This is a sub-page of Kero Blaster.
Unused Text#
Global Event Files#
expTooEarly4#
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The name of this text is similar to the expTooEarly3 that is used in OXOX Hotel to give a nod to potential sequence-breakers, however it isn't referenced in any field files. It was probably meant to be used when trying to access the glitch room in White Laboratories before getting the flamethrower.
expOtsukare#
It's not easy being Green.
This rather fitting reference to Kermit the Frog's catchphrase is an unused normal mode equivalent to the zaxOtsukare that is used in Zangyou mode. Again, no field files reference it. Strangely, this text is present in every language except Japanese, suggesting the localization team added it rather than the developer.
oprtBean#
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This text would've been used for obtaining the Pea Shooter as an item. Perhaps the starting weapon was going to be given to the player, whereas in the final game Kaeru just has it on them from the moment the game is booted up.
DStore_Error#
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This would've been used if something went wrong with the Drug Store, which thankfully doesn't happen in the final game. There is no equivalent for the Upgrades shop.
words.txt#
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In the stage select found in pre-1.4 versions, this string blinks at the bottom of the screen. Interestingly, this text was actually changed since pre-release screenshots, where it said "Select your destination" instead.
START POINT
HEART SHOP
This is used in the scrapped map screen.
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These strings are used for Stage 0, which cannot be accessed in normal gameplay.
level9
ステージ 9
The unseen strings meant for Stage 9, prior to 1.4 when it was used by Zangyou mode's new final level, "Destination", which is referred to in-game as Stage 7 instead.
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Abbreviated internal names for the Kuro Blaster and its upgrades. Even by hacking the inventory so that the Kuro Blaster appears in the shop, it uses the names of the Fire upgrades instead.
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The names of the unused rocket weapon and its upgrade. The first weapon is named after real-life pencil rockets.
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Strings that appear to be for another scrapped weapon.
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There is an entire section of the file dedicated to items for aerial mobility, including the scrapped Umbrella item. In the final game, only the Jetpack is used, and even then, its string is never actually displayed in the game.
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Most of these strings are used in the debug menu. "dbg Time" is mistakenly not used in its appropriate screen, while "dbg Debug Mode" doesn't seem to be used anywhere.
Unused Events#
01field4.pxeve#
*[warp1]
<lkFU[1]<plAc[warpIn]
<dl60<plPo[warp2]<plSf[0;1]
<dl20<plAc[warpOut]<exit
*[warp2]
<lkFU[1]<plAc[warpIn]
<dl60<plPo[warp1]<plSf[0;1]
<dl20<plAc[warpOut]<exit
A functional both-way teleportation system. The only problem is, the NPCs necessary for this to work no longer exist. Additionally, the teleportation animation de-equips the player's weapon by default.
02bridge.pxeve#
*[toR2z]
<lkFU[5]<fadO<trns[r;toL2z;IN2]
An event meant for a scrapped extra right exit. What this would've been used for is currently unknown.
08result.pxeve#
// -- test --
*[Test1]
<lkFU[1]<plMv[0;0]<taFi<fadE[15;8;0]
<dl20<jump[Scene08]
*[IN_testResult]
<lkFU[1]<chgN[UzoBrain;-]<fadI
<dl60<swtN[CurTime;1]
<taJm[_testNewrecord]Not NEW.<nodc<swtN[CurTime;0]<exit
*[_testNewrecord]
<swtN[BestTime;1]
NEW!!<nodc<swtN[CurTime;0]<swtN[BestTime;0]<exit
*[TestBegin]
<taBe<flag[ShowTA;1]<exit
*[TestStop]
<taSt<exit
*[TestResume]
<taRe<exit
*[TestFinish]
<lkFU[2]<taFi<fadO<trns[08result;pos6;IN_testResult]
The results screen for the Boss Rush has four hidden Tsubasa NPCs in a row on top of an invisible platform, with the last one being the glitched color variation from Trayne Station. They are set to only spawn when user flag 11 (or "Field Jump") is set in the debug menu. However, they are unable to be talked to without hacking, due to the player's control being locked during the cutscene. When interacted with, it becomes apparent that they were meant to test the Boss Rush timer.
- The first Tsubasa starts/restarts the timer, and sets the flag to display it on-screen.
- The second Tsubasa stops the timer.
