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Proto:Deltarune/Chapter 1 & 2 Demo (2021)/Unused Graphics

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This is a sub-page of Proto:Deltarune/Chapter 1 & 2 Demo (2021).

Early/Unused Character Sprites

DeltaCH2-spr kris sword jump up.gif
Party Members
They're soaring!
DeltaCH2-Spr cutscene 26 queen giga head unhappy 0.png
NPCs
Ha Ha Ha (Sarcasm)

Editor Sprites

Deltarune Chapter 2 spr solid charmarker 0.png

A new room editor sprite with an unknown purpose.

(Source: Original TCRF research)

Deltarune Chapter 2 spr markerA 0.png Deltarune Chapter 2 spr markerB 0.png Deltarune Chapter 2 spr markerC 0.png Deltarune Chapter 2 spr markerD 0.png Deltarune Chapter 2 spr markerE 0.png Deltarune Chapter 2 spr markerF 0.png Deltarune Chapter 2 spr markerR 0.png Deltarune Chapter 2 spr markerS 0.png Deltarune Chapter 2 spr markerT 0.png Deltarune Chapter 2 spr markerU 0.png Deltarune Chapter 2 spr markerV 0.png Deltarune Chapter 2 spr markerW 0.png Deltarune Chapter 2 spr markerX 0.png

Deltarune Chapter 2 spr markerAny 0.png Deltarune Chapter 2 spr markerAny 1.png Deltarune Chapter 2 spr markerAny 2.png Deltarune Chapter 2 spr markerAny 3.png Deltarune Chapter 2 spr markerAny 4.png Deltarune Chapter 2 spr markerAny 5.png Deltarune Chapter 2 spr markerAny 6.png Deltarune Chapter 2 spr markerAny 7.png Deltarune Chapter 2 spr markerAny 8.png Deltarune Chapter 2 spr markerAny 9.png Deltarune Chapter 2 spr markerAny 10.png Deltarune Chapter 2 spr markerAny 11.png Deltarune Chapter 2 spr markerAny 12.png Deltarune Chapter 2 spr markerAny 13.png Deltarune Chapter 2 spr markerAny 14.png Deltarune Chapter 2 spr markerAny 15.png Deltarune Chapter 2 spr markerAny 16.png Deltarune Chapter 2 spr markerAny 17.png Deltarune Chapter 2 spr markerAny 18.png Deltarune Chapter 2 spr markerAny 19.png Deltarune Chapter 2 spr markerAny 20.png Deltarune Chapter 2 spr markerAny 21.png Deltarune Chapter 2 spr markerAny 22.png Deltarune Chapter 2 spr markerAny 23.png Deltarune Chapter 2 spr markerAny 24.png Deltarune Chapter 2 spr markerAny 25.png Deltarune Chapter 2 spr markerAny 26.png

New designs for the marker objects, using a cleaner letter design and including a silhouette of Kris, as well as adding letters R-V, with the S marker using the Cool S. There were also "any" markers added, which go through the entire alphabet and have numbers for each letter.

(Source: Original TCRF research)

Deltarune Chapter 2 spr doorAny 0.png Deltarune Chapter 2 spr doorAny 1.png Deltarune Chapter 2 spr doorAny 2.png Deltarune Chapter 2 spr doorAny 3.png Deltarune Chapter 2 spr doorAny 4.png Deltarune Chapter 2 spr doorAny 5.png Deltarune Chapter 2 spr doorAny 6.png

Like with the markers, the door objects also got "any" versions, though there aren't quite as many of them in comparison.

(Source: Original TCRF research)

Spr music tracker 0.png

A new "music tracker" for when events on the map have to match the tempo of the background music. So far only used for the Queen paintings.

(Source: Original TCRF research)

Spr block sized 0.png Spr swordarea 0.png

Clean, solid colors for dark world collision and enemy bounds, replacing the crude, sketchy ones seen in Chapter 1

(Source: Original TCRF research)

Early Cutscene Sprites

(Partially) Unused Kris Dark Fountain Animations

DeltaCH2-Spr cutscene 32 beam into fountain.gif

DeltaCH2-Spr cutscene 32 beam no glow loop.gif DeltaCH2-Spr cutscene 32 beam dark flow.gif DeltaCH2-Spr cutscene 32 beam under glow.gif

DR Spr cutscene 32 sparks 0.gif

Seemingly unused animations for when Kris creates a Dark Fountain at the end of the chapter, showing more clearly that it is indeed a Fountain. (Background color for the first one added to show details.)

Interestingly, the second one is partially used in the room in Queen's mansion with the movie projector showing the Knight creating a Fountain, albeit with the top cut off.

(Source: Original TCRF research)

Pre-Giga Queen Cutscene

Spr cutscene 26 laser hand left 0.png Spr cutscene 26 laser hand 0.png Spr cutscene 26 laser hand 1.png

The hand projected by Queen, shown flipped horizontally and holding the blade it simply summons in the final scene.

Spr cutscene 26 slam damage 0.png

Ground damage from the Giga Queen cutscene. Revealed by VideoChess in the Chapter 2 Development Team Interview to be from Giga Queen slamming her hand onto the party's platform while laughing

Spr cutscene 26 laser swerve 0.png
Spr cutscene 26 laser swerve 1.png

Sprites of a laser swerving over something, related to this scene based on the filename. (Background color has been added to both to show the sprites on this site.) It's possible that the explosive laser from Giga Queen's wine glass was meant to dodge Noelle, as in the final scene there's a small circular cutout under her when the laser envelops the screen.

This sprite was implemented in a later version of the game

(Source: Original TCRF research)

Spr cutscene 26 wall bg 0.png

A crude sketch of a wall, meant as a placeholder for the background of rocks that rise up behind Giga Queen in the final scene.

Spr cutscene 26 rock particle 2 0.png Spr cutscene 26 rock particle 3 0.png Spr cutscene 26 rock particle 1 0.png

Individual sprites of the rocks that make up a scrolling background in the final scene.

(Source: Original TCRF research)

Other Cutscenes

Spr cutscene 13 glass break.gif
A much prettier and more detailed animation of Queen's glass smashing into pieces. The last frame of the animation is empty.

(Source: Original TCRF research)

Spr cutscene 15 milk bottle fall.gif
Animation of a milk bottle knocked over. Presumably meant for a carnival cutscene, but was scrapped.

(Source: Original TCRF research)

Spr cutscene 15 music emoji.gif
A carnival cutscene animation of notes flying from somewhere. It was probably meant to show someone singing.

(Source: Original TCRF research)

Spr cutscene 15 susie heal boom.gif Spr cutscene 15 susie heal impact 0.gif
A much bigger and mightier healing orb meant for Susie's Ultimate Heal.

(Source: Original TCRF research)
Spr cutscene 19c crowd.gif

The crowd in Berdly's backstory is fully animated, but only the first frame is used in-game.

