Proto:Deltarune/Chapter 1 & 2 Demo (2021)/Unused Rooms
This is a sub-page of Proto:Deltarune/Chapter 1 & 2 Demo (2021).
Contents
- 1 Debug Rooms
- 2 Castle Town
- 3 Cyber Field
- 3.1 room_dw_cyber_shaunsmusicalbullettunnel
- 3.2 room_dw_cyber_maze_rhythm
- 3.3 room_dw_cyber_escalator_slide
- 3.4 room_dw_cyber_savepoint_original
- 3.5 room_dw_cyber_battle_maze_1_Original
- 3.6 room_dw_cyber_keyboardexample
- 3.7 room_dw_cyber_keyboard_puzzle_1_old
- 3.8 room_dw_cyber_teacup_1
- 3.9 room_dw_cyber_maze_virokun_backuo
- 3.10 room_dw_cyber_nuberts_treasure
- 3.11 room_dw_cyber_tasque_battle_og
- 3.12 room_dw_cyber_teacup_2
- 3.13 room_dw_cyber_music_bullet_original
- 3.14 room_dw_cyber_virovirokun_fight
- 3.15 room_dw_cyber_battle_maze_2_old
- 3.16 room_dw_cyber_battle_maze_2_toby
- 3.17 room_dw_cyber_battle_maze_3
- 4 Cyber City
- 4.1 room_dw_city_prototype_01 and _02
- 4.2 room_dw_city_noelle_fight_intro
- 4.3 room_dw_city_cheese
- 4.4 room_dw_city_carnival
- 4.5 room_dw_city_sidewayscars
- 4.6 room_dw_city_big_1_original
- 4.7 room_dw_city_big_2_OG
- 4.8 room_dw_city_traffic_2_old
- 4.9 oom_dw_city_spamton_shop_interior
- 4.10 room_dw_city_big_3_og and room_dw_city_big_3_backup_2exits
- 4.11 room_dw_city_traffic_3_backup and room_dw_city_traffic_3_2Entrances
- 4.12 room_dw_city_mice2_og
- 4.13 room_dw_city_traffic_5_old
- 4.14 room_dw_city_monologue_old
- 5 Queen's Mansion
- 5.1 room_dw_mansion_sparks
- 5.2 room_dw_mansion_elevator
- 5.3 room_dw_mansion_east_1f_a
- 5.4 room_dw_mansion_east_1f_b
- 5.5 room_dw_mansion_east_1f_c
- 5.6 room_dw_mansion_east_1f_d
- 5.7 room_dw_mansion_traffic_original
- 5.8 room_dw_mansion_east_2f_teacup
- 5.9 room_dw_mansion_east_2f_ufo_old
- 5.10 room_dw_mansion_east_2f_c_b
- 5.11 Snowgrave Route UFO Room Difference
- 5.12 room_dw_mansion_east_2f_d_backup
- 5.13 room_dw_mansion_east_teacup_4_old
- 5.14 room_dw_mansion_dining_storage_old
- 5.15 room_dw_mansion_acid_tunnel_old
- 5.16 room_dw_mansion_bridgesold
- 5.17 room_dw_mansion_east_4f_e
- 5.18 room_dw_mansion_east_4f_a
- 5.19 room_dw_mansion_top_post_old
- 6 Blank Rooms
Debug Rooms
Please elaborate. Having more detail is always a good thing. |
room_ballooner_tester
A room that allows you to test text bubbles. A "ballooner.txt" file will be created as soon as you enter it for the first time.
room_sound_tester
A sound test room.
room_sprite_tester
A sprite test room.
room_debug_color
A room that tests the color changing properties of the Swatchling enemy.
room_debug_loc
A duplicate of the hallway of Kris' home, except you can't go into your room or into the main room. It is unknown what this room tests.
PLACE_DOGCHECK2
A new version of the Dogcheck room was added with Chapter 2, which can be seen by editing your save file and setting the room to a value below 1 or greater than 231. This version has the dog car driving across the screen, with new music playing.
room_teacup_demoauto
Test room for the teacup obstacles.
room_shaun_puzzle
An early version of the Queen face light puzzle.
room_GMS2_test
A room that consists of a Rudinn that starts a battle with Ambyu-Lance when touched.
room_musical_sync_test
A room for testing how solo musics syncs with backing.
Castle Town
room_cc_clover
Unused room for Clover meant for Ralsei's Castle. Coming sequentially in the files right after Lancer's room, this room contains various objects and NPCs with text still intact. Here the graphics obviously aren't quite completed; defaulting to Jigsaw Joe sprites, from left to right the characters are a Rudinn, Clover, and a Hathy. The text for each object in this room appears to be identical to what's seen in Clover's original room in Card Castle from Chapter 1.
