Original Game
Kris, luv. THAT'S what we got backstage.
The ORIGINAL game. Where YOU decide what to do.Ramb, Chapter 3
The Original Game (JP: 元のゲーム) is the central minigame played during the Sword Route. Kris plays three rounds of this game alone in the backstage area of the Green Room. Access to the game the first two times is locked behind achieving an S-rank, T-rank, or Z-rank during the latest round of TV Time.
As explained by Ramb, it is the "original" version of the game played during TV Time, The Legend of Tenna.[1] The gameplay of the Original Game consists of Kris finding a sword, killing enemies to become stronger and eventually claiming the Shadow Mantle.

While playing The Legend of Tenna, leftovers from the Original Game emerge during gameplay. Upon the game's start-up, the silhouette of the Original Game's logo, coupled with a sword-sliding animation, can be briefly seen before the game abruptly transitions to the TV Time: The Legend of Tenna logo. During the Original Game's Island Board, an in-game replica of Tenna reveals that he based The Legend of Tenna on the game,[2] a fact which he tries to hide from the party.
During the party's playthrough of The Legend of Tenna's Island Board, approaching the northern area of the board prompts Tenna to panic and try to convince them to return to the regular part of the game, going as far as to blockade the area with signposts if the party persists in approaching it. When Tenna leaves, Kris can lead the party to the northern area. However, progress on land that would lead to parts of the Original Game is blocked off by a tree that cannot be cut down, as The Legend of Tenna lacks the sword and the levelling-up mechanic that HERO_SWORD uses in the Original Game. It is possible that they were either dummied out or rendered unused by Tenna's editing of the game's ROM.
When playing the Original Game, Kris controls HERO_SWORD. The latter is tasked with retrieving the sword and killing every enemy on the board until their LV reaches MAX. They start out in the Desert Board, where they eventually become strong enough to travel out-of-bounds to retrieve the Ice Key. They use the Ice Key on the locked door on the Island Board, entering the Ice Palace.
With assistance from the White Cloak in the Ice Palace, HERO_SWORD retrieves the Shelter Key. After making their way through the City Board and the manhole dungeon, they use the key to open an in-game replica of the shelter; within the shelter, they face off against the Shadow Mantle holder. Upon defeating the Shadow Mantle holder, HERO_SWORD proceeds to leave the game screen and walks out of the backstage area.
After the Shadow Mantle is obtained, Susie comes in and gives Kris a FlatSoda before leaving.
- Ice Key
- Shelter Key
- Shadow Mantle
- FlatSoda (after beating the game)

In each minigame, HERO_SWORD obtains a sword. The player attacks by pressing [CONFIRM], which damages two tiles in the direction they attack. Attacking on the ground prevents the player from moving while the animation plays, but they can still rotate mid-attack. HERO_SWORD can only attack in the four directions they can face, never diagonally, making combat more difficult. Killing enemies can drop green candy as healing items whenever the player is below maximum HP. Attacking candy with the sword collects it, allowing candy to be collected across impassable tiles.

HERO_SWORD has a HP bar during the minigame, which decreases when touching aggressive enemies, enemy projectiles or cacti. The HP bar's total and current HP is increased by leveling up. When the HP reaches zero, the game's screen shuts off and Kris has to manually restart the game, upon which the stage gets reset and HERO_SWORD spawns at the entrance of the area. Losing HP during the Shadow Mantle holder boss fight also deals damage to Kris's actual HP and plays the SOUL shattering animation during a Game Over.
Each time a certain number of enemies is killed, HERO_SWORD's LV increases in the game, up to MAX, which is equivalent to LV 4. This also increases the number of swords displayed in the HUD and the damage done by attacks, allowing some enemies to be damaged that were unaffected by attacks before, and others to be killed in fewer hits. A higher LV also makes it possible to destroy certain obstacles and traverse previously blocked off paths.
The HUD is a persistent horizontal bar seen at the top of the screen. From left to right, it lists HERO_SWORD's current HP, their current LV progression, any items they currently have, and their current LV, represented by sword icons. Of the attributes listed, items are the only ones that persist across game sessions, whereas all other attributes reset.

