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8* ''VideoGame/CapcomFightingEvolution'': Ingrid has sprite for a second Midnight Bliss transformation that turns her into Creator/HardGay of all people. This is left unused, so her "second" transformation is the same as the first one.
9* ''VideoGame/{{Darkstalkers}}'': Huitzil and Pyron's endings from ''Night Warriors'' are actually in the first game but mostly go unused since they aren't playable. Hacking the game to play as them and beat the game as them will play their endings but with garbage text reading "AAAAAAAAAAA." They also have alternate player colours if selected with a different button.
10** ''Vampire Hunter 2'' was made using ''Vampire Savior'''s engine, but with the ''Night Warriors'' cast. However, the new characters from VS remain as residual data, only their portraits remain...except Lilith, whose sprites and animations are all still present and functional. She can be selected by hacking and the game can be completed just fine if you use her, the only drawback being her lack of voice, victory BGM and that there's a chance the game might pit you against another Dummied Out VS character in arcade mode.
11** Huitzil has several unused sprites across the course of the series, the most interesting being a half-finished arm ray gun super in the first game and a rudimentary animation for a [[CombiningMecha combiner]] variant of his Final Guardian super in the second game.
12* ''Franchise/DragonBall'' games:
13** Players who checked the files for ''VideoGame/DragonBallZBudokai 3'' discovered a few things: announcer sound files that suggest that Android 19, Zarbon, and Dodoria (who appeared in the first ''Budokai'' but were absent from the rest) were to return, and perhaps most notably, a card and various sound clips indicating Bulma was to be a playable character. She even has a complete character model that appears in the game's training mode. As well, a bonus video included with the limited edition of the game shows Tiffany Vollmer (Bulma's voice actress) in the studio recording shouts for Bulma. Unfortunately, by normal means, she's not in the game. Using Action Replay codes on the Japanese version managed to yield her as an alternate costume for Videl, which is about as close to a playable Bulma as you can get.
14** The first ''Budokai'', meanwhile, has dialogue recordings suggesting that Cui, Saibaman and Cell Jr. were planned. The former appears once in a cutscene in story mode and the other 2 are unplayable enemies. Though Cell Jr. and Saibaman showed up in ''Budokai 3'' (but were [[BonusFeatureFailure extremely difficult to unlock]]), Cui didn't make the cut in any of the ''Budokai''s.
15** ''Budokai 3'''s unlockable voice clips show quotes from characters in story mode that are not actually viewable in ANY character's story modes, that suggest that several scenes and even entire story modes for some characters were cut. In particular, a few of Goku's suggest that Super 17 was going to be playable, or at least appear in his Dragon Universe mode as one of Goku's quotes is him saying "Hey, long time no see, 17!" in his gruff Super Saiyan 4 voice. Another for Vegeta suggests an alternate outcome to the fight with Kid Buu that involved Vegeta wishing for Goku's tail to grow back and Goku likely reaching Super Saiyan 4 as a result.
16** One more for ''Budokai 3'': At one point it was planned for every single playable character to have a story in Dragon Universe mode; this got fairly far into development, as there are English voice clips from some of these discarded ideas (like Krillin realizing that a lone surviving Saibaman is friendly, or Cell getting angry at one of his Cell Juniors for rebelling against him). The only vestige of these ideas in the final game is a line of dialog in Broly's story where Gohan says that Future Trunks warned them about him; Trunks having a run-in with Broly and leaving to warn the others was part of his storyline.
17** ''VideoGame/DragonBallXenoverse'' seemed to have intended [[BigBad Demigra]] to be playable at some point, yet he was never added to the game even when Mira and Towa were PromotedToPlayable in DLC. He even has unused voice lines for interacting with characters that he never fights during normal gameplay in both his humanoid and monster forms. Naturally, both games let you add him back in using mods until ''[[VideoGame/DragonBallXenoverse2 Xenoverse 2]]'' made his humanoid form playable in the Crystal Raid game mode.