Cyber Field
room_dw_cyber_shaunsmusicalbullettunnel
A room made by Shaun, one of the assistant coders for this chapter. This room is a tunnel full of the music bar bullets that move very fast, making it almost impossible to dodge them.
room_dw_cyber_maze_rhythm
A room that has a big conveyor going up. It's meant to have bullet beats going up, but it's broken. Going through the exit at the top of this room leads you to the room with Fommt the floppy disk (which appears in the normal game) but in the abyss between platforms, unable to move.
room_dw_cyber_escalator_slide
Yet another broken room. Going up brings you to the bottom of the main area of the Cyber area, which is likely where it was connected to.
room_dw_cyber_savepoint_original
An earlier version of the first Cyberfield save point room.
room_dw_cyber_battle_maze_1_Original
A hallway with 2 obj_chaseenemy placed around. Judging by its name, it was supposed to be a first room with enemies right after the save point room.
room_dw_cyber_keyboardexample
A prototype version of the first keyboard puzzle. Differences from this to the final include the blocks between buttons being invisible, the background being missing, the ground not fading to black as it goes down, some shape differences with the main platform, the prize area not existing and the characters spawning inside of the ground, making it impossible to move. With debug enabled, however, the characters can be made to move and the puzzle can be solved, resulting in the apple graphic appearing as well as a resulting audible thud.
room_dw_cyber_keyboard_puzzle_1_old
Another early version of the first keyboard puzzle, this time looking ever so slightly closer to the final and spawning you in bounds.
room_dw_cyber_teacup_1
A really short teacup room.
room_dw_cyber_maze_virokun_backuo
A room with a single enemy and a checkmark monitor that appears when the player comes close to it. No walls exist in this room, allowing the player to walk anywhere.
room_dw_cyber_nuberts_treasure
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A room for Nubert's treasure, which was originally in its own room instead of being part of the Keyboard Puzzle 1 room. It was likely connected to room_dw_cyber_tasque_battle_og, which is an early version of the room where you first encounter Tasque. In that room, there's a hidden switch that is supposed to disable Nubert's forcefield.
room_dw_cyber_tasque_battle_og
An earlier version of a room where the player battles a Tasque that jumps out of one of the monitors. There's also two monitors with arrows that point to an invisible intractable object that was probably supposed to remove a force field on the upper exit, but no code for this exists. Using a left exit will teleport the player to room_dw_cyber_battle_maze_1_Original, placing them inside the walls.
room_dw_cyber_teacup_2
A room that's meant to have teacups in it, but they aren't present, making it lead to a dead end. There is an exit at the end of where you would arrive if you were to be able to make it to the top without additional work (i.e., editing your height value).
room_dw_cyber_music_bullet_original
A much earlier version of the teacup/bullet section room. No actual teacups, bullets, and even walls are placed here.
room_dw_cyber_virovirokun_fight
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Possibly replaced by the AGREE2ALL puzzle, since pulling the switch disables the same forcefield disabled by the AGREE2ALL puzzle.
room_dw_cyber_battle_maze_2_old
Early version of the room where you choose between three teacups. Some of the differences include the teacups dropping the characters off out of bounds, the third teacup simply leading to a chest, you being able to continue going on without going into the teacups, and the two NPCs not existing.
room_dw_cyber_battle_maze_2_toby
A room that contains 3 empty chests and a Hacker NPC. It's possible that the Hacker is the same Hacker that requires the 3 blue checkmarks, and those 3 chests would've contained the checkmarks. Based off the name, this room was supposely made by Toby Fox, and it seems that it originally took the place of the choose-a-teacup room.
room_dw_cyber_battle_maze_3
A small walkway. Its possible that this room was connected to room_dw_cyber_battle_maze_2_old at some point, serving as an additional room before the battle with Sweet Cap'n Cakes.
Cyber City
room_dw_city_prototype_01 and _02
Two small inter-connected prototype versions of Cyber City.
room_dw_city_prototype_01 | room_dw_city_prototype_02 |
---|---|
room_dw_city_noelle_fight_intro
A small alleyway that has a Rudinn that crashes the game when a battle with it is started.
room_dw_city_cheese
A straight road. This room contains only the obj_npc_city_cheese object, which by default spawns a single instance of obj_chaseenemy. However, if global flag 310 is set to true, a row of 10 cheeses will spawn instead, with every single cheese except for the last one having an interaction window about touching it; the last one can be broken by simply touching it, which will trigger a battle with two mice.
room_dw_city_carnival
A room with a piece of cheese, an NPC, and an unused ferris wheel poster variation.
room_dw_city_sidewayscars
This room seems to be a test for how cars interact with player and upon changing their mode when they are moving sideways.
room_dw_city_big_1_original
A much earlier version of room_dw_city_big_1.
room_dw_city_big_2_OG
An earlier version of the room with ferris wheel poster and an Addison.
room_dw_city_traffic_2_old
Old version of a second traffic puzzle in Cybercity.
oom_dw_city_spamton_shop_interior
This was supposedly an interior of Spamton's shop in Trash Zone, however, there's nothing in it aside from a placeholder layout and a door to leave the room.
