiciously like a key, so it cannot be opened.

Early Break Time Couch#

A string that was meant to be shown in an earlier version of the break time couch in JUNKYARD. This was shown after the player waited around 5 seconds in the old couch event, and then prompted if the player was ready to quit the break time. If the played chose NO, it would repeat the exact same process until the player chose YES, which would consequently end the break time. In the used couch break time event in the demo, this message was completely removed, and the player instead can press any key when they were ready to leave.

message_5: text: > You feel at peace.

[15]TAG_AUBREY#

Right before AUBREY mentions that OMORI is able to CUT roots and traffic cones along after she says she's got it covered, there was a cut message where AUBREY would additionally say that she'd been itching to let out some stress.

message_3: faceset: 02_AUBREY_BATTLE faceindex: 9 text: > AUBREY: [Screen Shakes]I’ve been itching to let out some stress!

[22]SPROUT_COLONY#

All that there is here are several cut flavor text dialogue from both SPROUT MOLES and scenery.

message_29: text: > Lamp.

message_40: text: > SPROUT MOLE: Did you know that? Of course, you did!

message_55: text: > SPROUT MOLE: I hate Mondays.

message_68: text: > SPROUT MOLE: Is it just me, or is it kind of stuffy in here?

[XX]SHOP#

CHEERS INTRODUCTION#

Dialogue text meant for when the player first talks to CHEERS, where they'd mention they had a boss and grabbed whatever they found off mailboxes, which kind of contradicts what they say about growing and harvesting their products themselves.

message_7: text: > CHEERS: Well, that was a mouthful. Honestly, I'm just saying this stuff 'cause my boss told me to.

message_8: text: > CHEERS: I'm just grabbing and selling whatever I find in the mailboxes, but hey, whatever pays the bills, am I right?

Dialogue text meant for a completely unused SNACK, "MISFORTUNE COOKIE". The item still exists in the game's database, along with the shop code trying to check that, if the player had of bought a MISFORTUNE COOKIE out of the shop, it would of display this dialogue sequence. However, since CHEERS never ends up selling MISFORTURNE COOKIE at any point in the demo, it makes these messages unable to be displayed without adding MISFORTUNE COOKIE to the shop by editing the code.

message_20: text: > CHEERS: Ah! So you want to buy a MISFORTUNE COOKIE! These are a very rare delicacy. Only a few of them exist in the entire world.

message_21: text: > CHEERS: You wanna know why? Kekeke... It's because I make them myself!

message_22: text: > CHEERS: One day, MISFORTUNE COOKIES will make it big, and I will finally fulfill my dream of spread MISFORTUNE to the entire world!

message_23: text: > CHEERS: . . . Oops, did I say that out loud? Nevermind me... Ahem...

[XX]SYSTEM#

A message meant to be displayed if the unused name input detected if the name inputted was considered invalid.

message_0: text: > You can't name yourself that.

[XX]GENERAL#

Picnic#

An unused message prompt if the player would like to take a break at a picnic. It's unknown what it exactly was for, but it most likely functioned like the final game's COOLERS, where there was a small cutscene each time the player decided to take a break at a picnic with a COOLER- Something like this is seen in the 2017 Trailer, where one could see the party take a break at RAIN TOWN's picnic.

message_0: text: > A nice picnic is laid out for you. Would you like to take a break?

SOMETHING Nearby#

Unknown, but possibly related to the "You sensed SOMETHING in the hallway." 2017 trailer map. However, the map doesn't actually use this message, and instead uses the default show message command RPG Maker MV has much like the other 2017 trailer maps in the demo.

message_6: text: > You sensed SOMETHING nearby.

[XX]QUEST_TRACKER#

There's a single message with a completely empty string that calls for one of MARI's portraits, specifically one of her smiling ones. It's unknown if this empty string was something else in the past, or just a placeholder/template.

message_43: faceset: 05_MARI_OW faceindex: 3 text: >