the cutting room mirror

Unused Enemies

This is a sub-page of Deltarune/Chapter 2.

Unused Encounters#

ID

Instance type

Enemy 0

Enemy 1

Enemy 2

Encounter message(s)

Japanese

Notes

???

obj_baseenemy

#1: Enemy

* It is known.
* 既出だ。

1/99

obj_baseenemy

#1: Enemy

#1: Enemy

* Test enemies showed up.
* テスト用の敵が現れた。

55

obj_virovirokun_enemy

#35: Virovirokun

#35: Virovirokun

* First strike!

65

obj_werewerewire_enemy

#40: Werewerewire

#40: Werewerewire

* Werewerewire strongly blocks
  the way!
* ケーブロイドロイドが
  力強く 立ちふさがった!

The only Werewerewire battles outside of the dojo (which actually uses encounter 94 instead) both use encounter 81 (a single Werewerewire) instead.

67

obj_virovirokun_enemy

#35: Virovirokun

* H-huh!? What's going
  on!?
* え…ええっ!?
  なにこれ!?

An early version of the first battle with Noelle in the party (encounter 73).

70

obj_poppup_enemy
obj_tasque_enemy

#31: Poppup

#32: Tasque

* Animal house.
* ケモノの巣窟だ。

72

obj_dojograzeenemy

#42: GrazeTest

* It's a grazing adventure.
* 身かわしアドベンチャー。

75

obj_werewire_enemy

#33: Werewire

#33: Werewire

#33: Werewire

* Werewires swung in!
* ケーブロイドが ブラッと現れた。

76

obj_werewire_enemy
obj_maus_enemy

#33: Werewire

#33: Werewire

#32: Maus

* Werewire and Maus swung down
  like stringed superheroes!
* ケーブロイドとマウスが
  ケーブルアクションヒーローのように
  ブラッと現れた!

77

obj_poppup_enemy
obj_omawaroid_enemy

#31: Poppup

#30: Ambyu-Lance

* Ambyu-Lance and its pet
  appeared!
* Q-9と そのペットが現れた!

78

obj_swatchling_enemy
obj_poppup_enemy

#36: Swatchling

#36: Swatchling

#31: Poppup

* Poppup and caretakers appeared!
* ポップアップと世話係が現れた!

80

obj_swatchling_enemy
obj_maus_enemy

#36: Swatchling

#36: Swatchling

#34: Maus

* Swatchling and vermin appeared!
* パレットラーと 害獣が現れた!

88

obj_poppup_enemy
obj_virovirokun_enemy

#31: Poppup

#35: Virovirokun

* Poppup and Virovirokun
  Appeared!
* ポップアップとウィルスンが 現れた!

89

obj_tasque_manager_enemy

#42: Tasque Manager

* Graze!
* ギリギリかわせ!

777

obj_bullettester_enemy

#1: Enemy

#1: Enemy

#1: Enemy

(No message)

(Source: Original TCRF research)

Unused Enemies/Enemy Behaviour#

#1: Enemy#

Check
Warning
Victory
SimuDance
Victory (S)
Lecture
CoolDance

(Source: Original TCRF research)

#34: Maus#

English

Japanese

(Are you going to
take me home?)
(キミの おうちに
連れてくの?)

English

Japanese

(Just take good
care of me!)
(ちゃんと
お世話してね!)

(Source: Original TCRF research)

#35: Virovirokun#

Got your nose!

NARRATOR:

* Susie cooked up a cure!

SUSIE:

* What, you want me to
  cook something!?

NARRATOR:

* Susie put a hot dog in the
  microwave!
* She forgot to poke holes in it!
  The hot dog exploded!

NARRATOR:

* Ralsei cooked up a cure.

RALSEI:

* If you're sick,
  shouldn't you have some
  soup? Say "aah"~!

NARRATOR:

* Sickness was cured! Everyone's
  HP up!

English

Japanese

* Noelle tried her best!
* ノエルは 精いっぱい がんばった!

