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 4's room list is fairly scattered around again, though returning Chapter 2 rooms got new IDs instead of reusing their old ones like in Chapter 3. IDs 40014-40073 are all valid and correspond to Hometown and Castle Town rooms. IDs 40101-40317 correspond to most new Chapter 4 rooms, with debug rooms and rooms labeled as "old" or "backup" generally being skipped over again. A few other oddball IDs are used for rooms like Dark Fountains and the Mike Zone.
Chapter 4's Dogcheck screen shows a faceless Annoying Dog in the style of the prophecy panels seen throughout the Dark Sanctuaries. The track annoying_prophecy plays in the background.
You sense the dog is about to tell you a tale, a PROPHECY if you will.
Unused Objects#
obj_andydebug#
A debug object which, much like most other debug objects and scripts in the game, has its code almost entirely stripped outside of a few lines in its Create script. The "andy" in the object's name likely refers to Andy Brophy, the creator of the three Mikes and the coder for the "Battat" and "Jongler" minigames1, so it's possible that this debug object could've been used for testing either the fight against the Mikes or those two specific minigames.
obj_follow_spear#
An unused bullet which appears to be port of obj_followspear_2, a bullet from Undertale used for one of Undyne the Undying's spear circle attacks. Its sprite is identical to that of the one from Undertale as well. In the enemy code for Hammer of Justice and Sound of Justice, the object is only referenced in the enemies' Other_24 script, where it is called to be removed. It functions perfectly fine when spawned in-game with the exception of its hitbox being rather inaccurate.
obj_jackolantern_face#
A small Jack-O-Lantern object presumably intended for the Jackenstein boss fight. Interestingly, the sprite used for this object is the same one seen in the A DARK ZONE preview teaser Toby posted on his Bluesky account.
obj_proofread_controller#
An old version of the controller object used for Bibliox's proofreading ACTs, which has no code attached to it. Bibliox instead uses obj_proofread_controller_new for the aforementioned ACTs in the final game.
(Source: JaruEthaus)
obj_bushjump#
Watch on YouTubeWatch on YouTube
This object is the code for the animation of Asgore and Undyne trying to cut a hedge before Sans cuts it into the shape of himself from the Spring 2024 Issue of the Undertale/Deltarune Newsletter, animated by developer Fred Wood2 and intended for room_dw_church_quicktest. Oddly, the animation seems to have been intentionally left broken, as everything but Undyne has been set to be invisible and the code for making the clouds visible has been deleted. On top of that, the assets for the animation were moved out of bounds, causing the clouds to be misplaced in-game, and the object will crash due to trying to access a variable from obj_time called dorecord, which has since been deleted along with all functionality it would've had. Fixing all of these issues will allow the animation to play out as intended.
(Source: barofsoap418)
Unused Noelle's House SOUL Hints#
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This needs some investigation. |
At the start of the sequence where you explore Noelle's house separate from Kris, there are intended to be several behaviors indicating that the cutscene has ended and the player can now move the SOUL around, however these go unused due to a logic error. Specifically, the code expects global.interact to be set to 0 after Kris leaves the room, but this never happens, leading to a counter getting incremented at twice the intended rate and skipping over the values that this code checks for.
Even if the code is fixed, the hints would take an extremely long time to actually kick in. The first of these would occur when the player is supposed to press the up button to move the SOUL out of the box Kris threw it in; if they instead waited a full minute without doing this, it would occur automatically. Once the SOUL is out of the box (regardless of if this was done manually or forcibly), waiting another full minute would cause otherwise unused text to slide up from the bottom of the screen indicating the movement controls. The text disappears and will not appear again once any button is pressed.
With delays like this, it seems almost certain that a player would just get desperate and start mashing random buttons long before it would appear, but perhaps there were playtesters who genuinely got stuck here for this long.
Unused Mike Minigames#
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To do: |
obj_mike_minigame_controller, the object that handles the minigames for the Mikes in Castle Town, contains code for two minigames that went completely unused. All of the minigames are toggled via a variable called action, which is set depending on which Mike you selected.
Juggling Minigame#
When action is set to 4, it loads in a juggling minigame where the player juggles objects, while simultaneously using the volume mechanic to move left or right. At the start, the player is given three balls to juggle, alongside some bubbles that slowly float downwards which the player can pop to get more points. At a certain point, all the objects leave the screen and Lancer briefly appears as object to juggle instead. After Lancer leaves, the minigame increases in difficulty by increasing the playfield and giving the player more objects to juggle. This minigame shares its high score flag with Cowboy Mike's minigame, Jongler, which along with the book in Chapter 2 that has a hand juggling on its cover, "Jongler's Book On Jongleing And Other Tricks", may suggest that this minigame was either an early or alternate form of it.
"APPLAUSE" Minigame#
When action is set to 5, it loads in a minigame based on the "APPLAUSE" attacks used by Small Mike in the fight against the Mikes. Unlike the other minigames, a point is automatically given to you roughly every second. Mechanically, the minigame is pretty similar to that of Flappy Bird, in which the player uses the volume mechanic to make the soul fly while dodging oncoming microphone pillars. If you get hit by one of the pillars, the minigame will end. The minigame also gets progressively more difficult the longer you survive, with the microphone pillars increasing in speed and even becoming slanted after a certain point. This minigame shares its high score flag with Small Mike's minigame, Battat, which may suggest this minigame was an early or alternate form of it, as along with being based on one of Small Mike's attacks, they share the concept of automatically moving forward while dodging obstacles.
