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Proto:OMORI/2018 Demo

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This is a sub-page of Proto:OMORI.

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Hmmm...
To do:
Separating.
  • Basically every single change from here to the demo
  • Room changes
  • Unused music later used in the final
  • Debug maps.
  • Some unused text strings.
  • Unused Skills and States
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
OMORI DEMO.gif

Sub-Pages

Ongoingquestbubble.png
Unused Text
Hurry OMORI. Your friends can't wait to see you.

Unused Maps

Unused Tiledmaps

Most of these maps do not have data associated with them, and all that remains of them is simply just their tiledmap.
Also turns out that most of these are earlier versions of the DEMO's used tiledmaps.

Map6

map6 is a version of SPROUT COLONY - WEST that predates the demo itself, dated 16/3/2018, in comparison to the one used in the demo which is from 27/3/2018.

Main differences include the rooms being shorter, there being no platform for objects not in the foreground, craters being used for the ends of ladders going into other rooms, and some different decoration.

Map6
Map6.png

map76

map76 is an early version of the Sprout Colony map which had not yet been split into two like the final game, dated 8/3/2018. Besides the differences present within map6, this map also includes some missing details, as well as some details not present in the used version, and seems to be attempting to use an earlier version of the tileset, evidenced by graphics not displaying properly in corners.

The map is also slightly taller than both of the used maps, being 80 tiles in height, as well as completely missing any regions to make the party members use their climbing sprites, so those would never be displayed. The collision data for the map also seems to conflict with the visible map, rendering some areas inaccessible. Both it and the ladder to vast forest end prematurely, likely due to them resizing the map at some point in development prior to this version of the map.

Map76
Map76.png

Map76 with collision made visible
Image 2023-11-05 144031856.png

map9

map9 is an early version of the Cattail Fields map that also predates the demo itself, dated 14/3/2018. A big difference of note is that the paths were less dense and much more open, along with the map's edge and river having a much more erratic, natural-like formation, compared to the version the demo used which is a complete straight line for both. One more thing of note is that all the cars in this version were pink, meanwhile in the final, it was changed so some cars were yellow as well for variation.

Map9
Map9.png

map7

map7 is a near-exact replica of map96, which is titled as JUNKYARD WEST - CHEESE in the demo. It was last updated in 18/3/2018, compared to map96's date of 7/4/2018. The only differences are that it doesn't have regionIDs of 100 placed on the roofs of the containers unlike the demo's used version, and that the top of the antenna towers does not have a shining animation to them. There's also an image layer of map96, which was possibly used as a reference. What this was exactly is unknown.

Map7
Map7.png

map66B

map66B is an exact replica of map66, which is titled as OLD SHOE ENTRANCE in the demo. It was last updated in 1/10/2017, compared to map66's date of 12/3/2018.

This map attempts to use a non-existent tileset sheet, which is simply titled as "FINISHED". There's also one more above layer, presumably for the trees due to its naming. It may be an earlier version of map66 that utilized an older tileset.

Map66B
Map66B.png

map77 and map103

map77 is an odd version of map70, and map103 is a near-exact replica of map70, which is titled as WEST COAST in the demo.

The former map was last updated in 7/4/2018, with the latter in 12/3/2018, compared to map70's date of 13/3/2018.

map77, while about the same as the demo's used Tiledmap, features a strange set of two ladders to the left of the map- each ladder usesdifferent regions each, along with some small collision changes at the top of the map. One interesting detail to note is that map77 was updated in a later date than the demo's used Tiledmap.

map103 is the same as the Tiledmap the demo uses, but with only the collision changes from map77.

Map77 with visible collision and regions
Map77.png

map28-2

map28-2 is an earlier version of map28, which is titled as FOREST PLAYGROUND in the demo. map28-2 was last updated in 16/2/2018, compared to map28's date of 25/3/2018.

map28-2 sports some key differences compared to the Tiledmap the demo uses, one of the most prominent ones being that the picnic blanket was moved to the southwest section of the map from northwest, and instead of a path, a bucket and pail and a thin tree being in its place. Some more differences to note is the present being part of the Tiledmap instead of an event, the tetherball pole circle being 3x1 instead of 3x2, different grass and flower arrangement at the top of the map, the jungle gym was moved one tile below and a single tile of collision near the big lone tree to the top left of the map, which implies there was an interactable event there before.

Map28-2 with visible collision
Map28-2.png

map10

map10 is an earlier version of map28, which is titled as FOREST PLAYGROUND in the demo. This map was last updated in 19/9/2017, compared to map28's date of 25/3/2018.

