This is a sub-page of Deltarune.
Version DifferencesMake sure that your TV is always up-to-date.Dogcheck#
Every chapter of Deltarune includes a Dogcheck screen that appears when attempting to load into any rooms that aren't registered in the internal list of room IDs. Chapter 3's room list is a lot more scattered around than previous chapters, with some IDs being skipped and returning rooms from Chapter 2 (such as Hometown) reusing their old IDs instead of getting new ones. IDs 30094-30244 correspond to new Chapter 3 rooms, 20027-20082 correspond to Hometown and Castle Town, and 20233-20271 correspond to various internal rooms, but not all IDs within these ranges are valid, with debug/test rooms generally being skipped over.
Chapter 3's Dogcheck screen shows the Annoying Dog in the graphical style of The Legend of Tenna, playing a looping walk animation. It uses the unused track "Big City Board" as background music.
You can't help but feel happy at the sight of the annoying dog.
Unused Scenes#
Censored Name Cutscene#
Watch on YouTubeThe Game Show name entry sequence prevents certain names from being used. If an attempt to input an illegal name is detected, letters that would allow this name to be formed are skipped on the entry screen. However, the game does have a special scene for the various ways the F-bomb can be abbreviated, which can be seen if the filter is removed. Your name is corrected to "FUN" afterwards.
Interestingly, aside from swears and inappropriate things, this filter also prevents any name that would end on "G" to be entered, likely to prevent the player from entering the initials of the notorious Dr. W. D. Gaster... And/Or to prevent the spelling of a very bad f-word. Nothing happens if the filter is removed and the name is actually entered, though.
The full list of names being filtered can be seen below:
The following content is |
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FUC, FUK, FUQ, FUX, SEX, CUM, COC, COK, COQ, FCK, FCX, and anything ending with "G". |
(Source: Skawo)
Shootout Game Over#
An unused game over cutscene exists for the shootout segments of TV World, similar to the cutscenes that play when you lose in a minigame on TV Time. This suggests that this game may have been part of a third board before being repurposed as 2 short parts of TV World. Oddly, Tenna says that they only have three hats to play again, but Ralsei doesn't wear a hat in this minigame, indicating that Ralsei might have done something different in this minigame.
Unused Quiz Behavior#
If a quiz question has the ID asriel, everyone will immediately get the question wrong and the pitch of the music will slowly lower over 8 seconds. No quiz question (used or unused) has this ID in the final game, so this behavior goes unseen.
The ID indicates that the question related to Asriel somehow, and likely upset Tenna based on the leftover behavior, so perhaps this is how he originally learned Asriel was at college?
Unused Key Item#
Name (English) |
Name (Japanese) |
Description (English) |
Description (Japanese) |
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There's a single unused key item with an ID of 17. Its name and description imply that in earlier versions of the chapter you'd have needed to give it to Ramb to go backstage and play Mantle. It would have been odd to need both an S Rank and a pass for this, but an early preview of the Green Room implies that the ranks originally didn't exist and the changing room was instead always accessible, which would explain this item's existence.
Unused Enemies#
Moonwarmer#
Watch on YouTubeThis unused variant of the Watercooler enemy uses a simpler attack pattern featuring falling moons, and much of its associated dialogue is slightly altered to fit the theme. This alternate behavior is controlled by a flag (amimoonwarmer) that's set if the current encounter is the unused ID 140. As a result of sharing the same enemy ID and object, the normal Watercooler will be recruited if this enemy is spared.
The joke here seems to be related to Elnina and Lanino - if "watercooler" is reinterpreted to refer to rain (water) and clouds (typically associated with cooler weather), representing Elnina, then a "moonwarmer" would refer to the moon and the sun (associated with warmer weather), representing Lanino. Perhaps it was once meant to swap depending on which of them you ACTed on most during their battle?
