Jump to content
Discussions

Unused attacks

From Deltarune Wiki

Various attacks exist in the code but are ultimately unused in the final version of Deltarune. The following attacks either have no clear enemy who would use them, or are designed for an implemented enemy who simply does not use them.

Chapter 1

Jevil

Unused attacks for Jevil.

Horizontal Spades (ID 25, Jevil attack 999)

This attack is similar to King's Spade Attack, but more spades are fired.

Solo Diamond Bombs (ID 47, Jevil attack 99)

This attack features the diamond bombs from Chaos Bomb by themselves.

Early Devilsknife, Easy (ID 55)

A scythe with a long blade spins in a clockwise direction and moves left and right. Only the blade part of the scythe will damage, the handle is safe to touch.

Early Devilsknife, Multiple (ID 56)

Many Early Devilsknifes appear on the left side of the screen and spin across the bullet board to the right side of the screen.

Early Devilsknife, Medium (ID 57)

This attack is almost the same as the previous version with the only difference being that it spins faster.

Early Devilsknife, Hard (ID 58)

This attack is almost the same as the previous iterations with the only differences being that it does 124 damage and that it spins faster.

This version of the attack is nearly identical to the used version, with the only difference being that the carousel oscillates up and down faster.

Early Spade Ring (ID 66)

Six spades appear outside the bullet board in a hexagonal shape, and quickly fly straight in the direction they are facing counterclockwise, one by one. This attack can be avoided by going in any of the spaces between two spades, which causes all of them to miss.

Spade Ring Alternate (ID 67)

A variant of the spade ring attack with different settings. 4 spades repeatedly appear from four opposing directions and wind up and fly into the board and disappear leaving it, at various different rotations.

Chapter 2

Tasque Manager

Unused attacks for Tasque Manager.

Tasque Manager Says Prototype (no ID)

This attack is similar to the base Simon says attack in the Tasque Manager Says dojo challenge, but instead of going from 1 to 3 letters and requiring 4 successful dodges in each round to progress, the old one goes on infinitely and requires remembering up to 5 letters at once.

Nothing (no ID)

This attack is used by the unused old version of Tasque Manager, but due to the attack having no code, when it is used Tasque Manager will simply do nothing.

Other

Tasque Manager has code to use Rudinn's Diamond Release attack as a placeholder.

Rouxls Kaard

Unused attacks for Rouxls Kaard.

Thrash Laser Test (no ID)

This attack is a test for the attack used by the laser head for the Thrash Machine. It acts similar to the base version, though it lacks collision and uses solid graphics. This attack seems to change colors depending on the turn.

Thrash Laser Alt (no ID)

This attack is an unused alternate version of the attack used by the laser head for the Thrash Machine. A line of lasers is fired in the middle of the bullet board, while many lasers snake from above and below the bullet board and try to intercept the SOUL once they cross the SOUL's y-axis.

Spamton NEO

Unused attacks for Spamton NEO.

Phone Shooter (no ID)

A blue phone descends from the top of the screen, to the right of the bullet board, and begins to rapidly fire small symbols in a loose cone shape towards the SOUL. Both the symbols and the phone can be destroyed, with the phone taking 3 hits to be destroyed.

Pipis Spam Mail

An unused version of the Spam Mail attack where the bombs are replaced with Pipis, that if shot, release a sun-shaped barrage of bullets.

Old Heart Attack

An old version of A Heart Attack. There seems to be no differences other then the heart being bigger. There are also 4 difficulties which are versions of the difficulties from the base A Heart Attack.

A Big Heart Attack

An unused version of A Heart Attack with the only difference being that the heart is bigger. This attack is nearly identical to Old Heart Attack, implying that this attack's code may have been edited from Old Heart Attack. There are also 4 difficulties which are versions of the difficulties from the base A Heart Attack.

Puppet Pendulum

Many parts of Spamton NEO including his head, an arm, a wing, and his arm cannon, swing around the bullet board suspended by puppet strings, the parts can be pushed back with a big shot. Occasionally the arm cannon will fire a shot in the direction it is facing.

Pipis Call

Spamton NEO receives a call surprises him with a Pipis that is shot out of the phone at his face and explodes. This does nothing and acts as a free turn. After the attack Spamton's face will be covered in soot until the next attack.

Splitting Heads

Two blue Spamton heads bounce around the bullet board which is a thin rectangle, the bullet board shrinks every time a Spamton head hits the bullet board. If they are shot enough times, they will split into smaller copies. At the end of the attack, all of the remaining heads stop in place, flash red and explode.

Rotating Walls

Rotating Walls Prototype

C Shields

Blue Spamton heads with rotating shields emerge from the right side of the board, slowly moving to the right. The first two shields only protect a quarter, the next two cover a half, and the rest of the shields afterward cover three fourths and have an additional line going through them to make the shield resemble the ¢ cent symbol.

Crusher Walls

Arrow Elevator

The SOUL gets put in a small box with two arrows, with one facing up and one facing down, when these arrows are shot, the box is moved in the direction that the shot arrow was facing. Many copies of Spamton's arm cannon appear on a random level and fire a massive shot that covers the entire height of the box, meaning that the SOUL must move up or down using the arrows to dodge the shot.