'map10, in comparison to the map the demo utilizes, is nearly almost like an entirely different map. Key indicators of this being an extremely old leftover is the fact that this attempts to use a tileset that no longer exists in the files, the fact that events weren't placed through the RPG Maker maps, but instead, their positions were indicated through Tiled and MARI's picnic is totally absent from this map.

The map looks much more flat and square-like with several more tentacles strewn about the map, which most likely proves that this map was made during the era where the developers were still working on the game with RPG Maker VX Ace instead of RPG Maker MV, as they seemed to be much more prominent in the VX Ace version. Opening this map normally will only show several missing tile textures and errors, attempting to restore the tileset through the tile sheet placements seems to show how this map most likely once looked like.

Attempted Restoration of Map10
Map10.png

Unused Map Data

Maps that have RPG Maker map data, but end up unused. Some of these maps do not have a tiledmap along with them, which means that if they are attempted to be accessed through debug means, the game will crash.

map68

map68 is a duplicate of map104, which is titled as OTHERWORLD - FROZEN LAKE in the demo. map68 was last updated in 18/3/2018, compared to map104's date of 2/4/2018.

map68, as in its Tiledmap is an exact duplicate of the one the demo utilizes. Its events, however, are entirely different- there seems to be only 2 events, one that starts a battle with a supposed test troop called "Emotional Battle" and another event that seems to be setting variables for a supposed "reflection" visual addition. As it turns out, this was most likely a test map for an unused plugin in the game called "Reflections"- the way this was supposed to work was that the frozen lake would've been most likely be transparent, and the characters's sprites would have been 'reflected' on the parallax of the map, in this case, on the lake itself.

Map68
Map68.png

map25

map25, in its core, seems to be one of the starting menus (in which, the player would've been transferred to this map in order to access such menu) that let the player pick the main character's gender. It seems to be a remnant of when the player could choose OMORI's/SUNNY's gender. The events and common events it was set up for seem to be functional, however, all of the image files it tries to call for are all gone.

According to its events, it seemed like it would have shown a picture asking the player's gender, it then would have shown a picture that would represent both genders. Afterwards, based on the player's choice, the selected gender would then have its sprite animated.

Strangely enough, this doesn't seem to lead the player anywhere afterwards.

map27

map27 Seems to be a very primitive version of the starting intro 'map'. It utilizes invisible textboxes to wait for player input instead of a plugin command and it uses animated pictures instead of videos, since the demo mostly utilizes video files instead of animated pictures. Interestingly, it calls for two 'animated' images that are no longer present in the files, one that most presumably would be the standard "Welcome to white space" message, and one that seems to be named "RememberMe", in which, the "Remember Me..." quote was used often in old teasers for the game.

Afterwards, it'd run an unused common event that would transfer the player to WHITE SPACE.

map97

map97 is a strange, empty map. It already has a set parallax to be the default Headspace sky, along with its battle background being set to be the Junkyard's and the background music set to play Stardust Diving. It's unknown what this map was for, but it most likely was connected to JUNKYARD.

2017 Trailer Maps

Map30, 31, 33 to 48 and 50 seems to be all leftovers of the 2017 trailer, kept in the demo's files, albeit commented out. On further inspection, these maps were not meant to be playable, but instead made with the purpose to showcase the game for the 2017 trailer- their events are very scripted-like and the maps don't hold much at all. Some of these maps were last updated right before the day of the 2017 trailer's release, which further cements that these maps were specifically made for the trailer.

Furthermore, the Tiledmaps for these maps are long gone, and all that remains of them is their RPG Maker map data, and most of these maps are completely empty.

map31

map31 was meant to be the "You sensed something in the hallway." portion of the trailer. The player has to interact with the "Portraits" event to begin the portion- it seems to play a sound effect called "Break" after it fell, but it is no longer present in the files. There's another event in the map that would also begin the portion, but without the exclamation mark appearing over SUNNY.

Two things to note out of this map is that MERCY (The event here calls it MERCY isntead of MERCI, as in the final game) would have appeared in the hallway after it was completed, and its background music is set to be a non-existent BGM audio file called "FARAWAY_TOWN_HOUSE_AT_NIGHT" (which in the final version is instead BGS audio with the filename amb_house_night).

map33

map33 was meant to be the early OTHERWORLD OUTSKIRTS portion of the trailer, where the group is seem swimming in a lake with a shadow of a seal nearby.

