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An Amateur Theorist's Analysis of Deltarune Chapters 3 and 4
Hey Every ! With the release of Deltarune chapters 3 and 4, I figured Iβd weigh in with my thoughts and pick up the pieces of my old theories. Iβm not as big into making theories myself these days due to the time investment and the advent of the Youtube theory scene kicking things into high gear. Honestly, itβs become hard for me to keep up.
Still, for old timeβs sake I figured Iβd tie off a few loose ends and maybe plant some seeds for the future if I ever decide to return to theory writing. This post will be far less formal than my previous outings. I didnβt take the time to gather screenshots or anything, which was often the most time-consuming aspect of my old theories (even with helpful community resources), so I hope you wonβt mind this text-based analysis.
(spoilers for Deltarune chapters 3 and 4, including secret bosses and the weird route)
Overall Impressions
Chapters 3 and 4 are different from what came before. Very different. I was entranced during my initial playthrough, marathoning both chapters in a single day. I wasnβt exactly sure what to think at first, but I can say that my enjoyment of these chapters has only grown during subsequent playthroughs
Pretty much every theory that tried to predict the outcome of the game or that relied on some kind of pattern or formula ended up being proven hilariously wrong. Iβm happy with this outcome, as I was never a huge fan of most theories like that and it makes each of these new chapters feel more unique
Many have said this, but itβs obvious that the budget and scope of these chapters has only increased with time. Chapters 3 and 4 are yet another step up in production quality that weβve seen in the transition from Undertale to Chapter 1 to Chapter 2.
Chapters 3 and 4 feel noticeably harder than chapters 1 and 2, to the point where I had to switch from keyboard to controller just to keep up with the harder fights. Iβm largely ok with this, since 1 and 2 did feel a bit too easy at times.
Iβm not sure if I can rank the chapters because each one brings something unique to the table.
Chapter 1 has the most unforgettable first impression, though like many Iβll at least say that it is the weakest of the four chapters (especially if you didnβt play it blind at launch).
Chapter 2 is the funniest chapter and feels the most βpackedβ with contentβitβs the most well-rounded and it might still be my favorite but Iβm not sure.
Chapter 3 is my current favorite from a pure gameplay perspectiveβI love the variety, the challenge, the numerous secrets, and the replay value in shooting for a better score and optimizing oneβs playthrough.
Chapter 4 has the strongest narrative, characterization, and emotional beats, as well as my favorite character, secret boss, and final boss
The Knight
Before the release, I had reconsidered some of my arguments against Kris Knight to the point where Alvin Knight and Kris Knight were nearly 50/50 as my prediction, with a slight edge to Alvin.
Despite being proven wrong on both counts, Iβm more than happy with how things turned out. In the past I dismissed Dess Knight, not out of dislike for the theory, but merely because I didnβt think it was possible. I suppose thereβs a slight chance the Knight could be Carol, who was a distant third for me before release, but Iβm 90% sure itβs Dess.
In hindsight itβs funny how chapters 3 and 4 disprove many of the counter-arguments against Kris Knight, only to end up disproving Kris Knight anyway. It seems like Kris might be working with the Knight (more on that later), and I honestly think thatβs a more fitting role for them than having them be the direct antagonist.
Iβm also fine with Alvin Knight being wrong because we got more Gerson focus than I could have ever dreamed of. One of my reasons for latching onto Alvin Knight was that I was a Gerson fan (before it was cool), and in many ways I thought of Alvin Knight as a means to see Gerson again. In the end Alvin just ended up being a middleman, and Iβd rather have a story with Gerson and no Alvin Knight than one with Alvin Knight and no Gerson.
As a side note, I do find it funny that chapter 4 seemingly confirms that closets that can fit a large person inside are actually relevant to dark fountain locations in some way, given the flavor text for the churchβs closet door at the end of chapter 4. I was always suspicious of the library closet door and felt that some theorists were way too quick to dismiss it.
Overall, Iβm just happy that we have some answers for the Knightβs identity now, even if thereβs some wiggle room to speculate. The worst-case scenario would have been if no one had been confirmed or deconfirmed and the same old Knight discourse continued for the next year.
Then Who was Phone?
A smaller and less clear mystery is the question of who Kris is talking to on the phone during Chapter 4
At first it seems like theyβre talking to Carol for sure, but the weird route throws a small wrench into this
To wit, at Noelleβs house the voice says βIβll be right thereβ and Carol shows up shortly after. Seems cut and dry until you play the weird route, where Carol shows up anyway despite Kris (seemingly) not using their phone. The βIβll be right thereβ line could have instead been referring to the Knight going straight to the church for the next dark world, which the phone voice discussed earlier.
Additionally, at the end of the weird route we hear Carol call Kris without the weird shadowy text box and ellipses that the mysterious voice uses. Depending on how one interprets this, it could either be proof that Carol is the voice or proof that Carol is not the voice
Iβm 90/10 on the Knight being Dess instead of Carol, but for the phone voice itβs closer to 50/50 for me. It doesnβt help that Carol is seemingly being set up as a red herring for Dess as the Knight, so itβs possible this is also true of the voice on the phone
The Third Code
Another mystery set up is who holds the codes to access the shelter at the bottom of town. The three symbols are a pine tree, a police badge, and the deltarune.
It seems pretty certain that Carol and Undyne are the first two code holders, given the comments from Alphys and Napstablook. Thereβs perhaps a chance that Dess is the pine tree instead since her guitar held a code, but I feel like thatβs either a result of Carol hiding it there or Dess discovering it through her own snooping, given the Spamton Sweepstakes implying that she was a bit of a sleuth when it came to cryptids and other mysteries
That just leaves the third code. Susie speculates that it may belong to someone whoβs religious and friends with the police and the mayor. An obvious candidate for this would be Asgore, but it would raise of the question of why he was removed from the force or not simply given the police badge code instead.
Toriel could be a possibility, given that the Knight seemingly tried to abduct her before settling for Undyne, but Iβm not sure if Toriel would be entrusted with that authority. Maybe the Knight was trying to use her to lure out Asgore or Kris?
Kris is also a candidate, given that theyβre connected to the shelter and the mayor. The ending of chapter 3 may also imply that Kris knows how to open the shelter, though it could have just opened without Krisβ involvement
I know Iβm showing my bias here, but itβs worth mentioning that Alvin is also a contender. Heβs definitely associated with the deltarune, is an influential figure in town, and is conspicuously absent during chapter 4βs dark world shenanigans. Heβs one of the only characters who directly tells Kris to stay way from the shelter, whereas most other town members are utterly ignorant of it. Thereβs also a theory going around that he was the one who made the smaller lobby fountain in the church in order to resurrect Gerson.
That being said, I donβt really think Alvin is likely. I stuck my neck out for him once before, and at this point I think a member of the Dreemurr family is far more likely, especially with the hints toward Asgoreβs greater relevance in Chapter 5
Shadow Crystals
Iβm fairly confident that not a single person managed to predict the βsecretβ boss of chapter 3, and Iβm honestly very happy about that because none of the popular candidates really spoke to me, even if the idea of Woody theory was amusing
Seam tells us that there are five shadow crystals in total, meaning that chapter 5 will likely give us the last one. Despite this, I predict that there will be a secret boss in chapter 6, though it may be one thatβs only accessible if youβve beaten the previous crystal bosses
Iβm now more confused than ever as to what the meaning behind the shadow crystals might be and where this storyline is headed. There is some hidden flavor text in chapter 4 about a βfalling starβ that implies that the crystals may have been created by the Knight, or are at least primarily related to the Knight in some way. This would tie into the idea that Seamβs reference to a βstrange knightβ and βstrange someoneβ were one in the same
I was definitely not expecting the Knight to possess a shadow crystal, let alone be the source of them, so this throws a major wrench into my previous assumptions about the role of the crystals
I had once thought that the crystals represented freedom and defiance of the prophecy, and some of the dialogue from βEramβ in chapter 3 implies this may be the case. On the other hand, it feels like the Knight is an agent of the prophecy and Gerson, who openly advocates for defying fate, wants nothing to do with his shadow crystal
On top of this, we donβt really get any further information of who the βstrange someoneβ might be. We find an abandoned phone in the βZ rankβ lounge in Chapter 3, but this may have been Spamtonβs phone from when he worked with Tenna. Itβs also unclear if the person talking to Kris on the phone is at all related to the strange someone or not. The phone voice does seem to be foretelling future events, which could perhaps tie into what Jevil and Spamton experienced, but thatβs only speculation on my part.
This also complicates Gasterβs role in all of this. The Knight has holes in their hands, not unlike Gaster, and Gaster is heavily implied to be tied to the shelter and the shadow crystal subplot. At this point, can we say that Gaster is in favor of the prophecy or is he trying to find a βnew futureβ in defiance of it? What if the prophecy itself is the new future? Iβm not entirely sure I buy that, given what the weird route has told us, but I canβt say I have any strong answers at this point.
The Weird Route
Thereβs not as many weird route moments in these chapters as most of us were expecting, but in some ways theyβre far more impactful than anything I could have predicted
At first I was confused and a little disappointed that the beginning of Chapter 4 seemed to be walking back the events of Chapter 2βs weird route. That was, until I learned that this was done on purposeβKris went out of their way to try to undo the events of chapter 2 and keep it a secret from βus.β
My attitude immediately turned around at this revelation, since this solidified that not only is Kris opposed to the weird route (as one might assume), but theyβre actively conspiring against us in a game of wits. This only made it all the more impactful when, for once, even Krisβ best laid plans are completely unraveled at Noelleβs house.
This might be recency bias on my part, but the sequence in Noelleβs house during the weird route might just be the single most disturbing and effectively executed cutscene in the entire Undertale/Deltarune franchise. Although it only makes up a small portion of chapter 4 (which is otherwise mostly βvanillaβ), it makes a weird route playthrough more than worth it (if youβre ok with that sort of thing)
To back things up a bit, these chapters basically confirm that the weird route is centered around Noelle first and foremost. I strongly suspected this before 3 and 4 came out, but this means that there isnβt going to be some βToriel firegraveβ equivalent to chapter 2βs weird route with the other Hometown residents
In fact, the weird route doesnβt seem like itβs headed for an encore of chapter 2βs events either. It feels more like the killings in chapter 2 were a means to an end
My current shot-in-the-dark suspicion is that freezing Berdly in chapter 2 wasnβt done solely for the sake of killing someone or making Noelle stronger, bur rather it was done to remove Berdly as Noelleβs default choice for a festival date in Chapter 5. Since Carol forbade Noelle from taking Susie, I could see her trying to set her up with Berdly instead in a normal playthrough of Chapter 5. With Berdly out of commission, itβd only make sense for Carol to go along with βKrisβ taking Noelle instead
Another shot-in-the-dark prediction I have is that the thorn ring might end up being obtainable in a later normal route chapter, perhaps in chapter 5βs rumored βgardenβ chapter. One reason why I think this is the case is so that the Twisted Sword will be craftable, but also because I canβt help but wonder where Spamton found that ring in the first place. In the demo we could have Jevilβs shadow crystal and item appear in Castle Town if he was fought previously, so Iβm wondering if shadow crystal holders are capable of smuggling items across space and time. In this case, Spamton smuggled a chapter 5 item into chapter 2 so that Noelle could break the game, much like a newgame+ run
This could be its own theory post, but I want to touch on Chapter 3βs βsword routeβ thatβs used to attain the Shadow Mantle. I feel like thereβs so much to say about this inclusion and yet I struggle to find the words currently. I am a bit disappointed that I havenβt seen more sword route-focused theories yet. That whole sidequest feels like a Rosetta stone for unpacking the potential meaning of the weird route and predicting where it might be headed.
Ramb says that the sword game was the old game before Tenna changed it, and Iβm curious whether thereβs any deeper meaning or parallel to that in the weird route. Iβm not sure I buy the theory that the weird route is the original course of events that were changed with the introduction of the prophecy, given that other parts of the weird route seem to imply the opposite, but Iβm curious to see if anything comes of this idea. It could also be that the sword game is instead a parallel to Undertale, with the implication that Deltaruneβs world was given different rules and a fixed outcome as a response to Undertaleβs world
Predictions for the Future
If 3 and 4 taught me anything then itβs that itβs nearly impossible to predict this game, no matter how likely a theory seems. Despite that, I figured Iβd throw out some ideas here purely for fun. Maybe Iβll get lucky and some of these will come true. So without further ado:
Noelle will return to our party in a dark world, probably in chapter 5. Thereβs new flavor text for Noelle equipping items in the code and it feels like the weird route would require her to re-enter a dark world at some point
We will not be gaining any new party members beyond Noelle. At most they might serve as an in-battle ACT like Gerson did in chapter 4
Catti and Jockington may appear in a dark world, but theyβll be there as enemies like Berdly was in Chapter 2. Chapter 4βs dialogue with Catti seems to be setting this up. The npc in the βJockington grows the beardβ room makes reference to β5 oβclock,β which could either refer to 5 oβclock shadow or chapter 5
Asgore will receive major focus in chapter 5 and weβll get information on how he ties into the Holiday family and Dessβ disappearance. The prophecy about Asgore being βtrapped in asylumβ may mean that he will be the next to be taken to the shelter
Chapter 5 may conclude the Knight storyline or at least serve as a major turning point in that plot, given that Toby originally wanted the paid release of the game to end at chapter 5 instead of 4
Papyrus and Asriel will not show up until the end of the game, if at all.
