OMORI
OMORI |
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Developer: OMOCAT, LLC This game has unused areas. This game has a prototype article This game has a prerelease article |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Throw Yume Nikki and EarthBound in a blender, set it to liquefy, and you get OMORI. It's a psychological-horror RPG with a lovable cast of characters, colorful and vibrant worlds to explore, a great soundtrack from various artists, and plenty of hellish visuals and nightmare fuel for good measure. There's also the notoriously long development cycle for the game, but that's beating a dead horse at this point.
Waiting for something to happen?
To do: EVERYTHING.
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Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Unused Graphics No need to bee afraid. |
Unused Text The amount of cut ideas and dialogue is truly exorbitant. |
Revisional Differences There's a lot of them. |
Unused Cutscenes
Whitespace Laptop
A strange cutscene, which appears to be a reference to a scene from Parks and Recreation, can be found in the game's directory for movie cutscenes. It depicts OMORI sitting on a bed, before cutting to "credits". The filename implies it was intended to have some sort of relation to the laptop in WHITE SPACE. This cutscene can also be found in the demo's files.
Basil Missing Tape Frames
Found in the frames for BASIL'S TAPE during the 7th key in HANGMAN are unused frames depicting MARI'S dead body on the floor. It is unknown why these frames would be absent from the animation, however this could be because showing how MARI actually died early in the game would reveal too much of the plot.
Unused Maps
"99 Letter Sequence"
A sequence of seven rooms in BLACK SPACE that aren't used anywhere else in the game. Theoretically, one of them (Map 300, specifically) was once supposed to be accessed through the holes in the ground that keys leave when collected, but it requires 99 keys to be collected, a condition that is obviously impossible to meet as there are only 26 (12 in case of only the correct keys). However, playing through the game's 2019 prototype reveals that these were originally meant to be most of the rooms you would go to in BLACK SPACE, albeit in a different, less linear order. Why they were dummied out instead of being completely removed is unknown.
Map 305 (Friends Stump)
An early version of the BLACK SPACE room where BASIL is attacked by KEL and AUBREY, which uses the "black forest" tileset instead of the NEIGHBOR'S ROOM tileset. BASIL's dialogue is also different, talking about MARI instead of his PHOTO ALBUM, and you're immediately warped to Map 269 after he is bludgeoned by AUBREY.
Map 269 (BASIL's Respite)
A room filled with white egret orchids and LITTLE ONES that alternatively turn into DOROTHI and MERCI respectively. Interacting with the tree stump on top takes you to Map 300, and walking into the beam of light on the bottom takes you to Map 268. It uses the Bloom BGM much like the Watermelon Path room.
Map 300 (Stump Area)
A room filled with tree stumps (and trees), more LITTLE ONES, and "puddles" on the ground. Interacting with the bottom-middle stump softlocks the game since it tries to take you to a map that doesn't exist. Looking at the teleport script internally reveals that this was meant to take you back from a BLACK SPACE pocket if this was accessed through a HANGMAN key hole, or, if the player is in the BLACK SPACE sequence, this would take the player to to Map 269 (BASIL's Respite) instead. Interacting with the other stumps gives empty dialogue from the other characters, albeit using their faceless portraits, or, if the player is in the BLACK SPACE sequence, the stump at the top takes the player to Map 373 (Red Space Unused) instead. Looking through the game's text shows that corresponding to these stumps are messages that seemingly were intended to appear when interacting with said stumps:
It's just not good enough. She just needs some rest. You shouldn't have looked. She just needs some rest. This isn't real. Can you tell us the truth? This is the only way.
The emptied versions of these messages are used in BLACK SPACE's MEAT ROOM map, whereas the above quotes are commented-out.
Map 373 (Red Space Unused)
Some fingers lying around and a swarm of RED HANDS at the top of the map that take you back to BLACK SPACE. Other than that, this location uses the Fleur BGM like the first mandatory BLACK SPACE location visited, "SUSPENSE".
