Scrapped Content/Scrapped Levels

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Unused levels may be accessed by changing the level ID in the save file.

One can also edit the rooms in a tool such as UndertaleModTool and, for example, allow the player to leave the level boundary or change the target of a go_to_room object. This is particularly useful for the demos, since they do not have save files.

In Winter, the player can also press Shift + N to advance the room number.

By default, exiting a level advances the room number; this can be overridden, for instance, by go_to_room objects.

If underwater, some levels will crash the game upon going through an exit.

main_menu_backup

Lets the player select a save file, but shows the old logo.

SquidThink.png
The answer to this would contain spoilers and I want you to be surprised by your eternal suffering so...
Warning! This article / section of article contains potential spoilers.

If the pump is broken, sound effects will not play when the current save slot is selected.

limited_build_end_screen

This level has text which reads "Coming March 9th, 2022!". Pressing any key brings the player to the level select.

TRAILER_ENPTY

This level contains only the animated background.

BonusPuzzle_NeedWater

An empty level that presumably would have required water physics.

TRAILER_EXPLANATION

This level is used in the trailer to explain the AI prediction mechanic.[1] A singular spike always spawns in the same place.

performance_check

This is a level that goes unused in-game. It is assumed this is used to test the performance of the game. The player only sees black.

disclaimer_playtest

This level states that the game is at an early build and asks playtesters not to disclose it publicly. Pressing any key brings the player to A01.

disclaimer_data

This level warns playtesters that their in-game actions will be tracked for marketing and analytic purposes. Pressing P or Escape pauses the game, and typing "agree" brings the player to A01.

TRAILER_SQUID

This level consists of a small room, though a large black rectangle obscures everything apart from Shelly's glow and Squid. It may have been used in the trailer and devlogs to obtain isolated footage of Squid.[2]

level_spke_n_stop

level_spke_n_stop (level_n02 in the original demo) is left over in the 2018 demo of Will You Snail and Will You Snail? - Winter that originally followed A13. It features an obstacle that generates electricity the first time the player approaches it. This level leads to level_enemy_test.

level_enemy_test

This level contains five minions. It leads to level_cat_generator.


level_cat_generator

level_cat_generator (level_n03 in the original demo) is left over in the 2018 demo of Will You Snail and Will You Snail? - Winter. This level leads to level_space_defense. The top half of the level is inaccessible because a platform is missing.

level_space_defense

In level_space_defense (level_n04 in the original demo), the player controls a spaceship around asteroids by moving around a spinner that points at the player. The direction of the spinner controls the movement of the spaceship.

secret_fusebox

This level contains four fuses that, when broken, alter various aspects of Squid and the game. It contains a note for the log 15.April 2027, 10:19. An opening in the bottom-right leads to difficulty_select in the final game, and leads to level_buildup_01 in the original demo.

The fuses are functional in the demos, though disabling trap limits may cause the game to crash in some levels in Winter. In the final game, only disabling the lights is functional, and it persists until the game is closed.

This room crashes the game in Winter by default since the exit in the bottom-right leads to "level_buildup_01", the old name of level_before_first_contact. This value must be changed before the level can load correctly.[verification needed]

This level can be seen developed and in action in some early dev streams:

Fuses

difficulty_select

difficulty_select was the original mechanism for users to set the difficulty. It appears in Winter after exiting the menu screen. Pressing Enter changes the difficulty to the selected option and would take the player to level_winter_01.

In the final game, the text is missing, and the cursor has been reduced to only a few pixels. Infinitely Easy is on top and Easy is on the bottom. Pressing Enter changes the difficulty of the save file to the selected option but does not exit the room. When Escape is pressed, the player is taken to the save selection.

demo_end

This level thanks playtesters and shows them their death count. In the demos, the text would fade and reveal buttons linking to a feedback form and Jonas's YouTube channel.

In both demos, this level contains the text file 2.February 2032, 17:02. There is also a hidden entrance on the right that leads to level_spke_n_stop.

B_11_level_disco_boss_battle1

This is the first level of the scrapped disco boss. This level leads to B_16_disco_puzzle_04x.

B_16_disco_puzzle_04x

This is the second level of the scrapped disco boss. This level leads to B_17_disco_puzzle_05x.

B_17_disco_puzzle_05x

This is the third level of the scrapped disco boss.

copy_me levels

Various mostly empty levels, likely used as presets when creating other levels.