room_dw_city_big_3_og and room_dw_city_big_3_backup_2exits
An altered version of room_dw_city_big_3 that contains 2 entrances to the highway section and an unused sprite of a TV shop counter. Trying to enter the next room through the lower entrance will softlock the game with a black screen.
room_dw_city_big_3_og | room_dw_city_big_3_backup_2exits | room_dw_city_big_3 (used) |
---|---|---|
room_dw_city_traffic_3_backup and room_dw_city_traffic_3_2Entrances
Linked to the previous entry, those room contains two entrances (as opposed to just one in the used version). Just like in the previous room, the game will softlock after using the lower entrance.
room_dw_city_traffic_3_backup | room_dw_city_traffic_3_2Entrances | room_dw_city_traffic_3 (used) |
---|---|---|
room_dw_city_mice2_og
Old version of the second mice puzzle in Cybercity. Loading this room will crash the game.
room_dw_city_traffic_5_old
This room was possibly used to connect the Queen Car room with the Spamton room. Interacting with Berdly shows the generic placeholder message unlike in the video below. Despite having the _old suffix, no room without the suffix exits.
room_dw_city_monologue_old
Unused version of the monologue room with Noelle. Probably scrapped because it was too short for the monologue.
Queen's Mansion
room_dw_mansion_sparks
A room with hanging plugs hazards.
room_dw_mansion_elevator
A room that, judging by the name, was supposed to be used as an elevator, just like the one in Card Castle in Chapter 1.
room_dw_mansion_east_1f_a
Seems to be an early version of the first pottery room, lacking a lot of detail.
room_dw_mansion_east_1f_b
A big room in Queen's mansion. Despite visually having two exits, only the one on the left has a trigger for it.
room_dw_mansion_east_1f_c
Some room on the first floor of the Queen's mansion.
room_dw_mansion_east_1f_d
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Possibly replaced by the traffic puzzle, since the room with the secret switch and the ChainMail is named room_dw_mansion_east_1f_e.
room_dw_mansion_traffic_original
Early and very unfinished version of traffic puzzle in the mansion. The main difference from the final version is that the hallway at the end is horizontal instead of vertical, as well as the extreme difficulty.
room_dw_mansion_east_2f_teacup
Despite having a "teacup" in its name, this room lacks any teacups.
room_dw_mansion_east_2f_ufo_old
Old version of the UFO room on the second floor. An 8 UFOs and a real plate with a non-interactable box (second left from the top) are placed in this room. 7 of them fly to the top of the map and fling around before disappearing, and the last one near the exit doesnt trigger at all.
room_dw_mansion_east_2f_c_b
An empty room. A custom exit/entry in the code connects this room to the used room_dw_mansion_east_2f_c (the room with running Swatchlings are pottery) if "bottom" exit point is used, but it doesnt have one, making this room impossible to entry.
Snowgrave Route UFO Room Difference
Despite being inaccessible during the Snowgrave Route, the mansion's UFO room is different and features an overworld bullet section.
room_dw_mansion_east_2f_d_backup
An old and much less detailed version of the hallway right after the running Swatchlings and pottery, containing a single sprite of Giga-Queen robot
room_dw_mansion_east_teacup_4_old
Old version of the fourth teacup in Queen's mansion, much less detailed and lacking any projectiles and tea/coffee dropping on the characters.
room_dw_mansion_dining_storage_old
An old version of dining storage room, containing a lot of tables scattered around, some plates and a single note which doesnt have any dialogue attached to it in the code.
room_dw_mansion_acid_tunnel_old
Early version of the acid tunnel room. While a cutscene where Queen tells you that its a pool plays, the lever doesnt have any code attached to it, making it impossible to summon a bird to swim (not that you need to anyway, as the lake is not blocked by anything). The island tiles appear as a solid brown colour, as they are tile 29 from the tileset from the Mansion's basement. This room is right before three tilesets used in the acid tunnel, indicating whatever tileset was there got replaced by that tileset.
room_dw_mansion_bridgesold
An early and less detailed version of room_dw_mansion_bridges.
room_dw_mansion_east_4f_e
An empty hallway on the fourth floor of the mansion.
room_dw_mansion_east_4f_a
An earlier version of some room on the fourth floor, featuring a save point. The lower exits lead to the right shortcut in the mansion entrance, suggesting that this shortcut was supposed to lead to the fourth floor originaly, but the idea was scrapped.
room_dw_mansion_top_post_old
An early version of the room where the post-GIGA Queen cutscene occurs, and is accessible from the old version of the acid tunnel. The Queen fight doesn't start in this room, however.
Blank Rooms
- room_dw_castle_rooms_hallway is a blank room that would've likely connected the character rooms. It was replaced by room_dw_ralsei_castle_2f.
- room_dw_castle_rooms_lancer, a room meant to be used as Lancer's room. The final game uses room_cc_lancer for this instead.