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List of Cuphead pre-release and unused content
This is a list of pre-release and unused content for Cuphead.
Chad and Jared Moldenhauer had created around 150 different character designs, including a kappa in a tophat and characters with a plate or fork for a head, before settling on Cuphead as the main character.
The game has five early known builds.
This is the earliest known build of the game. It has two screenshots that show early sprites of Cuphead and Mugman.
This is the 2013 build of the game and it was shown in the teaser trailer. It features the final version of Cuphead's sprite, an early tutorial room, and the srcapped second Goopy Le Grande.
This is the 2014 build of the game and it was shown in the E3 2014 trailer.
E3 2015 Build
This was the first playable build of the game.
Cuphead is a classic run and gun action game heavily focused on boss battles. Inspired by cartoons of the 1930's, the visuals and audio are painstakingly created with the same techniques of the era, i.e. traditional cel animation (hand drawn & hand inked!), watercolor backgrounds, and original jazz recordings. Play as Cuphead or Mugman (in single player or co-op) as you traverse strange worlds, acquire new weapons, learn powerful super moves, and discover hidden secrets. Cuphead is all action, all the time. Do you have what it takes?
Available 2016 on XBOX ONE & STEAM
E3 2016 Build
This was the second playable build of the game.
All of these names are merely guesses based on the filenames.
A boss named "Pachi-Pachi", labeled and designed as a Pachinko machine, can be selected in the game's debug menu. The boss' only attack is a non-animated flame that comes out of its head. Throughout the fight, blue/black colored balls fall; though not colored the same way as other parryable objects, the black balls can be parried. This boss has a death quote, but the boss picture is missing.
Also found in the debug menu is a boss called "Light". The boss is basically a crudely drawn thing and has no attacks. When the battle begins, cutouts of Jared Moldenhauer's head fly in a straight angle. It also lacks a death quote.
This boss was apparently cut early, as all of the assets are crudely-drawn placeholders, and it lacks a hitbox for the player to damage them.
The fight uses a falling block matching-game gimmick: blocks would fall down in a grid, above where the player is standing. If unmatched pieces drop onto the highest point of the grid, a spiked platform above the player would lower to allow the next set to land on the highest piece, no more or less than a single space will always be available.The platform could be raised, either by matching 3 or more pieces horizontally or vertically to lower the highest piece, or clear all the blocks, if the highest piece exceeds the grid's set maximum size.
This test level uses a pixel-art grass platform, and features cutouts of developer Jared Moldenhauer's head flying in from left and right. There is also a white platform at the bottom of the room.
The quote used upon death, "You are not a warrior, you're a beginner" is a reference to Street Fighter II, where it is Sagat's victory quote. The same message is shown if you somehow die on the tutorial, such as by using the unused Ranger weapon.
There are four weapons and one charm unused in the game. These unused items can be used using the level select.
This weapon flies in an arc, sticks to the ground upon impact, grows after a short moment, and explodes when any enemy touches it. This weapon has 3 different damage values, dealing the most if it explodes midair, lowest when it first lands, and a medium amount after it has grown while on the ground. The EX attack fires a quick shot in a downward arc, sticks to the first surface it touches, and explodes after a few moments.
It uses the placeholder EX move sound from earlier builds and the art assets that are used for the chaser.
This weapon appears in early videos of the game with somewhat finished assets, though the assets got removed in the final version of the game, so a simple filled circle acts a placeholder instead. Though sometimes referred to as "Exploder" in the files, "Ranger" fits better since the weapon's damage increases depending on how far it travels.
The EX attack will fire a fast-moving projectile in a straight line until it has hit something, which causes it to launch another shot backwards toward the player, damaging the player if it manages to hit them.
This weapon is similar to the spreadshot weapon in the game, but can be more focused in a certain direction if the player uses the aim button while shooting. This weapon is the only one that can pass through objects to hit an enemy, though compared to all the other weapons in the game it's one of the weakest ones.
This weapon was cut before an EX was programmed.
This weapon is exclusive to the plane fights, similar to the first weapon in the game, when using a card, multiple shoot out in a circular angle similar to the earlier builts of the default shooter's EX. This weapon is somewhat weak, but it can build up EX cards quickly.
This charm prevents damage from pits, and increases invincibility frames. Most likely removed due to being overpowered. Interestingly, this charm got nerfed in V1.1.3.
|There is an unused (used in the pirated copy of Cuphead) music file that is titled MUS_Intro_DontDealWithDevil_Vocal_666 which contains the opening song in reverse and lower-pitched with the laugh of King Dice starting at the 0:29 and ending at 0:39.|
When viewed as a spectrogram, this song contains imagery of the Devil from 0:40 to 0:58. These images are all taken from the fight in his first phase, his transition phase, and his second phase.
There is a debug console in the game that can be re-enabled with a patch. This console serves several purposes such as toggling invincibility, boosting the player's damage and accessing the level select among other things. Place the files into the same folder as the game executable and then press F5 while on the map or in a level to open it. The debug console can be downloaded from here.
A fully functional level select can be accessed from the debug console with the command scene.select. Difficulty, Weapons, Super, and Charm can be changed at will until a level is chosen. Clicking on a level will load it after a few moments. As of V1.1.4, clicking on airship_jely, retro_arcade, airship_stork, pachinko, or light will softlock the game due to their assets having been removed.
E3 2015 Build
E3 2016 Build