Undertale
Undertale |
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Desarrollado por:
Toby Fox Este juego tiene áreas sin uso. |
¿Qué estás haciendo?
¿Buscando secretos?
No pongas tu nariz donde no pertenece.
O podrías aprender algo que NO te guste.
Hee hee hee — Undertale homepage, in the page's HTML code.
To do:
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Contents
- 1 Subpages
- 2 Mensajes del Desarrollador
- 3 Unused Music
- 4 Música sin usar
- 5 Unused Sounds
- 6 Title Screen Easter Eggs
- 7 Unused Battles
- 8 Unused Attacks
- 9 Dog Error Screens
- 10 Unused Items
- 11 Unused Item Drop
- 12 Obscured Assets
- 13 Oddities
- 14 Developer Oversights
- 15 Version Differences
Subpages
Modo Debug Por desgracia, no hay insectos por encontrar en este modo. |
Graficos no utilizados ¡Hay muchos perros en el juego! ¡Incluso perros NO UTILIZADOS! |
Habitaciones no utilizadas De pedestales de caramelo a NPC's habladores. |
Mensajes del Desarrollador
Advertencia "¡No ripear los sprites!"
Version 1.00
Por favor no subas estos enormes sprite sheets online. Solo porque la mayoría de las cosas raras de aquí SON UTILIZADAS, prefiero que primero sean vistas en su contexto. Espera 1ro al menos un año. Si solo estás ripeando los sprites vistos normalmente para sprite's resource o algo así no me importa si usas esos para hacerlo más fácil
abc_1111_0.png contiene una nota muy mal escrita dirigida hacias los rippers de sprites, Especificamente los del sitio web de Spriter's Resource, diciendole que esperen un año antes de que publiquen todos los sprites en internet.
Juegos hechos con Game Maker, como "Undertale", almacenan todos sus sprites en grandes spritesheets en formato PNG, en lugar de almacenar cada sprite o personaje como un archivo individual. Así que si alguien fuera a subir todos los sprites sheets así como son... dejaría a todos los sprites con spoilers en el mismo spritesheet.
The odd filename was chosen to force it to the top of an alphabetical file listing and make its presence more obvious...which does no good, as the file listing is only visible if the sprites are separated by their internal names. Oops. This was replaced in later versions.
El nombre del extraño archivo fue elegido para obligarlo a aparecer en la parte superior de la lista de archivos en orden alfabético y hacer su presencia más evidente... lo cual no funciona, ya que la lista de archivos solo es visible si los sprites son separados por nombre usando un programa externo. Ups. Éste fue reemplazado en versiones posteriores.
Version 1.001
¿Sabes lo que yo ODIO? </div> eso es 'bepis' EL SABOR el olor de la textura hey... tu babeo...
La Version 1.001 remplaza la solicitud de no-spritesheet con esta vagamente erotica nota sobre "bepis" que es una referencia sobre un personaje de Moonside de EarthBoundque odia a la comida que al jugador le gusta. Toby Fox es un gran fan de EarthBound, y Undertale tiene una muy grande inspiracion del juego. Bepis es una tonta y mala pronunciciacion de pene,de acuerdo segun los desarolladores creen que es algo tonto.
La falta de un significado real para este nuevo texto y el hecho de que reemplaza la solicitud anterior puede tomarse como un permiso para comenzar a publicar spritesheets, como lo admite este documento forlorn-looking email.
Advertencia "¡No spoilear el juego!"
abc_123_a.ogg
Hola. Te-te-te-te-ten algo de respeto y no spoilees el juego. es imposible tener misterios en estos días, por gente entrometida como tú. Por favor mantén esto entre nosotros. Si pones esto en internet, no haré más secretos. Nadie estará impresionado. ¡Será tu culpa! Ja-ja-ja-ja-je-ja-ja-je-ja-ja.
Éste es un archivo de sonido de ocho voces sintetizadas diciendo a la gente que no publiquen los secretos del juego en internet. ¿Quién en su sano juicio haría es—— espera un momento...
