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*** Probably not. Remember how Missingno. happens because of there being [[strike:255]] [[PowersOfTwo 256]] (including zero) Pokemon slots? There are seven chaos Emeralds all stored in one byte. Each bit corresponds to a chaos emerald. However, there are ''[[PowersOfTwo eight]]'' bits in one byte. Rather than let the game [[KillScreen kill itself]] if you ever glitched it by accident and got to a bonus stage with all the Chaos emeralds, they made it so it loaded another emerald. Just like how Aeris and Kid Cloud have text in the scenes where every character can talk in FinalFantasy 7, and how Pokemon has a ??? form for [[strike:Ars-something]] that Pokemon with the plates.

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*** Probably not. Remember how Missingno. happens because of there being [[strike:255]] [[PowersOfTwo 256]] (including zero) Pokemon slots? There are seven chaos Emeralds all stored in one byte. Each bit corresponds to a chaos emerald. However, there are ''[[PowersOfTwo eight]]'' bits in one byte. Rather than let the game [[KillScreen kill itself]] if you ever glitched it by accident and got to a bonus stage with all the Chaos emeralds, they made it so it loaded another emerald. Just like how Aeris and Kid Cloud have text in the scenes where every character can talk in FinalFantasy 7, and how Pokemon has a ??? form for [[strike:Ars-something]] that Pokemon with the plates.Arceus.
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Minor formatting tweak


%% The colouring, //, and /** / is a C programming joke, in case you were wondering. And yes, we appreciate the (lack of) irony in putting dummied-out text on the DummiedOut page.

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%% The colouring, //, and /** / /* ... */ is a C programming joke, in case you were wondering. And yes, we appreciate the (lack of) irony in putting dummied-out text on the DummiedOut page.



* /]]

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* /]]
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Formatting change on the advisement of the Trope Repair Shop


[[caption-width-right:300:[[color:#669966://Wow! What a cool level! Too bad it's not in the final game...]]]]

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[[caption-width-right:300:[[color:#669966://Wow! [[caption-width-right:300:Wow! What a cool level! Too bad it's not in the final game...]]]]
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[[color:#669966:/* \\
When some feature, level, monster or something else was meant to be put in a game but ultimately ended up getting cut out for whatever reason. Except instead of deleting the data entirely, the programmers just remove all legitimate ways to ''access'' it, leaving pieces of it in the game code (textures, models, sprites, etc.). For instance, setting the game so a particular enemy never actually spawns, or removing all entrances to a level that was never finished.\\
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[[color:#669966:/* \\
When some feature, level, monster or something else was meant to be put in a game but ultimately ended up getting cut out for whatever reason. Except instead of deleting the data entirely, the programmers just remove all legitimate ways to ''access'' it, leaving pieces of it in the game code (textures, models, sprites, etc.). For instance, setting the game so a particular enemy never actually spawns, or removing all entrances to a level that was never finished.\\
finished.

[[color:#008000:/*
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The remaining bits of data or map could sometimes result in false cases of NoticeThis, and players getting an EmptyRoomPsych out of it. If the fans get talking, a [[MissingSecret mythical access]] to it can become an UrbanLegendOfZelda. In other media this takes the form of WhatCouldHaveBeen.\\
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See also MinusWorld. {{Game Mod}}s will sometimes reopen access to it.\\


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The remaining bits of data or map could sometimes result in false cases of NoticeThis, and players getting an EmptyRoomPsych out of it. If the fans get talking, a [[MissingSecret mythical access]] to it can become an UrbanLegendOfZelda. In other media this takes the form of WhatCouldHaveBeen.

See also MinusWorld. {{Game Mod}}s will sometimes reopen access to it.