(Source: Original TCRF research)

Early/Unused Boss and Enemy Sprites

Berdly (Coaster)

Drch2 spr coaster barricade.png Drch2 spr coaster barricade alt.png

Barricades meant to appear on the tracks of the first Berdly fight. Both seem to be purple rocks, with one having "Q" written on it in light blue (likely referring to Queen), and the other having a crude drawing of the smile that appears in Queen's Mansion's basement.

It should be noted that the smile does not depict Spamton. Despite the similar eye color, Spamton does not have individual teeth.

(Source: Original TCRF research)

Drch2 spr coaster lightning warning.png Drch2 spr coaster lightning.gif

Lightning graphics again meant for the first Berdly fight. Very obviously not finished. The first one is labeled as a warning, and would be overlaid on the affected track.

(Source: Original TCRF research)

Rouxls Kaard

Spr cutscene 21 boat 0.png
A sprite of Rouxls Kaard's boat with a mast depicting a duck.

(Source: Original TCRF research)

Mauswheel

Spr mauswheel lightning orb.gif
A much fancier animation for Mauswheel's lightning orb. The used one is just a simple white circle.

(Source: Original TCRF research)

Poppup

DeltaCH2 spr poppup ad 1 0.png DeltaCH2 spr poppup ad 1 1.png DeltaCH2-spr poppup ad blank.png DeltaCH2-spr poppup ad error.png

Placeholder sprites for Poppup's battle.

The first two (spr_poppup_ad_1_0 and spr_poppup_ad_1_1) feature Toby's signature programmer musician art, while the next sprite (spr_poppup_ad_blank) is seemingly a template for future ad sprites. The last one (spr_poppup_ad_error) wraps it up by featuring both the well-drawn template and the poorly uniquely-drawn content.

There's also some old sprites for the 'infected' ad featuring Virovirokun, which instead feature the small Virovirokun-like bullet as seen in their attacks.

Early Final
DeltaCH2-Spr poppup ad infected old 0.png DeltaCH2-Spr poppup ad infected old 1.png DeltaCH2-spr poppup ad infected 0.png DeltaCH2-spr poppup ad infected 1.png
(Source: Original TCRF research)

Queen

DRCH2-spr queen leg side 0.png

A sideways version of the legs that stomp you in Queen's fight.

DRCH2 spr queenshield pieces old 0.png DRCH2 spr queenshield pieces old 1.png DRCH2 spr queenshield pieces old 2.png

Segments of Queen's wine shield, but with a hollow inside.

(Source: Original TCRF research)

Spr queen shield 0.png

A possibly old version of Queen's shield, without any cyber theming.

(Source: Original TCRF research)

Spr queen wireframe blow.gif

An animation for an unused attack where a wireframe Queen head would blow spades at the soul.

Spr queen wireframe blink.gif

An unused blinking animation for the wireframe Queen head.

DRCH2 spr queen banana.gif

A 2x scale version of the Banana. Had a low chance of replacing a spade in an early version of Queen's exploding heads attack.

DRCH2 spr q socialface bg 0.png

A smaller, blank version of the avatars in Queen’s social media attack.

DRCH2 spr queen handle 0.gif

DRCH2 spr queen blahblah 0.gif

DRCH2 spr queen perapera 0.gif

A handle, plus nonsense text in English and Japanese, for an early version of Queen's social media attack.

DRCH2 spr queen search window 0.png DRCH2 spr queen search window 1.png DRCH2 spr queen search window 2.png DRCH2 spr queen search window 3.png

DRCH2 spr queen search zapper 1.gif DRCH2 spr queen search zapper 2.gif DRCH2 spr confetti 0.gif

DRCH2 spr queen search flail 1.gif DRCH2 spr queen search flail 0.png DRCH2 spr queen search flail 1.png

DRCH2 spr queen search flail 5.png

Sprites relating to an early "Search Window" attack.

(Source: Original TCRF research)

DeltaCH2-spr search bday jifts 1 .gif DeltaCH2-spr search bday jifts 2.gif And the dog is here too! :D DeltaCH2-spr bday dog TEMP 2.png DeltaCH2-spr bday dog TEMP 3.png DeltaCH2-spr bday dog TEMP 4.png

Sprites for a birthday surprise for Toby Fox put in by Taxiderby, submitted as a fake bug report during development.

(Source: @taxiderby, Scrade)

DeltaCH2-spr queen solitaire.png

Obviously unfinished sprite for an unused attack pattern of the Queen fight.

(Source: Original TCRF research)

DRCH2 spr queen jpegbullet 0.png

A spade with JPEG compression meant for Queen’s fight, labeled “jpegbullet” in the files

(Source: Original TCRF research)

DRCH2 spr queen buffering.gif

A buffering icon for Queen's fight

(Source: Original TCRF research)

Giga Queen

Spr ring particle2.gif Spr ring particle2 0.png Spr ring particle2 1.png Spr ring particle2 2.png Spr ring particle2 3.png Spr ring particle2 4.png Spr ring particle2 5.png Spr ring particle2 6.png Spr ring particle2 7.png

A green-tinted, animated version of the “ring particles” that emanate from the giant baseball in Queen’s final attack.

(Source: Original TCRF research)

Windows-DeltaruneCH2-spr sneo track old-1.png

A very, very rough drawing of the train rails that the player rides on for the Spamton NEO boss fight.

(Source: Original TCRF research)

Spamton NEO

DeltaCH2-Spr sneo wireheart old animated.gif DeltaCH2-EarlySpamtonNEO circle.png DeltaCH2-EarlySpamtonNEO Spike.png

Early heart graphics for the fight with Spamton NEO. Appears far more green than the turquoise colour used in the final version.

(Source: Original TCRF research)

Sneo heart.gif

Heart graphics associated with the fight with Spamton NEO. Notably reminiscent to Mettaton EX's heart attack.

(Source: Original TCRF research)

Spr sneo wireheart bomb.gif Spr sneo wireheart biter.gif Spr sneo wireheart biter hit.gif

Unused bomb and biter attacks associated with Spamton NEO's wireheart attack. They each contain their own circle "chains", so it's likely they were to be alternative or supplementary to the wireheart attack.

The Biter also contains graphics for what seems like it taking damage.

(Source: Original TCRF research)

DRCH2 spr neo heart defeated fx 0.png

Lightning taken directly from Mettaton EX's fight that would've exploded out upon defeat in an old version of Spamton Neo's wireheart attack.

DRCh2-spr pipis egg old.png DeltaCH2-Spr pipis egg bottomanchor old.gif

An early, yellow version of Pipis.

(Source: Underminers Discord)

DeltaCH2-Spr pipis egg piece old.gif

An early, yellow version of Pipis pieces.

(Source: Underminers Discord)

Spr sneo crew dissolve 0.gif

A silhouette of one of Spamton's flying heads dissolving

DRCh2-spr sneo bullet crew.png

A rectangle with a smiley face. According to the filename, this is an early version of the bullets the flying Spamton heads spit out.

