Deltarune Chapter 2 LOST BITS | MORE Unused Content & Debug Features [TetraBitGaming]

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👍︎︎ 2 👤︎︎ u/Appropriate_Climate6 📅︎︎ Oct 06 2021 🗫︎ replies

As a cat owner once said; "Pure of Heart, Dumb of Ass."

👍︎︎ 1 👤︎︎ u/Quackels_The_Duck 📅︎︎ Oct 08 2021 🗫︎ replies
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[Music] hey guys and welcome back to lost bits the series where we explore the unused altered and unseen content in gaming this video is a follow-up to my first video on deltarune chapter 2 in which i covered a whole bunch of unused graphics and audio so if you haven't seen it yet i definitely recommend you do so but anyways here we are with part 2 with even more unused goodies so smash the like button if you're a big shot go grab some potassium it's time to find some more lost bits [Music] alright so first up despite me showing a truckload of unused graphics in the first video a whole bunch more have since been documented first is this unused animation of susie pointing and laughing although she can be seen laughing throughout the game she's never seen pointing like this while doing so at least not in chapter 2. also for susie there's a whole bunch of sprites for her during a battle which have her eyes visible that never go used now for the most part susie's eyes are closed throughout the chapter with only a few instances where they can be seen so it's interesting that there's this whole subset of graphics labeled as susie b instead of just susie in the file name and i believe the b suffix is for sprites that are used during encounters next up is this mock-up sprite of birdly in his coaster what's extra interesting about this bright is that it's actually using what appears to be an early version of birdly's dark world design as a few small changes can be noted like a few different armor details as well as the color of his feathers here being a darker blue the same color scene in his light world design and similarly there's also an unused mock-up sprite of noel strangely enough also in verdley's cart of course she has her own cart when seen in the game so this was probably a placeholder until the final cart graphic was finished also as a placeholder there are graphics for an early design for the teacups on the list seen throughout the game with this unused one notably lacking a handle there's a whole bunch of unused graphics for every letter and number that doesn't get used in the keyboard puzzle seen in cyberworld there's this placeholder graphic for the arcade machine as i mentioned in my previous video but this one has the xbox branding removed again probably due to lacking a proper license it also just clicked for me that this was probably a jab at xbox players since although it is available on windows currently as i'm making this video xbox is the only console of the big three that doesn't have deltarune available on it so this could be some sort of hint that an xbox version is on the way but i think it's more so just a joke next we have this set of early graphics for the task painting seen in the queen's mansion graphics for these early legs for the traffic cars in cyber city early versions of the trash seen in the trash zone and finally an unused graphic of toriel facepalming toriel is seen facepalming near the start of the game but there she is holding a tin with a knife on it and while it's not 100 clear where this tin and knife less one was going to be used based on the file name listing it under cutscene 30b it looks like it was meant for the cutscene when returning back to chris's house after all of the events in the dark world now moving on next up are some more audio files that don't get used in chapter 2 here for the longer stuff there's an unused audio track simply titled audio menu and based on the quite clear file name as well as how it sounds it's likely an early version of the menu screen music for chapter 2. despite this though the melody here sounds a lot more akin to the game over music so perhaps that theme was once planned to be used for the main menu what's extra strange is that this file was only found in the initial mac release of the game anyways here's a quick comparison between it and the game over theme let me know what you think [Music] [Applause] [Music] next chapter 2 also has a number of sound effects that go unused there's an unused sound of lancer audibly coughing several unused sound effects for the queen [Laughter] sounds for a compressed round two and three for the boxing arcade game which don't go used since only one round is playable in the game this is not to be confused with the more clear round two and three sounds heard in the final queen fight round two round three then just like the unused key graphics mentioned earlier there are some unused sound effects for some characters meant for those same cyber world keyboard puzzles next are a few unused clips apparently related to the cyber battle track heard during the fight with sweet captain and cakes these don't seem to line up with the version of cyber battle that's heard in the game and they don't sound like much on their own but when combined it almost sounds like these could have been parts of another scrapped track lastly for the audio stuff also probably related to this same fight are several sound effects of some drums as well as other sounds thought to be part of some sort of scrapped rhythm-based battle in the game [Music] unused text fans rejoice as this game has a whole bunch of text strings that aren't normally used some which reveal some pretty cool stuff first are some unused bits of unique dialogue for the castle town cafe owner seeing noel basically if you ask the cafe owner for recommendation a random member of your party is chosen for the owner to make a remark towards since you can never normally visit castletown with noel in your party these of course don't get used but with a little bit of save editing you can actually still force them in anyways this unused dialogue