18** The ''Xenoverse'' games have [[https://www.youtube.com/watch?v=gNgfgGwqH1s several unused voice files and skills for roster characters]], mostly characters using Kamehameha, Super Kamehameha, Destructo-Disc, Spirit Bomb, Power Pole, Scissors Paper Rock, Volleyball Fist, Solar Flare, Dancing Parapara, and Kaioken, and the three base game versions of Majin Buu sharing more abilities (Fat Buu and Super Buu having Quick Sleep, Kid Buu and Super Buu having Candy Beam, and Super Buu having Pearl Flash, Explosive Buu Buu Punch, and Super Vanishing Ball). Some of these, like Krillin having Spirit Bomb, Yamcha having Super Kamehameha, and Pan having Destructo-Disc, were added back in when update 1.09 introduced the ability to customize roster characters, the rest can be readded with modding or save file editing.
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20* The ''VideoGame/GundamBattleAssault'' had a few characters removed in the two [=PlayStation=] installments. In the original, the ''Anime/MobileSuitGundamZZ'' Mobile Suit Hamma-Hamma was removed in favor of Wing Gundam, as ''Anime/MobileSuitGundamWing'' was airing at the time. Using a Gameshark would allow you to reaccess it. In the second game, the Hamma-Hamma and ''Anime/MobileSuitZetaGundam'' Mobile Suits Qubeley, The O and the titular Zeta Gundam were removed and data of the still-removed Hamma-Hamma was still left in. Again, Gameshark codes allowed players to reaccess them, though they didn't have pilots.
21* ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture'' [[http://tcrf.net/index.php?title=Jojo%27s_Bizarre_Adventure&oldid=198921 left a lot of material on the cutting-room floor]], including playable versions of boss characters N'Doul and Death 13, sprites of Joseph using Hermit Purple to swing along buildings, and extra sprites for characters such as Vanilla Ice, Pet Shop, Iggy, and Rubber Soul. One of the characters axed from the game, Tower of Gray, would be brought back in the PSX version of the game as a Super Story Mode boss.
22* ''VideoGame/JumpUltimateStars'' for DS has a number of dummied out characters that are actually accessible and (for the most part) fully playable with the use of cheats. This includes being able to play as the Komaman (training dummies only playable with certain premade decks), several incomplete (lack of sound effects, no Koma graphic) Support Koma like Sasuke and Freeza and the GameBreaker known as the Black Koma which grants Infinite SP to a player; obviously, that last one is abused by griefers online.
23* ''VideoGame/TheKingOfFighters'':
24** A number of games in the series have a lot of dummied out attacks for various characters, with some of them making their way to the sequels while others are forgotten about. They can be viewed with the help of a debug romset and it's easy to see why some of them were never put into any of the games (like for example the previous BigBad Wolfgang Krauser, an extremely muscular man, doing a strange-looking cartwheel and then landing goofily on his belly), though some are sorely missed (Like the prototype Mu Shiki for Kyo and Deadly Rave for Geese.). Someone made a hacked version of King Of Fighters '96 with those moves enabled and edited into an useable state, you can see roughly what they'd look like in the game in their current form [[https://www.youtube.com/watch?v=mNc_x_M_QUM here]].
25** Data has been found on the ''King of Fighters XII'' disk showing placeholders for pre-planned characters that for some reason couldn't make the cut; among them was Hwa Jai. The likely reason is characters being too incomplete to include (evidenced by the console exclusive characters Mature and Elisabeth, both of which have nigh-on useless movesets). ''XIII'' makes many of these characters a reality (Takuma Sakazaki, Vice, Mai, "Dark Ash" who turned out to be Saiki in Ash's body, and amazingly, Hwa Jai), up to and including Billy and classic Iori with flames.