Weirdly enough, the Froggit in QC's diner has some dialogue in chapter 4 that seemingly implies that one of my old crack theories may be true? Specifically, they mention someone in the diner having pockets full of butterflies, and in that chapter we see the purple Ice-E guy working in the diner. This would be in line with my early speculation that Everyman may be one of the costumed workers at Ice-Es, given Everyman's association with butterflies. I don't think this will have any major story significance, but it's a neat way to bring things full circle for me if true
The final prophecy may involve one or more of the heroes dying, like some have suggested, but I think thereβs more to it than that. We see that many of the other prophecies form rhyming couplets, and the prophecy right before the smashed prophecy is one that ends with the word βwayβ. This makes me suspect that the rhyming word in the smashed prophecy is βbetray,β implying that one of the heroes will betray the others and either kill or be killed by them. I donβt think this would be Ralsei, given Susieβs previous suspicion towards him and how she treats him after seeing it. I think the most likely candidates, if true, would be Kris or Susie herself.
Kris being the traitor would be in line with their suspicious behavior and would upset Susie if it gave her reason to doubt that their friendship with her is genuine, but that same friendship would be why sheβd try to laugh it off. However, Susie being the traitor would not only seem laughable to Susie but would also disturb her, given that it would confirm every bad thing that sheβs thought about herself. It would also potentially be in line with Gerson stating that Susie reminds him of the dragon from Dragon Blazers, who is seemingly an antagonist
If Alphys and Mettaton can have a human fan club then it's only fair for Chujin and Chara to have a human haters club.
A Lily Gilded: A Review and Analysis of Undertale Yellow
The Short, Spoiler-Free Review (TL;DR)
Any Undertale fan who owns a PC should play Undertale Yellow, even if they previously werenβt interested or have any doubts or reservations.
No criticism that I levy at Undertale Yellow, big or small, is intended to dissuade anyone who hasnβt played it from trying it: you should play it and there is no reason not to aside from a lack of free time or not owning a PC.
Although I have some criticisms of Undertale Yellow, my overall opinion of it is still very positive. Iβm glad to have experienced this game.
If you havenβt played the game yet, then I recommend starting with the neutral route. Pacifist is much harder in this game and there are story segments exclusive to the neutral route that make it worth the time investment.
My analysis from this point forward will include spoilers for all three major routes of Undertale Yellow. It will also be very long (close to 60 pages), so be warned.
My Background
Iβve completed all routes of Undertale, Deltarune (Ch 1-2), and Undertale Yellow
I primarily engage with UTDR fandom by reading and writing theories. I like to think that Iβm decently knowledgeable about the series, at least
I have no professional background in game development
Iβm usually a purist when it comes to games and the topic of fangames and mods. Iβm a βpicky eaterβ in particular when it comes to UT/DR fan content:
Iβve never played an Undertale fangame prior to Yellow
Most UT and DR fangames have either not appealed to me personally or have not been finished
I donβt engage with most story-driven Undertale/Deltarune Aus or fanworks if I feel they donβt capture the spirit of the original games
Saying Something Nice
Undertale Yellow is the best fangame that Iβve played in recent memory. I think itβs very likely that Undertale Yellow is not only the best Undertale fangame ever made but that it will remain the best Undertale fangame of its kind for the foreseeable future. Itβs not just a good fangame but a good game in general--had Undertale Yellow been a completely original game with no ties to Undertale, it very likely would have become a cult classic in its own right.
Of the long-form fan content Iβve seen, Undertale Yellow is among those that come the closest to replicating the style and tone of the original game without feeling like itβs simply cribbing the story or jokes.
It goes without saying that Undertale Yellowβs spritework and animations far surpass those of Undertale in sheer effort, and at times they rival and surpass those of Deltarune as well. There are some stylistic differences between Yellow and the canon games, and I wouldnβt go so far as to say Yellowβs visuals are always better in every conceivable aspect, but the general quality difference is night and day.
Yellowβs music comes close to rivaling Tobyβs work, though frankly I think this is a barrier that no fangame will ever overcome for me. Itβs a better impression of Tobyβs style than most whoβve tried, but itβs still noticeably an impression. One thing that I immensely appreciate is that Yellow has battle theme variants for each major area in the game. βEnemy Approachingβ is a fine song, but I always start to get sick of it by the time I reach the end of Waterfall in the original game.
Most of all, what I respect about Undertale Yellow is when it shows restraint: the restraint to largely omit cameos and callbacks to Undertaleβs characters except when it feels warranted to do so. I respect that the game doesnβt try to smuggle in characters or worldbuilding elements from Deltarune and instead sticks to its guns as an Undertale prequel. I also appreciate that, for the most part, it sidesteps the trap that most prequels fall into of trying to tell a bigger story than the originalβthe story of Undertale Yellow still feels impactful and meaningful, but it does not overshadow or diminish the events of Undertale.
I wanted to frontload my praises for this game because a lot of my more detailed analyses to follow will come across more negative and nitpicky. Admittedly, itβs much easier to point out something that doesnβt work in a story or game thatβs otherwise good because it sticks out like a sore thumb and takes you out of the experience. Additionally, so many things are done well in this game that Iβd be here all day if I listed every single thing that worked. If thereβs an aspect of the game that I donβt comment on then just assume that I found it at least serviceable, if not great.
My Criteria
Since Undertale Yellow is based on the world of Undertale and borrows many gameplay elements from it, itβs virtually impossible to review or analyze the game without inviting at least some comparisons to Undertale.
Having said that, Iβm going to avoid criticizing differences between Yellow and the original game if the criticism would boil down to βitβs different from Undertale, therefore itβs bad.β There are things that Yellow does differently that I find worse, but Iβll argue those on their own merit rather than pointing solely to the fact that theyβre different. On the flip side, there are a few places where Yellow differs from the original game because Yellow does something betterβIβll be sure to point out these instances as well.
Overall, Iβm grading Undertale Yellow on a curve because I canβt help but compare it to the original game. I donβt feel itβs unfair for me to do so, since Yellow relies on Undertale not only for its conceit but also for some of its story beatsβYellow would not make sense or feel complete as an experience if Undertale did not exist.
If Undertale Yellow had been a completely original game, with whatever tweaks or rewrites would have been necessary to make it such, my overall tone would probably be more positive, since Iβd be comparing it to the average game experience rather than to one of my favorite games of all time. This is not to say that Yellow would have necessarily been better as an original game, nor am I saying that it should have beenβit just would have made the comparisons to Undertale less warranted.
Lastly, Iβm going to try to avoid comparing Undertale Yellow to Deltarune. I feel like this is a less fair comparison since Deltarune is not a finished game and Yellow lifts very little from Deltarune beyond a run button and the charge shot.
Bosses
Undertale Yellowβs bosses were the most contentious issue for me during my initial playthroughs. Subsequent playthroughs caused me to warm up a bit to some of the problematic ones, but most of my gameplay-related gripes are tied to its bosses.
My three biggest issues with this gameβs bosses are the strategies for sparing bosses, the telegraphing of their attacks, and the attack variety that each boss has.
Sparing Strategies
To start with the simpler complaint, half the bosses and minibosses in this game have pacifist fights that consist of waiting for the bossβs dialogue and attacks to run out before you can spare them, sometimes requiring a token act only at the very end of the fight.
This is a problem because it reduces these fights to waiting games that can be brute-forced with a full supply of healing items. Annoyingly, these same fights also come with 2-3 options in the ACT menu that often do nothing and in most cases donβt even prompt any reaction or different dialogue from the boss.
By comparison, Undertaleβs pacifist route only has two (and a half) bosses that require waiting out the opponent: Papyrus and Muffet, and both of these fights have alternate completion conditions that can be used to bypass the wait.
Conversely, Napstablookβs fight requires acting, Toriel requires constant sparing, the Snowdin dogs all have unique acts, Mad Dummy requires redirecting her attacks back at her, Undyne requires running away, the Royal Guards require acting, Mettaton must pass a ratings threshold tied to unique acts, Asgore and Flowey require fighting; Asrielβs fight is half waiting but the second phase requires the lost soul segments to be completed.
Every Undertale boss felt like a puzzle on pacifist and some like Undyne and Mad Dummy were genuine brain-teasers. None of Yellowβs fights ever quite scratch that itch, though a couple come close like Guardener and Axis.
It baffles me a little that this issue is even present because the common enemy encounters in Yellow donβt fall prey to this. In fact, a few enemy encounters in Yellow cleverly require using multiple different acts in a specific (and usually intuitive) order to achieve victoryβsomething that even Undertale seldom did.
It seems that most bosses in Yellow were designed around distinguishing themselves via their attack patterns rather than their spare method, though this leads into anther major issue: how these attacks are conveyed, paced, and telegraphed to the player.
Attack Telegraphing
Undertale Yellow is meant to have harder combat than Undertale, which had me a bit wary going in. The average enemy encounter in Yellow feels harder than Undertale, and the same is certainly true of the bosses. However, Iβm not sure if Iβd say any of Yellowβs hardest bosses quite rival the Sans fight in terms of sheer difficulty, at least in terms of the number of attempts it took me to complete them.
This could be chalked up to me coming into Undertale Yellow with more experience than when I first played Undertale, or Yellowβs 1.1 patch toning down a few of the harder fights. For the record, Iβve beaten all fights in Yellow without the use of the gameβs βeasy modeβ optionβI used it for certain bosses in my very first pacifist and no mercy runs, but I later replayed those runs with the setting disabled in order to have a βproperβ experience.
Many fights in Yellow, big and small, feel less βfairβ than the fights in Undertale and even now Iβm not 100% sure I can nail down why. A lot of this boils down to the βfeelβ of the fights, but part of this could be due to me already being familiar with Undertaleβs attack patterns and not Yellowβs. OG Undertale does have a handful of battle moments that feel βunfairβ or not designed as optimally for new players as they could have been, which is easy for a player like me to gloss over after Iβve become familiar with the game. One such example is the Lemon Bread amalgamate, which (imo) is one of the hardest fights in the pacifist route.
Still, I noticed many instances in Yellow where incoming attacks would give little or seemingly no warning before they were able to hurt you. Some examples off the top of my head would be Moochβs moneybag attack, Guardenerβs triple stomp attack that fills the whole box, Starloβs horseshoe attack that blends into his head before it drops, and Cerobaβs paralyzing diamond attack.
The only consistent way I found to avoid attacks like these was either to know in advance where they were going to enter the bullet box or to already be moving before they appear. It doesnβt help that often attacks that come from outside the bullet box will spawn in immediately outside the box, minimizing the travel time where players could see them coming and act accordingly.
Another common issue I found is the frequent use of blue and orange attacks, often paired with each other and/or with regular attacks, and often without properly telegraphing which will be used until theyβre already onscreen. In contrast, Undertale generally used these types of attacks one at a time or, in Asgoreβs case, clearly telegraphed them before they were used in tandem.
Yellowβs approach presents a problem because dodging orange and blue attacks demands either movement or lack of movement, which can force the player to take a hit if thereβs already another attack onscreen that demands the opposite. In my experience the solution was either to know in advance where the blue and orange attacks would come from (and when) to get into optimal position, or simply tank the hit and hope you make up for it later.
Speaking from my own personal experience, I struggled for a time with Cerobaβs No Mercy fight when I went in blindβshe has multiple deadly attacks with little to no telegraphing as well as color attacks that can overlap each other if youβre not already in an optimal position. I was only able to complete this fight on normal after I watched a no-hit run so that I could memorize her patterns. This is something Iβve never had to do for any Undertale or Deltarune fight, including Sans, and it doesnβt really feel like itβs in the spirit of the franchise. I always try to go into each of these games blind and I donβt think itβs unreasonable that a new player, even on a harder route, should be able to intuit what is expected of them in a fight. A few attacks might be challenging or counter-intuitive at first, but having to rely on rote memorization or a guide just doesnβt feel fun or organic to me.
