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Undertale

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This page is a translated version of the page Undertale and the translation is 33% complete.
Outdated translations are marked like this.
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Title Screen

Undertale/ja

開発元: Toby Fox
プラットフォーム: Windows, Mac OS X, Linux, PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox Series X
発売日: September 15, 2015 (Windows, macOS), July 17, 2016 (Linux), August 15, 2017 (PlayStation 4, PlayStation Vita), September 18, 2018 (Nintendo Switch), March 16, 2021 (Xbox Series X/S)


このゲームには、以下の要素が含まれています。

AreasIcon.png 未使用のエリア
DevMessageIcon.png 非表示の開発者メッセージ
GraphicsIcon.png 未使用のグラフィック
ItemsIcon.png 未使用のアイテム
MusicIcon.png 未使用の音楽
SoundIcon.png 未使用の効果音
TextIcon.png 未使用のテキスト
DebugIcon.png デバッグ機能
SoundtestIcon.png 非表示のサウンドテスト
RegionIcon.png 地域による違い
Carts.png バージョンによる違い


PrereleaseIcon.png このゲームのプレリリース版の記事

What are you doing?(何をしてるのかな?)

Looking for secrets?(ヒミツ探し?)

Don't put your nose where it doesn't belong.(ここには何もない…… 探し回っても意味ないよ。)

Or you might learn something you DON'T like...(“知りたくないコト” を見つけちゃうかもしれないしね……)

Hee hee hee. (ヘヘヘ……)

Undertale公式ホームページのHTMLコードより。

UNDERTALEは、「誰も倒さなくていい」インディーRPGゲーム。EarthBoundYume NikkiCave Storyなどに影響を受けており、キャラクター達の興味深さやサウンドトラックの相互性、そしてスタンダードなRPGゲームに対する巧妙な比喩的表現などから、批評家からも絶賛されている。熱狂的なファンに愛されており、一時期はこのゲームの話題を見ないことのほうが珍しかった。

Hmmm...
やるべきこと一覧
  • TO-DO page list is located here.
  • A lot of changes to list.
  • A bunch of RG 04 or 03 text was changed, (Supposedly overwritten with RG 01/02 text) confirm this.
  • RG 01/02 has new text if you call Undyne before their battle.
  • Format this page into subpages.
  • Add version differences in the Switch version.
  • Add version differences in the Xbox version. (Including use of unused text...?)

Contents

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info (untranslated)
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes (untranslated)
Undertale toby dog.gif
Debug Mode
Unfortunately, there are no insects to be found in this mode.
Undertale-unused spell sprite 2.png
Unused Graphics
There are so many dogs in this game! There's even UNUSED dogs!
Undertale room tundra rollsnow.png
Unused Rooms
From candy pedestals to talkative NPCs.
Undertale-spr wordfall4 0.png
Unused Text
I WAS NEVER ONE TO BEPIS.

開発者のメッセージ

スプライトのリッピングへの警告

バージョン1.00

Undertale Note.png

スプライトシートをネット上にアップロードしないでください。
ここにある変なものはほぼ全てゲーム内で実際に使用していて、皆にはゲームのストーリー付きで見てほしいから。
最初の1年は待ってほしい。
Spriter's Resourceとかのためにリッピングしてても、スプライト作成を楽にするのが目的なら良いよ。
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Is the sprite's name like this in data.win?

abc_1111には、スプライトをリッピングする人、特に『Spriter's Resource』のユーザー達に向けた、「スプライトシート全体のアップロードは一年待ってほしい」という趣旨のメッセージが含まれている。

Undertaleのような『Game Maker』製のゲームは各スプライトや文字を個別のファイルとして保存せず、大きなPNGファイルのスプライトシートにスプライトを複数格納する仕組みを採用している。よって、スプライトシートをアップロードしたい場合、一番手っ取り早い方法はスプライトシートをそのままアップロードすることだろう。だがそれにより、ネタバレを含む全てのスプライトがそのままアップロードされてしまう。

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.

Version 1.001

Undertale Note Version 1.001.png

 
俺の一番嫌いなものを
   教えてやろう。

それは "bepis" さ。

あの色、
 あの匂い、
  あの味、
   あの舌触り…

お前、
 よだれが
  出てるぞ...