26** [[https://www.youtube.com/watch?v=XEFMvHMlBJo An English voice set can be found in the files of the arcade version of KOF XIII.]] It can be undummied merely by renaming certain folders. Most of them were carried over from KOF XII's English dub, and they were...less than desirable, hence why the console version only has JP voices.
27* The Japanese version of ''Marvel Super Heroes vs. Street Fighter'' has an unusual extra character from neither universe known as Norimaro, based on comedian Noritake Kinashi. He was dummied out from international releases, but evidence points to this being a ''very'' last-minute change, since not only was he not completely removed, around 90% of his graphics and dialogue were fully translated. Only his ending was overlooked, instead displaying text from Dan Hibiki's ending with Captain America's name tag.
28* ''VideoGame/MarvelVsCapcom3'' was originally intended to have 2 extra characters, Frank West and Dr. Octopus, in the game. Frank was removed due to supposed "RAM issues" whilst the reason for Dr. Octopus' disclusion is unknown. Hacking the game revealed their names as part of the character data, but nothing, no models, no voiceclips, no attacks, nothing was shown of them. Frank was brought back in ''Ultimate Marvel VS. Capcom 3'' (probably revamped to be less RAM demanding), but Doc Ock was still left out.
29** On another note, a Gamespot member hacked ''Ultimate Marvel VS. Capcom 3'' and found [[https://www.youtube.com/watch?v=u0EPFsrpd60 a theme for an unused Okami stage,]] which was supposedly cut out due to not gelling with the game's art style.
30* ''Franchise/MortalKombat'':
31** The arcade games tend to be full of things that never appear during regular gameplay because the concepts were abandoned during development either due to changing ideas or space constraints. Entire moves, like Johnny Cage's kickflip from the first game or Sub-Zero's midair ice blast in the second game, survive only as unused sprites in the games' code.
32** ''VideoGame/MortalKombat4'': Kitana, Noob Saibot, and Kano were dummied out when ExecutiveMeddling demanded more new characters, which led to the creation of Tanya, Reiko, and Jarek in their places. Noob still made into the final game as a hidden character with the unique weapon of a scythe, but all his moves and fatalities are borrowed from other fighters, while Kitana could only be accessed via VideoGame/GameShark. Kano doesn't appear at all, but Jarek is blatantly meant to be him, right down to having [[LaserEyes laser eye attacks]] despite not having his mentor's cybernetic eye. A final character named Belokk was intended for the game's Dreamcast rerelease, but was leaked before the team was ready, and was subsequently pulled. The only evidence of his existence, beyond the leaked photos, is a mysterious question mark that appears when you try to use the code to unlock Noob Saibot in the game over Tanya's picture, which doesn't do anything but was supposed to be where Belokk was.
33** In the arcade version of ''Ultimate VideoGame/MortalKombat3'', Rain was seen during attract mode, but completely inaccessible in-game. He was originally to be a joke ([[VisualPun his name is "Rain" and his suit]] [[Music/{{Prince}} is purple]]), but was fully implemented in the console versions and ''Mortal Kombat Trilogy''. The 16-bit versions of ''[=UMK3=]'' has Sheeva and Chameleon. While the latter is unfinished and only playable by hacking, Sheeva can be played by glitching in the SNES version.
34** Hacking into ''VideoGame/MortalKombatArmageddon'' will pull up a list of inaccessible parts for Kreate-A-Kharacter, including options for staff and two-handed weapon styles. Additionally, there is a test room and The Krypt's alternate costume preview background as unused stages, a test track for Motor Kombat, and a placeholder Kreate-A-Kharacter character if the game is forced to load them without being signed into a save profile.
35** Going into the files for ''VideoGame/MortalKombatDeception'' and using a cheat device allows use of a lot of content that is either locked away and only viewable during the 'Konquest' mode or content that is dummied out completely. Quan Chi, Shang Tsung, Sonya, Johnny Cage, Jax, Onaga, Ghost Liu Kang, Younger versions of Shujinko, Monster (Fought during Conquest mode), Old Raiden, Kitana, Frost, Drahmin and Nitara are all playable in this fashion (with most missing special moves and all characters missing fatalities). Also, multiple stages used in Konquest mode can be hacked into the game as well as 'Puzzle Fighter' mini versions of every character (Including the dummied out characters) can be found and used in-game with cheat devices.
