This is a sub-page of OneShot (2016)/Unused Graphics.
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Characters is a subfolder of Graphics containing a lot of various sprites. This page is not about npcs.
Niko and Memory Niko Graphics#
Niko has many sprites suited for different situations and lighting settings and many are unused. Every Niko sprite sheet received an Entity Niko variation in the Solstice update for Memory mode gameplay or just to prevent crashes during debugging. The game automatically replaces all "niko" sprites with "en" sprites in Memory mode and if there's no counterpart it simply crashes.
Niko with Gas Mask without Lightbulb#
Sprites of Niko (and Entity Niko) with human ears and wearing the gas mask, but without the lightbulb. The Niko sprites are upscaled unused sprites from the freeware version.
Niko Ladder#
Sprites of Niko (and Entity Niko) with human ears and downwards-facing sprites replaced with upwards-facing ones. Presumably, these were intended to be sprites of Niko on a ladder. The Niko sprites are upscaled unused sprites from the freeware version.
Niko Ladder Gas Mask#
Niko wearing the gas mask without the lightbulb with downwards-facing sprites replaced with upwards-facing ones. Entity variants are duplicates of Niko Ladder Entity variants. Presumably, these were intended to be sprites of Niko on a ladder.
Niko Roomba#
Unused versions of the "Niko riding a roomba" sprites, with many notable differences to the final version's sprites:
- Movement is animated with a bobbing motion, like the minecart or the boat (the final version slides with no animation).
- Niko has human ears and no sleeves.
- Niko's hat details and "skin" are colored differently.
- All of Niko's "whiskers" are the same color as their hair.
Niko Tower#
Upscaled and properly centered sprites of freeware Niko in the water level of the Tower.
Niko Finale#
You can't control Niko in the final room, so all of these non-cutscene sprites go unused. The Entity Niko variants are especially nonsensical, considering the context these sprites are used in. Added in the Solstice update.
Sleeping Niko in Blue Minecart#
Normally Niko goes to sleep in the transition cutscene between the Barrens and the Solstice Glen, but there's another version of that transition that has no cutscene and that uses the right-facing sprites here. This alternate transition is accessible through the Quit Glitch, and is a part of the "Glitched" speedrunning route for the Solstice chapter.
Niko in Green Minecart#
Niko in the green minecart, both sleeping and awake. You can't control Niko in the green minecart, so all of these sprites go unused. Added in the Solstice update.
Unused Bed Graphics#
Some sprites for regular beds, and the clover bed (the one that lets you restart the game). No Entity Niko variants exist, and even if they did exist they wouldn't be used since "niko" isn't a part of the sprite's name. The clover bed was added with the Solstice chapter.
Alternative Roomba#
The roomba but its movement is animated with a bobbing motion, like the minecart or the boat (the final version slides with no animation).
Empty Minecart#
Blue and green minecart moving on its own and its mirrored version. Added with the Solstice chapter.
Pre-solstice Barrens Minecarts#
Decorative minecart at a different height and Freeware split minecart sprites that overlap when placed next to each other almost like the source material.
Blue Robots Graphics#
Barrens robot sprites.
Blue Robots Parts Graphics#
They dont match the tileset.
Freeware Empty Ponds#
Small empty pond from freeware version and Freeware split big empty pond sprites that overlap when placed next to each other almost like the source material.
Big Empty Barrens Shrimp Pond#
It's a big shrimp pond but static and empty.
Full Walking Animations of Prophetbot#
When Prophetbot walks more than 1 tile in one direction the full walking animation plays out. But the only way he's gonna move up or right are random single steps that use only the first 2 sprites.
In the remake it's impossible to go above the outpost but there's an unused leftover script from the freeware ver for that case. Its supposed to make Prophetbot go right and up but that's no longer possible to trigger and he causes softlock by bonkings into outpost trying to go up anyway. Reused in WME ProphetBot friend profile.

Freeware Dormitories Machines#
Mineral refinery and garbage compactor. The latter one was used for making crowbar.
Dead Gas Vent#
In freeware gas vents and the gas coming out were separate entities and there were dead vents at the docks.
The Safe Graphics#
Sprites for the cliffs safe. The one with red lights can be found out of bounds at refuge back alley near Rue's room. It can be used to set her non-solstice NG+ reaction text to NG+2 (changes certain solstice dialogues).
Blue Floating Signs#
Upper Refuge Arrow Signs but blue and infirmary signs variations.
Barrens Old Factory 3D Printer#
Used ones are all part of the tileset.
Barrens Terminals#
All barrens terminals except for ones in deep mines are part of the tileset.

Unused Light Jars Lightmap Graphics#
Theres 2 identical light jar spritesheets but one of them has a special lightmap texture assigned to it (green jars with lightmap are used exclusively inside the bird siblings house and are brighter than regular green light jars). There also 2 unused jar lightmap textures assigned to nothing.

Purple Red Big Generator#
Matches the color scheme of the red area robots unlike the used one.
Unused PC graphics and animations#

Glen Diagonal Ruins Shore Animation#
Judging by its mirrored counterpart it's a shore animation for blue ruins like structures.
Freeware Outdoors Alula#
In the remake the idea of indoors/outdoors sprites for Alula was scrapped, she always uses the indoors graphics.
Full Walking Animations of Bird People#
For green/purple adults and pink child (tinted red child) only first 2 frames of every animation are used. The red child uses 3rd and 4th frames exclusively. Brown adults never actually walk in game.