On that note, some of you may be nodding toward the Sans fight as an example of some of the things Iβm complaining about, particularly the lack of proper telegraphing and a reliance on memorization. Well, letβs unpack that.
To start, Iβll say that the Sans fight is not my favorite fight in Undertale from a pure gameplay perspective and that I donβt fully agree with some of its design choices. One reason I donβt play fan battles in general is because many of them seem to emulate the style of the Sans fight or double down on it without understanding it.
Despite my minor issues with it, I find the βunfairβ aspects of the Sans fight to be more justified and acceptable within the context of Undertale than I find the seeming βunfairnessβ of Yellowβs harder fights to be in the context of that game. One reason is that the Sans fight is the only fight in Undertale (or Deltarune) that works the way that it does, whereas Yellow has several, even if theyβre overall less hard than the Sans fight.
More importantly, the Sans fight has proper buildup, feels appropriate for the character and story, and (most important of all) the game itself acknowledges the fact that itβs unfair and the fight is designed around that admission. Sans literally has over a dozen different dialogue variations depending on how many times you die in his fight and when.
The game is even aware of the fact that most new players wonβt survive Sansβ first attack and creates multiple variants of just the dialogue before and after that attack. Undertale fully anticipates your deaths and cultivates a unique experience for you along the way as you learn Sansβ patterns.
To put it simply, the Sans fight is the exception that proves the rule: it makes you realize how much fairer the other fights in Undertale are and how easy it is to take those design principles for granted. Conversely, the attack patterns in the hardest Yellow fights didnβt feel radically different or radically βless fairβ in philosophy from Yellowβs moderately difficult boss fightsβboth feel varying degrees of βunfair,β but the harder fights are just βmoreβ with the occasional twist added on top.
My platonic ideal of a challenging boss fight in an Undertale game would be Undyne the Undying. Undyne the Undying is a massive difficulty spike in her respective run, at times she requires ridiculous reaction time, and itβs easy to psych yourself out and get double-tapped by her barrages and die quickly. Nonetheless, her fight feels fairβitβs a culmination of the rules youβve been taught and it doesnβt needlessly subvert them. Even though she has her dreaded reverse-arrow attacks that trip up new players, these are still properly telegraphed and manageable. Looking at footage of it now, itβs surprising how this fight looks more honest and straightforward than many of Yellowβs later boss fights.
Attack Variety
Another contributing factor to my issues with Yellowβs boss fights is the sheer number and variety of attacks that some bosses have, particularly in the latter half of the game. To wit, most bosses in Undertale have about 4-5 unique attacks that are repeated with variations, while Undertale Yellowβs bosses can have upwards of 9-10 unique types of attacks, not including variations. Ceroba alone has ten completely different unique attack patterns in just the first phase of her pacifist fightβevery single turn is a completely different attack requiring different dodging strategies and none are repeated.
Some may be asking why this is a problem. Isnβt more variety a good thing? This just shows that the Yellow team put more effort in, right? My issue here is that many of these attacks donβt seem to exist for any reason except for the sake of artificial variety and because the devs (presumably) thought theyβd be a cool-looking thing to dodge. If youβre confused as to the point Iβm trying to make, letβs look at how Undertale utilized its attack patterns with Mettaton EX.
The Mettaton EX fight is a favorite of fans and mine, and one reason I like it so much is for how it uses eclectic and seemingly chaotic attacks to teach the player new mechanics while offering a spare mechanic that relies on strategic thinking to optimize. The fight offers the following types of attacks: moving legs, bombs, boxes, miniature mettatons, gates, a disco ball, and Mettatonβs heart. Not counting the joke/gimmick turns like the essay or break time, this is seven main attack archetypes, each with their own variations and crossover with each other.
Note that all seven of these attack types interact with the fightβs core mechanic: the yellow soul mode. More importantly, each of these attacks teaches the player something about how the soul mode works with no need for an onscreen prompt. Boxes and bombs teach you that there are some attacks you should shoot and some that you should not. The hand gates initially teach you that some bullets are unaffected by your shots, but later youβre given gates with yellow buttons that will open them, teaching you that some targets require precision. The miniature mettatons teach you that some attacks will become a bigger problem for you if you donβt take them out right away. The moving legs teach you that shooting can stop certain attacks from moving and that the timing of your shots is important. The disco ball builds on this lesson, requiring the need to plan your next movements when shooting the ball. The heart serves as the culmination, featuring the bombs and mini-mettatons from before while also giving you a precise moving target to hit repeatedly.
All of Mettaton EXβs attacks tie into a common theme and reinforce one anotherβlearning to dodge and utilize the mechanics of one attack will make you better-equipped to deal with the others. Itβs by no means a perfect fight, nor does it teach all of its lessons perfectlyβI remember it taking me several attempts to complete and some mechanics like the disco ball and legs didnβt βclickβ with me immediately, but thereβs clear intent behind every attack and itβs remarkable how utilitarian the whole thing is structured, despite its reputation for being one of the gameβs longer and more self-indulgent fights.
Letβs bring things back to Ceroba for comparison. Her first phase has 10 unique attacks, only half of which feature mechanics that appear in the later phases: her paralyzing diamonds, her spinning bullets that circle around you, her bells that create colored shockwaves, and the vortex that opens in the center of the arena.
The other attacks are only used once, have little-to-no pattern commonality with each other or with her later attacks, and teach nothing other than how to dodge each of these one-off attacks. At most, a few attacks share a flower motif but move with completely different behaviors (straight line, fanning out, circling, homing in). While this isnβt horrible design, I canβt help but find it a bit wasteful considering what other fights have done with less and how chaotic the later phases of Cerobaβs fight getβsomething that players could have been eased into by having her first phase present more of her later attacks in a more controlled environment.
In the end, I remember being frustrated with the Ceroba pacifist fight when I first played it. Part of this was due to my own mistake of going past the point of no return without a full stock of items, but the lack of cohesion in the first phase and its lacking relevance to the mechanics of the second phase made it hard for me to βgelβ with the gameplay and, as a result of my own frustration and confusion, I had a harder time getting invested in the narrative. Iβve seen some fans label the Ceroba fight the best fight in the series, but I wouldnβt even put it in my top 25, despite the overwhelming effort on display from the developers.
To bring the comparison home, I cried the first time I saw Mettaton say goodbye to his call-in viewers, but not once did I cry during Cerobaβs fight. A flamboyant robot making a single pained expression leaves a bigger impact when his attacks are unintrusive to the experience, and a lovingly-animated grieving foxβs backstory doesnβt hit as hard when Iβm distracted by a hodgepodge of visually stunning but incoherent bullet hells. Less is more.
I realize Iβve been a bit mean to Yellow during this segment. In fairness, I did replay the pacifist route and tried the Ceroba fight in a more prepared state. I enjoyed the fight more my second time around, but I still would not rank it among my favorites in the franchise. And to be clear, I donβt hate this fight at allβI just think it represents the excesses in Yellowβs battle design and how they can sour a first-time experience, which is the most important experience for a narrative-driven game. Even the weaker aspects of Yellowβs design are, by and large, serviceable by the standards of typical game design. Compared to Undertale, though, I was disappointed in the areas where it lacked or, more accurately, overstepped.
Having fewer types of attacks is not a result of less effortβit allows more room for variations on each type of attack and it can make difficult or poorly-telegraphed attacks more forgivable if the attack is used multiple times with the first instance training the player for the future variations. I feel that having too many unique attacks for each boss resulted in each attack not receiving the necessary polish and balancing that it should have, and it also made each fight feel less instructive and lacking in a clear design goal.
To close this off, Iβd like to give a positive example of a boss fight from Undertale Yellow: Axis. For the most part, Axis successfully walks the tightrope of Yellowβs more complex late-game fights while still maintaining a consistent theme and introducing concepts to the player gradually. The whole fight revolves around blocking Axisβ attacks with a trashcan lidβfirst with a ground-based lid, then with a lid that rotates around an axis (get it?). As the fight progresses, new types of projectiles and hazards are introduced, usually first using the ground-based lid to avoid overwhelming the player.
As if that werenβt enough, the fight comes with its own unique sparing strategy where players fill a meter by blocking attacks and then attempt to reflect an orb back at Axis once the meter is full. The fightβs not perfectβthereβs still the occasional one-off attack that doesnβt really teach any relevant lesson to the player, the orb reflection mechanic is finicky, and the fight is perhaps slightly more difficult than Iβd prefer from a typical boss fight, but if all Yellow bosses had been of a similar caliber then I wouldnβt have needed to go on this massive detour about boss design in the first place.
Since some might ask, I might as well weigh in on Yellowβs most controversial boss: El Bailador. I initially had difficulty with this fight due to my lack of experience with rhythm games (and the lack of preparation that the game gives you). I also found the need to press a direction key and the Z key for each note to be a tad clunky. Beyond that? I actually didnβt mind the fight all that much. It introduces a simple concept and builds upon it gradually in a way that felt satisfying to me as I began to master it. The last turn maybe goes on for too long, but I canβt say that I hated it. I promise Iβm not trying to piss off the Undertale Yellow fandom (who, if memes are anything to go by, seem to despise this fight), but I found the simplicity of Bailador refreshing considering how chaotic the later fights get. That said, I turned on the auto-rhythm setting in future playthroughs to make this fight less of a difficulty spike.
Themes
To start off, Iβd like to acknowledge the fact that Undertale Yellow largely avoids most of the βmetaβ themes that Undertale and Deltarune touch upon, nor does the game try to go in its own direction in regards to metatextual concepts. Undertale Yellow generally leaves the topic untouched, aside from continuing to use in-universe mechanics established in Undertale such as saving and EXP/LV. Some fans might view this as disappointing or even a betrayal of the tones and themes previously established in Tobyβs work. Me? I donβt mind at all, honestly. If anything, itβs refreshing to see an Undertale fan project that takes the setting of Undertale at face value rather than trying to outsmart it or put their own meta spin on it. Far too often have I seen fanworks that swing the pendulum in the other direction and have characters just flat out address the player and shatter the verisimilitude of the setting with no buildup.
None of this is to say that Undertale Yellow is lacking in themes. The most prominent theme I noticed, unsurprisingly, is that of justice. Undertale strongly implies that the yellow human soul is the soul that represents justice, and fanworks ever since have ran with the idea. Undertale Yellow represents the culmination of this concept by turning each of its routes into differing interpretations of what justice means.
As a refresher, Undertale Yellow has three main routes with four endings: true pacifist, βfalseβ pacifist, neutral, and no mercy. I see each ending as its own realization of and commentary on the concept of justice.
Neutral
In Undertale Yellow, the neutral ending acts as something of a βbad endingβ from classic video games. These are the kind of endings you get when you fail to 100% complete a game and youβre told to go back and do it again, complete with Floweyβs laugh imposed over the βThank you for playing!β end credits message.
Who wore it better?
Thematically, the neutral route represents justice as subjective and personalβClover can spare or kill whoever they wish. Itβs hard to argue that any one monster in Undertale Yellow is more guilty than any other in this route, so killing monsters in neutral largely comes off as the capricious whims of Clover rather than being based on any consistent law or greater principle.
This outlook ultimately blows up in Cloverβs face when they come to a head with their foil in this route: Flowey, who exercises his own form of justice, or βjudgmentβ as he prefers. Flowey only cares about freeing himself from his current situation and will use any means to achieve this goal. In his eyes, your failure to follow his directions or be of further use of him is a slight against him that demands punishment as he sees fit.
Fitting this individualistic outlook, Flowey takes βmight makes rightβ to its logical conclusion by trapping you in his own personal hell while he acts as a wannabe-God looking down on high. Ultimately Clover can only escape when Flowey wills it, cementing Cloverβs status as a pawn subject to the whims of the powerful despite their illusions of independence. Without laws to protect them, the weak will be trampled by the powerful.
Pacifist
Pacifist presents two outlooks depending on whether Clover spares or kills Ceroba in the final battle. Of all the monsters Clover meets, Ceroba is the most culpable for a serious real-world crime other than Asgore and Axis (the latter of whom may not meet the definition of culpability or competence to stand trial).
Clover lacks the fore-knowledge that Cerobaβs daughter will likely survive thanks to Alphysβ efforts, so Clover would view Cerobaβs actions toward Kanako as manslaughter, or at least reckless endangerment. Unlike the neutral route, Cloverβs choice canβt solely be chalked up to their own personal whimsβactual harm has been done by Ceroba, but more harm may yet be done if sheβs killed.