Map 268 (Treehouse in the Lake)
A larger room that has the treehouse smack-dab in the middle surrounded by puddles and white egret orchids. Going inside the treehouse takes you to Map 269, while in the top-left and bottom-right corners of the room are a 3×3 cluster of doors that all take you to Map 293 and a RED HAND near a stump that takes you to the alternate version of BLACK SPACE. Its BGM is Distance like the "Subconscious Spill" map.
Map 293 (Dark Path)
A looping vertical path surrounded by streetlights, reminiscent of MEMORY LANE. Walking north and looping twice will warp you to Map 294, while walking south will warp you back to Map 268.
Map 294 (BASIL Something)
Completely empty, and its BGM is 5ths. Going to the borders of the room takes you back to Map 268.
Unused Enemies
Download Unused Enemies in VAST FOREST
File: OMORI_EnemyTest.zip (40.5 KB) (info)
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All of these enemies, except for the FEAR bosses, are functional to some extent and can still be spawned in a battle. For quick testing, a mod for use with the GOMORI Mod Loader is available, which replaces all FOREST BUNNY encounters in VAST FOREST with a random unused enemy encounter.
SPIDER CAT
It appears that the SPIDER CATS encountered near the LOST FOREST were at one point planned to be a traditional enemy instead of an obstacle you have to outrun in the final game. The only incomplete part about this enemy is the fact that it drops no EXP or CLAMS. Has corresponding unused graphics.
Stats | Skill | Skill description |
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HEART: 200 | ATTACK | Basic attack. |
JUICE: 100 | DO NOTHING | Wastes a turn. |
ATTACK: 33 | SPIN WEB | Lowers the SPEED of a random party member. |
DEFENSE: 5 | SCUTTLE | SPIDER CAT rolls around and becomes HAPPY. |
SPEED: 30 | ||
LUCK: 15 | ||
EXP: 0 | ||
CLAMS: 0 | ||
Drop Item: None |
BABY SPIDER
A small spider, meant to appear with the SOMETHING IN THE WALLS boss and does in fact spawn with it in the prototype. Has a few different versions, including a stronger variation meant for the rematch. Has corresponding unused graphics.
Normal
Version of the enemy meant for the normal SOMETHING IN THE WALLS encounter.
Stats | Skill | Skill description |
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HEART: 1 | ATTACK | Basic attack. |
JUICE: 1 | DO NOTHING | Wastes a turn. |
ATTACK: 1 | ||
DEFENSE: 1 | ||
SPEED: 90 | ||
LUCK: 10 | ||
EXP: 0 | ||
CLAMS: 0 | ||
Drop Item: None |
Rematch
Version of the enemy meant for the rematch against SOMETHING IN THE WALLS in the LOST LIBRARY.
Stats | Skill | Skill description |
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HEART: 1 | ATTACK | Basic attack. |
JUICE: 0 | DO NOTHING | Wastes a turn. |
ATTACK: 40 | ||
DEFENSE: 1 | ||
SPEED: 90 | ||
LUCK: 10 | ||
EXP: 500 | ||
CLAMS: 100 | ||
Drop Item: None |
Placeholder Version
Named "SOMETHING" and located right under the boss in the enemy database. Has no skills defined and uses placeholder stats. Is also duplicated under the rematch version of the SOMETHING IN THE WALLS boss.
Stats |
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HEART: 1 |
JUICE: 1 |
ATTACK: 1 |
DEFENSE: 1 |
SPEED: 1 |
LUCK: 1 |
EXP: 0 |
CLAMS: 0 |
Drop Item: None |
STRAY DOG
The STRAY DOG was seemingly meant to appear in FARAWAY TOWN along with the CROW in the RECYCULTIST dungeon. Has corresponding unused graphics.
Stats | Skill | Skill description |
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HEART: 50 | ATTACK | Basic attack. |
JUICE: 25 | HOWL | Does nothing. |
ATTACK: 5 | ||
DEFENSE: 3 | ||
SPEED: 15 | ||
LUCK: 10 | ||
EXP: 0 | ||
CLAMS: 0 | ||
Drop Item: None |
CROW
Meant to appear in the RECYCULTIST dungeon in FARAWAY TOWN along with the STRAY DOG. Has corresponding unused graphics.
