* ''DummiedOut/TheElderScrolls''
* ''DummiedOut/{{Fallout}}''
* ''DummiedOut/FinalFantasyXV''
* ''DummiedOut/MassEffect''
* ''DummiedOut/{{Pokemon}}''
* ''DummiedOut/ShinMegamiTenseiNINE''
* ''DummiedOut/TitanQuest''

[[foldercontrol]]

[[folder:Baldur's Gate]]
* Both ''VideoGame/BaldursGate'' and its sequel had some incomplete content in it. Fans scouring through the source code have, with some help from the original developers, created [[GameMod mods]] which restores some of this content, called ''Unfinished Business''. In the original game:
** In ''Tales of the Sword Coast'', there was an entire level of Ice Island that was cut for having damaged files. ''''[=BG1=]'' Unfinished Business'' restores this second-level from the files still on-disc.
** Several cut encounters still have files on-disc, including an additional Elminster conversation outside the Friendly Arm Inn, dialogue between Kivan and Tazok at the Bandit Camp, and an extra encounter with Branwen and Tranzig.
** Safana originally had a different innate ability - instead of Charm Animal, she had Flirt, which could be used to accomplish the same effect on human men.
** Several cut weapons, including a unique club (The 'Root' of the Problem) and an alternate +2 Studded Leather Armor set.
** A bunch of minor encounters and small fetch quests.
** An interactive dream sequence where the player had to make good or evil choices.
* In ''Shadows of Amn'':
** Minsc originally had a sidequest of his own, which was removed from ''II'' before its release (although several unused lines remain). In his quest, Minsc loses Boo (his "space hamster") when you travel from one area to another, and he asks the player character to help him find his companion. The player must then follow a series of clues by interrogating several residents in Athkatla, and eventually tracks Boo down to a wealthy member of the city who bought the creature. If the player chooses not to help, Minsc suffers several penalties, and permanently leaves the party after a set period of time. If the quest is completed, Minsc gets a THACO and chance-to-hit bonus. ''Unfinished Business'' restores the bulk of the quest, with some material being changed to make it more coherent.
** Two Ranger character kits (the Justifier and Feralan), two character portraits (Yoshimo and Anomen, who had their pictures changed for the final game) and several items were deleted, but all have their original files still on-disc.
** Valygar originally had several encounters with Suna Seni (who Irenicus had also put under a geas) in Athkatla, which gives more information about their past relationship. The encounters were cut from the game, but the text files still exist on-disc.
** Bodhi was originally intended to "hunt" the player and their party when they were trapped in the trials underneath Spellhold, but this was cut in an effort to tone down the overall difficulty level of the game. In addition, another gameplay encounter between the Shadow Thieves and Bodhi was also cut.
** Artemis Entreri was intended to appear in Bodhi's Lair (in Chapter Six) if you enlisted Drizzt and his group to help during the raid. This was cut presumably because Drizzt and Artemis were at odds at that point in the narrative.
** In ''Throne of Bhaal'', Demogorgon was originally intended to be much tougher than the version seen in the final product. David Gaider's ''Ascension'' mod restores the original difficulty of the boss fight and makes him much tougher. Several Bhaalspawn powers (which were acquired after the various Trials) were also cut from the game pre-release for being too confusing - ''Ascension'' also restores the original concept.
** Sarevok in ''[=ToB=]'' also had a cut conversation where he expresses remorse for the deaths of Tamoko and Yoshimo to the player character. This was related to his chance to change alignment.
** More than fifteen years after its release, a whole bunch of cut banters was discovered in the original game during work on the Enhanced Edition. These include such gems as Yoshimo complimenting Boo's battle prowess and Jan bragging to Aerie about his grandfather slaying a dragon.
* In ''VideoGame/BaldursGateIII'':
** The Upper City section of Baldur's Gate is noticeably absent for most of Act 3, only accessible after you've crossed the PointOfNoReturn to the FinalBoss despite Swen Vincke's claim two weeks prior to the full release that players would be able to explore it along with the rest of the city.
** Cleric player characters in Early Access had the option to pick Shar or one of the Dead Three gods (Bane, Bhaal, and Myrkul) as their deity, each with unique dialogue options associated with them. Although these deities can no longer be picked by the player in the full release, dialogue options unique to being a cleric of these deities are still present within the game data.
** Karlach was going to have an ending where her infernal engine was fully fixed and would therefore survive without having to return to Avernus or becoming a mind flayer, but the required conditions for fulfilling this ending being tied to the aforementioned Upper City area makes this ending currently unattainable.
** Withers was going to [[https://www.youtube.com/watch?v=yXSfqCvClW8 narrate an epilogue]] chronicling the fates of the player character and their companions at the end of the game.
** Much of Minthara’s RomanceArc past Act 1 is either missing within the game or bugged. Most notably, she was supposed to be able to [[BabiesEverAfter bear a child with the player character]].
