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OneShot (2016)/Unused Graphics

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This is a sub-page of OneShot (2016).

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This page is loooong...
Consider grouping related content into additional subpages to ease readability.

Contents

Item Related Graphics

Unused Item Icons

Eleven unused item icons that don't have an item to accompany them.

Overworld Item Sprites

Overworld sprites for some items.

Niko and Memory Niko Graphics

Niko has many sprites suited for different situations and lighting settings and many are unused. Every Niko sprite sheet received an Entity Niko variation in the Solstice update for Memory mode gameplay or just to prevent crashes during debugging. The game automatically replaces all "niko" sprites with "en" sprites in Memory mode and if there's no counterpart it simply crashes.

Niko with Gas Mask without Lightbulb

Sprites of Niko (and Entity Niko) with human ears and wearing the gas mask, but without the lightbulb. The Niko sprites are upscaled unused sprites from the freeware version.

OneShot-niko gasmask d-0.png OneShot-niko gasmask d.gif OneShot-en gasmask d.gif OneShot-en gasmask d-0.png
OneShot-niko gasmask l-0.png OneShot-niko gasmask l.gif OneShot-en gasmask l.gif OneShot-en gasmask l-0.png
OneShot-niko gasmask r-0.png OneShot-niko gasmask r.gif OneShot-en gasmask r.gif OneShot-en gasmask r-0.png
OneShot-niko gasmask u-0.png OneShot-niko gasmask u.gif OneShot-en gasmask u.gif OneShot-en gasmask u-0.png

Niko Ladder

Sprites of Niko (and Entity Niko) with human ears and downwards-facing sprites replaced with upwards-facing ones. Presumably, these were intended to be sprites of Niko on a ladder. The Niko sprites are upscaled unused sprites from the freeware version.

OneShot-niko ladder u-0.png OneShot-niko ladder u.gif OneShot-en ladder u.gif OneShot-en ladder u-0.png
OneShot-niko ladder l-0.png OneShot-niko ladder l.gif OneShot-en ladder l.gif OneShot-en ladder l-0.png
OneShot-niko ladder r-0.png OneShot-niko ladder r.gif OneShot-en ladder r.gif OneShot-en ladder r-0.png
OneShot-niko ladder u-0.png OneShot-niko ladder u.gif OneShot-en ladder u.gif OneShot-en ladder u-0.png

Niko Ladder Gas Mask

Niko wearing the gas mask without the lightbulb with downwards-facing sprites replaced with upwards-facing ones. Entity variants are duplicates of Niko Ladder Entity variants. Presumably, these were intended to be sprites of Niko on a ladder.

OneShot-niko gasmask u-0.png OneShot-niko gasmask u.gif
OneShot-niko gasmask l-0.png OneShot-niko gasmask l.gif
OneShot-niko gasmask r-0.png OneShot-niko gasmask r.gif
OneShot-niko gasmask u-0.png OneShot-niko gasmask u.gif

Niko Roomba

Unused versions of the "Niko riding a roomba" sprites, with many notable differences to the final version's sprites:

  • Movement is animated with a bobbing motion, like the minecart or the boat (the final version slides with no animation).
  • Niko has human ears and no sleeves.
  • Niko's hat details and "skin" are colored differently.
  • All of Niko's "whiskers" are the same color as their hair.

OneShot-niko roomba d-0.png OneShot-niko roomba d.gif OneShot-en roomba d.gif OneShot-en roomba d-0.png
OneShot-niko roomba l-0.png OneShot-niko roomba l.gif OneShot-en roomba l.gif OneShot-en roomba l-0.png
OneShot-niko roomba r-0.png OneShot-niko roomba r.gif OneShot-en roomba r.gif OneShot-en roomba r-0.png
OneShot-niko roomba u-0.png OneShot-niko roomba u.gif OneShot-en roomba u.gif OneShot-en roomba u-0.png

Niko Tower

Upscaled and properly centered sprites of freeware Niko in the water level of the Tower.

