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  • The Action 52 rom has several dummy sprites and other dummied out code, indicating they may have originally intended to do 60 games.
    • 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 Good Bad Bug that starts you on those levels.
    • As shown on The Cutting Room Floor, Ooze has an eighth level that is only accessible by hacking and has different graphics from all the other levels. Since the game crashes on level 3 of most versions, you probably won't see the other four levels either outside of emulation or hacking.
  • Bizarrely, the mediocre NES dinosaur-coloring game Color A Dinosaur has a big chunk of Norton Utilities 7 lying around in its code. It's hard even to imagine how that got there in the first place.
  • Danganronpa V3: Killing Harmony: The game files infamously include a sprite of Miu wielding a pixellated object that is very obviously a spiky, purple, vibrator. Word of God states it never made it into the game due to "ethical reasons."
  • Dragon's Lair had a prototype containing scenes that never made it into the final game, although one of the collections containing Dragon's Lair had the "lost levels."
    • First, the title. Notice that, in place of the Lizard King, there is a spear enemy which is meant to be in the game, but never existed in the final.
    • Next, the Game Over screen. The final had Dirk's skeleton crumbling down to the ground, whereas the prototype had a longer Game Over, although it looked the same, only with altered music. In addition, during the Game Over screen, some prototypes even included the narration from the Attract Mode based on what room the last life was lost in, as well as appearing to show what would follow if the level was completed. For example:
    "The Room of Raging Fire has triumphed. Should you conquer it, these perils await."
    • Same for the resurrection scenes. There is one that never EVER made it into the final.
    • There are also paths in which you can take.
    • The Vestibule does not have the floor crumble, but the ceiling itself.
    • There is also a level where there was supposed to be fire, but that got removed.
    • And the other level where the tentacle appears.
    • Next up, the deaths. The prototype had other deaths that never made it into the final. And here they are:
    • The Three Caves level had a cave in which it is skipped in the final.
    • The Fire Ropes level had no changes, with the exception of trumpets.
    • Also, Don Bluth's company also had a scene on their website which is meant to be the spear scene.
    • Dragon's Lair 2 was going to have a pirate ship scene, but got removed, but it was programmed into the game Dragon's Lair 3: Curse of Mordred.
  • Unlike many developers that use their dummied out content later, Spiderweb Software generally used it earlier. It has a tendency to cannibalize its old code and just dummy out anything that's no longer applicable, so dialogue from Exile remained in its code, albeit inaccessible, as late as Geneforge.
  • In Night Trap, there is a Deleted Scene where you (accidentally) trap Commander Simms while he is fighting with Sheila in the living room. Until 2017, this scene could only be viewed using a Sega CD Movie viewer on a Windows computer. The 2017 remaster now adds that scene back into the game, as well as two more Game Over scenes (one in which you fail to save Lisa's kid brother Danny from the Augers, and one in which you let too many Augers in the mansion in the second half of the game that one of them discovers the controls in the basement and mangles them before calling Victor and Sheila).
  • Pachi Com, a pachinko game on Famicom, had one of its background noises changed mid-production due to Executive Meddling. The new sounds are, to be frank, obnoxious, and the programmer who made the change was distinctly unhappy about it — so he left in both the original sounds and a massive rant about the job conditions in general, which included instructions on how to restore the original sounds.
  • The Play Station Vita has a Bluetooth feature, but it only allows you to connect headsets, despite the manual clearly outlining several icons for other Bluetooth devices.
  • Progressbar 95: There are several pieces of unused content hidden in the game's files, which include startup sounds and magenta segments.
  • The Sega Genesis's TradeMark Security System loads a blue "Sega", but never displays it. That's, like, 30% of the content right there, doomed never to appear during actual program operation.
  • Takeshi's Challenge has an unused game over screen that resembles a prison as well as a handful of unused sprites. Most of the sprites are variations of existing characters, though two depict a woman in a bikini and nude.


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