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* ''VideoGame/FreddyFazbearsPizzeriaSimulator'' has five animatronic [=IDs=], but only four of them are referenced with ID 1 being empty, and [=IDs=] 2 through 5 referencing Molten Freddy, Scraptrap, Scrap Baby, and Lefty in that order. It's unknown what ID 1 would have been, as even with it active nothing happens, but data miners have learned that purchasing all sponsorships will activate it -- presumably this was removed as having all sponsorships already makes the night HarderThanHard and it ''also'' unleashing another enemy likely would have made things too difficult. Interestingly this also causes a glitch as only [=IDs=] 1 through 4 are allowed to utilize the once-a-night teleport mechanic, which means only 3 can do this with Lefty never being allowed his teleport opportunity.



* ''VideoGame/FreddyFazbearsPizzeriaSimulator'' has five animatronic [=IDs=], but only four of them are referenced with ID 1 being empty, and [=IDs=] 2 through 5 referencing Molten Freddy, Scraptrap, Scrap Baby, and Lefty in that order. It's unknown what ID 0 would have been, as even with it active nothing happens, but data miners have learned that purchasing all sponsorships will activate it -- presumably this was removed as having all sponsorships already makes the night HarderThanHard and it ''also'' unleashing another enemy likely would have made things too difficult. Interestingly this also causes a glitch as only [=IDs=] 1 through 4 are allowed to utilize the once-a-night teleport mechanic, which means only 3 can do this with Lefty never being allowed his teleport opportunity.

to:

* ''VideoGame/FreddyFazbearsPizzeriaSimulator'' has five animatronic [=IDs=], but only four of them are referenced with ID 1 being empty, and [=IDs=] 2 through 5 referencing Molten Freddy, Scraptrap, Scrap Baby, and Lefty in that order. It's unknown what ID 0 would have been, as even with it active nothing happens, but data miners have learned that purchasing all sponsorships will activate it -- presumably this was removed as having all sponsorships already makes the night HarderThanHard and it ''also'' unleashing another enemy likely would have made things too difficult. Interestingly this also causes a glitch as only [=IDs=] 1 through 4 are allowed to utilize the once-a-night teleport mechanic, which means only 3 can do this with Lefty never being allowed his teleport opportunity.

Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/FreddyFazbearsPizzeriaSimulator'' has five animatronic [=IDs=], but only four of them are referenced with ID 1 being empty, and [=IDs=] 2 through 5 referencing Molten Freddy, Scraptrap, Scrap Baby, and Lefty in that order. It's unknown what ID 0 would have been, as even with it active nothing happens, but data miners have learned that purchasing all sponsorships will activate it -- presumably this was removed as having all sponsorships already makes the night HarderThanHard and it ''also'' unleashing another enemy likely would have made things too difficult. Interestingly this also causes a glitch as only [=IDs=] 1 through 4 are allowed to utilize the once-a-night teleport mechanic, which means only 3 can do this with Lefty never being allowed his teleport opportunity.

Added: 636

Changed: 791

Removed: 378

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* Several areas and one complete subplot were cut from the original release of ''VideoGame/ResidentEvil1''. George Trevor's diaries were completely cut out and only evidence of the scrapped graveyard area is a split-second view of its entrance in the Hunter's debut cutscene. Both were restored for [[UpdatedRerelease the 2002 remake]].

to:

* Several areas and one complete subplot were cut from the original release of ''VideoGame/ResidentEvil1''. George Trevor's diaries were completely cut out and the only evidence of the scrapped graveyard area is a split-second view of its entrance in the Hunter's debut cutscene. Both were restored for [[UpdatedRerelease the 2002 remake]].



** There were also [[https://residentevil.fandom.com/wiki/Dumdum_bullet "Dum Dum" rounds]] for the magnum. They are fully functional in the game, being slightly more powerful than magnum rounds against zombies but weaker against anything else, but without a VideoGame/GameShark the only evidence to their existence is the phrase "it is loaded with Magnum rounds" in the description of the colt python which implies there is more than one kind of ammo (Like with the bazooka). Oddly the 2002 remake has the same rounds ''again'' dummied out, and the same description for the magnum!
** The 2002 Remake also has a Bedroom (across from the room with the "Lure of a Bee" puzzle) where examining the bed tells you there are footprints that lead right through the bed, implying it to be movable and hiding something, yet in the end there is nothing. Alledgedly it was once going to be used as an escape route that was scrapped, but there is no firm evidence of this.

to:

** There were also [[https://residentevil.fandom.com/wiki/Dumdum_bullet "Dum Dum" rounds]] for the magnum. They are fully functional in the game, being slightly more powerful than magnum rounds against zombies but weaker against anything else, but without a VideoGame/GameShark the only evidence to their existence is the phrase "it is loaded with Magnum rounds" in the description of the colt python Colt Python which implies there is more than one kind of ammo (Like with the bazooka). Oddly the 2002 remake has the same rounds ''again'' dummied out, and the same description for the magnum!
** The 2002 Remake also has a Bedroom (across from the room with the "Lure of a Bee" puzzle) where examining the bed tells you there are footprints that lead right through the bed, implying it to be movable and hiding something, yet in the end there is nothing. Alledgedly it was once going to be used as an escape route that was scrapped, but there is no firm evidence of this.
magnum!



* Poking around on the ''VideoGame/ResidentEvil2'' disc with a Game Shark reveals a number of items and weapons that were cut from the final game, including a submachine gun called the Calico, which eventually became Claire's automatic weapon of choice in the later ''Code Veronica.'' Early gameplay trailers also depict Leon firing a G3 battle rifle and flinging grenades at zombies, though this was a build made using the original game's engine and featured a whole host of other mechanics and enemies who were eventually scrapped, enough so that most fans consider this earlier version a completely different game all together, ''Resident Evil 1.5''.

