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* ''VideoGame/CrashTeamRacing''
** [[FinalBoss Nitrous Oxide]] was originally meant to be a playable character unlocked via the Purple Gem Cup alongside the other bosses, but the developers didn't have time to fix the issues caused by his unique hovering cart using too much memory and his size obscuring the player's view. He's still playable via a Cheat Device or modding the game, and even has unique audio quotes that are only heard when the player is controlling him, but will crash the game in multiplayer due to a memory overflow. Oxide became unlockable through legitimate means in ''VideoGame/CrashNitroKart'', as well as in ''VideoGame/CrashTeamRacingNitroFueled'' where he is unlocked after beating his boss race.
** The name entry screen has dummied out option to go along with "Cancel" and "Save", accessed by putting the cursor on "Save" and clicking right to make the cursor go onto it. All that happens is the cursor just vanishes, and nothing happens even if you try to choose it.
* ''VideoGame/DiddyKongRacing'' has a number of surprising elements buried in its data, including a logo from the game's pre-release life as "RC Pro-Am 64." Hacking also revealed an unused level called Horseshoe Gulch, which doesn't seem to fit anywhere in the game (except possibly Dino Domain), and is obviously far from finished - all characters (including Wizpig) appear, and drive aimlessly; a stone arch is completely untextured; and progress in the level is prevented by a dead end.
* ''VideoGame/{{Driver}}'' has the dummied-out city of Newcastle (where Reflections is based in real life), which the protagonist is shown driving through during the ending credits. In the PC version, it can be accessed by hacking.
* ''[[VideoGame/{{Excite}} Excitebike]]'' has a track level editor for players to mess around with. While there are options to save and load custom tracks, the NES version actually has the features disabled with the manual stating that [[WhatCouldHaveBeen "they have been programmed in for potential product developments"]]. The save and load option were likely a placeholder from the Famicom version of the game, whose disks were able to save data directly whereas cartridges (used in other regions) cannot save any data unless it has a battery inside.
* ''VideoGame/ForzaMotorsport 3'''s Rally di Positano, the extended version of the Amalfi Coast circuit, was cut when the course was ported over to ''Forza 4'', but the Rally di Positano name was [[OrphanedReference reassigned to the shorter circuit]] and the roads making up the no longer accessible long circuit are still visible beyond the barricades.
* ''VideoGame/FZero99'':
** One of the unused tracks in the game's files is a version of Mute City I that uses full 3D graphics rather than the Mode 7 recreation that the final game uses, implying that at one point the game was intended to have 3D graphics.
** There are some internal leftovers from ''VideoGame/BowsersFury'', the last game developed by Creator/NintendoSoftwareTechnology, indicating that ''99'' is produced on the same engine.
* ''VideoGame/FZero GX'' has [[https://www.youtube.com/watch?v=XexCNEpGdpY the software for]] ''[[https://www.youtube.com/watch?v=XexCNEpGdpY F-Zero AX]]'' [[https://www.youtube.com/watch?v=XexCNEpGdpY in it]], with only a few lacking features.
* ''VideoGame/GranTurismo'':
** The intro to ''[=GT2=]'''s Arcade Mode mentions "Eiger Path" and "Palm Strip", which were working titles for Grindelwald and Apricot Hill, respectively. The former was later referenced by the Eiger Nordwand circuit in ''[=GT5=]''.
** The Official [=PlayStation=] Magazine [[https://www.youtube.com/watch?v=hRJUHiIF1cY demo]] of ''[=GT2=]'' has a graphically unfinished but fully drivable replica of the Monaco Grand Prix circuit, which appeared in later games as Côte d'Azur. Perhaps it would have been too graphically intense for the [=PS1=] to handle.
** Several ''[=GT2=]'' circuits have unfinished [[LevelInReverse reverse variations]].
** ''[=GT3=]'' had the Lamborghini Diablo GT, which was rendered inaccessable (outside of cheats) in non-Japanese versions, due to licensing conflicts.
** In the ''[=GT3=]'' demo, Special Stage Route 11 had the same layout as ''[=GT1=]''. In the final game, the original route is still visible, but permanently barricaded off.
** In ''5'' and ''6'', Special Stage Route X had an alternate "stunt" ribbon with pipe tunnels, half-pipes, and spiral turns, which was shown being driven on in a [[https://www.youtube.com/watch?v=eMXbJyDI3Rw&t=2m2s promotional video]], and even had a LoadingScreen image, course map, and other assets in the game files, but was never made playable, perhaps due to the limitations of the physics engine. When SSRX was updated for ''GT Sport'', though the other leftovers were deleted, the visible sections of the unused course were still incorporated into the circuit model.
