the cutting room mirror

Chapter 5

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This is a sub-page of Deltarune.

Chapter 5 is a brand spanking new chapter, released as a free update to the paid game on June 24, 2026.

This chapter was originally meant to have released alongside the preceding chapters, but was pushed back so that the game could release quicker.

Dog Check#

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. Compared to previous chapters and even Undertale, Dogcheck is far more strict this time around, disallowing access to basically any room that can't normally be saved in. However, enabling debug mode extends the list to include most rooms in the game at IDs 50012-50249, with a few test rooms instead located at 100002-100005 for whatever reason. Note that this will by default cause a crash due to one of the rooms in the list, rm_blank, having been stripped out; this must be removed from the list for debug mode to work.

Chapter 5's Dogcheck screen imitates the "Monokuma Theater" sequences in Danganronpa: Trigger Happy Havoc, complete with an arrangement of Dogsong in the style of "Mr. Monokuma's Lesson.

Watch on YouTube

You sense the dog is floundering through the field of flowers, elegantly, having a wonderful, happy time.

Unused Rhythm Game Tracks#

More new songs have been added, the majority of which are unused. All of the new tracks can be accessed by changing gml_Object_obj_room_castle_tv_rhythm_Create_0 to add song IDs 5, 6, 7, and 8 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. They can alternatively be accessed by directly setting global.band_song before loading the minigame.

Note that all songs from previous chapters still exist here, both used and unused ones, although some of them have had their charting removed; these are included below marked in italics.

ID

Alt. ID

Name

Charted?

Notes

5

N/A

Ruder Buster

Uncharted

Charting was removed in Chapter 5.

6

N/A

Vapor Buster

Uncharted

Charting was removed in Chapter 5.

11

5

Third Sanctuary

Partially Charted

Fully charted for guitar, but not for drums or vocals.
This got a unique remix not featured on the OST. It's significantly shorter and adds a guitar to go with the main rhythm.

12

7

Flower Man

Uncharted

This is the only song to be added to the rhythm game code that's from the same chapter.
It is not setup to have the lyrics from its boss fight display like Raise Up Your Bat.

13

6

A DARK ZONE

Uncharted

This uniquely adds the dancing pumpkins from the Jackenstein fight on the bottom of the screen and shifts the UI up, which visually breaks menus. Oddly, the object created for this is stored by a local variable named _pink_event, which is never called again afterwards.

Curiously, song ID 14 and alternate ID 8 are skipped, with 4rd Sanctuary using 15 and 9 respectively. scr_rhythmgame_song_select_id indicates that these are the same song. The English text simply labels it as "reserved", but the Japanese text labels it as "モモバトル", translating to "Momo Battle", Momo being Pink's Japanese name. This implies that Cutie Mew Mew Magic may become a playable song in Chapter 6 if you've beaten Pink. The _pink_event variable mentioned above further implies that the song may include additional on-screen visuals while playing it - most likely the crowd of dummies from Pink's battle.

Debug Mode Features#

To do:

  • Document more debug print messages. There's a LOT for Flowery's fight.
  • Check for more debug commands

Remnants of Debug Mode remain in Chapter 5, with some new commands being added. Compared to previous chapters however, it is worth noting that a LOT more debugging objects and functions were stripped out in this chapter exclusively, including the objects used for room_battletest and room_bullettest/room_bullettest_new.

Much like previous chapters before it, Chapter 5 contains a hefty amount of printing messages, which were usually meant to be displayed in-game via scr_debug_print, scr_debug_print_persistent, or other similarly named functions.

Orange & Green Battle#

Text

Description

You need Susie and Ralsei for this battle

Appears if the player tries to start the battle against Orange & Green without Susie and/or Ralsei in the party. This particular message had been previously used for certain encounters in Chapter 3 (e.g. Tenna and the Roaring Knight), as Susie
and Ralsei are required for those fights so certain aspects of them work correctly.