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** The ''Director's Cut'' contains many improvements over the original 1996 version. However, despite what the subtitle implies, it still retains all the censorship of the earlier version, [[http://kotaku.com/how-the-first-resident-evils-been-censored-and-changed-1680436651 apparently due to a localization error]].
* Poking around on the ''VideoGame/ResidentEvil2'' disc with a Game Shark reveals a number of items and weapons that were cut from the final game, including a submachine gun called the Calico, which eventually became Claire's automatic weapon Claire would get ahold of choice in the later ''Code Veronica.'' Early gameplay trailers also depict Leon firing a G3 battle rifle and flinging grenades at zombies, though this was a build made using the original game's engine and featured a whole host of other mechanics and enemies who were eventually scrapped, enough so that most fans consider this earlier version a completely different game all together, ''Resident Evil 1.5''.

Added: 4136

Changed: 5787

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* ''VideoGame/SilentHill1'' has several dummied-out rooms in Midwich Elementary School. Also, the BottomlessPits were intended to be death traps as in the later games, but you can't fall into them during normal gameplay.
** The boat was meant to be a vehicle to reach the lighthouse, as evidenced by Harry [[NoticeThis looking at the steering wheel]] although it does nothing.
* ''VideoGame/SilentHillHomecoming'' has a ton of unused voice files that hint at various dropped characters, a cameo by Walter Sullivan of ''VideoGame/SilentHill4'', a larger amount of involvement by Deputy Wheeler, and lots of explicit backstory before it was made more subtle. There's a blog entry going into tremendous detail, [[http://web.archive.org/web/20090527233257/http://chrisgally2.blogspot.com/2008/11/silent-hill-homecomings-unused-voice.html here]], as well as a Website/YouTube video containing some of the unused dialog [[https://www.youtube.com/watch?v=w4B4-LIxORE here]].
* Empire Interactive's [[https://www.crimson-ceremony.net/lostreleases/item.php?id=regame_re3-pc-eur2 "Xplosiv" budget PC release]] of ''VideoGame/ResidentEvil3Nemesis'' completely omitted ''The Mercenaries'', an extra game mode accessible from a separate executable in the 2000 Windows version. While it can be accessed by downloading an .exe file online, this release also removed the function to save your completed game file. Because weapons unlocked through ''The Mercenaries'' can only be used in a second playthrough on a completed save, the Xplosiv version completely broke every unlockable item in the game and removed most of its replay value.
* ''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' both contain data for extra character costumes not normally acquirable in the games, and it's largely speculated that these were intended for a ''File #3'' if it ever saw the light of day. A VideoGame/GameShark can be used to put them in the game proper, but while the games were online, Capcom eventually locked out accounts that were found to be using these inaccessible characters.
*** The PAL version of File #1 had the online multiplayer completely disabled. In a game whose entire gimmick was that it was an online multiplayer survival horror.
* Before the PAL release of ''Outbreak'', there was ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Survivor]]'', a first-person light gun game that had its light gun support ''disabled'' in the NTSC version due to pressure from MoralGuardians after the Columbine shooting.
* Poking around on the ''VideoGame/ResidentEvil2'' disc with a Game Shark reveals a number of items and weapons that were cut from the final game, including a submachine gun called the Calico, which eventually became Claire's automatic weapon of choice in the later ''Code Veronica.'' Early gameplay trailers also depict Leon firing a G3 battle rifle and flinging grenades at zombies, though this was a build made using the original game's engine and featured a whole host of other mechanics and enemies who were eventually scrapped, enough so that most fans consider this earlier version a completely different game all together, ''Resident Evil 1.5''.
** The first encounter with the Licker was supposed to start with it dropping the head from the decapitated corpse in the hall. The staff changed their minds late in development, perhaps figuring it would be censored anyway, but decided to simply cut out the cue for this and leave the head stuck up on the ceiling. It's normally out of the the camera's view since the game was meant for a 4:3 picture ratio, but playing the game on an emulator with widescreen support reveals that the head is still there.
*** In the Versus strategy guide for the game, a small appendix discusses things the writers found by combining a Gameshark with the Japanese-only demo disc included with ''Resident Evil: Director's Cut.'' Several key items are completely different for starters, but perhaps the most puzzling is what happens when the player inputs a command which tells the game scripted sequences (such as the Tyrant smashing his way through the RPD's press room) have already happened: when this command is implemented, the large glass skylight in the RPD's main hall shatters, suggesting at ''some'' point in the game's development, something was supposed to smash its way in from outside, although no one has any idea what that was supposed to be, and enemies are never encountered in this area in the final game, outside a few zombies in the upper gallery.

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* ''VideoGame/SilentHill1'' %%%
%%
%% This page
has several dummied-out rooms in Midwich Elementary School. Also, the BottomlessPits were intended to be death traps as been alphabetized. Please add new examples in the later games, but you can't fall into them during normal gameplay.
** The boat was meant to be
correct order. Thanks!
%%
%%%