(Source: Original TCRF research)

DRCH2 spr sneo bullet01 0.png

A generic bullet related to the Spamton NEO fight

DRCH2 spr sneo bullet arrow 0.png DRCH2 spr sneo bullet arrowold 0.png

Arrow shaped bullets relating to the Spamton NEO fight. The latter is the apparent "old" version of the former

(Source: Original TCRF research)

DeltaCH2-spr sneo c weakpoint.gif DeltaCH2-spr sneo c weakpoint hit.png DeltaCH2-spr sneo c weakpoint growth1.png DeltaCH2-spr sneo c weakpoint growth2.png DRCH2 spr sneoact wire 0.png

Stored near the sprites for Spamton NEO's bullet patterns are all of these... unusual sprites. Considering none of these match up with either version of the Spamton NEO fight, these were likely from an earlier version of it. They're used as throw targets in an unused ACT.

DeltaCH2-spr sneo c weakpoint growth.gif DeltaCH2-spr sneo c weakpoint burst.gif

These sprites are from the same location, together with the unused Susie and Ralsei shattering head sprites. From the filenames, they're presumably related with the sprites above. Unusally, these sprites seem to be animated by Juice FX (or another unknown similar program), instead of being manually animated or having effects applied in-engine, and are likely the results of the development team experimenting with the tool.

(Source: Original TCRF research)

DRCH2-spr sneo c barrier 0.png DRCH2-spr sneo c barrier 1.png DRCH2-spr sneo c barrier 2.png

C-shaped barriers that would've rotated around these heads as protection, as seen in obj_sneo_cshot

(Source: Original TCRF research)

DRCh2-spr sneo pillar head top.gif DRCh2-spr sneo pillar head bottom.gif DRCh2-spr sneo pillar thick.png DRCh2-spr sneo pillar piston.png DRCH2 spr sneo bomb.gif DRCH2 spr sneo pillar multi top 0.png DRCH2 spr sneo pillar multi bottom 0.png

Sprites for the unused crusher attack.

(Source: Original TCRF research)

DRCh2-spr sneo pillar head combined.gif

This is what the two Spamton head sprites look like combined.

DRCh2-spr sneo box elevator.png DRCh2-spr sneo elevator buttona.png DRCh2-spr sneo elevator buttonb.png

Sprites for the unused elevator attack.

(Source: Original TCRF research)

DRCH2 spr sneo electric orb idle.gif DRCH2 spr sneo electric orb destroy.gif

A highly detailed electric orb, used in the same attack as the above sprites

(Source: Original TCRF research)

DRCh2-spr sneo laser.png

A giant laser. Used in the unused Difficulty 2 version of the flying heads attack.

DRCh2-spr sneo laser friendly.png

Despite what the filename may suggest, this isn't a laser, but rather a string. Used for the unused pendulum attack.

DRCh2-spr sneo hand.png

A hand. Used in the early version of the heart attack.

(Source: Original TCRF research)

DRCH2 spr sneo phonebullet 0.png DRCH2 spr sneo phonebullet 1.png DRCH2 spr sneo phonebullet 2.png DRCH2 spr sneo phonebullet 3.png

Various grawlix that would've fired from Spamton NEO's phone in an unused attack.

Spr sneo neobuster 0.png Spr sneo neobuster bouncy.gif

A sketchily-drawn circle related to Spamton Neo. Interestingly called "Neobuster" in the files.

(Source: Original TCRF research)

DELTAch2 spr tiny ralsei sneo.png Deltarune ralseiexplode.gif

Replaced with a ball of fluff in the final game.

(Source: Original TCRF research)

DELTACH2 spr tiny susie axe.png Spr tiny susie sneo.png Deltarune susieexplode.gif

Sprites for an unused ACT.

(Source: Original TCRF research)

Unused Room Mockups

Hmmm...
To do:
Compare to the final maps.

Light World

Early Final
Looks like someone used the wrong scaling option... DeltaruneChapter2 FinalCloset.png

A low-quality example image of the doors of the supply closet. Although the layout looks the same, notice how the right side has a gap, and especially the slightest lower center.

(Source: Original TCRF research)
Early Final
Old-Computer-Lab-Deltarune.png But then where is Queen?

Early version of the Computer Lab, featuring a calculator that looks very similar to Queen in place of the laptop in the final version.

(Source: Original TCRF research)

Dreemurr Household BG

After exiting the bathroom during Chapter 2's ending cutscene, the house has a few minor changes:

Before Bathroom
(bg_torhouse_bg)
DeltaCH2-bg torhouse bg.png
After Bathroom
(spr_cutscene_32_bg_windows_dark)
DeltaCH2-spr cutscene 32 bg windows dark.png

Aside from the darker windows, the phone is higher (presumably to accomodate for Susie's use of it), the painting above the trash can is moved upwards, and the fridge is noticeably taller.


Additionally, there exists a mock-up found in the files as spr_cutscene_32_bg, shown below.

DeltaCH2-spr cutscene 32 bg.png

Strangely, this mockup has the changes seen in spr_cutscene_32_bg_windows_dark, but without the darker windows, and with the painting above 'Chairiel' being moved upwards to accomodate the chair's presence in the mockup.


(Source: nychell3am, Original TCRF research)

Hospital

Bg hospital rudyroom 0.png

Rudy’s hospital room using its Chapter 1 design (apparent by the roses), but with an errant pink seam to the left. The final game uses a background specially suffixed “_ch2”

(Source: Original TCRF research)

Dark World

Castle Town

Early Final
Early castle town.png DeltaruneChapter2 FinalCastleTown.png

Early version of the Castle Town. Features placeholder text everywhere.

(Source: Original TCRF research)
Early Final Final (with furniture)
Deltarune Chapter 2 bg dw castle cafe in old 0.png Deltarune Chapter 2 bg dw castle cafe in 0.png Deltarune Chapter 2 Final Castle Town Cafe with Tables and Jukebox.png

An early mock-up of the Castle Town Cafe, with the wall tiles at the bottom being higher up, slightly different table placements, the candles making light appear under the tables, and a removed desk with a book on it.

(Source: Original TCRF research)
Early Final
Early-Susie-Bedroom-DRCH2.png Susie Bedroom Used.png

A sprite of Susie's bedroom in Castle Town, but with a window drawn in the style of Kris's bedroom in Castle Town.

(Source: Original TCRF research)

Queen's Mansion

Early Final
Old-Mansion-Example-Kris-DR.png DeltaruneChapter2Final KrisPrisonRoom.png

An early mockup of Kris's prison room in the Queen's Mansion. This screenshot has the exact Queen's Mansion Talking Tube that is included in this article. Even the early cage. While this room has many elements that kept in the final, there are differences shown on this picture: the wall where the monitor and keyboard is placed as well as the floor lack details, and the Talking Tube has a different color.

(Source: Original TCRF research)

Spr dw mansion room susie example.gif

(Source: Original TCRF research)

A sprite version of Susie's room in Queen's mansion under the name spr_dw_mansion_room_susie_example that was removed in one of the updates. Completely identical to the used room aside from the faster-moving character mess.