has the cafe owner recommending that noel get the cinnamon eggnog and he also mentions that they've shaved some candy cane on top for some extra flavor similarly there are a bunch of other unseen bits of text for items that noel can never normally use mostly since they are only obtained in the game after noelle leaves the player's party this includes items such as ralph say tea suzy teen spaghetti code butt juice revive dust s poison puppet scarf broken sword bishop bow tie chainmail twin ribbon spike band deal maker as well as the frayed bow tie interestingly there's also leftover bits of text for noel for several items that went unused in chapter 1 but are still left over these normally unobtainable chapter 1 items include most token referencing chuck e cheese everybody weapon fave sandwich giga salad which strangely enough also has unique coating for noel to heal her for 90 hp instead of only 4 as it does for any other character and finally the tree foil which has the unused text poking fun at the fact that it is itself unused pretty funny next up is a strange sequence of unused text strings given the names unused slash unused gml 1 through 10 not so subtly announcing the fact that they are in fact unused you may actually remember the text strings of the same name that i mentioned in the lost bits video on chapter 1 which revealed a pretty cryptic message and this appears to be a continuation for it this time around the messages continue no one can hear me can they i guess not to be honest i'm not even sure i can hear myself it's so quiet here and yet sometimes i swear i hear something something like scratching just like last time it's unclear what this text is referring to or who is saying it but theories range anything from it being someone locked up in the bunker south of the city to your boy w d gaster from undertale whatever it's for it appears like we might be getting new bits added to this monologue with each major update so i assume we'll get more and more info as the chapters are released i'm super excited to just see where all this could lead to next up are descriptions for a few light world items that go unused since this equipment can't be examined in the light world these unused text descriptions are for the mechanical pencil the wrist watch as well as the eraser and now let's move on to some unused items which by extension also each contain a whole bunch of associated unused text in the interest of time i'll only be showing the unused descriptions here but if you're interested in reading up on more like the characters reactions to using each of these items in battles be sure to head on over to the cutting room floor page for the game which i'll have linked for you down in the description anyways back to the unused items for weapons there is the twisted sword which would grant the user plus 16 attack as well as the cheer scarf which only adds one attack and two magic but also has the added ability of gaining more tp from critical hits then next for unused armor there's the dark gold band which apparently starts at a value of 200 dark dollars but increases by 420 each chapter then next is the spike shackle which increases attack by 3 and defense by 1 and a sky mantle which increases defense by 1 but also protects against holy and electric attacks then for unused consumable items there is a java cookie which heals 100 hp for chris or 90 hp for any other character tension max which is a better version of tension bits or attention gem which increases tp to 100 in battle revive bright similarly was to be a better version of revived dust as it would revive all downed party members to 100 percent instead of revive dust measly 25 and then there's also what seems to be an early version of the mannequin item where it was to be a consumable instead of an armor item as it's seen in the game next there's also an unused item called pure crystal this item apparently was to be fused with the thorn ring which is only obtainable on the weird route in the game to create the also unused twisted sword item i mentioned earlier it's also thought to be related in some way to the shadow crystal item that is obtained after defeating either of the secret bosses in each chapter based on the description of the pure crystal it seems like it was to be obtained after showing it to sean the cat and allowing him to purify it it seems like a pretty cool item that could be used to make a really cool weapon so it's kind of strange that this was seemingly scrapped lastly and i think most interesting is unused recruitment info for none other than jevel the secret boss from chapter 1. he is described as an agent of chaos and that he likes chaos and dislikes boredom as well as he has an attack of 10 defensive five and an element of chaos chaos recruitment was a concept only introduced in chapter 2 here so based on this unused entry there's a chance that an encounter and i guess opportunity to recruit jevel was at least considered for chapter two at least enough to have this text for him added and now finally on to one of my favorite parts of this series let's check out some unused rooms in deltarune chapter 2. chapter 1 and undertale both had some really cool areas and let me tell you chapter 2 does not disappoint we got a heap through to go through so buckle up going in internal order first up is of course the dog check room seen in chapter 2 here basically this room appears when the game detects something like a corrupted save file or a room that isn't supposed to be playable and then we get to see the annoying doggos just stroll around in their little cars next up is debug choicer light as well as debug choice or dark now besides being able to toggle between the light and dark world sprites at first i couldn't really figure out how to work this room and it seems like something is missing in the files as pressing space to test the choicer always crashed the game but after checking out the choice or text file it becomes clear that these rooms were likely used to test