Pink Battle#

Text

Description

myattackchoice: cats

Appears when Pink's myattackchoice variable is set to 1.

myattackchoice: bombs

Appears when Pink's myattackchoice variable is set to 2.

myattackchoice: rotating box

Appears when Pink's myattackchoice variable is set to 3.

myattackchoice: 3d tunnel

Appears when Pink's myattackchoice variable is set to 4.

myattackchoice: sing

Appears when Pink's myattackchoice variable is set to 5.

Other#

Text

Description

platforming ability toggled

Appears when ⇧ Shift + C is pressed, which toggles the ability to use the platformer statues.

ralsei hat mode: 0
ralsei hat mode: 1

Appears when ⇧ Shift + H is pressed, which toggles whether Ralsei is wearing his hat or not.

Replace with Harp Sound

Called in the code of obj_dw_garden_enemyrush twice, which specifically appears when Flowery summons a flower on top of Ralsei's hat (and grumpy
speech bubble) after Susie asks if Ralsei's okay. It's possible that the "Harp Sound" is in reference to snd_harp_strum, and was inteneded to play during these
interactions instead of snd_magicsprinkle.

Unused Morning Lighting Areas#

Before the Festival, there is a morning section in this chapter. It changes Hometown visually, like adding shading and changed the color scheme. Though for normal playthroughs, most parts of the room or rooms themselves aren't accessible, you can only go there with debugging.

Deltarune_-_room_church_morning.png Deltarune_-_room_beach_morning.png Deltarune_-_room_police-hospital1_morning.png Deltarune_-_room_police-hospital2_morning.png Deltarune_-_room_sans1_morning.png Deltarune_-_room_sans2_morning.png

However, some rooms still didn't get morning lighting. These are the graveyard, the shelter, and Noelle's Mansion.

(Source: Original TCRF research)

Unused Audio#

Music#

inukuma_wip.ogg Why yes, it is Danganronpa-flavored Dog Check time, thank you for asking! Interestingly, this file has the suffix "wip", perhaps indicating this was still being worked on prior to the chapter's release.

castle_intro Seemingly a cut intro to Violet Tactics, which is internally named castle_loop. The melody is identical to the start of Flower Foyer but in a lower key.

The names of these imply that Violet Tactics may have once been the theme of the entire castle area before later being replaced with Flower Castle. In the final game, it only plays during the scene where Yellow tries to shoot himself with a giant laser gun, which is notably mismatched with its position in the soundtrack (before the rest of the Castle themes).

cliff_jump_ambience_nowind A version of Flying Feather with no wind ambience.

flowery_iog A short version of Dreamwatchers. The used version is flowery_iog_extended.ogg, implying that this may have been an earlier version from before the song was made longer.

meeting_flower_upbeat_drum An upbeat song with the same melody as the Six Flowers' themes, but not used for any of them.

Third Sanctuary Rhythm Version A version of The Third Sanctuary from Chapter 4 with a guitar track, intended to be played in the Lightners Live minigame. It was likely replaced by 4rd Sanctuary late in development.

ch5_weird_monologue A faster version of ch5_weird_monologue_deep.ogg. This version has no reverb.

Sound Effects#

snd_kikkytoy An unused sound likely intended for the Dental Toys in the Nagasagy Kikky Park minigame. Could've either been meant for when a toy gets spawned in, or when Kikky hits the toy.

snd_scissorbell_lite An unused "lite" version of snd_scissorbell, the Kirby's Dream Land 3-like sound that the Sheary obstacles in Chapter 1 make when interacting with them. Perhaps this was intended for the Sheary enemies in this chapter?

snd_hurt_muffled An unused version of the muffled damage sound that plays during the scene with Kris and Noelle in the lake during the Weird Route. snd_hurt_muffled_2x is what's used in-game.

snd_wading_type2_deep snd_wading_type3 snd_wading_underwater 3 unused wading sound effects for the aforementioned Weird Route lake scene.

Characters#

Flowery
A bunch of unused Flowery voice lines present in the files. One of these, "Blingo Blizzard," would later get showcased in the Summer 2026 edition of the Undertale/Deltarune newsletter. "Spiral Dance" may have been meant to play alongside his also-unused pirouette animation.

Audiofile

Transcript

Blingo Blizzard!

Hah!

