Proto:Deltarune/Chapter 1 & 2 Demo (2021)/Unused Rooms
This is a sub-page of Proto:Deltarune/Chapter 1 & 2 Demo (2021).
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Contents
- 1 Debug Rooms
- 2 Dog Check (New Variant)
- 3 Teacup Demobullets
- 4 Shaun Puzzle
- 5 GMS2 Test
- 6 Noelle Fight Intro
- 7 Old Noelle Monologue Room
- 8 Battle Maze 3
- 9 Teacup 2
- 10 Shaun's Musical Bullet Tunnel
- 11 Maze Rhythm
- 12 Escalator Slide
- 13 Tasque Battle and Nubert's Treasure
- 14 Keyboard Example
- 15 City Prototypes 1 and 2
- 16 Old Acid Tunnel
- 17 Old Post-GIGA Queen Room
- 18 Blank Rooms
- 19 Old Choose a Teacup Room
- 20 Another Early Keyboard Puzzle 1
- 21 room_dw_cyber_battle_maze_2_toby
- 22 room_cc_clover
- 23 Virovirokun Battle
- 24 room_dw_mansion_east_1f_d
- 25 room_dw_city_traffic_5_old
- 26 room_dw_mansion_traffic_original
- 27 Snowgrave Route UFO Room Difference
- 28 Spamton Shop Interior
- 29 room_dw_city_big_3_backup_2exits
- 30 room_dw_city_traffic_3_2Entrances
- 31 room_dw_city_cheese
- 32 room_dw_city_carnival
- 33 room_dw_mansion_east_1f_b
- 34 room_dw_mansion_east_2f_c_b
- 35 room_dw_mansion_east_1f_a
- 36 room_dw_mansion_east_2f_teacup
- 37 room_dw_mansion_east_4f_e
- 38 room_dw_mansion_east_4f_a
- 39 room_dw_mansion_east_2f_ufo_old
- 40 room_dw_mansion_east_1f_c
- 41 room_dw_mansion_sparks
- 42 room_dw_mansion_top_post_old
- 43 room_dw_mansion_elevator
- 44 room_dw_cyber_tasque_battle_og
- 45 room_dw_cyber_battle_maze_1_Original
- 46 room_dw_cyber_savepoint_original
- 47 room_dw_cyber_music_bullet_original
- 48 room_dw_cyber_maze_virokun_backuo
- 49 room_dw_city_big_1_original
- 50 room_dw_city_traffic_2_old
- 51 room_dw_city_big_2_OG
- 52 room_dw_city_mice2_og
- 53 room_dw_mansion_east_teacup_4_old
- 54 room_dw_cyber_teacup_1
Debug Rooms
Please elaborate. Having more detail is always a good thing. |
room_ballooner_tester
Room ID 6 is a room that allows you to test text bubbles. A "ballooner.txt" file will be created as soon as you enter it for the first time.
room_sound_tester
Room ID 14 is a sound test room.
room_sprite_tester
Room ID 15 is a sprite test room.
room_debug_color
Room ID 23 is a room that tests the color changing properties of the Swatchling enemy.
room_debug_loc
Room ID 25 is a duplicate of the hallway of your home, except you can't go into your room or into the main room. It is unknown what this room tests.
Dog Check (New Variant)
A new version of the Dogcheck room was added with Chapter 2, which can be seen by editing your save file and setting the room to a value below 1 or greater than 231. This version has the dog car driving across the screen, with new music playing.
Teacup Demobullets
Room ID 19 is a test for the teacup obstacles.
Shaun Puzzle
Room ID 20 is an early version of the Queen face light puzzle. Solving the puzzle softlocks the game. Going to the left brings you to Teacup Demobullets, and going to the right brings you to GMS2 Test.
GMS2 Test
Room ID 21 is a room that consists of a Rudinn that starts a battle with Ambyu-Lance when touched.
Noelle Fight Intro
Room ID 156 (room_dw_city_noelle_fight_intro) is a small alleyway that has a Rudinn that crashes the game when a battle with it is started.
Old Noelle Monologue Room
Unused version of the monologue room with Noelle. Probably scrapped because it was too short for the monologue.
Battle Maze 3
Room ID 107 is a small walkway that leads to Teacup 2, another unused room. Going to the left brings you to the third keyboard puzzle room, indicating that the room that once took that spot was deleted or moved. The room might have been the old choose-a-teacup room, as that goes under the name of room_dw_cyber_battle_maze_2_old.
Teacup 2
Room ID 108 is a room that's meant to have teacups in it, but they aren't present, making it lead to a dead end. There is an exit at the end of where you would arrive if you were to be able to make it to the top without additional work (i.e., editing your height value). The exit brings you to the next unused room, "Shaun's Musical Bullet Tunnel".