the text boxes where you have to make a choice in which i guess checks out given the name of these rooms then there's both debug small face and debug small face dart both of which appear to be missing the small face text file that's required for it to work properly that said though pressing the space key here produces a nice little sound effect also after adding a file titled smallface.txt into the game with just whatever written on it although it still didn't work as intended i guess it does give us more insight into what this is this appears to be another text tester and based on the name might reckon it's to test the small character face as seen during dialogue next up is debug battle balloon and as the name implies this is a debug room to test how text balloons appear during an encounter here you can move the text boxes of the enemies around and by editing the text file you can make the balloons test whatever text you want it's pretty neat next there's title placeholder which as the name implies is a placeholder for the title screen if the game's debug mode is enabled which we'll of course come back to later the players also offered the option to go back to the title screen or to move on to the next room which is known as battle test here you can of course test any of the battle encounters in the game both used as well as unused so while we're here let's also quickly go over all of the encounters that are never used in the game there are unused encounters with two werewear wires a single mouse an encounter with a pop-up and a task three where wires two wear wires and a mouse an ambulance and a pop-up a pop-up with two swatchlings two swatchlings and a mouse a viroviro and pop-up and then two test enemies which just defaults to using the same root and sprite scene when starting up this room and lastly hidden all the way at id 777 is another unused enemy type listed as bullet tester enemy and here unlike the previous room i mentioned these guys don't have a set health or mercy bar or even a name when attacking them also strangely just one hit of any kind will have you instantly winning the fight on the flip side if you try to spare or just defend despite the name suggesting this would have been a room to test dodging bullets or something they don't have any sort of attack and the game essentially soft locks additionally as you probably saw each of them has text beside them indicating you can press a certain key to either add or subtract something but after pressing all of these keys nothing seemed to change at all overall this is a pretty cool test room to quickly get into any encounter and extra cool to see the ones that never got implemented anyways moving along with the unused rooms next is a room titled cutscene tester when you start here you can see several things like some conveyor belt test tracks a horizontal and vertical force field thing which you have to be careful around because there's an invisible warp here that for whatever reason takes you inside chris's house but places you out of bounds leaving you stuck there's this sign here that has the character text glitch out and i guess this was a test for adding the overlapping character dialogue in the text boxes there's these blue balls with an unknown purpose listed as sword object example there are these little duck fellas which stick to the player when touching them and stick around until you press the interact button and finally moving to the right here is this placeholder e object which once you cross triggers what this room was mostly meant for an otherwise unused cutscene here the main three meet up with lancer who as it turns out wasn't lancer at all as the real lancer pulls up the other one explodes lancer refuses to elaborate further and leaves a pretty cool little test room it really reminds me of the one from undertale used for testing the cut scene with undyne anyways next up is the sound tester room where you can of course test and listen to a bunch of the game's sounds normally i say test rooms like this are pretty sweet but the problem with this one is that the sounds that are played don't actually match up with the ones that are selected in the menu so it makes it basically impossible to find the sound you want leaving this room kinda pointless then next is sprite tester and i couldn't really figure this one out myself but it looks like it's a way to test and edit the hitbox of a given sprite then speaking of sprites next is the grand daddy of all sprite rooms listed as gift tester yes gif and this one has virtually all of the game sprites and animations listed in this room here you can scroll through and even search for anything both used and unused it was honestly pretty fun to just scroll around and see all of the different sprites so quickly moving on now we have bullet test and as the name suggests this is a test area for all the different bullet obstacles in an encounter this is actually the same fight from the battle test i mentioned earlier but here we can actually toggle the values of the enemies and this changes which attack is performed you can change the difficulty level how many enemies are attacking at once and some attacks even cause the enemy to change to another like spamton a really cool room even if you just want to practice dodging certain attacks then next is not one but two test rooms for the teacup elevators with only the first sporting this fancy checkered background the first one is also just a really basic test of going up and down while the second one introduces obstacles to avoid as well as the arrows to try and touch next we have a simple room serving as a test for one of the spotlight puzzles seen in the queen's mansion then next is gms2 test which is a strange test room with another default ruden enemy in a weird room with a bunch of i guess mouse holes then we got cutscene tester b which is just a long hallway with this time a much less interesting cut scene if you can even call it that which just has the characters turning around a