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This page contains spoilers for all areas of the game. You Have Been Warned.

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Well, at least he's honest.

Being multiple hours long and based off a Toby Fox work, Undertale Yellow is filled with funny moments.

This page is under construction and needs expanding.

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    Trailers, Promotional Material and Development 
  • On one of his streams Noteblock (One of the game's composers) claimed he showed a few spoilers for the game, a few seconds later he admits he lied and what he showed wasn't important... he thinks.
  • In this promotional animation, Clover is playing the harmonica and offers it to Flowey, who blows a loud, painful note. After a second, Clover falls off the log they're sitting on.
    • The video ends with "Coming Next Winter" (and "(screenshot if this ages poorly)" in tiny text under it for a split second). This video was uploaded in January 2022.
  • The Launch Trailer:
    • Clover loading their gun with pebbles. Not just the fact that they are using pebbles as ammunition — the fact that Clover smashes them into the barrel. No precision or care as to whether they can rifle them — just a smash. No wonder they do so little damage.
    • We see Clover striking a pose, ready for battle. The camera then pans to… a Dunebud. A tiny, smiling sand-blob monster… thing. Do you really need to be so dramatic, Clover?
    • The Dunebud launches a projectile that races through the sand, moving around in a way that would make it almost impossible to predict… which turns out to just be a pebble that doesn't even reach Clover. Clover just stands there, baffled. The Dunebud then summons a massive sandcastle tower, freaking Clover out.
    • The sandcastle-tower begins shooting arrows at Clover, who, after dodging several of them, runs towards it and dramatically fires two shots… then slides to a stop in front of the Dunebud, the tower long gone as the attack ended. The shots did hit something though — a fruit falls out of a nearby tree and lands in front of the Dunebud, who immediately loses interest in Clover and tries it eat it… despite being made of sand and lacking powerful enough jaw muscles to eat anything solid. Clover puts their gun away and breathes a sigh of relief… just in time for a second fruit to land on their stomach, crushing them.
      • The simple fact that the fruits are about half the size of Clover. Either those fruits are huge, or children in the Undertale universe are tiny.
    • Later in the trailer, there is a montage of various bits of the game; running through the Dark Ruins, fighting a Know Cone and Insomnitot, running with Martlet through Oasis Valley, Blackjack the shopkeeper showing off a revolver, a save point in Snowdin, Clover and Martlet riding a boat through Waterfall, fighting a Telly Vis, a minecart puzzle in the East Mines, fighting El Bailador on the mountain peak… then a brief shot of Clover navigating the vents in Hotland, like in every Undertale trailer. How did that make it in there?!?

    General 
  • If you save multiple times in the same spot, Flowey will become increasingly annoyed with you, since you only need to save once at each point.
    • Alternatively, if you choose to play the game without saving at all, Flowey will also get annoyed with you, at one point asking if the word "Save" scares you. Seems Flowey can't make up his mind.

    Ruins and Dark Ruins 
  • The fact the odd and creepy Vegetoid, is replaced with the adorable Sweet Corn.
    • When you hug them they briefly get stuck to your shirt.
    • The flavor text for encountering two at once is amazing.
      You can already feel the cavities.
  • The sponge cake that Dalv offers you when you befriend him is literally a sponge covered in frosting.
  • Dalv has a painting of a piece of corn in his hallway. If you're on either the Pacifist or Neutral routes, it'll be a full piece of corn. If you're on the Genocide route, the painting will show the corn partially eaten.
  • On a genocide run, the inspection dialogue for everything in Dalv's house will change to be more mean-spirited. Most of these are sad, but some are pretty funny, like for the corn painting:
    It's lacking corn realism.
    • Similarly, in a Black Comedy kinda way, the narration for the gramophone comments:
    You spare yourself by not playing the record on it.
  • Use the savepoint just after Decibat without having died, and Flowey will have this to say:
  • Near Dalv's house, there's some corn stuck to a spider's web. Or, as the narration puts it, corn on the cobweb.
  • Early in the Dark Ruins, there's a pillar that might have different drawings depending on your FUN value. But the typical one is of a cat, which the narration calls a catterpillar.