** Lotus infamously no-showed the final version of ''Gran Turismo Sport'' despite the Evora was in the public beta builds of the game. However, deep digging into the game data, partial data for both the 2009 Evora and 2011 Elise that were intended to be in the game can be found. The same applies to the [=N200=] variant of the Mazda Roadster.
* The [=PS1=] game ''Formula 1 97'' had Jacques Villeneuve replaced by "Driverone Williams" due to licensing issues which existed at the time. However, Murray Walker's commentary referring to Villeneuve by name remains on the disc (and can sometimes be heard when the game crashes whilst a piece of commentary is playing). Lines referring to the ill-fated Mastercard Lola team and its drivers Vincenzo Sospriri and the hopeless Riccardo Rosset also remain. The arcade commentator also has many many lines that are never heard in the game.
* Jeremy Clarkson was originally going to narrate the ''Franchise/{{Halo}}'' Warthog autovista experience in ''VideoGame/{{Forza}} Motorsport 4'', but it was cut from the game in favor of having Cortana, from the ''Halo'' series, narrate it. However, the Jeremy Clarkson Warthog narration [[https://www.youtube.com/watch?v=rzUNdXPGOf4 can be viewed online]].
* The ''VideoGame/LegoRacers'' track Knightmare-athon is notorious for being the sole track in the game to not have any shortcuts of any kind. However, hacks of the map data show floating item bricks where there were shortcuts planned.
* ''VideoGame/MarioKartDS'':
** The game has a dummied-out version of the Mario Circuit track from ''Double Dash!!'', likely scrapped because of the limited amount of retro tracks that could be used without there being too many tracks (with the game having a limit of four tracks for each previous game). Its graphics are blank and untextured, so everything lacks the proper color, and bizarrely, even though the music that the track should have plays in ''DS'''s versions of the Luigi Circuit and Yoshi Circuit tracks from the same game, the title screen music plays if the track is accessed with a cheating device.
** The game contains a few unused versions of Nitro tracks, such as a pinball level (presumably an early version of Waluigi Pinball), a version of DK Pass without snow (which replaces the rolling snowball obstacles with boulders), and a slightly different version of Wario Stadium (with most differences being related to obstacles).
* ''VideoGame/MarioKart7'' contains unused items, the [[AttackOfThe50FootWhatever Mega Mushroom]] and Fake item boxes. If you hack these items into the game, the console will crash, either because of missing models/textures or missing functions
* ''VideoGame/NeedForSpeed'':
** The system files of ''[[VideoGame/NeedForSpeedUnderground Underground]] 2'' contain the folder of the vehicle S2000. Unlike the other cars, it is missing several files needed to appear in game. Additionally, several areas that are blocked due to construction are fully functional but lead to dead ends or teleporting your vehicle back to the real track.
** 2005's ''VideoGame/NeedForSpeedMostWanted'' has a big list of traffic vehicles that never made it into the normal traffic roster. Despite that, they still appear normally in Drag races. Additionally, there's a folder of a '''''stock BMW M3 with all files ready to be used'''''. There's also a folder with the Nissan 350Z, although, like the S2000 from ''Underground 2'', it is lacking several files.
** There are also additional [[WantedMeter heat levels]] that never are actually used in the game: Level 8, with is the same as Level 6 but without Rhinos ([[ArtificialStupidity and the police can't arrest you even if you're skimming at 8 km/h]]), Level 9, which is the same as Level 1 '''but with spikestrips and ''helicopters''''', and of course, [[PlatformHell Level 10]], which has clones of Cross and [[{{Unwinnable}} a helicopter that respawns as soon as it leaves]].
** In the [=PlayStation=] version of ''[[VideoGame/NeedForSpeedHotPursuit Need for Speed III: Hot Pursuit]]'', selecting a higher difficulty level would result in all police Corvettes being replaced by a police version of the Lamborghini Diablo SV. Said AI-controlled Pursuit Diablo still exists in the PC version of the game, but is unused. Furthermore, Hot Pursuit mode was completely cut out of the [=PlayStation=] version of the game.