False Pacifist
If Clover kills Ceroba, then this choice seems to represent justice as following the law to the letter, for good or ill. Starlo, whoβs most upset by Cerobaβs passing, reluctantly echoes this sentiment:
Even if Clover stands by their choice deep down, itβs reasonable to assume that hurting Starlo this way left a bitter taste in their mouth. Not long after this, Clover reaps what theyβve sewn as they come face to face with their foil for this ending: Asgore.
Initially I thought it was strange that Asgore doesnβt appear if you spare Ceroba, but this ending illustrates why Asgoreβs entrance is most appropriate here. Asgore finds himself in a similar situation as Clover. Asgore is keeping his word to his people for good or ill, and a kingβs word is law. In all likelihood, Clover probably hated killing Ceroba in much the same way that Asgore hates killing humans. But both are trapped within the confines of their own rigid principles.
Martlet, who acts as an onlooker, first argues on behalf of Cloverβs killing of Ceroba on the basis of the law, but just as quickly turns around to plead that Asgore bend the rules of his kingdom to spare Clover. In the end, she canβt have it both ways. No one is happy with how things turn out and the only thing served is the letter of the law, rather than the spirit of justice.
True Pacifist
If Clover spares Ceroba, it might be for her own sake or because killing her will benefit no one and will only serve to harm Starlo. In much the same way, killing the monsters who harmed the five humans wonβt bring any benefit to monster or human alike and will instead only fan the flames of war.
Clover came to the Underground armed in search of five humans, no doubt willing to enact justice on anyone or anything that harmed them. Instead they find a world of good-hearted people who have ample reason to distrust humans. Through acts of kindness, this distrust is cast aside and many friendships are made.
In the Wild East, Clover is presented with the classic trolley problem. Starlo emphasizes that Clover could let a large group of monsters die while incurring no personal responsibility. Clover didnβt tie those monsters to the tracks in much the same way that Clover is not personally responsible for monsters being trapped Underground. However, Clover can save them by sacrificing a single lifeβan anonymous other, but eventually Clover is faced with the possibility of becoming that sacrifice willingly.
Clover choosing to give up their soul is not only an ultimate act of selflessness but also interprets justice as a principle higher than any mere law or personβs whimβlaws should not exist solely for their own sake because laws should be a means for the betterment of all. Any βjusticeβ that loses sight of this higher principle has no meaning or value, so one must act in service to the greater good.
Clover doesnβt deserve to die, but sitting on the sidelines so that monsters or the next fallen human can suffer in their place would be a greater injustice in their eyes. Ultimately they decide that their own sacrifice, while tragic, will create the best outcome for everyone and act as a step towards restorative justice for monsterkind.
No Mercy
No mercy was a bit of an enigma for me initially. It starts off largely the same as Undertaleβs no mercy route, only without the one-shot kills and commentary on completionism. Itβs not until Steamworks when the aim of this run starts to come together. We see a role reversal where Clover chases down Axis, and Flowey of all people questions Cloverβs craving for destruction.
When fighting Axis, we see him admit that he had killed a previous fallen human. Although this information can be uncovered through a hidden tape in the pacifist route, here we see this revelation enrage Clover to the point that their LV increases on the spot. Normally Iβd nitpick something like this, since Undertale states that cruel intentions can make a humanβs individual attacks stronger but their LV is tied to their EXP. However, I can overlook this since the rules are bent in service of a good character moment that defines the run for me.
This moment and the ending recontextualize the whole run up until now: Clover isnβt killing indiscriminately like Frisk was. On the contrary, Clover is quite discriminate with their killing: they specifically want monsters (and their creations) destroyed, but not humans. Up until now we havenβt had an Undertale protagonist who is unabashedly pro-human. Chara was very much the opposite and some lines in Deltarune imply Kris may feel similarly. Frisk seems ambivalent, but from the beginning Clover has been acting for the sake of the five missing humans.
In neutral and pacifist, Clover judges monsters on an individual basis, but in no mercy all monsters are deemed guilty. What distinguishes this run from the others, besides the brutality of Cloverβs actions, is that their actions canβt solely be chalked up to dogmatic obedience of the law or their own selfish desires.
Throughout the run, Clover can choose to steal from shops, commit armed robbery against Mo, and even cheat in their βdualβ with Starloβall of these indicate some degree of underhandedness or dishonor, but Cloverβs outlook is seemingly that monsters donβt deserve fair play or the benefit of the doubt.
Conversely, we see from the ending that Clover goes out of their way to free the five human soulsβthey donβt leave them behind or try to go on a power trip and use them for their own ends (as far as weβre aware). No mercy is a dark reflection of true pacifist, where βjusticeβ has transcended the letter of the law as well as personal desires. Instead of βjusticeβ being in service to the greater good of all, itβs in service to division, tribalism, and vengeance.
Even so, one can debate whether Cloverβs actions are motivated more by a love of humanity or purely by a hatred of monsters. Asgore points out that Cloverβs actions will only worsen the conflict between humans and monsters, and more humans will die in the future as a result.
This doesnβt seem to give Clover any pause, so one can assume they either donβt believe Asgore or they donβt careβtheyβre here to make monsterkind pay, and if more conflict arises then that means more opportunities for payback in the future. Make them pay and never stop making them pay.
Characters
Character writing is a crucial component of any Undertale-adjacent game and itβs often the biggest stumbling block I encounter when Iβve tried to get into fanworks. I mean that in no way as a slight against fan creators, but rather to illustrate how high the bar has been set by Toby. This is a bar thatβs set just as high, if not higher than Tobyβs musical abilities, imo. In all the ways that I would describe myself as a βpicky eaterβ when it comes to Undertale content, Iβd say character writing is where Iβm by far the pickiest.
To give Undertale Yellow a fair and thorough analysis, Iβll be going over all of the major characters one by one to give my impressions of them as well as what I feel works and what doesnβt, starting from the top:
Clover
There isnβt a ton to say about Clover compared to the other characters, but this isnβt a bad thing. Whatβs apparent is that Clover has more personality and initiative on display throughout the game than Frisk did, though in some ways not as much as KrisβClover is something of a middleground between the two canon protags. At several points weβre only given a single dialogue βchoice,β meant to illustrate when Clover has made a decision on their own.
Weβre told Cloverβs surface-level motivation: to find the five humans who disappeared, but weβre not given any context as to what connection (if any) Clover has to these humans or what their own history is beyond one or two vague bits of flavor text.
Cloverβs motivations can evolve or outright change course depending on which choices the player makes throughout the game. I already went over this in the themes section, but the fact that Yellow largely eschews the broader metatextual commentary found in Undertale means that Cloverβs actions are much easier to attribute as their own in-universe decisions, rather than something imposed on them by a controlling entity.
Beyond this, we also see Clover display various quirks via their character animations, such as kicking their feet while seated, tugging on Cerobaβs sleeve, or standing on their tippy-toes when handing their hat to Martlet. We ultimately canβt say much about Cloverβs overall personality or interests outside the context of game events, but these little flourishes help to make the character memorable.
By default Iβd argue that Cloverβs βbetter writtenβ as a character than Frisk was, barring the metatextual baggage attached to the latter. Overall, not a bad start.
Dalv
I wasnβt sure what to make of Dalv initially. Confession time: Dalv was the deciding factor that led to me not checking out the Undertale Yellow demo when it first dropped. Iβve got nothing against the guy, but at the time I didnβt really βgetβ his characterβI wasnβt sure what his motives were and I couldnβt even understand what his first lines of dialogue were meant to convey.
Even now Iβm still not 100% sure whether his first line of dialogue is him rehearsing a conversation with another Ruins monster, with the monster that used to leave him corn, or with the previous human that he encountered. The fact that Dalv is known by the other monsters for talking to himself and having imaginary friends only blurs the lines further, though this doesnβt feel intentional.
This is part of a broader, though minor, issue with some of Yellowβs writing where characters will allude to events and other characters that a first-time player wouldnβt be familiar with. To be fair, Undertale does this as well early on but usually with enough context clues to help you figure things outβPapyrus namedrops Undyne and Alphys in Snowdin, but we learn from context clues within Snowdin that Undyne is a monster of authority that Papyrus knows and Alphys is a doctor and apparent inventor.
To draw a more direct comparison, we know early on that Toriel is a motherly figure and we see in her house that she has taken in other children whoβve met an unknown fateβthis mystery leads to some first-timers speculating whether Toriel is the one responsible for said fate. Right before her boss fight she explains her motives more clearly--her actions, though overbearing, have been to protect Frisk. You can also infer, though not stated directly, that her actions towards Frisk may be some attempt on her part to recreate or make up for her past experiences with children that sheβs lost. Later on we learn that sheβs Asgoreβs ex-wife and lost her two children tragically, but this is not something that needs to be spelled out in order to get a basic grasp on Toriel as a character.
Dalv, on the other hand, has an implied backstory that is never outright stated but instead needs to be pieced together from context clues given much later in the game, some of which are tied to optional secrets and randomly-generated fun events. In short, Dalv was a monster living in Snowdin who met Kanako when she and Chujin came to visit. During that visit, Dalv was attacked by a human (implied to be the one carrying the blue soul), who was later killed by Axis. Itβs implied that this experience was so traumatic that Dalv retreated into the Ruins and cut off all contact with those around him. Conceptually? This is a solid backstory. No notes. Itβs a shame, then, that most players donβt even seem to be aware of it after finishing the game.
Now, a character doesnβt need a tragic backstory in order to be likable or compelling. In fairness, I do enjoy the aspects of Dalvβs character that are given upfront in his houseβhis neatness, his social awkwardness, his creative side, and his βimaginaryβ friends. The problem is that we donβt see these sides of him until after his boss fight, when most players likely wonβt see him again for the rest of the game.
Characters donβt need to front-load their entire personality or backstory into their first encounter, but doing the opposite isnβt helpful either. First impressions matter in fiction, and unfortunately Dalv gave very little for me to latch onto for most of his screentime. Itβs really only through hindsight that I began to appreciate Dalv as a character, but even then he isnβt one of my favorites in Yellow, let alone comparable to Undertaleβs core cast.
Martlet
Martlet is the most recurring character in the game aside from Flowey. Although her personality is quite different, I get the sense that her role is meant to be analogous to that of Sans and Papyrus, namely as a comic relief character that drops into your adventure regularly and presents a crucial turning point right before the gameβs ending.
Martletβs introduction gave me flashbacks of Dalvβnamely that she never even interacts with Clover until the end of Snowdin, making me fear that once again a new characterβs story was going to be backloaded into their final appearance before they disappear from the narrative. Thankfully this wasnβt the case. Martletβs in it for the long haul and her boss fight is more of an introduction to her character than a conclusion.
So what do I think of Martlet? Iβd say that I like her more than Dalv, or at least sheβs better utilized than Dalv. Still, it took a while for Martlet to βclickβ with me. I think what I got hung up on was that a lot of her early gags revolve around royal guard protocol and the handbook that she keeps around. In many ways this feels at odds with whatβs later established about her character, namely that sheβs scatterbrained, wishy-washy, and lacks long-term goals or planning skills.
Martlet doesnβt seem like the type of person whoβd follow a handbook in the first place, given how often she disregards it anyway. Perhaps the intent was for Martletβs βarcβ to be her unlearning what sheβs learned from other monsters regarding humans and for her increasing disregard of the handbook to symbolize this. While I think the former is trueβshe says as much on the apartment rooftop at the end of the game, she seems to waffle back and forth on following her royal guard duties as the plot demandsβignoring them when it means accompanying Clover but following them when it means having to be separated from Clover.
I think this ties into a bigger issue that I have with Martlet, which is that at times she feels like sheβs a character of convenience for the story rather than a character acting on a clear want or need. I think this is most blatant when viewing the various βabortβ points in a no mercy run.
No matter how badly you beat Martlet in Snowdin and how resolute she is at stopping you, sheβll turn on a dime if youβve aborted a run prior to Oasis or Hotland just so that she can play out her allotted part.
Other times it feels like sheβll show up just so that thereβs someone for Clover to talk to and someone to react to what Clover sees. Now, it would be reductive of me to write off Martlet as a mere plot deviceβshe isnβt, and any appearance otherwise is more so a flaw of the narrative than of her as a character.
Youβll notice I havenβt said much about how I feel about Martletβs personality, her dynamic with other characters, or her overall βvibeβ and honestly sheβs justβ¦ fine? Itβs hard for me to say anything because she feels a bit lukewarm to meβsheβs not undercooked like Dalv, but sheβs not as memorable as many of the other characters either. She says some funny things, but sheβs not the funniest. She has some great and heartfelt lines during the pacifist ending, particularly this one:
But as a whole? Sheβs just fine. She's competently written, no major complaints.