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** A battlefield for Azshara was planned, but dropped during development. The map for the battleground still exists in the game's data, albeit with some incomplete and untextured buildings. The flags for the battleground in Azshara still exist 4 years later. Of course, the entire Azshara zone is a mess of cut content and dead-end quests, so this example is par for the course. Azshara will turn into the starting zone for Goblins in Cataclysm, so perhaps they will return to the battleground in the future.
** Most infamously is the complete Mount Hyjal zone in the center of the Kalimdor continent, that is (supposed to be) inaccessible and has no content for it. Enough people went to Hyjal using the now deleted (doubly so! curse you pillar humpers) method of wall walking that they added signs saying you're not supposed to be here, it's under construction, now go away. Basically, anyway. A past Mount Hyjal was used in The Burning Crusade as a raid instance. It has player's assisting the combined forces of the humans, orcs and night elves during the Battle of Mount Hyjal in {{Warcraft}} 3. Mount Hyjal of the present will finally be opened up and a level 78-82 zone with the release of the third expansion, Cataclysm.
** There also exists a zone called Old Ironforge, basically the beta version of Ironforge which was replaced by its current, much larger form later on. It was possible early on to enter this area by dying in the nearby forge and going through the door blocking the way as a ghost. Blizzard, however, made the door solid even for ghosts.

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** A battlefield for Azshara was planned, but dropped during development. The map for the battleground still exists in the game's data, albeit with some incomplete and untextured buildings. The flags for the battleground in Azshara still exist 4 years later. Of course, the entire Azshara zone is a mess of cut content and dead-end quests, so this example is par for the course. Azshara will turn into the starting zone for Goblins in Cataclysm, so perhaps they will return to the battleground in the future.
future. However, the goblins literally strip mined the entrance to the battleground, seemingly as a hint to the fans.
** Most infamously is the complete Mount Hyjal zone in the center of the Kalimdor continent, that is (supposed to be) inaccessible and has no content for it. Enough people went to Hyjal using the now deleted (doubly so! curse you pillar humpers) method of wall walking that they added signs saying you're not supposed to be here, it's under construction, now go away. Basically, anyway. A past Mount Hyjal was used in The Burning Crusade as a raid instance. It has player's assisting the combined forces of the humans, orcs and night elves during the Battle of Mount Hyjal in {{Warcraft}} 3. This past version is an altered version of the northern half of the inaccessible version. Mount Hyjal of the present will finally be opened up and a level 78-82 zone with the release of the third expansion, Cataclysm.
Cataclysm. Again, an even more heavily altered version of the original inaccessible one.
** There also exists a zone called Old Ironforge, basically a remaining section of the beta version of Ironforge which was replaced by its current, much larger form later on. It was possible early on to enter this area by dying in the nearby forge and going through the door blocking the way as a ghost. Blizzard, however, made the door solid even for ghosts.



** At launch, there were plans for two mounts to be available by quests: one in Winterspring for the Alliance, and one in Un'Goro for the Horde. The Winterspring trainer was added at launch, but the Raptor trainer in Un'Goro was added without quests, and then removed years later. Years after ''that'' he was finally added back with his quests as of the most recent content patch in Summer 2009.

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** At launch, there were plans for two mounts to be available by quests: one in Winterspring for the Alliance, and one in Un'Goro for the Horde. The Winterspring trainer was added at launch, but the Raptor trainer in Un'Goro was added without quests, and then removed years later. Years after ''that'' he was finally added back with his quests as of the most recent content patch in Summer 2009. The Horde quest chain is significantly different, and easier, that the Alliance version. Take that as either an "I'm sorry" from Blizzard or a look at how the game has changed since launch, or both.


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** An untextured and unused, but still rather extensive, set of shell-themed structures and caves called the "Dragon Isles" can be found in the game files of World of Warcraft. An old piece of concept art shows what the main nautilus-like structure would have looked like textured. Blizzard has given no hints as to what these were for.
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* ''[[TheLegendOfZeldaOracleGames The Legend of Zelda: Oracle of Ages and Seasons]]'' go a bit beyond most examples on this page: An entire ''game'' was DummiedOut. The Oracle titles were originally supposed to be a trilogy, with a third title based around color-changing puzzles. Making three linked games quickly became too much to handle for the development team though, so they cut it down to two. Remaining evidence in the game code is limited to just the existence of Farore, and Koume and Kotake claiming Ganon's resurrection was initiated due to three bad emotions when only two plot events occurred to cause them (they worked around it by having [[spoiler:Zelda's kidnapping]] cause the third). This situation is given a ShoutOut in ''[[TheLegendOfZeldaTheMinishCap Minish Cap]]'', in which all three Oracle girls appear in cameos, but you can only have houses in Hyrule Castle Town built for two of them to live in, and guess which one gives you a charm that has the effect of both of the other two?
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* ''DukeNukem 3D'' has dozens of textures and sprites in the data files which are not used anywhere in the main game. User-made levels, however, are more than happy to make use of them.
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*** There is actually a little game data in [=FireRed=] and [=LeafGreen=] for Sevii Isles going all the way up to ''24,'' but obviously there are only seven (plus Navel Rock and Birth Island).
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* ''[[TheLegendOfZeldaOracleGames The Legend of Zelda: Oracle of Ages and Seasons]]'' go a bit beyond most examples on this page: An entire ''game'' was DummiedOut. The Oracle titles were originally supposed to be a trilogy, with a third title based around color-changing puzzles. Making three linked games quickly became too much to handle for the development team though, so they cut it down to two. Remaining evidence in the game code is limited to just the existence of Farore, and Koume and Kotake claiming Ganon's resurrection was initiated due to three bad emotions when only two plot events occurred to cause them (they worked around it by having [[spoiler:Zelda's kidnapping]] cause the third). This situation is given a ShoutOut in ''[[TheLegendOfZeldaTheMinishCap Minish Cap]]'', in which all three Oracle girls appear in cameos, but you can only have houses in Hyrule Castle Town built for two of them to live in.

