Follow TV Tropes

Following

History DummiedOut / ActionAdventureGames

Go To

OR

Is there an issue? Send a MessageReason:
Putting the last Twilight Princess point within the Twilight Princess section.


* Only two unused rooms remain in the code, and one of them is blank, which is quite disappointing. The one that remains is an early version of the Snowpeak Ruins miniboss corridor, and it has an interesting feature: object placement is from an even older version of the room. The objects betray that the room was originally a much larger, hexagonal arena similar to a traditional boss room.

to:

* ** Only two unused rooms remain in the code, and one of them is blank, which is quite disappointing. The one that remains is an early version of the Snowpeak Ruins miniboss corridor, and it has an interesting feature: object placement is from an even older version of the room. The objects betray that the room was originally a much larger, hexagonal arena similar to a traditional boss room.

Added: 391

Changed: 1066

Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheLegendOfZeldaOcarinaOfTime''

to:

* ''VideoGame/TheLegendOfZeldaOcarinaOfTime''''VideoGame/TheLegendOfZeldaOcarinaOfTime'' took such an absurd amount of turns and detours during development that the earliest trailers of the game look '''absolutely nothing''' like the final version- it's completely unrecognizable. For the sake of sanity, only some of the remnants remaining in the final code will be shown here.



** There's also all the stuff that would have been accessed with the N64 Disk Drive. The disk drive was never released outside of Japan, and the extra content didn't come out there either; the "Master Quest" included in later rereleases of the games is supposedly at least part of what was intended for the disk drive content.
** There's also a [[UrbanLegendOfZelda rumour on YouTube]] surrounding the [[http://www.youtube.com/watch?v=GEIu2t_n1UA Unicorn Fountain]] room found in the coding. Supposedly it was found in a door underwater in [[http://www.youtube.com/watch?v=XQD3oI1tKPA Zora's Domain]], and was meant to be the location of the Triforce.
** The original models for the female Kokiri. Most notably Fado, who it has been speculated was supposed to be the wind sage (coincidentally, the wind sage in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' is also named Fado, although male), and since her name isn't given in the game itself in the final version her name is only known because it was [[AllThereInTheManual on the Web site for the game]].
** The six medallions are programmed in as equippable items, although they don't work even if you try a GameShark. Originally the medallions were going to fill the niche now occupied by the warp songs. However, this discovery led to something more interesting: the wind and ice medallions. Although no graphics have been found corresponding to them and [=GameSharking=] them into the game doesn't work, it seems they were meant to be in the game at some point. There is evidence that the ice dungeon (which in the final version is merely a detour taken to get the Iron Boots needed to access and navigate the Water Temple) was meant to be larger at one point in development, so there's the ice medallion, but nobody except the developers knows what the wind medallion would have been for, though notably the Forest section of Ganon's Castle seems to be more wind-themed than forest-themed, and coincidentally, the Forest Sage in the final version, Saria, is a Kokiri like both the original female Fado in ''Ocarina of Time'' and the male one in ''The Wind Waker''.
** The Gerudo Fortress has an extra heart piece that is inaccessible except with cheats/hacking.
** More minor than most examples of this game: In Zora's Fountain, there is a cliff behind Jabu Jabu that is completely inaccessible. Reaching it through cheats reveals that it's a one-way shortcut back to Kokiri Forest.

to:

** There's also all the stuff that would have been accessed with the N64 Disk Drive. The disk drive was never released outside of Japan, and the extra content didn't come out there either; the "Master Quest" included in later rereleases of the games is supposedly at least part of what was intended for the disk drive content.
content, but it's not the half of it. When the Disk Drive crashed and bombed, the team was given a year to make ''VideoGame/TheLegendOfZeldaMajorasMask'' instead.
** There's also a [[UrbanLegendOfZelda rumour on YouTube]] surrounding the [[http://www.youtube.com/watch?v=GEIu2t_n1UA Unicorn Fountain]] room found seen in the coding.a trailer or two. Supposedly it was found in a door underwater in [[http://www.youtube.com/watch?v=XQD3oI1tKPA Zora's Domain]], and was meant to be the location of the Triforce.
Triforce. The last part has never been confirmed, but the earliest trailer of the game showed Link obtaining the Triforce from a treasure chest in a watery throne room at the end of some dungeon.
** The original models for the female Kokiri. Most notably Fado, who it has been speculated was supposed to be the wind sage (coincidentally, the wind sage in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' is also named Fado, although male), and since her name isn't given in the game itself in the final version her name is only known because it was [[AllThereInTheManual on the Web site for the game]].
game]]. She does have a little more signifance than the rest of the Kokiri barring Mido and Saria, as she plays a part in the Biggoron's Sword sidequest.
** The six medallions are programmed in as equippable items, although they don't work even if you try a GameShark. Originally the medallions were going to fill the niche now occupied by the warp songs. However, this discovery led to something more interesting: the wind and ice medallions. Although no graphics have been found corresponding to them and [=GameSharking=] them into the game doesn't work, it seems they were meant to be in the game at some point. There is evidence that the ice dungeon (which in the final version is merely a detour taken to get the Iron Boots needed to access and navigate the Water Temple) was meant to be larger at one point in development, so there's the ice medallion, but nobody except the developers knows what the wind medallion would have been for, though notably the Forest section of Ganon's Castle seems to be more wind-themed than forest-themed, is entirely based around wind puzzles, and coincidentally, the Forest Sage in the final version, Saria, is a Kokiri like both the original female Fado in ''Ocarina of Time'' and the male one in ''The Wind Waker''.
** The Gerudo Fortress has an extra heart piece that is inaccessible except with cheats/hacking.
cheats/hacking- Link must open the chest as a child.
** More minor than most examples of this game: In Zora's Fountain, there is a cliff behind Jabu Jabu that is completely inaccessible. Reaching There's a spawn point there, and the cliff textures extend quite a bit beyond the masking trees, but none of it through cheats reveals that it's a one-way shortcut back to Kokiri Forest.is used.


Added DiffLines:

* Only two unused rooms remain in the code, and one of them is blank, which is quite disappointing. The one that remains is an early version of the Snowpeak Ruins miniboss corridor, and it has an interesting feature: object placement is from an even older version of the room. The objects betray that the room was originally a much larger, hexagonal arena similar to a traditional boss room.

