This is a sub-page of Deltarune/Chapter 5/Unused Graphics/Characters.
Flowery#
A face portrait of Flowery smiling with his head tilted down. According to the Step code of obj_dw_fcastle_pinkshop, this portrait was meant to be seen in his dialogue for when the player is about to buy the FloweryScarf, but since the speaker is set flowery_noface when this dialogue occurs, this portrait goes unseen in the final game.
Flowery in his pose from the end of his introductory FMV. This sprite is used as a marker for Flowery's spawn position in room_dw_garden_meetflowery, but it's never properly used in-game. Additionally, this sprite also has compatibility for obj_flowery_sparkler.
(Source: Original TCRF research)
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spr_flowery_walk_left_old & spr_flowery_walk_right_old |
spr_flowery_walk_left & spr_flowery_walk_right |
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Old versions of Flowery's left and right walking animations. Much less detailed than the final version.
(Source: Original TCRF research)
Flowery offering a fist bump.
Flowery giving a thumbs down.
Flowery holding a cup while facing left.
Flowery booping Ralsei's nose.
Flowery pirouetting in a similar manner to the Fun Gang's own "pirouette" animations.
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spr_flowery_walk_left_jacket_old & spr_flowery_walk_right_jacket_old |
spr_flowery_walk_left_jacket & spr_flowery_walk_right_jacket |
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There also exists old versions of Flowery's walking animations with him carrying his jacket. The hand that was holding the jacket ended up being swapped from his right hand to his left hand.
(Source: Original TCRF research)
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spr_flowery_walk_right_jacket_hand_up_old |
spr_flowery_walk_right_jacket_hand_up |
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An old version of Flowery's right jacket walking animation with his hand up also exists.
(Source: Original TCRF research)
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spr_flowery_bush_old |
spr_flowery_bush |
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An old version of Flowery's bush, which more closely resembles his older overworld sprites.
(Source: Original TCRF research)
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To do: |
spr_flowery_lookup_old |
spr_flowery_lookup_less_old |
spr_flowery_lookup |
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TWO old versions of Flowery looking up! How Winderous [sic]
(Source: Original TCRF research)
Old version of Flowery's "gesturing up" pose.
An old assembled version of Flowery giving Asgore the Orange Juice at the diner. A lot less glamorous than the final version.
Flowery fist bumping Asgore.
Sprites of Flowery putting his hand on Asgore's shoulder. Interestingly, Asgore appears to be using a earlier design for his armored Dark World appearance here.
Flowery upside-down. In-game he does this, but his sprite is wrapped by vines.
A rougher version of Flowery's upside-down vine-hanging animation.
A "helpful" flower, related to Flowery. Probably intended for his boss fight, given the white color.
A very obvious placeholder of leaves Flowery uses to blow Ralsei away in his boss fight.
Go !! Omega Flowery Super Flash Kick !!!!!!
Go !! Omega Flowery Super Axe Kick !!!!!!
A very crudely drawn placeholder of the tree Flowery resides in after getting sliced in half by The Roaring Knight.
Flowery's cut-in-two sprite, shown in full view and before getting split. The final sprites are in silhouette.
Flowery, (after) getting cut in half. These earlier sprites use the same pose seen during the moment; the final sprites used during the following scene use an alternate pose, and were given a pained expression.
(Source: Original TCRF research)
Vines representing Flowery's guts, presumably intended for use with one of the previous sprites. In the final game, yellow petals get scattered during the moment, and golden flowers are used afterwards to cover his body.
(Source: Original TCRF research)
A drawing of Flowery's face, with the word "TEMP" written at the top. Given the filename being spr_artstudio_painting_flowery and how the phrase artstudio is used in the game's code, this is possibly an older version of the Flowery face that gets drawn in the Garden room with the large watering can that is revealed when you water the ground.
Graphics for a unique "FLOWER" battle interface button, which was intended for an unused mechanic in Flowery's boss fight, where this button would replace the ACT button. Selecting it would force the player into a small minigame in the Orange Soul mode, where they would have to select the correct ACT name.1
Various bullet graphics intended for the "Omega Flowery" phase of Flowery's boss fight. A majority of them seem to correspond with each of the colored flowers.
A book that "Omega Flowery" would use to flatten Kris, similar to the one that appears when using Flatter on Floradinn. Intended for the last phase of the Flowery fight. This also appears to be a placeholder graphic as it has a red PL on the book.