OneShot-niko tower d-0.png OneShot-niko tower d.gif OneShot-en tower d.gif OneShot-en tower d-0.png
OneShot-niko tower l-0.png OneShot-niko tower l.gif OneShot-en tower l.gif OneShot-en tower l-0.png
OneShot-niko tower r-0.png OneShot-niko tower r.gif OneShot-en tower r.gif OneShot-en tower r-0.png
OneShot-niko tower u-0.png OneShot-niko tower u.gif OneShot-en tower u.gif OneShot-en tower u-0.png

Niko Finale

You can't control Niko in the final room, so all of these non-cutscene sprites go unused. The Entity Niko variants are especially nonsensical, considering the context these sprites are used in. Added in the Solstice update.

OneShot-en finale d.gif OneShot-en finale d-0.png
OneShot-niko finale l.gif OneShot-en finale l.gif OneShot-en finale l-0.png
OneShot-niko finale r.gif OneShot-en finale r.gif OneShot-en finale r-0.png
OneShot-niko finale u-0.png OneShot-niko finale u.gif OneShot-en finale u.gif OneShot-en finale u-0.png

Sleeping Niko in Blue Minecart

Normally Niko goes to sleep in the transition cutscene between the Barrens and the Solstice Glen, but there's another version of that transition that has no cutscene and that uses the right-facing sprites here. This alternate transition is accessible through the Quit Glitch, and is a part of the "Glitched" speedrunning route for the Solstice chapter.

OneShot-vehicle blue minecart eyeclosed d-0.png OneShot-vehicle blue minecart eyeclosed d-0.gif
OneShot-vehicle blue minecart eyeclosed l-0.png OneShot-vehicle blue minecart eyeclosed l.gif
OneShot-vehicle blue minecart eyeclosed r-0.png OneShot-vehicle blue minecart eyeclosed r.gif

Niko in Green Minecart

Niko in the green minecart, both sleeping and awake. You can't control Niko in the green minecart, so all of these sprites go unused. Added in the Solstice update.

OneShot-vehicle green minecart d-0.png OneShot-vehicle green minecart d.gif OneShot-vehicle green minecart eyeclosed d.gif OneShot-vehicle green minecart eyeclosed d-0.png
OneShot-vehicle green minecart l-0.png OneShot-vehicle green minecart l.gif OneShot-vehicle green minecart eyeclosed l.gif OneShot-vehicle green minecart eyeclosed l-0.png
OneShot-vehicle green minecart r.gif
OneShot-vehicle green minecart u-0.png OneShot-vehicle green minecart u.gif

Unused Bed Graphics

Some sprites for regular beds, and the clover bed (the one that lets you restart the game). No Entity Niko variants exist, and even if they did exist they wouldn't be used since "niko" isn't a part of the sprite's name. The clover bed was added with the Solstice chapter.

Character Sprites

Alternative Roomba

The roomba but its movement is animated with a bobbing motion, like the minecart or the boat (the final version slides with no animation).

OneShot-roomba d.gifOneShot-roomba l.gifOneShot-roomba r.gifOneShot-roomba u.gif

Empty Minecart

Blue and green minecart moving on its own and its mirrored version. Added with the Solstice chapter.

OneShot-vehicle blue minecart empty l.gif OneShot-vehicle green minecart empty l.gif
OneShot-vehicle blue minecart empty r-0.png OneShot-vehicle blue minecart empty r.gif OneShot-vehicle green minecart empty r.gif OneShot-vehicle green minecart empty r-0.png

Pre-solstice Barrens Minecarts

Decorative minecart at a different height and Freeware split minecart sprites that overlap when placed next to each other almost like the source material.

OneShot-blue pool special(2).png OneShot-blue scenery3(7).png OneShot-blue scenery3(8).png

Blue Robots Graphics

Barrens robot sprites.

Blue Robots Parts Graphics

They dont match the tileset.