Other Early Assets

Castle Town

Spr castle house 0.png
A version of Castle Town house without windows, specifically belonging to Chapter 2 assets.

(Source: Original TCRF research)

Party time! Party time again?

Placeholder sketches for the Party Dojo disco ball.

(Source: Original TCRF research)
DRCh2-spr dojo battlebg old 0.png DRCh2-spr dojo battlebg older 0.png

An old version of the boxing ring seen in Party Dojo challenges, in various stages of polish. The final version has a cutout where the front wall would be, likely as a measure to not obscure the characters in battle.

(Source: Original TCRF research)

DeltaCH2-Unused door to Queen's room in Ralsei's Castle.png DeltaCH2-Unused door to Ralsei's Room in Ralsei's Castle.png

Unused sprites of doors to be used in the Castle Town/Ralsei's Castle area. The former would have been used as the door to Queen's room, while the latter would have been used as the door to Ralsei's room.

(Source: Original TCRF research)


Spr susie room fire 1 0.gif Spr susie room fire 2 0.gif

Tiny flames meant for Susie’s room in Ralsei’s Castle. One is pink and the other is transparent

Cyber Field

Early Final
DRCh2-spr cyber tree transparent 0.gif Spr cyber tree black 0.gif

An early version of the spinning “trees” seen in Cyber Field. This has a fully black background, and contains noticeably fewer frames than the final. Erroneously, the filename is suffixed with "transparent", while the one seen in the final game is labeled as "black".

DRCh2-spr cyber tree glow 0.gif

A separate sprite for the light on top, suggesting they were meant to have a "glowing" effect.

Only for truly epic gamers. Game'd too hard...

Two placeholders for the arcade machine the Queen forces you to play; the arcade machine sprite (of a game called "XBOX" and "gamers" on the casing) and the classic smoldering rubble sprite.

(Source: Original TCRF research)

For the gamers who aren't epic enough.

In update 1.06, the placeholder arcade machine sprite was updated to remove the 'XBOX' branding.

(Source: Original TCRF research)

ANIME IS REAL!!!!!! I KNEW IT!!!!!!!

A placeholder of the background used for the 'Magical Stool Forme R' and 'Power Beast Forme S' transformation, with "anime" written on the bottom.

(Source: Original TCRF research)

Dancing screen, young and sweet, only seventeen... Deltarune spr queenscreen 23.gif

Hilariously primitive placeholder for the dancer on one of the screens at the beginning of the Cyber World.

(Source: Original TCRF research)

DRCh2-spr ch2 keyboard speaker small 0.png DRCh2-spr ch2 keyboard speaker small 1.png

A speaker meant to be used in Cyber Field’s keyboard puzzles. A blue variant is used in Cyber City’s “December” puzzle.

DRCh2-spr ch2 keyboard speaker old 0.png DRCh2-spr ch2 keyboard speaker old 1.png

A placeholder sketch for the unused Cyber Field variant of the keyboard puzzle speakers.

DRCh2-spr ch2 keyboard screen 2.png DRCh2-spr ch2 keyboard screen 1.png DRCh2-spr ch2 keyboard screen 0.png

DRCh2-spr ch2 keyboard screen city 2.png DRCh2-spr ch2 keyboard screen city 1.png

Isolated screens at different sizes meant to be used in the game’s various keyboard puzzles. Only the city variant of the smallest screen is used in the final game, seen in the “December” puzzle.

(Source: Original TCRF research)

Deltarune Chapter 2 Unused Keyboard Characters.png

Many unused characters for the keyboard puzzles in Cyber Field. Some of these have audio clips associated with them, which can be heard here.

(Source: Original TCRF research)

Deltarune Chapter 2 spr teacup back 0.png

Deltarune Chapter 2 Early Teacup Front.gif

Crudely-drawn versions of the teacups, named spr_teacup_back and spr_teacup_front.

(Source: Original TCRF research)

DRCh2-spr teacup platformBk 0.png

A placeholder sketch of the platform that houses the teacups.

(Source: Original TCRF research)

DRCh2-spr cutscene 09 capsule 2 0.png

An unused variant of Queen’s shock cages, missing the bars in the middle.

(Source: Original TCRF research)
Early Final
Deltarune Chapter 2 spr conveyorbelt d blue old.gif Deltarune Chapter 2 spr conveyorbelt r blue old.gif Deltarune Chapter 2 spr conveyorbelt d blue.gif Deltarune Chapter 2 spr conveyorbelt r blue.gif

The conveyor belts found in Undertale's Hotland, which were presumably used as a placeholder for the conveyors in Cyber Field.

(Source: Original TCRF research)

The coaster building has two alternative versions left unused.

Final "Backup" Early
Bg dw city coaster entry 0.png Bg dw city coaster entry backup.png Bg dw city coaster entry old.png

A hood is also supposed to be placed at the exit, but was cut.

Bg dw city coaster entry hood.png
Interestingly, the hood texture with the padding is double the resolution of any version of the coaster building, which means that, without resizing the sprite, it would simply not fit. This could also be a leftover of an even older version of the building that isn't in the files.

Here's how the building would look like with the hood attached:
Coaster Mockup.png

(Source: Original TCRF research)

Cyber City

Sprite Early Final
Trash Bag Deltarune Chapter 2 spr bg city trash bag old 0.png Deltarune Chapter 2 spr bg city trash bag 0.png
Trash Pile Deltarune Chapter 2 spr bg city trash pile old 0.png Deltarune Chapter 2 spr bg city trash pile 0.png
Medium Trash Pile Deltarune Chapter 2 spr bg city trash medium old 0.png Deltarune Chapter 2 spr bg city trash medium 0.png
Large Trash Pile Deltarune Chapter 2 spr spamton trash pile large old 0.png Deltarune Chapter 2 spr spamton trash pile large 0.png
Spamton's Shop Deltarune Chapter 2 spr spamton shop base old 0.png Deltarune Chapter 2 spr spamton shop base 0.png

Some early versions of the garbage dumps that appear in the Trash Zone. The eggplant-shaped trashbag had its bright blue outline desaturated, the trash boxes were made darker, and the large trash pile had its size significantly increased and Spamton's shop lost some trashbags.

As a side note, in the playable demo the Fun Gang lands on the Large Trash Pile in a story cutscene, and Susie falls off an NO sign. That NO sign is actually baked onto the old Large Trash Pile sprite, and given that the gang can't plausibly land on such a tiny pile implies that this scene may have went a little differently earlier in development.

(Source: Original TCRF research)

Spr spamton trash pile large1 0.png

A large trash pile that is identical to the one the Fun Gang lands on, except the "No-sign" is included instead of being a separate, distinctly colored entity.

(Source: Original TCRF research)

Spr spamton trash 1 0.png Spr spamton trash 2 0.png

Various trash bags that match the ones seen in the early sprite for Spamton's shop more than the blocky ones seen throughout the Trash Zone.