[[/folder]]

[[folder:Final Fantasy]]
* The main ''Franchise/FinalFantasy'' series:
** The first game, ''VideoGame/FinalFantasyI'':
*** Text dumps reveal a line that one of the Sages was meant to deliver late in the game: "In the Temple of FIENDS are the remaining SKY WARRIORS. They fought the FIENDS and are now bats!" Its absence is more likely an accident than a deliberate choice, since the bats will tell you their story anyway (and FFI is infamous for its sloppy coding, which made whole gameplay components useless). The line is back in remakes of the game.
*** Accidental example: The Angel Ring in ''VideoGame/FinalFantasyI: Dawn of Souls'' is supposed to be found in a treasure chest on the 33rd basement of the Whisperwind Cove, a BonusDungeon with 40 floors, each floor being a randomly selected one out of a set of pre-made floors. Unfortunately, the only floor that gives you the chance to collect the ring (since it's the only one that has enough treasure chests in it) is never selected to be the 33rd floor.
** ''VideoGame/FinalFantasyII'':
*** The game has several unused songs that were released on a soundtrack CD, including one that was later fleshed out and used in ''VideoGame/FinalFantasyVI'' as "The Magic House".
*** While the ''Pixel Remaster'' remake lacks the added content from the [=PS1=] and later versions, it does contain battle sprites for Gordon's brother, Scott (including for the Toad and Mini status effects). Scott is never playable in the base game, since he dies of a war injury at the end of his only scene... but he ''is'' in the bonus Soul of Rebirth chapter, which was included in certain other versions of the game, but not this one. [[WhatCouldHaveBeen Maybe they planned to remake Soul of Rebirth too?]]
*** At some point, the NES version of ''Final Fantasy II'' was going to include a death-elemental Killer Bow. It was removed, and if you hack it back in (Dawn of Souls version), you find it has the in-game description "If you're reading this, you've either found a bug or are a 1337 haXXor."
** The first US release of ''VideoGame/FinalFantasyIV'' had many items dummied out. Some of them were inexplicably restored when it was ported back to Japan as Easytype.
*** Also, a few spells were removed, those being the WhiteMagic spells Protect, Shell, and Dispel, and one of Rydia's summons, Cockatrice. These spells were actually left out in the aforementioned Easytype version as well, but could still be accessed by using certain pieces of equipment (see below).
*** Another element that was removed was the ability to use certain pieces of equipment to cast magic. This feature was restored when it was ported back to Japan as the Easytype version, however. Interestingly, in the SNES version, the ''programming'' was still there. If one used a Game Genie (or other cheat device), the commands could be re-enabled, and you could also buy and use the removed items, even the Soma Drop or Gold and Silver Apples. They would simply be called "Dummy" in the inventory... you just had to remember which was which.
*** The DS remake also, frustratingly, had the vocal version of "Theme of Love" dummied out of international releases for no apparent reason and now the credits, where the song was supposed to play, have generic background music in them instead. Rumor holds that the vocalist for the song's manager hadn't signed away the international release rights to the song, wanting to [[NoExportForYou keep it Japan-only]]. Creator/SquareEnix should have played the instrumental version of the "Theme of Love" at least.
*** Even the original ''VideoGame/FinalFantasyIV'' had some items and menu commands dummied out, like an Assassin's Knife that can instantly kill enemies like Dark Knight Cecil's penultimate weapon and an "Airship" command likely meant for Cid. There's also a number of enemies, areas, and text strings that remain in the game, as well as...
*** Kain was originally meant to be able to cast magic, as he has an unused chanting animation and an entire spell list goes unused that, based on its location in the game's ROM, was meant for him. It's actually quite easy to restore this via a Gameshark or simple savefile hacking. This likely inspired him becoming a Holy Dragoon in ''VideoGame/FinalFantasyIVTheAfterYears'' and learning White Magic, if that wasn't what was originally intended in IV before it was removed.
*** Similarly, Rydia was originally meant to keep White Magic after growing up. She even learns Cure 2 / Cura alongside the summons she learns as an adult, but since the White Magic command was removed from her menu it goes unused. Like Kain, it's very easy to make use of it by simply re-adding the command to cast White Magic with cheats or modding.
** ''VideoGame/FinalFantasyIVTheAfterYears'':
*** ''All'' of the items from the GBA version of ''VideoGame/FinalFantasyIV'' are included in the code; plus some "Uber" Debug equipment named after the programmers that makes you invincible. You're not going to see these without cheating.
*** There are also dummied-out commands. Some of them were available in the GBA version of the original game (Brace, Cry, Dark Wave, etc.), but some are upgrades of existing commands that are completely unavailable in either game through normal methods (Double Throw, Omni (attacks all targets at once), etc.), and most interestingly, there's also a dummied-out command for [[PowerCopying Blue Magic]]. Common {{Fanon}} theory is that Blue Magic was supposed to be on [[JokeCharacter Harley]], but was removed for some reason.
** ''VideoGame/FinalFantasyVI'':
*** The Czar/Kaiser Dragon. The developers later reused its name for a boss in ''VideoGame/SuperMarioRPG'', and in its original game it was apparently intended to be a {{Superboss}}, as this was the case when it was finally put in the game in the GBA remake -- although it did have an associated speech even in the SNES/SFC game that suggested it was supposed to be ''some'' manner of uber-enemy.
