the cutting room mirror

Unused Text

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

To do:

General#

UNUSED#

Within the lang files (lang/lang_en.json and lang/lang_ja.json) are some conspicuously unused messages:

English

Japanese

Where...

ここは…

Where am I?

どこ…?

Hello...? Anyone...?

ねえ…誰か…

Is... is anybody out there...?

誰か…いないの?

Someone!? Anyone!? Can anyone hear me!?

ねえってば!誰か答えてよ!

...

…

It's dark.

暗いよ…

It's so dark here.

真っ暗だ…

Someone, anyone, if you can hear me...

お願い… 誰か… 聞こえてるなら…

Say something... please...

なにか…言ってよ…

These are referenced by the appropriately-named script UNUSED, which simply sets variables unused_0 through unused_9 to these strings.

(Source: Original TCRF research)

ESC key instructions#

Within the same lang files one can also find unused menu text explaining how to use the ESC key, which would have been shown when selecting to return to the title screen.

English

Japanese

Hold ESC at any time
to quit the program.
 
 
Press ~1 to return.
プレイ中にESCを長押し
すると、終了します。
 
 
~1を押すと
再開します。

(Source: Original TCRF research)

Screen Name#

This is what the game's caption is changed to while on the Dogcheck screen.

DOGTARUNE

(Source: Original TCRF research)

420 Blaze It#

scr_text is a script that contains all of the dialogue in the game that gives the user a choice (excluding the CONTACT section). The dialogue is sorted by its 'msc' ID number... and this unused one has an ID of 420.

It simply consists of the following message:

 * Blaze it.

Followed by the choices:

Blaze Do Not Blaze

Unfortunately (?), though, the choice does not do anything.

(Source: Original TCRF research)

TALK Button#

scr_talkroom (the script for the old overworld TALK feature):

 * Your voice echoes aimlessly.

(Source: Original TCRF research)

CONTACT#

...

DEVICE_CONTACT_slash_Step_0_gml_8_0

(Source: Original TCRF research)

Photosensitive Option#

An unused CONTACT choice that would presumably have been displayed before the vessel creation options.

FIRST.

ARE YOU
PHOTOSENSITIVE?

The choices would have been the default YES and NO. The game does not actually store the result of this choice (at least, not in the code that is still present), advancing to the missing EVENT 941 regardless.

(Source: Original TCRF research)

Select Options#

DEVICE_CHOICE is the choicer object used for CONTACT. It defines default choice options in its Create script.

Undefined TYPE (impossible, since TYPE is also set to 0 in the Create script):

English

Japanese

EGG

卵

TYPE 0:

English

Japanese

YES
NO

はい
いいえ

TYPE 2 (also impossible for the aforementioned reason):

English

Japanese

GRAINS
MEAT
DAIRY
SWEETS
FRUIT
VEGETABLE
EGG

炭水化物
肉
乳製品
甘いもの
くだもの
野菜
卵

(Source: Original TCRF research)

Echoing Susie#

Watch on YouTubeThis is a cut part of CONTACT that would evidently have taken place immediately before Kris wakes up, replaced by the "Your name is" whiteout.

While playing the same "wind" sound effect as the final whiteout, the following text would be typed, using the unused echoing Susie dialogue sound:

Kris...!
Wake up!
KRIS...!

Following which (~11.7 seconds after the start of the dialogue), the room would immediately switch to Kris's room (as in the final game).

(Source: Original TCRF research)

(Source: Lil'Alien)

The Beginning#

Kris's Room SAVE Point#

A room name for a (nonexistent) SAVE point in Kris's Room:

English

Kris's Room

Japanese

クリスのへや

(Source: emanresu_yzal1)

Sleep!!!#

If you interact with your bed in the intro in a New Game+ save, you will be given the option to sleep (to skip the rest of the intro). If you choose to sleep, the game will actually define another two choice options, which will never be displayed:

English

Sleep!!! Do not!!!

Japanese

ねる!! ねない!!

These are almost identical to the previous options ("Sleep"/"Do not").

When a scr_text choice is displayed in Deltarune, and an answer is chosen, the game will increment msc by 1 and display the text with that ID (if it is defined). In what is probably a complete coincidence, the next msc value after this unused choice is 404 (which is missing).