Changed: 411

Removed: 310

Is there an issue? Send a MessageReason:
None


** This must have been rather late in development; a few magazines' strategy guides for ''Soul Reaver'' included the cut content. It's not exactly heartening to know that the people who wrote the guide had apparently [[CowboyBebopAtHisComputer never played the game]]...
*** Among the other things missing from the game is a vampire brother boss (leading to a minor plot hole,) and the fact that the Soul Reaver was originally broken up into multiple elemental sabers. Only the fire-elemental sword made it past pre-production, giving it a kind of [[{{Expy}} Master Sword effect.]]

to:

** This must have been rather late in development; a few magazines' strategy guides for ''Soul Reaver'' included the cut content. It's not exactly heartening to know that the people who wrote the guide had apparently [[CowboyBebopAtHisComputer never played the game]]...
***
Among the other things missing from the game is a vampire brother boss (leading to a minor plot hole,) and the fact that the Soul Reaver was originally broken up into multiple elemental sabers. Only the fire-elemental sword made it past pre-production, giving it a kind of [[{{Expy}} Master Sword effect.]]
Is there an issue? Send a MessageReason:
None


** The Running Man was supposed to be beatable instead of a "Beat your own time" it was just at the time of programming in the game, the team had already distributed all the in game rewards. So, they opted to make the Running Man unbeatable.

to:

** The Running Man was supposed to be beatable instead of a "Beat your own time" it was just at the time of programming in the game, the team had already distributed all the in game in-game rewards. So, they opted to make the Running Man unbeatable.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Running Man was supposed to be beatable instead of a "Beat your own time" it was just at the time of programming in the game, the team had already distributed all the in game rewards. So, they opted to make the Running Man unbeatable.

Changed: 197

Removed: 179

Is there an issue? Send a MessageReason:
Let\'s not sneak personal opinions here, please. Also, indentation


*** Magic would have been [[ScrappyMechanic required]] to [[VoluntaryShapeshifting transform into wolf form]], [[http://www.youtube.com/watch?v=JSzjqXl-ydQ as evidenced by some unused text found on the disk]].

to:

*** ** Magic would have been [[ScrappyMechanic required]] required to [[VoluntaryShapeshifting transform into wolf form]], [[http://www.youtube.com/watch?v=JSzjqXl-ydQ as evidenced by some unused text found on the disk]].



** Also, there are many scrapped areas in the overworld, featured on early promotional videos. Namely, a different forest (the trees used in the demo are still in the final build, but without collision detection), a river near your hometown (the [[ScrappyMechanic kayak]] was supposed to be used more than once, so this was for the better), and the ''Ocarina of Time'' version of the market in the town. Interacting with animals was supposed to have a more important role.
*** Glitching through some of the seemingly {{Bottomless Pit}}s would allow you to access some modeled areas. The TP overworld was supposed to be [[UpToEleven even more massive]].

to:

** Also, there are many scrapped areas in the overworld, featured on early promotional videos. Namely, a different forest (the trees used in the demo are still in the final build, but without collision detection), a river near your hometown (the [[ScrappyMechanic kayak]] was supposed to be used more than once, so this was for the better), and the ''Ocarina of Time'' version of the market in the town. Interacting with animals was supposed to have a more important role.
***
role. Glitching through some of the seemingly {{Bottomless Pit}}s would allow you to access some modeled areas. The TP overworld was supposed to be [[UpToEleven even more massive]].

Added: 117

Changed: 135

Is there an issue? Send a MessageReason:
None


** Some hackers also found an unusable beta item called Fire Arrows with translated description but no in-game model. Anyways, magic would be [[ScrappyMechanic required]] to [[VoluntaryShapeshifting transform into wolf form]], [[http://www.youtube.com/watch?v=JSzjqXl-ydQ as evidenced by some unused text found on the disk]].

to:

***Magic would have been [[ScrappyMechanic required]] to [[VoluntaryShapeshifting transform into wolf form]], [[http://www.youtube.com/watch?v=JSzjqXl-ydQ as evidenced by some unused text found on the disk]].
** Some hackers also found an unusable beta item called Fire Arrows with translated description but no in-game model. Anyways, magic would be [[ScrappyMechanic required]] to [[VoluntaryShapeshifting transform into wolf form]], [[http://www.youtube.com/watch?v=JSzjqXl-ydQ as evidenced by some unused text found on the disk]].
Is there an issue? Send a MessageReason:
None


** Not even in-game Colossi are immune to this. The first Colossi has a bending down animation similar to the fifth Colossi, impyling that the ruins in the area was going to be used in fighting it. The third Colossi's blade was originally flatter, having a sweeping attack instead of a bashing attack, and the area where you battle Malus was suppose to be more complicated, sporting multiple pathways to get to him instead of the one ([[GoodBadBugs intentional]]) path to get to him in game. He was also supposed to move around instead of standing in one static spot in the original.

to:

** Not even in-game Colossi are immune to this. The first Colossi Colossus has a bending down animation similar to the fifth Colossi, impyling Colossus, implying that the ruins in the area was going to be used in fighting it. The third Colossi's Colossus's blade was originally flatter, having a sweeping attack instead of a bashing attack, and the area where you battle Malus was suppose to be more complicated, sporting multiple pathways to get to him instead of the one ([[GoodBadBugs intentional]]) path to get to him in game. He was also supposed to move around instead of standing in one static spot in the original.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** A much larger plotline, encompassing 4 locations - Paris, Prague, Germany and Turkey.
*** Luther Rouzic, an unused sixth Cabal member. According to his released profile: "Acknowledged world authority on dead languages and texts. Keeper of the Strahov archives."
Is there an issue? Send a MessageReason:


** That's only the tip of the ice berg. There were once plans for ''[[UpToEleven over forty Colossi]]'' you could fight in-game. A bit too ambitious for PS2 era technology, it was eventually reduced to approximately twenty Colossi. Deadlines and technical limitations persisted, which eventually led to the sixteen Colossi known in-game. Of the original 48 that didn't make the cut, a few of the known ones besides the ones stated above were: a giant spider colossus, a boar, a griffon, an imp, another bird similar to Avion, a monkey, and a sand worm.

to:

** That's only the tip of the ice berg. There were once plans for ''[[UpToEleven over forty Colossi]]'' you could fight in-game. A bit too ambitious for PS2 era technology, it was eventually reduced to approximately twenty Colossi. Deadlines and technical limitations persisted, which eventually led to the sixteen Colossi known in-game. Of the original 48 that didn't make the cut, a few of the known ones besides the ones stated above were: a giant spider colossus, a boar, a griffon, an imp, another bird similar to Avion, a monkey, and a sand worm.
Is there an issue? Send a MessageReason:
None


