This is a sub-page of Deltarune/Chapter 4/Unused Graphics.
Castle Town#
The Lancer room door with a "NEW" bubble next to it.
Open minigame doors. Not used, even when entering these rooms. Oddly, an open version of the taped-off minigame door is also included, even though the door's purpose is to be unopenable.
(Source: Original TCRF research)
A different-looking microphone selector.
Old version of the Mike room doors.
First Sanctuary#
An obvious placeholder for the prophecy images, using a random piece by Temmie as the example image. Used in a test room for the Prophecies.
A test for the prophecy shattering effect.
A red lantern, intended for a pitch-black area. Used in this test room.
An early wall switch.
An "unlit" candle.
A silly-looking placeholder "candle lighter" enemy/Darkner. This sprite and the above unlit candle were used in a test room intended for testing a feature where an enemy would light up candles, which never made it to the final game.
An old dark bulb sprite.
Old versions of the Ruins-style bowl of candy.
(Source: Original TCRF research)
Old versions of various pianos in the Dark Sanctuary. Amusingly, the early giant organ sprite is suffixed with "_oldbad".
An assortment of different unused bells.
Rough sketch of the room where you fight against the Hammer of Justice.
The example image of how Gerson's arena should look like. Uses same-height windows, unlike the final version, and a much shorter light cascade.
The "stages" for Gerson's arena.
A tag for a Justice Axe.
Old version of the money pool which seems to use a different part of the original IMAGE_DEPTH image.
Some kind of pedestal related to the Dog Race section.
A separate and completely different-looking sprite for the broken staircase leading to the fountain.
A platform intended for the tea party scene.
A bunch of shelf sprites with dark shading.
The puzzle reset bell from other Chapters, meant for the shelf puzzles in this chapter. Used in test rooms such as room_dark_twostoryTest.
Pushable versions of the shelves seen throughout the Sanctuary, presumably for some early iteration of the puzzles that involve moving the shelves.
(Source: Original TCRF research)
Isolated sprites of Gerson's bookshelves.
A placeholder-quality version of the fountain door.
A chandelier that is only shown ingame after it has already been broken by Jackenstein. Has lit and unlit versions.
A pretty obvious placeholder for a "knight2" prophecy. The game uses the "knight1" image for it instead.
An old version of the water landing in the water bucket during the climbing sequences.
"Bad water" for the climbing sequences.
A Minecraft stone brick texture, used as a placeholder for the climbing sequence textures.
A rotating tower of books, meant for a climbing sequence. Used in a test room, as a 3D background.
Many debug sprites that mark the start position after going through climb doors.
Many debug sprites for climbing equivalents for the door objects.
A debug sprite for beginning to climb.
Obvious placeholder for climbing areas.
Obvious placeholders for rotating icons that show up during 3D climbing sections.
A trophy, meant for some sort of climbing activity (perhaps the dog race?)
"Ethereal" climbing tiles.
A mask for a "Y-perspective thing".
(Source: Original TCRF research)
Second Sanctuary#
A test for the windows.
A yellow window that oscillates from dim to bright.
Unused windows, including a broken one.
A single Cuptain statue. These only appear in groups in the final game.
A base for the "twisted" version of Gerson's study.
Debug texture used for pathing the enemies that show up when climbing.
An almost completely blank debug sprite used for spawning enemies whilst climbing.
A bell of some sort, apparently intended as a climbing enemy. For some reason, this sprite has three frames which are all identical.
A placeholder enemy, used for testing out climbing enemy pathing.
(Source: Original TCRF research)
Although the sprite for the office portion of the Forgotten Man's room is used, it has a bottom entrance that's covered by a large black sprite in-game. This entrance was likely removed in favour of a side entrance as it would've been really easy to accidentally leave the room when entering it and lock yourself out of getting the egg, as the room is accessed by going up and down between rooms in this chapter.
Third Sanctuary#
Two different old versions of the "tail of Hell" prophecy icon. Interestingly, the first one has the pointed tail mentioned by one of the hidden Egg Room NPCs.
(Source: Original TCRF research)
A much bigger fountain.
Tile Sets#
A basic test tile set used in many unused rooms.