the cutting room mirror

Unused Graphics

This is a sub-page of Deltarune/Chapter 1.

Dark World#

Ralsei's Manual#

Textures that appear to be of the manual given to you by Ralsei early in the chapter; but this time, it's actually readable. This appears to have been cut earlier in development, as evidenced by the several notable differences between its contents and the final version:

  • The game's keys were not going to be rebindable; this is evident in the 'CONTROLS' section, as well as the 'ATTACKING' section.
  • There was going to be a 'TALK' button in the overworld menu, allowing you to talk to the other members of your party at any point.
  • There was not going to be a SPARE button in-battle. Instead, the 'ACTING' section indicates that you would have had to turn all enemy names yellow, at which point the battle would automatically end.
  • There was some kind of in-battle dog button. Unused sprites for this button are present, indicating that it was likely going to appear in-game, probably as an Easter egg. This would later be implemented as a slightly different Easter egg during Chapter 3.
  • Attacking was going to require a different button to be pressed for each character; aside from making things quite a bit harder, this would not have meshed well with key rebinding.
  • TP was not going to be discarded after a battle, and could be restored at SAVE points. Because of this, spells could be cast in the overworld. Also, on a more minor note, the 'POWERS' button was renamed to 'POWER'.

There is no Japanese-language version of the manual, indicating that it was removed before localization started. Also notable is that the attack bar graphic in the ATTACKING section is a placeholder complete with a rough icon of Kris, in style with the rest of the placeholder graphics.

The design on the final page of the manual would later be re-used as an Easter egg within the official Ralsei plush produced by Fangamer. Seemingly made using crayons, the drawing can be found on a piece of paper inside the plush, along with the text "I'm looking forward to meeting you!"

The "dedicated to the unending pillar of darkness that gives my body form" gag is repurposed in Chapter 3, where it is referenced near-verbatim by Tenna. Similarly, pulsar cannons can be fired during the cooking minigame in Chapter 3 by pressing W, referencing the cooking controls mentioned in the manual.

There is also unused functionality for the manual in the form of the object obj_ralseibook; the manual can be restored in-game by modifying the "use item" script to create an instance of this object: Watch on YouTube

(Source: Original TCRF research)

Early Trees#

Early

Final

Early, more diversely-colored but less pretty versions of the trees that appear throughout the game.

(Source: Original TCRF research)

Early Purple/Dark Grass#

Early

Final

Early version of the grass in the Field of Hopes and Dreams.

(Source: Original TCRF research)

Complete Timer#

The timer for the glow-tile puzzles, with the arm having completed a full revolution. In-game, the timer immediately switches to its 'off' sprite when this happens.

(Source: Original TCRF research)

Broken Box#

A broken block that would have been used in the box puzzle, in particular circumstances.

(Source: Original TCRF research)

Pink Flame#

A pink flame that would have appeared in the Scarlet Forest, if its sprite name is to be believed.

(Source: Original TCRF research)

Vandalized Clubs Icon#

A vandalized version of the clubs icon; the other three vandalized suits are used in the Clover suits puzzle.

(Source: Original TCRF research)

Early Starwalker Bell#

Early

Final

An earlier, placeholder version of the bell used to dispel the Starwalker.

(Source: Original TCRF research)

Elevator Floor Numbers#

A set of floor numbers clearly intended for a Card Castle elevator. Note that they include the prison, though do not include a floor 5 (where the shop, SAVE point, and elevator are in the final game).

(Source: Original TCRF research)

Small Dialogue Portraits#

More wonderful faces. These are used as placeholders for the 'small' dialogue portraits used for Susie before the second K.Round fight. The art style (and quality) of Ralsei's portrait closely resembles Toby's concept art of him.

Rather interestingly, the portrait for Ralsei here is prefixed with an a, rather than an r (as all of his other portraits are). Also perhaps of note is how Ralsei and Susie's faces are colored – Ralsei's face is in black and white, as is normally the case with Lightner characters (though Ralsei is a Darkner), whereas Susie's face is colored, as is normally the case with Darkner characters (though Susie is a Lightner). This is reversed from their usual face sprites, though it is entirely possible that this is just a coincidence.

Ralsei's portrait here would later be used in some instructional text in Chapter 5.

(Source: Original TCRF research)

Fountain Cutscene#

White silhouette sprites are used for Kris and Susie during the fountain cutscene (albeit with some real-time embellishment). However, the above sprites are not used at any point during the cutscene (or at least not in full, in the case of Susie's right-facing sprite).