** That's only the tip of the ice berg. There were once plans for ''[[UpToEleven fourty something Colossi]]'' battleable in-game. A bit ''too'' ambitious for PS2 era technology, it was eventually reduced to around twenty something Colossi. Deadlines and technical limitations persisted, which eventually led to the sixteen Colossi known in-game. Of the original 48 that didn't make the cut, a few of the known ones besides the ones stated above were: a giant spider colossus, a bor, a griffon, an imp, another bird similar to Avion, a monkey, and a sand worm.
** Not even in-game Colossi are immune to this. The first Colossi has a bending down animation similar to the fifth Colossi, impling that the ruins in the area was going to be used in fighting it. The thrid Colossi's blade was originally more flater, having a sweeping attack instead of a bashing attack, and the area where you battle Malus was suppose to be more complicated, sporting mutiple pathways to get to him instead of the one ([[GoodBadBugs intentional]]) path to get to him in game. He was also suppose to move around instead of standing in one static spot in the original.

to:

** That's only the tip of the ice berg. There were once plans for ''[[UpToEleven fourty something over forty Colossi]]'' battleable you could fight in-game. A bit ''too'' too ambitious for PS2 era technology, it was eventually reduced to around approximately twenty something Colossi. Deadlines and technical limitations persisted, which eventually led to the sixteen Colossi known in-game. Of the original 48 that didn't make the cut, a few of the known ones besides the ones stated above were: a giant spider colossus, a bor, boar, a griffon, an imp, another bird similar to Avion, a monkey, and a sand worm.
** Not even in-game Colossi are immune to this. The first Colossi has a bending down animation similar to the fifth Colossi, impling impyling that the ruins in the area was going to be used in fighting it. The thrid third Colossi's blade was originally more flater, flatter, having a sweeping attack instead of a bashing attack, and the area where you battle Malus was suppose to be more complicated, sporting mutiple multiple pathways to get to him instead of the one ([[GoodBadBugs intentional]]) path to get to him in game. He was also suppose supposed to move around instead of standing in one static spot in the original.
Is there an issue? Send a MessageReason:
None


** Two unused rooms also exist in the game memory, which appear to be duplicates of the Ice Palace Fairy Fountain and the easternmost room of floor B6. The exits from these rooms, however, lead to different places than the normal versions. There's also several unused graphics, including [[http://www.flyingomelette.com/oddities/zeldaglitch.html one supposed to be used for the statues in Skull Woods dungeon]], though this graphic ended up being used in the Palace of the Four Sword bonus dungeon in the GameBoyAdvance version (though not Skull Woods).

to:

** Two unused rooms also exist in the game memory, which appear to be duplicates of the Ice Palace Fairy Fountain and the easternmost room of floor B6. The exits from these rooms, however, lead to different places than the normal versions. There's also several unused graphics, including [[http://www.flyingomelette.com/oddities/zeldaglitch.html one supposed to be used for the statues in Skull Woods dungeon]], though this graphic ended up being used in the Palace of the Four Sword bonus dungeon in the GameBoyAdvance UsefulNotes/GameBoyAdvance version (though not Skull Woods).
Is there an issue? Send a MessageReason:
None


** The original models for the female Kokiri. Most notably Fado, who was supposed to be the wind sage (coincidentally, the wind sage in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' is also named Fado, although male), and since her name isn't given in the game itself in the final version her name is only known because it was [[AllThereInTheManual on the Web site for the game]].

to:

** The original models for the female Kokiri. Most notably Fado, who it has been speculated was supposed to be the wind sage (coincidentally, the wind sage in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' is also named Fado, although male), and since her name isn't given in the game itself in the final version her name is only known because it was [[AllThereInTheManual on the Web site for the game]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* About a third of the content of ''Franchise/{{Bionicle}}: The Game'' was removed before release, including two levels that were heavily advertised in promos. These, or at least their bare models, can partially be accessed from (at least) the PS2 version of the game with some coding. By searching through the gamefiles of other releases, all of the original six Toa's character models can also be exported, even though only two ended up being playable in the game. You can also find some HUD logos that weren't used.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'' has an unused music file named smw.ast (.ast is one of Nintendo's proprietary recorded music formats) in [=%root%/GC4Sword_usa/Audiores/stream/=]. If you haven't guessed from the title of the file yet, the track is actually a recording of the Special World version of the SuperMarioBros theme found in ''VideoGame/SuperMarioWorld''! Keep in mind that ''Four Swords Adventures'' uses exclusively MIDI music for tracks, so the file can't even be played in-game. Because of its proprietary format, the track seems to not be intended for playing by the general public, but through hacking, someone made the [=VGMStream=] plugin for Winamp that allows the playing of Nintendo's proprietary recorded music formats. [[http://www.youtube.com/watch?v=Josy_91xBIg Video here]].
Is there an issue? Send a MessageReason:
None


** ''Tomb Raider III'' also had an unused animation that allowed Lara to roll forward while crouched down, hidden in the files. The animation has since been enabled for use in custom levels.

to:

** ''Tomb Raider III'' also had an unused animation that allowed Lara to roll forward while crouched down, hidden in the files. The animation has since been enabled for use in custom levels.
Is there an issue? Send a MessageReason:
None


** The game has a "cathedral key" as one of the secret objects. The only cathedral you enter is the bonus level (All Hallows) and you do that at the end and only if you find ''all'' the secrets. The bonus level is basically an underdeveloped mid game level. Interestingly, although the level itself is a bonus stage, the Cathedral Key can still be obtained in the bell tower of Thames Wharf. It does nothing, however, and upon completing the stage, you are transported to Aldwych as usual. This suggests that at one point, All Hallows was intended to take place after Thames Wharf.
Is there an issue? Send a MessageReason:


* ''VideoGame/TombRaider III'' had a "cathedral key" as one of the secret objects. The only cathedral you entered was the bonus level (All Hallows) and you did that at the end and only if you found ''all'' the secrets. The bonus level was basically an underdeveloped mid game level.
*** Interestingly, although the level itself is a bonus stage, the Cathedral Key can still be obtained in the bell tower of Thames Wharf. It does nothing, however, and upon completing the stage, you are transported to Aldwych as usual. This suggests that at one point, All Hallows was intended to take place after Thames Wharf.

to:

* ''VideoGame/TombRaider III'' had III'':
** The game has
a "cathedral key" as one of the secret objects. The only cathedral you entered was enter is the bonus level (All Hallows) and you did do that at the end and only if you found find ''all'' the secrets. The bonus level was is basically an underdeveloped mid game level.
***
level. Interestingly, although the level itself is a bonus stage, the Cathedral Key can still be obtained in the bell tower of Thames Wharf. It does nothing, however, and upon completing the stage, you are transported to Aldwych as usual. This suggests that at one point, All Hallows was intended to take place after Thames Wharf.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/GhostbustersTheVideoGame'' had a handful of concepts that were scrapped, but still have remnants laying around on the disc:
** There was originally intended to be a level centering around a Thanksgiving Day parade, which would have included possessed floats attacking large crowds of citizens. The concept got far enough along that it had its [[https://www.youtube.com/watch?v=amSBN62MGNU level layout and crowd AI completed]], but it was scrapped before release for unknown reasons.
** There's an [[https://www.youtube.com/watch?v=Bw0EK1A4il8 alternate version]] of the intro scene for the museum level still present in the game files. The only real difference is an alternate background for the scene - the dialogue is the same as in the final game.
** [[http://www.youtube.com/watch?v=MNf7gh9Tt2c The trailer]] also has shots of a scene where several ghosts chase the Ecto-1B down a street, which never happens in the game.
Is there an issue? Send a MessageReason:
None


*** Interestingly, although the level itself is a bonus stage, the Cathedral Key can still be obtained in the bell tower of Thames Wharf. It does nothing, however, and upon completing the stage, you are transported to Aldwhych as usual. This suggests that at one point, All Hallows was intended to take place after Thames Wharf.

to:

*** Interestingly, although the level itself is a bonus stage, the Cathedral Key can still be obtained in the bell tower of Thames Wharf. It does nothing, however, and upon completing the stage, you are transported to Aldwhych Aldwych as usual. This suggests that at one point, All Hallows was intended to take place after Thames Wharf.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Interestingly, although the level itself is a bonus stage, the Cathedral Key can still be obtained in the bell tower of Thames Wharf. It does nothing, however, and upon completing the stage, you are transported to Aldwhych as usual. This suggests that at one point, All Hallows was intended to take place after Thames Wharf.
Is there an issue? Send a MessageReason:
None


** At least 27% of the data on the disk goes unused. Some of the data are in a format incompatible with the format used to store the final rooms and models. The room used for the Spaceworld 2001 demo still exists in the final game, but only in an Autodesk Maya text-based format that only stores the collision data. There are also a surprisingly large number of test rooms, all of which are accessible with an Action Replay. As mentioned before, the first room contains transparent water. This first test room is actually a partly recycled version of the test room of ''VideoGame/SuperMarioSunshine''.

to:

** At least 27% of the data on the disk goes unused. Some of the data are is in a format incompatible with the format used to store the final rooms and models. The room used for the Spaceworld 2001 demo still exists in the final game, but only in an Autodesk Maya text-based format that only stores the collision data. There are also a surprisingly large number of test rooms, all of which are accessible with an Action Replay. As mentioned before, the first room contains transparent water. This first test room is actually a partly recycled version of the test room of ''VideoGame/SuperMarioSunshine''.
Is there an issue? Send a MessageReason:
None


** At least 27% of the data on the disk go unused. Some of the data are in a format incompatible with the format used to store the final rooms and models. The room used for the Spaceworld 2001 demo still exists in the final game, but only in an Autodesk Maya text-based format that only stores the collision data. There are also a surprisingly large number of test rooms, all of which are accessible with an Action Replay. As mentioned before, the first room contains transparent water. This first test room is actually a partly recycled version of the test room of ''VideoGame/SuperMarioSunshine''.

to:

** At least 27% of the data on the disk go goes unused. Some of the data are in a format incompatible with the format used to store the final rooms and models. The room used for the Spaceworld 2001 demo still exists in the final game, but only in an Autodesk Maya text-based format that only stores the collision data. There are also a surprisingly large number of test rooms, all of which are accessible with an Action Replay. As mentioned before, the first room contains transparent water. This first test room is actually a partly recycled version of the test room of ''VideoGame/SuperMarioSunshine''.

Added: 424

Changed: 640

Removed: 999

Is there an issue? Send a MessageReason:
Once again, only two dungeons got cut according to the developers. Trying to force Rule Of Perception to contest that is futile


** It's pretty obvious where all three cut dungeons were originally supposed to be ([[WombLevel Jabun's Belly]], [[LethalLavaLand Fire Mountain]], and [[SlippySlideyIceWorld Ice Ring Isle]], in case you were still wondering.)
*** It's very clear that Greatfish Isle was meant to have something on it (probably a town and a dungeon) considering that you never really do anything important there before finding it destroyed and looking at it on the map gives you [[http://www.zeldawiki.org/File:TriforceRevealed.png the shape of the Triforce with the island being one of the points]].
*** With the latter two, it's easy to tell. They're the only islands (with the exception of [[FirstTown Windfall Island]], basically this game's equivalent to Kakariko Village) that don't have true dungeons on them that either are visible as islands on the overworld map or have their names in red.

to:

** It's pretty obvious where all three cut According to the developers, two dungeons were originally supposed to be ([[WombLevel Jabun's Belly]], [[LethalLavaLand Fire Mountain]], and [[SlippySlideyIceWorld Ice Ring Isle]], in case you were still wondering.)
*** It's very clear that Greatfish Isle was meant to have something on it (probably a town and a dungeon) considering that you never really do anything important there before finding it destroyed and looking at it on
cut from the map gives you [[http://www.zeldawiki.org/File:TriforceRevealed.png the shape of the Triforce with the island being one of the points]].
*** With the latter two, it's easy
final product due to tell. They're the only islands (with the exception of [[FirstTown Windfall Island]], basically this game's equivalent to Kakariko Village) that don't have true dungeons on them that either are visible as islands on the overworld map or have their names in red.time constraints.



*** They were probably intended to allow Link to sink into the water, as a test map level layout (with transparent water!) implies, but this was probably canned out because of development deadlines (the final lakes/sea bottom landscapes are featureless).