** 2012's ''[[VideoGame/NeedForSpeedMostWanted2012 Need for Speed: Most Wanted]]'' has beta files revealing three cars—the Chevrolet Corvette Stingray, the Jeep Grand Cherokee [=SRT8=], and the Hummer H1 Alpha—that were meant to be in the game, complete with completed models, stats, and even car change videos for the Jeep and Hummer makes, but were culled from the final Creator/CriterionGames release, though the mobile version developed by Firemonkeys Studios includes these cars in its selection. Thanks to dedicated fans, they can be modded back in, though using any of them can cause game crashes.
* ''Race with Ryan'', based on WebVideo/RyanToysReview, has [[https://nintendosoup.com/race-with-ryan-contains-unused-texture-of-ryans-bloody-face/ an unused texture of Pirate Ryan's face]] with ''bloody scarred cheeks'', [[WingdingEyes dead X eyes]], and stitched mouth as reference to the PeripheryHatedom.
* In the N64 port of ''VideoGame/SanFranciscoRush'', the Alcatraz course was left unfinished, although it could be accessed through cheat codes. The complete track finally made it home in the sequel.
* ''VideoGame/TheSimpsonsHitAndRun'':
** Along with a few cut messages and music, it has [[http://tcrf.net/The_Simpsons:_Hit_%26_Run three songs beginning with "land_of_choc."]] If the "choc" stands for "chocolate," this could mean that there was a Land of Chocolate level (or simply a section or mission themed around chocolate) planned, which gets more interesting considering that there is an ''actual'' Land of Chocolate level in ''VideoGame/TheSimpsonsGame''. The only use of the song in-game is [[https://www.youtube.com/watch?v=TfXDBv3scro#t=132 around this part]].
** It was once intended to be legitimately possible to unlock the black alien car that either chases or tries to outrun you in the final level, rather than having to use mods or cheats to access it. The only evidence of this is Bart's car is labelled as "Ferrini - Red" in the menu instead of just "Ferrini" to differentiate it from the "Ferrini - Black".
** There also exists the Ice Cream Truck, the only functional vehicle that's not used in some levels as a prop, that is only accessible via mods or cheats. It's in pretty rough shape, can crash the game, and was likely cut rather than being fixed because of its ''abysmal'' stats which are terrible even when compared to the game's starting car the Family Sedan.
** In Lisa's level under the Squidport sign, there's a leftover unfinished room with some leftover objects inside which, [[https://www.youtube.com/watch?v=4y07g7N2ROo according to the developer]], were part of an EasterEgg involving ''Film/{{CHUD}}s'' (to reference [[Recap/TheSimpsonsS9E1TheCityOfNewYorkVsHomerSimpson Homer's horror story about New York]]) which had to be cut due to copyright issues.
* ''[[Creator/ICOMSimulations Slamscape]]'' has the audacity to have a dummied out enemy ''[[https://i.imgur.com/iCS9EZR.jpg on the front of the game's cover]]''. The teddy bear (known as Shreddy Bears) are in every level, but the car battery enemy is nowhere to be found save for an FMV in the game that shows off some unused concept art. If it had appeared it likely would have been found in Repsychler, as its design matches the junkyard theme. As for why, either the cover designer didn't get the memo or they threw it on there because it admittedly looks really cool.
* Darkside as a playable character was dummied out of both ''VideoGame/TwistedMetal2'' and ''VideoGame/TwistedMetal3'', being completely removed from the former and only appearing as a boss in the latter. However, in ''3'' is is ''fully'' playable with the Gameshark code [=800D28D0 O0OE=], has unique stats (Good handling, 5/5 armor, 5/5 special, and 2/5 speed), a fully-functional special (a freeze missile / flamethrower combo), and even the canonical driver Mr. Ash. Why he was removed is anyone's guess, as he's honestly a middle-tier vehicle at best with (despite its stats) a lousy special which is basically just a glorified freeze missile.
* The international versions of ''VideoGame/WanganMidnight Maximum Tune'' and its sequel have the [[strike:Porsche]] Gemballa cars rendered inaccessible due to licensing issues. However, some players were able to hack ''Wangan Midnight Maximum Tune 2'' machines to make those cars accessible. And, thanks to the ability to make backups of cards, and the "discarded card" system (in which a card that has had all 60 of its plays used up can be used to create two partially-tuned clones of it), Gemballa cards spread to ''WMMT 2'' players around the world; all you needed to do to be able to use a Gemballa was to find a player who was willing to sell or give away a used-up Gemballa card to you. However, in the international version of ''WMMT 3'', all data pertaining to Gemballa cars was removed, so attempting to transfer a Gemballa card to ''WMMT 3'' would simply give you an error message and eject your card back out.

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