Hello! I'm mafa @rubsjuice, she/her, and I enjoy media analysis of all kinds, even more so of Deltarune. I've been relentlessly roleplaying Spamton for four years, and I've thought a lot about this little guy, things that after a long time of restricting them to my friends' discord server, I feel the need to share with the wider community. Check read more for more info.
The owner of @spamtonology is my friend and gave me their blessing to name my blog this way because they're nicey and polite and I'm fucked up and evil.
This blog will (attempt to) focus on Spamton, but it will also branch to other UTDR characters, concepts, and worldbuilding, because a good character is nothing without his world and baby, Spamton is living in it.
TAGS:
not my own - reblogged from others
yes my own - additions/discussions from reblogged posts
[character name] and [game] - organizational, so you can check all posts referring exclusively to "spamton" or "kris" or only the posts that are about "deltarune", for example
info - organizational information about the blog
not a metapost - personal posts or shitposts
When applicable, I will also add extra tags for discoverability:
utdr
undertale analysis
deltarune analysis
[character] analysis
DISCLAIMERS:
These are all my own analysis of the written text of UTDR, as well as making cross references with other media and concepts I've come across in life. I in no way am claiming that what I'm saying is the truth, nor that it is the only acceptable interpretation of the UTDR narrative. To do so would be intellectually disonest and honestly I hate that.
My posts are intended for an adult audience. While I won't be posting explicit content, nor am I interested in doing so, I might talk about things that are upsetting or uncomfortable. I cannot and will not forbid teens from reading my blog, and I will do my best to write my posts in a way that's accessible for everyone, but I will not go to lengths to make anything I say kid-friendly. If you're in middle school and onwards, you are well-equipped to follow an intellectual discussion that is not sugarcoated or advertiser friendly, and I will not pretend you aren't.
You are allowed to fuck or not fuck Spamton in any way you'd like, I don't care and that's not the objective of this blog. You don't need to ask me anything of the sort. Play clown games, win clown prizes.
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prefacing this by saying i'm not sure how much of this was intentional given how asgore is coddled by the writing in this chapter; but flowery's dynamic with asgore does interest me somewhat. i don't think it's a stretch to say that just as the other flowers are clearly invoking the idea of their counterparts from undertale, so too is flowery invoking flowey, but even within deltarune itself he is very clearly evoking asriel; he is the popular, flirtatious golden boy, informed by all the reminders of asriel's feelings for dess kris encountered that morning. he tries to do things with asgore that asgore did or wanted to do with asriel; going to the diner together, skateboarding, and so on. but he also reads metaphorically as asgore's neglected child; begging asgore to forget about the past he's obsessed over and play with him and his friends only to be sternly rebuked in a way that seems to evoke how he may have acted towards asriel and kris as chief of police. in spite of claiming to be nothing like ralsei, flowery is exactly like them; a flowerner whose only concern is asgore and making asgore happy. he wants asgore to move on from the past and spend time in the darkness with him, but as long as he unwittingly clings to his purpose, things will always go back to the sun-lit way they used to be, and he will never become more than a flower. he's his own person, but his identity is strangled by the person he owes his life to.
i do think it's interesting, all that said, that flowery also kind of models himself after rudy. it seems like rudy is one of the few people that asgore still pays attention to; asgore clearly has romantic feelings for rudy, but moreover, rudy supports his schemes while toriel does not, rudy was asgore's friend from long ago, and i don't doubt that rudy may have taken precedence over asgore's light-world children in occasion if his neglectful behavior is anything to go off of. flowery seems to have learned a lot of his misogynistic perspective on asgore and toriel's situation from asgore, as well (recall that flowery is, while a living thing, not alive the way a lightner is, and would be just as unaware of the specifics of things as queen and tenna; this isn't to make excuses for him, but rather to inform the situation at large;) i can easily see why he would form a more favorable opinion of rudy, and why he would see acting like the rudy of asgore's stories as the best way to get asgore's attention in spite of the fact that he primarily sees asgore as something like to a father figure. the rudyisms are largely a façade, gestures and words mimicked hollowly in a bid to gain approval from asgore, and they're a lot more downplayed when he's not around, acting more like kris' popular, snarky, pompous older brother instead.
it really, really hurts to see asgore see this extremely concerning behavior and go "ah, this must be how my ex-wife felt when i harassed her!" because, well, asgore's treatment of toriel is misogynistic, intentionally or not. flowery's treatment of asgore in particular doesn't carry any of the same implications that asgore's treatment of toriel does, as i've discussed here before. it only strengthens, at least in my eyes, the reading of asgore as a neglectful father or father-like figure (since obviously the flower friends aren't all related to one another); even when met with a group of children and young adults who see his care for them as something they owe him recompense for, all he can think of is how it inconveniences him. all flowery can do is beg at his feet for asgore to look at him, just once, and even when he dressed up like the person asgore used to look at all the time, all asgore can see is his own reflection. he can't see flowery for what he really is; an obnoxious, pompous young man, certainly, but a young man who relies on him nonetheless.
sunsets as a major theme in chap 5 because undertale ends on a sunset. susie and noelle walk into the sunset together, happy. this is where the story is supposed to end. ralsei left a piece of pie on the floor of susie's bedroom because this is where the story ends. we're all friends and we're in the places we're supposed to be. but after the sunset darkness always falls. FUCK MEEE SHOOT ME. OH MY GOD. dtr as an exploration of what happens after. aftermath of tragedy aftermath of the honeymoon phase of a relationship aftermath of love changing you, for better or for worse. aftermath of childhood fantasies when you're growing up, you're changing. you've changed and you're still trying to tell the same stories, tell them in a way that reminds you of all the fun you used to have. UGGGHHHHH deltarune is so thematically dense i feel like i find a completely new pivotal thread every time i think about it
i am not the first to articulate this but i like giving little deductive notes to the world to kickstart people's analytic brain,
for example: the reason the knight in deltarune seems to be such a lover of the cutscene-no-jutsu is diegetic - this means it exists in the world, not just for our convenience.
