In Undertale Yellow 's game files, some unused content can be found left over. This article aims to document this content.
Homemade Cookie (shortened as "Cookie") is an unused consumable item which restores 20 HP. Its flavor text when checked is " Info message ", the default check text, but there is an unused script that check text for it reading " A little burnt on one side, but looks yummy anyway. " When used in battle, it reads " You scarf down the Homemade Cookie. " When used in the overworld, the game softlocks.
Golden Scarf (shortened as "G Scarf") is an unused item accessible through the game's debug menu alongside Super Ammo. It is the best accessory in the game, giving a boost of 25 DF. Its flavor text when checked is " It's emitting a violently golden shine. " and when used is " You put the Golden Scarf on. Your tremendous taste for fashion makes monsters go easy on you. " It sells for 100G.
Super Ammo is an unused item accessible through the game's debug menu alongside Golden Scarf. Despite its check text claiming that it is supposed to increase AT by 15, [ 1 ] more than any other ammo in the game, it does not actually increase AT at all. [ 2 ] Its flavor text when checked is " Regular toy gun ammo sold at your favorite convenience store. Boasts a "Premium" sticker on the top of the packaging. " and when used is " You load the Super Ammo. Your gun now feels lighter than your conscience. " When used in battle, it uses the Rubber Ammo's attack ring interface. It sells for 100G.
The Toy Knife from Undertale has weapon stats left over. Like in Undertale , it's programmed to grant 3 AT points (whereas the Toy Gun and Wild Revolver grant 0), and has its slashing attack bar left in the code. However, when used in practice, the attack bar goes unused, and instead is skipped in favor of an immediate "Inf" damage attack. This is a general failsafe used for all invalid weapon IDs.
A few sprites for Sans the Skeleton from Undertale are left in the game. These include his left and up walk sprites and three dialogue portraits: regular, looking sideways, and winking. His associated sound byte, font, and strings related to his notable skull-like laser guns (Gaster Blasters) can also be found. [ 3 ] [ 4 ] Additionally, Sans-related content still appears in the final game, as the lake in rm_snowdin_10_yellow is known as obj_sans_lake .
While he does not appear in the final game and was never intended to, Sans was included in a playtest build of the game. He was hidden for a joke, and only a couple playtesters found him. [ 5 ] Spasco created a fun value where Sans would appear in the Saloon . After Clover spoke to him, he would walk off-screen. [ 6 ]
Unlike Sans, no Mettaton sprites were left in the files. However, two scripts for Mettaton talking are left over. Mettaton's sound bytes are referenced but are not actually included in the files. There are also unused strings referencing mus_mettatonbattle ( Metal Crusher ) and mus_mettaton_ex ( Death by Glamour ).
An unused fight can be found for someone named Ms. Mettaton, appearing to be a leftover from Undertale Customs , which Undertale Yellow's engine is built from. Her fight will only generate with the global.game_mode variable set to Customs , rather than Yellow .
Her attacks use the Blue SOUL mode . There are also unused strings referring to "Ms. Mettaton EX", and various sprite names.
Like Ms. Mettaton, this is most likely unused data leftover from Undertale Customs. All sprites and associated audio files have been removed, alongside most scripts, however some of Craniex's dialogue is still in the code, alongside the names of his attacks.
Data exists for the Blue, Purple, and Green SOUL modes from Undertale , and an unused variant of the Yellow SOUL, alongside unused sprites for Red and Blue SOULS . The Blue SOUL appears to be a leftover from the unused Ms. Mettaton fight, as it's referenced in her attack code. By editing an enemy's start_enemy_attacking code, it's possible to spawn the Blue SOUL, complete with three different directions; The standard 'Down' rotation crashes the game, due to an error in the control code.
Internally, Clover is considered to have the Red SOUL in most fights, but has an override in the SOUL sprite data to change the sprites to yellow. This override also applies to the Blue SOUL. The SOUL mode variable is only used by El Bailador in the final game.
An unused follower for testing, implemented very differently in comparison to the actually used followers.
It uses removed sprites named spr_rals_up , spr_rals_right , spr_rals_left , spr_rals_right ; the name "rals" suggests that these sprites were of Ralsei from Deltarune . Ralsei sprites were also used in place of Clover's when testing swapping Clover's sprite out in different environments before the shader system was implemented. [ 7 ] [ 8 ]
Bowll has an unused fourth attack, "Bowll Test Song", which uses the Rhythm SOUL mode. The attack calls the same attacks El Bailador uses. As Bowll is immediately before El Bailador in the attack list, it's likely this was used to test El Bailador's attacks before the character was implemented.