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* ''[[TheLegendOfZeldaOracleGames The Legend of Zelda: Oracle of Ages and Seasons]]'' go a bit beyond most examples on this page: An entire ''game'' was DummiedOut. The Oracle titles were originally supposed to be a trilogy, with a third title based around color-changing puzzles. Making three linked games quickly became too much to handle for the development team though, so they cut it down to two. Remaining evidence in the game code is limited to just the existence of Farore, and Koume and Kotake claiming Ganon's resurrection was initiated due to three bad emotions when only two plot events occurred to cause them (they worked around it by having [[spoiler:Zelda's kidnapping]] cause the third). This situation is given a ShoutOut in ''[[TheLegendOfZeldaTheMinishCap Minish Cap]]'', in which all three Oracle girls appear in cameos, but you can only have houses in Hyrule Castle Town built for two of them to live in. in, and guess which one gives you a charm that has the effect of both of the other two?

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Looks like someone didn't do the Corrupted Circle quest in chapter 3


* In ''NeverwinterNights2'', Elanee's side-quest that abruptly ends at Skymirror was originally supposed to have more to it but the developers ran out of time.
** The game has several examples of this. Almost every companion has at least one unused scene that reveals more about them or expands their side-quests. For instance, Qara's side-quest with an elemental trying to kill her was supposed to be much more detailed, and include an implication that she could potentially be a greater threat than the king of shadows.

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* In ''NeverwinterNights2'', Elanee's side-quest that abruptly ends at Skymirror was originally supposed to have more to it but the developers ran out of time.
** The game
''NeverwinterNights2'' has several examples of this. Almost every companion has at least one unused scene that reveals more about them or expands their side-quests. For instance, Qara's side-quest with an elemental trying to kill her was supposed to be much more detailed, and include an implication that she could potentially be a greater threat than the king of shadows.
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* ''{{Bully}}'', another Rockstar Games game, has a few as well:
**Several characters were dummied out. There were a pair of adults named Nate and Flynn, it's believed that they were for the cancelled XBox version of Bully and would have been involved in uploading songs to the game.
**A room that appears in the opening trailer doesn't actually appear in the game.
**Bob, the wide-shouldered white kid in the mission cutscene for The Gym Is Burning, appears nowhere else in the game. The character model in his wrestling outfit can be hex-edited into the game, but a regular clothes model seen in old screenshots was removed from the code entirely.
**There are a few cutscenes in trailers that were cut from the final version of the game, mostly likely to keep the T rating. One had Gary Smith pantomiming doggy-style sex, another was a closeup of Mandy's legs while she was wearing a towel.
***Most of the new content for ''Scholarship Edition'' was dummied out of the original game, then readded.
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Changed a broken link.


* ''Super DoubleDragon'', being an ObviousBeta, has quite a bit of dummy content, as shown [[http://doubledragon.classicgaming.gamespy.com/features/sddtruestory.html here.]]

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* ''Super DoubleDragon'', being an ObviousBeta, has quite a bit of dummy content, as shown [[http://doubledragon.classicgaming.gamespy.com/features/sddtruestory.kontek.net/features/sddtruestory.html here.]]
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Additions to To Symphonia and Metroid entries

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*** This was actually used as an inherent attribute for the metallic Space Pirates, whom you couldn't shoot normally because the shots bounced off.