Stats | Skill | Skill description |
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HEART: 40 | ATTACK | Basic attack. |
JUICE: 20 | GRIN | Does nothing. |
ATTACK: 5 | STEAL | Has a 75% chance of stealing a random item from your inventory and a 50% chance of dropping it on defeat. This skill, however, is not present in the list of moves the CROW can use. |
DEFENSE: 3 | ||
SPEED: 30 | ||
LUCK: 10 | ||
EXP: 0 | ||
CLAMS: 0 | ||
Drop Item: None |
Unused Event Code
Laying about the game's maps, sometimes, exists events deactivated, sometimes with them labelled with a graphic that says "Back Up". Why these were removed may have varying reasons, such as keeping code to re-use it later. Some of these end up having entirely cut sequences!
SOMETHING Neutral Route Battle
In the final game, there's an alternate route the player can take by returning to sleep instead of opening the door for KEL. This eventually leads the player to fight THE STRANGER after they have went through BLACK SPACE.
But originally, somewhere early in the revision of BLACK SPACE as a whole in development, the player was originally intended to fight SOMETHING instead- The game has two existing set-up troops specifically made for the fight, a draft of the battle in the dialogue files, enemy data and a deactivated event in the SOMETHING BATTLE STAGE map that actually contains code for this sequence.
Strangely, a small portion of the event's code was replaced with THE STRANGER's event code, which most likely implies that this event was back-upped when they were in the process of replacing SOMETHING. Although, editing the code a bit to make the player engage against the intended initial troop and removing some of STRANGER's dialogue showcases how this entire sequence might have originally played out.
Interestingly, this event actually utilizes the unused graphics named "bs_omori_face" and "bs_omori_face_shadow".
Unused Music
white_space
While this IS used for your first time in WHITE SPACE, it's significantly slowed down in-game. This was used in the demo.
battle_brewin
A suspenseful theme to be used somewhere before or during a battle.
Gameover
A rendition of the game over track, but with a much calmer softer soundfont.
Gameover2
Another rendition of the game over track, with a chiptune soundfont.
Cutscene_books
It's nearly identical to the bookcase cutscene track, but the section with BASIL's theme is sped up.
placeholder_aubrey_maybe
A placeholder theme for the HOOLIGANS fight, evidenced by the final theme sounding identical, but more polished.
fat_cemetary_2
A version of the Cemetery ambience with DUET playing softly in the background.
event_tense
Supposed to be used in an early version of the Treehouse cutscene, and also utilized in MOLLY's bomb puzzle in the 2019 build.
My_Time_TrailerSpedUp
It's bo en's "My Time". More specifically, the exact version used in OMORI's first trailer. Though this is heard during the bad ending, the music played during that segment is actually merged in with the audio file.
My_Time_Full(SpedUp)
...Annddd this is just the same thing above but is instead the full song. This version of the song would later be used in the OMORI OST, named the exact same thing.
evil
VOLUME WARNING. It's literally just every single music track from the game merged into one.
Unused Sounds
bs_loop2
Apparently titled Look, according to the OST entry. An excerpt of this track is utilized in a sound effect titled "SE_evil5", in which, said sound effect happens to actually be used in the game.
SE_MICROWAVE1_CC0
Unused microwave buttons being clicked. In-game, these lovely sounds are replaced with softer button-beeps that sound more in-line with the game sound effects.
SE_MICROWAVE2_CC0
On a similar note, a microwaving sound is also present. In-game this beautiful microwaving sound is once again replaced with a more softer microwaving sound, again, being more in-line with game sound effects.
AMB_clock
A sound of a clock ticking. No notable clocks in-game ever tick loudly, rendering this pointless.
AMB_tvgirl
A quite synthy sound that by, suggested by the filename, was meant to be played on a TV. The "girl" in the filename suggests that this was supposed to be played somewhere in MOLLY's lab. The name of the file can also suggest this was meant for another character, TV GIRL.
amb_tech4
A choppy electronic sound. Just like with the WHITE SPACE audio file, this sound is heard in-game, albeit slowed down heavily.