Huh, I'll show you!

Hahhrrrrgh!

Spiral Dance!

Including Japanese voice clips:

Audiofile

Transcript

Translation

メロメロさ!

I'm totally smitten!

必殺、ジャロナ!

Deadly attack, Jarona!

よろしクロロフィル

Nice to meet you

The last voice clip is a portmanteau of よろしく (yoroshiku; "nice to meet you") and クロロフィル (kurorofiru; "chlorophyll"). Despite being a Japanese voice clip, the filename lacks the "_jp" suffix.

Cut/short versions of used lines that never got used:

Audiofile

Transcript

Here I come-

It-

San Fran-

Along with those, a couple alternative takes of already used lines are also present.

Used

Unused

snd_flowery_voiceclip_flowery2

snd_flowery_voiceclip_flowery

snd_flowery_voiceclip_hereicomesanfrandisco_strong

snd_flowery_voiceclip_hereicomesanfrandisco_weak

Kawkaw Short versions of licking and making sad sounds.

Unused Items#

Consumables#

ID

Name

Full description

Battle description

Target type

Usable

Use text

Character comments

Susie

Ralsei

Noelle

Value

Notes

Weapons#

ID

Name

Description

Attack

Defense

Magic

Ability

Value

Characters

Kris

Susie

Ralsei

Noelle

Notes

Unused Functionality#

Platforming Mode Statue#

obj_platswap_statue, the object used to enter and leave platformer mode, has a lot of unused and broken behaviors left over.

Wing Animation#

right|320px|super paper kris The event for when the statue is activated has code to create a wing animation (contained within spr_platswap_statue_wings) around itself. The code attempts to register the animation with the platformer swap logic so that it can animate in sync with the transition; however, it does this before calling the actual swap function, which clears the list of registered objects, so the animation never plays. In order to work, the code to create the animation must be placed after where the swap function is called.

Note that the wing sprite itself is not actually unused, as it appears on top of the lamps surrounding the shrine during the cutscene where the Petal Feather is first obtained.

The wing animation can be seen in the Chapter 5 Thoughts article, where it curiously appears after the platformer transition has finished instead of during it. Perhaps the developers tried to change it to appear earlier and accidentally broke it in the process.

Debug Only Statues#

A number of additional platformer swap statues flagged as debug_only are placed in rooms that don't normally have them, which are deleted on spawn by default. If debug mode is enabled, they aren't deleted, and are instead given a red tint to indicate that they're debug statues...then they're immediately made invisible, preventing them from being seen or interacted with anyway. Removing the line of code that does this makes them work as expected and only appear when debug is enabled, so it's unclear why it's there.

Floating Statues#

The statue object has a floating variable that, if set, causes the statue to not respond to being hit by Kris's sword. It also has a recovermarker variable which only works in conjunction with floating mode; if this set to the ID of an obj_markerAny that's in the room, leaving platformer mode with that statue will place Kris at the corresponding marker instead of the statue itself.

It seems like these floating statues were originally meant to be activated by having Susie use Rude Buster on them, based on an unused function in the Create event that makes Susie attack the statue, and the presence of an event for colliding with the Rude Buster's hitbox that checks if floating mode is enabled. Unfortunately much of this code has been deleted so it won't work normally, but it can be restored with a couple code edits:

  • Add a call to scr_configure_platmode_act() inside the normally empty if (floating) block in the Create event, with dismount as the first parameter.
  • Copy lines 10-45 from the obj_plat_hbx collision event to the obj_plat_susieaxe_hbx one, but remove the second condition from the if statement.

Interestingly, both statues in the room where Leafling enemies first appear have recovermarker set to 10, indicating that these may have originally been floating statues. No marker with this ID exists in the room.

Vertical Scaling#

squorsh

Non-floating statues have their Y scale lerped to 0.25 while platformer mode is active, but the object's Draw event overrides this with a hardcoded scale of 2. If the code is modified to use the actual scale, it causes the statue to appear squished.

In the Chapter 5 Thoughts article, the unused statue base graphics can be seen getting squished down in this way, while the top remains at the default scale. This explains why the scale is ignored in the final game, as the "top" sprite now consists of the entire statue and the code to draw the old base has been removed.