* ''VideoGame/TheLegendOfZeldaTheMinishCap'' had a bugged item similar to the Somaria Cane dummied out. Similarly, the Fire Rod was planned to be an item in the game. An unused dungeon, and alternative beta layouts for existing ones exist also. Although the three houses sidequest has the third house dummied out as a ShoutOut to the scrapped third ''Oracle'' game (whose remnants are scattered through the two existing ones), the third house indeed exists.

to:

* ''VideoGame/TheLegendOfZeldaTheMinishCap'' ''VideoGame/TheLegendOfZeldaTheMinishCap'':
** The game
had a bugged item similar to the Somaria Cane dummied out. Similarly, the Fire Rod was planned to be an item in the game. An unused dungeon, and alternative beta layouts for existing ones exist also. Although the three houses sidequest has the third house dummied out as a ShoutOut to the scrapped third ''Oracle'' game (whose remnants are scattered through the two existing ones), the third house indeed exists.



*** Said alternative music is "The Beginning of Hyrule Castle" from ''A Link to the Past''.

Added: 584

Changed: 11

Is there an issue? Send a MessageReason:
None


** That's only the tip of the ice berg. There were once plans for ''[[UpToEleven fourty something Colossi]]'' battleable in-game. A bit ''too'' ambitious for PS2 era technology, it was eventually reduced to around twenty something Colossi. Deadlines and technical limitations persisted, which eventually led to the sixteen Colossi known in-game. Of the original 48 that didn't make the cut, a few of the known ones besides the ones stated above were: a giant spider colossus, a bor, a griffon, an imp, another bird similar to Avion, and a sand worm.

to:

** That's only the tip of the ice berg. There were once plans for ''[[UpToEleven fourty something Colossi]]'' battleable in-game. A bit ''too'' ambitious for PS2 era technology, it was eventually reduced to around twenty something Colossi. Deadlines and technical limitations persisted, which eventually led to the sixteen Colossi known in-game. Of the original 48 that didn't make the cut, a few of the known ones besides the ones stated above were: a giant spider colossus, a bor, a griffon, an imp, another bird similar to Avion, a monkey, and a sand worm. worm.
** Not even in-game Colossi are immune to this. The first Colossi has a bending down animation similar to the fifth Colossi, impling that the ruins in the area was going to be used in fighting it. The thrid Colossi's blade was originally more flater, having a sweeping attack instead of a bashing attack, and the area where you battle Malus was suppose to be more complicated, sporting mutiple pathways to get to him instead of the one ([[GoodBadBugs intentional]]) path to get to him in game. He was also suppose to move around instead of standing in one static spot in the original.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** That's only the tip of the ice berg. There were once plans for ''[[UpToEleven fourty something Colossi]]'' battleable in-game. A bit ''too'' ambitious for PS2 era technology, it was eventually reduced to around twenty something Colossi. Deadlines and technical limitations persisted, which eventually led to the sixteen Colossi known in-game. Of the original 48 that didn't make the cut, a few of the known ones besides the ones stated above were: a giant spider colossus, a bor, a griffon, an imp, another bird similar to Avion, and a sand worm.
Is there an issue? Send a MessageReason:
Crystal Dynamics made Soul Reaver. Not Naughty Dog.


** Hacking the game has revealed several unused elemental reavers, including a Spirit Reaver and Dark Reaver, and exploring the game's sound files has even revealed what the original, planned ending was to be: [[spoiler:[[http://www.thelostworlds.net/SR1/The_Aftermath_of_The_Chronoplast.html After the fight at the Chronoplast]] (which is where the original game ended), Kain would flee to his mountain retreat, and [[http://www.thelostworlds.net/SR1/The_Death_of_Ariel.html Raziel would have to imbue the Soul Reaver with Ariel's soul]] and chase him there, fighting and defeating Kain for the last time, [[http://www.thelostworlds.net/SR1/Opening_the_Sounding_Pipes.html finishing by opening the sounding pipes of the Silenced Cathedral to simultaneously kill every remaining vampire in Nosgoth]].]] The only normally accessible remnants of this content are the cryptic visions in the Chronoplast, hinting at events to come. Notably, the Chronoplast visions are a dead giveaway that things were cut with the intent to be wrapped up later, if looked at with the benefit of hindsight; they don't exactly ''match'' the events when they happen. Ariel being absorbed by the Reaver is the most obvious, as Raziel is shown striking her with the wraith blade; in ''Defiance,'' he merely takes her hand. After the game was released, Naughty Dog admitted that they made a deliberate decision to scrap their planned ending, which they had time to finish, because they'd come to believe it wasn't in the spirit of the series. As they barely had time to plan out where to make the plot go, it's amazing that the predictions for the future they showed here came true at all.

to:

** Hacking the game has revealed several unused elemental reavers, including a Spirit Reaver and Dark Reaver, and exploring the game's sound files has even revealed what the original, planned ending was to be: [[spoiler:[[http://www.thelostworlds.net/SR1/The_Aftermath_of_The_Chronoplast.html After the fight at the Chronoplast]] (which is where the original game ended), Kain would flee to his mountain retreat, and [[http://www.thelostworlds.net/SR1/The_Death_of_Ariel.html Raziel would have to imbue the Soul Reaver with Ariel's soul]] and chase him there, fighting and defeating Kain for the last time, [[http://www.thelostworlds.net/SR1/Opening_the_Sounding_Pipes.html finishing by opening the sounding pipes of the Silenced Cathedral to simultaneously kill every remaining vampire in Nosgoth]].]] The only normally accessible remnants of this content are the cryptic visions in the Chronoplast, hinting at events to come. Notably, the Chronoplast visions are a dead giveaway that things were cut with the intent to be wrapped up later, if looked at with the benefit of hindsight; they don't exactly ''match'' the events when they happen. Ariel being absorbed by the Reaver is the most obvious, as Raziel is shown striking her with the wraith blade; in ''Defiance,'' he merely takes her hand. After the game was released, Naughty Dog Crystal Dynamics admitted that they made a deliberate decision to scrap their planned ending, which they had time to finish, because they'd come to believe it wasn't in the spirit of the series. As they barely had time to plan out where to make the plot go, it's amazing that the predictions for the future they showed here came true at all.
Is there an issue? Send a MessageReason:
None


* Reportedly, the original build of ''VideoGame/LANoire'' was so large that the developers had to cut out two whole department desks and several cases from the ones that they ''did'' leave in just to fit the core story onto ''three'' game disks. However, most of this cut content is apparently being released as DLC.

to:

* Reportedly, the original build of ''VideoGame/LANoire'' was so large that the developers had to cut out two whole department desks and several cases from the ones that they ''did'' leave in just to fit the core story onto ''three'' game disks. However, most of this the cut content is apparently being was later released as DLC.
Is there an issue? Send a MessageReason:
Apparently \"crook\" is a valid verb, but a relatively obscure one


** The game contains a fully functioning Arwing enemy. Yes, from ''VideoGame/StarFox''. It was lifted straight from ''VideoGame/StarFox64'' put in by the designers as a base for the motion pattern of Volvagia, the dragon boss, as described [[http://tcrf.net/Notes:The_Legend_of_Zelda:_Ocarina_of_Time#Arwing here]]. The only known way to access it is by using a cheating device to make it appear, or to crook the game cartridge at the precise moment a treasure chest is opened.

to:

** The game contains a fully functioning Arwing enemy. Yes, from ''VideoGame/StarFox''. It was lifted straight from ''VideoGame/StarFox64'' put in by the designers as a base for the motion pattern of Volvagia, the dragon boss, as described [[http://tcrf.net/Notes:The_Legend_of_Zelda:_Ocarina_of_Time#Arwing here]]. The only known way to access it is by using a cheating device to make it appear, or to crook tilt the game cartridge at the precise moment (enter "Crooked Cartridge Glitch" into your favorite search engine) a treasure chest is opened.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/TheLegendOfZeldaOcarinaOfTime''
** The game contains a fully functioning Arwing enemy. Yes, from ''VideoGame/StarFox''. It was lifted straight from ''VideoGame/StarFox64'' put in by the designers as a base for the motion pattern of Volvagia, the dragon boss, as described [[http://tcrf.net/Notes:The_Legend_of_Zelda:_Ocarina_of_Time#Arwing here]]. The only known way to access it is by using a cheating device to make it appear, or to crook the game cartridge at the precise moment a treasure chest is opened.
** There's also all the stuff that would have been accessed with the N64 Disk Drive. The disk drive was never released outside of Japan, and the extra content didn't come out there either; the "Master Quest" included in later rereleases of the games is supposedly at least part of what was intended for the disk drive content.
** There's also a [[UrbanLegendOfZelda rumour on YouTube]] surrounding the [[http://www.youtube.com/watch?v=GEIu2t_n1UA Unicorn Fountain]] room found in the coding. Supposedly it was found in a door underwater in [[http://www.youtube.com/watch?v=XQD3oI1tKPA Zora's Domain]], and was meant to be the location of the Triforce.
** The original models for the female Kokiri. Most notably Fado, who was supposed to be the wind sage (coincidentally, the wind sage in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' is also named Fado, although male), and since her name isn't given in the game itself in the final version her name is only known because it was [[AllThereInTheManual on the Web site for the game]].
** The six medallions are programmed in as equippable items, although they don't work even if you try a GameShark. Originally the medallions were going to fill the niche now occupied by the warp songs. However, this discovery led to something more interesting: the wind and ice medallions. Although no graphics have been found corresponding to them and [=GameSharking=] them into the game doesn't work, it seems they were meant to be in the game at some point. There is evidence that the ice dungeon (which in the final version is merely a detour taken to get the Iron Boots needed to access and navigate the Water Temple) was meant to be larger at one point in development, so there's the ice medallion, but nobody except the developers knows what the wind medallion would have been for, though notably the Forest section of Ganon's Castle seems to be more wind-themed than forest-themed, and coincidentally, the Forest Sage in the final version, Saria, is a Kokiri like both the original female Fado in ''Ocarina of Time'' and the male one in ''The Wind Waker''.
** The Gerudo Fortress has an extra heart piece that is inaccessible except with cheats/hacking.
** More minor than most examples of this game: In Zora's Fountain, there is a cliff behind Jabu Jabu that is completely inaccessible. Reaching it through cheats reveals that it's a one-way shortcut back to Kokiri Forest.
* ''VideoGame/TheLegendOfZeldaALinkToThePast''
** In its original SNES incarnation, the game had a secret room which required a near-superhuman effort to get to. While Chris Houlihan's Secret Room (So named after the winner of a Nintendo Power competition, the prize being his name being inserted into the game) is present in the GBA remake, the method to access it has been removed, as has Chris Houlihan's name. The code is only accessible in the remake through cheating. Strictly speaking, Chris Houlihan's room was never intended to be accessible at all-- it's the "emergency room" the game sends you to if the proper data is not available.
** Also, either through a bug or some obscurely intentional game design, "ghosts" roam the Dark World's Swamp of Evil[[note]]Typically, however, they are confusingly referred to as the Ghosts of Misery Mire; Misery Mire is actually the dungeon in the swamp area[[/note]]. They seem to be invisible versions of the Dark World equivalents of Zoras, the Cyclops Fish, and are located on the lower floor layer that can only be accessed via glitch. They are uninteractible and all but unkillable except with certain superweapons. Just drop Bombos magic near where you first warp into the swamp from the Light World and watch the flames of the dying appear from nowhere.
** Two unused rooms also exist in the game memory, which appear to be duplicates of the Ice Palace Fairy Fountain and the easternmost room of floor B6. The exits from these rooms, however, lead to different places than the normal versions. There's also several unused graphics, including [[http://www.flyingomelette.com/oddities/zeldaglitch.html one supposed to be used for the statues in Skull Woods dungeon]], though this graphic ended up being used in the Palace of the Four Sword bonus dungeon in the GameBoyAdvance version (though not Skull Woods).
** In addition, there are several dummied out enemies in ''A Link to the Past'', including a soldier with a cannon. They were saved for the [[UpdatedRerelease GBA Edition]], which in turn dummied out two rooms in the ice dungeon, to simplify an otherwise NintendoHard puzzle requiring moving blocks across several floors.
* ''VideoGame/TheLegendOfZeldaTwilightPrincess''