(Source: Original TCRF research)

Toriel#

Dialogue from an unused Toriel NPC object called obj_npc_toriel. It is worth mentioning that global.fc ('face character') is set to 1 before this is shown, meaning that it would be displayed with Susie's face (given that fc 1 is Susie). This could potentially indicate that at some point during development, Toriel had an fc value of 1, instead of the 4 that she has in the demo.

 * Hello there!
* How are you doing on
  this fine day?

(Source: Original TCRF research)

Early Classroom Dialogue#

An earlier version of the dialogue at the end of the classroom cutscene. The first 3 lines are the same ones that are used in-game, but the text box is closed after the third line, cutting off the early version's text to allow for more movement from Alphys and pauses between text boxes. Interestingly, the early version will also close the text box after Noelle offers to get the chalk, suggesting another revision of this text once existed.

Early

Final

 * H-how about this?
* If no one speaks up...

 * H-how about this?
* If no one speaks up...

 * E-everyone gets in
  trouble!

 * E-everyone gets in
  trouble!

 * A... Anyone?
* P... please?

 * A... Anyone?
* P... please?

 * Ummm, there might be a
  box in the supply
  closet...

 * Hey, there might be a
  box in the supply
  closet...

 * Do you want me to - 

 * Miss Alphys, why don't
  Susie and I...

 * G-good idea, Noelle!
* Susie, s-since you came
  in last...

 * G-good idea, Noelle!
* Susie, s-since you came
  in last...

 * Can you go get that for
  me...?

 * Why don't you go get it
  for me...?

 * ...

 * ...

 * ... whatever.

 * ... whatever.

(Source: Original TCRF research)

THE DARK#

Screen Name#

The game title should have appeared if you went to sleep, but since you can't sleep before beating the game, at which point the title of the window is always "Deltarune", this is never seen.

English

Japanese

THE DARK
闇

(Source: Original TCRF research)

Castle Town#

Unused dialogue for Ralsei (or, at least, presumably Ralsei) in the Castle Town. Given that it's speaking about the whole area generally and not any specific part, it's possible that this was meant to be seen by using the cut TALK button in the area.

 * This is the CASTLE TOWN,
  where my subjects
  reside...

 * Err, well, they would if
  I had any...

 * Oh, don't worry about
  me, Kris!

 * I'm certain I'll find a
  subject someday...

 I'll be                 Keep
Your                    Dreaming
Subject

If you select "I'll be Your Subject":

 * H... Huh!?

 * Why, Kris, you don't
  have to do that...

 * ... but, if you
  insist...

 * Kris, as your Prince and
  authority, I order you
  to...!

 * Please let me know what
  to do!

Or if you select "Keep Dreaming":

 * Oh, thank you, Kris!
* I will!

The game stores your choice here, in the otherwise-unused flag 204.

(Source: suzyundertale)

Text Skipping#

Unused dialogue, presumably for Ralsei. This is quite similar to the used dialogue in the Castle Town about holding [X] to run, which this is placed immediately after in scr_text.

English

Japanese

 * Umm, Kris, did you
  know...

 * ねえクリス…

 * ... You can skip text by
  pressing [X]?

 * [X]を押すと
  テキストをスキップ
  できるのは 知ってる?


I know                  Really!?


知ってる        そうなの!?

If you select "I know":

English

Japanese

 * ... Really?
* So you've just been...

 * えっ…?
* てことは…

 * Listening to me talk,
  because you wanted to?

 * キミはずっと ボクの話を…
  聞きたいから
  聞いてくれてたってこと?

 * I'll try to make it
  worth your while, Kris!

 * ボク…キミの気持ちに
  応えられるように
  がんばるよ!

Or if you select "Really!?":

English

Japanese

 * Right! In the case you
  read very quickly.

 * そうなの! ひょっとしたら
  キミは 速読マスターかも
  しれないしね。

 * Or you're tired of
  what's being said.

 * …いちいち聞くのが
  めんどくさいときにも
  使えるけど…

 * ... No need to skip my
  text, right, Kris?

 * でもクリスは…ボクとの
  会話をスキップしたいなんて
  思わないよね…?

(Source: Original TCRF research)

Treasure Chest#

A default failsafe message for interacting with a chest if no dialogue is defined for it.

English

Japanese

 * (It won't open.)

 * (開かない)

(Source: Original TCRF research)

Additionally, when a treasure chest is opened, if the item type isn't defined, the strings NULL and NULL2 will be used as the item name and item type name, respectively. However, due to the fact that noroom won't be defined in this case, the game will then crash trying to access an uninitialized variable.