Head Wave

Four blue Spamton heads appear on the right side of the bullet board, before spinning in place and firing a slow white bullet at the SOUL.

Heart and Hands

Old Heart and Hands

This attack is nearly identical to Heart and Hands, except that Spamton is supposed to shoot giant lasers, but does not due to broken code.

Flying Heads Difficulty 2

This difficulty makes Spamton shoot massive lasers in combination with the flying heads.

Flying Heads Difficulty 7

This difficulty makes the Spamton heads do a circle before shooting.

Spam Mail Difficulty 2

This difficulty makes many more trucks and Spamton heads spawn, as well as spawning unused red Spamton heads that destroy surrounding columns when shot.

Spam Mail Difficulty 3

This difficulty spawns the trucks in the same way as difficulty 2, but without the red heads.

Spam Mail Difficulty 4

This difficulty spawns empty columns with no heads, making it impossible to dodge.

A Heart Attack Difficulty 3

This difficulty adds two biters that shoot lasers at the SOUL. The biters can be destroyed with enough shots.

A Heart Attack Difficulty 4

This difficulty adds two bombs that if shot, explode and release many diamonds, though these diamonds are accidentally fired at Spamton instead of at the SOUL due to a bug.

Other

Spamton NEO has code to use Rudinn's Diamond Release attack as a placeholder. During the attack his face goes blank.

Queen

Unused attacks for Queen.

Solitaire Cards

Spade Blow

A vector head of Queen exhales a line of spades that moves back and forth. The line has gaps which the SOUL can pass through from one side to the other. This attack is coded to replace the Berdly Tornado attack if Queen is fought in the Weird Route, but Queen is never fought in the Weird Route. This attack pattern was later reused for GIGA Queen, where the spades are replaced by flames, and the vector head is GIGA Queen herself.

Social Media

Berdly Wire Attack

Berdly descends from above and fires a stream of diamond shaped bullets towards the right side of the bullet board. There is also a difficulty 3 version which is identical.

Old Exploding Heads

This version of the attack makes the vectorized heads of Queen explode into spades instead of smaller white heads. There is also a 1 in 500 chance for a banana to spawn instead of a spade, touching the banana heals the party to MAX.

Search Windows

Many search windows appear in random locations outside the bullet board, where a search is typed into them. There are 11 possible searches that can be typed with different effects for different searches.

  • Gun: Spawns in a gun that fires three lasers in a spread, similar to one of Werewire's attacks.
  • Flail: Spawns two flails that rotate around a center point.
  • Birthday Boy: Spawns junk which does nothing.

The rest of the searches have no effect, with some of them being misspellings or joke searches.

Classic Search Windows

This attack is similar to the Search Windows attack, except with monochrome 90s styled graphics. Some searches also have different effects than in the normal Search Windows attack.

  • Gun: Instead of firing three lasers, the gun instead fires a single laser that ricochets of the walls of the bullet board four times before leaving.
  • Flail: Instead of spawning in two flails, one flail is spawned that rotates faster and has a greater range. After a while the flail explodes into four spades that fly an arc upwards, before falling down into the bullet board.
  • Birthday Boy: A cake is spawned instead of junk.

Birthday Search Windows

This attack is nearly identical to the Search Windows attack, except that the flail is replaced with the Annoying Dog on a chain wearing a birthday hat. After the flail explodes the game is then intentionally crashed with the following crash message:

BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW BIRTHDAY OVERFLOW

Miscellaneous

Musical Speakers (ID 22)

Two speakers appear on a random side of the bullet board and fire music notes at random angles into the bullet board. This attack was likely meant for Sweet Cap'n Cakes based of the filename for the attack, and was likely an early version of their speaker attack.

Wine Laser

Chapter 3

Lanino and Elnina

Unused attacks for Lanino and Elnina.

Sun Sparks (ID 68)

A ball flies in an arc across the upper portion of the bullet board, periodically launching six sparks at 60° of each other which also fly in an arc. The ball itself does not deal damage, only the sparks do.

Appearing Snowflakes (ID 70)

Snowflakes slowly fade in at random locations in the bullet board. they move slowly and fade out after a short time, but their sheer number can make moving difficult. The snowflakes can still be touched while they are fading in, only when they are fully white can they damage the SOUL.

Rising Rainwater (ID 71)

Droplets of water randomly drop from above the bullet board. Upon touching the bottom of the bullet board, a line of water starts to rise, filling up to half of the bullet board from the bottom up. The raindrop bullets of this attack are used during Rouxls Kaard's Laser Pointer attack, but the rising water portion is not. This is one of the rare attacks to be assigned Element 3.