OneShot-blue scenery3(5).png OneShot-blue scenery3(14).png

Freeware Empty Ponds

Small empty pond from freeware version and Freeware split big empty pond sprites that overlap when placed next to each other almost like the source material.

OneShot-blue scenery3(11).png OneShot-blue scenery3(3).png OneShot-blue scenery3(4).png

Big Empty Barrens Shrimp Pond

It's a big shrimp pond but static and empty.

OneShot-blue crater big.png

Full Walking Animations of Prophetbot

When Prophetbot walks more than 1 tile in one direction the full walking animation plays out. But the only way he's gonna move up or right are random single steps that use only the first 2 sprites.
In the remake it's impossible to go above the outpost but there's an unused leftover script from the freeware ver for that case. Its supposed to make Prophetbot go right and up but that's no longer possible to trigger and he causes softlock by bonkings into outpost trying to go up anyway. Reused in WME ProphetBot friend profile.

OneShot-blue npc prophet r.gifOneShot-blue npc prophet u.gif

Freeware Dormitories Machines

Mineral refinery and garbage compactor. The latter one was used for making crowbar.

OneShot-blue scenery4(1).gif OneShot-blue scenery4(2).gif

Dead Gas Vent

In freeware gas vents and the gas coming out were separate entities and there were dead vents at the docks.

OneShot-blue vents.png

The Safe Graphics

Sprites for the cliffs safe. The one with red lights can be found out of bounds at refuge back alley near Rue's room. It can be used to set her non-solstice NG+ reaction text to NG+2 (changes certain solstice dialogues).

OneShot-blue safe(6).pngOneShot-blue safe.png

Blue Floating Signs

Upper Refuge Arrow Signs but blue and infirmary signs variations.

OneShot-blue arrows.png
OneShot-blue signs(2).gif OneShot-blue signs(3).gif OneShot-blue signs(4).gif

Barrens Old Factory 3D Printer

Used ones are all part of the tileset.

OneShot-robot box(6).png

Barrens Terminals

All barrens terminals except for ones in deep mines are part of the tileset.

Unused Light Jars Lightmap Graphics

Theres 2 identical light jar spritesheets but one of them has a special lightmap texture assigned to it (green jars with lightmap are used exclusively inside the bird siblings house and are brighter than regular green light jars). There also 2 unused jar lightmap textures assigned to nothing.

OneShot-jars(lightmap1).gif OneShot-jars(lightmap3).gif OneShot-jars old.png OneShot-jars older.png


Purple Red Big Generator

Matches the color scheme of the red area robots unlike the used one.

OneShot-blue powercore.gif

Unused PC graphics and animations

Glen Diagonal Ruins Shore Animation

Judging by its mirrored counterpart it's a shore animation for blue ruins like structures.

OneShot-water waves green.gif

Freeware Outdoors Alula

In the remake the idea of indoors/outdoors sprites for Alula was scrapped, she always uses the indoors graphics.

OneShot-green npc child1.png

Full Walking Animations of Bird People

For green/purple adults and pink child (tinted red child) only first 2 frames of every animation are used. The red child uses 3rd and 4th frames exclusively. Brown adults never actually walk in game.

OneShot-green npc adult1 d.gifOneShot-green npc adult2 d.gifOneShot-green npc adult3 d.gifOneShot-green npc child2 d.gif
OneShot-green npc adult1 l.gifOneShot-green npc adult2 l.gifOneShot-green npc adult3 l.gifOneShot-green npc child2 l.gif
OneShot-green npc adult1 r.gifOneShot-green npc adult2 r.gifOneShot-green npc adult3 r.gifOneShot-green npc child2 r.gif
OneShot-green npc adult1 u.gifOneShot-green npc adult2 u.gifOneShot-green npc adult3 u.gifOneShot-green npc child2 u.gif

Freeware Red Gatekeeper

Smol.

OneShot-red misc(2).png

Old Cafe Guy Sprite

Freeware sprite with some changes. Shorter than remake version, lacks shading and more circular head.

OneShot-red misc.png

Full Walking Animations of Generic Red Robots

Only first 2 frames of every animation are used.