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* ''VideoGame/DeadIsland'' contains
a vehicle to reach the lighthouse, as evidenced by Harry [[NoticeThis looking at the steering wheel]] although it does nothing.
* ''VideoGame/SilentHillHomecoming'' has a ton
collection of unused voice files dummied emails that hint at various dropped characters, a cameo by Walter Sullivan of ''VideoGame/SilentHill4'', a larger amount of involvement by Deputy Wheeler, and lots of explicit backstory before it was made more subtle. There's a blog entry going into tremendous detail, [[http://web.archive.org/web/20090527233257/http://chrisgally2.blogspot.com/2008/11/silent-hill-homecomings-unused-voice.html here]], as well as a Website/YouTube video containing some of the unused dialog [[https://www.youtube.com/watch?v=w4B4-LIxORE here]].
* Empire Interactive's [[https://www.crimson-ceremony.net/lostreleases/item.php?id=regame_re3-pc-eur2 "Xplosiv" budget PC release]] of ''VideoGame/ResidentEvil3Nemesis'' completely omitted ''The Mercenaries'', an extra game mode accessible from a separate executable in the 2000 Windows version. While it can be accessed by downloading an .exe file online, this release also removed the function to save your completed game file. Because weapons unlocked through ''The Mercenaries'' can only be used in a second playthrough on a completed save, the Xplosiv version completely broke every unlockable item in the game and removed most of its replay value.
* ''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' both contain data for extra character costumes not normally acquirable in the games, and it's largely speculated that these were intended for a ''File #3'' if it ever saw the light of day. A VideoGame/GameShark can be used to put them in the game proper, but while the games were online, Capcom eventually locked out accounts that were found to be using these inaccessible characters.
*** The PAL version of File #1 had the online multiplayer completely disabled. In a game whose entire gimmick was that it was an online multiplayer survival horror.
* Before the PAL release of ''Outbreak'', there was ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Survivor]]'', a first-person light gun game that had its light gun support ''disabled'' in the NTSC version due to pressure from MoralGuardians after the Columbine shooting.
* Poking around on the ''VideoGame/ResidentEvil2'' disc with a Game Shark reveals a number of items and weapons that were cut from the final game, including a submachine gun called the Calico, which eventually became Claire's automatic weapon of choice in the later ''Code Veronica.'' Early gameplay trailers also depict Leon firing a G3 battle rifle and flinging grenades at zombies, though this was a build made using the original game's engine and featured a whole host of other mechanics and enemies who were eventually scrapped, enough so that most fans consider this earlier version a completely different game all together, ''Resident Evil 1.5''.
** The first encounter with the Licker was supposed to start with it dropping the head from the decapitated corpse in the hall. The staff changed their minds late in development, perhaps figuring it would be censored anyway, but decided to simply cut out the cue for this and leave the head stuck up on the ceiling. It's normally out of the the camera's view since the game was meant for a 4:3 picture ratio, but playing the game on an emulator with widescreen support reveals that the head is still there.
*** In the Versus strategy guide for the game, a small appendix discusses things the writers found by combining a Gameshark with the Japanese-only demo disc included with ''Resident Evil: Director's Cut.'' Several key items are completely different for starters, but perhaps the most puzzling is what happens when the player inputs a command which tells the game scripted sequences (such as the Tyrant smashing his way through the RPD's press room) have already happened: when this command is implemented, the large glass skylight in the RPD's main hall shatters, suggesting at ''some'' point in
expand upon the game's development, something was supposed backstory. A few also explain why the four protagonists came to smash its way in from outside, although no one has any idea what Banoi, implying that they were deliberately flown there [[spoiler: as part of an experiment to gather immune test subjects for the vaccine, confirming that the virus was supposed intended to be, and enemies are never encountered in this area in be used for military purposes.]]
** Jin also has an unused memo, which functions like a diary. It retains certain aspects of
the final original draft, such as her interest in becoming a nurse (in the game, outside she seems more inclined to become a few zombies mechanic like her dad), and delving into a long rant about how HumansAreBastards. This can't be obtained in the upper gallery. game, and considering [[spoiler: Jin's body is inaccessible once she dies,]] there is no way to collect it.



* Poking around on the ''VideoGame/ResidentEvil2'' disc with a Game Shark reveals a number of items and weapons that were cut from the final game, including a submachine gun called the Calico, which eventually became Claire's automatic weapon of choice in the later ''Code Veronica.'' Early gameplay trailers also depict Leon firing a G3 battle rifle and flinging grenades at zombies, though this was a build made using the original game's engine and featured a whole host of other mechanics and enemies who were eventually scrapped, enough so that most fans consider this earlier version a completely different game all together, ''Resident Evil 1.5''.
** The first encounter with the Licker was supposed to start with it dropping the head from the decapitated corpse in the hall. The staff changed their minds late in development, perhaps figuring it would be censored anyway, but decided to simply cut out the cue for this and leave the head stuck up on the ceiling. It's normally out of the the camera's view since the game was meant for a 4:3 picture ratio, but playing the game on an emulator with widescreen support reveals that the head is still there.
*** In the Versus strategy guide for the game, a small appendix discusses things the writers found by combining a Gameshark with the Japanese-only demo disc included with ''Resident Evil: Director's Cut.'' Several key items are completely different for starters, but perhaps the most puzzling is what happens when the player inputs a command which tells the game scripted sequences (such as the Tyrant smashing his way through the RPD's press room) have already happened: when this command is implemented, the large glass skylight in the RPD's main hall shatters, suggesting at ''some'' point in the game's development, something was supposed to smash its way in from outside, although no one has any idea what that was supposed to be, and enemies are never encountered in this area in the final game, outside a few zombies in the upper gallery.
* Empire Interactive's [[https://www.crimson-ceremony.net/lostreleases/item.php?id=regame_re3-pc-eur2 "Xplosiv" budget PC release]] of ''VideoGame/ResidentEvil3Nemesis'' completely omitted ''The Mercenaries'', an extra game mode accessible from a separate executable in the 2000 Windows version. While it can be accessed by downloading an .exe file online, this release also removed the function to save your completed game file. Because weapons unlocked through ''The Mercenaries'' can only be used in a second playthrough on a completed save, the Xplosiv version completely broke every unlockable item in the game and removed most of its replay value.
* ''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' both contain data for extra character costumes not normally acquirable in the games, and it's largely speculated that these were intended for a ''File #3'' if it ever saw the light of day. A VideoGame/GameShark can be used to put them in the game proper, but while the games were online, Capcom eventually locked out accounts that were found to be using these inaccessible characters.
*** The PAL version of File #1 had the online multiplayer completely disabled. In a game whose entire gimmick was that it was an online multiplayer survival horror.
* Before the PAL release of ''Outbreak'', there was ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Survivor]]'', a first-person light gun game that had its light gun support ''disabled'' in the NTSC version due to pressure from MoralGuardians after the Columbine shooting.