(Source: Original TCRF research)

#36: Swatchling#

English

Japanese

* Swatchling feather dusts
  itself.
* パレットラーは 自分を
  羽ぼうきで はらっている。

English

Japanese

* Swatchling flexes all of its
  back muscles while inspecting a
  teacup.
* パレットラーは
  ティーカップを点検しながら
  背中の全筋肉をピクピクさせた。

(Source: Original TCRF research)

#42: GrazeTest#

When attempting Graze Challenge 1 at the Party Dojo, it's normally impossible to ACT since the start of the player's turn is delayed by 999,999 frames (equivalent to about 9 hours and 15 minutes at 30FPS), but the enemy object used for this battle (obj_dojograzeenemy) has some basic ACT scripts with associated dialogue set up in its code anyway:

Action

Text

Check

* GRAZECHALLENGE - Graze the
  bullets!

S-Action

* Susie acted!

R-Action

* Ralsei acted!

Oddly enough, Jigsaw Joe's enemy object for his dojo challenge also has code referencing the latter two strings, despite not having S-Action or R-Action enabled as valid ACTs to use against him in his scr_monstersetup entry (meaning that they also go unused there).

(Source: Original TCRF research)

* How'd you get past!?

(Source: Original TCRF research)

#42: Tasque Manager#

Watch on YouTube

User Event 14 (Other_24) of the Tasque Manager enemy object contains leftovers of an early version of it:

  • The "Order", "S-Action" and "R-Action" ACTs behave completely differently and have different text.
  • The OrderX ACT is unimplemented and softlocks the game.
  • ACTs give more mercy in general.
  • Defeating a Tasque does not trigger any verbal response from the Tasque Manager.
  • The "Order", "S-Action" and "R-Action" ACTs do not fail if a Tasque has been attacked.
  • The only attack used by Tasque Manager is the whip, although two more attacks (the quizzler and a placeholder Rudinn pattern) are referenced but disabled.

(Source: Skawo)

English

Japanese

NARRATOR:

TASQUE MANAGER:

Oh, what a
perfect little
puppy you are!

TASQUE MANAGER:

Hush, puppy!
No growling...

NARRATOR:

NARRATOR:

* Susie was trained like an
  animal...

SUSIE:

RALSEI:

TASQUE MANAGER:

What a wonderfully crafted
signpost! I'm giving it an
obedience medal!

NARRATOR:

* Due to good behavior, he
  received an obedience badge.

SUSIE:

TASQUE MANAGER:

He really
loves to do
what he's told,
doesn't he?
* Kris got managed!
* Susie got managed!
* Ralsei got managed!

(Source: Original TCRF research)

#43: Unused Berdly Coaster Battle Modes#

Watch on YouTube

The object o_coaster_berdly contains several unused modes for the encounter:

  • Mode 1 (programmed to be triggered if the battle starts with over 50% mercy - which never happens) spawns instances of o_coaster_jama on the tracks, which prevent characters from bumping into Berdly.
  • Mode 2 triggers "queenmode", which changes Berdly's sprite to an otherwise-unused graphic of Queen in a coaster. This sprite is then immediately overwritten with Berdly's idle battle stance, and therefore would normally not show up even if this mode was triggered. When bumping is attempted, the coaster floats up and down and the game softlocks.
  • Mode 3 triggers "queenmode" and spawns instances of o_coaster_lightning which similarly to Mode 1's blockades prevent characters from bumping.
  • Mode 4 triggers "queenmode" and spawns instances of o_coaster_jama, but changes their sprite to spr_coaster_car.
  • Mode 5 triggers "queenmode" and spawns instances of both o_coaster_lightning and o_coaster_jama.

(Source: Skawo, Space Core)

#44: Mauswheel#

Mauswheel's code contains a copy of Maus's generic N-Action script that's missing the check for whether Noelle has overcome her fear of mice and its associated dialogue for if she has. This goes unseen not only because Noelle is never available when fighting Mauswheels in the final game, but also because Mauswheel doesn't have N-Action enabled as a valid ACT to use against it in its scr_monstersetup entry.