(Source: Original TCRF research)

An unused item location name meant for obtaining Dark Dollars from a chest that for some reason ended up going unused in this chapter. This was eventually used in Chapter 2 and all subsequent chapters.

English

Japanese

MONEY HOLE
マネーホール

Field#

Failing to Convince a Rudinn#

Unused dialogue that seems like it was meant to be shown when using the Convince act, with you originally needing to do the act twice, with the first try failing. This would play if actcon is set to 10, which it never is. After the last line of dialog, the variable "nexttry" is set to 1, and then using Convince after that sets flag 208 to 1.

RUDINN: You kidding?
I can't quit.
Stopping you
is my job!

 * Really?
* What do you spend your money on?

RUDINN: I'm a normal
person.

I spend all
my money on
RENT and
MYSTIC GEMs.

 * (Kris, let's try CONVINCING them again...)

Defeated Enemy#

There is text defined for an unused Darkner NPC that would have appeared in room_field2 (the first Field room with Lancer, just north of the first candy tree). Depending on the outcome of the most recent battle with whatever enemy this was (in this case probably either the first encounter in the previous room or the encounter in this room), the NPC will say one of three things.

If the enemy was violenced (i.e. attacked until it ran away):

 * S-stop!
* I'm still recovering from where
  you hurt me.

 * Plus, I just ate, so I'll get a
  cramp if I fight you so
  quickly.

If the enemy was spared (note that this is the only one of these that has a Japanese translation):

English

Japanese

 * Does your castle have a pool?
* I wanna know if I should bring
  my cute swimsuit...

 * あなたの お城には プールある?
* かわいい水着 持っていったほうが
  いいかな…

If the enemy was pacified (i.e. spared using PACIFY):

 * Felt like I was soaring through
  the air earlier...

 * Was that a dream...?

(Source: Original TCRF research)

Glow Tile Puzzle Hint#

If you repeatedly fail the second timed 'glow tile' puzzle (the one which requires Susie), dialogue will be triggered. There is different dialogue depending on whether or not you have Susie in your party, as well as another unused third possibility, displayed if you have Susie in your party and have used the cut TALK button in the room.

English

Japanese

 * Oh my god.
* AGAIN?

 * おいおい…
* またかよ!?

 * WHY is Kris the leader
  of the party again?

 * こんなヤツがリーダーで
  大丈夫なのか?

 * Susie! K-Kris is doing
  their best to use [X] to
  RUN!

 * スージィ! クリスだって
  [X]を押して
  走ろうと がんばってるよ!

It is worth noting that, since all of the tiles that you must pass over in the final puzzle are adjacent, running will actually cause you to fail the puzzle. This could imply that at some point the puzzle was more difficult, using the unused two bottom-left tiles and requiring you to run with a three-person party.

(Source: Original TCRF research)

Seam's Shop Sign#

An unused readable object that would have appeared outside Seam's shop.

English

Japanese

 * (Store to the left.)
* (Come on in and buy
  something...)

 * (よろず屋 左)
* (ぜひ寄って なにかご購入を…)

 * (Or don't.)

 * (…気が向けば)

(Source: Original TCRF research)

Old Puzzle Master NPCs#

The tutorial-giving jigsaw-piece-like 'puzzle master' NPCs located near Seam's shop have unused older versions of their dialogue defined. In general, these were far simpler, lacking any of the dialogue choices given by the final NPCs.

NPC Beside Seam's Shop#

 * Are you puzzled by COMBAT?
* Wanna know how TP works?

 * If you still haven't assembled
  all the details...

 * My cohorts to the WEST will
  gladly help you put the pieces
  together.

ACT, PACIFY, and ITEM NPC#

Based on the code, this NPC would be in the top right corner of the room.

 * Your friends can't ACT alone,
  but they can still help you win
  peacefully.

 * The DARK PRINCE's PACIFY spell
  can remove TIRED enemies safely
  from battle.

 * If nothing else, why not try
  using an ITEM?

 * Even if it seems useless, the
  effects may surprise you.

DEFEND and MAGIC NPC#

Based on the code, this NPC would be in the bottom left corner of the room.

 * DEFENDING will not only
  temporarily reduce the damage
  you take...

 * It also lets you focus,
restoring TP. You need TP to
CAST SPELLS!