- The third Tsubasa resumes the timer from when it was stopped.
- The glitch-color Tsubasa reloads the room, then runs a script to determine if the player got a new record.
- If the time is a new record, the text "NEW!!" will be printed.
- If the time isn't a record, or the timer hasn't been started, the text "Not NEW." will be printed.
*[expCmtBlue]
<txtP[10;5][ Blue ]
ああああああ<nodE
*[expCmtPink]
<txtP[10;5][ Blue ]
いいいいい<nodE
*[expCmtSasuke]
<txtP[10;5][ Sasuke ]
さささささ<nodE
Dummy text. Judging by the event names, these were probably used for when interacting with Tsubasa/Blue, Comomo/Pink, or Sasuke, but they aren't set to run any event when interacted with. Notably, the text printed for expCmtPink mistakenly refers to it as "Blue".
Cutscene Test Triggers#
Almost every single cutscene room in Normal mode has a hidden trigger for activating the room's intended script. These were obviously put there for testing purposes. The cutscenes of Zangyou mode have no such triggers.
Hospital Test Trigger#
The only test trigger that can be accessed without hacking can be found in Tonekawa Hospital. When Field Jump is set in the debug menu, jumping into the top-left corner will run the waking-up cutscene. If done after reloading the save file, due to Sasuke no longer being there, an error message will be shown when Sasuke's dialogue bubble appears.
Truncated Cutscene#
The flashback cutscene where Nanao discovers the Work Producing Machine has a scene cut short, as well as a single unused dialogue.
//<blln[majika2;0]..?<nodB<dely[40]
- In episode10.pxeve, a single line of the script was commented out, likely because it is completely unnecessary and breaks the pace of the cutscene (choosing to not progress the text box would result in the Zanbito standing around when they should be running to see what's up).
- In 10factory.pxeve, the script is cut off by a command to enter the next map of the cutscene. The additional length shows that the scene ends with a Kuroino carrying work walking towards Nanao. This extended cutscene also fixes a minor continuity error: three Zanbito chase after Nanao, but only two appear on the other side.
- There are also two commented-out lines that would have given Nanao a unique terror-stricken pose, and made her back away from the incoming work.
To restore the scene in the factory, replace 10factory.pxeve with this:
//UTF8
*[IN]
<lkFU[1]<shwS[0]<muLd[kb_ssk_loop]<muLp
<plAc[hide]<fcsN[fcs2;1]
<curN[Nanao]
<chgN[-;zaNanao]<dirN[-;1]
<chgN[Printer;-]<dirN[kuroino;1]<shwS[0]
<fcsH[1]<chgN[zaKurono;-]<fadI
<swtN[kuroino1;12]<swtN[majika2;9]<swtN[kaeru2;9]
<swtN[-;5]<dl60<swtN[-;8]<dl60<swtN[-;0]
<dely[30]
<swtN[kaeru2;0]<dely[5]<swtN[majika2;0]
<dirN[-;1]<swtN[kuro;10]
<dely[12]<dirN[kuroino1;0]<swtN[kuroino1;10]
<swtN[hon1;1]
<dl2s
<dirN[kaeru2;0]
<dl60<fldQ[120;1]
<dl20<dirN[kaeru2;1]
<lkFU[1]<fcsN[fcs1;0]
<dely[100]<swtN[Dust1;1]
<wtFc<swtN[Printer;1]<dely[90]
<swtN[Dust2;1]
<swtN[hon2;1]<swtN[Dust2;1]
<dely[90]<swtN[hon3;1]
<dl10<swtN[hon5;1]
<posN[hon4;rakka4;0]<swtN[hon4;11]
<dely[30]<swtN[hon6;1]<swtN[Dust3;1]
<dl60
//<fadO<fldQ[0;1]<trns[10onsen;pos1;IN]
<fcsN[fcs2;0]
<swtN[-;4]
<posN[kaeru3;pos_kae3;0]<swtN[kaeru3;9]
<dl60
<swtN[-;6]
<dely[90]<swtN[kaeru3;0]
<dely[30]<fadO<fldQ[0;1]<trns[10onsen;pos1;IN]
<dirN[-;0]<swtN[-;5]
<dl60<fcsN[fcs1;0]<dl60
<swtN[hon7;1]
<dl2s<fadO<fldQ[0;1]<trns[10onsen;pos1;IN]