Lanino and Elnina Fireballs (ID 72.1)

Lanino and Elnina's mascots appear on the right side of the bullet board and begin launching red fireballs in an arc into the bullet board. The fireballs are sparse and poorly aimed, making this a very nonthreatening attack. When the special variable is set to 1, 2, 3, or 4, the mascots will also fire two much more consistent streams of bullets shaped like raindrops, ice crystals, moons or suns, respectively, similarly to Lanino and Elnina's default attack, but sideways. It is unclear if the attack was meant to use this parameter or if it is simply a leftover in the code.

Cloud and Moon (ID 73.5)

A small cloud and a small moon appear on opposite corners of the bullet board and slowly move to a different corner. All the while, the cloud is raining down raindrop bullets and the moon is orbited by 5 other small moons at a constant long distance.

Solar Orbit (ID 75)

A big sun suspended by a string falls to the middle of the bullet board, then starts periodically launching 1 to 2 crescent moons in random directions. The moons spin around the sun in an ever expanding orbit, eventually exiting the bullet board and fading away. This attack is assigned the Dark/Star element. It was most likely intended to be used by Lanino, as the code references his quotes from his Board 1 battle.

Snow Cloud (ID 76)

A big cloud suspended by a string falls to the top of the bullet board and rains down snowflakes below. It then periodically launches four droplets of water that home onto the SOUL. This attack is assigned the Dark/Star element. It was most likely intended to be used by Elnina, as the code references her quotes from her Board 1 battle.

Shuttah

Unused attacks for Shuttah

Electric Balls (ID 63)

Electric Balls fall down from above the SOUL's location and into the bullet board. Upon reaching the SOUL's height, they slow down and split into two electric bolts traveling in each horizontal direction.

Susie Photo (ID 77)

A monochrome photo of Susie appears and begins rapidly launching axes into the bullet board, similar to how she attacked in Chapter 1, but faster. A "special" parameter can be passed in to turn her attack into a burst of axes separated by a longer delay.

Tenna

Unused attacks for Tenna.

Lens Flares (ID 127)

Two lens flares appear on two opposite sides of the bullet board and expand into 3 small circles with even gaps between them, then begin rotating around their point.

Rimshot Star Single (ID 129)

A variant of Tenna's used Rimshot Stars attack, but with only a single star which moves faster and launches bullets more frequently.

Knight

Unused attacks for the Knight.

Crescent Slashes Version 1 (ID 100)

The Knight slashes repeatedly, sending vertical pairs of crescent slashes which travel through the bullet board from right to left while wobbling up and down. Between the two slashes is gap through which the SOUL must align themselves to pass through unharmed. As the slashes travel, the gap expands, making it easier to go through.

Sticking Stars (ID 101)

This attack starts with the bullet board pushed to the left about half its width. The Knight rapidly slashes several times to the right of the bullet board, leaving sharp 4-pointed stars with every slash, then, the bullet board is moved back to the center of the screen and one by one the stars turn around and launch themselves at the SOUL. The stars that collide with the left wall of the bullet board, stick into it for the duration of the attack.

Sword Tunnel Prototype (ID 102)

A prototype for the Knight's current Sword Tunnel attack, vertical swords of varying lengths appear to the right and flow through the bullet board and off-screen to the left, leaving only a small gap to pass through each time. Compared to the final version of the Sword Tunnel, the gap between sword pairs is longer, the variation in the position of the gap is greater, and each hit grants the full duration of damage immunity and deals regular damage. Swords that would be too small are removed entirely, and when a sword hits the SOUL it tilts forward slightly, as if recoiling from the collision. Once the attack ends, all swords near the bullet board stop, turn red, spin the SOUL's position and are launched at it.

The object that manages this attack in the code is referred to as obj_knight_tunnel_slasher_2_revised, implying this particular attack might have gone through many iterations.

Cross Attack (ID 103)

A cross shaped slash appears in the middle of the bullet board accompanied by two cross shaped streams of diamond-shaped bullets on each side.

This attack appears to have been left in an incomplete state, as the slash itself cannot hit the SOUL, the Knight is not animated during it, and the streams of bullets are often cut-off by the outside of the bullet board.

Combination (ID 105)

Shorter versions of the Falling Swords, Rotating Slash and Sword Tunnel Prototype attacks, are used in that order. Only one of them (Rotating Slash) is used in the final game.

Bottom Shadows (ID 106)

The Knight disappears and 5 shadows appear beneath the bullet board in a circle formation. The circle of shadows then repeatedly spins around, stops, then one of the shadows glow and unleashes 7 diamond shaped bullets upwards into the bullet board at different angles along with one large cone-shaped bullet.

Falling Swords (ID 108)

For this attack, the bullet board's width is about doubled. The Knight turns into a huge sword and disappears, then, swords begin rapidly raining down on the bullet board for the duration at random angles and position. The attack ends with one or two larger swords appearing and falling. At later phases, only one small sword falls, and the player becomes stuck in an empty attack for 277 hours (999999 frames), possibly due to missing code.

Crescent Slashes Version 2 (ID 109)

Knight battle crescent slash.gif
The Knight's unused Crescent Slash attack

This attack is highly similar to version 1, except the wobbling is highly reduced, the slashes start further to the right, they start slower and quickly accelerate over the first few frames and the growth of the gap between slashes is highly reduced. This leads to an attack that is easier to read, but gives less space to dodge. Notably, this version has a unique animation for the Knight not used anywhere else.

