the cutting room mirror

Unused Rooms

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

Debug Rooms#

Please elaborate.
Having more detail is always a good thing.

room_ballooner_tester#

A room that allows you to test text bubbles. A "ballooner.txt" file will be created as soon as you enter it for the first time.

(Source: Original TCRF research)

room_cutscene_tester#

A room used to test a cutscene involving 2 Lancers, one real and one fake. Walking to the right of the room starts this cutscene. Normally the cutscene causes the game to basically slow to a halt, as it doesn't set the con variable to a different value when starting and consequently starts infinitely adding every cutscene command to the cutscene controller object every frame. There are also other objects in this room, like a sign that has some enemy check text similar to Berdly's and a bunch of testing small face portraits, some conveyors, two forcefields, some blue circle objects called obj_swordobj_example that can be blown up by hitting them if the unused Sword mechanic is enabled, Thrash Machine duck heads that stick to Kris when they touch them until you press Z, a slide trigger, and a door that leads to Kris's hallway.

Watch on YouTube

(Source: Original TCRF research)

room_cutscene_tester_b#

Another room for testing cutscenes, this time featuring obj_example_cutscene_b. Unlike the previous room, this room is completely empty, only having some ground and the cutscene object.

Watch on YouTube

room_sound_tester#

A sound test room.

Watch on YouTube

(Source: Original TCRF research)

room_sprite_tester#

A sprite test room.

Watch on YouTube

(Source: Original TCRF research)

room_debug_color#

A room that tests the color changing properties of the Swatchling enemy.

Watch on YouTube

(Source: Original TCRF research)

room_debug_loc#

A duplicate of the hallway of Kris' home, except you can't go into your room or into the main room. It is unknown what this room tests.

(Source: Original TCRF research)

PLACE_DOGCHECK2#

A new version of the Dogcheck room was added with Chapter 2, which can be seen by editing your save file and setting the room to a value below 1 or greater than 231. This version has the dog car driving across the screen, with new music playing.

(Source: Original TCRF research)

room_teacup_demoauto#

Test room for the teacup obstacles.

Watch on YouTube

(Source: Original TCRF research)

room_shaun_puzzle#

An early version of the Queen face light puzzle.

(Source: Original TCRF research)

room_GMS2_test#

A room that consists of a Rudinn that starts a battle with Ambyu-Lance when touched. As its name suggests, it was likely a test for developing the game in GameMaker Studio 2, since Chapter 1 was made almost completely in GameMaker Studio before being converted to GMS2. Interestingly, the right side of the room is covered by the unused object obj_swordarea, which will activate the unused sword mode until starting the battle with the enemy.

(Source: Original TCRF research)

room_musical_sync_test#

A room for testing how solo musics syncs with backing.

Watch on YouTube

(Source: Original TCRF research)

Castle Town#

room_cc_clover#

Unused room for Clover meant for Ralsei's Castle. Coming sequentially in the files right after Lancer's room, this room contains various objects and NPCs with text still intact. Here the graphics obviously aren't quite completed; defaulting to Jigsaw Joe sprites, from left to right the characters are a Rudinn, Clover, and a Hathy. The text for each object in this room appears to be identical to what's seen in Clover's original room in Card Castle from Chapter 1.

(Source: Original TCRF research)

Cyber Field#

room_dw_cyber_shaunsmusicalbullettunnel#

A room made by Shaun, one of the assistant coders for this chapter. This room is a tunnel full of the music bar bullets that move very fast, making it almost impossible to dodge them.

(Source: Original TCRF research)

room_dw_cyber_maze_rhythm#

A room that has a big conveyor going up. It's meant to have bullet beats going up, but it's broken. Going through the exit at the top of this room leads you to the room with Fommt the floppy disk (which appears in the normal game) but in the abyss between platforms, unable to move.

(Source: Original TCRF research)

room_dw_cyber_escalator_slide#

Yet another broken room. Going up brings you to the bottom of the main area of the Cyber area, which is likely where it was connected to.

(Source: Original TCRF research)

room_dw_cyber_savepoint_original#

An earlier version of the first Cyberfield save point room.

(Source: Original TCRF research)

room_dw_cyber_battle_maze_1_Original#

A hallway with 2 obj_chaseenemy placed around. Judging by its name, it was supposed to be a first room with enemies right after the save point room.

(Source: Original TCRF research)

room_dw_cyber_keyboardexample#

A prototype version of the first keyboard puzzle. Differences from this to the final include the blocks between buttons being invisible, the background being missing, the ground not fading to black as it goes down, some shape differences with the main platform, the prize area not existing and the characters spawning inside of the ground, making it impossible to move. With debug enabled, however, the characters can be made to move and the puzzle can be solved, resulting in the apple graphic appearing as well as a resulting audible thud.

|Deltarune_room_dw_cyber_keyboardexample.png

(Source: Original TCRF research)

room_dw_cyber_keyboard_puzzle_1_old#

Another early version of the first keyboard puzzle, this time looking ever so slightly closer to the final and spawning you in bounds.