The text differences are as follows:
Unused |
Used |
Context |
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Encounter message |
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Quote (default) |
Unused |
Used (English) |
Context |
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Enemy name |
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One of the ACT options |
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Neutral flavor text (1) |
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Neutral flavor text (2) |
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Neutral flavor text (3) |
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Neutral flavor text (4) |
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Tired flavor text |
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Low HP flavor text |
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Spareable flavor text |
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Check text |
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BegForMercy text |
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Flirt text (1) |
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Flirt text (2) |
[sic] |
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Flirt text (3) |
Like the regular Watercooler, the rest of the Moonwarmer's in-battle quotes are generated using a semi-random pattern, in this case {N,M,M}{o,oo,a,o,oo}{n,m,mo,n,m}. This results in the following list of possible quotes: Moon Non Nom Nomo Noon Noom Noomo Nan Nam Namo Mon Mom Momo Moom Moomo Man Mam Mamo
Early Lanino&Elnina Rematch#
Watch on YouTubeMonster IDs 106 and 107, assigned to encounter ID 141, are early, unfinished versions of the Dojo rematch encounter with Lanino and Elnina that becomes available in Chapter 4. The first battle with Lanino and Elnina must be started once before loading this fight as obj_elnina_lanino_rematch_controller doesn't initialize the global.elninalosscount variable, causing a crash when they attack. Compared to their final versions, they have less attack power (11 instead of 16).
By default the battle will softlock once their mercy reaches 90%, as their electric ball attack will always end early and their mercy won't increase. This is due to a programming error where the code to draw the ball counter and extend their turn until the balls are bounced enough times is locked behind being in the Tenna battle. Fixing this will make the battle function as intended. In their final attack the bounce counter is set to 70 rather than 60, Lanino's ball will also shoot out lightning bolts upon hitting the ground instead of just Elnina's, a grey version of Elnina's ball will appear as the third ball rather than Rouxls' lampshade, and rather than an end sequence playing out after the attack ends, they'll switch to a sad sprite and all their attacks will be replaced by 2 seconds of an empty battle box.
Nearly all of their dialogue is missing and the entire end sequence of the battle is completely absent. What little dialogue is present matches the used lines aside from being untranslated in the Japanese script, with the exception of the encounter message:
Chapter 3 |
Chapter 4 |
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Additionally, the battle text shown during the party's turn will always display this line after the first turn:
* lol
Unused Encounters#
ID |
Enemy 1 |
Enemy 2 |
Enemy 3 |
Encounter message (EN) |
Encounter message (JP) |
Notes |
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Zapper |
Shadowguy |
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Zapper |
Shuttah |
Shadowguy |
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Zapper |
Shadowguy |
Shadowguy |
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Shuttah |
Shuttah |
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The Shuttahs do absolutely nothing when attacking. |
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Ribbick |
Shadowguy |
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Ribbick |
Shuttah |
Shuttah can't affect the attacks of Ribbick. |
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Ribbick |
Zapper |
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Ribbick |
Pippins |
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Zapper |
Pippins |
This encounter setup can be seen in the unused Board 3. |
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Moonwarmer |
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Lanino (Rematch) |
Elnina (Rematch) |
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An early version of the Dojo challenge from Chapter 4. |
Unused Rhythm Game Tracks#
A few unused tracks are defined in the code. To access Rude Buster and Vapor Buster, hold 5 or 6 and then press R with debug mode enabled, or use the editor. tenna_battle_old can't be accessed in these ways, but it's not very interesting.
ID |
OST Name |
In-Game Name |
Charted? |
Notes |
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5 |
Ruder Buster |
Rude Buster (Boss) |
Partially Charted |
This song has about 5 seconds of charting for guitar. If you continue to wait around after it ends, the chart will switch to Raise Up Your Bat and its solo switching logic will activate, causing the song to erratically jump around. |
6 |
Vapor Buster |
Rude Buster (Vapor) |
Partially Charted |
Song instantly ends when played in the normal minigame due to not having a length set, but there's about 30 seconds of charting when viewed in the editor. |
7 |
N/A |
tenna_battle_old |
Uncharted |
Set in code to be about 20 seconds shorter, but the actual leftover song file is byte-for-byte identical to the final tenna_battle. |
Unused Object Behaviors#
Old Sword Route Health Bar#
obj_ch3_gameshow, the object used to manage global logic for Tenna's boards, has code that checks if it's placed inside a Sword Route room. This would make it use an alternate health bar layout showing only Kris's health positioned in the center of the screen, with the normal board health bar design. As all Sword Route rooms in the final game use the object obj_gameshow_swordroute instead, which draws a completely different style of health bar, this can never normally be seen.