*** Another example would be the Colossus. Unlike the Czar Dragon, he had a complete battle script and for some odd reason was programmed to attack wild kid Gau if he was in the party.
** ''VideoGame/FinalFantasyVII'' has many dummied rooms, characters, and scripts:
*** The Honeybee Inn has a ''huge'' amount of cut content that was removed for being way, way too racy. There's extra rooms, an EarlyBirdCameo for Palmer, a meeting with Wedge's brother Kwedge (who he mentions offhandedly in the unmodded game, and not by name), some background info about Tifa and an extended sequence where [[SugarWiki/FunnyMoments the player has to help Cloud come up with a non-terrible way of asking a girl to give him her underwear]]. We also get to learn about Cloud's virginity and [[AnimeHair how he keeps his hair like that]].
*** There's also a "Mystery Panties" item, which would presumably be worn as part of the Don Corneo drag mission, alongside a "Letter To A Daughter" and "Letter to A Wife" which were originally part of the travelling salesman quest.
*** Lots and lots of dummied-out text is still in the game, though mostly it's unremarkable (often it's simply a more poorly written first draft version of something a character says in the finished game). However, some cut content includes:
*** A scene where Jessie explains her motivations for joining the terrorist organisation AVALANCHE to Cloud, with a developer's note appended (reading 'voluntary restraint') suggesting it was cut [[DistancedFromCurrentEvents after the Sarin gas attacks in 1995]].
*** A plotline where AVALANCHE were going to have a hot spring vacation at Cosmo Canyon together after bombing the reactors was cut, including some scenes of Cloud being receptive to Jessie's flirting and Barret declaring that Cloud'll be dragged there whether he wants to go or not (suggesting Barret might be becoming fond of him). Presumably it was cut for making Cloud too friendly too early. Barret alludes to the plot in a line relatively late that remains in the game, but with the implication that the others were purposefully keeping Cloud out of the trip plans.
*** Sephiroth appears much earlier in cut scenes, appearing as a hallucination that Cloud has while riding the pinball elevator (in a scene that was presumably too {{Narm}}y to keep). Cloud was also scripted at one point to mention him to Tifa during the promise flashback, in a [[HoYay strongly suggestive]] exchange that implies Cloud had been nursing a teenage crush on him that disappointed his mother. Cloud was also scripted to start laughing when recalling young Tifa mentioning how she wanted a hero to rescue her, which makes Tifa cross and insist that this is serious, which was something of an OutOfCharacterMoment for him.
*** An expanded role for Johnny, who was at some point scripted to tell Cloud about his past involvement with Tifa and angrily confront Cloud about her interest in him, telling him that if he doesn't '[[IfYouEverDoAnythingToHurtHer treat her like an angel of this slum]]' he'll kill him.
*** The little boy in the Sector 7 Weapons Shop was also supposed to pimp out his sister (!!) to the player as a form of healing, replaced in the game with him simply offering you his bed.
*** There's dialogue programmed for certain characters that cannot be physically reached by the player, like the sailor NPC on board the yacht in Costa del Sol's port, or the NPC in the screen to the left of the Church with the save point in Sector 5 (who is scripted to explain to Cloud and Aeris about Sector 5 and Sector 6 if asked).
*** There's a little sequence where Cloud clarifies to an officer on board the Highwind (the one who says admiring things to him after his big speech) that he gets motion sickness now that he's returned to his real self, a conceit that remains in the game but which isn't especially clear.
*** Multiple scenes were planned for the hike up North Corel of the characters remarking to one another about Barret's issues, and Cloud getting the opportunity to flirt with Tifa and Aeris on the big bridge by teasing them about the height. ''Yuffie'' was also scripted at some point to spend the hike [[NobodyPoops complaining about how she needed the bathroom.]]
*** Dialogue was programmed in for many characters that isn't available over the course of normal gameplay, due to characters not being part of the story at that point. This lends credence to the Aeris revival rumours, as she's given a line where she complains after getting dumped in the snowfield at the Great Glacier, an area only available after her death - it was likely it was programmed in before the coders knew exactly when her death scene was going to be, as some dummied-out backgrounds suggest she might originally have been scripted to die in the Northern Crater (in the area used in the final game for Sephiroth's casting of Meteor). Yuffie also has dialogue before she can be recruited, such as commenting on the dead Midgar Zolom impaled on a tree in the marshes, which is only possible to see in the unmodified game by abusing a glitch to skip the scene in question until you get Yuffie. Cid and Tifa also have a lot of party leader lines for events that can only be triggered while Cloud is leader (e.g. trying to access the Mythril Mines on a Chocobo [[AntiFrustrationFeatures before visiting Kalm]]), and Cloud and Tifa also have dialogue for a scene where only Cid can be leader - presumably because it was easier and safer just to rewrite the dialogue in each character's 'voice' than it was to figure out who would be leader at that time.
*** Unused field models with more realistic proportions and facial expressions for Cloud and Jessie (or at least her torso) exist. At some point in development, face models were intended to be used for certain scenes to allow facial closeups. Only the scene showing Cloud and Jessie looking at the tube map was tried in this manner.