the reason for this is that dark worlds are allegorical for the process of "play" (stuff to look up: Huizinga, Salen, Zimmerman, "The Magic Circle", "Homo Ludens") - a playground world where everyone agrees with the same rules.
sidebar: "play"
if children play "knights," then a cardboard tube is a sword because everyone agrees it is.
if children play tag, then touching someone suddenly has magical significance because everyone agrees to it.
the "magic circle" is the name these scholars give to that invisible boundary around a game. once you're inside it, everyone accepts the game's rules. this is what "play" means in an academic context.
in this allegory, the knight is an outsider who does not care about the rules - call it a schoolyard bully if you want - and for whom the play doesn't matter if they refuse the frame entirely. cutscenes are not bound by the "play". participating in the battles means participating in the "play" (there's many reasons why the action button is literally 'act', this is one of them).
your cardboard armor doesn't mean anything against a baseball bat if the person with the bat doesn't agree that it's secretly steel. being in deltarune's rpg battles means that you are being pulled into the "play", which is why in chapter 3 kris needs to basically fudge it to get the fight back into cutscene mode since they are in cahoots.
all the other secret bosses, by elaboration, do believe in and participate in (to some extent) the "playground".
if the flowers actually Do have the same persoanlitys as tbe souls that means theyre all almost exactly as i imagines aw yay! except unyay. bc ob god. ohh gld
somewhere in another universe aqua misunderstood her final moments as a game and laughed as she ran circles around asgore Somewhere in another universe green smiled and silently bowed their head and never blamed asgore one bit Somewhere in another universe asgore told yellow he deserved his fate-not because he belived it, but because he was still trying to justify it to himself-and the kid, freckled and lanky in a way his chubby cheeks hadnt caught up with yet-just cried and nodded his head and agreed. somewhere in another universe a kid trying to make her squeaky voice louder than her tiny body could ever manage told asgore she could win the fight without breaking a sweat, her trembling voice betraying her. somwnere in another universe seth tried to tell asgore a nice story, tried to get him to sit down just for a minute to just talk things through with them, to make him just Listen. somewhere in another universe blue understood they had a role to play, a part in this story, they knew this wasnt their story-but rhey warned asgore it wasnt his either.
You know, it's implied that the other humans could also reset; but Asgore, without his spirit broken, was strong enough that they fought him over and over until they each gave up.
It's also commonly speculated that the yellow soul was the last one before you.
Think about that. After all he's done, Asgore is trying desperately to remind himself why he's doing this, to hold himself together; and the thing that finally breaks his conviction is when one of the children, tears in his eyes, agrees with him. The child agrees completely that humanity's past actions are their own fault. Because hearing that, you can't help but understand how horrible all this is.
The soul is taken, of course. Yellow doesn't make it hard; he's already given in. But Asgore has lost that fighting spirit that overcame the determination of those before you.
Oh my god wait. What if Aqua's "Patience" was about dying over and over again to win battles?
Because Deltarune establishes her as brushing off pain easily as part of the game - if you attack her she gains mercy just like any ACT - so even if she kept losing to monsters she'd just want to come back and play again.
But it's also established in Aqua's team battle with Seth that, quite specifically, she CANNOT handle doing the same attack over and over.
She never even made it to Asgore's second turn, did she?
thinking more about aqua the pure unhingedness of her actions stopped specifically by repetition. might be a reflection of her exploring. way too many outcomes with resets. flowey syndrome but before flowey did it.
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I'm begging Flowery glazers to understand him in context with the other antagonists, because I'm seeing way too many people use Flowery as "proof" that Tenna, Queen and King (but especially Tenna) acted irrationally or with little regard for others. So let me remind you of their circumstances:
King - relegated to the supply closet after a lightner accidentally tore him. Has grown to resent lightners as a result of the Card Kingdom denizens being abandoned.
Queen - believes she is helping lightners by distracting them from their pain. Feels threatened when the internet shuts off. Acts with what she thinks are good intentions but is ultimately misinformed.
Tenna - fearing for his life the entirety of chapter three. Doesn't understand why the people around him keep disappearing and is desperately trying to bring back the past. Stuck in a negative environment with a poor mental state and acts accordingly.
Flowery - cared for by Asgore diligently despite both Asgore's shop and life crumbling around him. Feels protective of the man who has kept him and his family alive all these years.
Can we see why Flowery is the obvious outlier here? The world hasn't abandoned him, but rather from his perspective the world has abandoned the person he cares about. His actions are fueled by the fact he is loved, both by Asgore and the other flowers. So can we stop acting like he exists to cast shame on the other antagonists' actions? All of these characters are both products of their environment and the objects they represent, and personally I don't blame a single one of them for behaving the way they did.
A short lesson in deductive reasoning, using a Deltarune puzzle.
The answer is "the lake." Everyone knows that - the game told us. What fewer people have done is prove it from the structure of the wrong answers, and the proof is more interesting than the solution, because the apparatus accidentally teaches a complete course in formal deduction. Every rejected answer is a true statement about the world, written in the negative. Read correctly, the 1,229 wrong answers draw you a map.