El nombre del extraño archivo fue elegido para obligarlo a aparecer en la parte superior de la lista de archivos en orden alfabético y hacer su presencia más evidente. Todos los demás archivos de música y efectos de sonido en formato OGG presentes en la carpeta del juego tienen el prefijo "mus_" o "snd_".
Este archivo fue actualizado en el parche de 1/20/2016. Esta version actualizada casi todo lo que estaba en el audio original.
Mensaje de Toby Fox
Parte del encanto de este juego es el misterio de cuántas opciones o secretos hay. Si estás leyendo esto, no publiques este mensaje o esta información en ningún lugar. O hacer secretos se volverá inútil. Por cierto, la mayoría de los archivos / texto aparentemente no utilizados se utilizan. Si puedes encontrar el contexto dentro del juego para un asset, puedes mostrarlo. Pero si no puedes, probablemente significa que no has buscado lo suficiente. Cualquier cosa realmente sin usar probablemente lo publique por mi cuenta, más tarde. Vivir en un mundo como este, donde las personas simplemente pueden engañar a las respuestas del código ... tu impaciencia REALMENTE te ha dañado, ¿no es así?
This notice is put into the attention_hackerz_no_2 script, where the messages are set into variables called demonx, demony, demonz and demond, respectively. The messages are, obviously, used to warn crackers. Due of the naming of the script, the messages is put at the start of the internal strings list, increasing the chance for them to be read.
In 1.001, however, it has been changed to this:
Greetings. You have made yourself completely clear. Understood. I, your humble servant, will follow you to the utmost...
The variables have been renamed to demona, demonb, demonc and demond, too. Curiously, the first line from the version 1.00 message is still present along with its associated variable, but has been moved into scr_namingscreen_check, which is the script that handles naming easter eggs.
Unused Music
Música sin usar
mus_dance_of_dog
This funky fresh beat plays exclusively in the "dancing" dog error room. The error room is most easily accessed by messing with your save file.
mus_sigh_of_dog
This unfunky fresh beat plays exclusively in the sleeping error dog room. The error room is most easily accessed by messing with your save file.
mus_star
Music that uses instruments from Star Fox. Other tracks in the game use instruments from games like Mario Paint, Final Fantasy VI, Chrono Trigger, Mega Man X , and EarthBound, so this wouldn't be TOO out of place.
According to Toby Fox, this song was intended to play when Madjick's magic orbs turn into healing hearts. However, this proved too difficult to implement because the Core's background music continues into monster battles, so it was scrapped.
mus_f_part3
Another variation of Flowey's boss music. 0:20 onwards is used for scene transitions (however, a sound effect that sounds like that part plays instead of this track), though the beginning goes unheard in normal gameplay.
mus_f_finale_1
An unused first part of "Finale". This track is never played, as mus_f_finale_1_l plays instead. It is simply a shorter version of the first part of Finale, and it is most likely the game would have restarted at the point where the souls heal you instead of immediately starting on the fight.
mus_piano
Played at the end of the Undertale demo if you kill Toriel in a neutral run, and appears as the last track of the soundtrack (titled "Good Night"), but isn't used in the final game.
mus_ruinspiano
A slow, solemn piano rendition of the music played in the Ruins. It is a slowed down version of the first section of "An Ending."
mus_birdsong's Hidden Loop
mus_birdsong is played when the bird carries you over the gap in Waterfall. However, the music only lasts one loop until it fades out. The file DOES loop properly, however a bit of the music at the end gets cut off in normal gameplay.
Unused Sounds
mus_sfx_a_swipe
A voice (presumably Mettaton) grunting.
mus_sfx_ahh
Flowey says "ahh".
mus_sfx_voice_triple
Flowey says "triple".
mus_sfx_voice_jafe
Asriel saying "JAFE" (maybe Strafe?, seeing as the Chaos Saber needs you to quickly go to the other side of the box). According to the code for the Asriel Dreemurr fight, this sound effect is partially played in Asriel Dreemurr's "Chaos Saber" attack, but it is not fully used.
Title Screen Easter Eggs
Press Shift or X five times at the title screen to get this handy screen. Activity Level A is shown if you get a neutral ending. Activity Level B is shown if you complete a pacifist route. Activity Level C is shown if you fight Sans twice or kill him. If none of the requirements are met, "No Information" is shown instead. Typing BALL at the same screen causes a sound to play.