OneShot-red robots d.gifOneShot-red robots l.gifOneShot-red robots r.gifOneShot-red robots u.gif

Unused Staregirl Sprite

The used sprite has the "sans eye".

OneShot-red npc 3.png

Refuge Generator Room Terminal Animations

It doesn't play its animation and there's a variant of it at a different height.

OneShot-red terminals extra(1).gifOneShot-red terminals extra(9).gif

Unused Refuge NPC

OneShot-red npc 1(4).pngOneShot-red npc 1(8).png

Strange Red Lights

In the spritesheet of the big refuge elevator doors and of the box containing camera lenses theres sprites of strange transparent lights looking like ones in the room behind the countdown door/solstice finale. It's could've been an animation but nothing is pointing at that. What this is is a mystery.

OneShot-red elevator(3).png

Refuge Streetlamps

The one lamplighter is fixing is actually taller than the rest.

More Back Alley Signs

Theres only one used and it points to back alley entrance. The wiggling of supports is hidden with a transparency effect.

OneShot-red street arrows(1).gif OneShot-red street arrows(2).gif OneShot-red street arrows(4).gif

Whitney Unused Sprite

One of the guest characters in the refuge library. Has 1 unused sprite.

OneShot-red npc library2.png

Bookbot Unused Sprite

Library receptionist has an unused sprite and it shows the legs that the used sprite also has.

OneShot-red npc robots special.png

More Squared Red Robots

Back alley and factory ones are the same.

OneShot-red glitch robot(2).gifOneShot-red glitch robot(3).gif

Refuge Factory Terminals

In game all of them are whole, intact and active.

Camera Graphics

Theres a graphic of a lens slot cover separate from lens/the slot, the full animation of a ready photo sliding out thats supposed to play but it's glitched. There's also part of the tileset that is the lightbulb inserted in the camera (not shown here). Devs said they hadn't have enough layers to work with? (citation needed)

OneShot-red camera(2).gifOneShot-red camera(4).gif

Refuge Water Sparks

There are only 2 water sparks in the water at the vendor street near the spot where the path splits.

Only 1 Factory Scientist

Spritesheet of library scientists but there are sprites of only the one of them.

OneShot-red npcs.png

Full Walking Animations of Geogre

She uses only fist two frames outside of the solstice cutscene where she walks down. Some of george 2, 5 and 6 side facing sprites are the same. Reused in WME friend profiles?

OneShot-red npc george1 l.gif OneShot-red npc george2 l.gif OneShot-red npc george3 l.gif OneShot-red npc george4 l.gif OneShot-red npc george6 l.gif
OneShot-red npc george1 r.gif OneShot-red npc george2 r.gif OneShot-red npc george3 r.gif OneShot-red npc george4 r.gif
OneShot-red npc george1 d.gif OneShot-red npc george2 d.gif OneShot-red npc george3 d.gif OneShot-red npc george4 d.gif OneShot-red npc george5 d.gif OneShot-red npc george6 d.gif

Unused George Room Books

There are 4 yellow books in the George's room but there're blue and red book graphics (which are also not centered).

OneShot-red books(b).gifOneShot-red books(r).gif

Tower Entrance Blinking X Floor Tiles But NPC

Why

OneShot-red x1.png

Freeware Starting House Fireplace Wood

OneShot-start scenery1(3).png

Freeware Tower Elevator Doors

Each side is a separate sprite like in freeware version too.

OneShot-tower scenery1.png

Old Solstice Hint Message for the Big Door

If you are in ng+ and try to open the big door the game will make 4 hinting images in the Documents folder. The 2nd 3rd and 4th pictures of the door version specifically used to not have a clover symbol in the bottom right corner. They were all added in the solstice update and were patched when translations were added. Despite not being used anymore cloverless door hint pictures remain in the files.

Solstice Clovers

Misplaced and/or miscolored variations of the clovers which were added with the solstice chapter. Singular one is used specifically in solstice glen where you do the summoning.

