the cutting room mirror

Endacopia

Debug Mode#

Adventure Game Studio's debug mode can be enabled by passing --test as a command line argument to the game, though it is somewhat buggy. It enables some hotkeys:

  • ` - Opens the debug console, showing some rather spammy and generally not-very-useful output.
  • Ctrl+D - Shows some info about the current room and the objects and characters within. Also not particularly useful.
  • Ctrl+X - Allows you to enter a room number to warp to. Doesn't render correctly, but otherwise functional.
  • Ctrl+S - Gives you every item in the game

Additionally, --startr [number] can be used to load a specific room number on startup.

Andy Fight#

Watch on YouTube

An unused fight against a very crudely drawn version of Andyland, present as Room 250. This fight is mostly just a modified copy of Clockey with a few changes. The phase change code is functionally dummied out and some improvements have been made to the HUD logic. His midlane attack deals 99 damage meaning it'll instantly kill the player, and losing to him puts you back in Mellow's room.

This fight was almost certainly created to serve as a used as the basis for other fights, as it was used for Danu. However, Danu then ended up ultimately serving as the template for most much every non-mainline (seemingly excluding The Trapezist) boss fight in the game.

The bosses that didn't inherit from Danu likely inherited from Andy directly based on the fact that they have the HUD improvements but not other structural changes (though the AI, Henry, Rodger etc. their own shared change in the form of moving the code for the player's hands into repeatedly_execute_always instead of repeatedly_execute) though all tend to be more heavily modified due to their reliance on bespoke mechanics. The main exception is Reclockey who seems to have been based almost directly on Clockey again, being a somewhat odd combination of a change only otherwise shared by the other bosses but still using Clockey's terrible old HUD management code.

Unused Music#

aClockBoss_Calm & aClockBoss_Heated_Short#

Two unused music tracks, connected to Clockey in both filename and melody. The phase-switch code in the Clockey fight still runs a call to aClockBoss_Calm.Stop(), which does nothing since the track never plays to begin with. This dead code along with the filenames seem to imply that the 2 tracks may have been used for the 2 different phases of the fight. The final track is called aClockBoss_V2_start.

aDanuTheme#

Quite simply, a track for the Danu fight that ended up being replaced with the one in the final game. The Tuna fight (which appears to have been built on top of the Danu fight) still attempts to stop this track on game over.

aGameOver_1#

An early game over track, still referenced by the code for the game over screen in a non-functional Stop() call right above the call to stop the music that's actually used. Included on the soundtrack, ironically named "Game Over 2".

aTuna_Fight_v2#

An early version of the Tuna fight music, with the used version being V3. The differences are minor, with the final version being about 9 seconds longer than this one. Nothing references it.

Unused Graphics#

Early Boss Battle Sketches#

To do:
Add the rest. (spr04106, spr04205, spr04329, spr05643, spr06026, spr06093)

Animatics for most of the minor boss battles.

Mario Sprites#

Down-scaled renders of Mario, a Goomba and a Bullet Bill, as well as a background taken from Super Mario Bros..

Originally used for a scrapped (no points for guessing why) minigame that could be played on Mellow's computer. The remnants of the code are in Room 48.

Message to Dataminers#

spr44154, spr44316
Endacopia-spr44316.png

A rude message for anyone decompiling the game.

Since this asset is only intended to be seen by people exploring the game's files, it naturally isn't referenced by anything. Exists twice, for some reason.

Other#

Found next to the sprites for the fishing minigame.

Oddities#

Odd internal track name#

The track "unreadable note in baking powder can" is referred to by the internal name "aTenminutestillmidnight". The "X minutes to midnight" naming convention is used for the game's hub themes in each chapter, starting with "30 minutes to midnight" and ending at "5 minutes to midnight", though the final game goes straight from 20 to 5. Furthermore, even though this track is only ever played during the game's ending sequences, most rooms which stop all the hub tracks will also attempt to stop this one which further cements the idea that it was originally a hub track. This seems to imply that the game originally had (or was planned to have) an additional chapter compared to the final game.

References#


  1. Endacopia on Steam↩︎