Unused Battles
RG03 and RG04
In the game's files with battle ID 76, there is a fully complete battle set up for two more Royal Guards, RG03 and RG04. RG03 and RG04 are mentioned by Undyne during a phone conversation as switching off with RG01 and RG02 on certain days. Despite this, they were actually cut simply because there wasn't any place they could naturally be put in, according to the artbook.
Their battle revolves around them being old friends who had a falling out, and the Pacifist solution is to get them to make up. The guards themselves are slightly incomplete, both using Aaron's defeated sprite as a placeholder.
Other Unused Encounters
ID | Enemy 0 | Enemy 1 | Enemy 2 | Encounter message | Notes |
---|---|---|---|---|---|
1 | TestFroggit | TestFroggit | TestFroggit | * TestMonster and its cohorts draw near! |
Appears in TESTROOM. |
14 | Vegetoid | Loox | * Vegetoid and Loox attacked! |
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31 | Chilldrake | Chilldrake | * Chilldrakes flutter forth! |
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33 | Icecap | Snowdrake | * Icecap and Snowdrake pose like bad guys. |
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33 | Icecap | Chilldrake | * Icecap and Chilldrake pose like bad guys. |
Alternate version of the previous encounter for if Snowdrake has been killed. | |
34 | Jerry | * Jerry clings to you! |
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61 | Final Froggit | * Final Froggit was already there, waiting for you |
The encounter message is incorrectly formatted if spawned in-game, with the comma appearing on its own line. | ||
63 | Whimsalot | * Whimsalot rushed in! |
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69 | Bomb | * Defuse the bomb! |
This Bomb is a unique unused enemy that lacks a time limit but otherwise behaves like the used dog-Bomb. | ||
79 | Vulkin | Vulkin | * A strange parade blocks the path. |
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127 | Whimsalot | Parsnik | * Whimsalot and Parsnik appeared. |
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131 | Parsnik | Astigmatism | * Not only potatoes have eyes. |
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133 | Astigmatism | Migospel | Moldessa | * Looks like a real party. |
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134 | Whimsalot | Parsnik | Moldessa | * Party from Hell. |
Unused Attacks
To do: Add MTT EX. |
Sans
To do: Double check these. |
Sans' battle has some unused attacks. They, along with used attacks, are handled in the obj_sansb_body object.
Vertical Platforms - The attack is handled by obj_vplatgen. It has bones along the bottom, with platforms randomly placed and scaled scrolling from top to bottom. Some platforms wave from left to right slightly as well. To dodge, you are to stay on the platforms and not fall to the bottom into the bones. There are 3 variantions to this attack, controlled by obj_vplatgen's (0-indexed) type
variable, type 1 to type 2 are simply sped up versions of type 0. Type 2 is directly accessible as attack type (variable a_type
) 9 in obj_sansb_body. There's also a unused 6th Alarm event to the generator objects, which spawns randomly positioned bones in the middle of the screen to dodge every 50 frames. Because the platforms are randomly generated in size and position, it can be impossible to avoid getting hit.
Vertical and Horizontal Bones - Fixed bullet patterns with bones coming from positions vertically and horizontally. To dodge, you must maneuver around the bones. Accessible as attack type 10 in obj_sansb_body. There also exists a variantion, accessible as attack type 11 in obj_sansb_body, which is faster and has a different pattern. There is also a "hell" variantion of the first kind of the attack, accessible by setting the hell
variable in obj_sansb_body to true, which is harder.
Random Gaster Blasters Variant - The sprites for the blasters are squished to be thin, much like one of the final version's variants, although this time the blasters spawn and shoot faster. This can be seen if a obj_gasterbl_gen is spwaned with type 0, which is not utilized by any coded attack in obj_sansb_body.
Final Attacks Variants - There is also "hell" variants of some of the final attacks. The attack where you have to short hop in between a gap in bones (attack type 1) and the one where you hop over a small white bone with a long blue one right after (attack type 3) is faster when the hell
variable in obj_sansb_body is set to true. The platforming attack with bones and platforms scrolling across the screen horizontally has a variant where the platforms scroll slower, which is type 0 of obj_3platgen.
