This is a sub-page of Deltarune/Chapter 3/Unused Graphics.
General#
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Present among the fonts is an early version of the font used in the boards called fnt_8bit_backup. Its display name is "Press Start" as it's a straight import of the Press Start font, while the final version uses a custom edited version that was renamed to "AdventureBoard". The main difference that the final font edited many of the thin characters to be chunkier.
An early version of the cactus.
An unused hazard sprite that is used for an unused hazard object. The object associated with this is used in the unused room room_adventureboardtest.
An early version of the flower enemy, bearing much less of a resemblance to Flowey.
Sprites for a die from the unused room room_dw_b3bs_cheaterpippins.
An unused sandy looking reset bell from the unused room room_dw_b3bs_camerareminder.
The empty ponds in the unused rooms room_dw_b3bs_rouxls_lanina and room_dw_b3bs_idcardpuzzle being filled up by Elnina's tears.
Many tiles for events and a node. These were part of an early design for the game boards which would have played like Mario Party. This was reworked in the final game as it would have resulted in a lack of exploration in Chapter 3.1
(Source: Original TCRF research)
Another node meant for these board game maps.
An unused "pleasure pain" tile that is used in the unused room room_board1_oldtest.
An unused quiz tile, possible an early version of the Quizzler.
(Source: Original TCRF research)
A sprite used by two early and unused warp objects.
Another unused warp tile sprite.
An early version of the photo tiles, being an edited version of the blue pushable block.
What seems to be another early version of the photo tiles, this time being a sign. Interacting with the object for this without a camera will display the message "YOU REQUIRE A CAMERA TO PROCEED".
Sprites of an unused "penalty shot" object which can be found in the unused room room_board_tests.
An unused version of the quiz podium.
Tiles for a scrapped world map for the game boards, modeled after the map from Super Mario Bros. 3. This was originally going to contain many small Zelda-style areas, before the decision was ultimately made to merge all of these together into the final boards.
Characters#
A back view for Ralsei HERO_SCARF's block form.
(Source: Original TCRF research)
An early version of Kris' board sprite (AKA HERO_SWORD). This sprite is actually the default sprite for obj_mainchara_board, the object for the playable characters in the boards.
"Dead" sprites for the protagonist trio. Susie's character HERO_AXE can get hurt during certain scenes, but never in a fatal way. There are also no opportunities to hurt her when Kris gains control over her character. Additionally, when HERO_AXE and HERO_SCARF are struck by Kris HERO_SWORD's sword in the backstage Board 3, they simply disappear.
Interestingly, these sprite designs are different than how the characters appear in the final version of the game; these ones here bear a strong resemblance to the overworld character sprites from the Game Boy Pokémon games, rather than the Link's Awakening DX style the final game goes with.
(Source: Original TCRF research)
An unused sleeping animation for HERO_SWORD. While HERO_SCARF does have a sleeping animation when Susie's controlling them, HERO_SWORD's oddly doesn't trigger.
An unused variation of HERO_AXE's sleeping text bubble, intended for Kris.
Tenna posing. He always keeps his prim-and-proper pose on the Boards, never pulling this one.
(Source: Original TCRF research)
A handful of Elnina's board sprites are never used.
(Source: Original TCRF research)
Just like for Elnina, some of Lanino's board sprites are never used.
(Source: Original TCRF research)
Photorealistic sprites of the Quizzler, featuring an animated vortex (with a human eye faintly visible in the center) and two separate sprites of a buff human's lower torso (with black underwear on), the first one standing, while the other one is leaning over.
As all of the NPCS in the Boards are being controlled by controllers in the Dark World, it's possible that as part of a gag, the player was meant to encounter a Quizzler backstage using a controller to operate its digital self.
Board sprite for the Annoying Dog. Used in Chapter 3's Dog Check screen, which is inaccessible via normal play.
(Source: Original TCRF research)
An unused mummy board NPC referred to as a "Munmi".
(Source: Original TCRF research)
Unused sprites of a deer. There is a brown deer, a black deer, and a hurt sprite. The white cloak magician found in the backstage Board 2 is internally named deer, so this is likely an early version of that, being a more on the nose reference to Noelle. These sprites are actually the initial sprites used by the white cloak magician and the shadowy figure that copies your movements respectively, but a variable curiously named "toriel" that gets set and checked for immediately at object creation changes the object sprites to the ones seen in the final game.