Removed Cutscene Remnants#

The object has special code for if it is placed in room_dw_garden_aquahole, the room to the left of where the Petal Feather is obtained. In the final game, this room doesn't normally contain a platformer swap statue, although there is a debug-only one present. The first time this statue is interacted with, it sets the room object's con variable to 100 (which it never checks for) and then returns without activating platformer mode, also setting a flag so that future interactions behave normally. There's also code in the Step event that disables the ability to exit platformer mode while the room object's firsttime variable is set, which never normally happens.

All of this hints towards some kind of removed cutscene in this room in which platformer mode likely would have been introduced. Its exact contents are unknown, but it was likely similar to the final scene where the Petal Feather is obtainined.

Early Flowery ACTs Functionality#

Leftover in obj_flowery_act_menu_controller_Draw_0 is an early gimmick for Flowery's fight, where the player is given five ACTs and has to choose the correct one. These are for phases 2, 3, and 4, with the correct ACT matching the final game's group ACT, and the incorrect ones having an F on the end. A leftover variable, failedpreviousact, increases the mercy provided by SpinZ and PraiseZ to 10% for Flowery and 100% for Seth/Aqua (i.e. phase 3) and Orange/Green (i.e. phase 4), respectively, and would likely be set by SpinF and PraiseF. This leftover code also reveals the Orange SOUL Mode would have applied in the menu, and the player would have to hit the ACT they wish to select using it. This also appears to be unfinished as getting it wrong will still trigger the ACT.

Additionally in obj_flowery_enemy_Step_0, there are unused conditions to increase the strength of the Spin/SpinZ and Praise/PraiseZ ACTs to 80%. Based on the variable names, Seth and Aqua would have received 80% if they were defeated with violence in their duo battle, while Orange and Green would have received 80% if Pink had previously been defeated. Pink would have additionally appeared during the latter ACTs, holding up a peace sign as her laugh sound plays.

Dashing Through Mud#

In the gml_Object_obj_mainchara_dash_Step_0 code, there exists code for if Kris is running through mud while in a dash gate section. Seemingly intended to be used for mud obstacles, as if you are in mud for 22 frames, you'll automatically stop running. In the final game, there is no mud to run through, and the variable that controls this, touching_mud, is forced to always be false in the aforementioned step script. The variable was switched to true in the following clip. Watch on YouTube

Unused Enemies#

???#

Watch on YouTubeA simple example enemy with the encounter ID of 235. Seems to be a copy of Seth. There also exists a variation with more Kris acts, most of which crash.

It's only programmed to perform Seth's "seeking eye" move, but the other two are in its code as well.

(Source: Original TCRF research)

Unused Encounters#

ID

Enemy 1

Enemy 2

Enemy 3

Encounter message

Notes

208

Floradinn

Leafling

209

Shinobeetle

Leafling

Leafling mistakenly uses Floradinn's encounter text instead of its own text.

210

Shi

Kawkaw

Kawkaw

213

Shinobeetle

 * SETH AND 1 SHINOBEETLE

An early version of the Seth and Shinobeetle encounter with very obvious placeholder text. Shinobeetle will automatically have 100% mercy in this encounter.

215

Leafling

Sheary

 * A leaf and its cutter appeared!

The bullet board along with Sheary's big scissor bullet will disappear if wind appears in Leafling's Petal Wind attack.

228

Floradinn

Sheary

Netskie

232

Shinobeetle

 * Shinobeetle is no longer alone!

Shinobeetle will automatically have 100% mercy in this encounter.

234

Ball

Nubert

 * The world's most popular trio!

An early version of the Trashy Trio dojo challenge in Chapter 5 which appears to use Floradinn's text, ACTs, and attacks as a placeholder. Attempting to use flatter on them will crash the game.

235

obj_enemy_example

 * ...

Unused Attacks#

Attacks with a name in this section are referenced in that enemy's battle controller itself. For attacks with just an ID, they only exist as subtypes of the obj_dbulletcontroller object.