(Source: Original TCRF research)

Death Animation#

Watch on YouTube

Unused object obj_deathanim functions as a graphic effect of a sprite dissolving into a red mist, and is likely supposed to appear when enemies get killed, similarly to how defeated monsters die in Undertale.

This animation would later be incorporated in the Chapter 2 demo with an added sound effect, where it plays when an enemy is defeated by a damage that is marked as fatal. (For example, non-cutscene SnowGrave is "fatal", and Pipis enemies technically force all damage they take to be "fatal".) A way to get this to appear unintentionally in early versions of the Chapter 2 demo is to abort the Weird Route by ending the Berdly rematch by using violence without using SnowGrave, then backtrack to use the spell on the Maus enemies that appear when touching the walls of the cheese maze.

The animation would also later be used in Chapter 4 for the Titan Spawn's death animation.

(Source: Lil'Alien)

Early Relax Chair#

An early version of the chairs Susie and Lancer use when relaxing near the Forest's Maze.

(Source: Original TCRF research)

Light World#

Beach Area#

An early sketch of the beach area room_beach exists, in the same style as the unused Lab and Undyne's Room sketches from the previous game.

(Source: Original TCRF research)

Flowershop Lights#

An unused Programmer Art™ sprite for lights that would appear above the seven flowers in the back room of the flower shop. While nothing like this appears in Chapter 1, similar lights would eventually end up being added when the flower shop is revisited in Chapter 5. This sprite may have been cropped from a sketch of the room, as some of its odd green and yellow coloring match the colors of the green and yellow tiles used in the beach sketch.

(Source: Original TCRF research)

Full School#

Full Image

In-game

The outside view of the school has fences to the left and the right hidden by trees, and what seems to be a door leading to the top of the building hidden out of the cameras view.

(Source: Original TCRF research)

Interface#

Talk Button#

Is that a cut on your face, or part of your eye? The gash weaves down as if you cry. The pain itself is reason why.

Talk to friends, such as Ralsei. [1] [1] Source: Ralsei

The overworld talk button, along with its associated caption in English and Japanese.

(Source: Original TCRF research)

Downwards Ability Icon#

An unused icon for a weapon/armor ability. A diagonal-downwards arrow is used for the Devilsknife, though no weapon or armor, used or otherwise, specifies this particular image as its ability icon.

(Source: Original TCRF research)

Unused Turn UI#

Unused UI elements for indicating whose turn it is.

(Source: Original TCRF research)

Textless Fight Buttons#

Early

Final

Earlier versions of the FIGHT, ACT, and ITEM buttons in the battle menu, notably lacking their associated captions.

(Source: Original TCRF research)

Dog Button#

Deltarune_dogbutton_off.png Deltarune_dogbutton_on.png

A battle interface button depicting a dog with both a regular and a highlighted version. This button can also be seen in the unused manual, where the caption explains "A dog has eaten your commands. You can't do anything for the rest of your life." This graphic was later repurposed for an easter egg during Rouxls Kaard's fight in Chapter 3.

(Source: Original TCRF research)

Attack Buttons#

Deltarune-spr_pressfront-0.png
Deltarune-spr_pressfront-1.png
Deltarune-spr_pressfront-2.png

The left halves of these sprites are used in-game, but the right halves are covered by another sprite that simply says "PRESS". The unused parts indicate that originally, as shown in Ralsei's manual, each character would have required a different button to be pressed to attack. This is more complicated than the final version, which simply requires the 'use' button to be pressed for each character. Also note that this old system clearly predated key rebinding, which it would not have meshed well with. Setting the debug flag 13 to true will re-enable this system.

(Source: Original TCRF research)

Target Triangle#

Some kind of triangular targeting reticule.

(Source: Original TCRF research)

Unused Attack Effects#

Two unused attack effect animations. The first, spr_attack_mash1, is used by the unused spell Rude Sword (spr_attack_mash2 is used for Susie's normal attacks).

The second, spr_attack_hit1, is completely unused, and, curiously, is yellow. All other attack animations are color-coded to the character that uses them (Blue for Kris, purple for Susie, and green for Ralsei), but a yellow character wouldn't be introduced until Noelle in Chapter 2. Whether this is just a leftover asset meant for a later chapter or if Noelle was intended to be playable in Chapter 1 is unknown.

(Source: Original TCRF research)

Heal Effect#

Early

Final

An earlier, clearly placeholder version of the 'healing' sparkle effect; the final version is just a recolored version of the 'spare' sparkle effect.

(Source: Original TCRF research)

Sword Effect#

A 'sword' sparkle effect, similar to the spare/heal effects. It is unclear what this would have been used for. Also note that it may have been displayed in a different color.