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** In the Derris-Kharlan prison, there is a teleporter that apparently has no function, making the short corridor to it a waste.
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** Also, it's pretty obvious where all three dungeons were originally supposed to be ([[WombLevel Jabun's Belly]], [[LethalLavaLand Fire Mountain]], and [[SlippySlideyIceWorld Ice Ring Isle]], in case you were still wondering.)
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** The Hound, which was featured in the manual and some screenshots, and the Armageddon Beast (a NighInvulnerable {{Juggernaut}} type monster, not to be confused with the actual game Juggernaut), which was in the Marathon Scrapbook. Some third-party map editors have placements for them.

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** The Hound, a planned companion to the Hunter, which was featured in the manual and some screenshots, and the Armageddon Beast (a NighInvulnerable {{Juggernaut}} type monster, not to be confused with the actual game Juggernaut), which was in the Marathon Scrapbook. Some third-party map editors have placements for them.
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* In DragonAge, several of your party members have dialogue and scenes which are not seen in the game but can be restored by mods. For example, party member Morrigan asks you to [[spoiler:kill her mother]] and then retrieve a certain item. A cutscene had been animated and voiced for when you return with this item, but without mods, you never get to see it and the item simply acts as an ordinary gift.
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*** Dialogue -but not the entire romance path- has been found for Tali for females and Thane for males.


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** Mordin was originally intended to be a biotic, if dialogue from the end game suggests. Also, remnants of a confrontation between Mordin and Grunt have been found, suggesting more in-fights between your crew were planned besides the two that already made it into the game.
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* ''TheSecretOfMonkeyIsland'' features a parody of this with the now-legendary "stump joke", where the player character can find a stump in the woods with a hole underneath it that will lead into what he describes as "a tunnel that leads onto a system of catacombs". It's impossible to enter, though, because the game will ask for several disks (with absurdly high disk numbers) that didn't ship with the game, and the player character just gives up and assumes he can't get to that part of the game. Many players didn't get the joke, though, and called LucasArts about their missing disks, so they eventually removed it in the CD version of the game, making the stump joke a gag about DummiedOut content that in itself became DummiedOut. References to the stump joke can still be found in other games, such as ''MonkeyIsland2'' (where you can call LucasArts' hint line and ask about the stump), ''TheCurseOfMonkeyIsland'' (where you finally get to see the other side of the stump) ''GrimFandango'' and ''Psychonauts''.
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* Even the DarkMechaFawful(and its .5 power up thing) are fightable by the bros. Note, these guys are in the ''deepest'' part of the ''bowser only'' final dungeon, the game works fine. Untill you try to fight Dark Bowser with Mario and Luigi. (Fighting against the peach castle glitches, odviously. Mario and Luigi vs. Dark Fawful and Blizzard Midbus are untested, however.)

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* ** Even the DarkMechaFawful(and its .5 power up thing) are fightable by the bros. Note, these guys are in the ''deepest'' part of the ''bowser only'' final dungeon, the game works fine. Untill you try to fight Dark Bowser with Mario and Luigi. (Fighting against the peach castle glitches, odviously. Mario and Luigi vs. Dark Fawful and Blizzard Midbus are untested, however.)
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* Even the DarkMechaFawful(and its .5 power up thing) are fightable by the bros. Note, these guys are in the ''deepest'' part of the ''bowser only'' final dungeon, the game works fine. Untill you try to fight Dark Bowser with Mario and Luigi. (Fighting against the peach castle glitches, odviously. Mario and Luigi vs. Dark Fawful and Blizzard Midbus are untested, however.)
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I may have mixed up bits and bytes. Can someone look over this and make sure I didn't screw up?

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*** Probably not. Remember how Missingno. happens because of there being [[strike:255]] [[PowersOfTwo 256]] (including zero) Pokemon slots? There are seven chaos Emeralds all stored in one byte. Each bit corresponds to a chaos emerald. However, there are ''[[PowersOfTwo eight]]'' bits in one byte. Rather than let the game [[KillScreen kill itself]] if you ever glitched it by accident and got to a bonus stage with all the Chaos emeralds, they made it so it loaded another emerald. Just like how Aeris and Kid Cloud have text in the scenes where every character can talk in FinalFantasy 7, and how Pokemon has a ??? form for [[strike:Ars-something]] that Pokemon with the plates.
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Most of that stuff was half implemented, and all that's know about the boat is that it was a boat.