OneShot-clovers(2).pngOneShot-clovers(3).pngOneShot-clovers(4).png

Unused Solstice Terminals

Theres one palette swap of the refuge generator room one, its variant at a lower height and the Proto's terminal sprite at a different height.

OneShot-red terminals extra(3).gifOneShot-red terminals extra(11).gifOneShot-red terminals extra(14).png

Solstice Maize Graphics

Graphics for dying/dead Maize. First one is miscolored and not as wide as used version, on the right are sprites for dying maize but every sprite has dark dots in both top left and bottom right corners.

OneShot-green maize.png OneShot-maize oh.png

Green Depowered Robot Reference

Misplaced active green robot most likely used for refernce. Added in the Solstice update.

OneShot-green robots off(4).png

Cedric Spritesheet in The Parachute Spritesheet

Cedric parachute sprite is from this specific spritesheet. It has his actual spritesheet in it, most likely for reference. White on the right is probably the result of resizing the spritesheet.

OneShot-green npc cedric para.png

Code Portal Light

Some sort of older version of transparent lights used for the code portals and the world machine interior. Added in the Solstice update.

OneShot-door light.png

Code Portal Texture

It seems the silhouettes of Solstice trio in the code form were cut out of this texture. Added in the Solstice update.

OneShot-portals npc.gif

TWM Entrance Upper Screens

Some upper TWM screens in the Author's room are placed so high they can't be seen at all. Added in the Solstice update.

OneShot-purp screens(1).gifOneShot-purp screens(2).gifOneShot-purp screens(3).gifOneShot-purp screens(4).gif

TWM TV Screens Placeholder

Placeholder graphics for small TV screens found all over the first TWM room. Added in the Solstice update.

OneShot-finale screens.png

TWM TV Screens Overlay

Quarter of width of other TV graphics added in the Solstice update. It could've been the original texture for all entity niko/screens related graphics with scanlines. Added in the Solstice update.

OneShot-tv screen overlay.png

The Big TWM Screen Variations

TWM Encounter screen uses only 1/4 of a "noisy" texture. It was added in the Solstice update.

OneShot-tv encounter(2).gif OneShot-tv encounter(3).gif OneShot-tv encounter(4).gif

Lampbot

Sprites for a scrapped NPC, referred to as Lampbot by its file name. There's one lampbot out of bound in the roomba apartments room. When asked about lampbot, Nightmargin replied with:[1][2]

I was trying to make some generic robots for the red area, but their dark palette doesn’t show up too well
Oneshot-lampbot.png

Old Rue Sprites

Unused, older sprites for Rue, with the only difference being a wind-up key on her back, as described by GIR in The World Machine Edition's release AMA:[3]

Rue was originally planned to be mechanical, like a toy. You can see evidence for this in a spritesheet where she has a wind-up key in her back.
Oneshot-rue2.png

Solstice Countdown

Prior to the Solstice update, the clock above the door in the Refuge leading to the portals counted down to March 20th, 2017, which is the solstice. The countdown was later updated to count down to March 27th, 2017, a week afterwards, because the developers needed more time. Since the Solstice update, these graphics are no longer used. The solstice countdown relies on system time/date so unless they were changed the NG+/Solstice chapter countdown will always stay completed.
The World Machine Edition reintroduced these graphics: in the Solstice chapter, the clock is counting up to the new year.

Oneshot-countdown.png

Test NPC

Maybe was used to get rotation animations right. The second column matches the order of sprites of npc rotating right.

OneShot-test order.png

Tileset, Autotile and Panorama Graphics etc

Blue Water

An unused blue ocean panorama graphic. It's functional, and fills the background with dark blue water moving left and right, like the red and ruins green waters. Apparently leftover from the freeware version.

OneShot-blue water.png

Ocean Panorama Graphics

Unused graphics for ocean panoramas.