Rotating Slash + Tracking Swords (ID 104 + 151)

This attack is a combination of Rotating Slash and Tracking Swords, in which they are used at the same time.

Tracking Swords Difficulty 1 (ID 151)

This attack is similar to the base Tracking Swords attack, but the swords will leave behind white bullets that fade in and move slowly in random directions, these bullets never disappear. The bullets can still be touched while they are fading in, only when they are fully white can they damage the SOUL.

Diagonal Bullet Walls (ID 152)

Walls of bullets appear to the right of the screen and slowly move through the bullet board diagonally, either up left or down left randomly, forming walls with constant evenly spaced gaps. As the attack goes on, the space between each subsequent walls gradually shortens up until it is no wider than the gap between bullets of a same wall. This attack gives reduced invulnerability time on hit, similar to the final version of the Sword Tunnel attack.

Quick Slashes (no ID)

Roaring Fire (no ID)

The Knight curls up at the right side of bullet board before roaring releasing rings of fire outward, some fire rings have bigger fire then others.

Miscellaneous

Old Tommygun (ID 62)

Toriel Fire (ID 78)

Streams of fireballs fall from the top of the bullet board in a crisscrossing double-helix pattern and accumulate at the bottom. The streams have holes in the middle of them to dodge through. This is almost exactly the same as one of Toriel's attacks in Undertale.

Spinning Bullet and Spinning Bullet Alt (ID 135)

Dual Rainballs (ID 136)

Two small balls appear on either side of the bullet board and droplet-shaped bullets begin to appear all around the outside of the bullet board, shooting towards either ball. As they reach it, the two balls progressively grow bigger. This attack is highly reminiscent of the Watercooler and was likely meant for it or an encounter with multiple Watercoolers. Just like the Watercooler's attack, this attack takes in a "special" parameter which will cause the two balls to wobble left to right when set to 1 or cause the droplets to spin around the balls when set to 2. This would have likely occurred on even numbered turns and on odd numbered turns beyond the first, respectively.

Removed

Unused attacks that got dummied out with the only thing left of them being their filename.

trumpet (ID 60)

An attack intended for Shadowguy which based on the filename, would have presumably involved them using trumpets.

volume control (ID 67)

An attack intended for Zapper that based on the filename, seemed to involve changing the volume. It is possible that this could have been reworked into their VolumeUp and Mute ACTs.

Miscellaneous

Diamond Wave (ID 4)

A wave of diamonds appear from the right side of the bullet board and sweep the bottom of the bullet board. There is a small space in between the columns of diamonds that make up the wave that the SOUL can dodge through.

Chapter 4

Titan

Unused attacks for the Titan.

Darkshapes Intro (ID 456)

Same as the Titan's first phase Titan Spawn attack, but no red Spawn appear making dodging much easier.

Centipede Intro (ID 457)

Same as the Titan's first phase Centipedes attack, but no single-segment centipedes spawn, making dodging much easier.

Big Shots, Unaimed (ID 452)

Same as the Titan's Big Shots attack, but the shots are always fired perfectly straight rather than aimed at the SOUL.

Big Shots, Easy (no ID)

Same as the Big Shots Unaimed attack, but only one shot is fired each time the Titan charges up, lowering the fire rate.

Desperation Shots, Short (ID 465)

Highly similar to the Titan's Desperation Shots attack, but without the Titan subsequently sucking the shots back to itself and firing the laser. Additionally, the shots start further back, disjointed from the Titan's sprite, and their travel speed is individually randomized, causing some to layer with the shots of previous or subsequent bursts.

Darkshape, Final (ID 472)

A giant Desperate Spawn appears on the edge of the bullet board and fires a volley of 3, then 4, then 3 dark bullets at equal angles from each other, aimed at the SOUL. After a short distance, the bullets turn into Titan Spawn which will chase the player around until purified. Purifying the Titan Spawns generates no COURAGE.

Other

There are attack IDs calling for attack patterns named pattern_mines, pattern_mineguys, and pattern_darkshape_walls, but these patterns are never declared anywhere in the game's code. As such, these attacks will simply crash the game with no possibility to be reconstituted to their original state. There is also a second declaration of the pattern_centipede_hard pattern, responsible for the "Centipedes, Hard" attack, which gets overwritten by the one used in game. Although the implementations differ, the two versions of the pattern seem identical.

Hammer of Justice

Unused attacks for the Hammer of Justice.

Early Attack, Alt (attack pattern 24)

Arrows come from the four cardinal directions in the order: 1 up, 2 up, 1 left, 1 down, 5 right, 3 left and 2 left. Due to not using diagonal directions, it is likely this attack was an alternate of turn #1 or #2.

Regular Attack, Alt (AP 50)

Arrows come in the order: up, up, up-left, up, up, up-right, up, up-left, down-right, down-left, right.