    Snowdin 
  • Upon reaching the first save point in Snowdin, Flowey says that he needs to know Clover's name. His first guess is "Gun hat". You have the option to correct him or not. Say he's right, and he'll be a bit taken aback, before calling them that.
  • Using said savepoint will have Flowey remark that there's not much to be afraid of. Just snow, ice, monsters, and possible risk of frostbite.
  • On a Genocide run, Flowey will remark that Clover should think carefully about what actions they take from now on... only to immediately retract that and say it sounds boring.
  • Checking the rock will have Clover notice something interesting. Touch it, and it turns out to just be some dirt. They wipe their hand off on a suspicious carving in the rock face. Don't touch it, and the narration will remark how it took "considerable self-discipline".
  • Reading the note for the first lava rock puzzle grants a few gems:
    • Among the purposes of the puzzle includes "appear intimidating to would-be intruders or wrong-doers", prompting Martlet to add that she doesn't know what they mean by that.
    • Martlet describes the lava rock as a Ball-thingy.
    • Martlet notes that not everyone might be able to reach the puzzle, since "not everyone can fly, or is freakishly tall!"
    • Martlet made so many extra notes that it ended up reaching "P.P.P.P.S", with that last one noting "I have been informed that the amount of P.S.'s on this sign is "unseemly." I am very sorry for any trouble they've caused."
  • At one point, Clover comes across a dilapidated cabin. Checking the note attached reveals that Martlet took some of the wood, since she considered it an eyesore. Unfortunately for the owners, the note was her way of letting them know she took it after the fact.
  • Using the save point at the cabin twice prompts a compliment from Flowey leading to this line:
    Flowey: Don't worry. I meant it just as much the first time as I did the second.
  • While trekking through Snowdin, Clover comes across a small snowcastle, with them remarking that it's cute. A little further ahead, Clover finds a huge snowcastle several times their size. Clover thinks it's... cute?
    • Upon opening the snowcastle's doors, inside there is a drawbridge. Lowering the drawbridge reveals… a small snowcastle, with its own set of doors. Clover's head hurts too much to keep going.
      • Examining them again gives the response "It's a snowcastles."
  • When Clover encounters the Shufflers, they go into the battlescreen for a moment, only to be gently reprimanded for "getting into a fight with everyone they come across."
  • Slurpy is an NPC found in Snowdin whose tongue is stuck to a pole, requesting some coffee to get it unstuck. A bit later, Clover finds a cup of coffee on a table... only for Mo to appear and toss it on the ground, breaking it, and selling popsicles instead.
    • Some time after that, Clover finds what looks like a giant coffee cup… only for it to turn out to be a monster that looks like one.
    • He initially tells you that three dogs walked up and dared him to lick the pole. In other words, he was triple-dog dared to do it.
    • Once you go through the Chain of Deals to get coffee that's the right temperature, Slurpy himself speaks entirely in Purple Prose once freed.
    • Checking the lamppost after he's freed has Clover note how out-of-place it is.
  • Frostermit is a crab whose shell is an igloo. And unless coaxed out with a dance, it'll insist that it's just an igloo. While talking to you.
  • While on a Genocide run, using the save point next to the snowball has Flowey comment on how quiet it is, before cheerfully remarking that you don't need to pay for coffee anymore.
  • One of the NPCs at the resort is a woman who's been lounging on a log by a fire for so long they don't even know if they still have a job.
  • Even though Martlet is much more serious in her Genocide fight here, the fact that the smoking gun that tells her you're a human is your hat is a little funny.
  • Talking to the NPC who lost their left mitten before giving them a new one prompts them to remark that their left mitten "just left me".
  • The resort has a pool with a couple of monsters in the water. Unfortunately, Clover can't join them because the stairs are blocking the water.
    • One of the NPCs in the pool area is a torch monster who really enjoys their job.
  • Checking the cooler in the Honeydew Resort has Clover note that it's full of honey, which doesn't exactly enthuse them.
  • Shortly after the resort, there are three signs. The left one directs you to the middle one. The middle one directs you to the other two. And the right one directs you to the middle one.
  • Reading the note next to the second lava rock puzzle has Martlet note that the first puzzle had a big problem: You couldn't see what you're doing.
  • Naturally, the fight with Martlet at the end of Snowdin on a non-Genocide run is full of some pretty amusing moments:
    • First, Clover encounters her while she's asleep.
    • In her pre-fight dialogue, she notes that it's the hat that indicates Clover's a human, because they look like someone she saw on a poster.
    • She then wonders if there are space humans.
    • She claims she memorized the Royal guard protocol, before taking out the Royal Guard manual.
    • At several points in the fight, she gives you free turns to do what you'd like. If you don't attack, she gets confused. If you do attack, she wants you to stop, but then gets confused as to why you're doing it.
    • She spends the entire fight trying to be intimidating, but can't pull it off.
    • If you alternate between attacking her and not, she eventually just stops the fight to vent her confusion, asking you to be consistent with it. Her initial plan was to let you off with a warning, but then capture you if she "caught you being human again," but your mixed signals threw that plan out the window. She then ends the speech with asking what you're trying to do, only to wave it off as, "answers to serious questions are above my paygrade." She then offers to help you get through Snowdin before "you become an adorable popsicle." And the last thing she says before fully ending the fight is that she needs to go figure out how to trigger a montage.
    • After the fight, she remarks that Clover will be back home in time for dinner. Not TODAY'S dinner, but A dinner.
  • While on the ride on Ava after the fight, Martlet gives Clover a questionnaire on how their journey has been, but only gets through two questions before getting confused. She puts them down for dead center for the rest of the questions, resulting in one of the questions getting a 2.15 and another getting a 23.
    • Upon realizing that the river is speeding up, Martlet's eyes bug out very cartoonishly.

