This is a sub-page of Antonblast.
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Many levels in the game underwent major revisions during development, changing structurally and visually. A large chunk of these revisions are left in the files, let it be in blockout stages, partially completed, or just an older revision that was given a few minor touchups. Some levels were altered so much, there's more unused rooms than rooms that the player can play through.
Test Rooms#
- rm_debugRoomSelect - Where the player can choose to go to any area in the game.
- rm__testStage1 - A conveyor, some breakables, and a micro demon egg who says "Here's an idea. How about you don't break warps. Go somewhere else." The track mu_jamCreepySilo_TEMP also plays here. Unlike most unused rooms, this one can easily be accessed by simply placing a warp trigger in any room. Exiting this area will place the player on the stairs next to the spray door in the Entrance Hall.
- rm__testStage1b - Features a collection of miscellaneous mostly collision-related objects. Notably includes a big smiley face, used to test sticking to surfaces. The room includes two fake elevators and one real elevator.
- rm__testStage2 - Has a big tiki head, the sewer shark, and many BG assets.
- rm__testStagePVic - Has a LOT of assets. Includes punchball objects, a lot of crates, some enemies, springs, and even dev messages. Has soccer balls and the Brazil Satan statue, mushroom springs, several devil minions, heart detonator and heart blocks, another tiki head, several monkey throwers and a skate snail, multiple platforms, and several miscellaneous triggers. Appears to be the most developed and used test room.
- rm__testStagePVic2 - Has mostly decorations and destructibles, and some small gimmicks.
- rm__testStagePVic3 - Features mostly enemies, a custom culling area, and some sponges. Purpose unknown, since there is a dedicated enemies room.
- rm__testStage3 - Has water, eels, and a spring in the background, yet strangely no spring in the main layer to go to the background. Also has a single ring, and some fippo spawners.
- rm__testStage4 - Just a straight line, with some detonators (yet no detonatee blocks) and Mecha Satan. Has a springs background.
- rm_alexTestCrap - Some collectables and a small layout. Has a warp that takes you somewhere unknown. (TO TEST INGAME)
- rm_limeTestRoom - Features some limes (obviously) and some enemies, a tornado spring, some lava, an elevator, and some crates.
- rm_jamTest - Has a big hole in the center with fire, cam locking, and a bunch of mushroom springs. A square room.
- rm__testStageEnemies - Has (seemingly) every enemy in the game in small individual rooms, sometimes grouped up.
- rm_test - Features ob_intersectionTest, which consists of two lines, pink and yellow respectively, which are drawn towards wherever your mouse cursor is whenever left click is pressed. Seemingly they alternate for two clicks each as to which one gets drawn towards the cursor. A red dot is usually displayed when these two lines intersect, but it's also seemingly drawn incorrectly if they don't overlap at all. (̶T̶O̶ ̶T̶E̶S̶T̶ ̶I̶N̶G̶A̶M̶E̶)̶ (NEEDS FOOTAGE)
- rm_intersectionTest - Seemingly the same as rm_test. (̶T̶O̶ ̶T̶E̶S̶T̶ ̶I̶N̶G̶A̶M̶E̶)̶ (NEEDS FOOTAGE)
- rm_lipsyncTest - Self-explanatory name, yet not observed. (TO TEST INGAME)
- rm_seamlessWarpTest - Features some elevator sprites (not objects), a basic layout, and some expected seamless warp trigger objects.
- rm_sewer_04_tester - An unused sewer room. Has water pools with eels in them, some breakable blocks, a big collectible with a box bouncing sequence and a frog, and strangely, a single sprite of Anton standing near the top-left of the room.
- rm_sewerIndustrial_02_testYourMetal - Used for testing metal pistons and crushers. Notably, unlike other testing rooms, has set camera bounds.
- rm_EVtest_sewerFire - Tests the sewer fire effect used in Happy Hour. Layout appears to be the same as rm_EVtest_glasshouse.
- rm_springsAlt_EVtest - Strikingly similar to rm_springs_02_hoodooYou (Hoodoo You Think You Are?), but with slight layout differences and most notably the different background color.
- rm_EVtest_glasshouse - A test for a background object for The Mysterious Glasshouse that goes unused in the final game. (̶T̶O̶ ̶T̶E̶S̶T̶ ̶I̶N̶G̶A̶M̶E̶)̶ (NEEDS FOOTAGE)
- rm_glasshouse_XX_slackJawTesting - A pool with a small area to, obviously, test Slackjaw.
- rm_jungle_PVICTEST - The biggest testing room in the game. Features several gimmicks, mainly from Jungle yet also has sewer crushers.
- rm_jungle_XX_finalTest - Nothing but a background. Appears to be for only testing the background (yet could have been in the rm_maxJungleTest room?).
- rm_jungle_test - Surprisingly big, considering all of the assets are in the center area. Features two enemies, a very basic layout, and some spinning circles.
- rm_maxMinesTest - Like rm_maxJungleTest. A basic layout but tiled.
- rm_maxCityTest - Like the other "max" rooms. Features a wrecking ball.
- rm_mire_test - Dedicated to testing the pinball transformation, with a wave to the center. Has barely any tiles.
