Prerelease:Undertale/GAMETEST 7
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.
Contents
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 |
|---|---|
| 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.
Pre-Ruins area
The area where you meet Flowey uses a placeholder tileset that would be changed for the final release.
The gate Toriel leads you through has a way different design, being made of leaves instead of pillars.
Ruins
The first area after the gate has a different design as well, resembling the May 23rd demo.
The signposts seem to have different design.
The spike tiles in the spike puzzles lack their outlines.
The pillars use a placeholder design...
... and so do the switches in the orientation room.
The candy bowl has a different design, alongside a different spill sprite if you take too much. How disgusting...
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...]
The rock-pushing puzzle rooms use placeholder tiles. The spike tiles do not visibly change when the puzzle is solved in the first room.
The Ruins' exit door seems to have a slightly different design.
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.
There seems a bug in this build where the battle background seems to be layered on top of the enemies' text balloons.
Map differences
The path in the patch path room is more complicated than it is in the final game.
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.
The tree that appears outside of Home is missing, and its place is taken by a circle in the path.
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.
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.
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
- ↑ Officecam 5/3/2013 - Playing Undertale - twitch.tv, May 3rd, 2013
- ↑ UNDERTALE Art Book, pgs. 216-18