Worth to note that there exists an unused pitch for Megalovania in the code, which is also demonstrated in the video in result of the usage of the skip
debug variable. Here's the related code, in the Create event of obj_sansb:
if (skip == true) { con = -1 with (mypart1) bounce = 1 obj_borderparent.visible = true global.msg[0] = scr_gettext("obj_sansb_90") // * Skipped ahead. global.mnfight = 3 global.myfight = 0 global.faceemotion = 0 normalfight = 1 obj_heart.visible = true global.flag[271] = 1 caster_loop(global.batmusic, 0.95, 0.95) // <-- here }
Mettaton EX
The Mettaton EX battle has some unused attacks. These can be seen if obj_mettattackgen is spawned with the respective attack types set in a global variable called global.attacktype
.
To do: Explain better |
Attack type 1 - Columns of boxes
Attack type 2 - Columns of boxes waving from left to right
Attack type 3 - Some arms waving from left to right?
Attack type 4 - Literally just legs
Attack type 5 - Activated legs waving from left to right
Attack type 6 - Boxes and bombs scattered everywhere
Attack type 7 - Boxes and bombs scattered everywhere, but faster
Attack type 8 - Tightened bullet board, bombs appear from left and right
Attack type 9 - Less tightened bullet board, bombs appear from left, center and right
Attack type 10 - Columns of boxes and bombs come very fast, the pattern is replayed after a while
Attack type 11 - Columns of blocks that go upwards when shot
Attack type 12 - Columns of blocks that go upwards when shot, plus sparkles that only appeared in the Alphys Lost Soul fight in the final game
Attack type 13 - A lot of mini Mettatons throwing hearts
Attack type 14 - Another lot of mini Mettatons throwing hearts
Attack type 14 - Mini Mettatons throwing sparkles
Attack type 15 - Mini Mettatons throwing sparkles again
Attack type 50 - Some arms with moving yellow block?
Attack type 51 - Fast disco ball
Attack type 52 - Boxes and bombs scattered everywhere, again, and also kinda fast
Attack type 55 - Yet again, literally just legs
Dog Error Screens
Two screens featuring the annoying dog are present in the game. These are used as "error handlers" in case something goes wrong, such as loading a corrupted save file or entering an invalid or otherwise inaccessible room with an edited save.
The song "mus_dance_of_dog" is used on one of the error handler screens (the left one), at a random pitch. The other song is "mus_sigh_of_dog".
Unused Items
ID | Name | Short Name | Serious Name | Description | Use Text |
---|---|---|---|---|---|
2 | Croquet Roll | CroqtRoll | CroqtRoll | Heals 15 HP
Fried dough traditionally served with a mallet. |
Normal:
You hit the Croquet Roll into your mouth. Serious Mode: You ate the Croquet Roll. |
5 | Rock Candy | RockCandy | RockCandy | Heals 1 HP
Here is a recipe to make this at home: 1. Find a rock |
You ate the Rock Candy. |
6 | Pumpkin Rings | PunkRings | PmknRings | Heals 8 HP
A small pumpkin cooked like onion rings. |
You ate the Pumpkin Rings. |
8 | Stoic Onion | StocOnion | Onion | Heals 5 HP
Even eating it raw, the tears just won't come. Note: The use text doesn't have "you didn't cry" in serious mode. |
You ate the Stoic Onion. You didn't cry... |
9 | Ghost Fruit | GhostFrut | GhstFruit | Heals 16 HP
If eaten, it will never pass to the other side. |
You ate the Ghost Fruit. |
18 | Puppydough Icecream | PDIceCram | Ice Cream | "Puppydough Icecream"
Heals 28 HP. Made by young pups. Note: This item's name is too long to show up properly when using a dimensional box. The use text has no Serious Mode variantion. |
Mmm! Tastes like puppies. |
Unused Item Drop
In the interal monster setup code, there is mentions of item rewards and the chance for the item to drop, though this never happens within the game, leaving these global variables unused: itemrewardid and itemrewardchance. Below is an example of the variables in the code.
global.monstername[myself] = scr_gettext("monstername_3") // monstername_3 = "Froggit" global.monstermaxhp[myself] = 20 global.monsterhp[myself] = 20 global.monsteratk[myself] = 4 global.monsterdef[myself] = 1 global.xpreward[myself] = 10 global.goldreward[myself] = 20 global.itemrewardid = 1 global.itemrewardchance = 50
Obscured Assets
Snowdin Building Mockups
Placeholder Snowed Inn Lobby
Hidden under the image for the Snowed Inn lobby is a mockup of the rooms layout made of the Snowdin tiles.