bunch of times then next is debug color which serves as a test to cycle between all the different colors for a swatchling then there's debug battle which just serves as another battle against the test enemies but here if you try to attack them it results in a soft lock for some reason debug loc is what looks to be a replica of the hallway in chris's house though there's not much else you can really do here as you can't access any of the doors a listing for toriel's room exists but it's unfortunately completely empty as is the room from the northwest area of the light town i guess probably this house as well as a room apparently for the apartment complex there is an unused room for this chapter for inside the closet in the unused room in the school an old version of the cliff west of the dark world which has the background graphic weirdly tiled here an empty i guess early version of the hallway with the rooms in lancer's castle and also an empty version of lancer's room there then next is cyber battle maze 3 which is a scrap segment of cyber world here going left leads to this keyboard puzzle area so it's possible that there was once planned to be more to cyber world after this segment going to the right here exit of this room leads to another unused cyberworld area which based on the name was probably going to be another teacup elevator area normally we'd be stuck on the bottom here but with the power of this game's debug mode we can go up and see a bit more of it there's unfortunately not too much more to this room other than these platforms but going to the next area by going to the top right here is shawn's musical bullets tunnel which unsurprisingly is a test room for the rhythm-based bullet things seen throughout this part of the game and in addition to it being pretty cool to just vibe in this room references sean so i can only assume sean is a developer that worked on this chapter next up is this room with a very large conveyor belt and based on the name of this room was also planned to feature some more rhythm mechanics then there's this small room which appears to be a very early version of the slide room after the encounter with sweet cap'n cakes next is an unused room belonging to everyone's favorite blob newbert it's likely that this room was once planned to be used to give the player the fiber scarf after solving the first apple keyword puzzle instead of it just being an extension to the puzzle room also this guy here is just a default npc with some also unused placeholder text but i assume this was supposed to be nubert here as well next is a simple room with a lone platform and this appears to be a test area for the rhythm fight elevator just before the encounter with these fellas and then next is an old unused version of the first apple keyword puzzle it's much more basic as it lacks the square obstacles seen in the final version and completing it will still result in the apple graphic being displayed and a thud will also occur next is not one but two unused prototype versions of cyber city both of which are just really small areas with not all too much to them these obviously both served as a mock-up of what the city was to look like next also for the city is this room which at first i thought was used up until i realized all the npcs spewed the default text and this place has several test enemies which caused the game to crash well i guess it does make sense why i thought this was used since it's basically a copy of this other room in the game only with this one as hinted in the file name it's a backup of the other room and this one has two exits up at the top right here and this graph exit at the top takes us to the next room another almost identical copy of the room used with all the traffic but again with this time two left entrances instead of just the one next is another unused city room titled cheese which despite the name there's no dairy product to be seen here the next room however in addition to another default npc does contain this chunk of cheese so this room might have been a test for the cheese block object which triggers a fight with this here one mouse there's this earlier version of the room where noelle first joins your party and here there's the default test rudin again then there's based on its name some sort of very early version of the inside of spamton's shop and i mean very early as there's almost nothing here then exiting this door takes us to the next unused room which is an old version of the keyboard puzzle room where noelle chats with chris as they spell out december although the general idea here is the same this unused one is much smaller and much more linear you can also tell the developers weren't too concerned with how complete this room got as the buttons don't even spell out december in full but rather just denver now moving on to the queen's mansion first are a pair of unused teacup elevator rides each with a different obstacle pattern to avoid i guess maybe the developers were trying a bunch out and deciding which ones to keep and scrap as there are a total of four different ones here what's super weird about teacup room 2 here is that for some reason if you get here as chris alone it takes you to an alternate version of this room where the bottom path is missing and after checking it looks like the game does a neat trick that if you blink you'll miss but the path is there but then after the cutscene with birdly it just disappears pretty sneaky next is this long empty room that exiting to the left here leads to behind this stack of tables so maybe this was once a continuation from that room then there's another small unused room meant for the second floor there's this early version of the mansion traffic section with a very noticeable lack of traffic so i guess maybe the devs were just planning out the room layout at this point then there's this unused what appears to be early version of the first room in the mansion that warns you about respecting the pottery here instead of having a dedicated