Unused additional frames for the ice blocks in backstage Board 2, showing them revealing Berdly inside, resembling his snowgraved sprite in Chapter 2. Likely intended to be used after freezing the blue bird enemy. Oddly, these sprites are redrawn at double the resolution of the normally seen one.
An unused tree enemy, as well as a bullet it would have shot. That projectile looks familiar...
Each of the differently colored Flying Aces, stored as different frames of the same sprite. The blue, yellow and pink ones are identical copies of used sprites, but the green one is completely unused.
(Source: Original TCRF research)
Board 1#
A preview screen for this Board. Interestingly, the other two do not have equivalents. This graphic could actually be seen in the PC version of the game before v1.03 due to a bug at the end of Tenna's fight that showed texture page data instead of the intended static, though the chances of the bug occuring depended on the PC's hardware.
An early version of Sphinx-Tenna's head. There are sprites for two halves of it, suggesting it may have split in half, possibly to reveal a pathway.
Unused, rougher versions of Lanino and Elnina's oasis. The water is much more bluer here than in the final game.
(Source: Original TCRF research)
An early version of the bomb dig spots in the room were Susie digs up a bunch of bombs. When the object for those spots is loaded, the sprite is instantly replaced by the grass sprite used by every other digging spot.
Board 2#
The Sphinx-Tenna looking coooooool. Based on some unused text, the Sphinx-Tenna most likely would've reappeared here, ready to go on vacay.
Sphinx-Tenna's sunglasses, but separated.
Board 2 has an unused crab and its dirt... And a blue crab too? Might've been replaced with the antlions.
A crack intended for Board 2.
Caution tape, most likely intended for after Tenna barricades the Ice Palace from the Fun Gang. In-game, two sprites of signs submerged in water are used instead.
Old version of the doors in the Ice Glaceir [sic] Palace sliding up.
(Source: Original TCRF research)
Unused sprites of 4 blocks that have Ralsei's face on them. These are used by an unused object named obj_board_b2greenblock, which would have been part of a scrapped puzzle of board 2 where you would push these to make Ralsei's face.
An unused voucher sprite that was intended to be used as a pickup item in a scrapped screen of board 2 named "obj_b2sphinxvoucher". Text for this voucher says that it is for 1000 POINTs.
An unused bucket of POINTs item that would have been found in board 2. It's possible that this is related to the voucher.
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Normally, the player cannot make it to the Ice Key's door on the Tenna-fied Board 2, as there is a bush in the way. If the player hacks past this bush, they'll get to an otherwise unseen screen where the Ice Key's door is missing from the wall. Compared to the "MANTLE" Original Game, the shape of the ground is also slightly different (on both this unseen screen and the previous screen with the bush).
Tennafied Board 3 Assets#
A bunch of assets for a non-backstage version of Board 3, with a decidedly more Tenna-like take on things. Besides the Tenna-related content, some particularly intriguing elements include an elevator greatly resembling the one in Card Castle, a VHS, a Tenna hotel vaguely resembling the Mettaton hotel in Undertale... and a red slime.
The Tenna-bridge, interestingly, would've even been unused in the Tenna version, as the room it belongs to uses a different, more simplistic render of Tenna. The hotel also has a much rougher placeholder look than the version that appears in the room.
Quizzler sittler...ing. Intended for Board 3.
A variation of the Quizzler with gray legs and without legs, used for a version of it where it runs away from the player and you need to remove its legs by using the camera on it. This is used in Board 3.
In addition, these "placeholder" sprites (as indicated by "PLACE HOULDER" above the composite cables) would've been used for a quiz segment during this board. (Background added to show detail). Whether these are actual placeholders or were meant to look like this in the game as a gag isn't clear.
(Source: Original TCRF research)
MANCOUNTRY#
A stand-in for the Bibliox sprite that shows up in the hidden board leading to MANCOUNTRY. Looks quite sad.
(Source: Original TCRF research)
Debug Objects#
The sprite used by event objects in board maps and room setup objects.
The sprite used for warp objects in the boards.
The sprite for the object that spawns in a Shadowguy enemy.
Nine very simple sprites used for various area trigger objects.
The sprite for slope collision objects used in the boards.
The sprite used for the object that spawns water tiles.
The sprite used for the object that spawns tree tiles.
The sprite used for the pushable box collision objects.
Two sprites used for the hitbox of HERO_SWORD's sword in the sword route.