(Source: Original TCRF research)
Early Final
Deltarune Chapter 2 Old Traffic Car Legs.gif Deltarune Chapter 2 Final Traffic Car Legs.gif

An early version of the legs from the cars in Cyber City, with a more rough outline than the final and mostly solid coloration.

(Source: Original TCRF research)
Early Final
DRCh2-spr caradventure car enemy 0.gif DRCh2-spr caradventure car foe 0.gif

An early version of the traffic cars you dodge with Queen’s car, somehow more polished than the crude sketches you see in the final game.

DRCh2-spr traffic car side wheels left 0.gif

A left-facing traffic car.

DRCh2-spr city car down 0.gif DRCh2-spr city car up 0.gif DRCh2-spr city car left 0.gif DRCh2-spr city car right 0.gif

Directional walking sprites for Queen’s car. They're labeled "city_car" instead of "queen_car", suggesting that it might have been a more common type of car seen around the city at one point.

(Source: Original TCRF research)

Spr trafficswitch old.gif

An early version of the traffic switch seen in the city.

(Source: Original TCRF research)

DRCh2-spr city traffic light down 0.gif DRCh2-spr city traffic light left 0.gif DRCh2-spr city traffic light right 0.gif

An unused version of the traffic lights with a horizontal beam on top, including left- and right-facing variants.

Early Final
DRCh2-spr cityTrash 0.png DRCh2-spr bg city trashcan 0.png

An early, more generic trash can.

DRCh2-sprite9 0.png DRCh2-sprite9 1.png

An early version of the cat sign. Curiously, this is labeled "sprite9_0" in the files instead of anything indicative of the sprite's contents, notably lacking the "spr_" prefix seen on the filename for every other sprite.

DRCh2-spr city window 02 0.png DRCh2-spr city window 03 0.png

Two-story variants of the windows that house the cat signs.

(Source: Original TCRF research)
Early Final
DeltaCH2-spr mouseHole old.gif

Spr holemouse emerge old.png DeltaCH2-spr mouseSwitch old 1.png DeltaCH2-spr mouseSwitch old 2.png DeltaCH2-spr mice3 platSwitch old 1.png DeltaCH2-spr mice3 platSwitch old 2.png DeltaCH2-spr mice3 progressBar old.png
Spr track1 old 0.pngSpr track1 old 1.png Spr track2 old 0.pngSpr track2 old 1.png Spr track3 old 0.pngSpr track3 old 1.png

Spr rotationtile tower old 0.png
DeltaCH2-spr mouseHole.gif

DeltaCH2-spr holemouse emerge.png DeltaCH2-spr mouseSwitch 1.png DeltaCH2-spr mouseSwitch 2.png DeltaCH2-spr mice3 platSwitch 1.png DeltaCH2-spr mice3 platSwitch 2.png DeltaCH2-spr mice3 progressBar.png
Spr track1 0.pngSpr track1 1.png Spr track2 0.png Spr track2 1.png Spr track3 0.png Spr track3 1.png

Spr rotationtile tower 0.png

All of these are early versions of sprites related to the Annoying Mouse Room puzzles.

(Source: Original TCRF research)

Spr mice1 boundaryDecor 0.png
An outline decor meant for the first Annoying Mouse Room.

(Source: Original TCRF research)

Spr mice2 hint 0.png
Light blue arrows for the second Annoying Mouse Room.

(Source: Original TCRF research)
Early Final
Spr ch2 cityscreen old 0.png

Spr ch2 cityscreen old 2.png

Spr ch2 cityscreen old 4.gif
Spr ch2 cityscreen 0.gif

Spr ch2 cityscreen 2.gif

Spr ch2 cityscreen 4.gif

Placeholder sketches of the screens in Cyber City.

(Source: Original TCRF research)

DRCH2-spr ja ch2 cityscreen 8.gif

An unused Cyber City screen that would've replaced the "DEALS" screen the Japanese version of Chapter 2.

(Source: Original TCRF research)

Spr city plaque.gif
An early version of the info display for the mice puzzle, with fewer frames and lacking dots on the rim.

(Source: Original TCRF research)
Early Final
DRCh2-spr city poster ferris wheel 0.png DRCh2-spr sign poster ferris wheel withCones 0.gif

An early version of the billboard advertising the giant Ferris Wheel, missing its supports and the animation on its lights.

DRCh2-spr carnival balloon big 0.png DRCh2-spr carnival balloon medium 0.png DRCh2-spr carnival balloon small 0.png DRCh2-spr carnival stand blue 0.png DRCh2-spr carnival stand pink 0.png

Early sprites for the balloons and carnival stands in the carnival portion of Cyber City.

DRCh2-spr alley dumpster closed 0.png DRCh2-spr alley dumpster open 0.png DRCh2-spr cutscene 14 dumpster 1 closed 0.png DRCh2-spr cutscene 14 dumpster 1 open 0.png DRCh2-spr cutscene 14 dumpster 2 closed 0.png DRCh2-spr cutscene 14 dumpster 2 open 0.png

Early versions of the dumpsters that Spamton resides in.

(Source: Original TCRF research)

Placehotassium

Kris Get The Placeholder Banana

(A placeholder version of the Banana used in the car minigame.)

(Source: Original TCRF research)

Spr city building girder 0.png Spr city building girder dark 0.png
Sprites for girders. The game uses tilesets for those instead of separate sprites.

(Source: Original TCRF research)

Spr city road girder right 0.png
A sprite for the right end of the bridge you drive over with Queen. The bridge is cut off before it "ends", so this is never used.

(Source: Original TCRF research)

Spr city bridge railing 0.png

An individual piece of the bridge's continuous railing.

DRCh2-spr city silhouette building old 0.png

An early sprite for the translucent foreground buildings in Noelle's monologue.

(Source: Original TCRF research)

Spr city walk sign 0.png
A sign meant for a crosswalk in the city.

(Source: Original TCRF research)

DRCH2-spr city tv pole 0.gif
A "TV pole" meant to appear in the city.

(Source: Original TCRF research)
black black


Sprites of graffiti depicting Ice-E and Everyman that are named similarly to a used graffiti sprite of a tree. While those do appear in the Light World alley near the apartments, they are part of a single image and not separate sprites.

(Source: Original TCRF research)

The hœuse

Placeholder sketch of the entrance to Queen's mansion. There seems to be some (unreadable) text in the top-right corner of the sprite.

(Source: Original TCRF research)

DRCh2-spr queenmansion bg 0.png

An assembled version of the entrance to Queen's Mansion. The final game has it in separate layers, even though it still remains as one unit and never moves in parallax. This sprite gives us an extended view of the mansion, as the bottom is cut off in the final version. Missing is the "Queen" logo spelled out in red lights, with the sign containing it instead being empty.