** The [[ManaMeter magic meter]] was taken out some time before release (there's a visible magic meter in a screenshot on the back of the Wii version's box). Consequently all potions and such that would replenish it were taken out with it. Now, you have to know that in the game there are slime monsters ([=ChuChus=]) that drop potions in their color when killed. So all the green ones of those monsters were taken out, too. But [=ChuChus=] of different color can merge into each other and thus become a [=ChuChu=] of a new color. At one point of the game it is still possible to let a blue and a yellow [=ChuChu=] merge (only in the Wii version), thus becoming green and thus dropping green potion, which is used to replenish magic. And it does... nothing!
** Some hackers also found an unusable beta item called Fire Arrows with translated description but no in-game model. Anyways, magic would be [[ScrappyMechanic required]] to [[VoluntaryShapeshifting transform into wolf form]], [[http://www.youtube.com/watch?v=JSzjqXl-ydQ as evidenced by some unused text found on the disk]].
** Also, there are many scrapped areas in the overworld, featured on early promotional videos. Namely, a different forest (the trees used in the demo are still in the final build, but without collision detection), a river near your hometown (the [[ScrappyMechanic kayak]] was supposed to be used more than once, so this was for the better), and the ''Ocarina of Time'' version of the market in the town. Interacting with animals was supposed to have a more important role.
*** Glitching through some of the seemingly {{Bottomless Pit}}s would allow you to access some modeled areas. The TP overworld was supposed to be [[UpToEleven even more massive]].
** There are also a few left over enemies who are still in the game code, including a Twilight Palace monster that can knock you 10 ft. away just by hitting you, and a two-story golem made of rolled-up Gorons. A video of these two can be seen [[http://www.youtube.com/watch?v=s-x2cl9ACV4 here]]. They have incomplete collision detection, sadly.
** Speaking of Gorons, there's evidence that the summit of Death Mountain was originally accessible, but later blocked off with a hastily coded patch of wall that doesn't fully match its surroundings. While the area is still covered in twilight, if one speaks to the Goron on the cliff above the hot springs, he laments that the path "is now inaccessible" due to a geyser that's suddenly sprung up out of the wall... yet the path in question leads to a dead end, with the hastily erected wall part-way along it.
*** The path in question might have been leading to the big hole in the Goron Sumo Hall ceiling, seen in the credits. They may have changed their minds about how Link would get in.
* ''VideoGame/TheLegendOfZeldaLinksAwakening''
** The game has chest data for some rooms that don't have chests in them. This means that if someone used a hacked ROM to put a chest in those rooms, they'd be able to get what was originally supposed to be there (ruppees, mostly, but there's chest data for the shovel and bow, two items that, in the release verison, have to be bought). By default, a chest stuck in a room without chest data will give you the Power Bracelet (or its updated version).
** There's also an arrangement of [[EasterEgg Totaka's Song]] in the music data that is not currently known to play anywhere in-game. (If it's found, it would be the ''third'' version of the song in the game.) However, out of the two other versions, one was dummied out in every version except the original Japanese version [[RegionalBonus and the German translation]] -- it required "Totakeke" (Kazumi Totaka's nickname, later used as another name for K.K. Slider in ''VideoGame/AnimalCrossing'') to be entered as Link's name in the Japanese version or "MOYSE" (in all caps) using the same method in the German version, with that version's name being taken from the writer of the German script, Claude Moyse.
** There is a large amount of source code contained in unused sectors of the cartridge, though this was probably put in by mistake.
* ''VideoGame/TheLegendOfZeldaTheWindWaker''
** It's pretty obvious where all three cut dungeons were originally supposed to be ([[WombLevel Jabun's Belly]], [[LethalLavaLand Fire Mountain]], and [[SlippySlideyIceWorld Ice Ring Isle]], in case you were still wondering.)
*** It's very clear that Greatfish Isle was meant to have something on it (probably a town and a dungeon) considering that you never really do anything important there before finding it destroyed and looking at it on the map gives you [[http://www.zeldawiki.org/File:TriforceRevealed.png the shape of the Triforce with the island being one of the points]].
*** With the latter two, it's easy to tell. They're the only islands (with the exception of [[FirstTown Windfall Island]], basically this game's equivalent to Kakariko Village) that don't have true dungeons on them that either are visible as islands on the overworld map or have their names in red.
** There's also data for an item called the Water Boots. Putting them on causes Link to do the animation for putting boots on, but they don't appear and don't do anything.
*** They were probably intended to allow Link to sink into the water, as a test map level layout (with transparent water!) implies, but this was probably canned out because of development deadlines (the final lakes/sea bottom landscapes are featureless).
** At least 27% of the data on the disk go unused. Some of the data are in a format incompatible with the format used to store the final rooms and models. The room used for the Spaceworld 2001 demo still exists in the final game, but only in an Autodesk Maya text-based format that only stores the collision data. There are also a surprisingly large number of test rooms, all of which are accessible with an Action Replay. As mentioned before, the first room contains transparent water. This first test room is actually a partly recycled version of the test room of ''VideoGame/SuperMarioSunshine''.
** [[http://tcrf.net/The_Legend_of_Zelda:_The_Wind_Waker#Hidden_Level_Features There is some hidden, unused entrances]] in the Hyrule Castle area below the sea : two are on the Castle itself, while one is on an unreachable (and invisible in normal gameplay) mountain surrounding the top of Ganon's Tower.
* ''VideoGame/TheLegendOfZeldaTheMinishCap'' had a bugged item similar to the Somaria Cane dummied out. Similarly, the Fire Rod was planned to be an item in the game. An unused dungeon, and alternative beta layouts for existing ones exist also. Although the three houses sidequest has the third house dummied out as a ShoutOut to the scrapped third ''Oracle'' game (whose remnants are scattered through the two existing ones), the third house indeed exists.
** A jump command has been found via {{Gameshark}} (in the final version, jumping is only possible using Roc's Cape; presumably, Roc's Cape, if it were planned at that point, was originally only going to upgrade the jumping ability to make it possible to float across larger gaps rather than being required for jumping as well). A music track for the Lost Woods and an alternative music for the final dungeon lies unused within the game.
*** Said alternative music is "The Beginning of Hyrule Castle" from ''A Link to the Past''.
* ''VideoGame/TombRaider III'' had a "cathedral key" as one of the secret objects. The only cathedral you entered was the bonus level (All Hallows) and you did that at the end and only if you found ''all'' the secrets. The bonus level was basically an underdeveloped mid game level.
