If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Antonball Deluxe/Unused Objects & Gimmicks

From The Cutting Room Floor
Jump to navigation Jump to search

Quite a lot of unused objects are in the game, ranging from solid types, test objects, to even alternate gameplay mechanics. A lot even work.

Antonballcube (obj_antoncube)

The Antoncube, an object that goes against the game's title. This is an alternate pickup object for the Punchball that works as intended. The player can pick the cube up and throw it across a stage, which will make it slide until it bumps into an enemy. The cube also has knockback, meaning it'll bounce back when hitting an enemy with it directly.

Only bonus stage 4 doesn't work with these mechanics, as the cube will slide off each platform.

Windows-AntonballDeluxe-spr antoncube-1.png

Dotted Line Test (obj_arcTest)

An object that follows the mouse cursor. Pressing the left mouse button draws a dotted line on screen. Running the game in a GM2S environment with debugging enabled will output angle data. What this was meant to test is unknown.

Big Big Ball (obj_bigbigbrick)

Yes, it's a Big Chungus reference.

A brick powerup that makes your ball big upon touching it (also playing a sound effect that otherwise goes unused). The powerup behaves identically to the golden ball, as it'll pass through all bricks in the stage. In the final game, the powerup was stipped from all of its collision code, so the ball will get stuck into walls. If the ball gets stuck in the floor and the player stands on it, there's a chance the game will hang, resulting in having to force close the game with Task Manager. Perhaps we were never meant to bust our balls this hard.

This powerup works correctly in the SAGE 2020 and Steam 2020 demos.

Windows-AntonballDeluxe-spr bigbigbrick-1.gif

Spinning Clouds (obj_circularcloud)

A spinning cloud, meant as a background object of some sorts. The cloud is only a quarter in size and duplicated 4 times. You occasionally see gaps in the rotation.

Windows-AntonballDeluxe-spr circularcloud-1.png

Crab! (obj_crab)

A small crab that walks left and right. You can jump on him too, but you can't kill him, he's too precious for that. This crab can be seen in some Antonland beach footage.

Windows-AntonballDeluxe-spr crab-1.gif

Curve (obj_curve)

The name says it all. It's a functioning curve that's solid from all sides, even if no tiles exist for it in the final game. Because this curve easily stands out, it can be seen in some Antonland footage.

Windows-AntonballDeluxe-spr curve-1.png

Ladders

There's three different ladders in the game.

The first ladder (titled obj_ladder) is exactly what you can expect for a ladder, though its visibility is disabled by default. You can climb up and down and climb onto platforms, as long as the platform is a passthrough object. It also plays sound while climbing.

Windows-AntonballDeluxe-spr ladder-2.png

The colored ladders (titled obj_redladder and obj_blueladder) are activated by the colored switches. By default they're all turn off and can't be climbed on. Once a different color switch has been pressed, the other ladder will turn off.

Windows-AntonballDeluxe-spr redladder empty-1.png Windows-AntonballDeluxe-spr redladder-1.png Windows-AntonballDeluxe-spr blueladder empty-1.png Windows-AntonballDeluxe-spr blueladder-1.png

Anton and Annie are the only characters with ladder sprites, trying to climb as any other character will work, but the game will resort to using their idle sprite.

Mercy Bomb (obj_mercy_bomb)

A bomb powerup titled the Mercy Bomb that would break all remaining bricks in the level when finishing the level would take too long, just like the Mercy Gun. Dashing into the bomb will shoot it towards the bricks and give you a penalty of -10000 points.

This powerup was cut relatively late from the game, as it was shown off in a poll with voters deciding whether this addition should be kept, removed, or kept in with changes. The majority voted to keep with changes, replacing the Mercy Bomb with the Mercy Gun in the final game, and the bomb sprites would be reused for the Ballbuster boss.

Windows-AntonballDeluxe-spr bigBomb-1.png

Ruckus Rubies

Six different colored Ruckus Rubies (titled obj_ruckusruby up to obj_ruckusruby6), a leftover from the SAGE 2020 demo. These rubies would spawn in Snick's Challenge when 90% of the bricks in any of the Boiler Sewer levels had been destroyed. Touching them would give you 500 points, and collecting all 6 of them would unlock Snick as a playable character. In the final game, touching the rubies would crash the game by default due to a missing sound effect, and collecting them all does nothing.

Windows-AntonballDeluxe-spr ruckusruby-1.gif Windows-AntonballDeluxe-spr ruckusruby2-1.gif Windows-AntonballDeluxe-spr ruckusruby3-1.gif Windows-AntonballDeluxe-spr ruckusruby4-1.gif Windows-AntonballDeluxe-spr ruckusruby5-1.gif Windows-AntonballDeluxe-spr ruckusruby6-1.gif

Slopes

Three different slope objects with collision from all sides. obj_slope is a standard slope while obj_slope1 and obj_slope2 combined form a 2x1 slope.

Windows-AntonballDeluxe-spr slope-1.png Windows-AntonballDeluxe-spr slope1-1.png Windows-AntonballDeluxe-spr slope2-1.png

Yet Another Trashcan (obj_trashcan_test)

Hmmm...
To do:
What's different?

An early version of obj_trashcan that behaves different.

Windows-AntonballDeluxe-spr trashcan-1.png

Water (obj_water)

A basic transparent water object with no animations that plays an otherwise unused splash sound effect when jumping in the water. Walking through slows you down quite a bit. You can swim (or rather jump up) infinitely, but trying to jump out of the water won't work.

Windows-AntonballDeluxe-spr water-1.png