I think maybe what Martlet lacks is a βlarger than lifeβ quality to her character. Iβm not saying that her role within the setting should be larger than life, but rather she could use at least one exaggerated trait to help her stand out from the packβPapyrus has his bravado, Sans has laziness and jokes, Undyne has intensity, Alphys has awkwardness, and Mettaton has his showmanship. Not every Undertale character is like this, but I feel like Martlet was intended to fit a similar moldβwe catch glimpses of it, like her overly long βP.S.β messages amended to her first puzzle, but imo she doesnβt go far enough consistently enough (assuming that was the intent).
One last thing that I want to touch on is Martletβs contingency plan for Clover that comes into play in the No Mercy run, where she injects herself and becomes βZenith Martlet,β as fans have dubbed her. Conceptually Iβm fine with the idea of Martlet having an ace up her sleeve that sheβs too indecisive to actually use in most scenarios.
This feels in-character for her and I can even look past a scatterbrained character with no planning skills having a plan like this since itβs largely Martlet appropriating another characterβs plan. The main thing that I find questionable about Martletβs plan is that it relies on Alphysβ determination extraction experiments.
We the audience know what that is, but how does Martlet know about them or even what to look for? We do know that underground residents were asked to donate fallen down monsters to the lab, but seemingly nothing is revealed to the public about the nature of the experiments. Even Ceroba, who had a vested interest in learning all she could, seems to be completely in the dark. In the pacifist ending, Martlet offers to investigate the experiment for Ceroba, implying she didnβt know the full story either. I also question how Martlet wouldβve been able to venture into the true lab seemingly without running into a single amalgamate, given that she never brings them up in pacifist.
Now, my issue here is not the supposed βplotholeβ that this creates. My main issue is that a more reasonable solution was sitting right there: Chujinβs monster serum. I legitimately wonder if earlier drafts of this gameβs story had Martlet using Chujinβs serum instead of Alphysβ extract, because the former would bring everything full-circle and it would tie in more naturally with the flashback scene of Martlet with Chujin.
Now, the obvious answer is that Chujinβs serum was never completed, but I canβt help but wonder if perhaps this wasnβt always the case. During Cerobaβs flashback, we can see a case with two syringesβone full and the other seemingly empty.
This is just my own speculation, but I canβt help but wonder if it was once intended for Ceroba to use one syringe on Kanako and for Martlet to have taken the other. Obviously this doesnβt jive with the story as itβs currently writtenβMartlet is clearly taken aback when she learns of the experiments that Chujin conducted. Still, part of me wonders if an earlier draft had Chujin entrust Martlet with a prototype of the serum to keep her safe.
I think itβd be fitting if the no mercy route were to reveal that Martlet was a lot more privy to Chujinβs less savory actions than she let on, and that even in pacifist she kept this knowledge to herself of self-preservation or shame. This would fit with a line of hers in the no mercy fight after her flashback of Chujin:
It would be fitting for the NM run if we were to learn that there was always a seed of doubt and mistrust between Martlet and Clover, even during the best of times.
The Feisty Five
Iβll be brief, but when these guys first showed up my first thought was βgreat, Iβll never remember all these new charactersβ and Iβm glad I was wrong. While they donβt have quite the depth that the main characters do, theyβre all memorable in their own way. Theyβre also the first characters in the game to get a serious chuckle out of me and I wish we got more of them. If weβre comparing quirky miniboss squads, these guys clear the Snowdin canine unit and Sweet Capβn Cakes. There, I said it.
Starlo
This is the coldest take ever and I wonβt even try to bury the lede: Starlo is the best Undertale Yellow character. Heβs funny, heβs charming, heβs flawed, he has layers, he has great moments of pathos with Ceroba, and he has a backstory that isnβt tragic yet still feels necessary to his character.
Hereβs another cold take: Dunes/Wild East is the best part of the game. Dark Ruins and Snowdin, while not bad, still feel very much like typical fare for a romhack or fangame. Wild East is the first area that truly feels like Undertale, which is ironic since itβs also the first completely-original area.
By extension, Starlo is the one original character who feels most like he could be an Undertale character. Itβs easy to take for granted all the little nuances that Toby injects into his characters to make them stand out, which is probably why I felt so lukewarm towards Yellowβs cast up until Starloβs introduction.
One thing I admire about Undertaleβs core cast is that each character has their own unique manner of speaking, to the point where you can identify a characterβs dialogue without needing a dialogue portrait or typer sound. Starlo shares this trait, speaking in a semi-stereotypical drawl while occasionally misspelling words (FEISTYJ, dual vs duel). Itβs a small touch but it goes a long way to endearing me to the characters in these games.
Although Starlo is mostly a comedic character, he still has plenty of depth. Another hallmark trait of Toby Fox characters is that they have multiple sides to them that seem contradictory at first glance but actually tell you something profound about the character (Papyrusβ bravado masking his loneliness, Sansβ joking to cope with his harsh outlook, Alphysβ awkwardness stemming from her guilt).
Starlo also fits this trend, first presented as a dashing and charismatic lawman that is nothing more than the mask of a nerdy and immature farmboy. And I would say Starloβs fatal flaw is immaturityβnot because of his interests, but because of his attitude. Starlo treats his friends like playthings, takes what he wants from Clover and Martlet when he first meets them, and he acts utterly irresponsible with his (or rather, Blackjackβs) firearms.
We learn from Starloβs mom that he once pined after Ceroba and that he took a long time to move on.
Itβs also implied that Starlo had a grudge against Chujin, which could have been due to the two having differing opinions on human culture or Starloβs own jealousy over Ceroba.
We can also see this immaturity reach an ugly conclusion if Ceroba is killed in the so-called false or βflawedβ pacifist ending. Starlo previously trained Clover to carry the weight of taking a life and also taught them the value of sacrificing one life to save many, but Starlo immediately throws this out the window as soon as Clover acts (as far as heβs aware) in self-defense.
This is a case where Iβd argue that Starlo is right but for the wrong reasons. Starloβs not so much recanting his earlier philosophy as heβs simply upset because someone he cared about was sacrificed this timeβhad it been a stranger or a neβer-do-well like Vengeful Virgil then I doubt Starlo wouldβve parted ways with Clover so bitterly. Thatβs just my interpretation, anyway.
None of this is to say that Starlo is always immature. When it comes to his interactions with Ceroba heβs often the most sensitive and emotionally-mature person in the room, which is a trait that we only see grow in him after he gets a reality check in the Wild East. When trying to talk Ceroba down we see Starlo give his respect to Chujin, despite their past differences, and heβs patient and understanding to the utmost once the fight is finally over.
This doesnβt mean that Starlo is a doormat for Ceroba either, as we earlier see him confront her and call her out when he suspects foul play involving Kanakoβhe clearly cares for Ceroba a lot but wonβt sit idly by while she ruins her life or the lives of others.
Honestly, Starloβs bond with Ceroba is a contender for the most wholesome relationship (platonic or otherwise) in the entire franchiseβyes, Iβm actually saying that thereβs an aspect of this gameβs writing that rivals and perhaps even surpasses Undertale and Deltarune.
I realize a lot of my analysis of Yellowβs writing has skewed negative, but as a reminder I am grading this game on a curve because itβs a companion piece to one of the best-written games of all time. To give Yellow a bit more praise, I think it might actually do a better job than Undertale at portraying charactersβ moments of vulnerability and allowing them to cut to the emotional core of an issue, as seen with Starlo and Cerobaβs late-game interactions as well as Cloverβs ultimate fate and its aftermath.
Unlike Undertale, there was no moment in Yellow that quite made me cry, but moments in the pacifist ending came close. I consider this quite the feat because the final outcome of Yellowβs pacifist ending is easily predicted from the start and the way that it plays out is a concept that would be difficult for any writer to sell. Yellow was backed into a corner by being a prequel, whereas Undertale had free reign to tell whatever story it wanted. In many ways I feel Yellowβs ending did just about the best job it could with the hand that it was dealtβitβs not perfect, and in one or two areas I feel it overplays its hand (which Iβll cover shortly), but the writing succeeds far more than I wouldβve thought it would have with such a concept.
Axis
Thisβll be another brief entry, but I wanted to include Axis since he always seems to get left out of fanworks. I enjoy Axis but Iβm not sure I fully understand him. His overall arc and goals are very straightforward, but for the life of me I canβt really nail down what his personality is. Heβs funny and memorable, which goes a long way for me, but I canβt really wax poetic about him beyond saying that heβs your stock quirky robot. It is a bit of a shame that, like Dalv, heβs largely isolated to one area and has little to no interaction with the rest of the cast.
I suppose one thing that bothers me is how robots in this game arenβt treated as people, which feels at odds with the broader themes of Undertale. Weβre taught that amalgamates and even a soulless flower are still people, so having robots that lack free will and donβt even count as EXP kinda rubs me the wrong way. I generally donβt like when fictional works treat sentient robots as less than human or βsoulless.β In my view, the true point behind sentient robot stories isnβt to debate whether robots have souls, but rather to question what a soul is and who gets to decide who has one and who doesnβt, or whether they exist at all.
Robots in fiction are meant to be a reflection of humans, and the robots in Yellow could have been presented as a reflection of video game characters as a wholeβcan free will exist when youβre programmed to fulfill a function? Unlike in our world, souls are a scientifically measurable quantity in Undertaleβs universe, so I guess Yellowβs portrayal of βsoullessβ robots works on a technicality, but that doesnβt mean I have to like it.
Ceroba
I donβt think itβs a stretch to say that Ceroba is the most controversial character in the game, and I find my own opinions of her (and her family) to be polarized as well. In a neutral run sheβs barely noticeable but in pacifist she eventually becomes the main focus of the story. Iβve seen some people criticize Cerobaβs level of focus, but Iβd liken it to Alphys and Floweyβs elevated level of focus in Undertaleβs true pacifist ending. In other words, it doesnβt bother me.
Cerobaβs personality is a bit of an anomaly for me in the sense that sheβs not quirky like a typical Undertale character, and yet I feel that aspect of her works for the story that Yellow tells. Previously I mentioned how Martlet didnβt really βwowβ me as a character in part due to her lacking a sufficiently βlarger than lifeβ personality, but I feel Ceroba succeeds where Martlet didnβt for me because (1) Ceroba is clearly not intended to be a comic relief character and (2) Ceroba often acts as the straight man to other characters like Starlo and the Steamworks machines, whereas Martlet often feels like she has no one to work off of her besides Clover (for whatever thatβs worth). In many cases, Cerobaβs understated reaction to things or her attempts to parse or explain them rationally end up making scenes funnier, such as when Starlo cuts off her piece on the ethical quandary of his trolley problem.
Having said that, I do think itβs a bit of a missed opportunity that the game doesnβt expand more on Cerobaβs own interests or quirks outside of her family. While showcasing a characterβs hobbies can sometimes feel like checking an item off of a list, it helps add a bit of texture to a character that makes them that much more believable.
Not knowing this information doesnβt βruinβ Ceroba or anything, but itβs a bit disappointing that most of her βtalkβ dialogue in the steamworks, while interesting, pertains to her immediate surroundings or her family and friends instead of herself. The most we get is that she used to have a gym membership and (if I recall) she was once a waitress. We later get to see her room and all thatβs in there is a bed, a photo, and her clothes. After seeing all the loving detail put into Papyrus and Alphysβ living areas in Undertale, itβs such a shame to see Cerobaβs opportunity squandered.
Oddly enough, if thereβs one existing bit of characterization that I think couldβve been retooled sightly, itβd be Cerobaβs dynamic with Clover. Ceroba is a mother who lost a child around Cloverβs age (or younger) but sheβs also distrustful of humans and had a husband who hated them. Youβd think that Ceroba would react strongly to Clover one way or the other, either distrusting them as a human or having a soft spot for them due to Clover being a child, or feeling conflicted between these two outlooks. Instead Ceroba seems utterly casual around Clover.
Initially her laid back attitude served as a nice contrast to the overbearing wackiness of Starlo and the Feisty Five and helped endear Ceroba to me as a character, but it begins to feel a bit out of place when she says things like "I respect the hell out of you" to a child.
Maybe Iβm overthinking it, but the way Ceroba treats Clover makes sense for how sheβd treat a stranger who was a monster, given what we see of her personality, but Iβm just not sure it makes sense that sheβd treat Clover that way specifically. Iβd be fine with it if the narrative unpacked the ideaβmaybe sheβs casual around Clover because sheβs too world-weary to muster a strong reaction, or maybe sheβs forcing herself to act casual to hide her true plans for Clover, or maybe she never fully agreed with Chujinβs rhetoric on humans and is acting against them out of pragmatism, or maybe she never liked kids until she had one of her own, etc.
