This page lists features in ''Celeste'' that can be found in the game's files but ended up not being used in the actual game itself. This page does not cover ideas or items from pre-release builds that have been deleted later. ▼
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▲This page lists features in ''Celeste'' that can be found in the game's files but ended up not being used in the actual game itself. This page does not cover ideas or items from pre-release builds that have been deleted later.
== Event/Demo Modes ==
There are two hidden [[modes]] in the game: Event Mode and Demo Mode. The latter doesn't seem to be doing anything, however Event Mode was meant to be a sort of early access version, possibly withto the intention of beingbe played during gaming events before the game's official release.
Although it's unknownConceivably, there's a possibility that Demo Mode might have been a scrapped idea of implementing a demo version of the game, accessible before the player wasbought able to buy the gameit. Both of these modes are inaccessible without editing the game config files, or using mods that allow to change the game's build.
== Unused level modes/metadata ==
* '''Underwater mode''': causes the entire room to appear underwater. This feature was most likely meant to be usedintended duringfor [[Reflection]]{{ch|6|lf=1}}'s early development, when the chapter was meant to be mainly an underwater stage. As the rooms ended up beingwere deleted, the mode remained unused.
* '''Theo in booster''': allows players to enter a bubble while carrying the [[Theo Crystal]]. This feature has never seen the light of the day, as there's are no bubbles in the crystal checkpoints of [[Mirror Temple]]{{ch|5|lf=1}}.
== Unused stylegrounds ==
* '''Planets''': an early version of [[Farewell]]{{ch|9|lf=1}}'s planet background, which appears to fit the name more accurately, as the background looks a lot more like actual planets, unlike the version in the actual level, where they appear as floating starfish creatures.
* '''Dream background''': an old version of the [[Old Site]]{{ch|2|lf=1}} background that can be seen on Polygon's [https://www.youtube.com/watch?v=7XKSMt7NW6Q|2016 teaser]. It's still possible to use it via modding, by using the "dreamstars" effect. It was replaced by a metadata feature that enables a new, more detailed dreamstars background.
* '''Tentacles effect''': a styleground effect that shows a background version of the tentacles entity in Chapter 6. Similarly to the entity, they move away from a player, however they do it constantly instead of depending on the node [[Madeline]] reaches. This background unfortunately doesn't work properly with vertical scrolling, causing the game to crash.
== Unused entities ==
* '''goldenBlock''': a floating yellow block that haswith the [[Golden Strawberry]] on it. They would appear only when the player reaches a room while carrying a Golden Berry,. but itIt was eventually replaced with an alternate ending leading to the Golden Room in Farewell. Upon interacting, it behaves very similarly to a Starjump Block from Reflection and [[Core]]{{ch|8|lf=1}}.
* '''glassBlock''': a dark blue glass block with colorful shapes on it. It's purely made purely for decorative purposes, and it creates a wavy effect toon the blocks that are in front of it. They were used in old builds of Farewell, but they eventually ended up being scrapped. They can still be foundaccessed through modding.
* '''Moon jumpthrough''': an unused version of the semisolid, which fits the aesthetics of Farewell. The actual chapter uses wooden semisolids instead, making this entity remain unused in the game files.
* '''Nega Block''': a block with a placeholder texture that removes dash refills when Madeline is standing on it. They were most likely meant to be used in Core, or for testing purposes when Chapter 8 was being worked on.
* '''Unused Flying Golden Strawberry''': a copy of the original [[Forsaken City#Winged Golden Strawberry|Winged Golden Strawberry]], which behaves very similarly to a regular Golden Strawberry. The used version is strangely named "memorialTextController" for the sole purpose of making datamining more difficult right upon the game's release.
* '''dreamHeartGem''': a more wavywavier [[Crystal Heart]] variant that only appears blue, no matter the side it's in. It was most likely meant to be usedintended for the poem in [[Old Site]]{{ch|2|lf=1}}. It cannot be collected.
* '''fakeHeart''': a Crystal Heart variant that behaves very similarly to the regular Crystal Heart, howeveryet it vanishes for a short amount of time, when Madeline dashes through it, recharging her dash similarly to [[Dash Refills]]. The color of the heart shuffles between blue, red, and gold, most likely depending on its initial position.
* '''Alternate trigger spikes''': although the vanilla game only uses growing dust, there are trigger spike types for every spike texture, howeverbut they are never shown in the actual game. The regular trigger spikes, however, were used in beta builds of the game, before the dust tendrils were drawn.
== Unused graphics ==
* '''Full Clear stamp''': if the player would have gotten every full clear, the flag on the file stamp would change from red to yellow. ThisIt was removed in 1.3.0.0, but the graphic can still be seen in the game files.
* '''Dashes icon''': a leftover icon from a mechanic that was meantintended to track dashes, but it ended up being scrapped.
* '''Journal page''': in Atlases/Gameplay/objects/journal there's are a few frames of a journal entity thatintended was meant to be used withfor a special NPC that was planned during Celeste's development. The sprites remained unused after the NPC ended up beingwas removed.
* '''Gate borders''': the folder Atlases/Gameplay/objects/switchgate has a sprite named border.png which seems to be intended for the gate, when all oftouch the coinsswitches are activated, but it never appears in the actual game.
* '''Unlit yellow torch''': Atlases/Gameplay/objects/temple has a sprite for a deactivated yellow torch. In the game, yellow torches are always lit up.
* '''Diving board''': the object file has two images of a diving board that was never used in the game. It's speculated that it might have been planned for the [[Granny]] cutscene in [[Golden Ridge]]{{ch|4|lf=1}}.
* '''Mr. Bones door''': a thin, wooden door or gate with a rather peculiar name. Its planned use is unknown.
