This is a sub-page of Deltarune/Chapter 1.
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General#
UNUSED#
Within the lang files (lang/lang_en.json and lang/lang_ja.json) are some conspicuously unused messages:
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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.
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(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#
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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.
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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):
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TYPE 0:
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TYPE 2 (also impossible for the aforementioned reason):
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(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:
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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:
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(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:
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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.
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(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.
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(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.
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If you select "I know":
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Or if you select "Really!?":
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(Source: Original TCRF research)
Treasure Chest#
A default failsafe message for interacting with a chest if no dialogue is defined for it.
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(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.
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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):
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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.
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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.
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(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).
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(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.
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(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.
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(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.
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(Susie and Lancer then turn to the left. One second later, Ralsei starts speaking.)
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(All three then turn upwards for a second before turning back towards each other.)
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(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:
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(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):
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(Source: Original TCRF research)
Malius#
An unused line from Malius that is set when selecting an option before being replaced by other dialogue.
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(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.)
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(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:
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obj_checker_animtest:
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obj_susieandlancer_event:
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(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.
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(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.
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(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:
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(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:
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(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.
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(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.
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(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.
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(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):
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(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:
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Sans:
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Hotline for Idiot Babies:
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Alphys:
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Asgore's fridge (also used if the choice was "Open Fridge" but the egg number was invalid):
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(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:
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(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.
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Final |
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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:
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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)