** The Byelomorye Dam mission had roughly half of its original objectives scrapped just before release, as the designers believed it would have been too difficult for a first level. The most notable of these objectives was "Tower 1", a remote island with a gatling gun that you can still see a far distance away from the dam overpass. Originally, Bond would have had to take an inflatable boat out to the island, blow up a machine and retrieve bungee jumping equipment needed to leap off the dam. The player would have had to get explosives to destroy the gun from the ultimately rather useless checkpoint with the satellite dish, halfway through the level. Bond also would have had to destroy the truck halfway through the dam mission; when it stops at a depot, you were supposed to plant explosives on it.

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** The Byelomorye Dam mission had roughly half of its original objectives scrapped just before release, during development, as the designers believed it would have been too difficult for a first level. The most notable of these objectives was "Tower 1", a remote island with a gatling gun mounted wall-gun from the later levels that you can still see a far distance away from the dam overpass. Originally, Bond would have had to take an inflatable a boat out to the island, blow up a machine and possibly retrieve bungee jumping equipment needed to leap off the dam.dam (it's also speculated that it may have been in the building with the commandant). The player would have had to get explosives to destroy the gun from the ultimately rather useless checkpoint with the satellite dish, halfway through the level. Bond also would have had to destroy the truck halfway through the dam mission; when it stops at a depot, you were supposed to plant explosives on it. It should be noted that the island has the Beta Glass ([[TradeSnark TM]]) and only a decorative auto-turret. Though it does have 2 actual soldiers on it.
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** 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.

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** There's also a[[UrbanLegendOfZelda 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.
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** The original models for the female Kokori. Most notably Fado, who was supposed to be the wind sage.
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** Lines spoken by the survivors are also cut out from the game but are still present in the folders for the files. For example, the survivors will shout Smoker when they see one, but they will never say they ''hear'' one if a Smoker is present but hasn't been discovered yet. The audio files that have the survivors say they hear a Smoker are still intact. Same applies to the Boomer.

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** Lines spoken by the survivors are also cut out from the game but are still present in the folders for the files. For example, the survivors will shout Smoker when they see one, but they will never say they ''hear'' one if hear a Smoker or Boomer if one is present but hasn't been discovered yet. The audio files that have the survivors say yet, but they will note when they hear a Smoker are still intact. Same applies to the Boomer.Witch or a Hunter.



** Inverted by ''Left4Dead2''. Many people thought that the soldier zombie you can spawn via console command that drops items was DummiedOut. Turns out, they were saving it for the unimplemented MassiveMultiplayerCrossover DLC.

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** Inverted by ''Left4Dead2''. Many people thought that the soldier zombie you can spawn via console command that drops items was DummiedOut. Turns out, they were saving it for the unimplemented then-upcoming MassiveMultiplayerCrossover DLC.
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* ''GranTurismo 2'' was planned to have a drag racing mode, but it was removed late in development, making OneHundredPercentCompletion impossible. Some of the drag cars were left in the game, though.

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* ''GranTurismo 2'' was planned to have a drag racing mode, but it was removed late in development, making OneHundredPercentCompletion impossible. Some of the drag cars were left in the game, though. The Eiger Edge rally course was also cut, although it may have become the Swiss Alps course in later games.
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** Since the unfinished ''Cheetahmen II'' locks up at the end of Level 4, the only way to access the last two levels is by rom hacking or an occasional GoodBadBug that starts you on those levels.
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** Ditto for Noob Saibot, who was dummied-out in favor of Reiko, but can still be accessed via cheat codes.

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** Ditto for Noob Saibot, who was dummied-out in favor of Reiko, but can still be accessed via cheat codes. Like Kitana, he has limited special moves and no fatalities of his own.
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** Ditto for Noob Saibot, who was dummied-out in favor of Reiko, but can still be accessed via cheat codes.
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** The level "Fatum Iustum Stultorum" has an inaccessable dummy room in the upper left corner, only visible in a map editor.