    The Dunes and East Mines 
  • Before the area with the sandstorm, there are three signs. One says "Alert! Warning sign ahead!", the second "Warning! Danger sign ahead!", and the third "Danger! Sandstorm ahead!"
    • When you go further, the "sandstorm" turns out to be caused by a monster cooling off with a massive fan.
    • In the middle of the first room of the stormy area, going down brings Clover to an NPC next to a red X marked on the wall with a bunch of TNT. Talking to him will have him make a bunch of Suspiciously Specific Denials about what he's doing. After a few interactions, he'll just tell Clover to get off his back.
    • In the second room, there's an NPC who says, "I can't standstorm this sandstorm."
  • Mo makes another appearance. He initially comes from behind Clover, then after noticing them, quickly changes his outfit, scurries away, and does his usual slide-in from the side. He then offers some water to Clover… only for it to evaporate as soon as he pours it.
    Mo: If you know your boy Mo, you know I planned all of that.
    • He's just as friendly on a Genocide run, pointing out that all of your crimes only allegedly happened and nobody can prove it.
  • The East mines are full of a couple of "advice" signs that aren't that helpful:
    • "If the elevator is broken, fix it."
    • "In case of water, swim."
  • Next to one of the minecart puzzles is an NPC on a "permanent smoke break". Talk to him a second time and ask for help, and he'll take a slow puff of his cigar before puffing out "No". Talk to him again, and he'll remark on how lazy you are.
  • Near the end of the East Mines is a trashcan with some fruitcake in it. Inspect it after taking the fruitcake out, and the narration will remark on how fascinating it is.
  • When getting to the cliff savepoint while on a Genocide run, Flowey remarks that Clover is getting harder and harder to read, as well as "too broody for my tastes".
  • El Bailador’s encounter and sudden dance party is a rather hilarious case of Mood Whiplash, coming immediately and unexpectedly after a serious conversation with Flowey about Asgore and a tense mountain walk.
    • If you choose to attack him, he doesn't react at all until you deplete all his HP... at which point he reveals that he was so busy dancing, he completely failed to notice that you were killing him.
  • "Some say dance can also take life away. I do not see what they mean!"
    • Even on a Genocide run, his encounter proves hilarious. Clover doesn't even bother with dancing, with El Bailador’s bullets bouncing off the box and him pleading with you to dance with him.
  • Backtrack to the Rock Dropper machines up on the cliff after Martlet joins Clover and talk to her twice, and she'll comment how she's not used to adult responsibilities. Her biggest complaint? "Waking up before noon sucks!"
    • Talk to her a third time, and she'll comment that at least her job is something she likes. "I could be working at the mines or even worse… retail!"