AMB_BUGS
A sound of many bugs doing... something... The amount of bugs present in the file suggests that this could've been used for BASIL in the SPIDER FOREST, however during that entire sequence, the spiders on BASIL are quiet.
SE_hm
A voice of someone going "hmmph". This sound sounds too out of place for any of the characters in this game.
se_glitches1
An unsettling sound of something glitching. Parts of this sound would be used in the HOOLIGANS encounter sound effect.
se_glitches2
A less unsettling sound of glitches. The beginning part of this sound would be used in the HOOLIGANS encounter sound effect.
SE_first_note
The sound of someone, presumably SUNNY, playing the first note of the violin. While this is similar to the note heard in MEMORY LANE, this note is deeper and longer.
SE_DoorDungeon_Hybrid-V
The sound of dungeon doors being shut. The only dungeon in-game is SWEETHEART'S CASTLE, implying that this sound could've been used there. Note that the file name of this sound is quite off compared to the rest of the file naming.
SE_dial_up
Your average 90s internet sound effects. Judging by the file name, only the beginning was meant to be used.
SE_crown_murmur
A crowd. More specifically a crowd mumbling and talking.
SE_chalk_short
A 'short' chalk sound. A longer chalk sound can be heard during HANGMAN.
SE_bs_strange_human
An unsettling sound of someone or something. Judging by the "bs" in the file name, this was meant for BLACK SPACE.
SE_bs_bad_trumpet
A sound of a trumpet being played... badly. This was most likely also meant for BLACK SPACE.
Piano Notes
Piano notes! These notes range from a low DO note to a high DO note. For some strange reason, the low DO note only has a longer version of it. The fact that these are here suggest that any piano was supposed to be playable in-game. The piano in SPACE BOYFRIEND'S HOUSE was most likely the piano to have been playable, as 8 notes are present on the keyboard and that piano is the only piano you are able to interact with.
Unused Items
Weapons
Charms
Headspace
Faraway
Like most other FARAWAY CHARMS, none of these CHARMS have any effect on the wielder's stats.
Oddities
Japanese Localization Leftover
Yes, a singular leftover. Present in the game's languages folder before Japanese localization was added, was a "jp" folder containing only a single file named "[00]ItemsObtained.HERO" (a renamed .yml file). Inside this file is the following text:
message_0: text: > あなたは\v[49]を見つけました! message_1: text: > You got \v[49]! message_2: text: > It's a PRESENT!\! Take it?
Notably, this file does not match up with anything in the "en" folder, which is used, implying that this is a leftover from earlier in development.
Darth Plagueis
The Graphics._createAllElements function contains several commented-out test strings - including, weirdly enough, the Darth Plagueis the Wise copypasta:
// "Tetas calientes que nunca se acaban\n\rY continan para siempre!" [Spanish text that says "Never ending hot tits \n\rAnd they continue forever!"] // Graphics._passStringToClipboard("'Did you ever hear the Tragedy of Darth Plagueis the wise? I thought not. It's not a story the Jedi would tell you. It's a Sith legend. Darth Plagueis was a Dark Lord of the Sith, so powerful and so wise he could use the Force to influence the midichlorians to create life... He had such a knowledge of the dark side that he could even keep the ones he cared about from dying. The dark side of the Force is a pathway to many abilities some consider to be unnatural. He became so powerful... the only thing he was afraid of was losing his power, which eventually, of course, he did. Unfortunately, he taught his apprentice everything he knew, then his apprentice killed him in his sleep. It's ironic he could save others from death, but not himself.'") // Graphics._passStringToClipboard("Y̶͘Ò̶Ȕ̸ ̴̓L̴͂E̴̽F̷̽T̵̈́ ̴̀Ḿ̷Ē̸ ̵̎T̸̉Ó̴ ̵͆D̸̏I̷͝E̵͠!̸͗!̸̈́!̵̾")
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