This is a sub-page of Deltarune/Chapter 3.
Areas#
Green Room#
An early version of the poster pointing to the stage, specifically being for act 1. This poster can be seen in the unused room room_perspective_testing, which uses a very early version of the Green Room.
Sprites for a platter similar to ones seen in Queen's Mansion in Chapter 2, which would've revealed a TV Dinner item inside of it.
This platter was originally planned to be seen at the bottom middle of the Green Room, as shown in the room's initial reveal image seen on the September 2022 Status Update on the Deltarune website and the Spamton Sweepstakes' /ramb/ page, but was removed in favor of an entrance to the room in the final game.
Interstitial Hallway#
An unused poster for the hallway between the Green Room and the stage. Was removed as the middle door was changed to be how you start the game show instead of the left door.
An early version of the interstitial hallway, looking way different from the final design, being styled similar to the S-Rank changing room. The unused next stage poster can be seen baked into the sprite here, implying this sprite is a leftover from when the middle door took you to the cut backstage section. This sprite is actually in the final room, but is hidden and placed under the final room's layers.
Backstage#
All of these were seemingly intended for an early version of the backstage environment. There are also several unused graffiti sprites featuring characters seen in this chapter. The star and one of the Tenna graphics are obviously placeholders.
Other#
Alternate versions of the curtains seen in the S-Rank room and the area outside of the Green Room, which are in a darker shade for some reason.
Mini-Games#
Chef#
Leftovers from a much more primitive version of the Chef mini-game. Strangely, the first sprite is used as the texture mask for obj_chefs_customer, but it cannot be visibly seen in-game.
(Source: Original TCRF research)
Rock Band#
A placeholder version of the background and foreground seen in the Rock Band mini-game.
(Source: Original TCRF research)
Susiezilla#
Unfortunately, a majority of the unused sprites for the Susiezilla minigame, which were either intended for an earlier version of it or the finalized version, have been blanked out in the game's files. However, there are a few sprites that were still left intact.
A simple-looking bag of money.
Various sprites for a building that would've emerged and fired lasers at Susie.
Parts for a strange laser machine of some kind. It's possible that this could've been an earlier design for the Spamcannon as the object name for it refers to it as a "laser machine", which matches the sprite names for these.
Shootout#
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Several sprites related to the scrapped Cowboy Show mini-game are present. A coloring error is noticeable between Kris's legs in the first sprite. In the end, the idea of an explorable cowboy-themed area was replaced with a simple shooting gallery game during the second half of the chapter. Well, that's how Cowboy Shows go, I guess...
Interestingly enough, the pony Ralsei design does get used in Tenna's fight during a reversed shootout mini-game section. Along with this, the standalone Ralsei horse sprite is used if you R-Action during Flowery's boss battle in Chapter 5.
Additionally, this unused sprite of the now-very-detailed horse Ralsei looking despondent also went unused. Presumably was meant to be used in the cutscene revealing his equine form, or when he walks out from behind the curtain and realizes he's still wearing the horse costume.
Alternate version of Horse Ralsei's run animation, with less frames and a more neutral expression.
A scrapped HUD layout for the minigame. Interestingly, code for drawing this sprite along with a timer and score for the mini-game is called in obj_shootout_controller's Draw_64 script, but the script has an exit command placed at the beginning that prevents it from being ran.
An early reticle UI sprite that resembles the Soul. The minigame instead uses the sprites spr_shootout_reticle1, spr_shootout_reticle2 & spr_shootout_reticle3, with the latter two being used in the dodging variant of the minigame seen in Tenna's boss fight.
Early versions of the saloon train carriage seen in the minigame, which are depicted having a 4x2 layout for the windows rather than the 3x3 layout seen in the final game.
(Source: Original TCRF research)
Other#
Nondescript Room#
Animation of eyes inside of a mysterious door, intended for the cutscene of Ralsei explaining the functions of the Dark World. An invisible debug marker is created for this object that places it on the wall behind FRIEND, covering the small eyes on the wall, though FRIEND will be covering almost half of it, which is likely it was scrapped. Interestingly, the door's alpha variable (darker_door_alpha) is still called, though it's instead used for the aforementioned small eyes, which reuse the central eye's animation from this door, suggesting they were a replacement for it.