    Wild East 
  • At the Oasis, there's a hopscotch board marked in the sand. Checking it has it referred to as an ancient inscription.
  • Talking to Red has Martlet offer her a chance to join the Royal Guard. When Red asks if they'd let her in, Martlet points out that they let her join.
    • Try to talk to her again, and she turns out to not be prepared for a second conversation.
  • Checking the well on a Genocide run allows you to steal money from it. Choose to do so, and the narration notes that "You also retracted many monsters wishes."
  • When the Feisty Five give their introduction, they reveal the 'Feisty' part to be an acronym for various traits of the group. After Moray finishes it off, Starlo then jumps in with 'Justice', and their theme completely cuts out as he claims the J is silent.
  • When Starlo is introducing Clover to the town, he talks about how humans will ride "monsters" (horses) into a fiery sphere and not die. Upon being told that this means the monsters probably die, he asks Clover to confirm it. Both options have question marks.
  • At the save point, Flowey seems happy to find somewhere where his greeting of "Howdy" is at home. Also, Flowey is wearing a Cowboy hat in an attempt to fit in. Yes, you read that correctly. A sentient flower donned a ten-gallon hat to appear less suspicious.
  • Checking the dresser in the hospital has Clover take note of the odd smells and decide not to investigate further.
  • One of the items available for purchase in Blackjack's shop is gunpowder... which Clover can choose to eat. Made even funnier by the fact that it's the best healing item in the game.
  • Talking to Blackjack about his wares has him brag about how good of a shot he is, before he twirls his gun and accidentally fires off a shot. When he recovers, he claims he saw a bandit in the rafters.
  • Checking the gate on the east side of the town has Clover note how overkill the giant lock is.
  • When North Star is taking Clover to buy weapons from Blackjack, he refuses to sell to them at first, but they eventually agree to negotiate a deal outside. What follows is absolute gold:
    Blackjack: Make it speedy.
    North Star: Of cooourse, sir!
    North Star: I was just gunna ask you to sell a gun to this child.
    North Star: I worded that poorly, hold on!
    • Then, when Star offers to give him 400G, he immediately changes his mind, calling Star a "kind patron" and asking why he didn't state that offer sooner.
  • Talk to Mooch twice after the first mission, and she'll mention how she doesn't search through her patners' things while they sleep, only to realize Clover didn't say anything. She immediately declares that the conversation didn't happen. Talk to her a third time, and she'll just go "Naps! Naps! Naps! Gotta love 'em!"
  • During one of the intervals, you can talk to an NPC who tries to rob you… by giving you 20G. Talking to them again will have them re-attempt it, only to give you another 5G. The fanfare that plays both times just makes it funnier.
  • North Star calling the duel a "dual", which the others point out.
    • The mission is referred to as a "dangerous duel", but not only are North Star and Clover's weapons replaced with BB guns, but Star also insists on them both wearing safety glasses.
    • If Clover gets shot, the bullets will just bounce off them harmlessly. When North Star gets shot, he makes the whole thing dramatic by leaping backwards and pretending that he's dying, before revealing that it was just a test to see if Clover could handle such emotional scenarios.
    • During Starlo's "death" scene, Mooch asks him who he'll give his inheritance to. Starlo immediately says "Not you", prompting a "Heck." from her.
  • At one point, several inhabitants go missing. It turns out that they have been tied to a set of train tracks, aside from Ed, who is tied to a different set right next to them. Starlo then forces Clover to choose which track to send the incoming train down. If Clover doesn't pull the lever to divert the train, then Clover would condemn many innocents to die, but it wouldn't be their fault. If Clover pulls the lever to send the train down Ed's track, it will hit him, but save everyone else. In other words, Undertale Yellow put the trolley problem into the game.
    • The details make it so much better. The lever Clover has to pull just slides in from off-screen, and only after Starlo tells Clover what they have to do. Of course, the incoming train is not a real train. It's somebody wearing a cardboard box (without eye holes) with a crudely drawn train inscribed on the front — only on the front. The person then walks into whoever you chose at a very slow pace, stops for a second, then collapses. The icing on the cake is that the only person who doesn't take it even remotely seriously is Ceroba, who is left befuddled at why Starlo thought any of this was necessary.
    • If you go to the hospital afterwards, you'll see the "train", who says they're not there because they fell over but because they can't get the costume off.
    • While they're tied down, Mooch wants Ed to be "sacrificed", prompting this exchange:
    Ed: Mooch, you are dead to me.
    Mooch: Unless Star chooses you instead.
    Ed: ...That's cold.
  • After you finish all of the missions and become Starlo's deputy, the rest of the Feisty Five confront you about what's been happening, complaining about what they had to go through, which include the following gems:
    Ace: We had to go through weeks of lasso lessons. Lassons for short.
    Moray: For me to become part of the team... Star made me walk with a snake in my boot for a week... It was rubber but the rashes it gave me were unbearable.
    Mooch: Yeah and he made me pickpocket monsters by the Oasis.
    Moray: Star didn't make you do that.
    Mooch: :)
    • During the ensuing battle, the four of them take turns at the start, each with their own dramatic entrances. Except for Mooch, who just trips, complete with squeaky noises accompanying her footsteps.
      • When Ed comes in for a second time, he punches Mooch out of the way.
  • After defeating Starlo, you can check his bedroom to see space themed bed, which is a call back to Martlet's first encounter, about wondering if space cowboys exist, the prompt examining the bed displays "See you space cowboy."