Refuge Ground Panorama

An extremely simple "panorama". Is actually used in maps "ground 1" and "ground 2", otherwise known as Elevator Street and Vendor Street, but it can't be seen in-game - because it's rendered under all layers of the map.
Was possibly was used as a ruler to make both street maps the same height.

OneShot-red ground.png

Tower Panorama

Its used but you cant see that its a text

OneShot-codebg.png

Unfinished Refuge Factory Panorama

An unfinished drawing of some industrial facilities built on water. Can be encountered in the unused map "IGNORE ToFactory", but the trigger changing the default Refuge background references a nonexistent script, and that causes the game to crash upon loading the map.

OneShot-red factory test.png

Distorted Refuge Skyline

A distorted version of the Refuge skyline, originally used in the freeware version's ending sequence. Since the ending was changed in the Steam release, this is now unused.

Oneshot-red distort.png

Return the Sun Ending Room Panorama

Duplicate of the picture used after Return the Sun ending but in Panoramas folder.

OneShot-cg end.png

Unknown Sketch

An unfinished sketch from the files. Due to its name ('pj1.png'), it is theorized to be an early version of the minecart sketch ('pj_1a.png').

Oneshot-pj1.png

Unedited Computer Desktop

The computer desktop from the first Entity encounter, but without the CRT scanline/bend effects.

OneShot-cg desktop no effects.png

Freeware Ending Room

The image which was shown after the "place the sun" ending of the freeware version, but twice the size of the original.

OneShot-cg end old.png

Starting Cutscene Image

A picture of Niko in bed in the starting room. The tileset looks more like the bedroom in the Tower section of the game.

OneShot-cg niko in bed zoom old.png

Pattern Puzzle Solution

An unused version of the background used in the Glen pattern puzzle. The game uses a version from a different folder.

OneShot-desktop.png

Unused tilesets

Debug Autotile

An autotile used specifically for debugging. A normal tile is 4 autotile tiles, so that's why its called "minitiles". "openlanguage" and main Steam branches only.

OneShot-minitiles.png

More Autotiles

Brighter UI

OneShot-normal.png

Blue sun vision effect

OneShot-bulb blue.png

Distort.png

OneShot-distort.png

Old Tower Water Splash.png

OneShot-foot splash OLD.png

Firefly Particle

The sprite for the firefly particles, but with a transparent background instead of a solid black one.

That's one big firefly.

Purple and Green Documents

Graphics for documents in purple and green colors. While blue and red documents are used, there is no reference to these two in the code.

Logo Vision

The game logo in the style of the visions seen throughout the game in a New Game+. Was possibly intended for an ending cutscene, or in the Solstice credits room.

Refuge Cutscene Background

The Refuge intro cutscene's background, without Niko or a banister.

OneShot-red area pan no niko.png

Unused Remembering Sequences

There are 5 pictures of different stages of the Tower for the "Niko remembers the past playthrough" sequence in the Solstice route. While the first three are used, these last two aren't.

Document Scrolling Arrows

Arrows used for notifying the player that there's more text offscreen in the current document. The blue ones are used in some localizations, while the red ones are completely unused - and even if there were red documents with offscreen text arrows, they would use the blue arrows instead; it takes a game reload to change the arrow's color. This also means you can have red arrows with a blue document in a mod.
There are no green or purple arrows to go with the unused purple and green documents.

Shrimp Particle

There are only 2 particles in-game: "firefly" and "shrimp". The "shrimp" particles are unused but fully functional. An experimental feature that didn't make the cut. According to GIR, one of the developers: [4]

Talking to @NightMargin, it sounds like we might've just forgot to turn these on.
These maps also had performance issues with the shinies in the water already, so adding this effect probably would've put more strain on in that regards.
The shrimp is struck. A blazing star is born!

Unused Face Graphics

References

  1. Nightmargin's tumblr - Jan. 20th, 2017
  2. Nightmargin's tumblr - Nov. 18th, 2018
  3. OneShot: The World Machine Edition Release AMA - Sep. 21th, 2022
  4. GIRakaCHEEZER's twitter - Jul. 22nd, 2020