Three principles before we start, because they're the actual lesson:
Define your universe of discourse before you eliminate. You cannot cross answers off a list until you know what set you're choosing from. Most reasoning fails here.
A partition must be exhaustive. If your categories don't tile the whole space, an answer can hide in the gap.
Sort your evidence by what it constrains. Not every "no" narrows the location. Some narrow the referent, some the type, some the intent, some reveal only the speaker. Treating every rejection as equivalent is the most common error in informal reasoning.
Full post under the Read More.
Step 0: The subject is not who you assume
Rounds 1 and 2 asked: "How long did it take her to smile?" The accepted durations top out at 16 years, glossed as "the first time she ever smiled in her life." A count up, bounded by a lifetime - so the subject is sixteen. That is Noelle, not Dess (who is Asriel's age, college-aged). The smile is Noelle's.
Round 3 changed the question to "Where will it take place next?" - and the apparatus explicitly severs the new "it" from the smile: "Upon her face" → "Didn't mean her smile." So whatever "it" is, it is not the smiling, it is a different event. And "next" (textual, from the email subject line "Re: Where will it take place next?") presupposes a previous occurrence: "it" recurs.
One more pin: the new "her" is also not Noelle. The reply to a pizza answer narrates "Noelle cooked some dough, and they're sitting together" - holding Noelle at third-person arm's length. You don't refer to the subject of your sentence as "they". The whole puzzle runs on the reader importing "Noelle" and "smile" from Round 2 into a Round 3 that means neither.
Step 1: Establish the universe of discourse
Before eliminating where it happens, find the set of places that exist. The apparatus defines it for us, in two replies that bound the world from outside and inside:
"DELTARUNE" → "But of course." Naming the entire world is vacuously correct. It is the "where on Earth?" / "Earth" move: true with probability 1, resolving nothing. This reply declares the domain - the set every valid answer must belong to.
"Beyond the setting sun," "the highest peak one can dream of" → "Couldn't you choose someplace a little more… local?" These are not rejected as false. They are rejected as out of bounds - they name coordinates the world does not contain.
Together these establish something formal logic demands and most theories skip: the world is bounded, and the boundary is real. Off-map answers are rejected not as wrong but as nonexistent.
Assertion: Hometown is not a remnant of a larger world - it is the extent of the world. There is no "outside" to disambiguate against, the way a dream has no offstage, and contains solely itself (or a video game, but I am not claiming Hometown is Literally A Video Game). That is why the puzzle is solvable: the domain is small, closed, and complete.
Step 2: Eliminate inward, by shell
"Couldn't you choose someplace more local?" - beyond the setting sun; the highest peak one can dream of
Off-map. Outside what exists. Rejected not as false but as nonexistent.
"But of course." - DELTARUNE
The whole world. Vacuously true; names the domain, resolves nothing.
"You have to be more specific than that." - hometown; where the sun sets; where she belongs
A region. Correct neighborhood, no address.
"There are trees, sure. But that could be anywhere." - the forest
A non-unique feature. True of the target and its surroundings - fails to pick out the point.
Ding ding ding. - The Lake / The Shore / beneath the lake
The coordinate.
The fourth row is the subtle one and the best teaching case: the answer "the forest" is not false - the lake is wooded. It's rejected for non-uniqueness. Describing a point by a property it shares with everything around it fails to pick it out. This is the difference between a true statement and an identifying one - the heart of what "be specific" means in logic.
The five rows form a complete partition of a bounded set: off-map → whole-map → region → non-unique-feature → point. Nothing falls in the gaps. That is why the proof closes rather than merely suggests.
Additional replies based on location:
"Is that really what you're hoping?" - The Shelter / The Depths
The location is not at the Shelter, but you might think it is. Hold that thought for later.
"That's what you want, isn't it? Candy apples, square dancing… That's what all of this was for! … Well, it was always going to be this way. The only people that walk this path… are those who have their face so close to the road they can't even see where they're going! … But, well. If we're lucky, maybe there's a chance you'll still get lost along the way…" - The Festival
The location is not at the Festival. "The only people who walk this path" - i.e, the only people who go to the Festival - are those who stay close to the road. This is not accessible on the normal route (we'll get back to this, too).
"I get it. She feels a little under the weather and the whole thing is called off. … maybe not." - The Hospital
The location is not the Hospital, and "it" is something that might want to be called off for some reason.
"Wouldn’t you want it to be someplace different?" - Her House / The Holiday Manor
"It" is not at the Holiday house, and you would want "it" to not be there, too.
Step 3: The replies that constrain the answer's nature, not its location
A second axis. These don't move you across the map; they tell you what kind of thing you're locating:
Time answers ("at the end," "tomorrow," "1434 minutes") → "It's where, not when." The event is a place, not a moment. Any reading that treats it as a point in time is refused at the door.
Other chapters' dark worlds (Ice Palace, The Roaring, Cyber City) → "Not at all." Flat denial. It is categorically none of these.
Chapter 5's own dark world (Flower King, Field of Pink and Gold, the fountain, "the dark") → "I have some bad news for you… you'll figure it out yourself." Note the softer register - wrong, but adjacent. Hold that thought.
Internal/metaphysical answers ("in her heart," "inside her SOUL") → "Would they really fit in there?" The event is physical; the body has a definite size. No "she lives on inside us" reading survives.
"Nowhere" → "That's not what the question is about." The event is not optional. It has occurred at some point.