Speaking of kids, I guess thereβs no avoiding the elephant in the room: Cerobaβs backstory. If I had to guess, Iβd wager this is probably the most controversial portion of Undertale Yellowβs entire narrative, and I have a lot to say about it.
To start, Iβll say that I really like the way that (most) of Cerobaβs backstory is doled out to the player piece by piece over the course of a playthrough. As early as Snowdin you hear mention of Chujin, then in Wild East you can piece together from various bits of dialogue that Ceroba had a family that sheβs reluctant to speak about. Steamworks fleshes out Ceroba and Chujinβs pasts considerably, albeit mostly hidden behind optional talk dialogue.
Steamworks also has one of my favorite scenes in the game when Ceroba learns why Chujin got firedβit technically doesnβt contribute anything major to the main plot, but it helps illustrate Chujinβs flawed methods that Ceroba willfully overlooks so that she can double down on furthering his βlegacy.β
Right before Hotland is when the other shoe drops and Starlo confronts Cerobaβthis was the moment that had me hooked on uncovering the mystery of Cerobaβs past. This leads right into the abandoned Ketsukane estate, which is another of my favorite sequences in the game. I was always a huge fan of Undertaleβs True Lab and Cerobaβs house scratches that itch for me. The two locations have a very different tone and style of gameplay (or lack of), but both are dripping with unsettling atmosphere and environmental storytelling. Maybe itβs just me, but Iβve always been creeped out by abandoned housesβnot decrepit haunted mansions per se, but places that were abandoned so recently that youβre not sure whether someone might still be lurking inside.
Unfortunately, I start to run out of nice things to say about this storyline as soon as Clover and Martlet enter the estateβs basement. Before we descend into that chasm, I want to make one thing perfectly clear: I am not a βCinema Sinsβ kind of guy. I do not go into a work of fiction looking for inconsistencies to complain about. My philosophy is that I can overlook the occasional plothole or retcon or bending of the rules if itβs done in service to a good story or memorable character moment.
If anything, I find it annoying when a story tries too hard to cover all its bases with exposition out of fear that some smartass is going to find some plot detail to complain aboutβthis just draws more attention to potential βplotholesβ that couldβve easily been ignored. I donβt care if the eagles couldβve carried the ring to Mordor and I donβt care whether the ark of the covenant wouldβve killed the bad guys in Raiders if Indy wasnβt there. At the end of the day, if a story is well told then I can overlook things like that, and if itβs not well told then my mind wanders and I begin to notice those sorts of things, but those nitpicks (more often than not) are not the underlying cause of the problemβlack of a compelling story or believable characters is.
So, getting back to the basement. Here we see Chujinβs tapes and the plot begins to lose me. Chujin wants to create a serum that will strengthen monsterkind and give normal monsters the power of a boss monster. All well and good. Where I start to take issue is the convoluted method of creating this serum and what it means for the story.
As a point of comparison, I always thought that the rule in Undertale of requiring a human soul plus a monster soul to pass through the barrier felt a little convoluted and contrived, but it seems to exist for the sake of forcing a βkill or be killedβ confrontation between Frisk and Asgore as well as explaining why Asriel passed through the barrier with Charaβs soul but (presumably) Chara alone couldnβt. In this way, the rule acts in service to the story and creates memorable character moments with Alphys and Asgore and gives Frisk a stronger temptation to kill Asgore during their fight. The two soul rule is a bit clunky, but I can begrudgingly accept it. Chujinβs serum fulfills a similar purpose but is clumsier in its execution.
To start, Chujinβs serum also requires a human soul and a boss monster soulβthis makes sense, as the goal is to turn monsters into boss monsters and one can assume that human souls have some kind of preserving property that would keep the serum stable.
On top of that, the human soul must also be βpure of heart, uncorrupted.β I thought nothing of this line initially until it was reiterated during Cerobaβs flashback and I realized why it was in the story.
This concept bothers me for a number of reasons and itβs technically not even a plothole or inconsistency. It feels out of character for Chujin to frame things this way given how he views all humans as evil, and this purity rule seems to exist solely as a plot device to explain why Ceroba enacts her plan in pacifist but not in neutral runs. I feel like the story couldβve come up with a more organic method of explaining why Ceroba couldnβt be present or was otherwise occupied during the steamworks section in a neutral run, plus I feel like she wouldnβt let something like βpurityβ get in the way of attempting her plan if she was that dead-set on it, given how rarely humans appear in the Underground.
Lastly, we learn that Chujin and Kanako are both boss monsters, or at least βcarry the boss monster gene,β which is an odd concept to me. You could argue that this revelation technically doesnβt contradict anything established in Undertale, but like the pure soul rule it just bugs me. Maybe itβs because it reminds me of the early days when the fandom thought that all bosses in Undertale were boss monsters instead of just the Dreemurr family. I wonβt waste time rambling about the particulars of boss monster lore, but I think what bothers me with Chujin and Kanako is that it feels like yet another contrivance to explain why Cerobaβs actions had to involve Kanako specifically.
Iβve mentioned that Undertaleβs two soul rule feels somewhat like a contrivance. One could argue that the Barrier requiring seven human souls to shatter is also a contrivance, but I think what makes that easier to swallow is that itβs a rule thatβs established fairly early in the game. The reveals of the Barrierβs two βrulesβ are spaced apart from one another and each are given dramatic weight and time for the player to dwell on their implications.
The mechanics of Chujinβs serum, on the other hand, rely on multiple contrivances that are all spilled out onto the floor at once in the final stretch of the game right before they become necessary to explain Cerobaβs motivations, which only makes their narrative purpose feel all the more transparent.
Getting back to Ceroba, weβre left with her plan and what she did to Kanako. Now, Iβm going to give the benefit of the doubt here and say that I donβt mind the particulars of whether Cerobaβs plan involving Clover would have worked or notβas far as Iβm concerned, Chujinβs plans could have been doomed from the start even with a βpureβ soul. The point wasnβt whether Chujinβs plan wouldβve worked but rather how Cerobaβs grief has turned her own life (and by extension the lives of her family) into a sunk costβshe feels that she has to go through with her plan or else all her familyβs suffering was for nothing.
In many ways this makes the contrived requirements for Chujinβs serum feel less necessary, since the serumβs mechanics couldβve been kept vague or it couldβve even been implied that Ceroba was simply repeating the same experiments as before hoping for different results.
Iβve put it off long enough, but itβs time to talk about that scene. You know the one: the big reveal flashback at the climax of Cerobaβs pacifist fight. Again, Iβll try to be charitable and say that I donβt absolutely hate the idea of Ceroba testing Chujinβs serum on Kanako. I mean, I would hate the act on a moral level if she were a real person, but I donβt hate the idea as a story concept. Still, my charity has its limits.
Iβll just come right out and say it: the scene where Ceroba injects Kanako is hard to watchβnot because itβs tragic, but because itβs just not a good scene. My original write-up for this part was far harsher, but Iβll spare the vitriol. This scene has been memed to hell and back by people more critical of the game andβ¦ I canβt disagree with themβthis is my least-favorite scene in the game.
(Image from ScottFalco's "Undertale Yellow with a side of salt" video)
The most obvious criticism Iβve seen is the fact that Chujin specifically told Ceroba not to do the exact thing that she does. Thatβs a fair point and honestly, yeah, I think the simplest writing fix wouldβve been for that line not to have been in Chujinβs tape to begin with so that Ceroba doesnβt look willfully ignorant on top of being recklessly negligent.
Tbh, it feels a little out of character for Chujin to say something like that because I got the impression that Chujin wasnβt always the most thoughtful or attentive dad. His own tapes mention that he didnβt keep an eye on Kanako when a monster was attacked in Snowdin, and even then Chujin was more preoccupied with tracking down the human than with comforting his own daughter. He made nice things for Kanako, sure, but even that could be explained as him being more wrapped up in the work than her. Itβd be wrong to say that he didnβt care about Kanako at all, but I got the impression that he had the wrong priorities and itβd be fitting if Cerobaβs own actions followed that pattern.
That being said, I canβt solely blame Chujinβs warning for why Cerobaβs flashback doesnβt work. The scene as a whole is just dreadful, even when viewed in isolation from the rest of the narrative. Thereβs so many issues big and small with this scene, like Kanako being able to read the word βcorruptionβ but not βextract,β Cerobaβs immediate turnaround after the slightest prodding, or the predictable outcome of the whole thing thatβs dragged out for what feels like an eternity.
You know, Iβve heard some people critical of Undertale say that the true pacifist ending to that game felt maudlinβI disagree, but in some places I could see where they were coming from. Calling the Kanako flashback maudlin would honestly feel like letting it off easy. If I wanted to be mean Iβd call it manipulative, but honestly I think a more fitting term would be a comedy of errors. It feels less like tragedy and more like dark humor bordering on self-parody of what an Undertale characterβs sad backstory would be.
So what shouldβve been done differently? The easy and safer option Iβve seen suggested would be for Kanako to stumble across Chujinβs research and inject herself, with Ceroba feeling guilt for allowing it to happen. I would prefer this over what we got, but I said earlier that I donβt completely hate the concept of Ceroba experimenting on Kanako, so how can that idea possibly work? Besides getting rid of Chujinβs overly-specific warning, I honestly think the best fix for this scene would simply be to not show it. Donβt remove the events from the backstory, but just donβt reenact them onscreen. Normally itβs better to show than tell, but there have always been exceptions to that rule.
Iβm reminded of how Undertale didnβt show us Asrielβs death or the Dreemurrsβ divorce, and only offered a glimpse of Charaβs buttercup plan. These were cases where less was moreβletting the players imagine these events in their heads sidestepped any potential tastelessness and seeing the aftermath of these events and how they affected the characters involved painted a vivid enough picture. I think Ceroba would be a perfect fit for a similar approach.
If we need to see something, then either portray it via montage like Asrielβs memories or only portray Kanako finding Chujinβs basement and Ceroba stumbling upon her after sheβs viewed the tapes. Ceroba could then explain to Clover that Kanako pleaded with her for months or even years to let her help with Chujinβs experiments. With time Kanako only become more stubborn and their relationship more strained. The whole time Ceroba knew that only Kanakoβs soul would work for the experiment but she tried to remain in denial and hope an alternative would present itself. After countless research dead-ends used up all but one vial of the leftover human soul extract, Ceroba gave in to Kanakoβs demands in a moment of weakness. And thatβs all it tookβone moment she was there and the next she was gone.
Not to toot my own horn, but I feel this kind of summary wouldβve worked better because it leaves things up to interpretation. Was Kanako still a child when this happened or was it many years later? Did Kanako understand what she was signing up for? Is Cerobaβs recounting of the events reliable or is she merely rationalizing her actions after the fact? Itβs not perfect and itβs still somewhat βsafeβ compared to the gameβs swing for the fences. Unfortunately, a big swing means nothing if it misses, and even less if the bat goes flying and hits someone.
Despite what I just said, the Kanako scene doesnβt ruin Ceroba for me as a character. It blemishes her boss fight for me, though I have other issues with that fight besides the flashback (as Iβve mentioned). When thinking back on this gameβs characters and story, I mostly just ignore the particulars of the Kanako scene unless if I need to sit through it again. I view it as the equivalent of a flubbed line read or a boom mic visible in a shot--I can see the pieces that were meant to be there underneath the lackluster execution.
Surprisingly, Cerobaβs still my 2nd favorite original character in Yellow, though a lot of this is owed to her dynamic with Star, and part of me wonders if I like her more for the character she couldβve been rather than the character we got. Still, Iβll always remember the buildup to the mystery of Cerobaβs backstory, even if the reveal failed to deliver.
Flowey
Flowey is one of my favorite Undertale characters as well as the only character from Undertale featured in a recurring lead role in Yellow, so I was curious to see how this game would handle him.
When this game was first announced, many fans debated the βcanonicityβ of whether Flowey would have encountered the human who fell prior to Frisk and whether Flowey would retain his save abilities in such a scenario. Often this debate overshadowed the other aspects of Floweyβs portrayal, so to avoid doing the same, Iβll just say that I donβt believe Toby ever intended for Floweyβs save abilities to function in relation to a human like how theyβre portrayed in Undertale Yellow. However, I donβt take issue with this βlore contradictionβ because I feel that the way Flowey is utilized in this aspect works for the story that Yellow is trying to tell. Floweyβs role is to limit Cloverβs own powers and to keep their story on-track.