バージョン1.001では、先述のリッピングへの警告が "bepis" についての少々卑猥なメモに置き換わっている。これは、EarthBoundのムーンサイドにいる、プレイヤーが好きな食べ物を嫌う男のセリフを元にしたものである。 Toby Fox氏はEarthBoundのファンであり、Undertaleは同ゲームに深く影響を受けている。"Bepis" とは "Pepsi"(ペプシ)のおかしなスペルミスであり、Undertale開発者達はそれをネタにしたようだ。

この新たなテキストの意味のなさや、先述した「アップロードしないで」というメッセージの削除から、スプライトシートのアップロードの許可が下りたと捉えることができる。それに加え、この悲しそうな本文のメールからもそう読み取れる。

警告「ゲームを台無しにしないで!」

abc_123_a.ogg

''Hello. He-he-he-he-have some respect and don't spoil the game.
It's impossible to have mysteries nowadays, because of nosy people like you.
Please keep all of this between us.
If you post it online, I won't make any more secrets.
No one will be impressed.
It will be your fault! He-he-he-he-ha-he-he-ha-he-he.''
こんにちは。He-he-he-he…… 尊敬の心を持ち、ゲームを台無しにしないでほしい。
君のようなセンサク好きな人たちのせいで、今じゃヒミツなんて作れやしない。
これは全て、ボクとキミとの間に留めておいてほしい。
もしキミがネット上に投稿でもしたら、これからは隠し要素を作らないようにする。
誰も驚きもしなくなるんだ。
君のせいでね! He-he-he-he-ha-he-he-ha-he-he……

これは8つのテキスト読み上げソフトの声を用いて作成された、ネット上にゲームの “秘密” を投稿しないように伝える音声ファイルである。そんな酷いこと誰が――…… おっと……

先程も記述したように、このおかしなファイル名は、ファイルをアルファベット順で表示した際に一番上に表示させ、このファイルの存在をもっとはっきりと表させるためである。ゲームのフォルダー内に存在する他のOGG形式の音楽や効果音のファイルの名前は、すべて "mus_" と "snd_" のいずれかで始まる。

このファイルはバージョン1.001で更新され、音声のほぼ全てが削除された。

Toby Fox氏のメッセージ

Part of this game's charm is the mystery of how many options or secrets there are.
If you are reading this, please don't post this message or this information anywhere. Or doing secrets will become pointless.
By the way, most of the seemingly unused text/files are used.
If you can find the in-game context for an asset, you can show it off.
But if you can't, it probably means you haven't looked hard enough.
Anything truly unused I'll probably post myself, later.
Living in a world like this, where people can simply cheat out the answers from the code...
your impatience has REALLY damaged you, hasn't it?
このゲームの魅力の一部は、選択肢や秘密が何個あるのかという謎です。
これを読んでいたら、どうか、このメッセージや情報をどこにも投稿しないでください。隠し要素の意味がなくなってしまいます。
ちなみに、未使用に見えるテキストやファイルのほとんどは実際は使用されてます。
アセットがゲーム内のどこで使用されたのか分かる人はドヤってもらって構いませんが、分からない人はもう少し細かく探してみてください。
本当に未使用なものは、おそらくいつか自分で投稿します。
みんなが簡単にソースコードから答えをカンニングできる時代……
その忍耐力、こんな時代じゃ今までつらかったでしょう?

このメッセージは、スクリプト "attention_hackerz_no_2" に含まれている。同スクリプト内の変数 "demonx"、"demony"、"demonz"、"demond" には、それぞれメッセージが設定されている。 メッセージの内容はご想像通り、クラッカーに向けた警告である。このスクリプト名により、メッセージは内部のストリング一覧のはじめに表示され、存在に気づきやすくなっている。

バージョン1.001では、このメッセージが次に変更された。

Greetings.
You have made yourself completely clear.
Understood.
I, your humble servant, will follow you to the utmost...
どうも。
あなたは自分自身を完全に理解しました。
よろしい。
私...あなたの謙虚な下僕があなたを追いまわすだろう...

先述した変数の名前も "demona"、"demonb"、"demonc"、"demond" に変更されている。 不思議なことに、バージョン1.00のメッセージの1行目は関連付けられている変数と共に残されているものの、名前設定時のイースターエッグを操作するスクリプトである "scr_namingscreen_check" 内に移動されている。

未使用の音楽

mus_kingdescription

ゲームオーバー時の音楽『ケツイ』をオーケストラナイズしたもの。ファイル名から推測するに、アズゴアに関係のあるシーンで使われた可能性が高そうだ。

mus_dance_of_dog

イヌが踊っている(?)エラー画面でのみ流れる、ファンキー・アンド・リフレッシュな音楽。エラー画面を表示させる一番簡単な方法は、セーブデータを壊すこと。

mus_sigh_of_dog

イヌが寝ているエラー画面でのみ流れる、ファンキー・アンド・リフレッシュではない音楽。エラー画面を表示させる一番簡単な方法は、セーブデータを壊すこと。

mus_star

Star Foxで使用された楽器で構成されている。同ゲームの他の音楽には "Mario Paint" や "Final Fantasy VI"、"Chrono Trigger"、"Mega Man X"、"EarthBound" などで使用された楽器で構成されたものが複数存在するため、この音楽が唯一特殊というわけではない。