Step 4: The replies graded on time, which order the recurrence
Two answers are judged not on correctness but on when - and they give the recurrence its sequence:
"With Susie" → "Too late!" On the normal route, Noelle goes to the lake with Susie and stays on the shore. "It" is foreclosed. Crucially: the shore-visit does not trip the event (the only time Noelle is at the lake with Susie is in the normal route, which is "Too late!", and Dess is never with Susie to our knowledge) - so "it" is not proximity to the water. Otherwise, Susie would not be too late. The event cannot occur on the normal route.
"The place where it snowed" → "You know that isn't until later." A real future instance - not this one. The event will occur again at a later date. (Possible reference to Snowdin in Undertale? but that's severely speculative).
Step 5: The reply that reveals the speaker, not the answer
For completeness - and to model the discipline of recognizing evidence that constrains nothing about the location: romantic-possessive answers ("by my side," "when she forgets Kris was even a person before Me," "at the wedding") → "Gross." Communal answers ("with her friends," "happy town") → "Aww." These locate nothing. They characterize the grader: warm toward Noelle's friendships, revolted by her possession. A disciplined reasoner notes this and sets it aside from the location proof. Knowing which evidence is irrelevant is itself a deductive skill.
The Solution
Assemble what survived every filter. "It" is:
physical (must fit a body) -
at a specific, named, in-world point (not off-map, not the whole map, not a region, not a non-unique feature) -
in the light world (more local than the cosmic answers) -
that is not the smile, not a moment in time, not any dark world, not internal, and not optional -
that recurs, with a foreclosed past instance and a scheduled future one -
and the confirmed site is beneath the lake, verified by the only post-release reply: "beneath the lake" → "So, what did you think?", sent ~2 hours after Chapter 5 dropped, i.e. after the player could have watched it.
"You only need to see her once. And you'll move on."
The correct answer's own line is doubly syntaxed, like the question that preceded it: "You only need to see her once. And you'll move on." See her once - you cannot replay the Weird Route in that save file after this; the witnessing is single-use, one look and the door shuts behind it. Move on - not only "get over it," but move on as in physical passage, the body carried forward through the cut. Both readings are live, and the puzzle means both: you see her once, and you go.
After a while, the screen cuts to black, and an old television screen opens up, with text instructing the player to "Insert Chapter 7 Side B". The game then exits back to the file select screen. A unique completion file is subsequently generated, appending "_b" on the end, which does not fulfill the completion star on the Chapter Select screen. No SAVE points are accessible during this Chapter.
- the wiki
"It" - the event - is crossing the lake, and, more specifically in my theory, wrong warping out of the world via drowning in the lake (this is an assertion that I will explain in future essays). On the Weird Route, Noelle does just this - and the game cuts, with VHS glitch-VFX, past the rest of Chapter 5 and all of Chapter 6. This is why the Chapter 5 flower-world answers got the soft "bad news" and not the flat "not at all": the event occupies the seam where that dark world should be. It is Chapter-5-adjacent because it replaces Chapter 5. And it recurs because Noelle is retracing a path already walked - far shore, under the water, gone from Hometown.
Why the pronoun jape? Because Dess also did "it", you know, something you might want to call off if you get cold feet. Trying to cross a lake on your own is pretty hard! No shame in trying to go to the hospital instead. And we'd like "it" to happen in the shelter because that goes downward, not sideways (again, more on this later). I'll be totally honest the Dess/Noelle distinction is slippery here. Probably on purpose!
Where does this go? To Chapter 7, Side B (this is just true).
Assertion: Your viewport in the DEVICE is a physical view of your soul, it is what you, the player, are looking at in terms of a real location inside Hometown. Therefore, we have to assume that drowning in the lake, or going to the bottom of the lake, takes you to Chapter 7, Side B. Which sure is odd, because that seems like a time, and not a location.
Im looking at the description to Catty and Bratty’s houses in chapter 4 and how Catty’s house needs 3 codes, while Bratty’s house is green and associated with making donuts…
catty and bratty, two characters that in deltarune hate each-other because of how similar to each-other they are. each calling the other a copy of themselves.
Holy shit i think Bratty and Catty are a mirocosm of the Forgotten Man and Gaster.
I noticed in the room in chapter 4 with the wafers surrounding the philosopher.
ALSO has some interesting things going on.
(its that damn ‘green character and a character associated with pink being pissed off at each-other despite being similar’ motif again)
When only the wafer or the organikk are unpetrified, this room is fine. They’re pretty similar, both respecting the statues of their ancestors.
But when they’re both unfrozen they both just HATE each-other. with the green wafers specifically having more vitriol towards the organikk, just like how between catty and bratty, bratty seems to be the one that dislikes the other more.
The green wafers are pissed off at pink philosopher organikk, thinking they’re an idiot that did something to their ancestor (not realizing that the idiot IS their ancestor) and wanting them to leave IMMEDIATELY, while the philosopher is somewhat annoyed that the wafers aren’t statues anymore because they were easier to worship when they were frozen. (the Organikk does note that they’re fine with being beaten up, though.)
Interesting case how in this scenario they both believe that they came AFTER the other person, because the first sanctuary darkners worshipped the philosophers as their ancestors, and the second sanctuary darkners worshipped the wafers as their ancestors.
I also find the paradoxical nature of the oganikks to be interesting. they simultaneously came before and after the wafers (hence the wafers referring to them as ancestors despite them only coming to life ‘after’ the first fountain closed) and their native dark world is one that’s a ‘copy’ of the one that came before, yet also having always been there/being predestined to exist in the future (because they were there in the 1st sanctuary). It both reminds me of undertale’s nature as a game that only exists because of a prior unfinished game (deltarune) that was eventually brought back and created as a sequel/parallel story to undertale. It also reminds me of the dancestors and the idea of the scratch from homestuck.