 * So don't be afraid to DEFEND!
* DEFEND and CAST SPELLS!

 * By the way, all leftover TP
  will turn into extra MONEY
  after the battle!

Bullet Graze NPC#

Based on the code, this NPC would be in the bottom right corner of the room.

 * Getting close to BULLETS is
  really exciting, isn't it?

 * You'll recover a littleTP for
  each BULLET you get close to.

 * Plus, getting close to bullets
  can sometimes end the enemy's
  attack faster
.

 * It's quite dangerous though.
* So no worries if you don't want
  to try.

The tip imparted by this NPC about ending attacks faster is not even hinted at anywhere else in Chapter 1, and was mentioned by Toby Fox in his post-Chapter 1 TwitLonger.

Ladder NPC#

Based on the code, this NPC would be in the top left corner of the room.

 * What?
* I'm building a ladder here.

 * Today's lesson is...
* Get out of my way when I'm
  building a ladder!

 * Do you need an interactive
  tutorial
 on leaving me alone?

Or if the NPC has already been talked to:

 * What?

 * Do you need an interactive
  tutorial
 on leaving me alone?

(Source: Original TCRF research)

Clover Hint Sign#

This is the text of an unused sign that would have appeared in room_field3 (the shortcut door room immediately after Seam's shop). It is a hint for the fight against Clover (though given the mention of Hathy, it may date from when Clover and Hathy appeared together as an encounter). The same hint is given in the final game by a Rudinn in the Scarlet Forest.

 * (Hathy, in case you wanted to
  make us a birthday gift...)

 * (My favorite things are trees,
  boys, and sports!)
* (SIGNED, CLOVER)

(Source: Original TCRF research)

Box Puzzle Failsafe#

Watch on YouTubeThis unused event is associated with the box-pushing puzzle with the gate leading to the Great Board.

If flag 212 is set to 2 during this puzzle (which it is not, anywhere in the code), then interacting with one of the two blocks will trigger the event. It starts with Susie saying the following:

 * What!?
* The puzzle!?

 * I thought you were on MY
  side, Kris.

 * ... wait a sec.
* Those boxes...!
* I get it!

 * Wait a second, Kris!

Following this, the screen will fade to black, two broken blocks will be created in particular locations, snd_impact will play, the door will be removed, the original blocks will be deleted, and the screen will fade in again. Susie will then say:

 * See, I used the box to
  break in the door.
* Easy.

The event will then conclude as normal, with Susie exiting the room, and Ralsei congratulating you and exiting. Despite the broken blocks being NPC objects, interacting with them does nothing.

Given the first part of this dialogue, it seems likely that this event would have occurred if the player managed to somehow softlock the puzzle, which is impossible with the way that the puzzle is laid out in the final game.

(Source: Original TCRF research)

(Source: Lil'Alien (restoration/video))

Return of Box Puzzle#

If the current state of the puzzle event is undefined, the following text will be displayed if you talk to Ralsei or Susie:

 * ?

Furthermore, if you interact with a pushable box before you start the puzzle (impossible given that the puzzle starts as soon as you enter the room), the following text will be displayed instead of the box being pushed:

 * (You haven't decided if you
  want to do the puzzle yet.)

(Source: Original TCRF research)

Meaty Candy#

Text for a candy tree that would have appeared in room_field4 (the entrance to the Great Board, near the suits puzzle for a Key Piece). Interestingly, despite this exchange being cut, there is a line of dialogue present in Chapter 2 that calls back to it (with Susie, upon seeing packets of jerky being sold beside packets of candy in Sans' store, declaring "See? Jerky is candy.").

If both Ralsei and Susie are in the party:

 * (It's a candy tree.)
* (All the ripe candy has been
  picked.)

 * Let's not take any more,
  Kris.
* Unripe candy is sour.

 * What? Sour, sweet,
  meaty, bitter... if it's
  candy, it's good!

 * Well, that's accepting
  of you...

 * ... Wait, "meaty?"

Interacting with the tree again:

 * What kind of candy is
  meaty?

 * Y'know.
* Whatever it's called.
* Uhhh, jerky.

 * That's not candy...

 * Then why is it next to
  it in the store!?

If Ralsei and Susie are not both in your party:

 * (It's a candy tree.)
* (All the ripe candy has been
  picked.)

(Source: Original TCRF research)

Great Board#

That Was Weird#

After Lancer leaves at the end of the team-naming cutscene halfway across the Great Board, the cutscene immediately ends. Originally, however, Susie would have said:

 * ...