Watch on YouTube

Shi#

SplittingShuriken - Attack ID -1. Creates shuriken that split into spikes.
===Aqua=== ID 125 - An early version of the existing KnifeChain attack, lacking some details.
ID 126 - Spawns obj_attack_knifefan, an early version of the FanOfKnives attack, lacking some details.
===Green & Orange=== ID 127 - Spawns obj_attack_orange_simplesin, and, true to its name, moves Orange in a simple sine pattern.
ID 128 - Spawns obj_attack_orange_dragonpunch. Orange absorbs a random number of omelettes, and flies upwards, with a number of punching glove bullets following her. Orange's punch itself seems to lack a hitbox. An early version of the "Omega Orange" attack?
ID 305 - Spawns obj_green_bigpan, which creates giant flames and the occasional green omelette.
===Blue & Yellow=== IDs 129, 130 - Both spawn obj_attack_blue_ponddancing, and set a different type of that attack. Blue ballet dances on the "surface" of the battle box, creating snowflakes. The second variation of the attack has Blue do it in the corners of the battle box, with Yellow following to shoot at the flakes.
===Unknown=== ID 615 - A tilting homing diamond attack, most likely an early version of the red dummy bullets used in Pink's fight.

(Source: Original TCRF research)

Pink#

Watch on YouTubeID 207 - Sets up an unused mode of obj_purplecontrols, which handles a maze-type attack: the player has to select the correct path for the soul to take to get to a healing heart down below. The code to draw the maze seems absent from the game, though, and the healing heart only heals 1 HP.

bomb — Attack ID 2. Harder variant of the bomb attack used in game (which is ID 6). There also exists an easier variant that always only creates four bombs, but it only exists as a obj_dbulletcontroller subtype 201, and is not wired up to the boss controller itself.

vertical lanes — Attack ID 7. Creates columns of cats for the soul to slip through, while bells attempt to drop onto it. The attack is unfortunately quite ineffective, because the soul is not properly limited to the bounds of the battle box.

vertical lanes — Attack ID 8. Named the same as the previous attack, and an iteration on it: now the soul moves up or down automatically depending on which side of the battle box it is, and is forced to slip between the falling cats to avoid taking damage from cats placed in the corners of the battle box.

(Source: Original TCRF research)

Flowery#

Watch on YouTube

ID 400 - An earlier version of the Flowery Chase attacks. Uses an otherwise-unused obj_flower_wall, which tries to use a sprite that no longer exists and has to be replaced to get the attack to function.

ID 401 - A unique attack where Flowery performs backflip kicks, causing spikes to rise out of the battle box.

ID 402 - Flowery sends out a grid of spade bullets. The gaps between the bullets require near pixel-perfect accuracy for the soul to actually weave between, though.

IDs 403, 410 - An earlier version of the Seth pattern. Quite broken in this state. 410 features longer splash boxes than 403.

BlueChase - Attack ID 20. The soul must navigate a corridor of stars.

OrbitStars - Attack ID 22. The player can move columns of stars by pressing up or down. The stars in question do not have any collision, however.

FloweryChaseWithBullets - Attack ID 13. Similar to other Flowery "chases", but with bullets spawning out of every blue barrier you dash through.

FloweryBulletsFistHard - Attack ID 9. Blue boxing gloves appear from the left. The soul can use its dash move to send them flying forward. They don't do anything when they connect with Flowery, though, and the attack never seems to end.

FloweryBulletsFistEasy/FloweryBulletsFistMedium - Attack ID 7 and 8. Despite following the naming convention of the previous attack, these are just a variation on the "Just kidding!" move used together with Orange.

In addition to the above, IDs 1, 5 and 6 appear to never be chosen either, but are just slight variations of used attacks.

(Source: Original TCRF research)

Unused ACTs#

Hints During the Interrogation#

Watch on YouTube

A functioning hint system exists for the battle against Blue and Yellow, implied by the actcon to have gone between Evidence and Integrity. Using this ACT will also save that you have gotten the hint for the current trial in the unread list evidence_got.