I really badly want to say that the forgotten man being associated with jumbling up words and the order of events in chapters 3 & 4 is associated with deltarune being a ‘remix’ of undertale narratively and an anagram of undertale titularly, but i dont have any proof for that.
A specific line of dialogue has me interested, though. the philosopher organikk, after talking about how they liked the wafers better when they were frozen, says: “They said they know what an acorn is. That’s no good. If you know, it means you cant ask what it is!”
which calls back to a line another organikk said in the second sanctuary: “I heard theres something inside the acorn. But i don’t know where to find an acorn. Or even what one is in the first place. We must find a way. We must find a way to use alchemy to make this acorn.”
obviously this also ties into the whole idea of “roots” as well.
I genuinely wonder if this sums up specifically WHY the forgotten man and gaster seemingly do not gel well.
The organikk wants to use alchemy (science) to pursue the answer of whats inside the acorn, but DOES NOT want to be told the answer by someone that already knows the answer. In a sort of ‘The journey is more important than the destination’ sort of way.
It reminds me of the abc_123_a audio from undertale:
“Hello, have some respect and dont spoil the game. Its impossible to have mysteries nowadays because of nosy people like you. Please keep all of this between us. If you post it online i wont make any more secrets. It will be your fault.”
Maybe the idea is that one of them is more interested in the inquisitive nature of the experiment, rather than the results. hm.
I stg all of this means something.
Hell, this might even be part of the reason why Catty and Bratty have dialogue sprites in Deltarune.
I consider both the face sprites and Catty being given a confirmed last name and a mandatory encounter in chapter 4 to be indicative of at the very least Catty becoming relevant to the story soon, so maybe these parallels will continue idk.
The fact both my examples (the wafers & organykk, and bratty & catty) happen in chapter 4 really also makes me think this…
ive put this in tags before but i keep thinking about it. the fact that like when tenna is kept in castletown in chapter 4 the only thing he does other than check out his room (and. stand small-style begging to be adopted) is go to the literal deepest part of the castle where fucking Spades !!!!!!! King !!!!!!! is kept locked up and put into a situation where he is encouraged to harm himself for spade's entertainment.
like he doesnt go to mike. he doesnt talk to the weather. hes not out in the town, he's not meeting with his neighbors. he cant go to ramb bc we dont know where the fuck he even went. he just got put back together from literally having his arms cut clean off and being described as Barely Alive and his very last interaction with pretty much anybody from tv world was everybody leaving him. he's so desperate for some level of acceptance that he doesn't think hes going to Get from his tv world denizens that he's willing to be abused by spade king in order to get it.
i think people glaze over this in hopes of any future toxic yaoi interaction between like spamton and tenna or something (which personally i Do think there likely Will be some kind of scene where those two interact again just because of what we've been given thus far, regardless of how it may end) but forget that like. spamton isnt technically in castle town, hes in our pocket. there IS real toxic yaoi thats happening in castle town though and that is between spade king and tenna. somebody get that guy out of there PRONTO!!!!!!
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one big reason i think rouxls' arc will end up with him as the knight's second-in-command – aside from the matching initials – is because the knight is more or less just the kind of "evil rulere" he's looking for.
rouxls wants to be second-in-command. he's eager to suck up to whoever he can, and never positions himself as the one "in charge". he's always "the duke of puzzles", the "butler supremeth", and so on. and this makes sense – even if he isn't as perceptive of his darkners' fate as other characters, he is still someone who lives in a world where his kind are expected to defer to those above them. it's just that as of yet, he's been mistakenly deferring to the people "on his level" instead of the ones with the real power.
but as we see a bit in ch1 and a lot in ch3, rouxls does still want to be second-in-command. he wants to be the one calling the shots for other darkners – using his "control crowne" on c. round, coming up with elaborate lists of instructions for elnina and lanino as his "loverse", and so on.
and he even has the ability to change the rules of battle – something that can pose a proper (albeit temporary) challenge to even the lightners, and something that is clearly some kind of chekov's gun.
and what has the knight been up to? the knight's been looking for their own seconds-in-command – the bosses of each dark world. the bosses are enlisted by the knight to carry out its will, but as such are in command of the darkners beneath them. spades king orders his troops to capture and dispose of the heroes. queen controls her subjects with wires in order to try and make the lightners happy. tenna does something similar with his contracts. and of course, they're all rulers generally speaking – they're in charge of those they rule over. and even in the dark world where there isn't a proper ruler, that's no trouble for the knight – they'll wake up a titan to defend the fountain instead. the knight, while we as audience members know is likely somewhat on the right track with their goal of covering the world in darkness (after all, we'll likely see something similar happen to reshape the worldstate entirely), is still positioned as "evil" by the prophecy – and might not be trying to do so with the darkners' interests at heart. they'd certainly fit the bill in rouxls' eyes.
but this puts them at a fascinating crossroads with this aforementioned little subplot of rouxls' – especially given that they are the sort of person who would promise a darkner everything they've been told to want in exchange for their service.
and they needn't beat around the bush with rouxls – what they need and what he's gunning for are the very same thing.
i've been thinking about the implications of movie genres on deltarune for a bit now following the phenomenal carol holiday essay which briefly touches on asgore's affinity for cowboys and superheroes as related to them being genres where justice is really forgivable and simple, where one good guy stops bad guys for a just cause, and always gets the girl (even if he had to lie and kill to do it), and since then i've been also really intrigued with the other genre that gets a lot of attention in deltarune, actually Way More thus far, which is horror, and it's everywhere. because susie identifies with monster movie monsters (susiezilla) and noelle loves horror movies, and then you kind of see it everywhere.