(Source: Original TCRF research)

room_dw_cyber_teacup_1#

A really short teacup room.

(Source: Original TCRF research)

room_dw_cyber_maze_virokun_backuo#

A room with a single enemy and a checkmark monitor that appears when the player comes close to it. No walls exist in this room, allowing the player to walk anywhere.

(Source: Original TCRF research)

room_dw_cyber_nuberts_treasure#

A room for Nubert's treasure, which was originally in its own room instead of being part of the Keyboard Puzzle 1 room. It was likely connected to room_dw_cyber_tasque_battle_og, which is an early version of the room where you first encounter Tasque. In that room, there's a hidden switch that is supposed to disable Nubert's forcefield.

Watch on YouTube

(Source: Original TCRF research)

room_dw_cyber_tasque_battle_og#

An earlier version of a room where the player battles a Tasque that jumps out of one of the monitors. There's also two monitors with arrows that point to an invisible interactable object that was probably supposed to remove a force field on the upper exit, but no code for this exists. Using a left exit will teleport the player to room_dw_cyber_battle_maze_1_Original, placing them inside the walls.

(Source: Original TCRF research)

room_dw_cyber_teacup_2#

A room that's meant to have teacups in it, but they aren't present, making it lead to a dead end. There is an exit at the end of where you would arrive if you were to be able to make it to the top without additional work (i.e., editing your height value).

(Source: Original TCRF research)

room_dw_cyber_music_bullet_original#

A much earlier version of the teacup/bullet section room. No actual teacups, bullets, and even walls are placed here.

(Source: Original TCRF research)

room_dw_cyber_virovirokun_fight#

This room, like room_dw_mansion_east_1f_d, features a Virovirokun chasing after you and various screens that say "CYBER" and dancing stickmen (which appear to be an early version of the dancing demon screen), and a U-turn that lets you chase the Virovirokun, and a switch. Once you fight the Virovirokun, a giant red screen appears saying UH-OH. Possibly replaced by the AGREE2ALL puzzle, since pulling the switch changes the same flag that disables the same forcefield disabled by the AGREE2ALL puzzle.

(Source: Original TCRF research)

room_dw_cyber_battle_maze_2_old#

Early version of the room where you choose between three teacups. Some of the differences include the teacups dropping the characters off out of bounds, the third teacup simply leading to a chest, you being able to continue going on without going into the teacups, and the two NPCs not existing.

Watch on YouTube

(Source: Original TCRF research)

room_dw_cyber_battle_maze_2_toby#

A room that contains 3 empty chests and a Hacker NPC. It's possible that the Hacker is the same Hacker that requires the 3 blue checkmarks, and those 3 chests would've contained the checkmarks. Based off the name, this room was supposedly made by Toby Fox, and it seems that it originally took the place of the choose-a-teacup room.

(Source: Original TCRF research)

room_dw_cyber_battle_maze_3#

A small walkway. It's possible that this room was connected to room_dw_cyber_battle_maze_2_old at some point, serving as an additional room before the battle with Sweet Cap'n Cakes.

(Source: Original TCRF research)

Cyber City#

room_dw_city_prototype_01 and _02#

Two small inter-connected prototype versions of Cyber City.

(Source: Original TCRF research)

room_dw_city_noelle_fight_intro#

A small alleyway that has a Rudinn that crashes the game when a battle with it is started.

Watch on YouTube

(Source: Original TCRF research)

room_dw_city_cheese#

A straight road. This room contains only the obj_npc_city_cheese object, which by default spawns a single instance of obj_chaseenemy. However, if global flag 310 is set to true, a row of 10 cheeses will spawn instead, with every single cheese except for the last one having an interaction window about touching it; the last one can be broken by simply touching it, which will trigger a battle with two mice.

Cheese.mp4

(Source: Original TCRF research)

room_dw_city_carnival#

A room with a piece of cheese, an NPC, and an unused ferris wheel poster variation.

(Source: Original TCRF research)

room_dw_city_sidewayscars#

This room seems to be a test for how cars interact with player and upon changing their mode when they are moving sideways.

(Source: Original TCRF research)

room_dw_city_big_1_original#

A much earlier version of room_dw_city_big_1.

(Source: Original TCRF research)

room_dw_city_big_2_OG#

An earlier version of the room with ferris wheel poster and an Addison.

(Source: Original TCRF research)

room_dw_city_traffic_2_old#

Old version of a second traffic puzzle in Cybercity.