She would then have walked left a little, stopped, turned back to the right, stood there for a second, then said:

 * Well, that was weird.

(Source: Original TCRF research)

Running into Walls#

An unused readable object that would have appeared in room_field_checkers5 (the Great Board room with five Ponmen).

English

Japanese

 * (Touching a wall slows your
  run.)

 * (壁に触れると 走る速度が落ちる)

(Source: Original TCRF research)

Forest#

Thrash Maker#

When Susie rates your thrash machine, there is a failsafe string defined for if the best stat was incorrectly determined by the game somehow.

English

Japanese

 * Heheheheh

!

(Source: Original TCRF research)

As part of the 'thrash maker' event, following your design of the thrash machine, Susie emerges from a bush, looks at your blueprints, and says one of a few pieces of dialogue, depending on your machine's stats. In addition to these messages, there is an unused line that would have been shown if at least two of the machine's stats were at least two stars. It is left unused simply due to a logic error.

English

Japanese

 * Heheh, you didn't even
  give it any weak
  points

(Source: Original TCRF research)

Suits Puzzle#

An earlier version of the dialogue in the first suits puzzle room. This dialogue would start as soon as you travelled past a certain point in the room. Some of this dialogue was reused as NPC dialogue when interacting with Susie in this room; comparisons with this dialogue have been included where appropriate.

Early

Final

 * Then add a mustache over
  there...

 * Then add a mustache over
  there...

 * Hee hee, like this?

 * Hee hee, like this?

 * Haha! Yeah! Like that!

 * Haha! Yeah! That's
  perfect

(Susie and Lancer then turn to the left. One second later, Ralsei starts speaking.)

Early

Final

 * How's the scheming
  coming along, you two?

 * How's the scheming
  coming along, you two?

 * Hey, don't LOOK! We
  aren't done yet!

 * Hey, don't LOOK!
  Spoilers, dude!

 * You're going to spoil it
  for yourselves!

 * C'mon, we're working
  hard on this!

 * Sorry! Sorry.

(All three then turn upwards for a second before turning back towards each other.)

 * ... I notice there is a
  puzzle here.

 * Yeah?

 * Would you two... like
  to... do it...?

 * Uh, no. That's for
  heroes.

 * We're bad guys.
* We don't have to do
  anything.

 * Except scheme.

 * Yeah. Except scheme.

 * So have fun, we'll be
  here.

(The dialogue then stops, and you are free to move around.)

If you try to leave the room before solving the puzzle:

 * ...?

If you try to leave again:

 * Just do the puzzle,
  Kris.

(Source: Original TCRF research)

Susie's Villain Outfit#

In room_forest_puzzle1 (where the first suits puzzle is located) Susie and Lancer are present and can be talked to. Talking with Susie prompts a conversation about how Lancer is going to help her make her outfit look more "badass". There is an unused continuation of this dialogue (shown if the player has talked to Susie less than -50 times), presumably originally intended to be shown when talking to her for the second time (before some of the above removed dialogue was added as Susie's text when talking to her the first time).

 * Heh, my clothes are
  gonna be so great.

 * Yes! I've already
  finished a prototype!

 * That's just... a bunch
  of torn up pieces of
  felt.

 * Can you PLEASE stop
  acting so jealous for
  ONE second?

(Source: Original TCRF research)

Susie and Lancer – Clover Puzzle#

Unused text for Susie and Lancer indicating that they were going to appear in room_forest_area3 (the Clover puzzle/boss room).

Interacting with Susie the first time:

 * Stuck on this puzzle
  too?

 * Don't talk to me while
  I'm scheming.

 * Say, why don't you just
  walk over the spikes
  like before...?

 * Heh, why bother when you
  guys will solve it for
  us?

 * (Oh, I thought it was
  because I'm afraid of
  spikes.)

 * SHHHH!

Interacting with Susie again:

 * Seeing you two scheme
  together...

 * It's a bit like a group
  project in school, isn't
  it?

 * Can you stop ruining
  everything?

Interacting with Lancer:

 * Beware! We split up our
  schemes to scheme twice
  as fast...!

 * I'm realizing all kinds
  of hidden facts about
  myself!

 * Such as... I don't know
  how to scheme very well.