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** The level "Fatum Iustum Stultorum" has an inaccessable dummy room in the upper left corner, only visible in a map editor. Was this supposed to be the player's starting point?



** The Hound, which was featured in the manual and some screenshots, and the Armageddon Beast (a NighInvulnerable {{Juggernaut}} type monster, not to be confused with the actual game Juggernaut), which was in the Marathon Scrapbook.

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** The Hound, which was featured in the manual and some screenshots, and the Armageddon Beast (a NighInvulnerable {{Juggernaut}} type monster, not to be confused with the actual game Juggernaut), which was in the Marathon Scrapbook. Some third-party map editors have placements for them.

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Just adding some info the tje JP: Trespasser example.


* Thanks to being rushed out the door to meet its release date, ''JurassicPark: {{Trespasser}}'' has a host of dummied out features:
** For starters, the developers originally created a wide range of possible emotions for the dinosaurs in the game so that they could react accordingly with what was going on in the world, but in practice this caused the dinosaurs to stay paralyzed in place because they couldn't decide between moods, so their moods were permanently set to maximum hostility as a quick fix.
** Early on in development, it was proposed that the game would have a third person perspective instead of a first person one, and it's still very possible to enable the third person view with cheats. In practice, however, this not only makes it even more difficult to aim your weapon and grab items, but it also reveals that the player character's model is just a floating pair of breasts and one arm - which is all you'd see in first person anyway.
** The physics system in the game caused a bug with the game's melee weapons, where simply walking around while having your melee weapon unequipped would cause the weapon to knock into the player and deal damage (because it SticksToTheBack). The developers worked around this by removing mass from all the melee weapons, which also made them useless in combat - except for one weapon, which is Nedry's mace.
** There's also an entire level missing from the game, which was supposed to take place between the worker town and docks levels (explaining why the terrain of the two levels is so different and the starting point of the latter looks nothing like the ending point of the former). The actual level was never finished and was removed from game, but people have found some code relating to it, including some unused objects. It also appears on screenshots. The level was going to feature Site B's geothermal powerplant, but the the dinosaur AI didn't work properly in interior spaces (they kept getting stuck in walls) and the physics engine couldn't handle the mechanical puzzles the level was supposed to contain, so the level was unceremoniously cut.

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* Thanks to being rushed out the door to meet its release date, ''JurassicPark: {{Trespasser}}'' has had a host of dummied out features:
features. A recently-discovered beta of the game showed what was deleted from the final version:
** For starters, the developers originally created a wide range of possible emotions for the dinosaurs in the game game, so that they could react accordingly with what was going on in the world, but in practice world. In practice, though, this caused the dinosaurs to stay paralyzed in place because they couldn't decide between moods, so their moods they were permanently set to maximum hostility as a quick fix.
** The game was originally supposed to run at a ''much'' higher framerate than what it eventually ended up being. The sheer number of textures in the game (as well as conflicts with the game engine) forced the designers to severely scale back the framerate between the beta and final version.
** Early on in development, it was proposed that the game would have a third person third-person perspective instead of a first person first-person one, and it's still very possible to enable the third person view with cheats. In practice, however, this not only makes it even more difficult to aim your weapon and grab items, but it also reveals that the player character's model is just a floating pair of breasts and one arm - which is all you'd see in first person anyway.
** The physics system in the game caused a bug with the game's melee weapons, where simply weapons. Simply walking around while having your a melee weapon unequipped would cause the said weapon to knock into the player and deal damage (because it SticksToTheBack). The developers worked around this by removing mass from all the melee weapons, which also made them useless in combat - except for one weapon, one, which is Nedry's mace.
** There's also an entire level missing The "Pine Valley" level, which was deleted from the game, which final game (but, inexplicably, is the level you play through in the demo for the game). Pine Valley was supposed to take place between the worker town and docks levels (explaining why the terrain of the two levels is so different and the starting point of the latter looks nothing like the ending point of the former). The actual level was never finished and was removed from game, but people have found some code relating to it, including some unused objects. It also appears on screenshots. The level was going to feature Site B's geothermal powerplant, but the the dinosaur AI didn't work properly in interior spaces (they kept getting stuck in walls) and the physics engine couldn't handle the mechanical puzzles the level was supposed to contain, so the level was unceremoniously cut.

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