* ''VideoGame/DeadIsland'' contains a collection of dummied emails that expand upon the game's backstory. A few also explain why the four protagonists came to Banoi, implying that they were deliberately flown there [[spoiler: as part of an experiment to gather immune test subjects for the vaccine, confirming that the virus was intended to be used for military purposes.]]
** Jin also has an unused memo, which functions like a diary. It retains certain aspects of the original draft, such as her interest in becoming a nurse (in the game, she seems more inclined to become a mechanic like her dad), and delving into a long rant about how HumansAreBastards. This can't be obtained in game, and considering [[spoiler: Jin's body is inaccessible once she dies,]] there is no way to collect it.

to:

* ''VideoGame/DeadIsland'' contains a collection of dummied emails that expand upon ''VideoGame/SilentHill1'' has several dummied-out rooms in Midwich Elementary School. Also, the game's backstory. A few also explain why the four protagonists came to Banoi, implying that they BottomlessPits were deliberately flown there [[spoiler: as part of an experiment to gather immune test subjects for the vaccine, confirming that the virus was intended to be used for military purposes.]]
** Jin also has an unused memo, which functions like a diary. It retains certain aspects of
death traps as in the original draft, such as her interest in becoming a nurse (in the game, she seems more inclined to become a mechanic like her dad), and delving into a long rant about how HumansAreBastards. This later games, but you can't fall into them during normal gameplay.
** The boat was meant to
be obtained in game, a vehicle to reach the lighthouse, as evidenced by Harry [[NoticeThis looking at the steering wheel]] although it does nothing.
* ''VideoGame/SilentHillHomecoming'' has a ton of unused voice files that hint at various dropped characters, a cameo by Walter Sullivan of ''VideoGame/SilentHill4'', a larger amount of involvement by Deputy Wheeler,
and considering [[spoiler: Jin's body is inaccessible once she dies,]] there is no way to collect it.lots of explicit backstory before it was made more subtle. There's a blog entry going into tremendous detail, [[http://web.archive.org/web/20090527233257/http://chrisgally2.blogspot.com/2008/11/silent-hill-homecomings-unused-voice.html here]], as well as a Website/YouTube video containing some of the unused dialog [[https://www.youtube.com/watch?v=w4B4-LIxORE here]].
Is there an issue? Send a MessageReason:
Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


** There was also to be a [[https://www.youtube.com/watch?v=ZJBpQYr-Dh0 laser weapon]] introduced to this game. That's right, we almost got to toast zombies with FrickinLaserBeams but, sadly, it was apparently cut relatively early in development as it doesn't even have its own model and instead uses the Flamethrower model.

to:

** There was also to be a [[https://www.youtube.com/watch?v=ZJBpQYr-Dh0 laser weapon]] introduced to this game. That's right, we almost got to toast zombies with FrickinLaserBeams [[EnergyWeapon Frickin' Laser Beams]] but, sadly, it was apparently cut relatively early in development as it doesn't even have its own model and instead uses the Flamethrower model.

Changed: 1548

Removed: 1002

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None


* A truly horrible example of this afflicts a certain version of ''VideoGame/ResidentEvil3Nemesis''. This is somewhat odd in that it is only a particular re-release of the game, not the release for a certain country or console. Players of the original Playstation version found that completing the game would get them a "boutique key" item, allowing access to the secret costumes, and would also unlock "The Mercenaries", the extra game mode in which you unlock weapons for use in the main game. The Dreamcast version of the game was a little strange. There was no boutique key, and indeed the Boutique is inaccessible. Instead the player has every costume when they start the game. The Mercenaries still functioned as normal. The PC version is a port of the Dreamcast version, the same in every way but one. "The Mercenaries" is accessible from an entirely separate .exe file instead of from the main menu of the game.
** This incident occurred when a certain company known as Xplosiv (they specialise in releasing cheap versions of old PC games) brought out their version of ''Resident Evil 3''. "The Mercenaries" mode was completely and utterly missing. They'd even deleted the pages about it from the .pdf file instruction manual, but had left in the contents page which clearly said it should be there. The Mercenaries mode can be replaced by downloading its .exe file, if you can find it online. But it still won't make the game fully playable as originally intended by Capcom. Why? Because the Xplosiv release also removed the function allowing you to save your completed game file. Weapons unlocked in "The Mercenaries" can only be used in a second play through a completed file. As a result, Xplosiv have managed to break every single unlockable item in the game, remove most of the replay value, and caused many many fans of the game to scream in frustration and horror as they realise what has happened. WHYYY!?

to:

* A truly horrible example Empire Interactive's [[https://www.crimson-ceremony.net/lostreleases/item.php?id=regame_re3-pc-eur2 "Xplosiv" budget PC release]] of this afflicts a certain version of ''VideoGame/ResidentEvil3Nemesis''. This is somewhat odd in that it is only a particular re-release of the game, not the release for a certain country or console. Players of the original Playstation version found that completing the game would get them a "boutique key" item, allowing access to the secret costumes, and would also unlock "The Mercenaries", the ''VideoGame/ResidentEvil3Nemesis'' completely omitted ''The Mercenaries'', an extra game mode in which you unlock weapons for use in the main game. The Dreamcast version of the game was a little strange. There was no boutique key, and indeed the Boutique is inaccessible. Instead the player has every costume when they start the game. The Mercenaries still functioned as normal. The PC version is a port of the Dreamcast version, the same in every way but one. "The Mercenaries" is accessible from an entirely separate .exe file instead of from the main menu of the game.
** This incident occurred when
a certain company known as Xplosiv (they specialise in releasing cheap versions of old PC games) brought out their version of ''Resident Evil 3''. "The Mercenaries" mode was completely and utterly missing. They'd even deleted the pages about it from the .pdf file instruction manual, but had left separate executable in the contents page which clearly said 2000 Windows version. While it should be there. The Mercenaries mode can be replaced accessed by downloading its .an .exe file, if you can find it online. But it still won't make the game fully playable as originally intended by Capcom. Why? Because the Xplosiv file online, this release also removed the function allowing you to save your completed game file. Weapons Because weapons unlocked in "The Mercenaries" through ''The Mercenaries'' can only be used in a second play through playthrough on a completed file. As a result, save, the Xplosiv have managed to break version completely broke every single unlockable item in the game, remove game and removed most of the its replay value, and caused many many fans of the game to scream in frustration and horror as they realise what has happened. WHYYY!?value.