    The Steamworks 
  • When Axis has cornered Clover and Ceroba, she tells him to wait a second. Axis counts to one and continues to threaten them. Ceroba then tells him to wait a million seconds, only for Axis to state that he "doesn't have the knowledge to count that high".
  • A few plaques can be found featuring awards for various scientists. This includes an Excellence in Engineering Award for Dr. Rutherford-Oscar, a Decency in Engineering Award for Prof. Daniels… and a You Tried in Engineering Award for Mr. Chujin Ketsukane.
    Ceroba: He never told me he won an award... I'm proud of him.
  • Ceroba's plan to stop Axis from trying to kill her and Clover is to build a "robot" out of random trash lying around to be his companion. And it works, with Axis instantly being smitten with them after he's rebooted after his battle and wanting to get married.
  • In the Neutral or Genocide run, at one point during a puzzle, Clover ends up obtaining acid that needs to be used for the puzzle. However, the acid is treated as a normal item that can be used… and consumed. If Clover chooses to drink it, after the game asks if you're certain you want Clover to drink the acid? Instant death and a trip to the Game Over screen.
  • Mo makes his final appearance, introducing some plants he found while his hat catches fire. The fire gets bigger as he continues his pitch, before he throws his hat on the ground and smothers it with his coat. The coat gets engulfed in an even bigger flame, so he casually kicks it away into the lava as he summons his stand. Then the stand immediately burns into ash.
  • The secret boss that can be encountered in Steamworks, Macro Froggit, is funny enough as a concept, but the real kicker is that when you defeat it, a muscular humanoid with the head of a Froggit appears to dramatically give you the "final frog", upon which the screen goes to white and Clover is teleported outside the room.
  • While the Genocide Route, like the one in the base game, is dark for the most part, there are a few amusing scenes. At the Steamworks entrance, Ceroba isn't there to enter the code to the door, so Clover and Flowey are stuck. Clover's solution? Shoot the keypad.
    Flowey: "Uh, sure... That works."
    • Literally seconds later, the two approach the Steamworks power terminal, which is powered off. Flowey muses that there must be some way to turn it back on… as Clover shoots the terminal (to no effect this time). Flowey is understandably exasperated.
      Flowey: "Hate to rock your world, but bullets aren't the solution to everything! Would it kill you to think before shooting at your problems?"
    • Clover ignores Flowey and walks up to the main door to the rest of the Steamworks. Flowey correctly points out that the door is too thick to shoot down. What does Clover do? They have Flowey open it with his vines. That's right. Clover ordered the very individual keeping them from death, the being with control over the timeline itself, to open a door for them. Flowey says Clover's found themselves some nerve… and reluctantly complies after they give him a look.
      Flowey: "There. Your exit, my king."
    • Clover doesn't appreciate the sarcasm and gives Flowey another (presumably, as their eyes are hidden on the Genocide Route) dirty look. Flowey reminds Clover that he's in control, which hasn't and won't change. Guess what happens to Flowey at the end of the route.
    • Throughout the rest of the Steamworks, Flowey's just as tired of Clover's rampage as before, since the robots they're slaughtering aren't making them stronger anyway, and he's extremely vocal about this. At one point, he sarcastically praises you for being able to 'shoot down a bunch of tin cans'.
    • Probably the best part is in the room with the acid. Upon being told that Flowey can't open the locked door, Clover looks over at the factory wing, prompting this remark:
      Flowey: "The place has more locks than a hair salon."
      Flowey: It's called "humor". Don't suppose you've heard of it. (Geeze, and I thought I was soulless.)
    • And then a little later, he tells Clover to give the puzzle a shot. Upon Clover approaching him, he quickly leaves.
  • In the Pacifist Route, Clover and Ceroba go through an area with an overly-cheerful AI that forces them to help with packing items in order to progress through and leave the room.
    • After that, you have to do a similar minigame where you have to rotate a platform for the packing items to fall in their respective containers. After completing it, the AI says that "it requires a massive IQ to understand the complexities of The Steamworks". Ceroba's reaction? She insults the AI and tells it to "take [its] little passcode and-" but she notices Clover and cuts it short.
    • At the start of the segment where you have to look for parts of a code in the dark while avoiding Axis, the AI shows up again, only for Ceroba to immediately smash the screen without looking.
  • Checking the shelves in the plants area while on a Genocide run grants a narrated "Getting tired of plants."
  • After Clover kills Axis on a Genocide run, at first Flowey can only respond with a stunned "what was that". And when you go to the next savepoint, Flowey pops up and starts ranting about how you ignored him, leading to this gem of a line:
    Flowey: Ever heard of "don't bite the hand that feeds you?" But, oh, "it's okay to bite Flowey because he doesn't have hands!" Well, I used to! (Beat...) I um... heh...
  • The fight against Axis is a pretty serious moment no matter which route, but it's undercut a bit by the fact that one of you is using a trashcan lid as a shield.
    • The reason why you have a shield in the Pacifist and Neutral routes? Because Axis' programming prevented him from starting a fight with Clover as they didn't have a weapon drawn, so he took the lid off a nearby trashcan and told them to hold it so that they technically would have one. He even lampshades how he likes to exploit loopholes. What makes it even funnier is the fact that if Clover had just taken out their gun, he wouldn't have needed to give them the shield and therefore wouldn't have made the fight easier for them.
    • Fighting him on a Genocide Run that was aborted by not killing all of the robots in the Steamworks leads to some serious Mood Whiplash. The fight starts the same as in the regular Genocide fight, but eventually, he'll say that he's "tired as heck", and near the end, he'll imitate Clover asking him to do a cool attack.