(Source: Original TCRF research)

Guts#

Guts. An unused "battle message" sprite (like the "Max"/"Up"/"Down" messages that sometimes appear when healing/taking damage in particular circumstances). It is possible that it would have appeared in a color other than white (like the other battle messages).

(Source: Original TCRF research)

Editor Sprites#

Returning from Undertale, these mark where various events, doors, and other invisible objects are located. Unique to Deltarune are new door and marker images for E, F, and W, as well as the border of the Interactable object being red instead of blue like in Undertale.

(Source: Original TCRF research)

Solids#

Invisible wall sprites, in various shapes and sizes. The sprites suffixed by "dark" are twice the size (as is every sprite in the Dark World). Many of the non-Dark World sprites are reused from Undertale, though solidsmall was edited to have sharp corners rather than rounded ones.

(Source: Original TCRF research)

Controller Objects#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What exactly are the 84_* scripts, and what exactly does the 84_lang_helper object do?

"Musicer" objects are (unseen) objects that control music playback in certain areas. This sprite is used for those objects (likely to make them easily-identifiable in the room editor).

This is the sprite used by obj_84_lang_helper, another unseen controller object. It appears wherever an English-language background sprite should be swapped for its Japanese equivalent (such as the Librarby, or Seam's shop). 8-4 Ltd. is listed in the credits for Deltarune under "Japanese Localization".

(Source: Original TCRF research)

Miscellaneous#

spr_mainchara#

Placeholder red square. Interestingly enough, spr_mainchara was the filename for Frisk's sprites in Undertale.

(Source: Original TCRF research)

Placeholder Tiles#

Deltarune-bg_placetiles.png
Deltarune-bg_temptile.png

Generic placeholder tiles. It's a stretch, but the placeholder tiles used here (at least the gray ones) are identical to the ones used in Mystery Man's room (who is commonly referred to as Gaster by fans) in UNDERTALE.

(Source: Original TCRF research)

Sleeping Dog#

A sleeping Pomeranian that appears in the "dogcheck" room, where you are taken if you attempt to warp to a room number below 1 or above 130 with save file editing. It does have some sweet music, though.

Full Borders#

DeltaCH1_Border_1.png DeltaCH1_Border_2.png DeltaCH1_Border_3.png

Console releases of the game add in three borders that are swapped between depending on what part of the game the player is in. These borders actually cover the entirety of a 16:9 display, but because the 4:3 game is shown in the middle, the center areas of these designs are obscured during normal gameplay.

(Source: Original TCRF research)

Early

Final

A still image of the menu animation shows Ralsei with the end of his scarf flailing around. The full animated version of the menu depicts him not having his scarf moving in-game. A cropped version of this image is used as the banner for the game and its demo on Steam.

This scarf as depicted can be seen in a piece of concept art.

(Source: Original TCRF research)

Duplicate Sprites#

Jockington Curiosity#

Jockington has nine(!) duplicate dialogue portrait sprites that go completely unused (spr_face_jock_1-9), indicating the rest might have been overwritten with the first at some point. He is the only character to have ever had this distinction.

Unfortunately, if they ever were used, all control commands for face portraits in his dialogue strings were stripped out before release. These duplicates have remained unused in every release to this day.

spr_chainking_toss_old#

A duplicate sprite of King's 'chain' toss animation, with an "old" suffix at the end of its name. It may have been accidentally overwritten with the final animation once it was completed.

spr_face_king#

The eighth frame in King's face portrait sprite is a duplicate of the first. It is never referenced by any script.

spr_susie*_party#

A duplicate set of Susie's Light World sprites. They are used as the default sprites for the object obj_caterpillarchara (an object used for all "following" party member NPCs) before immediately being overwritten by the appropriate sprites the object is set up for. Oddly, these sprites are much newer than the regular set, occurring much later in the filesystem than any of the used sprites for Susie or Ralsei.

spr_hammerguy_powerup_old#

A duplicate sprite for Malius' animation of him winding up to hit something, with an "old" suffix at the end of its name. It may have been accidentally overwritten with the final animation once it was completed.

spr_jigsawry_wounded#

A duplicate of Jigsawry's idle sprites. The name suggests they may have taken on a different expression once hit. This sprite is not referenced in code.

spr_king_liftlancer_old#

A duplicate sprite for the animation of King lifting up Lancer before the fight with him, with an "old" suffix at the end of its name. It may have been accidentally overwritten with the final animation once it was completed.

spr_tile_darkgrass_old#

A duplicate sprite of spr_tile_darkgrass_middle. This sprite occurs after the used one in the filesystem, and it does not have a variant without a suffix.