(Source: Original TCRF research)

Clover Overworld Dialogue#

Unused dialogue for Clover as an overworld NPC, in the same room that she normally appears in.

 * Today's a special day~
* OBVIOUSLY.
* To some degree...

 * Do you know what day it is~?
* You BETTER.
* Um, it's OK if you don't...

The game also stores whether or not you talked to the Clover NPC here, and if you did, then instead of her normal pre-battle dialogue when you try to leave the room ("you didn't even say hello" etc.), she would say:

English

Japanese

 * Oh, you don't know the day?
* You mean you FORGOT!?
* That's OK, you don't know us.

 * え? 何日か 知らないの?
* はあぁ!? 忘れたわけえぇ!?
* 私たちのこと 知らないもんね…

 * It's our birthday~! Yayyyy~!
* And you're gonna REGRET IT!
* Oh, I'm sorry about this...

 * 今日は 私たちの誕生日なの~!
* 後悔させてやるからッ!
* あわわ ご…ごめんなさい…!

(Source: Original TCRF research)

Bake Sale#

Unused Susie and Lancer dialogue intended for the cutscene where they buy a Hearts Donut from the bake sale, before they go up and buy the donut.

 * Alright, which one do
  you want?

 * Hahahah!! Hmmm...

(Susie and Lancer look up for a second, and then look back towards each other.)

 * Wait, you're buying it
  for me?

 * You said you didn't eat
  anything earlier,
  right...?

 * It'd be annoying if you
  starved to death,
  y'know.

 * Wow...!

 * You're the best teammate
  ever, Purple Girl...!

(The cutscene continues like normal, with Susie and Lancer buying the donut and returning.)

And unused dialogue for if you tried to leave the room without having interacted with Susie and Lancer (the final version is only shown if you interact with them but refuse to buy a cookie):

Early

Final

 * Hey! You can't not buy
  from us!

 * Hey! You can't not buy
  from us!

 * Hey DUMBASS!
* It's for a GOOD CAUSE!

 * Hey DUMBASS!
* It's for a GOOD CAUSE!

 * (Kris let's just buy
  one.)

 * (Let's just buy one,
  Kris.)

(Source: Original TCRF research)

Malius#

An unused line from Malius that is set when selecting an option before being replaced by other dialogue.

English

Japanese

 * Hm? What is it now?

 * うむ 何用だ?

(Source: Original TCRF research)

Thrash World#

obj_thrashafter_event is an unused event object, replaced in the final game with obj_susieandlancer_event (which controls the Lancer/Susie boss fight at the end of the Scarlet Forest, and the cutscene immediately after it). It appears to be an earlier version of the cutscene after said boss fight, where Susie and Lancer join the party, though with a few key differences.

In this early version, Susie appears to already be a member of the party (and does not seem to have been a part of the 'thrash machine' plan whatsoever). Additionally, it is implied that the thrash machine built by Lancer would have been fought by the party beforehand. See also DoomTank and thrash_rating.ogg.

The event starts with the following:

 * Y... You got past Thrash
  World!?

 * Hng... Even with your
  help, I couldn't stop
  you...

 * Hey, it's alright,
  Lancer. It was a nice
  effort.

 * Yeah, I mean, you gotta
  be realistic.

 * Nothing can stop us. Not
  even ourselves.

 * That's right!!
* The ~1!!

(The ~1 in Lancer's line above is replaced with The (Censored) Squad, The Lancer Fan Club, or The Friendly Fun Gang, depending on the party's name, or with Guys if the party name is undefined.)

 * You crush everything
  that gets in your way!

(Lancer then turns away from the party, frowns, and moves to the right slightly. Shortly after stopping, he says the following:)

 * Hmmm... What am I
  supposed to do, then...

 * If I can't stop you,
  then...

 * Then, my dad will...

Shortly after that text:

 * ...

 * Well...

 * Why don't you come with
  us...

 * And maybe you'll think
  of how to stop us on the
  way.

(Lancer then turns back towards the party and approaches them.)

 * R... Really!?
* You'd let me tag
  along...!?

 * Sure, why not. You can
  be an unofficial team
  member.

 * Wow! M... Me!? In the
  ~1!?

(~1 is replaced with the same team name string as before.)

 * W... Wait...

(Lancer turns downwards for a few seconds, then turns back to the party. The text from this point onwards is just a slightly earlier version of the used text.)

Early

Final

 * Can we have monogrammed
  track jackets?