Toby Fox氏によると、この音楽はゲーム内キャラクター『マジク』のオーブがHP回復になった際に使用される予定であったが、ゲーム内ロケーション『コア』のBGMがバトル中も流れ続けるため実装が難しいと判断し、没になったらしい。

(出典: Toby Fox)

mus_f_part3

フラウィーのボス戦音楽の別バージョン。20秒以降はシーンのトランジション用(だが、トランジション時にはこの音楽は再生されず、同パートに似た効果音が再生されている)であり、開始パートは通常プレイでは聞くことはできない。

mus_f_finale_1

『フィナーレ』の未使用の開始パート。mus_f_finale_1_lが代わりに再生されるため、この音楽が再生されることはない。『フィナーレ』開始パートのシンプルなショートバージョン。実際は、タマシイ達に回復されても戦いは即時に開始されず、ゲームが再起動される。

mus_piano

Undertale DemoでNルート中にトリエルを殺した場合、ゲームの最後に再生される。サウンドトラック内の最後の曲として登場する(タイトルは『おやすみなさい』)が、製品版では登場しない。

mus_ruinspiano

『いせき』の、ゆっくりとしていてしんみりするピアノアレンジバージョン。『ひとつのエンディング』開始パートのスローバージョン。

mus_birdsongの秘密のループバージョン

ウォーターフェルにて、トリに川の向こう側へ運んでもらう際の音楽はmus_birdsongであるが、一度ループした後フェードアウトして終了してしまう。このファイル自体はループが可能であるもの、通常プレイでは終了パートが少しカットされる。

未使用の効果音

mus_sfx_a_swipe

大声(メタトンのもの?)。

mus_sfx_ahh

フラウィが「あぁ」と言っている。

mus_sfx_voice_triple

フラウィが「トリプル」と言っている。

mus_sfx_voice_jafe

アズリエルが "Jafe"(ジェイフ。意味は不明)と言っている(プレイヤーは攻撃『カオスセーバー』の発動中、四角の反対側へ素早く移動する必要があるため、"Strafe"(ストレイフ。右から左・左から右へ繰り返し移動すること)の可能性もあり)。アズリエル・ドリーマーの戦闘用のソースコードによると、この効果音は完全にではないものの、攻撃『カオスセーバー』の発動中に部分的に再生されたようだ。

タイトル画面のイースターエッグ

Undertale-Activity Level.png

タイトル画面で、ShiftキーまたはXボタンを5回押すことで、この画面に行くことができる。 各テキストの表示条件は…… Activity Level A = Nエンド後。 Activity Level B = Pルート完了後。 Activity Level C = サンズとの戦闘を2回、または殺害した場合。 条件を一つもクリアしていない場合は "No Information(情報なし)" と表示される。 同スクリーンでBALLとキー入力をすると、音声が再生される。

未使用バトル

RG03とRG04

バトルID「76」のゲームファイル内には、別のロイヤルガードの二人である、RG03とRG04との完成済みのバトルセットアップが入っている。RG03とRG04はアンダインとの電話中に話題が上がっており、特定の日にRG01とRG02と入れ替わっているらしい。にもかかわらず、アートブックによると、自然に入れられる場所がなかったという単純な理由のためにカットされたらしい。

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.