room with the cutscene with the queen warning you there's only this sign and then a much more basic pottery maze can be seen after compared to the one where you have to balance the pod on your head surprisingly though if you don't respect the pottery here the swatchlings won't actually chase you they'll just switch animations to sweeping next up is a very small room apparently dealing with teacups on the second floor a small and simple hallway meant for the fourth floor what appears to be some sort of early hub area for the fourth floor with a save point that when used labels this area as dark world with a question mark going down from this room takes you to the entrance of the mansion while going to the right will lead you to another unused mansion room this time dealing with these silver serving plate ufo things revealing the top left one here will reveal a box but you can't seem to do anything with it so i guess this must have been some sort of test area for that one other room in the mansion a counter also appears in the top left of the screen here when debug mode is enabled i guess showing how many ufos are left to be interacted with then up at the top here unfortunately the right door has no functionality and the left one just results in a soft lock next going to the left from this ufo room here leads us to the next unused room which is a room basically used to test a viral viral in the mansion and after clearing that room next is another mansion room with this door at the top leading us to just a soft lock unfortunately but based on the crown here it was likely an early way to get to the queen fight then moving on next is a room made to test the wire shock attack thing seen specifically in the mansion here pretty self-explanatory then there's an early version of the acid tunnel segment the beginning here looks pretty much the same and even has a short cut scene but the kicker here is that you can actually freely walk on the acid all you want by doing so and moving right you can see just how unfinished this version of this room is but unfortunately you aren't able to consume potassium here so 0 out of 10 room never want to see it again next up we got an early version of the room on the top of the mansion looking out to the city an early version of the mansion elevator the dog check screen from chapter one then not one not two but three more empty dark rooms and just when i thought that was it for the unused rooms the game circles back to cyber world with a whole bunch more so next up is an old version of the room with the three teacup elevators here the left and right one both just lead to a lone empty treasure chest while the middle one leads right to a blue check mark instead of having to do a keyboard puzzle for it and speaking of keyboard puzzles next is yet another early unused one now this one does appear more further along than the other apple one i mentioned earlier as there are some obstacles here but some graphics are clearly not placed properly so i guess it balances out next we got an early version of the first task battle area this early save point room this basic cyber world area with a few test enemies this empty area with a long path another area with a test enemy as well as a blue check mark then there's this basic maze with a few chests as well as the hacker after opening a bunch of the chests i was expecting them all to be empty but this one that isn't normally even reachable without some hacking actually had a white ribbon for some reason also interesting is that it seems the hacker here even keeps track of how many blue check marks you've gotten so i guess this might have been the original planned room where you'd have to turn them in then next are a few more unused rooms for cyber city most just contain stuff like more default enemies and npcs we've already talked about some just appear to be early tests for the traffic stuff some are more early versions of parts of the city there's an old early mansion teacup room mixed in here for some reason which surprisingly leads to another rather short one in cyber world then after this is another early cyber world room apparently for testing viral viral again what's extra cool about this room though is that we actually see the otherwise unused graphic of the little stick fella guy i mentioned in my previous video in action here when hit with an arrow the stick fella grows to a pretty basic looking monster thing and then starts chasing you i don't know i thought this was super cool to see next is a really neat room as it contains an entirely scrapped cutscene in the game where burbly would essentially challenge chris to beating a rather simple traffic puzzle nothing too crazy as far as puzzles go but based on there being a fully implemented cutscene here i'd be willing to bet this was scrapped later on in development it's honestly a really funny cutscene it's a real shame it was scrapped then next is an old unused mansion storage room with a bunch of tables and such in addition to a note now unfortunately the note doesn't have any proper text programmed here but perhaps it would have offered some more lore or more likely some sort of joke next is another room where it looks like here a sort of fight was planned to happen with a viral viral we see more of the little unused stick fellas as well as another unused sign that i think says cyber 2 or cyber zed when hit the text transforms to say what looks like virus though it's written rather poorly anyways after dodging all of these sign attacks here the viral viral will then start to run away in its hurt pose as you have to chase it down this conveyor belt to the start where an uh-oh sign pops up at the end then the plan was to flip the switch to disable a force field somewhere defeat the enemy and carry on it's a pretty cool little sequence shame it was cut next is this early version of this room where the giant queen can be seen in the background then there's another early traffic segment and next is an unused room for clover