Placeholder Snowed Inn Rooms
Like the lobby, there is a placeholder layout for the rooms in Snowed Inn, featuring some not so comfortable beds...
Placeholder Librarby Inside
A mockup of the inside of Snowdin's Librarby, being made of snow and bits of trees.
Early MTT Hotel Outside
Hidden under the MTT Hotel outside image in the respective room (room_fire_hotelfront_2) is an early version of the hotels outside, being made up of tiles instead of being one image. The ground tiles are placeholders, using the ice cave ground, a tile that was used as a placeholder throughout the entirety of Hotland.
Early CORE Entrance
Hidden in the right side of the room for CORE's entrance (room_fire_precore) is what seems to be a placeholder version of the entrance, made of Hotland assets. Yes, the background (should) loops like that in the game.
"rededge"s in Photoshop Flowey Fight
To do: Not sure where do I put this thing, so... |
Photoshop Flowey's fight room has invisible background layers using "rededge" sprites, which would be animated by obj_flowey_bgdraw. The screenshot above is made with a modification of the game, showing how would the fight's background look like in-game if the layers are made visible.
Oddities
Annoying Dog's Sale Price
The Annoying Dog can be sold for 999G and haggled up to 1251G (the highest sale price of any item in the game!), but it will disappear if taken out of the room it spawns in, so this can never be seen on a normal playthrough.
Mettaton's House
Mettaton's bed, upper walls, and TV have collision, but it's impossible to get in that section of the room.
Death By Glamour Speed
Mettaton EX's battle theme, Death By Glamour, is played at 0.95x speed after the pre-battle intro cutscene, but is set to play at 0.97x speed in scr_battlegroup, the script that defines all of the encounters in the game. The version in the OST is the same to the in-game version played at 1x speed.
Developer Oversights
Mettaton EX Battle Essay
Mettaton EX has an "essay" question where you can type in text and have him comment on it. Unfortunately, typing "x" or "z" ends the essay unless CTRL is held down, leaving some words (in most playthroughs) untypable. This was corrected in the PlayStation 4, PlayStation Vita, and Nintendo Switch versions of the game, as they use an on-screen keyboard.
The following words can't be triggered:
- sexy
- foxy
- tantaliz (covers both "tantalizing" and "tantalize")
Naming the Fallen Human
In the PlayStation 4 and PlayStation Vita versions of the game, entering the name "Gaster" will result in a crash, rather than the intended restart of the game.
Version Differences
To do:
|
Windows/PS4/Vita/Switch | OS X/Linux |
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In the Windows and console versions, the monitor in Alphys's lab follows your movements. However, this is only a static image in the OS X and Linux versions. The static image for the monitor is still in the Windows version's files, unused.
'spr_labcamera_emergency_0'
'spr_labcamera_emergency_1'
1.001 patch
To do: Hastily pulled from the Undertale wiki. Add anything that's somehow not on that page, and add detail to this stuff. |
- The loading splash screen from the demo was restored.
- The Joystick Config menu was graphically updated.
- A kill sprite was added for "Ice", which is encountered by stealing Ice Cap's hat. Previously, it mistakenly used a placeholder sprite of Aaron.
v1.0 | v1.001 |
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- The color of blue attacks was adjusted somewhat for the benefit of colorblind players, as the original, cyanish hue made them almost identical to (for protanopia) or only slightly darker than (for deuteranopia) white attacks.
- Some dialogue was updated to account for aborted genocide runs, such as the phone call in the invisible maze room, Papyrus's bone box during his date/hangout, and possibly more.
v1.0 | v1.001 |
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- An oversight that would cause Papyrus to appear during the cutscene where Undyne first appears, even on routes where he was killed, was fixed.