i was recently raving about the use of horror in deltarune because it is often the subversive space, it's the space where villains and final girls dominate the footprint of the genre, and it's famously historically (very problematically) queer. because it was always telling stories that stood in for cultural anxiety, it depicted characters who were different and it's become an affirmative and often reclaimed and celebrated genre in spite of and because of its history. carol clover's Men, Women, and Chainsaws explores the nuanced relationship of horror and gender politics — one of the things i remember is the androgyny of horror in killers and survivors alike;
The Final Girl is boyish, in a word. Just as the killer is not fully masculine, she is not fully feminine... (...) Lest we miss the point, it is spelled out in her name: Stevie, Marti, Terry, Laurie, Stretch, Will, Joey, Max. Not only the conception of the hero in Alien and Aliens but also the surname by which she is called, Ripley, owes a clear debt to slasher tradition. (40)
clover was criticizing the genre for this (for valid reasons), but i think it's also this semi-androgynous soup of heroes and villains in horror, plus the fact that villains become the face of the film and girls become the heroes, and the whole thing is always a bit camp and hyperbolic, that they attract the disenfranchised as an audience. for a brief moment, the gaze might be flipped on its head.
a movie like Evil Dead 2 which is the blatant real-world "Blood Crushers 2" (susie hasn't seen the first, and the protagonist's severed hand attacks... Basement), is the reverse case. you have a male protagonist named Ashley (whom clover considers a "Final Boy"). the movie is a cult classic with a comedic edge, and Ash is doing all sorts of looney tunes-esque gags against his own hand. it's not a movie that takes itself and its protagonist as seriously as a western or an average superhero flick. that noelle and susie are attracted to horror instead is reflective of their worldview, where things that are scary or strange might not be.
and, also, i recently watched Aliens so thinking of the blatant xenomorph inspiration with queen's design has been really hitting. like oh... of course. the xenomorph, a species with a queen mother... a character who represents a maternal horror. the queen xenomorph is not really an intentionally malicious force as Aliens presents it, rather, just a mother making the logical conclusion towards protecting and proliferating its species/its offspring, a simple survival calculation. the queen only actively attacks ripley in vengeance. for dess and noelle, who watched horror together, and who both certainly have complicated relationships with their mom, the xenomorph imagery on queen comes through in what it means to have a monster mother. and it comes through in queen's behaviour, as she makes a calculation seemingly to do what's best for the lightners, even if it doesn't hold up under the human morality microscope.
just so much to think about with how horror and movie monsters get employed in deltarune, how they weave themselves into the story. how they stand as the angle through which noelle and susie can put a subversive worldview to words. susie aligns herself with the movie monster only to find out... she is maybe the final girl. i am also led to think about the framing of the girl as a second hero alongside the contradictory prophecy panel "And last, the girl / at last, the girl". I don't think i have a central thesis for this analysis, but it's very fun seeing the bits and pieces of a genre leaking its way into this game's story and having it mean something... quite subtle.
it's fun to think about going into chapter 5 that susie identifies so heavily with susiezilla, which goes without saying is a godzilla reference — the guy with a FAMOUS destructive beef with japan. chapter 5 will hopefully have a lot of interesting generic interplay in this regard....
I don't have the brain to explain this more neatly, but I think there's something to talk about with objects that the owner holds a grudge to and Tenna.
Like, people can keep an object for different reasons, is important or useful, or it has sentimental value. But for the same reason they can throw it away, because it's unimportant, not useful anymore, or it holds a bad memory for the owner.
(THIS POST IS TOO LONG *tiny pumpkin starts dancing while carrying a page cut*)
Tenna is fun but he also keeps reminding Kris for the whole chapter about the old times they can't get back to, the time spent in family and with friends watching TV or playing games.
He's an object that holds both sentimental value for all these moments created, but he also holds grudges from when the family was falling apart.
I had the idea that the whole Dreemur family feels this way about the family TV. But it mostly affects Kris, I think.
Toriel was the one who mentioned wanting to get rid of it, because it's old and not used anymore, she was the last one to watch it even, before unplugging it for years. But it could be also because seeing the TV in the living room reminds her of those good old times, and... the stuff that happened during the separation. It makes sense she's wanting to move on from it and getting rid of the TV is a logical step to her (besides the is not used anymore part).
There's also Asgore, who spent nights sleeping on the sofa and watching TV, which is something we know he keeps doing in his current house because his situation is bad.
We don't know Asriel's opinion or feelings about the current state of things.
And then there's Kris. Whose feelings are more complicated to explain (for me, help). Kris misses the old times, they want to go back to being happy. There's this pressure they feel about growing up and time passing too fast. But they don't want to think about the bad stuff that happened. They want to play with friends and have fun adventures.
Tenna is both the good stuff and the bad stuff. He was what gathered the family together, but he's also what Kris used as a distraction from their parents fighting, until the method didn't work anymore, so now, even though Kris doesn't really hate Tenna, they do feel a resentment from reminding them of the bad times. Even though Tenna doesn't do it on purpose, he just holds too many memories of the whole family and all the years that have passed.
And even if it's (obviously) not Tenna's fault that the family got apart, it can feel like it is, since they don't desire to watch him anymore because he's a reminder of that time in their lives.
In the end, with an object like this, the best thing you can do really is get rid of it. It does better mentally to the owner.
But in Kris' case, when Tenna is finally out of the house and there's an empty space where he once was, it feels like something is missing.