(Source: Original TCRF research)

oom_dw_city_spamton_shop_interior#

This was supposedly an interior of Spamton's shop in Trash Zone, however, there's nothing in it aside from a placeholder layout and a door to leave the room.

(Source: Original TCRF research)

room_dw_city_big_3_og and room_dw_city_big_3_backup_2exits#

An altered version of room_dw_city_big_3 that contains 2 entrances to the highway section and an unused sprite of a TV shop counter. Trying to enter the next room through the lower entrance will softlock the game with a black screen.

room_dw_city_big_3_og

room_dw_city_big_3_backup_2exits

room_dw_city_big_3 (used)

(Source: Original TCRF research)

room_dw_city_traffic_3_backup and room_dw_city_traffic_3_2Entrances#

Linked to the previous entry, those room contains two entrances (as opposed to just one in the used version). Just like in the previous room, the game will softlock after using the lower entrance.

room_dw_city_traffic_3_backup

room_dw_city_traffic_3_2Entrances

room_dw_city_traffic_3 (used)

(Source: Original TCRF research)

room_dw_city_mice2_og#

Old version of the second mice puzzle in Cybercity. Loading this room will crash the game.

(Source: Original TCRF research)

room_dw_city_traffic_5_old#

This room was possibly used to connect the Queen Car room with the Spamton room. Interacting with Berdly shows the generic placeholder message. Despite having the _old suffix, no room without the suffix exists. Judging by the dialogue, this room was possbily scrapped after the Annoying Mouse Room 3 was implemented.
DCH2-Traffic_5.png Watch on YouTube

(Source: Original TCRF research)

room_dw_city_monologue_old#

Unused version of the monologue room with Noelle. Probably scrapped because it was too short for the monologue.

(Source: Original TCRF research)

Queen's Mansion#

room_dw_mansion_sparks#

A room with hanging plugs hazards.

(Source: Original TCRF research)

room_dw_mansion_elevator#

A room that, judging by the name, was supposed to be used as an elevator, just like the one in Card Castle in Chapter 1.

(Source: Original TCRF research)

room_dw_mansion_east_1f_a#

Seems to be an early version of the first pottery room, lacking a lot of detail.

(Source: Original TCRF research)

room_dw_mansion_east_1f_b#

A big room in Queen's mansion. Despite visually having two exits, only the one on the left has a trigger for it.

(Source: Original TCRF research)

room_dw_mansion_east_1f_c#

Some room on the first floor of the Queen's mansion.

(Source: Original TCRF research)

room_dw_mansion_east_1f_d#

Possibly replaced by the traffic puzzle, since the room with the secret switch and the ChainMail is named room_dw_mansion_east_1f_e. This room features a Virovirokun chasing after you that at the end, gets scared after hitting a Tasque screen. According to the code, a Tasque was supposed to jump from that screen to chase Virovirokun (restored in the video). Watch on YouTube

(Source: Original TCRF research)

room_dw_mansion_traffic_original#

Early and very unfinished version of traffic puzzle in the mansion. The main difference from the final version is that the hallway at the end is horizontal instead of vertical, as well as the extreme difficulty. Watch on YouTube

(Source: Original TCRF research)

room_dw_mansion_east_2f_teacup#

Despite having a "teacup" in its name, this room lacks any teacups.

(Source: Original TCRF research)

room_dw_mansion_east_2f_ufo_old#

Old version of the UFO room on the second floor. 8 UFOs and a real plate with a non-interactable box (second left from the top) are placed in this room. 7 of them fly to the top of the map and fling around before disappearing, and the last one near the exit doesn't trigger at all.

(Source: Original TCRF research)

room_dw_mansion_east_2f_c_b#

An empty room. A custom exit/entry in the code connects this room to the used room_dw_mansion_east_2f_c (the room with running Swatchlings are pottery) if "bottom" exit point is used, but it doesn't have one, making this room impossible to entry.

(Source: Original TCRF research)

Snowgrave Route UFO Room Difference#

Despite being inaccessible during the Snowgrave Route, the mansion's UFO room is different and features an overworld bullet section. Watch on YouTube

(Source: Pirlo)

room_dw_mansion_east_2f_d_backup#

An old and much less detailed version of the hallway right after the running Swatchlings and pottery, containing a single sprite of Giga-Queen robot

(Source: Original TCRF research)

room_dw_mansion_east_teacup_4_old#

Old version of the fourth teacup in Queen's mansion, much less detailed and lacking any projectiles and tea/coffee dropping on the characters.

(Source: Original TCRF research)

room_dw_mansion_dining_storage_old#

An old version of dining storage room, containing a lot of tables scattered around, some plates and a single note which doesn't have any dialogue attached to it in the code.