(Source: Original TCRF research)

Queen's Mansion

DRCh2-spr dw mansion room kris computer 0.png DRCh2-spr dw mansion room kris computer on 0.png

Unused sprites for the computer in Kris’ room, one with a transparent screen and one with a placeholder for Queen’s monitor portrait.

(Source: Original TCRF research)

Early-DR-Cage-PT1.png Early-DR-Cage-PT2.gif

The early cage used in Kris' early prison room still exists in the files. The cage top and bottom have multiple frames, but there is no difference between any of the frames.

(Source: Original TCRF research)

DeltaCH2-Early Queen's Mansion Talking Tube.png Like the last one, but purple!

There are two early iterations of the talking tube found in Kris' room in Queen's Mansion.

(Source: Underminers Discord)
Early Final
Spr dw mansion room kris casette 0.png Spr dw mansion room susie glitch static 0.png Spr dw mansion room kris casette floating 0.gif Spr dw mansion room susie glitch 0.gif

"Static" versions of the floating items in Kris and Susie's personalized rooms

DRCh2-spr darkbulb bulb 0.png

An early sprite for the darkbulbs used in the mansion’s light puzzles.

Early Final
DRCh2-spr darkbulb button old 0.png

DRCh2-spr darkbulb button old 1.png DRCh2-spr darkbulb button old 2.png DRCh2-spr darkbulb button old 3.png DRCh2-spr darkbulb button old 4.png DRCh2-spr darkbulb button old 5.png DRCh2-spr darkbulb button old 6.png DRCh2-spr darkbulb button old 7.png

DRCh2-spr darkbulb button old 8.png
DRCh2-spr darkbulb button 0.png

DRCh2-spr darkbulb button 1.png DRCh2-spr darkbulb button 2.png DRCh2-spr darkbulb button 3.png DRCh2-spr darkbulb button 4.png DRCh2-spr darkbulb button 5.png DRCh2-spr darkbulb button 6.png DRCh2-spr darkbulb button 7.png

DRCh2-spr darkbulb button 8.png

An early version of the switch used in the mansion’s light puzzles.

DRCh2-spr darkbulb puzzle2 old 0.png DRCh2-spr darkbulb puzzle2 old 1.png DRCh2-spr darkbulb puzzle2 old 2.png DRCh2-spr darkbulb puzzle2 old 3.png DRCh2-spr darkbulb puzzle2 old 4.png DRCh2-spr darkbulb puzzle2 old 5.png
DRCh2-spr darkbulb3 switch 1 old 0.png DRCh2-spr darkbulb3 switch 2 old 0.png DRCh2-spr darkbulb3 switch 3 old 0.png DRCh2-spr darkbulb3 switch 4 old 0.png

Sprites for a scrapped light puzzle. Possibly an early version of the last one, judging by the fact that it has the same bird shape and that the pieces do make a perfect square once stacked on top of each other.

(Source: Original TCRF research)

DeltaCH2-spr dw mansion queen statue.png

An absolutely massive sprite of a huge statue of Queen intended for the foyer, as seen by a piece of concept art. In one hand is a hologram of a planet, and in the other is a hologram of a wine glass, of course. This was probably scrapped because it seems to have been made before the idea that the statue throughout the mansion would turn out to be a mech, based on the fact that it bears little resemblance to the mech design. Also probably because it's so big, it wouldn't fit anywhere on screen.

(Source: Original TCRF research)
Early Final
DRCh2-spr dw mansion colorcafesign 0.png DRCh2-spr mansion cafe entrance 0.png

An early sign for the Color Cafe. The final sprite includes a door and has a much more ornate font, simply reading “Cafe”.

DeltaCH2-Spr queenart mona old 0.png DeltaCH2-Spr queenart mona old 1.png DeltaCH2-Spr queenart red old 0.png DeltaCH2-Spr queenart red old 1.png DeltaCH2-spr queenFirePainting 1.png DeltaCH2-spr queenFirePainting 2.png DeltaCH2-spr queenFirePainting old 1.png DeltaCH2-spr queenFirePainting old 2.png DeltaCH2-spr queenart treasure middlepoint old 1.png DeltaCH2-spr queenart treasure middlepoint old 2.png

Seemingly early versions of the paintings in Queen's mansion. Most of them lack the ornate frame used in the final, with the chest one in particular having a slightly different positioning and background color. Notably, there's another unused Mona Lisa painting with a fiery background, and that too has an early version!

(Source: Original TCRF research)

Spr mansion plaque 0.png
An old version of the mansion plaque.

(Source: Original TCRF research)

Spr dw mansion door stairs down 0.png Spr dw mansion door stairs up 0.png

Sprites for doors that lead upstairs and downstairs. The game uses tilesets for these instead of separate sprites.

(Source: Original TCRF research)

Spr dw mansion entranceDoor 0.png

An early door meant for Queen's mansion, labeled as an entrance.

(Source: Original TCRF research)

Spr mansion switch 0.png Spr mansion switch 1.png Spr switch mansionbasement 0.png Spr switch mansionbasement 1.png
A wall-mounted version of the lever switch for the mansion and basement.

(Source: Original TCRF research)
Early Final
DRCh2-spr room dw mansion fire paintings fakewall old 0.png DRCh2-spr room dw mansion fire paintings fakewall back1 0.png DRCh2-spr room dw mansion fire paintings fakewall 0.png DRCh2-spr room dw mansion fire paintings fakewall back 0.png

An early version of the wall that flips to reveal two Queen paintings, using placeholder sprites.

(Source: Original TCRF research)

Kitty sitting pretty Deltarune Chapter 2 spr tasquepainting old 1.png Deltarune Chapter 2 spr tasquepaintingnumbers old 0.png Deltarune Chapter 2 spr tasquepaintingnumbers old 1.png Deltarune Chapter 2 spr tasquepaintingnumbers old 2.png Deltarune Chapter 2 spr tasquepaintingnumbers old 3.png

Some early versions of the Tasque paintings seen in the Tasque painting room.

(Source: Original TCRF research)

DRCh2-spr mansion traffic 2fsign 0.png

An early sprite for the Second Floor sign in the traffic room of Queen’s Mansion.

DRCh2-spr dw mansion spawner 1 old 0.png DRCh2-spr dw mansion spawner 1 0.png DRCh2-spr dw mansion spawner 2 0.png

Overhang sprites for an early version of the traffic room in Queen’s Mansion. In the final game, these are made out of tiles.

Early Final
DRCh2-spr mansion stanchion old 0.png DRCh2-spr mansion stanchion 0.png

An early version of the velvet rope barriers seen after you complete the mansion's traffic room. In the final game, these are made a lot more polygonal, with an electric glow coming off of its carvings. This is in line with many other details, like the vases and curtains, found in the mansion’s original tileset which were later abstracted and made more “digital” for the final game.