Regular Arrows Spiral (AP 51)

14 Arrows come in the order: left, down-left, down, down-right, right, up-right, up, up-left, left, down-left, down, down-right, right, up-right, forming a counterclockwise spiral.

Regular Arrows, Hard (AP 54)

Arrows come with short intervals in the order: 1 up-left, 2 up-right, 2 left, 2 up, 2 up-right, 2 up-left, 2 right, 2 up, 2 up-left, 2 up-right, 2 up, 1 down, 1 left, 1 right, 1 up.

Regular Arrows Spiral, Hard (AP 56.5)

34 Arrows come in a counterclockwise spiral with short interval, starting up-right and ending up. the first arrows are very fast, but subsequent arrows is slower and slower until they reach normal speed.

Random Arrows (AP 58)

40 Arrows come from randomized directions with fast speed and short intervals.

Overlaid Attacks (AP 57)

Two separate attacks occur simultaneously due to sharing the same pattern number, making this pattern practically impossible to perfectly block. The first is identical to AP 58, with slightly slower speed and slightly shorter intervals. The second regular arrows coming from the cardinal directions at high speed and short intervals in the order: 2 right, 4 left. 4 down, 2 up, 2 right, 1 left, 1 up, 1 down, 1 right, 4 down, 2 left, 2 right, 2 up, 2 left, 1 right, 2 up, 2 right, 1 left, 2 up.

Wrong Direction Arrows (AP 52)

3 Arrows come slowly and in long intervals in the order up, right, left, but pointing as if coming from up-left, up-right, down-right, respectively. Just as they are about to hit the shield, they rapidly change position to match the direction they are blocking.

Strafing Arrows (AP 20)

Arrows come from the cardinal directions, but rather than approach from the edge of the screen, they appear diagonal to the bullet board and strafe perpendicularly to the direction they are pointing. Once they become exactly aligned with the SOUL, they are immediately launched toward it with extreme velocity. The order is: up, up, right, right, left, down, left, right, up, left, up, up, right, right, right, up, down, left.

Strafing Arrows, Easy (AP 21)

Strafing arrows which are slower to align and have longer intervals compared to the "Strafing Arrows" attack come in the order: left, right, up, down, left, right, up.

Long Arrows (AP 25)

Long arrows, which require the shield to be held in place for a duration in order to be fully blocked, come in the order: left, right, down.

Spiraling Arrows (AP 38)

Arrows come approaching in a spiraling motion, making it harder to tell what direction they are pointing in and where they should be blocked. This attack is partially randomized, the first and last arrow come from a random cardinal direction, whereas the 15 in between are picked by randomly selecting 3 patterns, one from each of 3 sets of 3 predetermined patterns.

Wheel Arrows (AP 44)

A long attack in multiple parts. In the first part, multiple types of special arrows are used at high speed and short intervals in the order: strafing arrow up, 3 spiraling arrows up, strafing arrows left, right, right, left, left, right, left, then 5 spiraling arrows left, 5 spiraling arrows right, 5 wrong direction arrows coming from the right but pointing as if from the left and then 5 coming from below pointing as if up. During the strafing arrows section, 2 up strafing and 1 down strafing arrow appear to strafe by without launching, either as a distraction or due to a bug. In the second part, two wheels of 8 arrows each, one for each direction, appear around the bullet board, stationary. Then, each arrow briefly flashes in order before launching at the SOUL at high speed. The order is left, up, up-left, up-right, down-right, down-left, down, left, up-right, right, down-left, right, up, down-right, down, up-left. In the third part, two new wheels of 8 arrows appear again, but this time they are rotating around the bullet board, counterclockwise for the outer wheel and clockwise for the inner wheel. The wheels flash in order again, but because of the rotation the arrows do not necessarily come perfectly aligned with the 8 directions and may be blockable from multiple directions. The order of directions the arrows roughly come from is: up-left, up-left, up-right, up-left, up-right, up, up-left, right, down-left, left, up, down-left, left, up-right, left, up

Green Shell Fans (AP 22)

Several green shells come in non-overlapping groups. The first group comes in the order: up, left, right, down. Then, a second group comes in the order: up-left, up, up-right. And last, a third group comes in the order down-left, down, down-right.

Green Shell and Arrows (AP 28)

Green shells from right and left are mixed with regular arrows coming from above. The order is: 3 up arrows, right green shell, 2 up arrows, right green shell, 3 up arrows, left green shell, 2 up arrows.

Blue Shell and Arrow Fans (AP 29)

A blue shell is mixed with several groups of regular arrows. Despite being visually identical to regular blue shells, this one does not change direction when blocked. The order is: left, down-left, down, down-right, right arrows, down blue shell, left, up-left, up, up-right, right arrows.

Green Shell Fans Plus (AP 40)

Identical to Green Shell Fan, but three blue shells are added at the end, coming from up, left and right. Neither overlap with each other or the green shells.