*** In the scene where Cloud is entirely possessed by Sephiroth, an animation was made showing Cloud curl into a foetal position and then suddenly roll until he is standing upside down. In the final game the animation is obscured with a white flash, presumably because it was found unconvincing.
*** Several unused battle formations remain in the game, a mixture of existing enemies fought in different locations (such as the Midgar Zolom showing up in the Shinra Building of all places) and enemies that were never intended to be fought (like a "Test 0" enemy in several of them, which takes the form of the Guard Hound in the original Japanese version and a four-sided pyramid in every other release -- the Guard Hound iteration [[AscendedGlitch would later make an appearance in]] ''VideoGame/FinalFantasyVIIRebirth'' in the Corel Prison arena, the match name against it even being called "Unknown Error" and its Assess description noting that it's a speciment that escaped due to "a developer's oversight" as a reference to the fact that it appearing in the original JP release was a bug).
** ''VideoGame/FinalFantasyVIII'':
*** There was an entire mini-game mode for the [=PocketStation=], which never made it out of Japan in its initial release (though it was later included proper as a standalone executable on the PC[=/=]Steam digital version). It is (or at least was... the game is now over 10 years old) possible to play it with an imported [=PocketStation=] from Japan. The mini-game could be used to get many useful items, and of course, HundredPercentCompletion.
*** Originally, Selphie was supposed to have two more Limit Break spells which apparently were never programmed in. These spells were Percent, which cuts all enemies by 93.75% of their current HP, and Catastrophe, which is more powerful than the ultimate spell, Apocalypse. They can be accessed with a Gameshark.
** Digging around in the code of ''VideoGame/FinalFantasyXIII2'' reveals a model of young Hope that was not used in the game, combat data and a Chocobo-riding animation for older Hope, models of a few Fal'Cie, and the l'Cie crystals of Serah and Cid Raines.
[[/folder]]

[[folder:Knights of the Old Republic]]
* In ''VideoGame/KnightsOfTheOldRepublic'':
** Taris had several areas that were cut prior to release, including an additional level of the Black Vulkar base (where you would have to masquerade as a Vulkar to get into the garage), part of the Gamorrean stronghold in the Undercity and access to the swoop platform before and after the required story race. Mods restore access to these areas.
** Normally, an NPC you encounter on Tatooine (Sharina) disappears after you complete a quest for her (helping her to sell an item to pay for passage off the planet and settle elsewhere with her family). However, she was originally intended to appear on Dantooine, where she would thank the player for helping her. It was likely scrapped because [[spoiler:the Jedi enclave on Dantooine is carpet-bombed by Darth Malak just before the endgame, rendering her quest a [[ShootTheShaggyDog waste of time]]]]. This additional appearance was restored through mods.
** Normally, Bastila won't venture out of the Ebon Hawk on Korriban because she is concerned that the Sith will recognize her. However, a mod exists that allows you to take her anyway, where she has a full set of dialogue reacting to various events and training challenges in amusing ways.
** There are several other cut areas, including an incomplete Rakatan ruin on Tatooine (with a Sarlacc pit!), a Czerka regional HQ on Korriban (which was reused in the massive content mod ''Brotherhood of Shadow: Solomon's Revenge'') and a third level of the Kashyyyk Shadowlands. There's even an entire world, Sleheyron, that was cut prior to release and has very little information to go off of, with modders working on long-term projects to build the area. [[http://knightsoftheoldrepublic.filefront.com/files/Knights_of_the_Old_Republic/Mods/Restored_Content;9831 Here are some mods that restore or use dummied out content as a base.]]
** Three additional BIK movies (one with the Ebon Hawk outrunning enemy fighters while leaving Taris, and two where it approaches the Star Forge) were cut prior to release, but can be reintegrated with mods.
** An alternate ending for the Dark Side female PC which would have allowed her to take the LastSecondChance offered by Carth was lost to this; it can be re-enabled simply by flipping a flag in the files.
** Juhani, one of your party members, is rumored to have been removed from the game and then put back at the last minute. The rumor exists partly because she is a character with the GayOption, but more because poring through the data files reveals a lot of dialogue that got left out. This includes her observations about the various planets you visit, a few other comments, and her revealing to the player her deep distrust of a Mandalorian.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'':
** An entire planet, M4-78 (which is solely inhabited by droids), was cut by Obsidian in the rush to get the game out the door and was finally restored by modders several years later via the M4-78 Enhancement Project. It has a full set of quests to re-activate the planet, plenty of [=NPCs=] and unique upgrades for droid party members. Not only that, but completing the quests and choosing to ship its resources to Citadel Station nets you more NPC support during one of the final battles.
** Several rooms on the Ravager are inaccessible, but using no-clip to enter them show that many of the rooms are complete with textures, indicating that they were to be entered at one point in development.
** Also cut were several plot points surrounding the HK-50 assassin droids that show up a few times early in the game, proclaim that they will hound you to the far reaches of the galaxy, and then [[AbortedArc sort of stop doing that for no real reason]], all of which would have lead up to HK-47 having a solo mission to take out their production facility around the same time as Citadel Station was attacked by the Sith, with options on how to handle it including simply destroying the place and ending the threat of the HK-50s, or reactivating a newer set of HK-51s and taking control of them, which would have even played into the ending with [[spoiler:HK-47 and his new army butting into the stalemate between G0-T0 and Bao-Dur's remote on Malachor V and destroying the former]].