 * Can we still have
  monogrammed track
  jackets?

 * Yeah.
* Ralsei will make them.

 * Yeah!
* Ralsei will make them!

 * H... Huh!?

 * H... Huh!?

 * ... Okay, sure!

 * ... Okay, sure!

 * Ahahah

!

  • Lancer joins the team

(As in the final version, immediately following this, "Fanfare" will play while the text "Lancer joined the party!" is displayed, however here the text is displayed at a slower rate. In the early version, Susie interrupts the fanfare and dialogue after four seconds have passed with this line, similar to the "Candy joined the party!" scene that happens shortly after.)

 * No.

This text is still present in the final event object, though it is skipped over; the fanfare and dialogue are allowed to play out.

(Following this, Lancer turns downwards and moves upwards slightly, before stopping; this marks the end of the cutscene.)

(Source: Original TCRF research)

Undefined Team Name#

If the party name is undefined, the dialogue that depends on it will generally just use the name "Guys".

obj_savepoint:

English

Japanese

 * The power of failing to name
  your team shines within you.

 * チーム名生成に失敗の力が
  胸の奥で輝いた。

obj_checker_animtest:

English

Japanese

 * Hohoho...
* Well STEP on my BOOTS.

 * ホッホッホ…
* こ~れは これは…
  ここで会ったが 100秒目…

 * If it isn't the Guys

 * にっくき
  ヤツらめ。

obj_thrashafter_event:

 * That's right

  • The Guys

 * Wow! M... Me!? In the
  Guys!?

obj_susieandlancer_event:

English

Japanese

 * You can, um...

 * おまえは…ほら…

 * ... be part of the Guys!

 * いまから
  ヤツらの
  一員だ!

 * Wow! Me...!? In the
  Guys!?

 * ホント!?
  ボクさまも入っていいの!?
  ヤツら!?

(Source: Original TCRF research)

Darkberry Teacakes#

Unused dialogue for room_forest_afterthrash2 (the first room after Lancer joins the team), replaced with dialogue about baking a cake. The conditions for this to appear are for the flag handling this scene (229) to be below 5, suggesting that it played in a separate set of dialogue after Susie said she was hungry instead of being shown directly after that, and for the player's X position to be greater than or equal to 99999. When this dialogue ends, that flag is set to 5.

Early

Final

 * Man, I'm STILL hungry.

 * It's like nothing I eat
  here matters.

 * Shoulda stolen more money
  for the bake sale, I
  guess.

 * ... I WAS thinking of
  making Darkberry
  Teacakes later.

 * ... I WAS thinking of
  baking a cake later.

 * Mmmmm... what's the
  catch.

 * Mmmmm... what's the
  catch.

 * ... you have to stop
  making fun of me, for
  one.

 * ... you have to stop
  making fun of me, for
  one.

 * PASS

!

(Source: Original TCRF research)

Candy Joined the Party#

This is only partially unused; in-game, it's cut off by Susie, leaving everything after "Candy" (or 「キャン」) unseen.

English

Japanese

 * Candy joined the party!      

 * キャンディが 仲間になった!      

(Source: Original TCRF research)

Card Castle#

Solved Puzzle#

The second suits puzzle in the Card Castle basement (the one solved by Susie herself) triggers dialogue between Ralsei and Susie when interacted with. However, if you do not have both Ralsei and Susie in your party (impossible at this point of the game), the following text will be displayed instead:

English

Japanese

 * (Solved puzzle.)

 * (パズルを 解いた)

(Source: Original TCRF research)

Forgiving Rudinn Failsafe#

The right-hand Rudinn in the 'diamond' room has several different possible messages that will be displayed depending on whether you have violenced a Rudinn at any point, and whether or not you have talked to this Rudinn. There is also a failsafe message for if something goes wrong here:

English

Japanese

 * Huh?

 * え?

(Source: Original TCRF research)

Jevil's Unlocked Door#

Dialogue meant for interacting with Jevil's cell door after unlocking it, which is impossible as the door's interaction hitbox disappears when unlocked.

 * DO NOT TARRY!

(Source: Original TCRF research)

The Number 2#

Text that would have appeared in room_cc_2f (the second floor of the Card Castle, with the Royal Flush). The Castle does not have visible floor numbers in the final game. Based on the code, the Y location of this would've been less than 250, likely placing it next to the stairs leading to the third floor.