36* ''VideoGame/NarutoClashOfNinja Revolution'' has several unused sounds in its SoundTest. For example, there are sounds that imply that Lee originally went beyond two gates, Kisame calling out his Shark Skin, and another that implies that Gaara was intended to go Shukaku. The developers say that they left them in as {{Easter Egg}}s for the fans to discover. At least one, Itachi's "Mangekyo Sharingan!" was used in ''Clash of Ninja Revolution 2''.
37* Karin Kanzuki, Sakura's rival from her ''Sakura Ganbaru!'' spinoff manga, was supposed to make her fighting game debut in ''VideoGame/MarvelSuperHeroesVsStreetFighter'', much in the same way Shadaloo Cammy made hers in ''VideoGame/XMenVsStreetFighter''. The sprites for Karin's fighting stance were already programmed into the game, although unlike the ones they actually used in ''[[VideoGame/StreetFighterAlpha Street Fighter Alpha 3]]'', the Prototype Karin was simply a head-swap of Sakura with boots instead of sneakers, different gloves, and bicycle shorts instead of bloomers under her skirt. [[https://www.youtube.com/watch?v=anJOQs5_-vo This video explains.]]
38* ''VideoGame/{{Skullgirls}}'' was originally planned to have two endings for each character in the initial roster (except for Double): depending on a choice made after defeating the endboss, the player would receive either a good (or in most cases, [[BittersweetEnding bittersweet]]) ending, or a [[NightmareFuel nightmarish]] bad ending. Limitations on development time and resources caused the choices and bad endings to be dropped from the game (and there are no plans to implement them with DLC characters), but [[http://skullgirls.com/forums/index.php?threads/alternate-unused-story-endings-discovered-in-skullgirls-game-data.4374/ the scripts for those endings can be found in the game's code]].
39* ''VideoGame/SonicTheFighters'' had Honey the Cat, who was modeled after Honey in ''VideoGame/FightingVipers''. Her data can be accessed by hacking the arcade version, but is almost completely gone from the version in ''[[CompilationRerelease Sonic Gems Collection]]''. Furthermore, there also exists an unused Eggman form. All that is left is a pair of treads. If you hack the game, you can also play as "Rocket Metal" (which is a form of Metal Sonic that appears in the game's opening). A couple of unused tracks (including one for an unused level "Sunset Town") are also found inside the game.
40** Honey [[https://www.youtube.com/watch?v=EnLUHKE6gyI#t=1m38s is undummied]] for the Platform/XboxLiveArcade[=/=]Platform/PlayStationNetwork version of the game.
41* The console version of ''VideoGame/SoulEdge'', (widely known as ''Soul Blade'') was originally intended to have many unlockable guest fighters from people's endings, but the mechanic was scrapped with only Seong Han Myong remaining. Hacking reveals Bangoo (Rock's protégé), Vercci's Ghost (Voldo and Cervantes' late friend), the Diver from Soul Edge's ending, Monkasei (Hwang's student, who was the inspiration for Yunsung in Soul Calibur II) and several others. ''VideoGame/SoulEdge'' was also supposed to feature Frederick Schtauffen (Siegfriend's late father) and Tanegashima (gunman from Mitsurugi's ending) but they were never implemented in time.
42** A version of Lizardman/Aeon's original moveset is present in ''VideoGame/SoulCaliburVI'' but is (currently) inaccessible to players.