This map surprisingly has in-depth code for its events, checking the Tiled regions of the map to see if the player is swimming or not, with the purpose of playing a non-existent background music file called "OTHERWORLD-FIELD", and if the player's swimming, it'd instead try to play another BGM that's also no longer in the files named "OTHERWORLD-LAKE".

Interestingly, there are some events here that weren't exactly shown in the trailer. Such as a "bottle" event that would ask the player if they'd like to read what's inside, but either choices aren't coded to lead anywhere and two treasure watermelons and two bunnies which don't seem to have a sprite assigned to them. Both of the two events do not have any code within them.

map37

map37 was meant to be the SWEETHEART'S CASTLE portion of the trailer. It's a map that only contains several events for the cage's drop down and its activator for the scripted sequence. After said event being activated, it would move the cage's several chains and the cage itself down until it supposedly hit the floor. After the event finishes, nothing would have happened, except to turn on a seemingly redundant switch called "Castella-Cage".

map44

map44 was meant to be the RAIN TOWN portion of the trailer. This map does not hold much at all except for an event setting ambience for rain and the main cast in their picnic animations, along with KEL coded to have a scripted sequence of saying "Well... You know what they always say... Anytime is a good time for a picnic!" atleast once.

map45

map45 was meant to be the BASIL'S MEADOW (A clear forest path with butterflies) portion of the trailer. This map does not hold much at all- Except for BASIL, whose sprite is facing up, is here, which was not shown in the trailer.

map42 & map46

map42 and map46 were meant to be the TRAIN RIDE portion of the trailer with the DOROTHY fight. This map actually plays an unused background sound file called "Train_BGS", along with the DOROTHY event actually leading you to a fight in which the respective troop seems to no longer exist. It, interestingly, actually attempts to set the map's battle background to a non-existent image file named "dorothy_bg_animated_3_20" and tries to set the battle music to an unused file named "[Battle]-Something". One more thing to note is that all SOMETHING enemy names here are all ends with "Y", instead of "I" like in the final version.

map47

map47 was meant to be the "strange, candle-filled room with a single door" portion of the trailer. The scripted sequence is meant to begin once the player interacted with the door. Not much is here, except for two things of note, the sprite for the door is named in the files as "PianoDoor" and this map also holds its BGM being set to be the non-existent audio file named "FARAWAY_TOWN_HOUSE_AT_NIGHT".

map50

map50 was meant to be the DINO'S DIG portion of the trailer. This map only holds three of the exact same digging hole event, that when interacted, would make the player display the digging animation only to then show that HECTOR was inside it.

Unused Endings

The endings of the OMORI demo are vastly different than the endings used in both the final game and 2019 build.

Normal Ending

The ending of the OMORI demo is different from the final game's prologue ending. In the demo, Omori must unlock a toybox that Space Boyfriend gives him after winning his battle, using a key found in Neighbor's Room while in the Something Painting. Something will then pursue Omori around every map in Headspace until it catches him, bringing Omori back to White Space where he stabs himself and wakes up.

Train Station Ending

Omori's demo features a completely unused "joke" ending in the Train Station Area. It can be accessed by waiting in line for 4 hours.

Unused Graphics

2014 Demo Title Screen

The title screen for the 2014 demo can be found within the Pictures folder.

Title animated 3 15.png

Bunnies

Sprites for the whole game's bunnies are present within the game files. Notably, there's an "Angry Bunny" which is completely scrapped within the final game and stays unused within the demo. There are also alternate sprites for the Ghost Bunny in the Lost Forest.

Bunnies.png

Early Tag photos

From the demo, the tag photos are different from the final game. Instead of having a unique background depending on where the characters are, the tags are coloured based on which character is being tagged (White for Omori, Pink for Aubrey, Orange for Kel and Blue for Hero), as well as having a different skin colour and being completely redrawn.

Omori TAGATLASOLD.png

Early Orange Joe Sprites

Early sprites for Orange Joe, depicting him cheering with an orange outline. This is a leftover from early in development, where characters' outlines would vary depending on their area of origin. This is used in test maps.

Orange Joe.png

Toast Sprites

Whenever a party member becomes toast within battle, they stay that way in the overworld, instead of gaining 1 HP after the battle. Their name would be darkened in the menu, and text saying "TOAST" in red would be placed over it whilst shaking, as well as the toast image seen in battle being in place of their portrait. Although this mechanic would go unused in the final, its sprites were reused for the section right before the fight against the unbread twins.

Overworld Toast Sprites 

ToastOverworld.png

"Toast" text. 

Toast text.png

Sweetheart's Castle

The original tileset for Sweetheart's Castle is present in the files. It is completely different from its final game counterpart, and includes an animation with impaled veggie kids coming out of a hole, as well as horizontal staircases, which are normally never seen in the game.