English

Japanese

 * (It's the number 2.)
* (It's reputed to be a pretty
  good number.)

 * (すうじの 2)
* (なかなか よいと ひょうばんの
  かずだ)

(Source: Original TCRF research)

Early Riches Flavor Text#

Early flavor text for interacting with the riches in Card Castle's throne room. These are from obj_npc_sign instead of obj_readable_room1, which is what is used for interacting with the riches in the final game. This dialog is specifically used if the sprite of obj_npc_sign is spr_darkmoney, which is a completely blank 44x34 pixel sprite.

Early

Final

 * (Riches and treasure.)
* (It gleams with avarice.)

 * (金銀財宝だ)
* (欲深そうに 輝いている)

 * (Riches.)
* (They shine with avarice.)

 * (財宝だ)
* (欲深そうに 輝いている)

(Source: Original TCRF research)

The Return#

Gerson Boom Memorial Bench#

There is an unused choice associated with the Gerson Boom Memorial Bench.

After the normal interact text, the following options would be given:

Sit Don't Sit

Selecting "Sit" would give:

 * (Didn't feel like it.)

And selecting "Don't Sit" would give:

 * (You decided not to sit.)

Either way, you would not actually sit on the bench.

(Source: Original TCRF research)

No Room for Hot Chocolate#

If you have no room in your inventory when QC gives you the Hot Chocolate (which is impossible, given that the maximum number of Light World items you can have in Chapter 1 is 3), the following text will be displayed instead of the normal text at that point (replacing "... Here, how about this?" onwards):

English

Japanese

 * ... You know, I'd give you a
  hot chocolate on the house...

 * …ホントなら ホットチョコレートを
  サービスしてあげたいとこだけど…

 * ... But it looks like you've
  got enough things already.

 * …どうやら もちものが
  いっぱいみたいだねえ。

 * Take it easy, okay, hun?

 * きをつけて かえるんだよ。

(Source: Original TCRF research)

Choice Failsafes#

Various failsafe messages exist for choices in the event that you chose an invalid option. These mostly consist of the character saying "Huh?" in response.

Rudy:

English

Japanese

 * Huh?

 * え?

Sans:

English

Japanese

 * huh?

 * え?

Hotline for Idiot Babies:

English

Japanese

 * Huh!?

 * は!?

Alphys:

English

Japanese

 * Huh?

 * ん?

Asgore's fridge (also used if the choice was "Open Fridge" but the egg number was invalid):

English

Japanese

 * Nothing happened.

 * なにも おこらなかった。

(Source: Original TCRF research)

Flower King#

There's flavor text for the flowers behind Asgore, but since Asgore blocks that part of the wall, it can't be accessed through normal gameplay. If the player uses modding/hacking tools to access it, the following text is shown:

English

Japanese

 * (It's an expertly trimmed
  arrangement.)

 * (プロの ぎじゅつで
  うつくしく ととのえられた
  フラワーアレンジメントだ)

Watch on YouTube

(Source: Original TCRF research)

Old Toriel Dialogue#

Interacting with Toriel at the end of the game prompts dialogue from her; this is an earlier version of that dialogue. In this earlier version, you were not given any dialogue choices (despite the dialogue oddly being placed in scr_text), with the game instead checking and incrementing the value of flag 267 appropriately to keep track of how many times you've talked to her.

When talking to Toriel for the first time, she uses the same dialogue for when you choose "Me" in the final version, however in the Japanese localization, the sixth message is slightly different, with a space being added.

Early

Final

 * あかいツノがついた
  カチューシャを
  かってあげたでしょう?

 * あかいツノが ついた
  カチューシャを
  かってあげたでしょう?

Talking to Toriel again:

 * Kris, I need to grade
  these assignments.

 * Perhaps you should go to
  bed...?

 * You do not look very
  well...

In addition to these two possible responses (corresponding to values 0 and 1 of the flag), there is a check for if the flag is equal to -10; if it is, Toriel will say the following message instead:

English

Japanese

 * Kris...?

 * クリス…?

After this, the flag will be incremented to -9... which prevents any of Toriel's other dialogue from being shown. One would expect a string like this in a situation like this to be a failsafe string, but this does not function as a failsafe string (given that it is only shown if the flag equals -10). Given the fact that it increments the flag yet cannot connect to the other dialogue, it seems likely that it originally had a different check... though it's unclear what that would have been.

(Source: Original TCRF research)