43* ''VideoGame/StreetFighterII: The World Warrior'': Examining the sprite sheets of the original arcade version will reveal that the subtitle is misspelled "The World Warr'''ier'''." This mistake on the title screen was caught too late in development for the graphics [=ROMs=] to be modified, so it was worked around by replacing the last three letters with a portion of the "World" tiles and [[https://fabiensanglard.net/sf2_warrier/index.html overlaying the right edge of the "W" with a single-pixel tile taken from Guile's calf to turn it into something resembling an "i"]]. The offending tiles were corrected in ''Street Fighter II': Champion Edition'', but of course they aren't displayed there since the subtitle was changed.
44* ''Super VideoGame/StreetFighterIV'' originally planned to give some characters a second rival, according to some Ultra Combo videos, but despite this, they were stuck with their first rival for some unknown reason. Also, ''Arcade Edition'' had the newcomers Yun, Yang, Oni and Evil Ryu, all who have no rival cutscene; they just showed the intro of their opponent instead. However, Evil Ryu '''did''' have audio for the rival cutscene with Gouken in the game's files before it went unused.
45* ''VideoGame/SuperSmashBros'':
46** ''VideoGame/SuperSmashBros64'': The code yields two beta versions of Franchise/{{Kirby}}'s stage, Dream Land. The first is basically a simpler version of the stage, while the second is something else. Fairly be ye warned, however: Using Gameshark with ''Super Smash Bros.'' for any reason permanently locks single-player mode into playing as Mario, which can only be undone by erasing all the game data.
47** ''VideoGame/SuperSmashBrosMelee'':
48*** The final trophy is Tamagon from ''VideoGame/DevilWorld'', which is unavailable in the North American version without hacking or a cheat device. This trophy was completely deleted from the PAL version, despite the fact that ''Devil World'' was released in PAL regions.
49*** Snooping around the insides of the game revealed a few stages that didn't make it to the final game, including Ice Top (presumably another ''VideoGame/IceClimber'' level) and [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Akaneia]] (which ''VideoGame/FireEmblem'' fans should recognize). Neither are still in the game--loading Ice Top sends you to Icicle Mountain without music, and loading Akaneia causes the game to crash.
50*** One poking around the [[DebugMode Debug Menu]] can find Captain Falcon's "Come on! BLUE FALCON!" voice clip, which would only be used in ''Brawl'' seven years later. This confirms the claim that Final Smashes were intended to be implemented before ''Brawl''. WordOfGod confirms they were planned since the ''first'' game, but time and memory constraints caused the development team to ax them in the first two games. This is further evidenced that not only is the "Blue Falcon" voice clip within the first game's files, but so is Ness's "PK... STARSTORM!"
51*** Marth and Roy were ''[[WhatCouldHaveBeen intended]]'' to have been dummied out of the international releases, the developers thinking that no one would be much interested in characters from a series that [[NoExportForYou only Japanese gamers would recognize]], but it was decided to include them anyway. This turned out to be a good thing for the ''Fire Emblem'' series, since it gave it a lot of publicity in the West.
52** ''VideoGame/SuperSmashBrosBrawl'':
53*** Poking around the insides of the game has shown the names, at least, of seven removed characters: [[VideoGame/PokemonRedAndBlue Mewtwo]], VideoGame/DrMario, Roy, [[VideoGame/DonkeyKongCountry2DiddysKongQuest Dixie Kong]], [[VideoGame/TheLegendOfZeldaTheWindWaker Toon Zelda]], Toon Sheik (who is speculated to be Tetra), and "Pra_Mai" (frequently rumored to be [[VideoGame/PokemonRubyAndSapphire Plusle and Minun]]). Evidence suggests that none of them got particularly far into development outside of Mewtwo, who still has data referencing a Classic Mode portrait as well as a victory theme. This was later taken advantage of by the ''VideoGame/ProjectM'' developers as a springboard to put Mewtwo -- and, later, Roy out of the same principles -- back into full playability.
54*** There are listings for several songs such as Falco's theme from ''VideoGame/StarFoxCommand'' and even a ''VideoGame/{{Beatmania}}'' song.