Itβs easier to tell a prequel story where the main character is destined to die if that character doesnβt also have the ability to return from the dead at will or turn back time, so having Flowey fill that power vacuum makes sense. Despite this, Clover is still given plenty of agency. Flowey only railroads their story in two notable instances: whenever Clover is going to live with Toriel or when Martlet offers to have Clover come live with her in a neutral run. Both outcomes would be a bit of a cop-out for the gameβs main conflict and would be the boring option as well (sorry fanfic authors)βFlowey agrees with this sentiment, making it feel justified that heβd intervene.
Having gotten that out of the way, what do I think of Floweyβs portrayal? Compared to Undertale, itβs interesting to think how much more screentime Flowey receives in Undertale Yellow, despite Flowey being the main antagonist and ostensible central character of Undertale. Since Floweyβs story canβt be allowed to conclude in Yellow, his character is kept in some degree of stasisβin many ways, Yellowβs portrayal can be seen as βFlowey, but more.β That might sound like a pejorative, but for the most part I think it works here. Floweyβs interactions with Clover honestly make him feel a little underutilized in Undertale by comparison.
That said, Undertale was a game intended to have moments of isolation, so having Flowey chime in at every save point likely would have diminished that effect and also made Flowey less threatening due to overexposure. I think Yellow can get away with giving more screentime to Flowey because for most of the game his mask hasnβt droppedβhe has every bit of ill intent that he did in Undertale, but for the sake of his plans he has to play along at being your friend for far longer than he did in Undertale.
The result is that very little of what Flowey says in Yellow can be taken at face value once you know his aims. Until that point, however, I think the game does a good enough job at keeping you guessing as to how far gone Flowey is and at what point in his moral decline this story is meant to take place. If someone played this game without playing Undertale first, theyβd probably chalk up Floweyβs mannerisms to him just having an odd and occasionally morbid sense of humor, which isnβt far from the truth.
One thing that I appreciate about Yellowβs portrayal of Flowey is his dynamic with Cloverβthe game manages to thread the needle of not making their relationship an also-ran of Flowey and Frisk or Flowey and βCharaβ from Undertaleβs No Mercy run. For most of the game you get the sense that Flowey views Clover as a means to an end that heβs forced to humor and put up with, but that deep down he likely has some small sentimentality towards them (mainly shown in the pacifist ending).
I think Floweyβs relationship with Clover in neutral and pacifist gives us a look into how he likely acted around the other monsters of the underground back when he tried to solve their problems or form bonds with themβhe canβt fully relate to them but is willing to fake it βtil he makes it, or rather until they make it to the outcome that he wants. If I were to draw a more direct comparison, I think Floweyβs bond with Clover might be the most similar to his bond with Papyrusβheβs implied to have spent a lot of time with each of them and found them each amusing in their own regard, but ultimately Flowey isnβt above using them or casting them aside.
What I find especially compelling about Flowey and Clover is the turn that their partnership takes in Yellowβs No Mercy route. Here Flowey initially seems to be cautiously optimistic about Cloverβs rampage, but as his advice is ignored he grows increasingly exasperated with their actions. Itβs strange to say, but itβs a refreshing dynamic to see Flowey outright grow to hate his human companionβwhile he voiced plenty of insults and disdain towards Frisk, it came off more as condescension or an attempt at intimidation.
In Yellow, however, you can really feel Flowey becomng absolutely fed up with Clover, not just for their pushiness and disobedience in the no mercy route but also for the hundreds of runs where Flowey has had to string them along and, in the process, be strung along himself. This development is much better-paced in Yellow than Floweyβs turn toward fearing Chara in Undertaleβitβs amazing what can be done when youβre allowed to have more than four conversations with a character.
That said, I donβt think thereβs any one Flowey moment in Yellow that quite lives up to Floweyβs speech in New Home or the conclusion to his story in the form of Asrielβthose two moments will forever be peak Flowey to me. When comparing Undertale Flowey to Yellow Flowey, itβs a case of quantity vs quality, but in this case the βquantityβ is still pretty good.
If I had to voice any complaints for Yellow Flowey beyond a broad βitβs not as good as something near-perfectβ, I will say that when Floweyβs mask does drop in Yellow, he doesnβt sound quite as crass or childish as he does in Undertaleβsomething I feel is important to him as a villain, but this is a very minor nitpick since he has plenty of lines in this game that go hard. I didnβt even notice the difference in speech styles until I went back and watched footage of Undertale and realized βoh yeah, I guess he sounds a bit more childish here.β
I suppose thereβs one other thing I should discuss regarding Flowey. This is a topic that I intentionally saved for last since I find itβs a perfect capstone for Undertale Yellow and my opinions on it: Floweyβs boss fight. If ever there was a case of βFlowey, but more,β it would be this fight. For years Undertale fans have speculated and wished and wondered what a fight against plain old vanilla Flowey would be like. Countless fangames and fan battles have tried.
Yellow opts for an unorthodox approach by centering the entire fight within Floweyβs mindβthis framing is used to its fullest and then some, allowing for interface-screws and psychedelic attack patterns showcasing Floweyβs twistedness, his self-loathing, and his various forms of retraumatization.
Players are attacked by phantoms of any bosses that they killed, complete with Floweytale-esque corrupted designs. This aspect of the fight dovetails perfectly with Floweyβs comment about only enjoying the moments of Cloverβs run where they βgave inβ to their violent urges, and clearly these moments are etched in Floweyβs memories for Clover to relive.
Afterwards weβre treated to a peek behind the curtain at Floweyβs subconscious, featuring a collage of his first runs as a flowerβthis whole sequence adapts my favorite Flowey moment from Undertale while not tipping its hand too much by revealing Floweyβs true identity, as it easily could have in less-skilled hands. Weβre given just enough to ponder without spoiling things for the mythical gamer who tries playing Yellow before Undertale.
Next up is a brief horror fakeout where Clover βreunitesβ with Martlet. I donβt have much to add other than the telegraphing being a bit obvious but not in a way that majorly detracts from the moment. Overall it just makes me consider that this fight as a whole might be scarier than anything in Undertale
Finally we have the climax of the fight. Iβm not quite sure what to call it. Photoshop Flowey 2.0? To be brief, the visual spectacle shown in this phase surpasses not only the visuals of any sequence (so far) in Undertale or Deltarune, but I think itβs unlikely that future chapters of Deltarune will feature anything with visual flare on the level of this finale.
Thatβs probably the highest praise Iβve given to Undertale Yellow so far, which is what makes this next part so difficult. Iβm sure this will go down as my hottest take in this entire review, and it breaks my heart to say it given the clear effort on display from the developers, butβ¦
I did not care for the Flowey fight.
How can I even say that? Was all of my prior praise just a lie? Not at allβI meant every word of it and then some. So how is it possible that I didnβt like this fight? Youβll notice that I broke down the Flowey fight into its individual phases and aspects, praising each in isolation. You might also notice that my praise was aimed at the spectacle and underlying concepts of the fight, which are fantastic, but I had very little to say about the actual experience of playing the fightβand thatβs because I found the fight to be an utter slog to get through. In hindsight, it might actually be my least-favorite fight in the entire Undertale franchise if weβre solely talking about the gameplay. Iβd rather fight a Jerry than have to fight this thing again.
Iβll admit up front that I sucked at this fight when I played it. I sucked at all of Yellowβs final bosses and initially didnβt care for their gameplay. I eventually warmed up to Ceroba and Martletβs fights as I got better and learned to beat them without needing easy mode, but the Flowey fight never clicked for me in the same way despite arguably being the easiest of the three.
So whatβs the problem? There are little things here and thereβI found some of the phase 1 attacks a bit obnoxious to dodge, though nothing major. I found the collision detection in the vine chase sequences to be a bit clunky, resulting in one or two deaths that felt unearned, but none of these issues are enough to sink the fight.
No, two major missteps that come to my mind are length and repetition.
Out of curiosity, after my neutral run I looked up gameplay videos of the Yellow Flowey fight and the Omega Flowey fight from Undertale: on average, Yellowβs fight took players twice as long to complete as the Omega Flowey fight. The difference is so stark that a βno hitβ speedrun of Yellowβs fight with dialogue skipped, the intro cutscene edited out, and no attacks from killed bosses is still longer than an Omega fight played normally.
I want to be clear that my criticism here is not βitβs different from the Omega fight, therefore itβs bad.β The Omega Flowey fight, in my opinion, already drags at times, and itβs probably my least-favorite final boss in Undertale despite having the most effort put into it. I already take (minor) issue with the Omega Flowey fight for overstaying its welcome, but Yellowβs fight is beyond the pale. One nice thing I can say is that Yellowβs fight at least tries to break itself up with an intermission of sorts in the middle, but the whole experience is still technically one fight, so in some ways this just feels like padding, particularly the Martlet scene.
To give a non-Undertale point of comparison, the Flowey fight reminded me (oddly enough) of Darth Vaderβs hallway fight scene in the film Rogue One. For many fans this scene was considered the highlight of the entire film, but a vocal minority at the time criticized this scene for being irrelevant to the filmβs central characters and unnecessary to the overall plotβit was just something thrown in for fan service that could have been cut at no detriment to the overall narrative. While I can understand the latter perspective, I have no issues with the Vader scene at allβif anything I think it enhances the third actβs feeling of desperation. but overall itβs just a cool scene and that alone makes its inclusion feel warranted.
So why do I feel different about Vaderβs scene compared to Floweyβs fight? After all, both are action-heavy βscenesβ featuring the main villain of the original installment doing what they do best at the end of a prequel that wasnβt centered on them. The difference is that Vaderβs scene is less than 2 minutes long. Itβs closer to 60-90 seconds if we only count the portion where heβs onscreen and itβs less than 1% of the filmβs runtime. Conversely, thereβs a no commentary neutral run of Undertale Yellow on Youtube where the Flowey fight takes up about 15% of the overall run. Had Vaderβs scene been that long, even if it were expertly shot and choreographed while being broken up with bits of pathos, I wouldβve been checking my watch and waiting for it to be over.
Still, I could forgive the Flowey fightβs length if it had variety and was building toward something. Surely this is true of the Yellow fight, right? Well, I would say that the Yellow Flowey fight probably has the widest variety of total attacks in the gameβit has six unique photoshop phases as well as copied attacks from previous bosses in the first phase. The problem is that these are part of his total attacks but not necessarily his most common attacksβhalf of the ones I just listed are optional depending on who you killed and the other half are for brief one-off phases.
For the majority of the fight youβll be dealing with Floweyβs other attacks: his standard attacks, which are recycled ad nauseam with little variation and no iteration. In phase 1 this isnβt too noticeable if you only killed one or two bosses, but if you killed most (like I did) then every unique boss attack is sandwiched between a standard Flowey attack and a vine chase sequence, which really bloats the runtime of the fight. Still, Iβd argue that phase 2 is the worse culprit in this regard.
For those whoβve played, let me know if this sounds familiar to you: four vines shoot up out of the floor, four piranha plants emerge twice spitting up bullets, two hands scroll across the screen lazily scattering pellets, three guns materialize and fire at your location, a bomb with an βXβ or β+β shape detonates, a small circle with spikes orbiting it homes in on your position, and two cowboys riding horses gallop by until one explodes, all while the song βAfterlifeβ plays from the beginning. Now tell me: which part of the fight am I referring to? If you guessed βmore than half of all attacks in the 2nd phase,β then youβd be right!
Now, some of you might be questioning why Iβm complaining about lack of βvarietyβ when I just listed off seven individual attacks and earlier I complained about Yellow bosses using too many types of attacks. Well, the problem is that these same seven attacks are all used in sequence with each other over and over and over with no progressionβeach phase of this lasts 25-30 seconds and itβs repeated at least 7 times in the fight (more if you die).
Combined, no joke, this one sequence of attacks lasts 3 minutes, longer than an entire pacifist Toriel fight (dialogue included). Donβt believe me? Look it up on Youtube. You spend at least 10% of the Flowey fight dodging this one attack pattern. You literally spend an entire Toriel fight dodging just one prolonged attack pattern. And as the cherry on top, βAfterlifeβ always starts over from the beginning each time this sequence playsβjust to drill into your head how repetitive this all is.
To be fair, Omega Flowey has a similar problem of repeating a ~25 second attack phase multiple times, but I find it more bearable there because:
Omega Flowey randomly uses 3-4 types of attacks from his larger arsenal per phase instead of trying to cram nearly every single one in every time like in Yellow, which (ironically) makes the Omega sequences feel less samey
Omega Flowey makes use of loading, which spices up the encounters by feeling unfair initially until you notice the save messages in the corner that telegraph them
Each of Omegaβs sequences has a Fight button that, though optional, acts as a goal and motivator, as opposed to the player just impotently killing time until the phase ends, and
Omega Floweyβs music doesnβt start over from the beginning each time he attacks.
