the cutting room mirror

Characters

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This is a sub-page of Deltarune/Chapter 3/Unused Graphics.

Sub-Pages#

Tenna#

Tenna facing away, with a very rough looking silhouette. Judging by the filename, this is the original version of the sprite before it was edited.

HOW THE WHAT THE MAMA WHAT THE HECK THE MAMMA MAMA MIA MA WHAT THE WOAH WOH HEY HECK WHAT'S MAMMA HOW THE WHAT THE MAMA WHAT THE HECK THE MAMMA MAMA MIA MA WHAT THE WOAH WOH HEY HECK WHAT'S MAMMA

A lot of frames of Tenna's freakout towards Spamton are cut and straight-up unused. This here is the full animation as originally made.

An alternate version of Tenna's kneeling-down-grasp sprite, with different colors.

A bigger version of Tenna's hurt sprite that is notably missing his face. It's possible that this was originally meant to be his hurt sprite in battle, but the final game uses his normal hurt sprite instead.

Battle Animation#

DeltaCH3-spr_tenna_battle_face_3.png DeltaCH3-spr_tenna_battle_torso_full.gif DeltaCH3-spr_tenna_battle_tie_full.gif

Tenna's battle animation has several unused frames for three of his body parts, which consist of an extra frame for his head and full animations for his torso and tie. The fourth frame for the head cannot be seen in-game, due to the head being coded to only display the first three frames when it's drawn in. The torso and tie however, are simply set to the first frame of their respective animations when they are drawn.

An alternate version of Tenna's legs meant for his battle animation. The game uses separate sprites for his each of his legs instead.

In-game, Tenna's battle sprites are assembled from various smaller sprites. This here is a mockup of how they would look together, before development was actually made on the battle animations.

An unused variation of Tenna's battle head, which has very rough shading and is notably lacking his smile.

Uncleaned Sprites#

Unclean, static versions of Tenna's battle assets.

Old Sprites#

Old versions of Tenna's battle assets, featuring different animations, shading, and artifacting.

DeltaCH3-spr tenna attack mouth open 0.png DeltaCH3-spr tenna attack mouth open 1.png

An alternate version of Tenna performing his Smash Cut attacking animation, notably showing him with his mouth open in the second frame.

Minigames#

Cooking Show#

DeltaCH3-spr_tenna_grasp_chef.gif DeltaCH3-spr_tenna_grasp_chef2.gif

Sprites of Tenna, both with AND without his nose, grasping his head while eating something. These were intended for an unused variant of the Cooking Show minigame where you'd have to feed Tenna, while also trying to dodge his nose.

DeltaCH3-spr_tenna_grasp_chef_nose.png
DeltaCH3-spr_tenna_grasp_chef_nose_5.png
DeltaCH3-spr_tenna_grasp_chef_nose_4.png
DeltaCH3-spr_tenna_grasp_chef_nose_3.png
DeltaCH3-spr_tenna_grasp_chef_nose_2.png
DeltaCH3-spr_tenna_grasp_chef_nose_1.png

An assortment of sprites for Tenna's nose which were also meant for the aforementioned unused Cooking Show minigame variant.

Shootout#

Tenna facing frontwards, donning his cowboy hat. Only a sprite of him aiming and getting recoiled from a blast are used in-game.

This sprite of Tenna getting hit is technically used, but only the first frame of the animation is displayed in-game. What is shown above is the full animation, which depicts Tenna covering his heart as if he was directly shot at there.

An older version of Tenna getting hit during the minigame. Unlike the used sprite, he still has his cowboy hat here.

(Source: Original TCRF research)

Word Art#

Unused graphics for Tenna's "Word Art", which notably appear to have been made using the actual WordArt feature in Microsoft Office. These appear in an unused test cutscene.

In the game files, the "Résumés" text is split up into individual characters so that a shake effect can be applied to them, but these have been combined here for ease of readability.

Lanino#

A compiled version of Lanino's battle sprite. Lanino and Elnina's battle sprites consist of several different parts, so this was probably just used for comparison's sake.

DeltaCH3-spr_lanino_eyesclosed_left.png DeltaCH3-spr_lanino_eyesclosed_right.png

Lanino with his eyes closed, holding his staff. He closes his eyes in a scene, but he holds a controller in the scene he does it in.

DeltaCH3-spr_npc_lanino_gaming.gif DeltaCH3-spr_npc_lanino_sad_gaming.gif

Lanino gaming with tears in his eyes. He never games alone in-game, let alone using this expression.

Lanino gaming while facing upwards. Intended for a room in which Rouxls would've forced Lanino and Elnina to make their characters cry in-game.

DeltaCH3-spr_lanino_sad_0.png DeltaCH3-spr_lanino_sad_1.png

Lanino holding his staff, while looking dejected.

(Source: Original TCRF research)

Elnina#

A compiled... Err, sorry, compliled battle sprite for Elnina. Same deal as Lanino above.

DeltaCH3-spr_elnina_eyesclosed_left.png DeltaCH3-spr_elnina_eyesclosed_right.png

Elnina with her eyes closed in various poses, holding her staff.