The 1st phase of Flowey 's boss battle has a few unused attacks.
This attack consists of shoes dropping from a shoebox, two at a time, with a gap to move through. It is a reference to the shoebox in Toriel 's house. [ 9 ]
This attack would hide all of the battle UI except the bullet board, and show a sketch of a crowd under it. There would be a small box at the top of the board that would say "HATE" and flowers would start being thrown at Clover. There is a variant of this attack that read "Joy," however, other than a few associated graphics, this attack's data has been completely removed. It appears that plushes of the five main characters would be thrown at Clover and then land on the bottom of the board.
The sprites for the Polygonal petal phase of the Flowey battle include two unused images of himself glitching out in an erratic manner. According to developer AeroArtwork, these were intended to show up during the phase randomly and sporadically, but were scrapped because they were found too distracting. [ citation needed ]
Some unused dialogue portraits for Ceroba . It is unclear where, if anywhere, these were planned to be used.
An unused variation of Dina's design with a pink color palette. This was her original palette, but there were too many pink and purple shopkeepers, so the developers changed her to orange. [ 10 ]
Hotland appears to have once been planned to be a fully fleshed out area, as opposed to only a brief visit. Leftover data for Genocide's kill area, area 5, can be found in scr_determine_world_value_yellow , although only the first room of UG Apartments is considered part of this area. The unused global.geno_complete flag for Hotland is also present in the code, set in the scr_initialize script, and can be changed in the game's SAVE data, but is never read by the game.
It's likely the expanded Hotland was cut early in development, as it lacks a large amount of required data, and doesn't have any associated kill count data.
In the Pacifist Route , after sparing Axis , a Sousborg NPC should appear in the Chemistry Wing . However, this area is inaccessible and Sousborg isn't even fought in the Pacifist route. Interestingly, Sousborg does appear in the Pacifist Route credits, suggesting that Clover was supposed to access the area and fight them at one point in development.
Dalv has an unused variant for the exiting Dark Ruins cutscene for if he was damaged in his fight. There are two versions of this cutscene, one for the Pacifist [ 11 ] and one for the Neutral route [ 12 ] . This cutscene includes an unused animation of him using his lightning powers instead of breaking the boards with his hands. [ 13 ] All of this actually worked correctly in the demo version of Undertale Yellow , and would work correctly in the final game, if not for the Dalv damaged flag never being set. Both cutscenes are viewable here .
The cutscene (viewable here ) initiates by interacting with a Starlo NPC. He looks up, waits 2 cutscene frames, and then looks down and says:
Starlo walks down and Blossom begins playing.
The cutscene (viewable here ) starts with Blossom playing and a Ceroba NPC saying:
Following this, a Starlo NPC says:
Then, the Starlo NPC looks to the left and says:
After that, the Starlo NPC walks off-screen. Due to an error, it doesn't switch to the next part of the cutscene. Via forcing the game to skip the "Starlo walking off screen" part, you can see the rest of the cutscene. The Ceroba NPC says:
Afterwards, the Ceroba NPC looks down, Blizzard Approaching starts, and she says:
The cutscene starts with a Starlo NPC looking down, and then walking towards the y-coordinate 40 (presumably where Clover was meant to be). Subsequently, a battle with The Shufflers starts. This is the only cutscene that is reachable without modifying the data.win file, due to it already being in the room rm_debug .
An unused NPC that uses Dalv's sprites. It faces the left and walks to (300, 120) along the X axis, with walk speed set to 2 and animation speed set to 0.2, and avoids the player.
An unused Martlet NPC with broken movements, presumably used to test cutscenes activated by interacting with an object. Upon interaction, it says the following dialogue (without portrait):
After arrived == 1 , which appears to be impossible:
Changes animation to martlet_fly_away which is nonexistent. After action_sprite == 0 , which again, appears to be impossible, Testlet gets removed, and the cutscene ends.
obj_hotland_roof_cutscene_neutral_2 appears to be an old revision of obj_hotland_roof_cutscene_neutral . It only contains the LV 1-2 dialogue variant and is missing the quick-save before the fight with Meta Flowey .
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