Shaun's Musical Bullet Tunnel
Room ID 109 is a room made by Shaun, one of the assistant coders for this chapter. This room is a tunnel full of the music bar bullets. The bullets here move very fast, making it almost impossible to dodge them. The end of this room leads to the middle of another unused room called "Maze Rhythm".
Maze Rhythm
Room ID 110 is a room that has a big conveyor going up. It's meant to have bullet beats going up, but it's broken. Going through the exit at the top of this room leads you to the room with Fommt the floppy disk (which appears in the normal game) but in the abyss between platforms, unable to move.
Escalator Slide
Room ID 111 is yet another broken room. Going up brings you to the bottom of the main area of the Cyber area, which is likely where it was connected to.
Tasque Battle and Nubert's Treasure
Room ID 112 is a room for Nubert's treasure, which was originally in its own room instead of being part of the Keyboard Puzzle 1 room. It was likely connected to room_dw_cyber_tasque_battle_og, which is an early version of the room where you first encounter Tasque. In that room, there's a hidden switch that is supposed to disable Nubert's forcefield.
Keyboard Example
Room ID 114 (room_dw_cyber_keyboardexample) is a prototype version of the first keyboard puzzle. Differences from this to the final include the blocks between buttons being invisible, the background being missing, the ground not fading to black as it goes down, some shape differences with the main platform and the prize area not existing, and the characters spawning inside of the ground, making it impossible to move. With debug enabled, however, the characters can be made to move and the puzzle can be solved, resulting in the apple graphic appearing as well as a resulting audible thud.
City Prototypes 1 and 2
Room IDs 115 and 116 (room_dw_city_prototype_01 and room_dw_city_prototype_02) are two small inter-connected prototype versions of Cyber City.
Old Acid Tunnel
Room ID 229 is an early version of the acid tunnel room. Trying to exit to the left softlocks the game. Trying to flick the lever displays a textbox saying "[NO TEXT] (obj_npc_sign)", though it's still possible to make it to the end as you can walk on the acid. When you exit to the right, you are taken to an early version of the top post. The island tiles appear as a solid brown colour, as they are tile 29 from the tileset from the Mansion's basement. This room is right before three tilesets used in the acid tunnel, indicating whatever tileset was there got replaced by that tileset.
Old Post-GIGA Queen Room
Room ID 230 is an early version of the room where the post-GIGA Queen cutscene occurs, and is accessible from the old version of the acid tunnel. The Queen fight doesn't start in this room, however.
Blank Rooms
- room_dw_castle_rooms_hallway is a blank room that would've likely connected the character rooms. It was replaced by room_dw_ralsei_castle_2f.
- room_dw_castle_rooms_lancer, a room meant to be used as Lancer's room. The final game uses room_cc_lancer for this instead.
Old Choose a Teacup Room
Room ID 248 is an early version of the room where you choose between three teacups. Some of the differences include the teacups dropping the characters off out of bounds, the third teacup simply leading to a chest, you being able to continue going on without going into the teacups, and the two NPCs not existing.
Another Early Keyboard Puzzle 1
Room ID 249 is another early version of the first keyboard puzzle, this time looking ever so slightly closer to the final and spawning you in bounds.
room_dw_cyber_battle_maze_2_toby
A room that contains 3 empty chests and a Hacker NPC. It's possible that the Hacker is the same Hacker that requires the 3 blue checkmarks, and those 3 chests would've contained the checkmarks. Based off the name, this room was supposely made by Toby Fox, and it seems that it originally took the place of the choose-a-teacup room.
room_cc_clover
Room ID 269 is an unused room for Clover meant for Ralsei's Castle. Coming sequentially in the files right after Lancer's room, this room contains various objects and NPCs with text still intact. Here the graphics obviously aren't quite completed; defaulting to Jigsaw Joe sprites, from left to right the characters are a Rudinn, Clover, and a Hathy. The text for each object in this room appears to be identical to what's seen in Clover's original room in Card Castle from Chapter 1.
Virovirokun Battle
Possibly replaced by the AGREE2ALL puzzle, since pulling the switch disables the same forcefield disabled by the AGREE2ALL puzzle.
room_dw_mansion_east_1f_d
Possibly replaced by the traffic puzzle, since the room with the secret switch and the ChainMail is named room_dw_mansion_east_1f_e.
room_dw_city_traffic_5_old
This room has a ID of 263. Interacting with Berdly shows the generic placeholder message (* NO TEXT (obj_npc_sign)) unlike in the video above. Possibly used to connect the Queen Car room with the Spamton room. Despite having the _old suffix, the room wasn't changed.
room_dw_mansion_traffic_original
Room ID 220. Very unfinished, but the main difference from the final version is that the hallway at the end is horizontal instead of vertical, as well as the extreme difficulty.
Snowgrave Route UFO Room Difference
Despite being inaccessible during the Snowgrave Route, the mansion's UFO room is different and features an overworld bullet section.