The ACT dialogue can be found untranslated within lang_ja.json:

Trial #

Dialogue

1

This PURPLE BOOK was
found at the scene.


It bears a handsome
impression of our
victim...


A breathtaking work
of presse a fleurs. Ah.

2

Yellow's beloved regalia.
His yellow corn shirt.


Vandalized.
Half-burnt black,
by licking flame.


A wonderous fragrance,
though. Is that
smoked olive oil?

3

Green's handkerchief.


Long has it cleansed
the floor and or
our hearts.


But, it has been
handkernapped. Gone.


Only red stains, and
scissors remain.


A metaphor, for hole
it has left in our
hearts. Rest well.

4

Hmm... Yellow's
secret petals?


Even I've never
heard the faintest
whisper of them.


... these two were the
only ones left.

(Source: Original TCRF research)

Unused Scenes#

Early Weird Route Drowning Scene#

Watch on YouTubeThe final game creates the object obj_ch5_LW20W_handoff to handle the drowning sequence during the lake scene in the Weird Route. However, obj_ch5_LW20W, the object for the scene before it, contains an early version of the scene in its code. It can be accessed by making the following changes to obj_ch5_LW20W:

  • Adding "_bgm_track[0] = -4" and "_bgm_track[1] = -4" to its create event, preventing the scene from crashing when trying to access those variables.
  • Replacing the code that sets the handoff variable to 1 and the con variable to 99999 with a call for the object's show_choice function in its step event.
  • Replacing a call for a sprite named spr_noelle_kris_pull_walk_water_silo with a different one in its step event, as the sprite was deleted and will cause a crash.

Several differences can be noted compared to the final version of the scene:

  • It is shorter overall, requiring "Proceed" to be said less times, and not going as far into the lake (though still past the room's original boundary).
  • snd_ominous (and the final scene's unique "hell" variants) do not play when selecting "Proceed".
  • Kris and Noelle use a different, much smaller set of sinking sprites with a far less dramatic appearance when fully submerged. One of these was deleted as noted above.
  • The post-processing during the whiteout is different, adding a vertical "wobble" in addition to blurring the screen.
  • The end screen uses the otherwise unused object obj_ch5_LW20W_crt, which is brighter than the final version and does not display any text.

:* The unused string version of "INSERT CHAPTER 7 SIDE B" is in the code for this object, but is never drawn.

  • After completing the route, a regular completion file is generated instead of the alternate _b one, and the completion status is not saved into dr.ini. The game also only resets to the title screen instead of all the way to the Chapter Select screen.

Aborted Weird Route Ferris Wheel Ride with Noelle#

Watch on YouTubeA cutscene where Noelle rides the Ferris Wheel with Kris, presumably after aborting the Weird Route at some point. The cutscene is fully working and can be watched by modding the game, but the conditions for triggering it are impossible to meet during regular gameplay.

Oddities#

WIP It Gooder#

Similarly to several songs in earlier chapters, some of Chapter 5's music has "WIP" in the filenames:

  • Rakuichi Buster, the Rude Buster remix used in Chapter 5, is named rakuichi_buster_wip.ogg
  • Petal Dance, the song played during the various Flower miniboss fights, is named miniboss_new_section_idea_wip.ogg
  • Chapter 5's Dog Check song is named inukuma_wip.ogg, making it the only song not on the soundtrack to also be labeled this way.

Shadow Sprites#

Every single sprite used during the scene taking place at the lake at sunset has companion sprites showing their shadows (suffixed _shadow), ostensibly to be used to show the shadows of the characters in the sun. Despite this, however, nearly (or perhaps entirely) all of these are not called for in the code, with the game instead using real-time lighting effects to achieve the same result. Shadow sprites also exist for certain scenes during the Festival proper, perhaps indicating an earlier version of these events would also take place at sunset as well.

(Source: Original TCRF research)

Downing in the Lake#

The sprites for Kris and Noelle walking into the lake in the Weird Route are labeled as downing rather than drowning. Considering that this is referred to as drowning elsewhere in the code, it's probably just a typo.