Elnina gaming while facing upwards. Same situation as Lanino above.

DeltaCH3-spr_npc_elnina_gaming.gif DeltaCH3-spr_npc_elnina_sad_gaming.gif

Elnina gaming with tears in her eyes. She never uses this expression while gaming in-game.

(Source: Original TCRF research)

Spr_npc_elnina_sad.gif
Sad Elnina with a rainy cloud above her. Poor girl.

DeltaCH3-spr_elnina_sad_0.png DeltaCH3-spr_elnina_sad_1.png

Elnina holding her staff, while looking dejected in the same way as Lanino above.

DeltaCH3-spr_face_lanino.png
A portrait sprite of Elnina which is particularly bizarre for three reasons:

  1. The sprite is labeled with Lanino's name, even though it's depicting Elnina.
  2. The sprite is just a recolored version of Elnina's happy head sprite.
  3. All Darkner NPCS have colored portraits while Lightner NPCS have black and white portraits. Yet, this portrait is in black and white even though it's depicting a Darkner.

(Source: Original TCRF research)

Lancer#

DeltaCH3-spr_ch3_dw_shutta_lancer_rt_notongue_fake.png DeltaCH3-spr_ch3_dw_shutta_lancer_lt_notongue_fake.png DeltaCH3-spr_ch3_dw_shutta_lancer_dt_notongue_fake.png DeltaCH3-spr_ch3_dw_shutta_lancer_wave_notongue_fake.gif DeltaCH3-spr_ch3_dw_shutta_lancer_tongue_fake.png

All of these were intended for an alternate version of Shuttah's Lancer photoshoot that would've acted like the fake-Ralsei one in-game does: the player would have to discern what the correct Lancer was, between him and obvious Pippins versions of him (the graphics for which are evidently unfinished).

(Source: Original TCRF research)

Rouxls Kaard#

Rouxls facing upward. He faces upwards before the fight, but there he has a chef hat.

To mine Lefte... TO ALL SIDETHS OF ME!!!!!! ...Or to mine Lefte. Whateverth it may Be.

Rouxls with different outstretched arm poses.

A variant of Rouxls doing his makeup, while wearing a chef hat.

An alternate version of Rouxls bowing with some... interesting proportions. The legs being the size they are combined with the pose AND filename almost certainly makes it a reference to the "Respect!!!" meme (origin unknown).

DeltaCH3-spr_elnina_idle_right_alt_alpha.png DeltaCH3-spr_lanino_idle_left_alt_alpha.png

One of Elnina's and Lanino's sprites has Rouxls' sprite hidden in the alpha channel.

(Source: Original TCRF research)

Zapper#

Unused Zapper sprites meant for the Sharpshoot ACT. Zappers are never seen with Shadowguys (aside from in some unused encounters), making these go unused.

DeltaCH3-spr_b3bs_searchzapper_0.pngDeltaCH3-spr_b3bs_searchzapper_1.pngDeltaCH3-spr_b3bs_searchzapper_2.pngDeltaCH3-spr_b3bs_searchzapper_3.png

Sprites of Zapper searching for something, intended for an unused object called obj_b3bs_searchzapper.

A searchlight sprite that was intended to be used by the aforementioned unused object.

(Source: Original TCRF research)

Shuttah#

A white silhouette of a very early design for Shuttah when it was originally called Camenary. This being an early design and name for Shuttah is based on an unused piece of text relating to a scrapped Shuttah ACT in which the enemy is referred to as Camenary. According to the filename, this was intended for a deleted cutscene labelled as BTB01, possibly relating it to the cutscene of Tenna's employees abandoning him as that cutscene is labelled as BTB02. Additionally, other white silhouetted enemy sprites also exist for the deleted cutscene.

(Source: Original TCRF research)

DeltaCH3-spr_shutta_outoftree_v.gif DeltaCH3-spr_shutta_palm.png DeltaCH3-spr_shutta_pipe.png

Sprites for two unused Shuttah ACT variants where they would've hidden either behind a palm tree or inside a pipe. Interestingly, the pipe appears to be a straight rip from Super Mario World, edited to remove its shading.

DeltaCH3-spr_shutta_banana_original.png DeltaCH3-spr_shutta_banana_2.gif

Early versions of the banana-headed Shuttah seen during the "Shuttah's Smile" photo ACT.

DeltaCH3-spr_shutta_photo_attack_susie_0.png DeltaCH3-spr_shutta_photo_attack_susie_1.png DeltaCH3-spr_shutta_photo_attack_susie_2.png DeltaCH3-spr_shutta_photo_attack_susie_3.png

Sprites intended for an unused Shuttah attack that involved a grayscale photo of Susie.

Ramb#

A full-body sprite of Ramb depicting an earlier design, with ginger eyebrows and facial hair, two eyebrows that slant to the bottom left, and a body much more similar to that of the other Plugboys found in Chapter 2. Rather than using full sprites, the final version of Ramb usually uses a body sprite that separated head sprites are drawn over via code in obj_npc_ramb, perhaps explaining why this sprite wasn't replaced with the final design. Additionally, obj_npc_ramb still has its sprite set to this one, but it can't be seen as the object's draw code never draws the sprite in its sprite_index variable, instead drawing sprites from its head_sprite and/or body_sprite variables.