Spamton Shop Interior
This was supposedly an interior of Spamton's shop in Trash Zone, under the name of room_dw_city_spamton_shop_interior. However, there's nothing in it aside from a placeholder layout and a door to leave the room.
room_dw_city_big_3_backup_2exits
A slightly altered version of room_dw_city_big_3 that contains 2 entrances to the highway section. Trying to enter the next room through the lower entrance will softlock the game with a black screen. Also contains an unused TV counter sprite for one of the shops.
room_dw_city_big_3_backup_2exits | room_dw_city_big_3 |
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room_dw_city_traffic_3_2Entrances
Linked to the previous entry, this room contains two entrances (as opposed to just one in the used version). Just like in the previous room, the game will softlock after using the lower entrance.
room_dw_city_traffic_3_2Entrances | room_dw_city_traffic_3 |
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room_dw_city_cheese
A straight road. This room contains only the obj_npc_city_cheese object, which by default spawns a single instance of obj_chaseenemy. However, if global flag 310 is set to true, a row of 10 cheeses will spawn instead, with every single cheese except for the last one having an interaction window about touching it; the last one can be broken by simply touching it, which will trigger a battle with two mice.
room_dw_city_carnival
A room with a piece of cheese, an NPC, and a ferris wheel poster, all of which are interactable. The cheese behaves the same way its used counterpart does, and the others don't have any kind of dialogue attached.
room_dw_mansion_east_1f_b
A big room in Queen's mansion. Despite having two exits, only the one on the left has a trigger for this.
room_dw_mansion_east_2f_c_b
An empty room. Exiting it will teleport the player to a room with running Swatchlings and pottery.
room_dw_mansion_east_1f_a
Seems to be an early version of the first pottery room, lacking a lot of detail.
room_dw_mansion_east_2f_teacup
Despite having a "teacup" in its name, this room lacks any teacups.
room_dw_mansion_east_4f_e
An empty hallway on the fourth floor of the mansion.
room_dw_mansion_east_4f_a
An earlier version of some room on the fourth floor, featuring a save point. The lower exits lead to the right shortcut in the mansion entrance, suggesting that this shortcut was supposed to lead to the fourth floor originaly, but the idea was scrapped.
room_dw_mansion_east_2f_ufo_old
Old version of the UFO room on the second floor. There are total of 8 UFOs (the one near the door doesn't spawn for some reason) and one real plate with a noninteractable box. Walking to the upper exit softlocks the game.
room_dw_mansion_east_1f_c
Some room on the first floor of the Queen's mansion. Because this room lacks any custom exits in the code, its impossible to determine what use it had.
room_dw_mansion_sparks
A room with hanging plugs. Its position in the mansion and possible use are unknown.
room_dw_mansion_top_post_old
Entering this room will trigger an old version of the cutscene from after losing to Giga Queen, which is missing many sounds and sprites for Kris, Susie, Ralsei and Queen but otherwise matches the used one. After Ralsei talks about the Roaring, the used version of the cutscene will start playing from the start.
room_dw_mansion_elevator
A room that, judging by the name, was supposed to be used as an elevator, just like the one in Card Castle in Chapter 1. Nothing but a softlocking exit trigger is placed in this room.
room_dw_cyber_tasque_battle_og
An earlier version of a room where the player battles a Tasque that jumps out of one of the monitors, but no code for this exists. There's also two monitors with arrows that point to an invisible intractable object that was probably supposed to remove a force field on the upper exit, but there's no dialog or code attached to it. Using a left exit will teleport the player to room_dw_cyber_battle_maze_1_Original, placing them inside the walls.
room_dw_cyber_battle_maze_1_Original
A hallway with 2 obj_chaseenemy placed around. Judging by its name, it was supposed to be a first room with enemies right after the save point room.
room_dw_cyber_savepoint_original
An earlier version of the first Cyberfield save point room.
room_dw_cyber_music_bullet_original
A bullet section room. No walls or bullets exist in this room, allowing the player to just walk straight to the next room entrance.
room_dw_cyber_maze_virokun_backuo
A room with a single enemy and a checkmark monitor that appears when the player comes close to it. Just like in a previous room, no walls exist, allowing the player to walk anywhere.
room_dw_city_big_1_original
A much earlier version of room_dw_city_big_1.
room_dw_city_traffic_2_old
Old version of a second traffic puzzle in Cybercity.
room_dw_city_big_2_OG
An earlier version of the room with ferris wheel poster and an Addison.
room_dw_city_mice2_og
Old version of the second mice puzzle in Cybercity. Loading this room will crash the game.
room_dw_mansion_east_teacup_4_old
Old version of the fourth teacup in Queen's mansion, much less detailed and lacks any projectiles and tea/coffee dropping on the characters.
room_dw_cyber_teacup_1
A really short teacup room.