Blue Shells and Arrows A (AP 15)

Blue shells and arrows come in the order: blue shell #1 (up), down arrow, blue shell #1 (left), right arrow, blue shell #1 (down), blue shell #2 (left), right arrow, blue shell #2 (down), up arrow, blue shell #2 (right), blue shell #3 (down), blue shell #4 (right), up arrow, blue shell #3 (right), blue shell #4 (up), left arrow, blue shell #3 (up), blue shell #4 (left), blue shells #5 & #6 (up, up), 2 down arrows, blue shells #5 & #6 (left, left), 2 left arrows, blue shells #5 & #6 (down, down).

Blue Shells and Arrows B (AP 31)

Blue shells and arrows come in the order: down arrow, right arrow, blue shell #1 (left), right arrow, blue shell #1 (down), up arrow, blue shell #1 (right), blue shell #2 (down), up arrow, blue shell #2 (right), left arrow, blue shell #2 (up).

Blue Shells and Arrows C (AP 32)

A blue shell and arrows come in the order: blue shell (left), down arrow, right arrow, blue shell (down), up arrow, left arrow, blue shell (right).

Blue Shells and Arrows D (AP 33)

Blue shells and arrows come in the order: blue shell #1 (left), down arrow, blue shell #1 (down), left arrow, blue shell #1 (right), blue shell #2 (down), blue shell #3 (right), up arrow, blue shell #2 (right), blue shell #3 (up), left arrow, blue shell #2 (up), blue shell #3 (left).

Blue Shells and Arrows E (AP 34)

Blue shells and arrows come in the order: blue shell #1 (up), 2 down arrows, blue shell #1 (left), 2 right arrows, blue shell #1 (down), blue shells #2 & #3 (right), 2 left arrows, blue shells #2 & #3 (up), 2 down arrows, blue shells #2 & #3 (left).

Blue Shells and Arrows F (AP 35)

Blue shells and arrows come in the order: blue shell #1, #2 & #3 (up), down arrow, blue shell #1, #2 & #3 (left), right arrow, blue shell #1, #2 & #3 (down), blue shells #4, #5 & #6 (left), right arrow, blue shells #4, #5 & #6 (down), up arrow, blue shells #4, #5 & #6 (right).

Blue Shells Cross (AP 23)

Blue shells come in the order: blue shells #1, #2, #3 & 4 (up, left, right, down), blue shells #1, #2, #3 & 4 (left, down, up, right), blue shells #1, #2, #3 & 4 (down, right, left, up).

Blue Shells Double Cross (AP 36)

Blue shells come in the order: blue shells #1, #2, #3 & 4 (up, left, right, down), blue shells #1, #2, #3 & 4 (left, down, up, right), blue shells #1, #2, #3 & 4 (down, right, left, up), blue shells #5, #6, #7 & 8 (up-right, up-left, down-left, down-right), blue shells #5, #6, #7 & 8 (up-left, down-left, down-right, up-right), blue shells #5, #6, #7 & 8 (down-left, down-right, up-right, up-left).

Shell Barrage (AP 30)

Many shells with varying speeds come in the order: blue shell #1 (left), blue shell #2 (up), blue shell #3 (down), blue shell #4 (right), blue shell #5 (up-left), blue shell #1 (left), blue shell #6 (down-left), blue shell #7 (down-right), blue shell #2 (left), blue shell #5 (up-left), blue shell #4 (up), blue shell #1 (left), blue shell #3 (right), green shell (up-right), blue shell #6 (down-right), blue shell #5 (up-left), green shell (up-right), blue shell #2 (down), blue shell #7 (up-right), blue shell #4 (left), blue shell #3 (up), blue shell #6 (up-right), blue shell #7 (down-right)

Very Fast Blue Shells (AP 42)

Regular arrows come along with two very fast blue shells. The order is: blue shell #1 (left), up arrow, blue shell #1 (down), blue shell #1 (right), left arrow, down arrow, blue shell #2 (right), up arrow, blue shell #2 (up), blue shell #2 (left), down arrow.

White Shell (AP 17)

First comes a cross of blue shells identical to the Blue Shell Cross attack, then a single white shell comes along with arrow between each of its bounces. The white shell must be blocked 9 times in total, each time changing color and rotating to the next cardinal direction counterclockwise. The order is: white shell (up), 3 right arrows, white shell (left), 3 up arrows, white shell (down), 3 up-left arrows, white shell (right), down arrow, right arrow, white shell (up), left arrow, up arrow, right arrow, white shell (left), up-left arrow, up-right arrow, white shell (down), down-left arrow, 2 down-right arrows, white shell (right), 2 up-left arrows, 2 up-arrows, white shell (up).

Three Hammers Attack (AP 37)

Three Hammers are launched at the SOUL at high speeds, but with huge delays, coming in the order: left, right, down. Each time the hammers turn the SOUL red, whether they are blocked or not, but the Hammer of Justice immediately sets it green again before the next can spawn.

Slow Hammer Swings (AP 26)

Hammer of Justice attacks with many hammer swings while the SOUL is red. Each swing happens one by one, never overlapping with each other, and covers about half of the space in the bullet board.