Game Show Smile#
Unused variant of Tenna's menacing TV smile, apparently intended to be used for one of his game shows. This is different from the sprite that shows up on the TV at night, varying in shape.
Game Show Screen Door#
An animation of a door opening, which was most likely going to be used as a transition of sorts during a board. Despite looking completely different, the filename for these sprites suggest that this is an alternate version of the small door Tenna is seen entering towards the end of the "Hell" board segment.
(Source: Original TCRF research)
Vending Machine Note#
A note intended to be seen on a vending machine, most likely the one in the S-Rank room that tries to inform you of the TV Dinner's secret. In-game, the note is written on the side of the machine, so there's no logical way this could show up.
(Source: Original TCRF research)
A Feast for All#
An unused screen intended for a board introduction.
(Source: Original TCRF research)
Yogurt Emergency#

Specifically named as a board asset (unlike other unique text that's named "funnytext"), two gifs of Tenna saying "Yogurt Emergency" exist in the game, but are never normally used. It was intended to be used in the Board 3 sequence when Susie spills yogurt on her controller.
(Source: Original TCRF research)
Hall of Fame#
An unused screen asset, showing Kris, Susie, Ralsei, and the Annoying Dog Best Inu in a "Hall of Fame", both as a single asset and split into two. Interestingly, this was actually teased in the Spamton Sweepstakes under the URL deltarune.com/dog, playing the track Hall of Fame, which in the final game is instead used for the cutscene where Tenna releases Toriel from the gatcha capsule. There is code for these sprites appearing in the cutscene that leads to the Doom Board, where it slams down from the top of the screen in front of the TV and then splits in two to have each half slide out of frame. Tenna also says he's inventing a Hall of Fame for the party after his fight, but this is never mentioned again due to plot events after his fight.
Tenna's Weather Broadcast#
Unused Tenna costume variants of Lanino and Elnina's weather broadcast animations on the TV screens.
Antenna#
An antenna. May have been intended to be used as part of the large TVs that appear in TV world, as they're made up of several separated sprites.
(Source: Original TCRF research)
Tilesets#
Old Stage Tileset#
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Tilesets for an old version of the stage. The second, updated version is actually used for the Green Room, but the majority of its tiles are still left unused since the Green Room mostly uses objects and sprites instead of tiles for its graphics. There are very interesting as they seem to be directly based on the concept art by ggdg!
Old TV World Tileset#
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Old, much more basic versions of the TV World tileset. Similar to the previous tilesets, the second one is used for the posters in TV World, but the majority of its tiles are still unused. Interestingly, some of the tiles seen in the unused Board 3 seem to be based on these tilesets.
Partially Obscured#
These animations of Susie sleeping, waking up and blinking awake have Kris fully present in them, despite the spotlight circle surrounding Susie only showing her face and part of her body.

Various images used during the introductions to each Board have parts of them cut-off due to the border surrounding the TV screen. Interestingly, the unused game controller sprites above are properly cropped to fit the TV screen, perhaps indicating this one was made first.
Every asset related to the Spamcannon has the eyes censored with a black bar at all times as part of a gag. Despite this, the eyes are fully sprited behind the censor bar. "Spamton's" eyes without the glasses are either squinting or closed, a detail which can also be seen on a poster in Chapter 2.
A variant of the top left Spamcannon sprite gets used in Chapter 5 (without the censor bar and with an Addison wearing it as a hat). It's not the same sprite though, being named spr_npc_addison_bighead instead of spr_susiezilla_spamcannon_0. The eyes are also shaped slightly differently.
The hell board version of the chef mini-game features a silhouetted cube-shaped figure crawling across the bottom of the screen in and out of Mario Bros.-style pipes. Despite being silhouetted the only time they are used, the sprites actually do have details underneath, revealing the figure to be ICE-E.
A sprite of a Pippins holding a drink. This is used if Ramb turns to stone inside his store, but most of the sprite is obscured.
Whereas Asgore, Toriel and Carol in Tenna's flashback are simple silhouetted versions of their regular "facing up" sprites, Rudy is unique in that he's actually based on an unused Chapter 4 sprite.
The sepia version of the Dreemurr's house during Tenna's backstory cutscene actually includes the entire left half, despite only the right being seen in-game.
(Source: Original TCRF research)