In the second round, the player encounters the White Cloak, who can be damaged (but not killed) and joins the player's party after leaving the room. She follows behind the player and attacks when they do, sending out an ice projectile that freezes stronger enemies solid and instantly kills weaker enemies. She also allows the player to successfully navigate the Ice Palace's maze; although she cannot literally be followed as the "FOLLOW THE WHITE CLOAK" hint suggests, she refuses to follow HERO_SWORD down any incorrect path. At the end of the maze, the mage is used up to open the door to the Shelter Key.
In the third round, HERO_AXE and HERO_SCARF, Susie's and Ralsei's characters respectively, silently follow HERO_SWORD until they are killed for one LV each.
During the Original Game, there are some roadblocks that cannot be destroyed unless HERO_SWORD has a high enough LV. They usually block off important parts of a Board, hindering progression until the available sections are cleared, but some are design elements and not required to destroy. They are as follows:
While playing the Original Game, HERO_SWORD encounters enemies roaming the boards and dungeons. They are initially docile, but enter an aggressive state and attack HERO_SWORD after attaining LV2 on Board 1. On subsequent Boards, they maintain aggressiveness once HERO_SWORD obtains the sword. Enemies also move and attack faster the higher HERO_SWORD's LV is.
Contact with docile enemies does not damage HERO_SWORD, even being able to phase through them; however, contact with bullets fired by docile enemies (such as yellow lizards) does cause damage. Once they become aggressive, contact with them does inflict damage. Enemies occasionally drop healing items upon defeat that restore HP.
The following enemies are encountered in the Original Game, in order of first appearance:
| Image | Monster | Location(s) encountered | Behavior |
|---|---|---|---|
| Purple Monster |
|
Roams the area in random directions, harming HERO_SWORD if touched. | |
| Goldenrod Monster | Desert Board | Can only be damaged after attaining LV 2. Attacks by shooting red arrows at HERO_SWORD in a straight line at specific intervals. These arrows pass through solid objects. | |
| Yellow Monster |
| ||
| Orange Flower |
|
Stationary, attacks by shooting flashing projectiles at HERO_SWORD. Has three variants that behave identically. | |
| Purple Flower | Desert Board | ||
| Yellow Flower |
| ||
| Blue Fish |
|
Swims in bodies of water. Attacks by lunging at HERO_SWORD when they enter its line of sight. In later areas, they are seen on the ground, making them more dangerous. | |
| Blue Bird |
|
| |
| Yellow Lizard |
|
Attacks by shooting flashing projectiles at HERO_SWORD. Travels the area by jumping to predetermined spots, indicated by a targeting reticle. | |
| Gray Monster | Ice Palace | Impervious to standard attacks but otherwise behaves identically to the purple monsters. Contact damage against this enemy can be disabled by attacking it. They appear as part of certain puzzles involving freezing them and pushing them onto pressure plates. | |
| White Monster |
|
| |
| Orange Monster | Manhole dungeon | Attacks by shooting flames at HERO_SWORD. | |
| Black Monster | Manhole dungeon | Mirrors HERO_SWORD's movements and is part of a puzzle that involves guiding it to them so they can automatically kill it. | |
| Green Lizard | Manhole dungeon | Attacks by jumping to predetermined spots, shooting rings of lightning at the apex of its jump. | |
| Blue Lizard | Manhole dungeon | Travels the area by jumping at a much faster pace than the yellow lizards. | |
| Gray Fish | Manhole dungeon | Behaves identically to the blue fish, except with much higher HP. | |
| Singing Cat | Manhole dungeon | Moves around slowly and attacks by shooting music notes in a circular pattern. | |
| Silent Cat | Manhole dungeon | Initially sleeps in inaccessible areas. Once the singing cats are defeated, they wake up and attack by constantly diving toward HERO_SWORD. | |
| Shadow Mantle holder | Manhole dungeon | The final boss of the Original Game. | |
| FRIEND | Manhole dungeon | Minions of the Shadow Mantle holder that attack by pathfinding their way toward HERO_SWORD. |
- It is possible that the Original Game's title is "MANTLE", as the word seems to match the silhouetted logo appearing on The Legend of Tenna's start-up screen.

- Some of the characters in the Original Game heavily resemble or allude to various characters of Deltarune and Undertale, such as the White Cloak (Noelle), blue birds (Berdly), yellow lizards (Alphys), blue and red fish (Undyne), purple monsters (Toriel), golden-colored flowers shooting projectiles at HERO_SWORD (Flowey), and yellow monsters surrounded by many of the golden-colored flowers (Asgore). This, along with the connection between certain elements of the Sword Route's Ice Palace and the Weird Route, could be a call-back to Undertale's Genocide Route.
- In the manhole dungeon, the yellow lizards rock back and forth before disappearing after witnessing the gray fish be killed by HERO_SWORD. This may allude to Alphys's disappearance (presumed to be suicide) in some of Undertale's neutral endings if Mettaton and/or Undyne have been killed.
- White Cloak and Black Monster have similar placeholder sprites, those being a brown deer and a black deer respectively.
- In the game's files is a variable named
toriel, which is set to true by default. Setting the variable to false replaces Black Monster's sprite with its respective placeholder sprite.[3]
- In the game's files is a variable named
- While controlling Black Monster’s movement, it is possible to make HERO_SWORD miss their automatic attack. This leaves time to damage them before HERO_SWORD attacks again.
- ↑
But if I know Kris, and boy do I know Kris... that's not what YOU want, innit?
— Ramb, Chapter 3
Freedom. That's what YOU want, chum, freedom!
Well, if I can go hush-hush for a minute here...
Kris, luv. THAT'S what we got backstage.
The ORIGINAL game. Where YOU decide what to do. - ↑
OH, WHY DID I BASE
— Tenna, Chapter 3
IT OFF THIS STUPID
OLD THING!! - ↑ gml_Object_obj_board_enemy_black_deer_Create_0 script, line 8, Chapter 3