Hammer Hall, Alt (AP 43)

Highly similar to the used Attack 13 (AP 47). Hammer of Justice makes the bullet board very thin and long, and begins making a row of overlapping hammer swings going from left to right, then another one right to left, stopping right before the end both times. Then, Hammer of Justice repeatedly makes multiple series of multiple simultaneous hammer swings from above, leaving only a few gaps. Compared to Attack 13, the second row of hammer swings is faster than the first rather than slower, and the simultaneous swings are faster, but have more gaps.

Distraction Hammer Swings (AP 18)

One hammer is launched from the left, setting the SOUL red. Then, the bullet board reduces in size and Hammer of Justice begins doing hammer swings rotating counterclockwise each time, causing the player to have to spin around the center to avoid getting hit, with very little space available. Then, Hammer of Justice hits the SOUL directly, launching it to the left as the bullet board expands to match, then swings from above as the bullet board retracts back. Then, the SOUL turns back to green and arrows come one by one at high speed from random cardinal directions, but every time they do Hammer of Justice also does a hammer swing covering the half of the bullet board in the direction the arrow is coming from. Due to the SOUL being unable to move, the swings will always miss, but the sound and visual effect may throw off the player's focus and can partially cover up and coming arrows. Additionally, with every swing Hammer of Justice will also fire a green beam which "turns the SOUL green", but due to the SOUL already being green, new axe-blockers will be created and overlaid on top of the existing one, which may cause some visual glitches and will cause the blocker's sound effects to play multiple times over. On top of this, the green beam itself contributes to cluttering the visuals and audio. This all serves to make the arrows harder to react to and block, despite their long intervals. The attack then ends with a fake-out of hammer swings covering the entire bullet board at once, identical to the one in his used final attack.

Long Stall (AP 48)

Hammer of Justice does three simultaneous horizontal hammer swings outside of the bullet board, then nothing happens for several minutes before a single arrow comes from the left, followed by several minutes of nothing again.

Spinning Hammer and Stars (AP 41)

The attack starts with Hammer of Justice turning the SOUL green as a giant hammer immediately comes from below, spinning around the SOUL and hitting the left side. The hammer's hit always shatters the blocker, turning the SOUL back to red, but if it is not blocked, it will also deal damage and launch the SOUL across the bullet board, making it likely to be hit by the next attack. The spinning motion of the hammer makes it much harder to read, especially since it can become severely visually disjointed if it appears while the SOUL is in red mode and away from the center of the bullet board. Additionally, the hammer's damage ignores the usual damage reduction based on current health of Hammer of Justice's other attacks, making it very threatening at low health. Normally, the attack crashes the game due to this hammer attempting to remove green mode before the green beam can reach the SOUL to set it, although this can easily be fixed by adding even just a slight delay between the two, allowing to see the rest of the attack.

After the hammer, Hammer of Justice begins hitting the side of the bullet board, alternating between left and right. Each hit to the bullet board shoves it away from that direction and creates a wall of star bullets that sweeps across the it. Some of the stars randomly have reduced travel speed, creating gaps for the player to dodge through. On hit, the stars only deal the minimum damage of 5. In between the bullet board-side hits, Hammer of Justice mixes in several hammer swings coming from above, although these hammer swings are different in that their flashing indicators only shows a small square despite that they hit the full height of the attack.

Spinning Hammers and Arrows (AP 46)

A mix of spinning hammers and regular arrows in short intervals come in the order: 2 up arrows, 4 right arrows, 4 left arrows, 4 down arrows, spinning hammer from above, hammer swing on the right half of the bullet board, SOUL is set back to green, spinning hammer from below, left half hammer swing, SOUL is set back to green, spinning hammer from the left, right half hammer swing, SOUL is set back to red, spinning hammer from the right, left half hammer swing, SOUL is set back to green, left arrow, right arrow, left arrow, right arrow, spinning hammer from above, right half hammer swing.

Stunted Box Side Hits (AP 49)

A spinning hammer comes from the right, then Hammer of Justice begins hitting the sides of the bullet board, creating walls of stars and alternating between left and right. Unlike other bullet board-side hit attacks, this time the hits do not push the bullet board, the stars are more tightly packed causing much reduced gaps and travel a shorter distance, fading before reaching the other side of the bullet board.

Hammer Throws, Alt (AP 8)

Hammer of Justice throws hammers at the SOUL in red mode. First, he throws small hammers horizontally, aiming at the player's position, which bounce back and fall down in an arc when they hit the left wall of the bullet board. Then, halfway through he switches the throwing larger hammers diagonally from above which Bounce vertically up and then fall back down when they hit the bottom wall of the bullet board.

Hammer Swings then Box Side Hits (AP 10)

Hammer of Justice does hammer swings from several directions, each one covering about half the area of the bullet board, then halfway through he switches to bullet board-side hits which creates walls of stars, identical to those in Spinning Hammer and Stars, but without the hammer swings in between.

Box Side Hits then Hammer Swings (AP 39)

Hammer of Justice does bullet board-side hits which creates walls of stars, then the bullet board shrinks and he begins using hammer swings which cover different portions of the bullet board. As the attack goes on, the swings become faster and faster, finishing with two sets of 4 swings at once which only leave a small rectangle of space to dodge in the top left and bottom right respectively.