Debug Mode Features#
Features of Debug Mode that are specific to Chapter 3.
Print Messages#
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To do: |
Many scripts refer to debug functions for printing messages: scr_debug_print, debug_print or print_message with the object obj_debug_gui for normal debug messages, and scr_debug_gui_persistent with the object obj_debug_print_persistent for debug messages that were to persist between rooms. However, these functions and their objects have had their code completely stripped. The code for these functions and objects existed in pre-LTS versions of Chapters 1 and 2, so it is possible to copy and paste the code from those chapters here to see these messages in game.
Elnina & Lanino Battle#
Text |
Description |
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Appears when saying you like Elnina's attacks better. |
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Appears when saying you like Lanino's attacks better. |
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Appears when the battle ends. |
Shuttah Battle#
Text |
Description |
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Appears when you press the 1 key, changing the next photo act. |
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Appears when you press the 2 key, changing the next photo act. |
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Appears when you press the 3 key, changing the next photo act. |
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Appears when you press the 4 key, changing the next photo act. |
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Appears when you press the 5 key, changing the next photo act. |
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Appears when you press the 6 key, changing the next photo act. |
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Appears when you press the 7 key, changing the next photo act. |
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Appears when you press the 8 key, changing the next photo act. |
Rouxls Kaard Battle#
Text |
Description |
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Appears when starting the battle. Strangely, this message is called in the |
Other#
Text |
Description |
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Displays when you try to start certain battles that require Susie and Ralsei, if you don't have both of them in your party. This specific message appears in the enemy objects for Shuttah, Rouxls Kaard, Tenna (Board 4 and boss fight), and the Roaring Knight. |
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Appears when Susie picks up Ralsei after obtaining the Power Croissant. |
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Appears when you try to leave Tenna's secret bonus zone in board 2 during the cutscene that plays there. |
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Appears if the Shadow Mantle's fire exists when the boss doesn't exist. |
Pausing Tenna's Intro Cutscene#
If you press the Space bar during Tenna's intro video with debug mode enabled, the video will pause.
Boards#
Ralsei Death Button#
In board 1, pressing the F key will set Ralsei's health to 1 if it is higher than 1. The code for this function is specifically in the scripts for the room in which Susie pulls many bombs from the ground (although it works anywhere) and was likely used to test Ralsei dying from the bombs.
Switching Characters in Boards#
In the game boards, pressing the 1, 2, and 3 keys will switch you to playing as Kris, Susie and Ralsei respectively.
Quiz Behavior Changing#
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To do: |
During quiz segments, pressing 2 will change Susie's guessing behavior and pressing 3 will change Ralsei's guessing behavior.
Game Board Room Name Display#
When trying to load up a game board with debug mode enabled, the game will crash as a debug function ran upon loading up a board tries to call for a global variable called chemg_show_room, of which all reference to has been stripped. Removing the line checking for it reveals that this function displays the name of the current room you are in on the game board in the top right corner of the TV screen.
Character Movement Recording#
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To do: |
The function used by the developers to record the characters' movements in the boards is still left in the files. Pressing CTRL + Space while during a board will start recording the movements of the character that's currently being controlled, displaying "susieplayback.ini in the game's save folder.
Racing Game Visuals#
In the Green Room, interacting with one of the TVs will give you the option to play a racing game with Susie. Normally you can't see what is happening, as the camera is faced away from the screen; however, the game does run a playable simulation of this game, and a variable in the script for the game named "_debug_visible" allows this to be seen when set to true. (Note that despite the variable's name, debug mode does not need to be enabled for this to work.) It reveals that the game simply consists of you using the movement keys to move the player box clockwise in a square.