Like, the way I see it, it doesn't matter where Tenna ends up or what happens to him. It won't make Kris feel good.
I ended up derailing, but I think you can get my point. Maybe someone who's better at writing their thoughts down could make a better analysis, but alas, I'm not that someone, so you get my word soup.
This is written half from what I know from the game and some Headcanons. I still need to replay it, especially the 4th chapter, there's an egg that I missed and I believe this one has more information about Kris.
like, it may just be me, but this feels really pointed. i really don't think this points to the man being the therapist so much as it points to him being involved in whatever incident kris is in therapy because of.
The Relationship between Susie and the Player... (Deltarune Analysis)
I had a sudden realisation when Susie talks about her experience with piano. This scene is an obvious nod to Susie's experience with learning healing, but... I think there's another, far deeper meaning to this scene.
What Susie experienced with the piano... is actually EXACTLY what happens in that earlier Piano scene when you attempt to solve the puzzle yourself.
If you were to ever to do ANY attempt on the song to unlock the door... Kris makes sure to mess up your notes before you even have a chance to finish. They forbid you from playing. The same exact way Susie was forbidden to play.
And so they had someone else play. Someone better. Kris.
Susie describes her past experience with piano as an attempt to further connect with Kris. But ironically, Kris was the one who was better. The one who basically took over the inexperienced one after they were told they weren't allowed to play.
Kris never let's us get near the piano, and makes sure to always fumble up the notes, "A Concert For You."
Susie's experience isn't a parallel to Kris at all. It's a parallel to the Player.
And we further connect this to the Healing arc with Ralsei. Where Ralsei teaches Susie to heal, but never actually let's her do healing when it's actually needed.
In Ch 4, Kris allows us to play piano, but further prevents us from trying when it's truly needed or when it's something complex.
But this also shows us that not all things are so simple. Kris is someone that truly loves piano, so it makes sense that they don't want someone else in their body to command them to play, for Kris, playing piano is their freedom, and its not something that they want someone else to take.
...Yet at the same time, there's nothing wrong with you wanting to play, even if it sucks. Because maybe, just maybe, it might become someone else's freedom too.
Neither are in the wrong in this matter. Between Susie and the better piano player that took her place, and between the Player and Kris... no one is necessarily wrong here. Things here are a lot more complicated than that.
This isn't the first time where Susie's character is aligning closer to the Player than Kris and Ralsei, with her becoming the one to speak for us for certain things when we're unable to, such as her vocalising the frustration of having people keep secrets not long after Ralsei and Kris kept hiding secrets from the Player.
Also the fact that the Ch 4 extended scene where you struggle against Kris in Dess' closet has Susie accept BOTH Kris and the Player equally rather than preferring one side over the other. She just doesn't realise it's two seperate ppl at once.
Not to mention how the Player and Susie are actively synergizing with each other in the best way possible.
Susie is the only one whose abilities you can directly enhance midbattle. Rude Buster's dmg gets raised by z spam (ch 1 + 2) or z timing (ch 3 + 4). And her healing gets enhanced the more you allow her to heal.
And it just so happens that Gerson' fight is also essentially TRAINING THE PLAYER to use these mechanics. It teaches you the z mechanic to parry. It forces you to let Susie heal to enhance it. It wasn't just training for Susie. It was also training for YOU to learn how to work with Susie as a duo.
Its really funny cause Susie's heal isn't a "Prayer" like other healing spells. And yet, Susie's heal requires a higher being's interference to raise its effectiveness.
If you think abt it, both the Player and Susie are similar in the sense that we're both outsiders to the grand scheme of the narrative, and are both trying to figure out what the heck is even going on in this town. You fought Kris in Ch 4 to help Susie while Kris is working with the Knight.
Even though everything abt Susie should make her clash with us (her ability to override choices, ignore our commands), she's the one who is the most aligned to us in terms of how we feel and experience the events of the story, and she is the one whose dynamic with the Player, has been nothing but purely beneficial to each other.
Not many people fully analyse the relationships between the Player and other characters outside of Kris (and sometimes Noelle for Weird), and I think Susie's dynamic with the Player is one that should really be looked into.
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This is just a few observations I've accummulated over the past few months but also written as semi-informal roleplay/fanfic characterization notes, without accounting for character voice; this is not an exhaustive analysis either
I'd divide Tenna's character in like three spheres
Your older relative
Raised by TV
Gay Walt Disney
Your older relative
Tenna is "your older relative" in the sense that his relationship to the Dreemurrs is like one of the First things you have to figure out about him, and it's a very important one. He behaves distinctly as Dreemurr's close relative, because from his perspective he Is part of the family, he watched it grow up and watched it split apart. You can't decouple this from who he is, his relationship to Kris in particular. I like to see him as "grandpa", because I think that him being Old is important to showcase, but a lot of people see him as an uncle figure to Kris; whether this relationship is reciprocated by Kris is up to you. In my understanding it is but just like your grandpa can be a source of comfort he can also be a source of hurt. Especially when you grow up, and when things change, and he doesn't realize it or doesn't know why. I treat his relationship with the Dreemurrs as parasocial, but a lot of other people treat it as romantic (as in, Tenna sees himself as part of Asgore and Toriel's relationship and is Kris' co-parent), or as a creation/creator relationship, or something akin to religious, it's dealer's choice imo
And also related to that, the way their divorce affected Tenna is also important. He has PTSD flashbacks to it in the middle of the game, canonically. If an explosive divorce such as the one it's implied the Dreemurrs had is traumatizing to a child who can hide in a corner of the house and try to muffle the noise, imagine how traumatizing it is to a guy who can't move and has to listen to it. And this can affect him in many ways to your taste! He might get triggered by arguing or yelling, he might be conflict avoidant (though it doesnt seem to be an issue in canon exactly), for me it affects the way he views his own divorce, and relationships in general.