    Hotland and New Home 
  • If you spare Axis, head onto Hotland, and go check your mail at a UGPS station, Axis will send you a letter in binary. When translated, it reads "I DO NOT KNOW HOW TO SEND LETTERS. HELP ME".
  • Save at the checkpoint in the Hotland Heights twice, and Flowey will have a somewhat profound line, and then he ends it with "At least that's my flowosophy!"
  • Save at the Hotland Heights checkpoint without having died at all, and Flowey will be completely taken aback, even asking you to "Die a little".
    • And if you never saved at all up to that point, he just snarks, "For you, it HAS to be zero."

    Endings and Credits Scenes 
  • Even in the Nightmare Fuel-laden ending of the Neutral route, the fight with Flowey still has a handful of funny moments.
    • Flowey's goofy face when he grabs you in the second phase could net a laugh, especially when combined with the delivery of his "What would you like to do?".
    • The fact that after such an insane battle, the way it all ends is Flowey getting bored of neither side dying and just resetting the game. Hell, the whole fight itself basically comes down to Flowey getting tired of Clover's hundreds of failed runs and screwing around with them For the Evulz.
    • During Flowey's ending monologue, he says that he wishes to see Clover's reaction to the fight, only to realize that they'd just have the same face as always. He then makes a perfect imitation of Clover's expressionless mug, complete with a squeaky noise.
  • Even though the situation is completely serious, Asgore's shocked expression when Clover no sells his trident is a little funny.
  • During the True Pacifist Ending, Clover will give their gun to Starlo which will make him ask if he has receipt for it.

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