the three-headed mini boss from chapter one likely meant for lancer's castle as it actually is found right after lancer's room that's found in that castle although the npcs again here just use the default jigsaw joe sprites surprisingly they as well as many of the objects in this room actually have implemented text suggesting that this too might have been a late scrap in fact except for the graphics obviously not looking quite up to snuff this room appears to be the exact same as clover's room seen in the card castle in chapter one of deltarune and the text for all the characters is identical so we can deduce that these three are a rudin clover and a happy since this room is somewhat left over i guess maybe it was once planned to be accessible in this chapter as well next is yet another early version of a city room an old much less visually pleasing version of the one acid lake puzzle and then yet another cut traffic puzzle segment but this one's a bit special as it features one where you have to stop the cars sideways as well as you can toggle the legs on or off here i don't recall sideways puzzles like this ever being seen in the game or the ability to toggle the legs sideways so yeah i guess this is where those were once planned to appear or at least be tested then next is a test for the transformation sequence for the final battle with the queen but it just gets soft locked once the fight actually starts and finally last up is yet another sound testing debug room here you can like offset the track in question for whatever reason [Music] and oddly despite it saying that i could change the selected track pressing the up and down arrow keys unfortunately didn't actually change it wow that's got to be the most unused rooms i've ever covered in a single video and i'd be surprised if we ever get to this point again with both quality and quantity it was really cool to see all these debug rooms as well as the early unused rooms to see their place in the development of this game and last up for this video boy this is a long one hey as you've been seeing throughout this video the game also has quite a few debugging features left in these include being able to save anywhere being able to reload the current room as well as warp to the next or previous room enabling a frame counter seeing a hitbox where you can interact with stuff being able to both speed up the game as well as slow it down on command super useful for getting around quickly and dodging certain attacks respectively then in battles you can heal one hp at a time for whatever reason or instantly fully heal empty or max out the tp meter at will instantly win a fight which was super handy in the making of this video a super weird thing that if you press the 2 key on the number pad a text box will pop up that just says pause and more there's also some specific stuff only seen in a few areas in the game like being able to toggle the difficulty of spam to neo with the scroll wheel seeing some more debug text like car done did hit zero times seeing this 30 value when being hit by a car or even this really funny texturing in the bullet test room damn well guess i'm screwed another really cool debug feature is seen in the rules card encounter where you can swap and switch around the different parts of the thrash machine it's pretty cool to just mess around with the different combos here and lastly one thing that hasn't been seen in chapter 1 or undertale is an extra debug feature that's enabled by clicking down on the mouse wheel by doing so more debug info appears and the cursor changes to what looks like a magic wand of some sort with this you can click around on objects characters and more and move them around basically wherever you want it was fun to just mess around with stuff but it's also super useful to move chris around quickly and to areas you normally can't get to which of course was super helpful with the unused rooms you can also move certain obstacles like this big ass toilet that normally blocks your path to bypass them again or you can simply just delete them out of existence sorry susie see ya i saw some people ask what was behind the one annoying dog segment where he rams you with his car so by just deleting the dog spawner or the annoying dog itself we can just see some major disappointment and seeing that there isn't too much crazy back here and unfortunately there isn't any sort of sprite for the man behind this tree if we delete it in the secret room overall though this and all of the other super cool debugging features were really good tools to use with this chapter i really do hope we see all of this return in future chapters down the line oh boy and that'll wrap it up for deltarune at least until the next chapter or future update i honestly don't remember the last time i made a lost bits video this long and this very well may end up being the longest lost bit video i've ever made i'm super glad i made the decision to split this chapter into two parts otherwise this would have been like a 50 minute venture anyways if you enjoyed this video do be sure to check out some more of my lost bit stuff and as always thank you all so much for tuning in today especially if you made it this far and i will see you in a bit [Music] you
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Channel: TetraBitGaming
Views: 327,361
Rating: 4.9666648 out of 5
Keywords: deltarune, deltarune chapter 2, undertale, deltarune undertale, deltarune lost bits, deltarune chapter 2 secret boss, deltarune chapter 2 lost bits, spamton, spamton neo, Deltarune unused content, deltarune chapter 2 secrets, deltarune secrets, deltarune cut content, deltarune chapter 2 unused content, deltarune unused ost, deltarune debug mode, undertale lost bits, deltarune unused rooms, undertale unused content, tetrabitgaming, tetrabit, tbg common, lost bits, deltarune debug
Id: cxiEOeztndw
Channel Id: undefined
Length: 34min 17sec (2057 seconds)
Published: Sat Oct 02 2021
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