* The donkies that made ''VideoGame/ResidentEvilGunSurvivor'' were able to top the PAL release of ''File #1'' with their NTSC release. They disabled ''light gun support'' in a first-person light gun game. Allegedly it was due to pressure from the MoralGuardians who [[{{Misblamed}} blamed such games]] for the Columbine Shooting, but ''still''.

to:

* The donkies that made ''VideoGame/ResidentEvilGunSurvivor'' were able to top Before the PAL release of ''File #1'' with their NTSC release. They disabled ''light gun support'' in ''Outbreak'', there was ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Survivor]]'', a first-person light gun game. Allegedly it was game that had its light gun support ''disabled'' in the NTSC version due to pressure from the MoralGuardians who [[{{Misblamed}} blamed such games]] for after the Columbine Shooting, but ''still''.shooting.
Is there an issue? Send a MessageReason:
Suddenly realizing this would fit better under Urban Legend OF Zelda, since it's an unconfirmed rumor.


** The boat was meant to be a vehicle to reach the lighthouse, as evidenced by Harry [[NoticeThis looking at the steering wheel]] although it does nothing. There's also a car engine at the gas station that serves no purpose. A rumor persists that you were meant to install it into a car and then use the vehicle to reach a new location, despite the setting doing little to accommodate this; too many paths are collapsed/caved in to travel freely by car, and protagonist Harry is a writer by trade who's ''highly'' unlikely to know how to install an engine by himself.

to:

** The boat was meant to be a vehicle to reach the lighthouse, as evidenced by Harry [[NoticeThis looking at the steering wheel]] although it does nothing. There's also a car engine at the gas station that serves no purpose. A rumor persists that you were meant to install it into a car and then use the vehicle to reach a new location, despite the setting doing little to accommodate this; too many paths are collapsed/caved in to travel freely by car, and protagonist Harry is a writer by trade who's ''highly'' unlikely to know how to install an engine by himself.
Is there an issue? Send a MessageReason:
None


** The boat was meant to be a vehicle to reach the lighthouse, as evidenced by Harry [[NoticeThis looking at the steering wheel]] although it does nothing. There's also a car engine at the gas station that serves no purpose.

to:

** The boat was meant to be a vehicle to reach the lighthouse, as evidenced by Harry [[NoticeThis looking at the steering wheel]] although it does nothing. There's also a car engine at the gas station that serves no purpose. A rumor persists that you were meant to install it into a car and then use the vehicle to reach a new location, despite the setting doing little to accommodate this; too many paths are collapsed/caved in to travel freely by car, and protagonist Harry is a writer by trade who's ''highly'' unlikely to know how to install an engine by himself.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** There was also to be a [[https://www.youtube.com/watch?v=ZJBpQYr-Dh0 laser weapon]] introduced to this game. That's right, we almost got to toast zombies with FrickinLaserBeams but, sadly, it was apparently cut relatively early in development as it doesn't even have its own model and instead uses the Flamethrower model.

Added: 615

Changed: 104

Is there an issue? Send a MessageReason:
None


** There were also "Dum Dum" rounds for the magnum. They are fully functional in the game, being slightly more powerful than magnum rounds, but without a VideoGame/GameShark the only evidence to their existence is the phrase "it is loaded with Magnum rounds" in the description of the colt python which implies there is more than one kind of ammo (Like with the bazooka). Oddly the 2002 remake has the same rounds ''again'' dummied out, and the same description for the magnum!

to:

** There were also [[https://residentevil.fandom.com/wiki/Dumdum_bullet "Dum Dum" rounds rounds]] for the magnum. They are fully functional in the game, being slightly more powerful than magnum rounds, rounds against zombies but weaker against anything else, but without a VideoGame/GameShark the only evidence to their existence is the phrase "it is loaded with Magnum rounds" in the description of the colt python which implies there is more than one kind of ammo (Like with the bazooka). Oddly the 2002 remake has the same rounds ''again'' dummied out, and the same description for the magnum!


Added DiffLines:

* Like the Dum Dum Rounds, ''VideoGame/ResidentEvilCodeVeronica'' has [[https://residentevil.fandom.com/wiki/File:BetaSniperAmmoCodeVeronica.png functional ammunition]] for the Sniper Rifle, which was apparently to play a much larger role in the game rather than being a one-time crutch weapon against Nosferatu that you lose immediately after the battle. It was likely removed as the Sniper Rifle is ''incredibly'' overpowered and has a first-person perspective that completely breaks the balance and style of the game, and was removed fairly early in development as it only has Japanese text for its description.
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*** In the original demo for ''Resident Evil 4'', the knife was a separate weapon rather than being constantly equipped by Leon and Ada; instead, hitting the knife button equipped Leon's binoculars, although the feature was apparently scrapped (possibly because of the host of scoped weapons in the game which serve the same purpose, while the knife is significantly more useful at any point in the game). Leon uses the binoculars in a few cutscenes, including one optional event when he finds one of his Spanish police comrades murdered in the village, which uses the same controls as were featured in the demo version.
****At one point, the suppressor equipped to Wesker's Silver Ghost was originally to be available to other handguns, and could've been used in conjunction with the FN FiveseveN (the Punisher). A model with the suppressor equipped exists but it was cut from the final game, although, bizarrely, the FiveseveN's firing sound is a much higher pitch than any other handgun in the game, suggesting Capcom used its suppressed sound effect with the vanilla model.
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*** In the Versus strategy guide for the game, a small appendix discusses things the writers found by combing a Gameshark with the Japanese-only demo disc included with ''Resident Evil: Director's Cut.'' Several key items are completely different for starters, but perhaps the most puzzling is what happens when the player inputs a command which tells the game scripted sequences (such as the Tyrant smashing his way through the RPD's press room) have already happened: when this command is implemented, the large glass skylight in the RPD's main hall shatters, suggesting at ''some'' point in the game's development, something was supposed to smash its way in from outside, although no one has any idea what that was supposed to be, and enemies are never encountered in this area in the final game, outside a few zombies in the upper gallery.