(Source: Original TCRF research)

Spr dw mansion traffic electricity 0.gif

Green lights originally meant to display in the mansion's traffic room. They would’ve been placed in two rows in front of each tunnel with their animations staggered to create a checkerboard pattern. These are still present in the final room, but their layer is made invisible

(Source: Original TCRF research)

DRCh2-spr mansion doorframe top 0.png DRCh2-spr mansion doorframe top 1.png

An unused top piece for the glowing effect seen on some doorframes in Queen’s Mansion. In the final game, the doors are thin enough that the top piece wasn’t needed, as the corners could simply be put next to each other.

(Source: Original TCRF research)

Return of unused door graphics

This early version of the KeyGen door appears to be very similar to, if not the same as, a locked door sprite from Zelda II: The Adventure of Link for the NES.

(Source: Original TCRF research)


Early Final
DRCh2-spr dw mansion wig 0.png DRCh2-spr ch2 gimmick saucer wig 0.png

An early version of the wigs worn by the mansion’s guests. This was replaced by a simpler but more iconic wig shape in the final game.

(Source: Original TCRF research)

DRCh2-spr dw mansion glass 0.png

An isolated sprite of Queen’s wine glass, originally one of the random objects that’s revealed when you lift any of the saucers in Queen’s mansion.

(Source: Original TCRF research)

Spr ch2 gimmick bombtext balcon 0.png Spr ch2 gimmick bombtext 0 0.png Spr ch2 gimmick bombtext 0 1.png Spr ch2 gimmick bombtext 0 2.png Spr ch2 gimmick bombtext 0 3.png Spr ch2 gimmick bombtext 0 4.png Spr ch2 gimmick bombtext 0 5.png Spr ch2 gimmick bombtext 0 6.png Spr ch2 gimmick bombtext 0 7.png Spr ch2 gimmick bombtext 0 8.png Spr ch2 gimmick bombtext 0 9.png

A speech bubble with the words "GREATDEALS" that had something to do with the table gimmicks in Queen's Mansion, judging by the filename of "spr_ch2_gimmick_bombtext"

Spr dw mansion platter 0.png Spr dw mansion plate stack 01 0.png Spr dw mansion plate stack 02 0.png Spr dw mansion plate stack 03 0.png
An assortment of platter and plate sprites. The pile of platters in the kitchen uses individual sprites, and plates like this do not appear anywhere.

(Source: Original TCRF research)

DeltaCH2-spr dogtable ride temp.png

Temporary sprite for the table carried by the Annoying Dog. Most notably, it has a completely different tail that doesn't resemble the Dog's at all. Along with this, Susie and Ralsei are floating and aren't in their surprised poses, Kris is facing away from the player, and the platter isn't present.

This sprite was actually used in a prototype version of the dogtable scene made by developer Fred Wood. According to him, it was never meant to be used in the final game because it's a placeholder for the actual sprite.

(Source: Original TCRF research)
Early Final
Kinda looks like a Superstar Saga sprite… DeltaCH2-Spr dogtable table.png

Similarly, there's an early version left over of the tables seen throughout Queen's mansion.

(Source: Original TCRF research)

Spr note 0.png

A sprite for a note found in an unused mansion storage room.

DRCh2-spr townSwitch 0.png DRCh2-spr townSwitch 1.png DRCh2-spr townSwitch 2.png DRCh2-spr townSwitch 3.png

Early sprites for the tiles in the tiny town that appears in the mansion's acid tunnel, labeled “townSwitch” in the files.

These were later revealed in a video by Fred Wood to have been used as switches for an early version of the acid tunnel’s mouse puzzle.

(Source: Original TCRF research)

Spr mansion whirlpool.gif
An unused whirl graphic for the acid pool.

(Source: Original TCRF research)

DeltaCH2bg dw noelle ferris wheel left old.png DAMNIT TOBY!!! WHY IS THIS SO LONG?? IT ALMOST BROKE THE WEBSITE

Early (ferris wheel mockup)
Deltarune Chapter 2 bg dw noelle room ferris wheel 0.png
Final
DeltaCH2-bg dw noelle room.png

The only change made here is the door; either it looked uncomfortable or it broke theme park law regulations.

There exists a mockup of Noelle's room with this early ferris wheel. It also contains a detail that is cut from the final background graphic - pills on the tables near the bed.

(Source: Original TCRF research)

DRCh2-spr dw mansion walls old 0.png DRCh2-spr dw mansion walls hand 0.png DRCh2-spr dw mansion walls robot old 0.png DRCh2-spr dw mansion walls robot 0.png

Unused sprites of the wall cutouts that house the NEO body. Interestingly, in one you can see a hand strewn across the floor. As for the latter two sprites, the cutout encasing the NEO body is achieved using tiles in the final game.

DRCh2-spr mansion basement door closed 0.png

A sprite for the locked door seen in the Mansion Basement. In the final game, part of the tileset is used instead.

DRCh2-spr mansion basement lockedDoor 0.png

An early sprite for the locked door in the Mansion Basement, depicting prison bars instead.

DRCh2-spr dw mansion basement tracks 0.png

An unused sprite for the rollercoaster tracks found in the basement. In the final game, they're much thinner and span a longer width, likely to make looping less obvious.

(Source: Original TCRF research)

Hometown

Spr lw police keys 0.png

A fanned out version of the keys seen in the Police Station. Presumably meant to sit on Undyne’s desk as opposed to the singular key seen in the final game.

(Source: Original TCRF research)

Tilesets

Tilesets contain a lot of unused textures meant for rooms.

bg_dw_city_tileset (Cyber City tileset)

City drainage 1.png City drainage 2.png
IDs: 1) 282-283 2) 214-215, 231-232
Drainages. Possibly removed because it wouldn't make sense for it to rain inside the internet-themed Dark World.


City queen screen.png
IDs: 26-33, 43-50, 60-67, 77-84
A large screen depicting Queen.


City banner yello.png City banner pink.png
IDs: 99-100, 116-117, 133-134, 150-151
Partially unused pink and yellow banners. In the final game they're cut off at the top.


City queen poster city ver.png
IDs: 165-167, 182-184
A brighter version of the Queen Clean poster that appears in the room where you meet Spamton. The used one belongs to another tileset.


City random poster 1.png City random poster 2.png City random poster 3.png
IDs: 1) 168, 185 2) 202 3) 219, 236, 253, 270
An assortment of different posters and papers.


City traffic light.png City traffic light left.png City traffic light right.png
IDs: 1) 252, 269, 286 2) 298, 315, 332 3) 302, 319, 336
A traffic light.


City transition piece.png
IDs: 248-249, 265-266
Some kind of transition between dimly and brightly lit places.


City crossing.png
IDs: 309-311
Unused ending (bottom) portion of the pedestrian crossing.


City crossing lights.png
IDs: 353, 370, 387
Pedestrian crossing light.


City tv shop.png
IDs: 425-432, 442-449, 459-466, 476-483
Unused TV-themed shop.


City unknown shop.png
IDs: 527-533, 547-550, 564-567, 578-584
Partially unused bland shop counter. While the door and some furnishing for it was used, the counter portion didn't made it.


City bridge railing.png
IDs: 595-597
A piece of bridge railing.