Sweetheart's castle tiles.png

Battle Tutorial AFRAID Page

The battle tutorial contains information for how EMOTIONS work in battle, although, there's apparently a page of it in the files that was left unused in which would have taught the player about the AFRAID emotion. Although, since the AFRAID emotion is never utilized in the DEMO, it possibly rendered this redundant to be added. Note the background of the AFRAID emotion here being different than the one that's set-up in the DEMO, albeit also unused.

Btl tutorial ch2(7page).png

AFRAID Emotion Battle Graphics

In the 2018 demo's data, there actually lies a fully coded state for the AFRAID emotion, including emotion graphics and all. However, it never actually ends up being used in the demo aside from very few unused enemies that inflicts such state.

Afraidanimated.gif

Of note, there just so happens to exist completely cut AFRAID portraits for OMORI- Something that never made it to the final game, not even in the files, as seeing that in the final game, OMORI is completely immune to the AFRAID emotion.

Omoriafraid.png

Along with all this, there also exists its portrait background as well- which looks much more different from the one that was made for the final game, using a green and purple hue instead of the final's black and white.

Status afraid.png

And, finally, its emotion indicator as well.

Afraid.png

Animations

A_Taunt

Part of an unused existing skill for AUBREY called "TAUNT". This sheet actually happens to be animated/posesses animation data in the demo's project database.

A taunt.png

E_abduct

Part of an unused existing skill for U.F.O.s called "ABDUCT". This sheet actually happens to be animated/posesses animation data in the demo's project database.

E abduct.png

Flex

Unused animation sheet for the "FLEX" skill, there's another unused graphic file that might have went along with with this called "Oh_Yeah".

Flex.png

Oh_Yeah

Unused animation sheet for the "FLEX" skill, there's another unused graphic file that might have went along with with this simply called "Flex".

Oh Yeah.png

Flex.psd

Unused animation sheet for the "FLEX" skill, oddly, it has the PSD format on it's file name. One thing of note is that the last few frames of the "OH YEAH" gets blurrier as it shrinks away.

Flex.psd.png

Hey

Animation sheet for a text bubble that says "Hey!". Purpose is unknown.

Hey.png

Sigh

Animation sheet for a text bubble that says "Phew...". Purpose is unknown.

Sigh.png

Observe_Sheet

Unused animation sheet for the "OBSERVE" skill, in contrast to the used version, this version has color and shifts in hue every frame.

Observe Sheet.png

Tease

Animation sheet that was possibly used for an unknown skill.

Tease.png

Snack

Animation sheet that was possibly used for an unused "Universal" skill called "Snack", although it does no longer have animation data.

Snack.png

U_firstaid

Part of an unused existing "Universal" skill called "FIRST AID". This sheet actually happens to be animated/posesses animation data in the demo's project database.

U firstaid.png

U_protect

Part of an unused existing "Universal" skill called "PROTECT". This sheet actually happens to be animated/posesses animation data in the demo's project database. This animation sheet was later re-used to be "GUARD" in the final game.

U protect.png

Unused Enemies

Fear of the Dark

Fear of the Dark is an unused boss found in the files of the 2018 Demo. Unfortunately, the boss has a lot of functionality removed for the demo release- Although, its skills and stat data remains in the database, unused.

The skills and stats are as follows:

Stats Skill Skill description
HEART: 99999 Attack Basic attack.
JUICE: 0 Double Attack Attacks twice.
ATTACK: 10 Triple Attack Attacks thrice.
DEFENSE: 10 Smile Makes all party members AFRAID.
SPEED: 10 Peakaboo Makes all party members AFRAID. (Supposedly only at 50% health.)
LUCK: 10
EXP: 0
CLAMS: 0
Drop Item: None

Dorothy

Dorothy is an unused enemy found in the files of the 2018 demo. Much like Fear of the Dark, it had a lot of its functionality cut out. However, like it as well, it has unused stat data and skills in the database.

The skills and stats are as follows:

Stats Skill Skill description
HEART: 900 Attack Basic attack.
JUICE: 0 Double Attack Attacks twice.
ATTACK: 33 Scare Makes one party member AFRAID.
DEFENSE: 35
SPEED: 20
LUCK: 10
EXP: 0
CLAMS: 0
Drop Item: None

Unused Sounds

Unused audio files found in the 2018 demo. This does not include audio files used in the final game but unused in the demo.

inkostheme

An unused background sound file found in the 2018 demo's game files. It appears to have originally played when the Knife shows up in White Space. It may be connected to a unused character, Inko.