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*** In the Versus strategy guide for the game, a small appendix discusses things the writers found by combing combining a Gameshark with the Japanese-only demo disc included with ''Resident Evil: Director's Cut.'' Several key items are completely different for starters, but perhaps the most puzzling is what happens when the player inputs a command which tells the game scripted sequences (such as the Tyrant smashing his way through the RPD's press room) have already happened: when this command is implemented, the large glass skylight in the RPD's main hall shatters, suggesting at ''some'' point in the game's development, something was supposed to smash its way in from outside, although no one has any idea what that was supposed to be, and enemies are never encountered in this area in the final game, outside a few zombies in the upper gallery.

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* Poking around on the ''VideoGame/ResidentEvil2'' disc with a Game Shark reveals a number of items and weapons that were cut from the final game, including a machine gun called the Calico.

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* Poking around on the ''VideoGame/ResidentEvil2'' disc with a Game Shark reveals a number of items and weapons that were cut from the final game, including a machine submachine gun called the Calico.Calico, which eventually became Claire's automatic weapon of choice in the later ''Code Veronica.'' Early gameplay trailers also depict Leon firing a G3 battle rifle and flinging grenades at zombies, though this was a build made using the original game's engine and featured a whole host of other mechanics and enemies who were eventually scrapped, enough so that most fans consider this earlier version a completely different game all together, ''Resident Evil 1.5''.


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*** In the Versus strategy guide for the game, a small appendix discusses things the writers found by combing a Gameshark with the Japanese-only demo disc included with ''Resident Evil: Director's Cut.'' Several key items are completely different for starters, but perhaps the most puzzling is what happens when the player inputs a command which tells the game scripted sequences (such as the Tyrant smashing his way through the RPD's press room) have already happened: when this command is implemented, the large glass skylight in the RPD's main hall shatters, suggesting at ''some'' point in the game's development, something was supposed to smash its way in from outside, although no one has any idea what that was supposed to be, and enemies are never encountered in this area in the final game, outside a few zombies in the upper gallery.
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* Several areas and one complete subplot were cut from the original release of ''ResidentEvil1''. George Trevor's diaries were completely cut out and only evidence of the scrapped graveyard area is a split-second view of its entrance in the Hunter's debut cutscene. Both were restored for [[UpdatedRerelease the 2002 remake]].

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* Several areas and one complete subplot were cut from the original release of ''ResidentEvil1''.''VideoGame/ResidentEvil1''. George Trevor's diaries were completely cut out and only evidence of the scrapped graveyard area is a split-second view of its entrance in the Hunter's debut cutscene. Both were restored for [[UpdatedRerelease the 2002 remake]].
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** There were also "Dum Dum" rounds for the magnum. They are fully functional in the game, being slightly more powerful than magnum rounds, but without a GameShark the only evidence to their existence is the phrase "it is loaded with Magnum rounds" in the description of the colt python which implies there is more than one kind of ammo (Like with the bazooka). Oddly the 2002 remake has the same rounds ''again'' dummied out, and the same description for the magnum!

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** There were also "Dum Dum" rounds for the magnum. They are fully functional in the game, being slightly more powerful than magnum rounds, but without a GameShark VideoGame/GameShark the only evidence to their existence is the phrase "it is loaded with Magnum rounds" in the description of the colt python which implies there is more than one kind of ammo (Like with the bazooka). Oddly the 2002 remake has the same rounds ''again'' dummied out, and the same description for the magnum!
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* ''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' both contain data for extra character costumes not normally acquirable in the games, and it's largely speculated that these were intended for a ''File #3'' if it ever saw the light of day. A GameShark can be used to put them in the game proper, but while the games were online, Capcom eventually locked out accounts that were found to be using these inaccessible characters.

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* ''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' both contain data for extra character costumes not normally acquirable in the games, and it's largely speculated that these were intended for a ''File #3'' if it ever saw the light of day. A GameShark VideoGame/GameShark can be used to put them in the game proper, but while the games were online, Capcom eventually locked out accounts that were found to be using these inaccessible characters.
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* ''VideoGame/ResidentEvil4'' has a couple:
** The Chicago Typewriter of ''VideoGame/ResidentEvil4'' was originally a regular obtainable and upgradeable weapon, as evidenced by it's firepower and capacity having been already customized (unlike other un-upgradeable weapons) and it's reloading animation (it has unlimited ammunition). Presumably it was made into a special unlockable weapon because it's too much of a GameBreaker.
** There is also a [[https://www.youtube.com/watch?v=SR_nQ2br-MU removed cutscene]] that introduced the wingless Novistador enemy. To remove it from the game they simply moved the trigger out of bounds, meaning it can be triggered with a wall clipping glitch. Later games disabled the trigger altogether.
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** The first encounter with the Licker was supposed to start with it dropping the head from the decapitated corpse in the hall. The staff changed their minds late in development, perhaps figuring it would be censored anyway, but decided to simply cut out the cue for this and leave the head stuck up on the ceiling. It's normally out of the the camera's view since the game was meant for a 4:3 picture ratio, but playing the game on an emulator with widescreen support reveals that the head is still there.
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* The donkies that made ''VideoGame/ResidentEvilGunSurvivor'' were able to top the PAL release of ''File #1'' with their NTSC release. They disabled ''light gun support'' in a first-person light gun game. Allegedly it was due pressure from the MoralGuardians who [[{{Misblamed}} blamed such games]] on the Columbine Shooting, but ''still''.