City random decal 1.png City random decal 3.png City random decal 4.png
IDs: 1) 272-274, 289-291, 306-308 2) 278-280 3) 295-297, 312-314, 329-331, 346-348, 363-365 4) 299-301, 316-318, 333-335, 350-352


City random decal 5.png City random decal 6.png City random decal 7.png City random decal 8.png
IDs: 5) 303-305, 320-322 6) 323-325, 340-342, 357-359 7) 349, 366, 383 8) 367-369, 384-386


City random decal 9.png City random decal 10.png City random decal 12.png
IDs: 9) 371-373 10) 388-390 11) 374-381, 391-398, 408-415 12) 99-406, 416-423, 433-440, 450-457


City random decal 13.png City random decal 14.png City random decal 15.png
IDs: 13) 467-474, 484-491, 500-508 14) 500, 517, 534 15) 493-499, 510-516
Lots and lots of decals that either appear only in unused rooms or are unused completely. The 4th one is partially unused, as everything but the top section is used.

bg_dw_city_alleyway_tileset (Cyber City alleyway tileset)

Alleyway poster 1.png Alleway poster 2.png Alleway poster 3.png
IDs: 1) 15, 30, 45, 60 2) 209, 224 3) 239
Dim versions of the posters from Cyber City tileset also go unused.


Alleway moss corner.png
IDs: 191-192, 206-207
The moss corner actually exists for all corners, not just one.


bg_dw_cyber_tileset (Cyber Field tileset)

Cyberfield sign.png
IDs: 33-35, 46-48
Large cyber-themed sign.


Cyberfield doorway.png
IDs: 61-63, 74-76, 87-89
A doorway possibly meant for a coaster building. The used one is slightly different and is a part of a single image.


Cyberfield lamp.png
IDs: 92-93
Some kind of switch or a light.


Cyberfield lighs.png
IDs: 105-112, 118-125, 131-138, 144-151, 157-164
Dots on a black and transparent backgrounds, possibly depicting stars.


Cyberfield something.png
IDs: 170-175
A decor piece that was probably supposed to be animated.


Cyberfield smiley.png
IDs: 183-188, 196-201
A weird, smiling platform (?) with an unknown purpose.


Cyberfield decal 1.png Cyberfield decal 2.png Cyberfield decal 3.png Cyberfield decal 4.png
IDs: 1) 22-24 2) 27-28 3) 36, 49; 4) 37


Cyberfield decal 5.png Cyberfield decal 6.png Cyberfield decal 7.png Cyberfield decal 8.png
IDs: 5) 40 6) 41 7) 53-54 8) 66


Cyberfield decal 9.png Cyberfield decal 10.png Cyberfield decal 11.png Cyberfield decal 12.png
IDs: 9) 67 10) 68 11) 70 12) 80


Cyberfield decal 13.png Cyberfield decal 14.png
IDs: 13) 191-193 14) 207
Some decorative tiles for Cyber Field platforms.

bg_dw_mansion_tileset (Queen's Mansion tileset)

Mansion door 1.png Mansion door 2.png
Decorated doors.

Mansion curtain left.png Mansion curtain right.png Mansion curtain loop.png
Some curtains.

Mansion gate.png
Some kind of gate.

Mansion logo 1.png Mansion logo 3.png Mansion logo 2.png
A logo with a big "Q" and a star on top left.


Mansion stool back.png Mansion stool front.png Mansion stool left 1.png Mansion stool left 2.png Mansion stool right 1.png Mansion stool right 2.png


Mansion table.png
Chairs for all four sides along with an accompanying table.


Mansion chandelier.png Mansion candle 1.png Mansion candle 2.png Mansion frame 1.png Mansion frame 2.png Mansion ornament 2.png


Mansion lamp 1.png Mansion lamp 2.png Mansion lamplight.png Mansion plant 1.png Mansion plant 2.png Mansion plant 3.png


Mansion plant 4.png Mansion plate.png Mansion ornament 1.png Mansion ornament 3.png Mansion ornament 4.png
A variety of decorative things. A brighter version of the chandelier is used as a separate sprite.


Mansion wall 1.png Mansion wall 2.png Mansion wall 3.png
Some unused walls.


Mansion acidpool floor 1.png Mansion acidpool floor 2.png Mansion acidpool wall.png
Tileset for islands in acid pool.


Mansion acidpool building 1.png Mansion acidpool building 2.png Mansion acidpool building 3.png Mansion acidpool building 4.png Mansion acidpool building 5.png Mansion acidpool building 6.png


Mansion acidpool cliff.png Mansion acidpool forest 1.png Mansion acidpool forest 2.png Mansion acidpool forest 3.png Mansion acidpool mountain 1.png Mansion acidpool mountain 2.png


Mansion acidpool lilypad.png Mansion acidpool stone 1.png Mansion acidpool stone 2.png
Tiles that would make decorative portion of acid pool.


Mansion puddle.png
An acid puddle with some kind of purple drawing.

Other Graphics

IMAGE LOGO CENTER CHAPTERNUMBER 0.png
IMAGE LOGO CENTER CHAPTERNUMBER 8.png
IMAGE LOGO CENTER CHAPTERNUMBER 9.png
IMAGE LOGO CENTER CHAPTERNUMBER 10.png

Text graphics that seem to be for Chapters 0, 8, 9 and 10's logo screens. While the in-game chapter select only lists 7 chapters, given that Toby Fox hasn't confirmed how long the full game will be, these graphics may still be used in the future.

(Source: Original TCRF research)

DeltaCH2 Border 1.png DeltaCH2 Border 2.png DeltaCH2 Border 3.png

As with Chapter 1, the dynamic borders in the console release of Chapter 2 contain graphics that take up the entirety of a 16:9 screen, but because the game itself is displayed in the middle, the center areas of these designs go unseen in typical gameplay.

(Source: Original TCRF research)

Oh what are you supposed to be? You too?

What appears to be sprite assets for Chapter 3, going off of its file name. It's also the only sprite in the Chapter 1&2 Demo to have a Chapter 3 prefix. What the sprite implies is not exactly known, and what use it will have in Chapter 3 is also not known. The sprite's filename is ch3_parallax_t_dark.
In game development, "parallax" is a word usually used in background textures in reference to the parallax effect, and Deltarune uses the word pretty consistently for its backgrounds.
"t" doesn't seem to mean anything here. The only time it otherwise shows up by itself are in the filenames of the t-pose sprites that Kris and Susie take in one cutscene, and even then it's more of a result of the pose having that character in its name.
"dark" is usually used in Deltarune to mark variants of a sprite that are visually dark, or to mark Dark World variants of Light World sprites.

(Source: ASmolBoy)

What is this supposed to be for...?

A sprite of Five-Eight, the main character of the game LOVE. LOVE's creator Fred Wood was on development team of Chapter 2, so this may have been used as a placeholder graphic by him during development.

(Source: Underminers Discord (Lil'Alien))