その他の未使用のエンカウント

ID 敵 #0 敵 #1 敵 #2 エンカウント時のメッセージ 日本語(ほぼすべて公式) コメント
1 TestFroggit
テストフロギー
TestFroggit
テストフロギー
TestFroggit
テストフロギー
* TestMonster and its cohorts draw near!
* テストモンスターと そのなかまが にじりよってきた!
TESTROOMで現れる。この翻訳は唯一公式に翻訳されていない。
14 Vegetoid
ベジトイド
Loox
ルークス
* Vegetoid and Loox attacked!
* ベジトイドと ルークスが おそってきた!
31 Chilldrake
いきがりバード
Chilldrake
いきがりバード
* Chilldrakes flutter forth!
* いきがりバードが パタパタとんできた!
33 Icecap
ヒョー坊
Snowdrake
オワライチョウ
* Icecap and Snowdrake pose like bad guys.
* ヒョー坊と オワライチョウは ワルっぽいポーズをとった。
33 Icecap
ヒョー坊
Chilldrake
いきがりバード
* Icecap and Chilldrake pose like bad guys.
* ヒョー坊と いきがりバードは ワルっぽいポーズをとった。
前記したエンカウンターの、オワライチョウが殺害されていた時用のバージョン。
34 Jerry
ジェリー
* Jerry clings to you!
* ジェリーに つきまとわれている!
61 Final Froggit
ファイナル・フロギー
* Final Froggit was already there, waiting for you
* ファイナル・フロギーが まちかまえていた。
The encounter message is incorrectly formatted if spawned in-game, with the comma appearing on its own line.
63 Whimsalot
ナキムシャ
* Whimsalot rushed in!
* ナキムシャが かけつけた!
69 Bomb
ばくだん
* Defuse the bomb!
* ばくだんを かいじょしろ!
This Bomb is a unique unused enemy that lacks a time limit but otherwise behaves like the used dog-Bomb.
79 Vulkin
かざんちゃん
Vulkin
かざんちゃん
* A strange parade blocks the path.
* きみょうな しゅうだんに ゆくてを ふさがれた。
127 Whimsalot
ナキムシャ
Parsnik
パースニック
* Whimsalot and Parsnik appeared.
* ナキムシャと パースニックが あらわれた。
131 Parsnik
パースニック
Astigmatism
ランシー
* Not only potatoes have eyes.
* “め”に どくが あるのは ジャガイモだけじゃない。
133 Astigmatism
ランシー
Migospel
ミ=ゴスペル
Moldessa
カビヨ
* Looks like a real party.
* これぞ まさに “パーティ”だ。
134 Whimsalot
ナキムシャ
Parsnik
パースニック
Moldessa
カビヨ
* Party from Hell.
* じごくの “パーティ”だ。

未使用の攻撃

Hmmm...
やるべきこと一覧
Add MTT EX.

サンズ

Hmmm...
やるべきこと一覧
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
}
(Source: Lil'Alien)

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.

Hmmm...
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

(Source: Lil'Alien)

イヌのエラー画面

ウザいイヌが登場するエラー画面は2つ存在している。エラー画面は、ロードしようとしたセーブファイルが破損していたり、セーブファイルを改造し、存在しない・行くことのできない部屋に行こうとしたなど、予期せぬ出来事が発生した際の「エラーハンドラー」として表示される。

エラー画面の片方(左の動画)の音楽には "mus_dance_of_dog" がランダムなピッチで使用されており、もう片方には "mus_sigh_of_dog" が使用されている。

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.


(Source: rawr.ws)

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.

Undertale room tundra inn placeholder.png

Placeholder Snowed Inn Rooms

Like the lobby, there is a placeholder layout for the rooms in Snowed Inn, featuring some not so comfortable beds...

Undertale room tundra inn 2f early.png

Placeholder Librarby Inside

A mockup of the inside of Snowdin's Librarby, being made of snow and bits of trees.

Undertale room tundra library placeholder.png

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.

Undertale room fire hotelfront 2 early.png

Early CORE Entrance

Undertale room fire precore hidden area.png

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.

(Source: Underminers Discord)

"rededge"s in Photoshop Flowey Fight

Hmmm...
To do:
Not sure where do I put this thing, so...

Undertale floweyx rededge mockup.png

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.

(Source: Original TCRF research)

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.

(Source: Twitter)

Version Differences

Hmmm...
To do:
  • Add the updates from the Nintendo Switch editon, and the other updates released on console only. Use this, if needed.
  • It seems that Toby silently patched the game with the PS4 feature (The Dog Shrine) being added, although inaccessible. The latest version is currently at v1.06. Find the rest of the changes on previous versions, as well as adding this to access the shrine in the PC version.
Windows/PS4/Vita/Switch OS X/Linux
Undertale-LabWindows.png Undertale-LabOSX.png

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'

Undertale Lab monitor sprite rip 1.png

'spr_labcamera_emergency_1'

Undertale Lab monitor sprite rip 2.png

1.001 patch

Hmmm...
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
UNDERTALE-BlueAttack-Old.png UNDERTALE-BlueAttack-New.png
  • 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
UNDERTALE-UndyneCutscene-Old.png UNDERTALE-UndyneCutscene-New.png
  • An oversight that would cause Papyrus to appear during the cutscene where Undyne first appears, even on routes where he was killed, was fixed.


UNDERTALE-PuzzleSolution.png
  • 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
UNDERTALE-AlphysLabBathroomSign-Old.png UNDERTALE-AlphysLabBathroomSign-New.png
  • 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.

PlayStation 4とPlayStation Vita

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.

イヌじんじゃ


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.

(Source: Toby Fox on Twitter)

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

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.

(Source: Houshou Marine on Twitter)

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).