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Proto:Deltarune/Chapter 1 & 2 Demo (2021)/Unused Enemies

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This is a sub-page of Proto:Deltarune/Chapter 1 & 2 Demo (2021).

Unused Encounters

ID Instance type(s) Enemy 0 Enemy 1 Enemy 2 Encounter message Notes
1 obj_baseenemy #1: Enemy #1: Enemy
* Test enemies showed up.

* テスト用の敵が現れた。
65 obj_werewerewire_enemy #40: Werewerewire #40: Werewerewire
* Werewerewire strongly blocks the way!

* ケーブロイドロイドが
  力強く 立ちふさがった!
The only Werewerewire battles outside of the dojo (which actually uses encounter 94 instead) both use encounter 81 (a single Werewerewire) instead.
67 obj_virovirokun_enemy #35: Virovirokun
* H-huh!? What's going on!?

* え…ええっ!?
  なにこれ!?
An early version of the first battle with Noelle in the party (encounter 73).
70 obj_poppup_enemy
obj_tasque_enemy
#31: Poppup #32: Tasque
* Animal house.

* ケモノの巣窟だ。
75 obj_werewire_enemy #33: Werewire #33: Werewire #33: Werewire
* Werewires swung in!

* ケーブロイドが ブラッと現れた。
76 obj_werewire_enemy
obj_maus_enemy
#33: Werewire #33: Werewire #32: Maus
* Werewire and Maus swung down like stringed superheroes!

* ケーブロイドとマウスが

  ケーブルアクションヒーローのように

  ブラッと現れた!
77 obj_poppup_enemy
obj_omawaroid_enemy
#31: Poppup #30: Ambyu-Lance
* Ambyu-Lance and its pet appeared!

* Q-9と そのペットが現れた!
78 obj_swatchling_enemy
obj_poppup_enemy
#36: Swatchling #36: Swatchling #31: Poppup
* Poppup and caretakers appeared!

* ポップアップと世話係が現れた!
80 obj_swatchling_enemy
obj_maus_enemy
#36: Swatchling #36: Swatchling #34: Maus
* Swatchling and vermin appeared!

* パレットラーと 害獣が現れた!
88 obj_poppup_enemy
obj_virovirokun_enemy
#31: Poppup #35: Virovirokun
* Poppup and Virovirokun Appeared!

* ポップアップとウィルスンが 現れた!
99 obj_baseenemy #1: Enemy #1: Enemy
* Test enemies showed up.

* テスト用の敵が現れた。
777 obj_bullettester_enemy #1: Enemy #1: Enemy #1: Enemy (No message)
(Source: Original TCRF research)

Unused Enemies/Enemy Behaviour

Unused Berdly Coaster Battle Modes

The object o_coaster_berdly contains several unused modes for the encounter:

  • Mode 1 (programmed to be triggered if the battle starts with over 50% mercy - which never happens) spawns instances of o_coaster_jama on the tracks, which prevent characters from bumping into Berdly.
  • Mode 2 triggers "queenmode", which changes Berdly's sprite to an otherwise-unused graphic of Queen in a coaster. This sprite is then immediately overwritten with Berdly's idle battle stance, and therefore would normally not show up even if this mode was triggered. When bumping is attempted, the coaster floats up and down and the game softlocks.
  • Mode 3 triggers "queenmode" and spawns instances of o_coaster_lightning which similarly to Mode 1's blockades prevent characters from bumping.
  • Mode 4 triggers "queenmode" and spawns instances of o_coaster_jama, but changes their sprite to spr_coaster_car.
  • Mode 5 triggers "queenmode" and spawns instances of both o_coaster_lightning and o_coaster_jama.
(Source: Skawo, Space Core)

Early Tasque Manager

User Event 14 (Other_24) of the Tasque Manager enemy object contains leftovers of an early version of it:

  • The "Order", "S-Action" and "R-Action" ACTs behave completely differently and have different text.
  • The OrderX ACT is unimplemented and softlocks the game.
  • ACTs give more mercy in general.
  • Defeating a Tasque does not trigger any verbal response from the Tasque Manager.
  • The "Order", "S-Action" and "R-Action" ACTs do not fail if a Tasque has been attacked.
  • The only attack used by Tasque Manager is the whip, although two more attacks (the quizzler and a placeholder Rudinn pattern) are referenced but disabled.
(Source: Skawo)

Early Rouxls Kaard

The object obj_rouxls_enemy_old_copy contains an early version of the Rouxls Kaard encounter:

  • No ACTs are implemented, and all softlock.
  • Rouxls Kaard does not take any houses.
  • Rouxls Kaard does not have dialogue.
  • The "Hey" bubble does not appear when the track gets to a "Hey" in the song.
(Source: Skawo, Meatball132)

Queen Snowgrave Fight

The Queen encounter checks for the Snowgrave/Weird route completion and slightly adjusts the fight if it is:

  • Queen is positioned slightly differently.
  • Berdly is not spawned.
  • The attack setting routine checks if Berdly is not spawned and sets up an unused attack if he isn't.
  • The acts allowing the fight to be beaten peacefully are gone.
  • Queen does not have any hurt sound effects for getting hit.

The fight crashes at the end, because the game tries to access the object for Berdly which, obviously, is not spawned.

(Source: Pirlo, Skawo)