(Source: Original TCRF research)

room_dw_mansion_acid_tunnel_old#

Early version of the acid tunnel room. While a cutscene where Queen tells you that it's a pool plays, the lever doesn't have any code attached to it, making it impossible to summon a bird to swim (not that you need to anyway, as the lake is not blocked by anything). The island tiles appear as a solid brown colour, as they are tile 29 from the tileset from the Mansion's basement. This room is right before three tilesets used in the acid tunnel, indicating whatever tileset was there got replaced by that tileset.

(Source: Original TCRF research)

room_dw_mansion_bridgesold#

An early and less detailed version of room_dw_mansion_bridges.

(Source: Original TCRF research)

room_dw_mansion_east_4f_e#

An empty hallway on the fourth floor of the mansion.

(Source: Original TCRF research)

room_dw_mansion_east_4f_a#

An earlier version of some room on the fourth floor, featuring a save point. The lower exits lead to the right shortcut in the mansion entrance, suggesting that this shortcut was supposed to lead to the fourth floor originally, but the idea was scrapped.

(Source: Original TCRF research)

room_dw_mansion_top_post_old#

An early version of the room where the post-GIGA Queen cutscene occurs, and is accessible from the old version of the acid tunnel. The Queen fight doesn't start in this room, however.

Watch on YouTube

(Source: Original TCRF research)

Blank Rooms#

  • room_dw_castle_rooms_hallway is a blank room that would've likely connected the character rooms. It was replaced by room_dw_ralsei_castle_2f.

(Source: Original TCRF research)

  • room_dw_castle_rooms_lancer, a room meant to be used as Lancer's room. The final game reuses room_cc_lancer (Lancer's room in Chapter 1) for this instead.

(Source: Original TCRF research)

Old Tile Layouts#

Many rooms used in the final game have old versions of their tiles hidden under the used tiles, mainly rooms in Cyber City.

Cyber City#

Trash Zone Entrance

Old

Final

The entrance to the Trash Zone has an early version of the sidewalk with lots of cracks in it hidden under the final sidewalk.

Outside Spamton's Shop

Old

Final

Similarly to the entrance to the Trash Zone, the room outside Spamton's shop also has an early version of the sidewalk tiles.

Trash Zone Split

Old

Final

The room of Trash Zone where Susie and Ralsei split from Kris also has early sidewalk tiles. It is also missing the tiles for the path Kris takes.

Cyber City Entrance

Old

Final

The entrance to Cyber City has early sidewalk tiles from the Trash Zone as well as some glitchy tiles from the city sidewalk hidden under the girders.

First Traffic Puzzle

Old

Final

The first traffic puzzle of Cyber City has early tiles for the sidewalk as well as road lines hidden under the crosswalks.

Pre-Noelle

Old

Final

The room right before Noelle joins you has early sidewalk tiles for the alleyway.

Noelle Alleyway

Old

Final

The alleyway were Noelle joins you has early sidewalk tiles.

Annoying Mouse Room

Old

Final

A very early layout for the Annoying Mouse Room.

Pink Ribbon Room

Old

Final

An early layout for the room containing the Pink Ribbon.

Second Traffic Puzzle

Old

Final

Similarly to the first traffic puzzle, the second traffic puzzle room has early sidewalk tiles.

Ferris Wheel Poster Room

Old

Final

The room with the ferris wheel poster has early tiles for the alleyway and also has very basic and rough tiles hidden under the city sidewalks.

Drunk Queen Cutscene

Old

Final

The drunk Queen cutscene room has early sidewalk tiles.

Sweet Cap'n Cakes Save Point

Old

Final

The save point room with Sweet Cap'n Cakes selling CD Bagels has early sidewalk tiles.

Mannequin Room

Old

Final

The room with an Addison selling the Mannequin has early sidewalk tiles. The sidewalk at the top seems to have a split into a path that does not exist anymore.

Annoying Dog Room

Old

Final

An early tile layout for the room where the Annoying Dog runs you over with its toy car, using early sidewalk tiles.

Moss Room

Old

Final

An early layout for the moss room.

Annoying Mouse Room 2

Old

Final

An early layout for Annoying Mouse Room 2. Here the entrance is slightly higher than the final layout.

Cheese Maze

Old

Final

An early layout for the cheese maze room.

Annoying Mouse Room 3

Old

Final

An early layout for Annoying Mouse Room 3.

Pre-Berdly Room

Old

Final

An early layout of the tiles on the city side of the room right before you fight Berdly.

Queen Car Ride

Old

Final

An early layout for the Queen car ride room.

Spamton Alleyway

Old

Final

An early sidewalk layout for the Spamton alleyway.

Queen's Mansion#

Lightner Hallway

Old

Final

The lighter room hallway has a hidden tile layer for early decoration containing squares on the walls and early versions of the vases.

Fire Paintings

Old

Final

The room with the fire breathing paintings has a hidden early tile layout.