** Due to being [[ChristmasRushed rushed to publication]], the game had a ''lot'' of content dummied out, including most of the final mission on Malachor V. The "Sith Lords Restored Content Mod" has modded the material back in. There's also [[https://lparchive.org/Knights-of-the-Old-Republic-II/ this Let's Play]], which hacks the game and takes a look at a ton of the cut content. It even has an actual ending.
[[/folder]]

[[folder:Persona]]
* The entire Snow Queen Branch of ''VideoGame/{{Persona 1}}'' was removed from the U.S. version of the game. This is a major plot branch which leads to an alternate ending. This is still in the game files, and certain lines have been translated (although most text is in gibberish), meaning that Atlus was at least partway through adapting this portion before removing it. It was finally made available to U.S. gamers in the PSP remake.
* There's a single rumor in ''VideoGame/Persona2'' ''Innocent Sin'' that doesn't properly manifest, although {{Non Player Character}}s in the game will still reference it. The rumor in question is whether or not [[TheDragon Joker's]] OneWingedAngel transformation resembles an angel or a devil. Artwork and a sprite for Joker's devil form exists, but he can only turn into an angel during the second phase of his boss fight.
* ''VideoGame/Persona3'':
** There are some unused music tracks, including [[https://www.youtube.com/watch?v=RwZx8QafcdU an early version of "The Voice Someone Calls"]], the Tartarus lobby theme.
** There are also a few [[https://tcrf.net/Persona_3_FES/Unused_Voice_Clips unused voice clips]] in the game, indicating some early story scenes were cut, such as one with Ms Toriumi after the protagonist's Persona awakening.
* ''VideoGame/Persona4'':
** A user by the name of [=Dunkelzahn1=] uploaded a few videos in which we can see unused scenes for some Social Links, including totally different versions for some events and a "flag" system like the one used only in the [[spoiler:Naoto]] Route allowing a Friend or Lovers relationship. Also, some of them contains traces of early localization, such as referring to the Amagi inn as "Amagisa Ryokan" and Yukiko as "okami" instead of manager. There's also a few unused voice clips that suggest Yosuke [[GayOption was originally planned as a romance option.]]
*** One remnant of this last detail is that, if you trigger the right dialog option beforehand, you're able to hug Yosuke during his social link. In other cases (such as Yumi of the Sun Arcana) in-game, this indicates starting the romance route of a character, as a hug is considered fairly intimate in Japan (Yosuke even halfheartedly says that "that's for girls" when you hug him).
** The game has a ''lot'' of unused dialogue, most of which is fully voiced. [[https://tcrf.net/Persona_4/Unused_Voice_Clips/Main_Story A lot of dialogue was cut from the already wordy prologue]] and [[https://tcrf.net/Persona_4/Unused_Voice_Clips/Dungeon_and_Battle unused battle lines]] indicate that the tiredness mechanic for ''Persona 3'' might have returned at one point, along with bosses having more dialogue (warning, the boss clips contain spoilers).
** The game files contain alternate dungeon dialogue for party members if their Social Links are [[YouLoseAtZeroTrust Reversed]]. In the final game, only Naoto can Reverse, so all the others go unused. It's possible that the "jealousy" mechanic in ''Persona 3'' was planned to return at one point, since only the girls have proper Reversed Social Link descriptions. (The guys just say "This link should not Reverse, if you're seeing this, it's a bug.")
** Teddie has voiced navigator dialogue referring to Naoto. In the final game, Teddie is no longer the navigator by the time Naoto joins, so you never hear these lines.
** In the original ''Persona 4'' [[spoiler:Magatsu-Izanagi, the Persona of Tohru Adachi]] was unused, but is fully playable if a player hacks the Persona into the game. He has no skills, however, so one must hack skills in, too. He became the Ultimate Persona of the Jester/[[spoiler:Hunger]] Arcana in Golden, and can be gotten through normal means now.
** Lot of unused leftovers from Persona 3 FES are in the game’s code which suggests that the game was used as a base for Persona 4.
* ''VideoGame/Persona5''
** Like the Teddie example above, there are unused Navigator lines for Morgana, and in his case they're for Haru Okumura and Goro Akechi. Once again, Morgana no longer navigates by the time both of them join the party. [[spoiler:Goro also has a mouse form, complete with squeaking noises for the [[ForcedTransformation Rattled status effect]]; in the game proper he is not in your party for any of the dungeons where the Rattled effect is present.]]
** There's a ''lot'' of unused dialogue involving Makoto's sister Sae and Goro. Both of them take on very different scenarios compared to the actual game.
*** For Sae, she has a slew of unused vocal clips that are similar to the grunts and greetings that the player's Confidants have, including a ''love confession.'' Overlaps with WhatCouldHaveBeen; Sae was likely intended to be a regular Confidant and romance option, whereas in the final version she's one of several to rank up automatically and you cannot interact with her in the overworld at all until after beating the sixth dungeon.