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* The donkies that made ''VideoGame/ResidentEvilGunSurvivor'' were able to top the PAL release of ''File #1'' with their NTSC release. They disabled ''light gun support'' in a first-person light gun game. Allegedly it was due to pressure from the MoralGuardians who [[{{Misblamed}} blamed such games]] on for the Columbine Shooting, but ''still''.
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* The donkies that made ''VideoGame/ResidentEvilGunSurvivor'' were able to top the PAL release of ''File #1'' with their NTSC release. They disabled ''light gun support'' in a first-person light gun game. Allegedly it was due pressure from the MoralGuardians who [[{{Misblamed}} blamed such games]] on the Columbine Shooting, but ''still''.
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* ''VideoGame/DeadIsland'' contains a collection of dummied emails that expand upon the game's backstory. A few also explain why the four protagonists came to Banoi, implying that they were deliberately flown there [[spoiler: as part of an experiment to gather immune test subjects for the vaccine, confirming that the virus was intended to be used for military purposes.]]
** Jin also has an unused memo, which functions like a diary. It retains certain aspects of the original draft, such as her interest in becoming a nurse (in the game, she seems more inclined to become a mechanic like her dad), and delving into a long rant about how HumansAreBastards. This can't be obtained in game, and considering [[spoiler: Jin's body is inaccessible once she dies,]] there is no way to collect it.
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* Several areas and one complete subplot were cut from the original release of ''ResidentEvil1''. George Trevor's diaries were completely cut out and only evidence of the scrapped graveyard area is a split-second view of its entrance in one cutscene. Both were restored for [[UpdatedRerelease the 2002 remake]].

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* Several areas and one complete subplot were cut from the original release of ''ResidentEvil1''. George Trevor's diaries were completely cut out and only evidence of the scrapped graveyard area is a split-second view of its entrance in one the Hunter's debut cutscene. Both were restored for [[UpdatedRerelease the 2002 remake]].
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** The 2002 Remake also has a Bedroom (across from the room with the "Lure of a Bee" puzzle) where examining the bed tells you there are footprints that lead right through the bed, implying it to be movable and hiding something, yet in the end there is nothing. Alledgedly it was once going to be used as an escape route that was scrapped, but there is no firm evidence of this.
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* ''SilentHillHomecoming'' has a ton of unused voice files that hint at various dropped characters, a cameo by Walter Sullivan of ''Silent Hill 4'', a larger amount of involvement by Deputy Wheeler, and lots of explicit backstory before it was made more subtle. There's a blog entry going into tremendous detail,[[http://web.archive.org/web/20090527233257/http://chrisgally2.blogspot.com/2008/11/silent-hill-homecomings-unused-voice.html here]], as well as a Website/YouTube video containing some of the unused dialog [[http://www.youtube.com/watch?v=w4B4-LIxORE here]].

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* ''SilentHillHomecoming'' ''VideoGame/SilentHillHomecoming'' has a ton of unused voice files that hint at various dropped characters, a cameo by Walter Sullivan of ''Silent Hill 4'', ''VideoGame/SilentHill4'', a larger amount of involvement by Deputy Wheeler, and lots of explicit backstory before it was made more subtle. There's a blog entry going into tremendous detail,[[http://web.detail, [[http://web.archive.org/web/20090527233257/http://chrisgally2.blogspot.com/2008/11/silent-hill-homecomings-unused-voice.html here]], as well as a Website/YouTube video containing some of the unused dialog [[http://www.youtube.com/watch?v=w4B4-LIxORE here]].
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** There were also "Dum Dum" rounds for the magnum. They are fully functional in the game, being slightly more powerful than magnum rounds, but without a GameShark the only evidence to their existence is the phrase "it is loaded with Magnum rounds" in the description of the colt python which implies there is more than one kind of ammo (Like with the bazooka). Oddly the 2002 remake has the same rounds ''again'' dummied out, and the same description for the magnum!

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adding wayback link to original blog


* ''SilentHillHomecoming'' has a ton of unused voice files that hint at various dropped characters, a cameo by Walter Sullivan of ''Silent Hill 4'', a larger amount of involvement by Deputy Wheeler, and lots of explicit backstory before it was made more subtle. There's a blog entry going into tremendous detail [[http://chrisgally2.blogspot.com/2008/11/silent-hill-homecomings-unused-voice.html here]], as well as a Website/YouTube video containing some of the unused dialog [[http://www.youtube.com/watch?v=w4B4-LIxORE here]].
** The blog link is dead. But you can still find information on the cut content on the ''Franchise/SilentHill'' [[TheWikiRule wiki]].

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* ''SilentHillHomecoming'' has a ton of unused voice files that hint at various dropped characters, a cameo by Walter Sullivan of ''Silent Hill 4'', a larger amount of involvement by Deputy Wheeler, and lots of explicit backstory before it was made more subtle. There's a blog entry going into tremendous detail [[http://chrisgally2.detail,[[http://web.archive.org/web/20090527233257/http://chrisgally2.blogspot.com/2008/11/silent-hill-homecomings-unused-voice.html here]], here]], as well as a Website/YouTube video containing some of the unused dialog [[http://www.youtube.com/watch?v=w4B4-LIxORE here]].
** The blog link is dead. But you can still find information on the cut content on the ''Franchise/SilentHill'' [[TheWikiRule wiki]].
here]].
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** Very early in development they also intended to have cryptic messages written in blood on the walls, left behind by the infected people in the mansion as they lost their sanity. They were actually removed from the [=DualShock=] version, but the original hid them by simply recoloring them to match the walls. By tweaking the game color palettes with an emulator, you can see them. [[http://images.wikia.com/residentevil/images/5/5a/Bloody_wall_message_1.jpg This one reads "For God's sake GET OUT!!!"]]