So still in this sphere there's also the fact that Tenna is an old television, who is obsolete technology and has an obsolete purpose in an increasingly digital world, and his entire purpose is to be watched. And this is the source of his entire emotional conflict in Deltarune — he is Not coping with the fact that he is being left behind. He wants attention, but not just for attention's sake, but to be treasured and loved and told that he's still good, that he still matters; in a way, it resembles a lot the struggles elderly relatives face, when they talk about being isolated from their families, discarded, ignored or not useful anymore, and also conflicts that parents have with teenagers who are struggling with mental health, because their child suddenly changed and they don't know what they did wrong, and all they want is to see their baby smile again. This is his core motivation in chapter 3, why he made the deal with Kris and spent the whole chapter with a gun on his back trying to stall you, and even back in Big Shot times, when he attempted to sign that contract with Spamton. It has all always been to get validation that he is still worth something to his family.
Raised by TV
With this, I mean that his worldviews are typically traditional — usually what is considered classic, wholesome, family-friendly for television. My understanding of Tenna is that he is a guy whose entire understanding of the world comes from everything that is shown on television (good and bad!) and whichever dynamics he can observe from the Dreemurr family. His understanding of the world is very cognitively rigid (most obviously seen in him not knowing what an email is), and at times very old fashioned, and this works more in detriment of himself than of other people.
All this to say, I think he has some sort of obsession with appearences for himself and represses a lot of thoughts and feelings because they are not "TV appropriate". Maybe he refuses to swear, even after the parental locks are removed. Maybe he is sex repulsed, or refuses to talk about or do things that aren't fit for prime time, or for children's programming. I think this reflects the most on how he views himself, his thoughts and desires, as things that need to be corrected or deleted. I mean, he canonically does shock therapy, and as I put it in the tags of this post, he doesn't need it. He would probably consider getting a lobotomy to make his big feelings go away if it didn't mean he would implode and kill like the entire room with him. It's important that he doesn't uphold anyone else to these standards — he's the only one who's not allowed to be queer, who's not allowed to be upset, who has to keep smiling and being a perfect role model all the time, Or Else The Censors Will Get Him.
I also think this gives him a relatively sheltered worldview, because it comes from watching rather than experiencing. A lot of his efforts into doing things he never did before feel very plasticine or canned because all he has to compare it to are TV shows, where those things are romanticized, simplified, or boiled down into tropes.
Gay Walt Disney
So this sphere has to do with two things essentially: his queerness vis-a-vis being an entertainer, and him being a Capitalist who Exploits People. Maybe queerness as entertainer should've gotten piled with the Raised by TV aspect but I like the phrase "gay walt disney" okay. I think it's hard to deny he's some shade of queer, most likely gay, and I think it's also interesting to intersect this through the lens of what this meant for movie and television entertainers during history. Being a Friend of Dorothy was frowned upon and considered career suicide if found out as recently as the mid 2000's. I wouldn't doubt for a second if he revealed he used to have a lavander marriage with someone before he got with Spamton (and, for the record, I think Spamton was very much some sort of queer awakening/queerness as freedom experience for him! But this is not about spamtenna. goodbye). The whole pipis scene in the closet (sans Spamton, or papyrus Spamton) is very much an allegory for this type of scandal, and what he believes would happen if people found out about it even though this world is not a world that does this sort of bigotry, which I think is a fascinating cognitive disconnect between himself and the world he lives in.
And then it segways into the other fascet of his identity, which is that he is The CEO Of A TV Studio. He's got privileges over his staff, and he is more than willing to exploit them, whether under duress or not. This disconnect with the common man/class consciousness from him (did you know it goes both ways? A bourgoise is class conscious when their interests align with their class, which for the purposes of this analysis is Getting More. More Richer; More Famous; More Big.) can be used to showcase the fact that he just says completely out of pocket things with no regard with how they sound like. Sure, this can be attached to autism — and this is also a very good reading of him & one I share — but I also think that his lack of tact can also come from a lack of understanding how the common folk connect to each other. Because he is inherently of a different class.
On top of unfair contracts (and an implied weird situation with worker unions, based on the fact there are mafia mobsters in his world and they are Numerous) he also pays his employees with company coin, makes them spend it on company stores, and if I were to speculate, I'd say TV World is very solidly a company town, where everyone who lives there works on the studio, or at the very most there are small businesses made to support the people who work in the studio. The concept art for TV World's city makes it look beautiful and a well-developed place, but there's nothing saying it's not a company town. Even Walt Disney's EPCOT was designed to be beautiful.
All this to add too, I don't think this makes him less sympathetic. If anything, it's humorous to imagine him going "how much could a banana cost, 10 dollars?" Tenna being a capitalist who exploits people and who is, to put simply, a bad boss, and him being a deeply sympathetic character whose struggles and traumas are meaningful are not mutually exclusive; even the worst person you know does not deserve cruelty. I think this dychotomy gives him a depth that is interesting to explore in writing.
Final notes
There's a lot more to say about him — about his relationship with Spamton, about his relationship with the Dreemurrs, about common interpretations of him (BPD, physical disabilities, relationship with queerness, aro/ace/aroace, etc), but I kind of don't have the time or energy for that and some of it would honestly benefit from their own post. Anyway I hope you like it thank you I love you