(Source: Original TCRF research)
Aqua#
Earlier versions of Aqua's arm during her swinging knives attack.
(Source: Original TCRF research)
An unused placeholder animation for Aqua's knife spin attack. Aqua doesn't seem to have any equivalent animation used for any of her attacks.
(Source: Original TCRF research)
Aqua soaks her dress in her own RedSplatter as a backtrack gag in Yellow's room. The last frame of this animation is erroneously skipped.
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In-game version |
Fixed version |
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(Source: Original TCRF research)
Seth#
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spr_seth_cry_old |
spr_seth_cry |
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An old version of Seth's crying animation, featuring their eyes clenched shut instead of open and glistening.
(Source: Original TCRF research)
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spr_seth_obsessed |
spr_seth_floor_yell_book |
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An old version of Seth's laying sprite used when you give them Berdly's feather, featuring opaque glasses and a panting animation.
(Source: Original TCRF research)
Seth shaking their head while facing up.
(Source: Original TCRF research)
Yellow#
Yellow unconfidently pointing to the right.
Yellow with butterfly wings. There's a very similar version used if you backtrack to Blue's rooms later, but this specific sprite is never called.
(Source: Original TCRF research)
An alternate version of Yellow's dejected sprite with his head slightly turned as if he were looking back at something.
(Source: Original TCRF research)
Early versions of Yellow taking out his gun, seen at the end of the Yellow and Blue fight, revealing that he originally was supposed to pull out a quite eerily realistic gun instead of the big cartoony-looking one seen in the final game. These were obviously left unused.
(Source: Original TCRF research)
Blue#
A much rougher-looking walking animation for Blue.
Blue walking, dragging Yellow behind him, in various directions.
(Source: Original TCRF research)
Blue facing right with his head turned away. Likely a placeholder graphic, due to the red "PL" in the top right of the sprite. The name for this sprite also erroneously states that he's facing left, even though he is clearly facing right.
Placeholders for the clouds and rain that Blue uses to revive someone.
A more serious angry butterfly face portrait. Curiously, this doesn't have an "out" flapping wings animation that the other butterfly portrait sprites have, indicating that this sprite may have been scrapped before the animation was added.
(Source: Original TCRF research)
Orange#
An old version of Orange's sock puppet's neck.
(Source: Original TCRF research)
An unused alternate crying sprite for Orange.
An unused animation of Orange facing right, angerly shaking her head.
(Source: Original TCRF research)
Ralsei and Susie looking for, as the file name suggests, "green_at_table_passing_bromide_or_scraps".
(Source: Original TCRF research)
Green#
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BattleSprite_Top |
spr_green_head |
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An old version of Green's head meant for their idle animation in battle, with the only difference between the final sprite (spr_green_head) being some slight anti-aliasing near the ends of their hair. Another thing to note about this sprite is that it's generically labelled as BattleSprite_Top for unknown reasons.
Assembled battle sprite of Green, labelled "origin".
Green swinging their frying pan. Presumably meant to be used in battle judging by the fact this sprite has "enemy" in its file name.
Various Green-shaped bushes. The first of which looks very polished, while the latter two are very crude-looking sprites depicting them offering a fist bump.
(Source: Original TCRF research)
All Flowers#
Mini-face portrait for every Flower in one group. Probably intended for Flowery's boss battle.
(Source: Original TCRF research)
Pink#
An unused frame for spr_pink_angle, which shows Pink with her hands slightly up. The game only uses the second frame of this sprite. which shows her holding her staff.
Ditto, but specifically for the reflection on the floor.
An alternate version of Pink's bomb throwing animation, which notably has a bomb present in it. obj_pink_battlemovement has if statements that check if the object's sprite is set to this animation, but there isn't any calls for this sprite elsewhere in the code.
Sprites of Pink without an outline. The last is labelled "origin".
Very crude-looking cat bullets, used as the base sprite for an unused bullet called obj_pinkcatrunaway.
A buzzsaw bullet. This was intended for scrapped variation of the Purple Soul that would've involved traversing a small maze.2
A bell bullet, meant to appear during the unused "vertical lanes" attack.
Possible early versions of the heart-shaped speech bubbles used by Pink's body. In the final game, the heart-shaped speech bubbles are done in-engine through obj_battleblcon, if the aforementioned object's sprite has been set to a blank 1x1 dummy graphic called spr_pink_balloon1.