*** For Goro, [[spoiler:cut dialogue of him summoning his second Persona, Loki, normally, combined with the mouse form, seems to imply that he was going to return to the party after his betrayal. There's also cut dialogue for Morgana surrounding this: there's an alternate take of his speech to Goro after his first defeat, and there's dialogue of him referring to Goro by his given name - the latter is important, because everyone in the game refers to him by his family name, and the localization takes it further by dubbing him "Akechi" in menus and dialogue boxes.]]
** Shadow negotiation dialogue implies that [[spoiler:Goro]] would have had a palace, which would have been visited between the Casino dungeon and the Cruise Ship dungeon. Other than these negotiation dialogues, anything else intended for this palace seem to have been completely removed from the game.
** There are a lot of leftover assets in the game implying that the Reserval and Break mechanic from the previous games were meant to return. These include images of several of the Arcana cards upside-down and shot and dialogue of the confidants phoning the protagonist to express annoyance about being ignored.
** A particular streamer on [=YouTube=], Faz, has dedicated a huge amount of time to posting content that was dummied out of either the original or ''Royal''. As of this posting, the [[https://www.youtube.com/playlist?list=PLnNM8-u6uPNpDPZNkbfSPyewJiz-8nE5- playlist]] is at 98 items, among them being a completely unused cherry blossom event, a series of unused Thieves' Den conversations and a sequence involving Joker stealing food from the Leblanc refrigerator.
[[/folder]]

[[folder:Super Mario Bros.]]
* ''VideoGame/MarioAndLuigiPartnersInTime'' haves an enemy known as the Scoot Bloop (a Blooper with feet) that is not found in the final game. It's still in the game's code, but not fully implemented: the attack animations are complete, but the attacks themselves aren't - one of them makes him stop in front of one of the bros and do nothing, forcing a reset, while the other is complete but it doesn't deal damage (and he doesn't suffer damage if the attack is countered). Scoot Bloops were also shown in a preview screenshot: curiously, while the in-game stats suggest they were going to be found inside Yoob, the screenshot featured them in the Vim Factory instead.
* ''VideoGame/MarioAndLuigiBowsersInsideStory'' has at least one dummied-out item, a type of mushroom (resembling the Life Shroom from ''VideoGame/PaperMario'') that can be used on Bowser by either of the Mario Bros. in battles where they're fighting an enemy he's inhaled. A lot of the Bowser-only enemies were also apparently intended to be able to be fought with the bros as well, since most of them have attack patterns they only use against the bros, like Choombas (whose area is later blocked by a cave-in) blowing out smoke that forms either M or L to signify which character they're going to attack and most notably, Naplocks (which only appear in the Bowser-only final area) that throw a stack of bricks into the air over the targeted brother that need to be smashed by jumping against them and breaking them, exactly like in the platformers: This specific way of avoiding an attack doesn't occur with any other enemy in the game.
** Even the Dark Mechawful (and its .5 powerup thing) are fightable by the bros. Note, these guys are in the ''deepest'' part of the ''Bowser-only'' final dungeon, but the game works fine until you try to fight Dark Bowser with Mario and Luigi. (Fighting against Peach's Castle glitches, obviously. Mario and Luigi vs. Dark Fawful and Blizzard Midbus are untested, however.)
** Conversely, if Bowser gets into a battle with small enemies that will normally run away and get crushed, most will run away. Magifoofas are the only small enemies that can be inhaled, but the Vacuum Block doesn't blink to indicate this.
* ''VideoGame/PaperMario'':
** A number of badges in ''VideoGame/{{Paper Mario|64}}'' and ''VideoGame/PaperMarioTheThousandYearDoor'' (the non-Japanese releases, at least) were [[https://www.mariowiki.com/List_of_Paper_Mario_pre-release_and_unused_content#Unused_badges Dummied]] [[https://www.mariowiki.com/List_of_Paper_Mario:_The_Thousand-Year_Door_pre-release_and_unused_content#Badges Out]]. Some of them, had they actually been available, would have [[GameBreaker broken the game wide open]], others would have been [[PowerupLetdown pretty useless]]... and at least a couple would have been [[RuleOfCool insanely cool]]. Let's see here: There is a badge that makes Mario into TheBerserker, raising attack by 2 but making him uncontrollable; there's one that lets you chain ShockwaveStomp attacks like Power Bounces; there's one that lets Mario's hammer act like a ShrinkRay; and there's even one that lets ActionCommands '''always work'''.
** Sprites of all the partners from the first game have been discovered in ''[[VideoGame/PaperMarioTheThousandYearDoor Paper Mario: The Thousand-Year Door]]'', but only Parakarry and Bow show up in the final game, with the former being given less screen time since he only delivers the Mario Bros.' mail at the beginning of the game, and Bow (and Bootler) appear as an EasterEgg after viewing the game's credits. Also, name labels were discovered for, among others, Shy Guy, Anti Guy, Mecha-Goomba, and Mecha-Chomp.