(Source: JaruEthaus)
Unused/Early Enemies#
Multiboss#
Watch on YouTubeobj_multiboss_enemy1, obj_multiboss_enemy2, obj_multiboss_enemy3, obj_multiboss_controller_enemy1, obj_multiboss_controller_enemy2, obj_multiboss_controller_enemy3.
These appear to be a test or proof of concept for a new way of controlling enemies and player characters in battle.
These are part of encounter 500 and 501, and did not exist before Chapter 4.
(Source: Skawo)
Early Ribbick CroakOn Act#
Watch on YouTubeThe Ribbick enemy from Chapter 3 has an early version of its CroakOn and CroakOnX acts leftover in Chapter 4. In this early version of the act, you need to press C with good timing instead of mashing it, and it has a very basic looking UI. Ribbick also only has 11 attack in Chapter 4 as opposed to Chapter 3 where it has 14 attack.
Pippins#
Pippins in Chapter 4 only has 8 attack as opposed to 11 in Chapter 3, and give 30 D$ instead of 90 D$. The Bribe act is also absent.
Unused Encounters#
ID |
Enemy 1 |
Enemy 2 |
Enemy 3 |
Encounter message |
Notes |
|---|---|---|---|---|---|
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Mizzle |
Bibliox |
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Winglade |
Balthizard |
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Guei |
Organikk |
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Guei |
Bibliox |
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Mizzle |
Guei |
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Mizzle |
Balthizard |
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Mizzle |
Organikk |
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Balthizard |
Organikk |
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Wicabel |
Organikk |
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Bibliox |
Wicabel |
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Wicabel |
Mizzle |
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Wicabel |
Winglade |
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Winglade |
Guei |
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Pippins |
Rudinn Ranger |
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Zapper |
Swatchling |
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Ribbick |
Ribbick |
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Mizzle |
Mizzle |
Mizzle |
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Mizzle |
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obj_multiboss_enemy1 |
obj_multiboss_enemy2 |
obj_multiboss_enemy3 |
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obj_multiboss_controller_enemy1 |
obj_multiboss_controller_enemy2 |
obj_multiboss_controller_enemy3 |
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Unused Attacks#
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To do: |
Mizzle#
Mizzle has an unused variation of its closing circle attack that appears when 3 Mizzles exist at once in which the gap your soul needs to move through is smaller. There is no used encounter that has 3 Mizzles in it, making this go unused.
Hammer of Justice#
Gerson has... a quite sizable number of unused patterns for his attacks. Some of these feature unused concepts, like shifting the bullet board, giant hammers (which might crash the game if Gerson fails to make you green on time), many different kinds of attack arrows, shells of different colouring, attacks that switch between soul modes mid-attack and even straight-up joke attacks that do nothing.
(Source: Skawo)
(Source: Dumbpro555)
Titan#
Watch on YouTubedarkshapesbigshot — Standard dark spawns pattern, but joined by cannon fire.
darkshapesbigshotdesperationshort — A short attack featuring lots of cannon fire. A similar attack, called darkshapesbigshotdesperation is actually used.
darkshapesfinal — A very long attack. A obj_darkshape_giant spits out fireballs that turn into the dark spawns. Defeating the spawns does not earn you any TP.
darkshapesmine — Exists as an attack for the Titan, but the corresponding function that controls the dark shapes was never made, or was deleted.
There is also code for the Titan to use the darkshapesintro and darkshapescentipedeintro attacks. Those are also used by the preceding Titan Spawn battle, and are in the Titan's own code due to copy-pasting.
The Dark Shapes manager, obj_darkshape_manager contains another unused pattern called pattern_bigshots_easy. This is never assigned to any bullet controller type, however the pattern uses the Titan enemy actor, so it was definitely also meant to be part of the Titan battle.
(Source: Skawo)
Unused Rhythm Game Tracks#
It seems like a couple additional tracks were planned to be playable in Castle Town, but never got charted. Rude Buster and Field of Hopes and Dreams can be accessed by changing gml_Object_obj_room_castle_tv_rhythm_Create_0 to add song IDs 0 and 1 to the list, which will add doors for them in the TV rhythm room, which display the correct names but don't have proper previews or graphics. The rest can be accessed by directly setting global.band_song before loading the minigame.
Starting in Chapter 4, songs now use their OST names in the debug UIs instead of having different ones. They also now have a second set of IDs which are used in certain places and don't cover every song, which is totally not confusing at all. Note that all songs from Chapter 3, both used and unused, also still exist in Chapter 4's files; ones that have changed are included below marked in italics.
ID |
Alt. ID |
OST Name |
Charted? |
Notes |
|---|---|---|---|---|
5 |
N/A |
Ruder Buster |
Partially Charted |
No longer switches to Raise Up Your Bat's chart partway through the song. |
8 |
0 |
Rude Buster |
Uncharted |
There's additional code and audio to support this song in Castle Town. |
9 |
1 |
Field of Hopes and Dreams |
Uncharted |
There's additional code and audio to support this song in Castle Town. |