Dating Sim UI#
A moon icon ripped straight from Undertale's Dating HUD gag. Unlike in Undertale, where the Dating HUD fetches the player's current date and time, Pink's dating HUD instead reflects the in-universe date and time. Because of this, only the sun icon is displayed in the HUD, causing the moon to go completely unused.
Placeholder for Kris in the dating UI, with a more hand-drawn appearance. In-game, edited versions of normal Fun Gang sprites are used instead.
Multiple unused frames for spr_datingsim_ui_heart. In the final game, only the first and last frames of the sprite are used. The third frame of this sprite is also unused, but it doesn't have anything in it.
Various circles and X's with a black outline, a white outline, and with no outline. These are most likely intended to be used when the player gets an answer right or wrong during any of the dating simulator questions.
Portraits#
Placeholder graphics likely intended for obj_huge_anime_face judging by the sprite name, which is the giant version of Pink's ghost that appears during Pink's "rotating box" attack.
An unused dialogue portrait of Pink blinking while talking.
(Source: Original TCRF research)
An unused portrait of Pink blinking while blushing. While the asset ID of this sprite is called in an if statement in obj_date_controller's code, there is no code that makes portrait show up in-game. Additionally, the sprite only has two unique frames in it, while the rest are duplicates of the second frame.
(Source: Original TCRF research)
An unused greyscale variant of Pink's possessed animation.
(Source: Original TCRF research)
Pink's Ghost#
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spr_pinkghost_yell_full |
spr_pinkghost_yell |
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Pink's ghost's "yell" sprite used at the end of Pink's "rotating box" attack actually has a talking animation possibly meant for the date sequences, but only the first frame is used. Another variant of this sprite exists complete with the talking animation, having a noticeably cut-off tail.
(Source: Original TCRF research)
A sprite of Pink's ghost blushing, most likely intended for the final date sequence when she confesses to her body.
The Roaring Knight#

The Knight emerging from a bubble, and a similar animation without them. The only time a bubble is used is when they trap Asgore in it, and even then, it's animated in-engine.
(Source: Original TCRF research)
A duplicate animation of the Knight looking up, labelled as spr_knight_look_up in the files. The game instead uses spr_knight_down_lookup, which has no visual differences other than a different origin offset.
Queen#
Queen standing at a 3/4 angle, resembling her shimmying animation used in Castle Town.
(Source: Original TCRF research)
Enemies#
Floradinn#
A happy flattened Floradinn enemy, specifically meant for a battle. Other variations are used in-game with different facial expressions, but not this one.
Floradinn laughing.
Floradinn appearing from the ground.
Floradinn using a jump rope on Hopschef. Probably intended for a backtracking gag, but these are never used.
(Source: Original TCRF research)
Shi#
A rather messy-looking animation of Shi swaying from side to side, in a similar manner to one of their bullet patterns.
Sprites of Shi facing down and throwing a shuriken along with the shuriken projectile itself. These sprites all suggest at one point, Shi would've appeared during the climbing sections of Cliffs and would throw shurikens at the player.
Variants of Shi's sprites, specifically intended for the Farmer Shi NPC. While a Farmer Shi NPC can be fought near the "NOT AN ENEMY" sign, it turns into a regular Shi before any of these can be seen.
(Source: Original TCRF research)
Sheary#
A crude-looking animation of a pair of scissors cutting something. Whether this was meant to used in battle as a bullet or an alternate form that Sheary takes on in the overworld is unclear.
Netskie#
An idle animation of Netskie disguised as a Shadowguy. When Netskie disguises itself as a Shadowguy in the game, we only see it shooting or reloading.
(Source: Original TCRF research)
An old version of the animated tail that appears in Netskie's Check dialogue. The game instead uses spr_kitsune_tail_check2, which notably has the end of the tail colored in.
(Source: Original TCRF research)
Sprites of Netskie's paw and the stamp provided with it, most likely intended for its Paw Print attack. The final uses spr_tree_fox_print_battle and spr_spr_bullet_toebean combined for creating the attack.
Terakota#
Full walking animations for Terakota. While the first frame of the down and right facing animations are shown in-game, they are never fully animated like this at any point, nor are they ever seen facing left or up. Additionally, the walking up animation has a graphical error where their feet are animated incorrectly.
A battle sprite of Terakota's hands without it holding a shovel. Never in battle is Terakota ever seen without its shovel.
