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Prerelease:Undertale/GAMETEST 7

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This is a sub-page of Prerelease:Undertale.

"GAMETEST_7" is an early build of Undertale shown off on an official Fangamer live-stream[1] on May 3rd, 2013. Despite only predating the official Undertale demo by a few weeks, this build is notably different from the publicly released version of the demo, featuring large amounts of placeholder assets that were replaced by the Kickstarter release, as well as a number of other differences. The title "GAMETEST_7" is derived from the name of the executable file of this version, shown when the live-streamers accidentally closed the game.

Graphical Differences

Intro

The intro cutscene is present in "GAMETEST_7;" one panel of it is never captured on video during the live-stream, but it can be inferred to be present due to one of the live-streamers narrating its dialogue. In "GAMETEST_7," the intro cutscene's visuals are made up of concept art used as a placeholder; this concept art was illustrated by Temmie Chang[2] and was later published in high quality in the official Undertale Art Book. In the Kickstarter demo and all later versions of Undertale, this concept art is replaced with the sepia-tone pixel art of the final game (with the exception of the first panel, which was changed once more before the final release).

Interestingly, two panels are present in the intro cutscene of "GAMETEST_7" that were later cut from the game entirely, and thus do not have a final sprite to compare them to. There's also a hidden earlier version of the last panel, that's drawn in the pencil and paper style like the previous ones before it.
GAMETEST_7 Kickstarter Demo
Undertale GAMETEST7 intro1.png Undertale demo intro9.png
Undertale GAMETEST7 intro12.png Undertale demo intro10.png
Undertale GAMETEST7 intro13.png Undertale demo intro1.png
Undertale GAMETEST7 intro2.png Undertale demo intro2.png
Undertale GAMETEST7 intro3.png Undertale demo intro3.png
Undertale GAMETEST7 intro5.png Undertale demo intro4.png
Undertale GAMETEST7 intro7.png Undertale demo intro5.png
Undertale GAMETEST7 intro8.png Undertale demo intro6.png
Undertale GAMETEST7 intro9.png Undertale demo intro7.png
Hmmm...
To do:
add comparisons to the final game and/or the demo(s). also, a LOT more differences can be found. here's the twitch stream

Menu

The main menu is very basic, with its text written in Comic Sans.

Undertale gametest7 Main menu.png

Pre-Ruins area

The area where you meet Flowey uses a placeholder tileset that would be changed for the final release.

Undertale gametest7 Ruins 1.png Undertale gametest7 Ruins flowey1.png

The gate Toriel leads you through has a way different design, being made of leaves instead of pillars.

Undertale gametest7 Ruins entrygate.png

Ruins

The first area after the gate has a different design as well, resembling the May 23rd demo.

Undertale gametest7 Ruins 2.png

The signposts seem to have different design.

Undertale gametest7 Ruins sign1.png

The spike tiles in the spike puzzles lack their outlines.

Undertale gametest7 Ruins 3.png

The pillars use a placeholder design...

Undertale gametest7 Ruins pillar.png

... and so do the switches in the orientation room.

Undertale gametest7 Ruins switches.png RedButtonGAMETEST 7.png

The candy bowl has a different design, alongside a different spill sprite if you take too much. How disgusting...

Undertale gametest7 Ruins candy1.png Undertale gametest7 Ruins candy2.png

The patches you fall down are invisible, and the hole has a slightly different, rougher, more handdrawn design. [I mean, it's literally just a black circle...]

Undertale gametest7 Ruins patches1.png

The rock-pushing puzzle rooms use placeholder tiles. The spike tiles do not visibly change when the puzzle is solved in the first room.

Undertale gametest7 Ruins rocks1.png Undertale gametest7 Ruins rocks2.png

The Ruins' exit door seems to have a slightly different design.

Undertale gametest7 Ruins exit.png

Miscellaneous

The Vegetoid sprite in the overworld is, instead, a pumpkin. This matches up with the original concept of this enemy being a pumpkin named Pumpunk, later renamed to Squashy.

The second sprite appears when it is interacted with.

Undertale gametest7 Ruins vegetoid1.png Undertale gametest7 Ruins vegetoid2.png

There seems a bug in this build where the battle background seems to be layered on top of the enemies' text balloons.

Undertale gametest7 Battle balloon bug.png

Map differences

The path in the patch path room is more complicated than it is in the final game.

Undertale gametest7 Ruins path.png

There are 4 exits in the room where you first meet Napstablook. The exit on the left side of the wall was removed in the final game, and the room it lead to was made unavoidable and placed right before the Napstablook room.

Undertale gametest7 Ruins napstablook.png Undertale gametest7 Ruins pre-napstablook.png

The tree that appears outside of Home is missing, and its place is taken by a circle in the path.

Undertale gametest7 Ruins toriel1 walkway.png

UI differences

Save points

The save menu resembles concept art Toby Fox made when figuring out UI design. All available demos already replace this with the final design.

Undertale gametest7 Save menu.png

Menu

The menu that can be opened with [C] has a different design. Namely, it still shows the EN (Energy) stat, which has already been removed from battle screens alongside the SPELL command.

Undertale gametest7 Stats menu.png

Dialogue Differences

Flowey

Flowey's in-battle dialogue had been changed by the final release. Flowey originally referred to LV as LOVE from the start, instead of explaining what LV was.

GAMETEST_7 Final
See that heart?
That is your SOUL,
the very culmination
of your being!
See that heart?
That is your SOUL,
the very culmination
of your being!
Your SOUL starts off
weak, but can grow
strong if you gather
enough LOVE.
Your SOUL starts off
weak, but can grow
strong if you gain
a lot of LV.
N/A What's LV stand for?
Why, LOVE, of course!
You want some
LOVE, don't you?
You want some
LOVE, don't you?

Toriel

Toriel's dialogue after Flowey was also changed. The cretin line lasted all the way up to the June 8th, 2013 demo.

GAMETEST_7 Final
What a cretin,
torturing such a
poor, innocent
youth...
What a terrible
creature, torturing
such a poor,
innocent youth...
GAMETEST_7 Final
You are the last
human to come here
in a long time.
You are the first
human to come here
in a long time.

Other

YOU WON!

The text that appears if the battle was won didn't have asterisks in the demo.

GAMETEST_7 Final
YOU WON!
You earned 0 XP and 0 gold.
* YOU WON!
* You earned 0 XP and 0 gold.

References

  1. Officecam 5/3/2013 - Playing Undertale - twitch.tv, May 3rd, 2013
  2. UNDERTALE Art Book, pgs. 216-18