Kawakaw#

Kawkaw, one of the enemies encountered in Cliffs, is internally named "kakaw" or "kawakaw"

Terrackota#

Terakota, one of the enemies encountered in Flower Castle, is internally named "teracotta" or "teracota".

Strange Sprite Prefixes#

Most normal sprites are prefixed with spr_ and are written in all lowercase, but there are 3 sprites in Chapter 5 that have unusual prefixes or just lack a prefix.

  • The first of these is an unused sprite of Green's head named BattleSprite_Top, which is written in camel case and is lacking the spr_ prefix. It's also not indicated that it is for Green in its name.
  • The second sprite is Susie's shocked overworld sprite that appears after Yellow says that he is going to bury himself alive, which is named susie_right_gonk_dw, lacking the spr_ prefix.
  • The last of these sprites is the broom used by the CleanUp act in the Trashy Trio battle, which is named spt_trashy_broom, with the spr_ prefix being misspelt as spt_.

Jackenstein's Pink Event#

In the code for the unused A DARK ZONE rhythm game track, the object that creates the dancing pumpkins across the bottom of the screen is stored into a variable called _pink_event. This name doesn't appear anywhere else in the code, and in fact the variable isn't even accessed after creation making it completely unnecessary.

Right after this track in the game's internal track list is a dummied out track just listed as "reserve", but the Japanese version instead lists it as "モモバトル", translating to "Momo Battle" (Momo being Pink's Japanese name), indicating that Cutie Mew Mew Magic was once placed in that slot. Perhaps some of its code was copied when the pumpkins were added to A DARK ZONE?

No More Battle or Bullet Testing#

Interestingly, the code for obj_battletester (the object used for testing encounters in room_battletest) and the code for both obj_bullettester and obj_bullettester_new (used for testing bullet patterns in room_bullettest and room_bullettest_new respectively) were dummied out in this chapter, much like most other debugging functions that were stripped from the game's code. Despite this, the object's code still remains intact in previous chapters, so it is possible to just copy over the code from a previous chapter to restore the object to its original state.

TP Stands For "Toylet Paper"#

For unknown reasons, the humorously-named shit variable that was stored in obj_tensionbar (the object for the TP meter seen in battle) was censored and renamed to toylet in this chapter. It's unknown why this change was even made in the first place, as it can't even be seen in-game at all. The variable still retains its original name in Chapters 1-4, however. Additionally, toylet could also be a reference to the quiz question about Pippins' name from the Desert Board section of Chapter 3, which has "TOYLET" listed as one of the answers you could choose from.

Flower Gear Saved to dr.ini#

dr.ini is a file that contains various small bits of information about each save file, such as data to be used on the load screen, shadow crystals obtained, if the file is on the Weird Route, etc. However, for whatever reason, which of the Flowers' gear that the player bought after defeating Pink is also tracked in the file, despite not being called anywhere as normal flags are used to track this in-game instead. This data is not changed upon deleting or copying a save file, meaning that each gear can be marked as obtained by replaying the chapter on the same slot and choosing different gear, or no gear can be marked as obtained by simply copying the save file.

Hidden BrokenScarf Stat Boost#

In-game, the stats for the BrokenScarf are all set to 0, but the battle stat initialization code in obj_battlecontroller's create event actually boosts Ralsei's stats if he's wearing it; his attack is boosted by 12, his defense is boosted by 3, and his magic is boosted by 3. The check for this is specifically for Ralsei, so it won't work if equipped on any other characters- as of v0.0.247 this is completely impossible, but before that version Noelle could also equip the scarf, allowing this to be seen through save editing. The stat boost itself can't be seen in normal gameplay currently, as the FloweryScarf only becomes the BrokenScarf after Ralsei leaves the party.

Switch 2 Version Code in Other Versions#

In the non-Nintendo Switch 2 versions of Chapters 1-4, only a single check for the Switch 2's OS can be found, being alongside the check for the Nintendo Switch's OS in the scr_is_switch_os function. However, in this chapter more code for the Switch 2 version can be found in the versions for other platforms, particularly in the code for setting the screen size and texture interpolation for the console borders and changing Green Pippins's line mentioning his minigame.