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** Speaking of ''Resident Evil'', ''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' both contain data for extra character costumes not normally acquirable in the games, and it's largely speculated that these were intended for a ''File #3'' if it ever saw the light of day. A GameShark can be used to put them in the game proper, but while the games were online, Capcom eventually locked out accounts that were found to be using these inaccessible characters.
*** Let's not forget that the PAL version of File #1 had the online multiplayer completely disabled. In a game whose entire gimmick was that it was an online multiplayer survival horror.
** Poking around on the ''VideoGame/ResidentEvil2'' disc with a Game Shark reveals a number of items and weapons that were cut from the final game, including a machine gun called the Calico.

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** Speaking of ''Resident Evil'', ''VideoGame/ResidentEvilOutbreak'' *''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' both contain data for extra character costumes not normally acquirable in the games, and it's largely speculated that these were intended for a ''File #3'' if it ever saw the light of day. A GameShark can be used to put them in the game proper, but while the games were online, Capcom eventually locked out accounts that were found to be using these inaccessible characters.
*** Let's not forget that the The PAL version of File #1 had the online multiplayer completely disabled. In a game whose entire gimmick was that it was an online multiplayer survival horror.
** * Poking around on the ''VideoGame/ResidentEvil2'' disc with a Game Shark reveals a number of items and weapons that were cut from the final game, including a machine gun called the Calico.Calico.
* Several areas and one complete subplot were cut from the original release of ''ResidentEvil1''. George Trevor's diaries were completely cut out and only evidence of the scrapped graveyard area is a split-second view of its entrance in one cutscene. Both were restored for [[UpdatedRerelease the 2002 remake]].
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* ''SilentHillHomecoming'' has a ton of unused voice files that hint at various dropped characters, a cameo by Walter Sullivan of ''Silent Hill 4'', a larger amount of involvement by Deputy Wheeler, and lots of explicit backstory before it was made more subtle. There's a blog entry going into tremendous detail [[http://chrisgally2.blogspot.com/2008/11/silent-hill-homecomings-unused-voice.html here]], as well as a Website/YouTube video containing some of the unused dialog [[http://www.youtube.com/watch?v=e_2XjmcD4xo&feature=channel_page here]].

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* ''SilentHillHomecoming'' has a ton of unused voice files that hint at various dropped characters, a cameo by Walter Sullivan of ''Silent Hill 4'', a larger amount of involvement by Deputy Wheeler, and lots of explicit backstory before it was made more subtle. There's a blog entry going into tremendous detail [[http://chrisgally2.blogspot.com/2008/11/silent-hill-homecomings-unused-voice.html here]], as well as a Website/YouTube video containing some of the unused dialog [[http://www.youtube.com/watch?v=e_2XjmcD4xo&feature=channel_page com/watch?v=w4B4-LIxORE here]].
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* ''VideoGame/SilentHill1'' has several dummied-out rooms in Midwich Elementary School. Also, the BottomlessPits were intended to be death traps as in the later games, but you can't fall into them during normal gameplay.
** The boat was meant to be a vehicle to reach the lighthouse, as evidenced by Harry [[NoticeThis looking at the steering wheel]] although it does nothing. There's also a car engine at the gas station that serves no purpose.
* ''SilentHillHomecoming'' has a ton of unused voice files that hint at various dropped characters, a cameo by Walter Sullivan of ''Silent Hill 4'', a larger amount of involvement by Deputy Wheeler, and lots of explicit backstory before it was made more subtle. There's a blog entry going into tremendous detail [[http://chrisgally2.blogspot.com/2008/11/silent-hill-homecomings-unused-voice.html here]], as well as a Website/YouTube video containing some of the unused dialog [[http://www.youtube.com/watch?v=e_2XjmcD4xo&feature=channel_page here]].
** The blog link is dead. But you can still find information on the cut content on the ''Franchise/SilentHill'' [[TheWikiRule wiki]].
* A truly horrible example of this afflicts a certain version of ''VideoGame/ResidentEvil3Nemesis''. This is somewhat odd in that it is only a particular re-release of the game, not the release for a certain country or console. Players of the original Playstation version found that completing the game would get them a "boutique key" item, allowing access to the secret costumes, and would also unlock "The Mercenaries", the extra game mode in which you unlock weapons for use in the main game. The Dreamcast version of the game was a little strange. There was no boutique key, and indeed the Boutique is inaccessible. Instead the player has every costume when they start the game. The Mercenaries still functioned as normal. The PC version is a port of the Dreamcast version, the same in every way but one. "The Mercenaries" is accessible from an entirely separate .exe file instead of from the main menu of the game.
** This incident occurred when a certain company known as Xplosiv (they specialise in releasing cheap versions of old PC games) brought out their version of ''Resident Evil 3''. "The Mercenaries" mode was completely and utterly missing. They'd even deleted the pages about it from the .pdf file instruction manual, but had left in the contents page which clearly said it should be there. The Mercenaries mode can be replaced by downloading its .exe file, if you can find it online. But it still won't make the game fully playable as originally intended by Capcom. Why? Because the Xplosiv release also removed the function allowing you to save your completed game file. Weapons unlocked in "The Mercenaries" can only be used in a second play through a completed file. As a result, Xplosiv have managed to break every single unlockable item in the game, remove most of the replay value, and caused many many fans of the game to scream in frustration and horror as they realise what has happened. WHYYY!?
** Speaking of ''Resident Evil'', ''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' both contain data for extra character costumes not normally acquirable in the games, and it's largely speculated that these were intended for a ''File #3'' if it ever saw the light of day. A GameShark can be used to put them in the game proper, but while the games were online, Capcom eventually locked out accounts that were found to be using these inaccessible characters.
*** Let's not forget that the PAL version of File #1 had the online multiplayer completely disabled. In a game whose entire gimmick was that it was an online multiplayer survival horror.
** Poking around on the ''VideoGame/ResidentEvil2'' disc with a Game Shark reveals a number of items and weapons that were cut from the final game, including a machine gun called the Calico.
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