* '''Snowberry''': a small green stem that sticks out from a pile of snow. Its intention might have been hintingto hint towards a hidden [[Collectables|Strawberry]].
* '''Unused downwards arrow''': Atlases/Gui/controls/press.png has a small pixelypixel-y arrow pointing down that's most likely a leftover from early builds.
* '''Assist Mode stamp''': Atlases/Gui/assistmodestamp.png has an old [[Assist Mode]] stamp that's beenwas replaced in the Farewell update with a small badge on the side of the file. The old graphic iswas replaced by the bird stamp you get after finishing Chapter 9.
* '''No Kevin Block lights''': one of the frames in the Kevin Block sprites has no blue borders, implying there might have been stationary Kevin Blocks that were impossible to move. They were never used in-game.
* '''Old Core Blocks''': Atlases/Gameplay/Objects/BumpBlock contains old sprites of Core Blocks. The actual sprites used in-game are named "BumpBlockNew".
* '''Dream Orb''': Atlases/Gameplay/Objects/dreamorb contains an orb that potentially was an old activator for Dream Blocks. A very similar sprite can be seen on Polygon's 2016 Teaser.
* '''Eye bombs''': Atlases/Gameplay/Objects/eyebomb features a sprite of the old turret sprite, from a beta build of Mirror Temple. The turrets would eventually evolve into Puffers[[Pufferfish]] in Farewell.
* '''Old gondola''': there's are extra frames of the gondola in Golden Ridge, whichin seemswhich toit havehas a slightly more stretched shape.
* '''Copper frame''': a copper variant of the resort mirror canis be foundavailable in Atlases/Gameplay/objects/mirror/resortframe_copper.png, but it was never used in-game.
* '''Starjump tiles''': an unused tileset named starjump.png can be found, although it's just a copy of Reflection graphics. The actual Starjump Blocks are entities.
* '''Template tiles''': a template file can also be found in the tileset folder. It's not used in-game, but instead it was used for creating tilesets.
* '''Golden Strawberry seeds''': in the Golden Strawberry sprites, seed frames can be seen, but they look identicallyidentical to normal seeds. They mostare likely were leftoverleftovers from copying and editing the graphics of a normal berry.
* '''Beta Oshiro''': an old sprite of the Oshiro boss can be found in the characters/oshiro/New Folder file, which shows all frames in one image.
* '''starMorph''': several frames of Madeline's sprites can be found, that look like she's about to transform ininto a star can be seen. They're old graphics as Feathers were originally planned to be stars.
=== Unused portrait images ===
* '''Madeline phone images''': there's are several unused images with Madeline having a normal and surprised expression when talking byon the phone during a cutscene in [[Old Site]].
* '''Mom's portraits''': originallyin the game, Madeline's mom appears only during the phone cutscene in Old Site, but there's are images of her expressions without holding the phone.
* Most of '''Theo's mirror expressions''' are unused, including: nailedit, yolo, and worried.
* The only used '''Madeline's mirror expressions of Madeline that''' are used, include "determined" and "determineclosed". The rest can still be found in the game files, but are never used.
=== Unused level decals ===
== Unused Music and Sound Effects ==
* '''Area 1 Demo''': a chiptune-y track composed by [[Lena Raine]] that was the first version of ''First Steps'', before the track was rewritten from scratch. Despite that, it's surprisingly a part of the [[Celeste B-Sides|B-Sides]] soundtrack.
* '''music/mus_lvl6_thefall_loop''' is a duplicate of the third variant of the Reflection theme, with one of the synths lacking in the background.
* '''char/dialogue/secret_character''': a custom -made Rickroll made out of Madeline's dialogue "voice". It's left in the game's FMOD project by [[Kevin Regamey]] as a joke or prank.
* '''fluff_tendril_recede''': an unused sound of the dust trigger spikes retracting back. It hints that they most likely were meant to appear temporarily, however as the idea was scrapped,but the sound effect is never happenningplays in the game.
* '''ui/game/increment_dashcount''': a quiet click sound whichthat seems to have been used for the game tracking the amountnumber of dashes a player has used in a chapter.
=== Unused FMOD parameters ===
* '''if_bubble''': a parameter that can be found in the ''Joy of Remembrance'' soundtrack. It doesn't seem to be doing anything, and even Kevin himself mentioned he doesn't remember what it was supposed to be. According to the name, it could possibly be an event caused during the transition at the end of Power Source.
* '''too_damn_fast''': a special parameter that was meant to transition to the 3rd and 4th segments of ''Farewell'' if the player ended up going really fast. It's is functional, however it wasbut never mentioned in the game's code, rendering it unused.
=== Music differences ===
* In the game's OST, ''In The Mirror'' has an extra music layer whichthat originally was meant to appear when a [[Seeker]] is in its aggressive state, but for unknown reasons it doesn't happen in the actual game.
* The ''Farewell'' theme has an outro at the end, which can be heard in the OST, however, it's cut in the game due to the last segment looping before it happens.
* ''Final Defiance'' features cassette ticking noises through the majority of the theme, which all go dependingdepend on the [[Cassette Block]]s' tempo, howeverbut in the OST they keep ticking inat a constant, specific speed, as well as the sounds being more echo-y, creating a more gloomy and unsettling atmosphere.
== Other ==
* A '''go_to_past''' event that was meant to be used in the first cutscene in Farewell, most likely for the purpose ofto goinggo back to the bright background.
* A dash counter whichwas originallymeant wouldto appear aton the chapter card, showing the player's lowest dash count in the chapter. The statistic eventually ended up beingwas removed from the chapter card, as it could have caused unnecessary confusion, howeverbut the assets and the mechanic isare still left out in the files,. butIt it cannotcan be activated without moddingwith the game[[Dash Count Mod]].
[[Category:Celeste]]
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