- A visual solution was added to the piano puzzle for the benefit of hearing-impaired, tone-deaf, or just plain uncertain players.
- Dialogue relating to the "Clam Girl" NPC in Waterfall was changed and added.
- The grandpasemi.ogg sound effect was renamed to grandpatemi and repurposed for Temmie, if you refuse to give her Tem Flakes.
- Various layout changes were made to attempt breaking the "Lab Skip" glitch. This didn't quite work.
v1.0 | v1.001 |
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- The bathroom sign in Alphys' Lab was moved from the right side of the door to the left side in order to patch the bug described above.
- New dialogue was added for Burgerpants involving the Nice Cream Man.
- The advancement of Sans's pre-fight text was altered slightly. He now says the short version after you survive the opening attack three times, rather than after he is defeated once and the player reloads to fight him again.
(Upon closer examination, the holes in the fabric seem to be growing.) (Might take a while for the dog to fix all of them.) (Dogs aren't usually very good at knitting.) (A crocheting dog is out of the question.)
- Dialogue was added to the secret Annoying Dog room, elaborating further on the "patch" that is supposedly needed before the Dog can be fought.
- As detailed above, the "don't spoil the game, dataminers" warnings were changed due to no longer being necessary.
- The Gaster-related "fun" setting now works without having to manually edit the .ini file first.
- The Check option in battle no longer shows the actual stats used by the game code, instead displaying arbitrary numbers or silly messages.
- The original version of the game had a major oversight that would allow the player to achieve a True Pacifist ending while having a non-zero amount of EXP (by reloading after a Neutral route in which no monsters were slain, killing some monsters in the Core, and then going to pick up Undyne's letter).
- The unusually large space between Asgore and Monster Kid on the final version of the menu screen was shortened.
- A (presumably) debug feature that would cause Undyne and Alphys's kissing animation in the cutscene leading up to the Asriel fight to start early by pressing the space bar was removed.
- Various graphical glitches and typos were fixed.
A "1.001v1" patch was later released. This is a Steam compatibility update. Only one thing has changed; entering "Gaster" as the fallen human's name will reset the game, just after typing it. In the previous version, it only does so if you confirm the name.
Linux patch
The Linux version of the game is identical to 1.001, but includes a bugfix where pressing Z while pressing Enter would not register the Z input.
Console Versions
The PS4 version added trophies.
Full-Screen Froggit
In the Ruins, the Froggit that mentioned pressing "F4" to enter full-screen was replaced by a Froggit that mentions that the border can be changed in the settings menu on the main menu.
Tiny Ruins Froggit
PC | Console |
---|---|
* (There's an ant-sized frog in a crack in the wall...) * (It waves at you.) |
* (There's a small crack in the wall here.) * (There's a frog inside...) * (Wait! There are two!) * (You had a wonderful, exclusive experience...) * (... that only someone who saw two frogs could feel.) |
As a result of removing the mention of "four frogs in this room" by the previous Froggit, this dialogue was changed.
Menus
The ITEMS option appears grayed out on the menu if you do not have any items.
Papyrus's Sink
To do: Images that aren't from video footage, along with Mad Mew Mew and Slot Machine music. |
In the console versions of Undertale, a new area exists underneath Papyrus's sink.
PS4 and Vita
In the PS4 and Vita versions, this area is the Dog Shrine, which is both a reference to a box full of goodies that Toby Fox was given at a Japanese Undertale event (thereby explaining the Japanese theme), and most likely a parody of the Kickstarter campaign. You can donate gold to it to have it decorated with various items. The price gradually increases every time you donate, however. Each time you donate, you get a PlayStation Trophy. This area has two new music tracks, the second being unlocked after donating six times:
A remix of the song that plays in the Annoying Dog's room, played with traditional Japanese instruments...
...and a (somehow) even goofier version of Dogsong, played with instruments from Super Mario World.
If Papyrus isn't befriended, the donation box will appear in the trash area of Waterfall; however, donating here will only give you the trophies.
