Unused Content lists art, audio, and level assets that ship in the game's data but are never used.

Unused Sprites edit

  • sprite358: an earlier version of Bat, missing the red shading used on the shipped sprite.
  • sprite4, sprite7: smiley-face icons.
  • sprite5: a clock-face icon.
  • sprCam: a placeholder camera icon.
  • sprite47: a tile with an arrow on it, likely for testing.
  • sprite8: a plain blue bar, likely for testing collision.
  • sprite118: a textbox with placeholder "ITEM" text drawn in it.
  • sprtestball: a plain red ball, missing the black outline used on shipped sprites.
  • testgembar: an early version of the Gem High meter.
  • spTestLight: a glow/blur of light.
  • sprBucketTest: a well bucket hanging on a rope, sized for the title screen.
sprite358
sprite4
sprite7
sprite5
sprCam
sprite47
sprite8
sprite118
sprtestball
testgembar
spTestLight
sprBucketTest


Unused Sound edit

amb1 is assigned to every void_ambience instance (the ambience object placed in Safe Zones) but is always overwritten with a different sound, or bypassed entirely, before it would play. It never actually plays in the shipped game.

Unused Surface Variants edit

Returning to the surface (from death, the results screen, or a restart) calls BackToSurface, which is written as a weighted random pick between 5 versions of the starting room (rmMenu, rmGroundRuin, rmGroundGrave, rmGroundMeteor, rmGroundDouble; weights 4/4/3/3/1). The "random" roll is a hardcoded 0 rather than an actual random number, so the first branch always fires and the game always lands on rmMenu, and the other four rooms are unreachable through normal play.