55*** There are some trophies that have been dummied out, but are still accessible through hacks. These include Donkey Kong Jr., [[VideoGame/DonkeyKongJungleBeat Dread Kong]], and alternate character trophies for many of the playable characters.
56*** [[http://images3.wikia.nocookie.net/__cb20080318020842/ssb/images/9/9b/Mizzo.JPG An enemy called Mizzo]] is seen in the background of one area in the Subspace Emissary. It can't be fought, and it's the only one in the game. It was likely intended to be a recurring enemy of some sort, but was removed during development. However, there's a rare trophy that, while describing the thing as an enemy, makes reference to the captured specimen being the only known one.
57*** Some unused files suggest that several familiar enemies from the ''Kirby'' series, including Bronto Burt, Blade Knight, and Bonkers, were supposed to appear as enemies in the Subspace Emissary, as were the Buzzy Beetle and Dry Bones from the ''Mario'' series. None of these actually made it into the game as enemies, though their models were used for a few of the trophies.
58** ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'':
59*** The Ice Climbers were originally intended to be playable, but were cut from both due to hardware limitations in the 3DS version despite working fine on the latter.
60*** [[https://tcrf.net/Super_Smash_Bros._for_Wii_U#Unused_Virus_Character_Files Character icons]] for the Viruses from ''VideoGame/DrMario'' are found in the Wii U version's data, apparently originally used as bosses for a Dr. Mario stage.
61** ''VideoGame/SuperSmashBrosCrusade'': Version 0.9 includes several images of elements of the game that aren't actually in the game in this version, such as Classic mode. In addition, Pit's victory theme is present in the music folder despite Pit not being part of the character roster and several announcer lines are unused but still in the game's files. It is possible that these elements may be used in later versions of the game (Classic mode in particular has been confirmed for version 0.9.1).
62* ''VideoGame/Tekken3'' was at an early stage planned to include Jun and a salmon called Sake (a joke character) as [=PS1=] exclusive characters. Jun's portrait was included in the game, but her character was just a standard Nina. Similarly, Sake was a standard Yoshimitsu. Jun was not included because the game makers wanted to include mostly new characters (which ultimately led to them beginning the mystery arc surrounding her possible death, a cornerstone of the series), and Sake was not included because it was considered too tricky to implement.
63* This happened to Bernkastel in ''Ougon Musou Kyoku'', ''VisualNovel/UminekoWhenTheyCry'''s fighting game. [[http://dl.dropbox.com/u/52453/ougon/BERNKASTEL_APPROACHES.jpg Thanks to a glitch it is possible to see her portrait in the character selection screen]], but choosing it makes the player fight as Battler. A standing sprite with no animation can also be found in the game data, as well as character data that suggest the possible appearance of [[VisualNovel/HigurashiWhenTheyCry Ryugu Rena]] in the game roster. Bernkastel is now avaiable via download, but everything indicates that Rena was dummied out for real.
64* ''VideoGame/VirtuaFighter'' originally had a character named Siba who was in prototypes, but replaced by Akira. He was later playable in ''Fighters Megamix''. Presumably, someone with an early arcade version of ''Virtua Fighter'' could hack it and find remnants of his existence, but they wouldn't be in any ports.
65** Later on, it was discovered that [[https://tcrf.net/Virtua_Fighter_(Arcade) many more unfinished characters were hidden within the arcade version of Virtua Fighter]]. Among them were Siba, who was renamed "Majido" in-game, Jeff, a muscular soldier-like fighter, an early version of Akira who looks remarkably similar to the Mishimas in ''VideoGame/{{Tekken}}'', and a male, boss-like character who uses most of Dural's assets save for his costumes (three of them, in fact). All of them (except for the latter, who uses Dural's) have incomplete movesets that are mostly based on the existing fighters and lack throwing moves. Several assets from beta versions were also found, including beta names for Jeffry and Lau, as well as data for an unused alternate character select screen.
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