Freeware Red Gatekeeper#
Smol.
Old Cafe Guy Sprite#
Freeware sprite with some changes. Shorter than remake version, lacks shading and more circular head.
Full Walking Animations of Generic Red Robots#
Only first 2 frames of every animation are used.
Unused Staregirl Sprite#
The used sprite has the "sans eye".
Refuge Generator Room Terminal Animations#
It doesn't play its animation and there's a variant of it at a different height.
Unused Refuge NPC#
Strange Red Lights#
In the spritesheet of the big refuge elevator doors and of the box containing camera lenses theres sprites of strange transparent lights looking like ones in the room behind the countdown door/solstice finale. It's could've been an animation but nothing is pointing at that. What this is is a mystery.
Refuge Streetlamps#
The one lamplighter is fixing is actually taller than the rest.
More Back Alley Signs#
Theres only one used and it points to back alley entrance. The wiggling of supports is hidden with a transparency effect.

Whitney Unused Sprite#
One of the guest characters in the refuge library. Has 1 unused sprite.
Bookbot Unused Sprite#
Library receptionist has an unused sprite and it shows the legs that the used sprite also has.
More Squared Red Robots#
Back alley and factory ones are the same.


Refuge Factory Terminals#
In game all of them are whole, intact and active.
Camera Graphics#
Theres a graphic of a lens slot cover separate from lens/the slot, the full animation of a ready photo sliding out thats supposed to play but it's glitched. There's also part of the tileset that is the lightbulb inserted in the camera (not shown here). Devs said they hadn't have enough layers to work with? (citation needed)
Refuge Water Sparks#
There are only 2 water sparks in the water at the vendor street near the spot where the path splits.
Only 1 Factory Scientist#
Spritesheet of library scientists but there are sprites of only the one of them.
Full Walking Animations of George#
She uses only fist two frames outside of the solstice cutscene where she walks down. Some of George's 2, 5 and 6 side facing sprites are the same. Reused in WME friend profiles?
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Unused George Room Books#
There are 4 yellow books in the George's room but there're blue and red book graphics (which are also not centered).
Tower Entrance Blinking X Floor Tiles But NPC#
Why
Freeware Starting House Fireplace Wood#
Freeware Tower Elevator Doors#
Each side is a separate sprite like in freeware version too.
Solstice Clovers#
Misplaced and/or miscolored variations of the clovers which were added with the solstice chapter. Singular one is used specifically in solstice glen where you do the summoning.
Unused Solstice Terminals#
Theres one palette swap of the refuge generator room one, its variant at a lower height and the Proto's terminal sprite at a different height.
Solstice Maize Graphics#
Graphics for dying/dead Maize. First one is miscolored and not as wide as used version, on the right are sprites for dying maize but every sprite has dark dots in both top left and bottom right corners.

Green Depowered Robot Reference#
Misplaced active green robot most likely used for reference. Added in the Solstice update.
Cedric Spritesheet in The Parachute Spritesheet#
Cedric parachute sprite is from this specific spritesheet. It has his actual spritesheet in it, most likely for reference. White on the right is probably the result of resizing the spritesheet.
Code Portal Light#
Some sort of older version of transparent lights used for the code portals and the world machine interior. Added in the Solstice update.
Code Portal Texture#
It seems the silhouettes of Solstice trio in the code form were cut out of this texture. Added in the Solstice update.
TWM Entrance Upper Screens#
Some upper TWM screens in the Author's room are placed so high they can't be seen at all. Added in the Solstice update.




TWM TV Screens Placeholder#
Placeholder graphics for small TV screens found all over the first TWM room. Added in the Solstice update.
TWM TV Screens Overlay#
Quarter of width of other TV graphics added in the Solstice update. It could've been the original texture for all entity niko/screens related graphics with scanlines. Added in the Solstice update.
The Big TWM Screen Variations#
TWM Encounter screen uses only 1/4 of a "noisy" texture. It was added in the Solstice update.

Lampbot#
Sprites for a scrapped NPC, referred to as Lampbot by its file name. There's one lampbot out of bound in the roomba apartments room. When asked about lampbot, Nightmargin replied with:12
I was trying to make some generic robots for the red area, but their dark palette doesn’t show up too well
Old Rue Sprites#
Unused, older sprites for Rue, with the only difference being a wind-up key on her back, as described by GIR in The World Machine Edition's release AMA:3
Rue was originally planned to be mechanical, like a toy. You can see evidence for this in a spritesheet where she has a wind-up key in her back.
Solstice Countdown#
Prior to the Solstice update, the clock above the door in the Refuge leading to the portals counted down to March 20th, 2017, which is the solstice. The countdown was later updated to count down to March 27th, 2017, a week afterwards, because the developers needed more time. Since the Solstice update, these graphics are no longer used. The solstice countdown relies on system time/date so unless they were changed the NG+/Solstice chapter countdown will always stay completed.
The World Machine Edition reintroduced these graphics: in the Solstice chapter, the clock is counting up to the new year. 
Test NPC#
Maybe was used to get rotation animations right. The second column matches the order of sprites of npc rotating right. 
References#
- Nightmargin's tumblr - Jan. 20th, 2017↩︎
- Nightmargin's tumblr - Nov. 18th, 2018↩︎
- OneShot: The World Machine Edition Release AMA - Sep. 21st, 2022↩︎