** [[https://www.youtube.com/watch?reload=9&v=gWpfFgMlSkw One youtuber]] discovered that, in TTYD, almost every enemy has unique animations for the Dizzy, Confused, and Poisoned status effects, even though many of them are immune to said effects, and that you can't poison enemies.
** In ''[[VideoGame/PaperMarioTheThousandYearDoor Paper Mario: The Thousand-Year Door]]'', Goombella, Koops and Flurrie all have dialogue for the scene following the defeat of the Armored Harriers, in which it is discovered that the Crystal Star on Rawk Hawk's belt is a fake. This is despite the fact that it is only possible to win by using Yoshi, and your partner cannot be switched until after the scene ends.
** ''VideoGame/SuperPaperMario'' has a particularly strange case. [[https://www.youtube.com/watch?v=2wKQ1YxxlIs Eleven unused maps]] were recently uncovered that only seem to exist in Korean copies of the game. Many of the maps are large, open areas in the style of the first two games, and a few contain these unknown [[CatFolk feline]] [=NPCs=] that can’t be spoken to and don’t fit with the game’s art style at all. One theory is that someone on the Korean team was dabbling in making their own game inside this one.
* ''VideoGame/SuperMarioRPG'':
** [[PaletteSwap Palette swaps]] of various enemies (Fautso has Baba Yaga, Hippopo has Crippo, Jester has Harlequin, Reacher has Juju, Stumpet has Lumbler, Mastadoom has [[Film/MadMaxBeyondThunderdome MastaBlasta]], Corkpedite has Pile Driver and Carroboscis has Radish: there are also unnamed recolors of Bahamutt and Gunyolk, plus a Spikey variant called Super Spike that has improved stats but no color differences) exist in the game's code. Although they never appear naturally in the game, they're otherwise fully implemented and can be fought. Curiously, the official artwork for Fautso actually uses the Baba Yaga color scheme.
** There is also data for Drill Bit, small spear-like enemies that were supposed to be fought alongside Yaridovich but are nowhere in the final game. The official Magazine/NintendoPower guide for the game still lists them, one of them appears in a cutscene towards the end of the game and two palette swaps of them can be still found and fought in the game (One of which is spawned from the Machine Made clones of Yaridovich, [[OrphanedReference as the original one was probably supposed to]]).
[[/folder]]

[[folder:Tales Series]]
* ''VideoGame/TalesOfPhantasia'' (Platform/PlayStation): Following the release of Phantasian Productions' translation patch, one of the hackers found some completely done, and completely unused, skits.
* ''VideoGame/TalesOfSymphonia'' has a lighthouse in one early city that you can't enter, because "everyone who goes in it gets sick". It's an obvious sidequest trigger, but no actual sidequest is ever triggered by it. There's also a book later in the game that you're apparently supposed to fill with gossip, but it's completely useless except for filling in the entry in your Item Book. Not to mention the non-functional casino in Altamira, which is a mini-game in the Platform/PlayStation2 Japan-only re-release onward -- this was obviously the original intent, before they ran out of time and/or money.
** In the Derris-Kharlan prison, there is a teleporter that apparently has no function, making the short corridor to it a waste.
** [[http://tcrf.net/Tales_of_Symphonia_(GameCube) There's an unused 3D character model of none other than]] [[VideoGame/TalesOfDestiny Rutee Katrea]] in the game's coding as well, probably for use in the coliseum's Cameo battle. The Platform/PlayStation2 and Platform/PlayStation3 versions also have a number of unused arte name callouts for characters. Notably, quite a few of Lloyd's unused artes are Distortion Blade, Chaos Blade, Eternal Slasher, and Dark Blade, AKA [[VideoGame/TalesOfPhantasia Cress Albane]]'s space time moves and Mystic Arte, possibly hinting that Lloyd would have had learned all of those at one point, as well as further solidifying how Symphonia is a distant prequel to Phantasia.
** In [[VideoGame/TalesOfSymphoniaDawnOfTheNewWorld the sequel]], the final battle(s) have lines that were recorded, ''dubbed into English'', and left out of all versions of the game. First of all, there's unique BossBanter for each member of the first game's party, which trigger when that person is the first in your team. However, they decided to make it impossible to put anyone but Emil or Marta in that slot, so you can't trigger it without hacking. They're pretty cool, so it's too bad. Secondly, there is a special version of the quote used for Emil's Mystic Arte that is never used. Fans have speculated that [[spoiler:Red-eyed Emil was supposed to be able to use the Mystic Arte, with that quote, in the true final battle]], but for whatever reason, it was cut. It's pretty obvious that they were last-minute cuts, because all the voices are fully recorded, and they even have the English dub done.
* ''VideoGame/TalesOfTheTempest'' [[https://www.youtube.com/watch?v=mbI8_GEvSgk once had]] [[VideoGame/TalesOfDestiny Stahn Aileron]] as a cameo boss battle.
* A character exclusive to the [[NoExportForYou Japan-only]] [=PS3=] port of ''VideoGame/TalesOfVesperia'' [[http://kotaku.com/5210749/traces-of-ps3-tales-of-vesperia-character-in-xbox-360-version has been uncovered]] as this trope in the original Platform/Xbox360 game. [[MediaNotes/ConsoleWars Uh oh.]]