Train_BGS

An unused background sound file intended for the train ride map that wasn't included in the demo. This is actually used in a cut out train ride map that is in the demo.

[Battle]-Something

An unused background music file over 2 minutes long in which's sound data seems completely dummied out. Interestingly, this file has the latest update date out of every other BGM in the demo, along with this, this actually was also attempted to be utilized in the formely mentioned cut out train ride map, switching to this battle theme once the player faced against DOROTHY.

test_cattail

An unused background music file that sounds similar to the music Cattail Fields currently uses (Sugar Star Planetarium). A difference of note is that this version ends a few seconds earlier than the one that's being utilized for the demo.

ws_5

An unused background music file that is a much quieter, softer version of the used White Space theme for the demo.

[SE]dial_up_remix

An unused sound effect file that was meant to be played in an unused version of the pre-battle cutscene against DOWNLOAD WINDOW.

c_02_playing_forever

An unused background music file that's an earlier version of the track Playing Forever. According to a developer comment in a language file, this was meant to be played after the player opens the BLACK BOX in the PHOTO ROOM, where after, this would of been played in every map, replacing whatever background music the map had while SOMETHING chases the player. Although, seems like this idea was ultimately cut. However, the PHOTO ROOM still contains event code where it tries to play this track which is possibly what remained of this idea, but, it's only able to be played if the player tags somebody else in the PHOTO ROOM and then OMORI again, something that is impossible to do without the use of debug.

Unused Items

Unused WEAPONS

Name Image User Description HEART JUICE ATTACK DEFENSE SPEED LUCK HIT Notes
Mass Destruction None None Seize the moment, destroy the nation
Your rhyme is slow motion, give me motivation
5000 5000 500 500 500 500 1000 Debug Item. Can't be equipped by anybody, as it's weapon type seems blanked out. This weapon's name and description are all references to another game's OST, Persona 3's Mass Destruction.
COMET BALL W 11.png KEL Ahh! It's on fire! 0 0 7 0 0 5 105 Eventually became used in the final game, although renamed to METEOR BALL and instead gives +5 ATK and +2 SPD.

Unused CHARMS

Name Image Description HEART JUICE ATTACK DEFENSE SPEED LUCK HIT Notes
Generic Charm None None 0 0 0 18 0 0 100 Possibly may have been used as a template for CHARMS.
SMART GLASSES None Smart glasses for smart people. 0 0 0 2 0 0 100 Possibly an earlier version of "NERDY GLASSES" from the final game.
"KEVIN" A 11.png This is not the real KEVIN.
It's just not the same...
0 0 1 99 0 0 100 Actually obtainable in a watermelon on JUNKYARD, although it's seemingly impossible to reach it without the use of debug.
PET ROCK 3 A 12.png Kel's favorite thing. It's name is Kevin. 0 0 0 0 0 0 100 Unknown. Re-uses PET ROCK's description.
PET ROCK 4 A 12.png Kel's favorite thing. It's name is Kevin. 0 0 0 0 0 0 100 Same as PET ROCK 3.

Unused SNACKS

Name Image Description Target Type HEART JUICE Notes
MISFORTUNE COOKIE I 14.png Sweet, crunchy, and stale...
There’s a misfortune inside.
One Ally +15 0 CHEERS was once supposed sell this according to cut text strings and shop code.

Unused Misc.

Name Image Description Notes
OMOCAT Tutorial None Just trying out the Fetch Quest Tutorial. An item that was most likely meant for testing quests.
SNACK TIME x\i#[3] None This is \i#[3] Unknown. It's trying to call the "blindness" icon from the IconSet.png sheet.
SNACKTIME None Unknown. Much like the other similiarily-named odd item, must have been related to the skill SNACKTIME.
BERLY'S BALL I 61.png It's just a tetherball. Possibly intended for the LOST BALL quest. Since BERLY retrieves the ball by herself in the DEMO, this ends up being redundant.
Debug Quest Item A None This is for an Omori Tutorial. This is a template. Give this to Basil to make him react! Much like the name and description implies, this is a debug test item. Utilized in a debug map within the demo.
Sketchbook None Your sketchbook. This is where you vent away your
feelings carelessly onto a blank canvas.
Unknown, but possibly related to the WHITE SPACE SKETCHBOOK. Unlike most 2018 item names, this item's name isn't in all caps, which most likely makes this an old leftover.
KNIFE None Stabbity-Stab Unknown. The actual KNIFE is actually a weapon, and not an ITEM.