Gerson Rudebuster (AP 27, ID 250)

Hammer of Justice sends two white spade-shaped projectiles in very fast and very large wavy trajectories from a random position and at a random angle. The projectiles leave behind two long trails which generate a lot TP when grazed. The damage from this attack ignores the reduction from current health that is normally applied to Hammer of Justice's attacks.

This is the only one of Hammer of Justice's attacks to use the regular attack-calling script, as the attack pattern simply calls the ID in the regular script. As it does so, it assigns the name "Gerson Rudebuster" to the attack, despite it having little similarities with other appearances of the spell.

Box Rumble (AP 73)

A green outline of Hammer of Justice begins hitting the sides of the bullet board, shoving it around the screen without creating any projectiles. There is no way to take damage or die during this attack, but it takes several minutes to complete.

Gerson Bell (no AP)

Hammer of Justice battle swing side.gif
Hammer of Justice's unused "Gerson Bell" attack

Two bells appear on opposite sides of the bullet board that are hit one at a time in rhythm by copies of Hammer of Justice. When a bell is hit, it will create either 7, 10, or 11 music notes that travel in an either upwards or downwards arc, depending on if it is the left bell, or right bell that is hit.

Other

Attack pattern 5.5 is identical to the hammer swings part of the used Attack 12, but broken due to some missing lines of code.

Attack pattern 45 is identical to the fake out swing from all sides at the end of Hammer of Justice's final attack, but alone.

Several attack patterns are identical to others.

AP Identical to Attack name Used
AP 5 AP 70 Attack 8 / 14 Yes
AP 11 AP 70 Attack 8 / 14 Yes
AP 16 AP 72 Attack 7 Yes
AP 71 AP 8 Hammer Throws, Alt No
AP 100 AP 20 Strafing Arrows No
AP 101 AP 21 Strafing Arrows, Easy No
AP 110 AP 22 Green Shell Fans No
AP 111 AP 23 Blue Shells Cross No
AP 112 AP 24 Early Attack, Alt No
AP 120 AP 25 Long Arrows No
AP 140 AP 26 Slow Hammer Swings No
AP 150 AP 27 Hammer of Justice Rudebuster No
AP 160 AP 28 Green Shell and Arrows No
AP 170 AP 29 Blue Shell and Arrow Fans No
AP 180 AP 30 Shell Barrage No
AP 200 AP 31 Blue Shells and Arrows B No
AP 210 AP 32 Blue Shells and Arrows C No
AP 211 AP 33 Blue Shells and Arrows D No
AP 212 AP 34 Blue Shells and Arrows E No
AP 213 AP 35 Blue Shells and Arrows F No
AP 230 AP 37 Three Hammers Attack No
AP 240 AP 38 Spiraling Arrows No

Miscellaneous

Pendulum (ID 106)

A pendulum lowers itself into the bullet board and begins swaying from left to right, covering the whole width of the bullet board with each swing. As it does, it lowers and raises itself to match the height of the SOUL.

Sparking Saws (ID 107)

Saws appear at random heights left of the bullet board, then quickly travel through it, emitting sparks below and above them as they travel. The sparks have random speed and angles.

Eye Storm (ID 110)

A barrage of closed eyes begins to appear from the right crossing the bullet board to the left while wobbling up and down. Once one of the eyes hits the SOUL, it deals no damage but all other eyes open up and begin moving across the bullet board at random angles, damaging on contact. From then until the end of the attack, open eyes will periodically appear around the bullet board and travel through it at random angles, dealing damage. This attack refers to Mizzle in the code and was likely intended for her.

Aqua Ring 3 (ID 111)

A version of Mizzle's Aqua Ring attack, rings of water droplets appear with a smaller cutout in them, which home in towards the center of the bullet board before coalescing and dispersing. This version of the attack was meant to be used when 3 Mizzles are present but no used encounters have 3 Mizzles.

Patience Wave (ID 113)

An undodgeable wavy cyan line sweeps across the bullet board horizontally. The wave will only deal damage if the SOUL is moving when it makes contact, otherwise it will deal no damage, set TIRED to the enemy and add 20% MERCY. This mechanic is highly similar to light blue attacks from Undertale. This attack refers to the HolywaterCooler in the code and was likely intended for Miss Mizzle.

Sound of Justice Red Soul version (ID 120)

A small orb appears from one of the four cardinal directions and rapidly approaches the center of the bullet board in long steps, emitting a distinct sound based on the direction it came from. Upon reaching the center, it creates a flash covering half of the bullet board in the direction it came from, damaging the SOUL if it overlaps with it. The sound effects are those of Sound of Justice, and the attack was probably meant for it.

Wicabel Spinattack (no ID)

Wicabel disjoints the middle segment of her body and sends it spinning like a top, moving horizontally back and forth across the bullet board.[1]

References

  1. gml_Object_obj_bell_enemy_Step_0 script, lines 91–94, Chapter 4