A full-body version of Ramb's cleaning animation, which also uses the aforementioned older design. He has a rounder face, a different expression, a pinker cloth, and the pixels on the left side of the cloth don't get cut off in the second frame. The Green Room's controller object (obj_room_green_room) still sets his sprite to this when creating his NPC object, but it can't be seen in-game for the same reason as his other full-body sprite.

A half-stone variant of the sprite used for Ramb's body. In the final game, Ramb uses a single full sprite when he's half-stone rather than having a separate head and body, leaving this sprite unused.

Trashy#

Cool Trashy without his iconic sunglasses.

Annoying Dog#

Unused duplicate sprite of the Annoying Dog walking, apparently intended for the Cowboy shooting minigame.

Nubert#

DeltaCH3-spr_npc_nubert_appear.gif DeltaCH3-spr_npc_nubert_hide.gif

Animations of Nubert emerging from and burrowing underground. While appearing similar to sprites used in Chapter 4, these were actually intended for an unused Shuttah ACT in which you would have to take a photo of Nubert as he emerges and digs underground.

Swatch#

Ch 1 & 2 Demo/Ch 3

LTS Demo/Final Game

Swatch's overworld sprite in this chapter is actually the version from the original Chapter 1 & 2 Demo, which was updated in the LTS Demo and final versions of Chapters 2 and 4. It likely wasn't updated in Chapter 3 because Castle Town is never normally accessible during it.

Toriel#

A version of Toriel in the Dark World sleeping, with a happy expression on her face - but more interestingly, no Dark World outfit transformation.

Shadow Mantle#

An alternate, slightly longer animation of the Shadow Mantle shooting out bombs. In-game, a snappier variant is used for timing purposes.

A very crude-looking placeholder graphic for the Shadow Mantle's idle animation, which is used by obj_shadowmantleExample, a test object for the Shadow Mantle enemy that has early fireball bullet patterns stored in it.

The Roaring Knight#

An unused, choppier version of the Knight facing away from the party after striking Tenna down.

(Source: Original TCRF research)

An unused, much more elaborate animation of the Knight summoning their sword.

Unused frame of the Knight knighting Kris, showing Kris kneeling down before them. The screen cuts to black before this can be shown.

(Source: Original TCRF research)

To do:
How do they look combined?

Spr_roaringknight_droop_nol.gif Spr_roaringknight_droop_white.gif

Drooling animations - one without an outline and other is completely white. It's possible that they were placed on top of each other to create an outline effect before it was decided to combine those into a single sprite.

A much smoother animation of the Knight reaching to use its beam on Toriel.

Spr_roaringknight_sword_break_0.png Spr_roaringknight_sword_break_1.png

Much less detailed sprites of Knight breaking its sword.

Seems to be a mock-up of how Roaring Knight would look like with fire effect at the edge of its sword.

A much less detailed and elaborate version of the Knight picking up its sword.

A test animation of the Knight swinging its sword.

The Knight putting up two fingers to block an attack, something that never happens in the final game.

Surprisingly simple animation of the Knight "recoiling". They have many opportunities to recoil during their appearance, but they never do in-game.

The Knight performing a slash and teleporting. This animation was intended for the unused Swordslash attack.

This appears to be an early version of the slash the Knight does to wound Tenna. The final version has more of a claw-like shape.

DeltaCH3-spr_roaringknight_tooth_old_0.pngDeltaCH3-spr_roaringknight_tooth_old_1.pngDeltaCH3-spr_roaringknight_tooth_old_2.pngDeltaCh3-spr_roaringknight_tooth_old_3.pngDeltaCH3-spr_roaringknight_tooth_old_4.pngDeltaCH3-spr_roaringknight_tooth_old_5.pngDeltaCH3-spr_roaringknight_tooth_old_6.png

Older versions of the "teeth" bullets seen in the Knight's box splitting attack. Interestingly, there are more frames than the final sprites used in the game, and the first frame notably lacks the black outline the other frames have.

A couple of bullets intended for the Knight's unused "underboxattack" attack. The cone-shaped bullet seems to resemble the bird-like form the Knight transforms into when it captures Undyne at the end of the chapter.

An early version of the flame effect that appears when the Knight splits the bullet board in their box splitting attack. The final game uses "spr_rk_split_flame_big" instead.

An unused "fountain" bullet intended for an earlier version of the Knight's box splitting attack, according to the game's code. For some reason this animation is duplicated in the files as an "old" and finished version, despite both animations being identical.

A bigger version of the "fountain" bullet. Unlike the small one, this sprite is not referenced anywhere in the code.

Unused effect for the Knight's sword breaking off into a Black Shard after beating them. In-game, this never shows up, probably because it would make the scene too visually confusing. A slightly updated version of this graphic would later be used in Chapter 5 when a shuriken is destroyed by Ralsei near the end of the chapter, as well as for the trailing explosions when Flowery uses his last Jarona.

(Source: Original TCRF research)