** ''Tomb Raider III'' also had an unused animation that allowed Lara to roll forward while crouched down, hidden in the files. The animation has since been enabled for use in custom levels.
** ''Tomb Raider: The Last Revelation'' includes an unused level called "[[http://www.youtube.com/watch?v=ez1gfFIS5qI The Valley Temple]]," known by the file name joby1b.tr4. It was most likely meant to be one of the Giza levels along with "The Sphinx Complex," "The Mastabas," and "Menkakure's Pyramid," since there are three exits, but probably ended up being removed as that section of the game was hard enough for regular players.
** Due to the developers having a heavy deadline to follow, ''Tomb Raider: Angel of Darkness'' has quite a bit of dummied out content, including a large number of unused animations, sound files, weapons (including Lara's signature dual pistols), and plotlines.
*** The Shaman was a character cut from the game. She would have been seen in flashbacks detailing how Lara survived her fate in the ending of ''Tomb Raider: The Last Revelation''. Although she, and her plotline, were removed from the final game, text files of her dialogue can still be found within the game files.
*** The first level, Parisian Back Streets, has a large unfinished area which is normally inaccessible, and was meant to be used for the tutorial. The area is accessible through cheats, and is complete with camera angles and sound files.
*** There is a large amount of unused sound files, including control explanations for the unfinished tutorial, most of which refer to features that were removed from the game. There are also conversations that were cut and tons of unused enemy dialogue. Interestingly, quite a bit of Lara's cut dialogue include {{Continuity Nod}}s to previous games in the series.
*** There are lots of hidden items, including Lara's aforementiouned dual pistols, a harpoon gun, and an unused amulet.
*** According to various sound files, Lara was originally able to buy items from Renne's Pawnshop and the Willowtree Herbalist.
*** There was also meant to be a plotline of Lara finding out that Bouchard (likely a shapeshifting Karel) was seen in an alley at the Monstrum Crimescene, sometime after she found his corpse.
* Lots (if not most) of the content in the original ''[[VideoGame/LegacyOfKain Soul Reaver]]'' was dummied out or simply cut (including the entire ending!) due to time constraints. Most notably, the original design included an entire area underneath the human city, which housed a cult of vampire worshippers led by a priestess, who would've given Raziel a new power after he defeated her. Almost all of the missing content was recycled in the sequels.
** This must have been rather late in development; a few magazines' strategy guides for ''Soul Reaver'' included the cut content. It's not exactly heartening to know that the people who wrote the guide had apparently [[CowboyBebopAtHisComputer never played the game]]...
*** Among the other things missing from the game is a vampire brother boss (leading to a minor plot hole,) and the fact that the Soul Reaver was originally broken up into multiple elemental sabers. Only the fire-elemental sword made it past pre-production, giving it a kind of [[{{Expy}} Master Sword effect.]]
** There are also assets for the lava themed Dark Eden area, which would've been a ContinuityNod to the first game.
** Hacking the game has revealed several unused elemental reavers, including a Spirit Reaver and Dark Reaver, and exploring the game's sound files has even revealed what the original, planned ending was to be: [[spoiler:[[http://www.thelostworlds.net/SR1/The_Aftermath_of_The_Chronoplast.html After the fight at the Chronoplast]] (which is where the original game ended), Kain would flee to his mountain retreat, and [[http://www.thelostworlds.net/SR1/The_Death_of_Ariel.html Raziel would have to imbue the Soul Reaver with Ariel's soul]] and chase him there, fighting and defeating Kain for the last time, [[http://www.thelostworlds.net/SR1/Opening_the_Sounding_Pipes.html finishing by opening the sounding pipes of the Silenced Cathedral to simultaneously kill every remaining vampire in Nosgoth]].]] The only normally accessible remnants of this content are the cryptic visions in the Chronoplast, hinting at events to come. Notably, the Chronoplast visions are a dead giveaway that things were cut with the intent to be wrapped up later, if looked at with the benefit of hindsight; they don't exactly ''match'' the events when they happen. Ariel being absorbed by the Reaver is the most obvious, as Raziel is shown striking her with the wraith blade; in ''Defiance,'' he merely takes her hand. After the game was released, Naughty Dog admitted that they made a deliberate decision to scrap their planned ending, which they had time to finish, because they'd come to believe it wasn't in the spirit of the series. As they barely had time to plan out where to make the plot go, it's amazing that the predictions for the future they showed here came true at all.
* Website/YouTube user [=PikolUploader=] has found some interesting stuff by emulating ''VideoGame/ShadowOfTheColossus'' on a PC: Some mountains referred to as "the beta mountains", a [[StealthPun duplicate bridge]] that lies beyond the edge of the Forbidden Lands, and a few other things. And apparently there is a duplicate Shrine of Worship, which is actually used in-game as the setting for the final cutscene. If the game is played on an emulator with the right graphical tricks enabled, the player can actually see the original Shrine in the distance, while the cutscene takes place in the duplicate. This is probably due to a shortcut in the graphics engine: Since the Shrine is so tall, and thus visible from large distances, the game always renders it. During normal gameplay, the original is either occluded from view or hidden by lighting effects.
** Pikol's Big Secret revealed an area which apparently included a dam, bridge, and what looks like tracks of some sort (reminiscent of a short sequence in Ico). One really has to wonder what the area was going to be used for.
** Although apparently not left in the code, there are two Colossi seen in early screenshots not in the final game: a phoenix and a dragon.
* ''VideoGame/{{Landstalker}}'' had a [[http://www.youtube.com/watch?v=sD8xKErGhyA bath scene]] that the censors felt was a [[ExecutiveMeddling bit too naughty]] for the American release. Rather than delete it they just blocked off the room it takes place in by putting an NPC in front of it. It was fully translated, even in PAL releases.
* ''[[VideoGame/LegacyOfKain Blood Omen]]'' contains a [[http://www.thelostworlds.net/BO1/HMCS_Bitter.html pirate ship]] that can only be accessed if the walk through walls cheat is in use. It was discovered by a few Russian fans ''14 years'' after the release of ''Blood Omen''.
* ''VideoGame/KameoElementsOfPower'' curiously has a very large amount of concept art and, more importantly, alpha cutscenes depicting a substantial amount of game mechanics that never made it to the final product, including what appears to be a garden for the baby versions of the Elemental Warriors, multiple situations depicted in the cutscenes that don't happen in the final game, small dragon sidekicks for Kameo and her sister, and several locations not found in the final product. All of this cut content is understandable considering Kameo's lengthy development cycle as well as its final rushed schedule to get Kameo into the launch window of the Xbox 360.
* Reportedly, the original build of ''VideoGame/LANoire'' was so large that the developers had to cut out two whole department desks and several cases from the ones that they ''did'' leave in just to fit the core story onto ''three'' game disks. However, most of this cut content is apparently being released as DLC.
** Which meant that it would have been seven discs on Xbox 360, and two discs on [=PS3=]. This is because [=MotionScan=] technology used for the faces saves 30 models per second, like a 3D form of video. A ten-second facial animation file takes up about 50MB of space uncompressed.
----

Top