(Source: Original TCRF research)

English

Japanese

Movements from turn 2
ターン2のアクション
Movements from turn 1
ターン1のアクション

English

Japanese

* Mauswheel's DPI is lowering.
* マウスホイールのDPIが 低下している。

English

Japanese

* Noelle screamed quietly!
* ノエルは 小さくさけんだ!

(Source: Original TCRF research)

#45: Rouxls Kaard#

Watch on YouTube

The object obj_rouxls_enemy_old_copy contains an early version of the Rouxls Kaard encounter:

  • No ACTs are implemented, and all softlock.
  • Rouxls Kaard does not take any houses.
  • Rouxls Kaard does not have dialogue.
  • The "Hey" bubble does not appear when the track gets to a "Hey" in the song.

(Source: Skawo, Meatball132)

English

Japanese

S-Action
Sアクション

(Source: Original TCRF research)

#48: Queen#

Watch on YouTube

The Queen encounter checks for the Snowgrave/Weird route completion and slightly adjusts the fight if it is:

  • Queen is positioned slightly differently.
  • Berdly is not spawned.
  • The attack setting routine checks if Berdly is not spawned and sets up an unused attack if he isn't.
  • The acts allowing the fight to be beaten peacefully are gone.
  • Queen does not have any hurt sound effects for getting hit.

The fight crashes at the end, because the game tries to access the object for Berdly which, obviously, is not spawned.

(Source: Pirlo, Skawo)

Watch on YouTube

There exists a case in Queen's code that would allow Susie to throw both Kris and Ralsei; the latter is thrown only if Kris hasn't already hit all of the targets. The graphics associated with this scenario are only seen here, and consequently go unused in normal gameplay.

(Source: Skawo)

English

Japanese

Shield
シールド

English

Japanese

QUEEN:

Ah My Sweet
Idiot Children
You Are Just In
Time To Witness
My World Domination
<!--コレヨリ
世界ヲ 征服シマス
ソコデ見テイナサイ-->
With Noelle In
My Possession
<!--[ノエル]ハ モウ
[ワタシ]ノ モノ-->
It Is Only A
Matter Of Time
Before Her
Will Turns
<!--[あの娘]ノ [意志]ニ
変化ガ 生ジルノハ
時間ノ 問題-->
And She
Unleashes Her
Power
<!--[ノエル]ハ
ミズカラノ [力]ヲ
解放スル-->
Blanketing The
World In --
<!--ソシテ
コノ世界ハ

SUSIE:

Too late,
dumbass!
そうはいかねーぜ!
Noelle's
with Berdly!
ノエルは
バードリーが&助けた!

English

Japanese

Check
ぶんせき

English

Japanese

* QUEEN - Her drinking glass
  generates a powerful barrier.
  Break or lower it!
* クイーン -
  グラスが 強力なバリアを生成。
  破壊または弱体化しろ!

English

Japanese

* Use UP and DOWN to Aim for the
  wires!
* ↑と↓で ケーブルを狙え!

English

Japanese

* The wire was cut!
* ケーブルをカット!
* Missed!
* ミス!

English

Japanese

* Aiming with Throw is easier
  next turn!
* 次のターンでの
  「投げる」の精度が向上!

English

Japanese

* She is out of acid, her shield
  powers down!
* クイーンは 酸液を飲み干した!
  シールドが パワーダウン!

(Source: Original TCRF research)

#50: Spamton NEO#

Watch on YouTube

The code is set to react to a fifth option in Kris's ACT menu and spawn obj_sneo_throwkris_vine_controller, which begins the usual Kris throwing sequence and should spawn six obj_sneo_throwtarget objects. Unfortunately, the code is very broken and doesn't properly progress through all of the states. If fixed, it's revealed that the throw targets use otherwise-unused graphics.