- rm_mire_test2 - Like the first mire_test, but looks more like a pinball machine.
- rm_maxJungleTest - A basic layout, but tiled unlike other rooms. Appears to be only for testing the tiling.
- rm_maxMireTest - UNLIKE the other "max" rooms. Strangely has no tiles, only a half-done background.
- rm_maxMireTest_2 - Is tiled. Uniquely, has some hidden tiles unlike the other test rooms. Also features sinking mud.
- rm_mallGunTest - Has a gun. Is tiled and has cam locking. (TO TEST INGAME)
- rm_maxFactoryTest - Like the other 'max' rooms. Also has some crates, and a strange offscreen chain.
- rm_maxMallTest_main - Like the other 'max' rooms.
- rm_maxGardensTest - Like the other 'max' rooms.
- rm_maxMallTest_jail - Like the other 'max' rooms.
- rm_maxCasinoTest - Like the other 'max' rooms. Seemingly is the exact same as the One Blast demo hub room.
- rm_gardensHedgeTest - Like the 'max' and 'EVTest' rooms at once, even though not named as such. Lacks some tiles to the right.
- rm_maxGlasshouseInsideTest - Like the other 'max' rooms. Has some doors that lead somewhere unknown. (TO TEST INGAME)
- rm_maxGlasshouseAquariumTest - Like the other 'max' rooms - Features some water.
- rm_maxGardensTest2 - A small tiled area. Has a door that leads somewhere unknown. (TO TEST INGAME)
- rm_glasshouse_test - Has some tiling and some basic assets, including a background area.
- rm_glasshouse_test22 - Exactly the same as the previous room, but with slightly different barely noticeable coloring on the background.
- rm_glasshouseInside_test - A tiled room with not much to see.
- rm_jungleTest - Some jungle tiles shaped like an unknown character.
- rm_freakoDragonPhase3EVTest - Like the other "EVTest" rooms. (TO TEST INGAME)
- rm_ringadingPhase2_Test - Self-explanatory. Has some pinball assets. (TO TEST INGAME)
- rm_satanSpiderTest - Has Satan's second phase. An empty room with no tiles, but a background, and a small opening to the left.
- rm_bossInterstitialTest - A completely unused cutscene, with Satan playing a Pachinko machine, labelled as PaFREAKO and then smashing it when Anton confronts him. Supposedly meant for the Freako Dragon. The cutscene looks nearly finished. High chance of being readded later on.
OLD Rooms (WIP)#
rm_city_antonsHood#
Resembles the first bit of the "Anton's Hood" area in Boiler City, albeit with the addition of a sloped area with five red chips, and it abruptly ends where the first girder platform is. It shares some resemblance with an environmental mockup made by Max Freeman, although in quite an unfinished state.

rm_city_03_rollIntro_OLD#
Prominent missing decorations, different background, bowling pins are not hidden, no palm tree decorations, no car object on the ramp to the right of the level, and no container at the back instead in its place is a handful of chips.
rm_city_04_detonatorIntro_OLD#
rm_cityEscape_01_spiritTimer_OLD#
rm_jam_vineBeginningOLD#
rm_jam_wallJumpIntroOLD#
rm_springs_tryThisTrickNSpinItOld#
rm_springs_08_tornadoFilterOld#
rm_mines_mainNexusOld#
rm_sewer_elevatorShaft_OLD#
rm_sewer_02_condemnedConduit_OLD#
rm_sewer_02_condemnedConduit_OLDEST#
rm_sewer_03_eelAlley_OLD#
rm_sewer_07_rideTheSewerShark_OLD#
rm_sewer_07_rideTheSewerShark_OLDEST#
rm_sewer_09c_OLD#
rm_sewer_09d_powerstationPandemonium_OLD#
rm_glasshouse_04_vineMonsters1_Old#
OLD_rm_glasshouse_04_vineMonsters#
OLD_rm_glasshouse_09_superBiffA#
rm_glasshouse_09_superBiffA_Old#
rm_glasshouse_10_superBiffB_Old#
OLD_rm_jungle_0X_shroomsAndShots#
OLD_rm_jungle_04_treeHugging#
OLD_rm_jungle_007_returnToMonkey#
OLD_rm_jungle_08_distantTower#
OLD_rm_jungle_08c_backerBonusA2#
OLD_rm_jungle_10_antonDentistry#
OLD_rm_jungle_13_greaseTheWheels#
OLD_rm_jungle_14_refineryCore#
OLD_rm_jungle_17cont_jamRefineryHallway#
OLD_rm_jungle_17b_monkeyHole#
OLD_rm_jungle_20_boilerSkyline#
OLD_rm_jungle_21_readyTheCannons#
rm_mall_02_theEntranceHall_OLD#
rm_mines_18_bombRockSideCorridorOLD#
rm_mines_21_bombGauntletEastWingOLD#
rm_gardens_01_hedgeYourBets_OLD#
rm_gardens_06_babbleFloor1_Old#
rm_gardens_10_redSeaGauntletold#
rm_ringadingPhase2_00_old#
rm_satanPhase3_OLD#
Contains Giga Satan sitting on his throne, the healthbar, and a dead Ring-A-Ding in the middle. Nothing happens.