Those last two might seem minor since they donβt directly affect the overall gameplay, but I honestly think theyβre the most crucial because they give the player a goal and a feeling of progression, even if itβs illusory.
Probably my biggest issue with Yellowβs Flowey fight, even more so than the length and the repetition, is that it ultimately doesnβt go anywhere. It pretty much canβt be allowed to go anywhere due to the aforementioned βstasisβ of Floweyβs character arc. Flowey canβt suffer a grand defeat or learn a lesson that impacts his character in any major way, which only makes me question why this fight is here at all.
Omega Flowey, while feeling hopeless and repetitive in some places, has a clear progression, goal, and conclusion that leads to Frisk either reinforcing Floweyβs beliefs or causing Flowey to seemingly question them and offer a path to the true pacifist ending. Thereβs a reason why the song βFinaleβ is considered an underrated gemβbecause it shows a clear turning point and building momentum in that fight. Iβm not saying Yellowβs fight needed to copy this same moment, but instead it just peters out with nothing to show for itself. I mean, do I even need to say anything when the game itself basically makes my case for me?
So what would have been better? Personally, I think the first phase of the fight is largely fine as-is. Phase 1 is by no means without its flaws, but itβs the phase thatβs most relevant to Clover and the overall story on a thematic levelβthe boss attacks are a consequence of Cloverβs actions and the vine chases (though repetitive) are meant to symbolize Cloverβs endlessly repeated runs. And the thing is? The pieces are already there for the fight to end in a more natural way that respects the playerβs time.
If the fight were to be given a page 1 rewrite, then I would end it at the section with Floweyβs subconscious that shows his past. Why?
Itβs a great scene on its own that should be kept,
The scene would actually be relevant to the fight instead of it going unremarked on like it currently is (seriously, Flowey has nothing to say about it?),
It would fit the central conceit of the fightβFlowey is able to peer into Cloverβs memories but Clover can do the same to Flowey and that scares him, and as a result...
It would be a more believable and character-driven βoff rampβ for Flowey to back out of the fight.
This last point is especially important because we see throughout Undertale Yellow that Flowey is constantly hiding from other monstersβhe clearly doesnβt want to entangle himself with them or have them interfere in his affairs. We can also pick up from his dialogue in Undertale and, to a lesser degree, Yellow that Flowey doesnβt want to talk about his past life as Asriel.
Having Clover intrude upon that territory would likely spur a strong reaction from Flowey, to the point where heβd rather abandon his plans, albeit temporarily, than open up that side of himself to a stranger. This would not only make the fight shorter and end it on a more emotionally resonant note, but I feel it also makes more sense for the narrative and themes of Yellow.
Floweyβs rationalization for letting Clover go could be something to the effect of needing to βtidy upβ his head space before heβs ready to share it with someone else. Perhaps in the process he could drop a hint that heβs only opened himself up like this once before (with Chara) or that he had thought he had buried those old memories for good.
I also feel like this explanation would work better in the greater context of Floweyβs actionsβFlowey quitting the fight out of boredom raises the question of why heβd repeat the fight on future neutral runs or why heβd be so confident that he could absorb the six souls in Undertale if one was too stubborn for him. Instead, having Flowey be emotionally unprepared for his plan but trying to find a workaround would lend itself better to him trying again in the futureβto him it was just a little slip-up that he can overcome with enough attempts.
I donβt want to give the impression that my critique here is βthe Flowey fight wasnβt done the way Iβd have done it, therefore itβs bad.β My suggested βrewriteβ to the fight is merely piggybacking off of what was already there, which are great concepts that I could never have dreamed up myself. The problem is that thereβs just too much. Way too much. It feels like not enough was cut during the planning stage and what weβre left with is the epitome of βless than the sum of its parts.β
Of course, my rewrite omits the 2nd phase entirelyβsomething that couldnβt be done with the current fight since itβs the most visually stunning segment of the entire gameβlike it or not, that genie is out of the bottle.
If I had to give any suggestions to improve the fight that we currently have? Iβd say that I donβt think the βafterlifeβ portions of the 2nd phase need to be repeated so often. I think the phase would be better paced if afterlife only occurred at the very beginning and very end, and instead each mini-phase just brought you right back to Floweyβs petal roulette wheel to take you into the next mini-phase.
None of this is to say that I hated the Flowey fight overall. I still love many of the concepts that the fight brings to the table and Iβll watch moments of it on Youtube from time to time, but I just donβt care to experience it again firsthand any time soon, which is pretty much the opposite of how I felt with the Omega Flowey fight.
Looking at Yellowβs final bosses now that Iβve completed them all, I think my favorite might actually be Zenith Martlet? Which is insane to me because I hated that fight the first time I tried itβanyone who shared a Discord with me can attest that I was complaining nonstop when I attempted that fight.
Even now Iβd say the Zenith fight is sloppy and the bandaid solutions for it in the 1.1 patch only illustrate how unbalanced this fight originally was. Iβve never beaten it on 1.0, nor do I intend to, yet in 1.1 Iβd say I probably enjoyed myself the most with this fight. It doesnβt overstay its welcome like Flowey, nor does it have anything as egregious as the Kanako cutscene in the Ceroba fight. It respects my time, it has great music (though thatβs par for all the bosses), the attacks (while chaotic) mostly stick to a consistent handful of themes, and the narrative context of the fight works (minus the bit with Alphysβ lab).
At first I found the Zenith fight unfitting for Martlet as a character. I thought βwhat? Martlet isnβt some hidden badass,β but that was exactly the pointβthis isnβt who Martlet is, and reality catches up with her. The 2nd phase is my favorite part of the fight as we see, in typical Martlet fashion, she didnβt plan ahead and can only hopelessly flail about as the βenemy retreatingβ motif overtakes her theme. Itβs a somewhat understated and undignified ending to the character and thatβs exactly what makes it workβitβs another example of the game showing restraint and being all the better for it, as opposed to overreaching.
That said, if I wanted to cheat, Iβd say my real favorite final boss is the Asgore βfightβ from the false pacifist ending. Itβs focused on the characters and their goals and it doesnβt try to be anything too flashy. Itβs an even more understated yet fitting final boss than Martlet, though the rest of the βfalseβ ending outside of Asgore is a bit lackluster since itβs just a glorified neutral ending.
Conclusion
To wrap things up, Iβm sure youβve all noticed the throughline here: Undertale Yellow is at its best when itβs tasteful and restrained, and at its worst when its ambitions run wild. Of course, thatβs easy for me to say from the outside looking in. Itβs likely that many of the things I enjoyed about Yellow were ambitious in their conception but were handled carefully enough to appear restrained and effortless. I have no intention of downplaying thatβthe project as a whole was ambitious, given the time and effort lovingly poured into it.
As I mentioned in the beginning, my criticisms are not intended to dissuade anyone from trying this game. I would not want this game to be forgotten, but I also would not want it to be uncritically praised as some flawless masterpiece that eclipses the original gameβthat not only does a disservice to the people who worked on Undertale but also to the people who worked on Undertale Yellow. Both games were carefully crafted and both games have their triumphs as well as their flaws.
The last thing that I would want any fan creator to take way from Undertale Yellow OR the original game would be βthis was perfect, just copy what they did.β Whatβs important is understanding why things worked and where they could be improved. Despite Undertale Yellowβs reverence for Undertale, it takes risks and finds places to innovate over the original game. Not all of it works, but I can respect the effort.
And that sums up my overall opinion of the gameβitβs a game that I like but a game that I respect even more. The best complement that I can give is that even the parts of the game I didnβt like still had good ideas evident within them. The pieces were there.
With some tweaks, fine-tuning, and the courage to reign in a couple aspects, I honestly think this game could be made to rival the original one day. But even if that day never comes, Undertale Yellow is still a fine game as-is. Itβs not a game I consider βcanonβ like some fans have argued, but I still plan to replay it alongside the original in the future, and I canβt think of higher praise to give than that.
Done with the first draft of the Undertale Yellow review. Well, more of an Undertale Yellow analysis.
So far it's 30 pages and includes my write-ups on the game's themes and each of the main characters.

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My Undertale Yellow review won't be ready for a while yet, so have this early preview as a holiday gift:
fyi, not an indication of my overall opinion of Yellow, just one particular part of the game that everybody but me seemed to adore. Can you guess which part it was?
Y'know, Asriel absorbed the six human souls and the souls of all monsters in the Underground, so that's basically a cast reunion for Undertale Yellow right there.
New and Improved Deltarune Iceberg
Key:
White text = Official info from game, updates, or Toby
Yellow text = Scrapped, unused, or only found in game files
Red text = Fanmade or speculation/theory
I was going to make a "mini" version that could be covered in a 30-40 minute Youtube video, but "The Light World" layer on its own would probably work for that purpose.
None of these entries are fake or "joke" entries.
WHAT THE FUCK???? OKAY HOLY SHIT
If anyone makes a video of this please give me the link i need to watch it so bad
So far I don't think anyone has.
I probably should've specified originally, but if anyone wants to make a video out of this iceberg then by all means please do--I'd just like to be credited for making the original list/images.
I think some people may have been expecting me to make a video, but I'm not a Youtuber and my video editing skills/software suck so I had no plans to.
Undertale Yellow isn't quite as dense with mysteries and unanswered questions as Undertale and Deltarune, but I feel like there's enough here that I missed the first time around that I could make a lore/theory post or two, but that will likely come after the review (and if someone else doesn't beat me to the punch).
Speaking of which, my later playthroughs have been more enjoyable than my first, but some of that is due to hindsight and stocking up on items. So my overall opinion might end up slightly more positive than it was already going to be, but I do still plan to nitpick a few things.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch β’ No registration required β’ HD streaming
I'm probably going to write a review of Undertale Yellow once I finish it.
Completed the pacifist run today, thanks in part to the 1.1 patch coming in clutch for me at the last minute.
I'm going to attempt at least one more route and/or look up the various secrets and route variations before I write anything (IF I write anything).
What I'll say now is that my overall opinion of the game is positive but I have a lot of nitpicks to go through. A few things may have been fixed with the patch so I need to see what another playthrough feels like.
My opinion probably won't be quite as glowing as other reviews I've seen but my intention with the game isn't to "take it down a peg" or anything like that (you should play it!). Rather, I feel there's a lot of lessons to take away from this game for fans and creators.
More than anything else, this game brings a lot of ideas to the table and I want to talk about it because I find those ideas interesting, not so much because I intend to influence other peoples' opinions on the game one way or the other.
Again, you should play it.
One important addendum: I've recently learned that the neutral and pacifist runs of this game have quite a few differences besides the ending. At least one major area is almost completely different depending on which of the two routes you play.
I think some of my issues with this game may have been caused by me playing pacifist first, assuming that neutral would be near-identical to pacifist like in Undertale and that the added difficulty of being LV 1 would be negligible.
If you haven't played the game yet and intend to play multiple routes, I recommend that you start with neutral before trying pacifist. Neutral also has at least one significant lore drop that is not covered in pacifist.
I'm probably going to write a review of Undertale Yellow once I finish it.
Completed the pacifist run today, thanks in part to the 1.1 patch coming in clutch for me at the last minute.
I'm going to attempt at least one more route and/or look up the various secrets and route variations before I write anything (IF I write anything).
What I'll say now is that my overall opinion of the game is positive but I have a lot of nitpicks to go through. A few things may have been fixed with the patch so I need to see what another playthrough feels like.
My opinion probably won't be quite as glowing as other reviews I've seen but my intention with the game isn't to "take it down a peg" or anything like that (you should play it!). Rather, I feel there's a lot of lessons to take away from this game for fans and creators.
More than anything else, this game brings a lot of ideas to the table and I want to talk about it because I find those ideas interesting, not so much because I intend to influence other peoples' opinions on the game one way or the other.
Again, you should play it.
I'm probably going to write a review of Undertale Yellow once I finish it.
welp, I wasn't expecting that news(letter). I guess this changes things quite a bit.
New and Improved Deltarune Iceberg
Key:
White text = Official info from game, updates, or Toby
Yellow text = Scrapped, unused, or only found in game files
Red text = Fanmade or speculation/theory
I was going to make a "mini" version that could be covered in a 30-40 minute Youtube video, but "The Light World" layer on its own would probably work for that purpose.
None of these entries are fake or "joke" entries.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch β’ No registration required β’ HD streaming
iceberg today
A few people have asked, but for now I'm not planning on reviving my "Who talked to Spamton/Jevil" theory post.
The honest truth is that the post is just too long to work with--posting it the first time took me the better part of a day. If I find a convenient place to host it then maybe I'd consider posting a link there, but for now I basically can't post it onto Tumblr directly without a massive time sink, and frankly that post has taken enough of my time as it is.