While the code to trigger this is not in the final game, much like Ralsei's FluffyGuard spawns an instance of obj_sneo_tiny_ralsei there likely also existed an ACT which spawned obj_sneo_tiny_susie. If the object is spawned manually, it forms an auto-firing arrow in front of Kris's soul. The projectiles it shoots, obj_sneo_tiny_susie_axe, home into and destroy most of Spamton's attacks (though not all of them). A few attacks are also programmed to damage the arrow, and after five such hits, the arrow disintegrates.

There also exists an earlier version of obj_sneo_tiny_ralsei named obj_fluffyguard. A bubble (using spr_queen_winebubble_edit2) appears around the soul and protects it from attacks. After 10 hits from projectiles, the bubble vanishes.

(Source: Skawo)

Immediately following Spamton NEO's Check description in the files is the following note, presumably from Toby to the programmers.

* [[note: pain is in red.]] .

(Source: Original TCRF research)

English

Japanese

My esteem customer
I see you are attempting to deplete my HP!
お客様は&ワタ94
の HPを
削りたいようで

English

Japanese

* Spamton looks to the heavens.
* スパムトンは 天を仰いだ。

English

Japanese

* You tried to snap a wire... but
  it failed!
* ケーブルを切ろうとした…
  が うまくいかなかった!
* Everyone tried to snap wires...
  but it failed!
* みんな ケーブルを切ろうとした…
  が うまくいかなかった!
* Susie tried to snap a wire...
  but it failed!
* スージィは ケーブルを切ろうとした…
  が うまくいかなかった!
* Ralsei tried to snap a wire...
  but it failed!
* ラルセイは ケーブルを切ろうとした…
  が うまくいかなかった!

English

Japanese

* The power Ralsei's fluffy
  warmth surrounds you!.
* ラルセイの あたたかいモフモフパワーに
  包まれた!

English

Japanese

* Press ~1 to throw, aim for the
  weakpoint!
* ~1で 投げろ!
  弱点を ねらえ!
* The wire was cut!
* ケーブルをカットした!
* Missed!
* ミス!

(Source: Original TCRF research)

#51: GIGA Queen#

English

Japanese

Kris
クリス

English

Japanese

DODGE with ~1 or ~2!
<!--ヨケル トキハ
~1 カ ~2 ヨ-->
Press ~1 to Duck!
<!--~1 デ
シャガンデ!-->
default
Press Z and X to Punch!

English

Japanese

Now Is The
Time To
(LOOPING ERROR)
<!--ココカラハ
(LOOP ERROR)-->

English

Japanese

* (Press ~1 or ~2 to hit Queen
  after she attacks!)
* (クイーンの こうげきの あとに
  ~1または~2を押して
  はんげき!)

(Source: Original TCRF research)

#52: Jigsaw Joe#

English

Japanese

Boss&#33;&#33;
ボス!!

English

Japanese

* You won the battle!
* YOU WIN!

(Source: Original TCRF research)

Recruit Info#

A recruitment entry for Jevil exists but isn't used in-game, even if the player defeated or spared him during Chapter 1. He's set to be unplaceable in the café (like the used Tasque Manager recruit) and thus doesn't have a set dialogue string for that, but otherwise has all the data of a typical recruit. The description mentions the Devilsknife item, which is only obtained by defeating Jevil violently; a variant for the Jevilstail, which is obtained by pacifying Jevil, doesn't exist, despite recruits only being added if they were defeated through sparing or pacification.

English

Japanese

ID

20

Name

JEVIL
ジェビル

Description

An agent of CHAOS, he became
DEVILSKNIFE to the pocket.
カオスをなすもの。
ポケットのデビルズナイフ。

Like

CHAOS
カオス

Dislike

BOREDOM
退屈

Chapter

1

Level

???
???

Attack

10

Defense

5

Element

CHAOS:CHAOS
カオスだよ:カオスだね

Screenshot

Additionally, the failsafe values for when a recruit's info is not defined include unique name and description strings:

English

Japanese

Name

Known Quantity 
キシュツ

Description

It is known.
既出だ。

(Source: Original TCRF research)