  • level_winter_copy_me (ID: 156)
    Level winter copy me.png
  • dark_copy_me (ID: 157)
    Dark copy me.png
  • disco_copy_me (ID: 158)
    Disco copy me.png
  • underw_copy_me (ID: 159)
    Underw copy me.png
  • underw_dark_copy_me (ID: 160)
    Underw dark copy me.png
  • bubbleg_copy_me (ID: 161)
    Bubbleg copy me.png
  • bubbleg_dark_copy_me (ID: 162)
    Bubbleg dark copy me.png
  • level_basic_copy_me (ID: 163)
    Level basic copy me.png

underw_dark_copy_me

This level is a fragment of D01.

parent_room

This level contains the note UNote_01. There is no solid ground.

S_13_evolutionX

Judging from the name, this level is presumably a template for the Chapter C story levels. By default, this level is underwater; left as is, it shortly crashes the game.

SquidThink.png
The answer to this would contain spoilers and I want you to be surprised by your eternal suffering so...
Warning! This article / section of article contains potential spoilers.

However, if the pump is broken, this level leads to a save select menu similar to main_menu_backup. Switching save slots at this menu does not change the saved level ID to 0.

Demo levels

These levels were present in demos but not in the full game.

main_menu_dark

main_menu_dark is the main menu of 2018 demo. Pressing any button will send the player to level_tutorial.

main_menu_dark is also a hidden main menu of winter demo. Just like in main_menu_winter instead of pressing any button, pressing space will send the player to difficulty_select

level_tutorial

level_tutorial is the first level in the 2018 demo. It shows the player the controls. There is a button to "order packages", which simply counts the number of times it is pressed and displays messages warning the player to stop.

In the 2018 demo, it contains the text file 14.April 2027, 18:23.

In Winter, it contains the text file UNote_01, which tells the player about double jumping.

level_tutorial can be accessed in Winter by advancing to level_ai_introduction and having Squid restart the player.

level_before_first_contact

level_before_first_contact (level_buildup_01 in the 2018 demo) is the second level in the 2018 demo. It was the final level before meeting Squid.

In the 2018 demo, it contains the text files 14.April 2027, 23:40 and 15.April 2027, 10:17.

In Winter demo, it contains the alternate version of the text file UNote_01.

level_ai_introduction

level_ai_introduction is the third level in the 2018 demo and the player's introduction to Squid. He asks the player three yes-or-no questions, which must be answered to Squid's liking to proceed to A13. Otherwise, the player will be sent back to level_tutorial. The player can jump to answer "yes", or their answer will otherwise be "no".

  1. Can you hear me? → YES
  2. Have you played this game before? → NO
  3. Okay, so you play[sic] this game for the first time now. Is that correct? → YES

If the answers to any of the questions are incorrect, Squid will believe that he is meeting the wrong person (somebody with "brain damage").

This level also exists in the Winter demo, although it is inaccessible there.

level_n05

level_n05 seems intended to be a half-underwater version of level_n03. When trying to open it the game crashes.

This level is only present in the 2018 demo.

main_menu_bright

main_menu_bright is a bright version of main_menu_dark. Difference being it using the bright version of walls and also having a bright animated background seen in levels like level_space_defense.

This level is only present in the 2018 demo.

main_menu_winter

main_menu_winter is the main menu of winter demo. Pressing space will lead to difficulty_select.

level_tower_defense

level_tower_defense is a preliminary version of the tower defense levels. The player first sets all the tower types by standing on them and selecting from a menu. Once all the towers are built, enemies spawn on the right. Four enemies drop money, which is used to upgrade towers.

This level is only present in Winter demo.

level_winter_01

level_winter_01 was the tutorial room of Winter demo. It contains the text file UNotoe_01. It also seems to be a preliminary version of D06.

level_winter_09

level_winter_09 was the final room that was meant to be accessible in Winter demo, with a similar purpose to demo_end.

level_underwater_currents

level_underwater_currents is an inaccessible level in Winter demo. It is similar to level_underwater in general structure, also having the early level exit in the beginning of the level. This level, as the name suggests, has currents, that work really similar to the final game. Unlike level_underwater however, the fish are replaced by jellyfish (which use the old texture). The bottom passage is blocked off, and the only way is through the added way on the top of the level. The player spawn is changed to be on the bottom middle of the level, instead of top left.

level_underwater

level_underwater is an incaccessible level in Winter. It looks like C10 from the final game, with a major difference being an alternative exit closer to the beginning of the level. One thing to note is that the version of fish in this level uses the old texture.

level_disco

level_disco is an inaccessible level in Winter demo. It resembles B14 in general structure.

level_ground_spikes

level_ground_spikes is an inaccessible level in Winter demo. It seems to be an edited version of A13 with a few major differences:

  • The main platform in the middle of the level is shrunked down, enabling a passage through the right on the left side of the level.
  • A hole under the start of the level that leads to the finish, making the completion extremely easy.
  • A stack of 2 blocks under the main platform was removed.

It is also worth noting that trap spawning is extremely slow in this level, making it really easy to complete, even without considering the changes listed above.