Sprites of Terakota in their battle pose, intended for platforming segments judging by the _plat in their filename. Particularly odd, since these enemies are only seen in non-platforming rooms.
Terakota-shaped bush. Unlike all of the other bush sprites, this one has a darker color.
A darker version of Terakota's spared background.
(Source: Original TCRF research)
NPCs#
Rouxls Kaard#
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Chapter 2 |
Chapter 5 |
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Weirdly, a leftover sprite for Rouxls Kaard originating from Chapter 2 (spr_rurus_aura) was altered exclusively in Chapter 5 for unknown reasons. Compared to its Chapter 2 counterpart, this version of the sprite seems to have been scaled down in a very odd way, and its first frame now has a bunch of stray pixels in it.
Shadowguy#
Sprites of a Shadowguy putting on a sock and getting scared shortly afterwards, similar to the animations for the Shadowguy NPCs seen in the S-Rank room in Chapter 3 and the Castle Town climbing minigame in Chapter 5. Notably, this Shadowguy sports a small yellow flower on their head, instead of their usual fedora.
It's also worth noting the original Chapter 3 versions of these sprites were relabeled to include "_og" in their filenames in Chapter 5's code.
(Source: Original TCRF research)
Green Pippins#
Green Pippins wearing Cowboy Mike's costume, looking up-right. In-game, he only does this while out of costume.
Green Pippins scratching his head, with a confused expression on his face.
Green Pippins pointing to the right at the end of the Trashy Trio fight. Obviously a placeholder, given how rough it looks.
(Source: Scrade and @_dotpng on Twitter)
Kooby#
An alternate animation of Kooby developing, which noticeably lacks the pink leaf in their mouth.
(Source: Original TCRF research)
Doubter#
Mockup sprites for the Doubter NPC found in the Garden area, used as the default sprite for obj_npc_doubter. Similar to the default sprite for Ramb's NPC object in Chapter 3, these sprites go unseen in-game due to the fact that the object never draws its default sprite in its Draw code. Instead, the object draws segmented sprites for the body and the face.
(Source: Original TCRF research)
Umbrella#
A rather concerned-looking Umbrella, which was meant to be appear when Ralsei hooks onto one of them in platforming mode (specifically when weighed_down and can_be_overwhelmed are both active, according to the code of obj_plat_umbrellaplatform). However, since the latter variable is never set to true anywhere in the game's code, this animation goes unseen.
(Source: Original TCRF research)
Ferroll#
Ferroll standing up. In-game, they are always seen sitting down.
Tropical Starwalker Bird#
Pre-assembled idle sprite. Much like its Chapter 1 counterpart, Tropical Starwalker Bird uses separate body and wing sprites, marking this as unused.
(Source: Original TCRF research)
Archer Pot#
There exists a handful of sprites for the Archer Pot NPC that shows up in the Diner that imply it might have been planned as a fightable enemy at some point in development. According to Nelnal (their designer) on Twitter/X, they actually were originally designed as enemies, along with the mantis NPC that shows up dancing with Aqua in the same room. In the final game, only their idle animation and an animation of them firing their bow directly upwards are used.
Two animations of the Archer Pot emerging, with one being in reverse.
Archer Pot firing their bow horizontally. The latter two sprites here are separated, which might imply that were going to rendered separately in-game.
Another animation of them firing their bow, this time, aimed a bit more upwards.
A very small sprite labeled as spr_archer_pot_telegraph, which as implied by its name may have been used to telegraph or indicate an Archer Pot attack pattern.
An arrow sprite named spr_pot_archer_green_tip that is actually not green but rather white.
And lastly, an animated sprite named spr pot_archer_green_trail, which likely would've used as an afterimage trail for the arrow.
The trail, tip, and telegraph sprites likely all had some association with spr_pot_archer_arrow, an arrow sprite for the Archer Pot used in the final game for a cutscene.
Annoying Dog#


A DOG CHECK has been discovered! Puhuhuhu~!
The Annoying Dog hanging from Ralsei's scarf facing upwards. As the Annoying Dog rolls out, this is the only direction that isn't seen.
(Source: Original TCRF research)
A placeholder for the Japanese translation of the text that appears when interacting with the Annoying Dog before the egg room. It is an early version of the English sprite with Japanese text reading "placeholder" superimposed over it.
(Source: Original TCRF research)