Nintendo Switch
In the Nintendo Switch version of the game, the Dog Shrine is still present, but has fallen into disrepair and no longer functions. Instead, this area is home to a bonus boss fight against the Mad Mew Mew (actually the Mad Dummy haunting a discarded Mew Mew Kissy Cutie doll, whose attacks must be avoided using the Joy-Cons), which is unlocked after encountering the Mad Dummy and returning to Snowdin. This battle uses a unique remix of "Ghost Fight". Successfully completing this boss battle replaces Mad Dummy in the True Pacifist credits with their new identity, Mew Mew.
Xbox One/Series X
In the Xbox version, both the Dog Shrine and the Mad Mew Mew fight are replaced with a slot machine. The player can exchange Gold for Dog Coins, which can then be used on the slot machine to multiply the current amount of Coins. Afterwards, the player can donate the Coins they have to receive prizes, which (like the PS4 and Vita version's Dog Shrine items) are simply static, interactable objects, along with achievements. Once all of the prizes are obtained, the player will instead get the equivalent amount of Gold for every donation they make.
Sans makes an appearance with the poker table prize (referencing an unused concept for the game, where Sans was originally going to run poker at a casino), and has several bits of dialogue that correspond with each prize. After beating Mettaton, like the Switch version, Mew Mew appears in place of Sans. Along with this, she also has different dialogue. A new music track accompanies this room.
If the controller happens to disconnect during gameplay, you will receive a message informing you of this, as well as some story/room dependent text.
Borders
In all of the console versions, the player can select a border to surround the game screen during play. At the beginning, the player can only select "Simple", "Sepia", and a "Dynamic" border that changes to match each area the player passes through, with the respective designs being unlocked after achieving an ending. A "Beauty" border is unlocked after beating the hidden Hard Mode.
The Nintendo Switch version adds two more unlockable borders. One of them is a Mew Mew Kissy Cutie-themed border unlocked after fighting Mad Mew Mew, and its title will be "Real" or "Not Real" depending on the player's answer when Undyne asks if anime is real. The other border is a dog-themed border titled "Super Dog, Hoi", which is unlocked by deploying the Annoying Dog in the Artifact Room.
The Xbox version comes with another unlockable border. After visiting the slot machine room, a casino themed border is unlocked. Interestingly, this border features cameos from Deltarune characters, such as Jevil, Lancer and C. Round.
Sans
In the PS4 version, your HP is displayed in pink the entire fight, regardless of whether or not you are taking KARMA damage. This visual quirk isn't present in the Switch version.
So Sorry
Normally, the bonus boss fight against So Sorry in the Hotland Art Club requires the player to enter the room on October 10th at 8:00pm. In the Nintendo Switch version, the player can fight So Sorry at any time during October 10th. The sign hasn't been changed to accommodate this, though. Additionally, Samael (So Sorry's creator) is now credited.
Clam Girl
The Clam Girl, one of the possible NPCs who can appear under specific "Fun" values, has received a change in the Nintendo Switch version. When spoken to during the True Pacifist epilogue, she will tell the player that they haven't met Suzy yet, and that the time they will meet is fast approaching. As she almost finishes her dialogue, her face changes and greys out, then mysteriously vanishes in a similar fashion to the Mystery Man and one of the Gaster followers. This may be a tease for the game Deltarune, as a character in that game is named Susie (with different spelling, however). Deltarune would eventually be released on October 31, 2018, just over one month after the release of Undertale's Nintendo Switch version.
Regional Differences
Flowey's Wonderful Idea
English | Japanese |
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In the Japanese version of the game, Flowey's "That's a wonderful idea!" voice clip is redubbed by Toby Fox himself, using a translation of the English line. Flowey's other voice clips remain unaltered (since they consist entirely of wordless grunting), so Japanese players still have the opportunity to hear him spout distorted Ronald McDonald quotes.
Papyrus
In the Japanese version of the game, Papyrus's dialogue is uniquely written in the traditional Japanese style (top-to-bottom, right-to-left).
The Undertale series
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Windows, Mac OS X, PlayStation 4, Nintendo Switch | Undertale (Demos) • Deltarune (Demos) |
Linux, PlayStation Vita, Xbox One, Xbox Series X | Undertale |
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