the cutting room mirror

Chapter 3

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This is a sub-page of Deltarune.

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.

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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: This article is marked as NSFW!

The following content is NSFWIcon.png and has been hidden by default. Click to reveal content: ;

FUC, FUK, FUQ, FUX, SEX, CUM, COC, COK, COQ, FCK, FCX, and anything ending with "G".

(Source: Skawo)

Shootout Game Over#

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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)

BackstagePass

VIP用パス

A pass for big shots allowed backstage.
Show it to Ramb in front of the door.

舞台裏にも入れる ビッグなVIP用のパス。
入り口の前で ラムに見せよう。

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

 * A strong aura emanates from the
  Moonwarmer.


 * ムーンウォーマーが
  強いオーラを発している。

 * A strong aura emanates from the
  Watercooler.


 * ウォータークーラーが
  強いオーラを 発している。

Encounter message

Moon
月

Buble
コポリ

Quote (default)

Unused

Used (English)

Context

 Moonwarmer

 Watercooler

Enemy name

 ActWarmer

 ActCool

One of the ACT options

 * The moonwarmer shows no mercy.

 * The watercooler shows no mercy.

Neutral flavor text (1)

 * The moonwarmer doesn't do
  anything in particular.

 * The watercooler doesn't do
  anything in particular.

Neutral flavor text (2)

 * The moonwarmer leaves a hot
  silence.

 * The watercooler leaves an icy
  silence.

Neutral flavor text (3)

 * The moonwarmer warms moons,
  warmly.

 * The watercooler cools water,
  coolly.

Neutral flavor text (4)

 * The moonwarmer's bubbles rest
  on the surface.

 * The watercooler's bubbles rest
  on the surface.

Tired flavor text

 * The moonwarmer looks like it
  needs a refill.

 * The watercooler looks like it
  needs a refill.

Low HP flavor text

 * The moonwarmer's water blushes
  a cranberry pink.

 * The watercooler's water blushes
  a cranberry pink.

Spareable flavor text

 * You CHECKed the moonwarmer...
* The warms was confirmed to be
moon.

 * You CHECKed the watercooler...
* The water was confirmed to be
cool.

Check text

 * You begged for mercy...
* ... but the moonwarmer showed
  none.

 * You begged for mercy...
* ... but the watercooler showed
  none.

BegForMercy text

 * You told the moonwarmer it
  should actually be called a
  moonwarmest...?

 * You told the watercooler it
  should actually be called a
  watercoolest.

Flirt text (1)

 * You took a slow sip of warms
  and asked if it ever mooned...?

 * You took a slow sip of water
  and then asked if it cooled it
  itself.

Flirt text (2)

 * You asked the
  moonwarmer,"hotter"they doing
  later...?

[sic]

 * You asked the watercooler,
  "water" they doing later.

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

 * Its a rematch.


 * 再戦だ。

 * This time, the weather sticks together!


 * お天気コンビは 今回は いっしょ!

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

116

Zapper

Shadowguy

119

Zapper

Shuttah

Shadowguy

120

Zapper

Shadowguy

Shadowguy

124

Shuttah

Shuttah

 * Shuttah struttah-ed into view!

 * シャッタアが シュタァッと現れた!

The Shuttahs do absolutely nothing when attacking.

127

Ribbick

Shadowguy

128

Ribbick

Shuttah

Shuttah can't affect the attacks of Ribbick.

129

Ribbick

Zapper

130

Ribbick

Pippins

137

Zapper

Pippins

This encounter setup can be seen in the unused Board 3.

140

Moonwarmer

 * A strong aura emanates from the
  Moonwarmer.

 * ムーンウォーマーが
  強いオーラを発している。

141

Lanino (Rematch)

Elnina (Rematch)

 * Its a rematch.

 * 再戦だ。

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

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.

To do:
There are a LOT more. Would also be good to document the messages that use the show_debug_message function, which writes messages to GameMaker's console.

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

Elnina has been favored

Appears when saying you like Elnina's attacks better.

Lanino has been favored

Appears when saying you like Lanino's attacks better.

battle over

Appears when the battle ends.

Shuttah Battle#

Text

Description

photo 1: free picture

Appears when you press the 1 key, changing the next photo act.

photo 2: rotation easy

Appears when you press the 2 key, changing the next photo act.

photo 3: lancer easy

Appears when you press the 3 key, changing the next photo act.

photo 4: toilet explosion

Appears when you press the 4 key, changing the next photo act.

photo 5: ralsei

Appears when you press the 5 key, changing the next photo act.

photo 6: rotation hard

Appears when you press the 6 key, changing the next photo act.

photo 7: lancer hard

Appears when you press the 7 key, changing the next photo act.

photo 8: family photo

Appears when you press the 8 key, changing the next photo act.

Rouxls Kaard Battle#

Text

Description

test hey what

Appears when starting the battle. Strangely, this message is called in the Other_10 script of obj_testoverworldenemy of all places.

Other#

Text

Description

You need Susie and Ralsei for this battle

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.

now kris can't leave

Appears when Susie picks up Ralsei after obtaining the Power Croissant.

too late to turn back

Appears when you try to leave Tenna's secret bonus zone in board 2 during the cutscene that plays there.

saved crash

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#

To do:
Susie's third guessing behavior type (labeled in the printed text as "stop copying me!") doesn't appear to be used anywhere; check what it looks like in-game.

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#

To do:
There's similar code to this leftover in the code for the laser pointer in Rouxls' battle, which seems to record the movements of a mouse that the laser pointer would read for its movements. Is there a way to get it working?

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 " RECORDING" in the top left corner of the TV Screen while doing so. Pressing CTRL + Space again will stop recording, teleport the character to their coordinates when the recording was started and replay the movements. Letting the replay finish will open a window that displays "Here's the string:" with a box showing the string for the recorded movements, and then returns to normal gameplay upon closing it. Pressing CTRL + Space again while the replay is in progress will give you the option to save the recording, ask you to input a name for it (which is set to "default" by default), and save the string for the recorded movements to a file called susieplayback.ini in the game's save folder.

Racing Game Visuals#

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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.