** Also, more hacking revealed that [[GuestStarPartyMember Flynn]] and [[AnimalStereotypes Repede]] have full field screen animations (that is, running around and using the Sorcerer's Ring). Flynn is in your party for the grand total of one battle and leaves before you regain control, and the game never allows you to select Repede as your party leader. The [=PS3=] version changes both of these factors: You can control Repede on the field screen, and Flynn becomes a proper party member at various points throughout the game. Not to mention [[https://www.youtube.com/watch?v=OyLrHAeqP4k these dummied voice clips of Yuri, Rita and Estelle's second PS3 "exclusive artes"]]. Makes one wonder....
* ''VideoGame/TalesOfTheAbyss'' had extra Artes for various characters (such as Asch's Binding Doom, Dist's D-Buster, Anise's Valkyrie Saber, and a couple others). All of them were even dubbed in the US release, but never made it to the final game.
* ''VideoGame/TalesOfXillia2'':
** There is [[https://lordofcalamity.tumblr.com/post/696247553488011264/ an unused voice line]] in the game's data when Victor and Elle are escaping Spirius agents, where Victor tells Elle to promise him she'll go to the Land of Canaan. In the game proper, Victor's line is omitted and Elle simply makes the promise unprompted.
** There exists an unused skit about poker, where Alvin convinces the party [[AntiPoopSocking to take a break]] by scaring them off with the threat of VaguenessIsComing if they don't stop playing.
** Several characters have unused artes with accompanying (and localized) voice lines:
*** The arte "Twin Lotus" is exclusive to Julius and [[spoiler:Victor]] in normal gameplay, but Ludger is programmed to use it and even has localized text describing it as an arte that was taught to Ludger by [[spoiler:Victor]].
*** The arte "Endless Waltz" is exclusive to Ludger and [[spoiler:Victor]], and the text describes it as an arte that was taught to Ludger by Julius. However, Julius never uses this arte when fought in normal gameplay, despite having Japanese and English voice lines for it.
** In the Ludger and Elle routes of Chapter 15, [[spoiler:Julius' defeat quote exists in the voice files as "Well done, that's what I wanted."]], which is unused in the game proper. It remains in the manga, but Julius is unable to finish his sentence before he's [[spoiler:fully transformed into a Divergence Catalyst and Ludger is drawn into his Fractured Dimension]].
** There exists [[https://taleslations.tumblr.com/post/681091875526049792/ an alternate recording of the Bad Ending in Japanese]], where [[spoiler:[[SuddenlySpeaking Ludger]] asks Julius what he'd like for dinner [[MoodDissonance after Ludger kills the party]].]]
** Game data suggests one version of the game's Bad Ending featured Ludger answering when [[spoiler:Julius says, "You threw away everything for me?"]] via DialogueTree. There is no other evidence in the game's files about what the other dialogue option was, only that one of them was [[spoiler:"That's what you did for me"]].
* ''VideoGame/TalesOfZestiria'':
** In the first dungeon, [[https://elympios.tumblr.com/post/730502803848642560/ unused text and audio]] has Sorey comment that the area is freezing and ask if Mikleo feels cold, to which Mikleo will say he feels just fine.
** In the cutscene where Mikleo and Sorey leave Elysia, audio and text exists for the narrator mentioning "it was in the year 1000 of the Glenwood Continent", but [[https://elympios.tumblr.com/post/730509703125368832/ this line is cut]] in the actual game.
** While the party is watching the Camlann Earthen Historia, [[https://elympios.tumblr.com/post/730504649291038720/ unused audio]] of Michael talking down the villagers from retaliating against the Rolance army can be found in the game's data.
** [[https://elympios.tumblr.com/post/730502220423020544/ Unused Japanese cutscene text and audio]] during the Camlann Earthen Historia event implies that the reason [[spoiler:the human Mikleo was fatally burned was because a Hyland soldier threw him into the fire]].
[[/folder]]

[[folder:Other]]
* It's common for demos to block off some features without completely removing them, leaving them accessible only through cheats or exploits. A bit of map finagling in ''VideoGame/{{Arcanum}}'''s demo permits players to leave the roped-off starting area and explore the rest of the world (although it's very boring because of the lack of world map travel resulting in very long distances to travel and most of the enemies are invisible).
* ''VideoGame/BetrayalAtKrondor'': Possibly an accidental example: there was a spell called Mind Melt that was meant to result from a quest where you get a (wrong) password from one house, go to another house where there's a secret meeting, then go back to the first house to get the correct password, ''then'' go back to the meeting-house, and then they give your party a magic scroll to help deal with trolls. In most versions of the game, that first house's NPC won't give you the correct password when you revisit.
* ''VideoGame/BloodOmenLegacyOfKain'' has a possible subversion with the ''HMCS Bitter'', a sailing ship that was discovered in 2010 when fans went through the game code to check out all of the game's locations. Denis Dyack, former head of Creator/SiliconKnights, claims that there is actually a way in-game to reach the ship without hacking, but he also [[TrollingCreator declined to explain further]]. Fans did eventually find the legitimate method... ''ten years later''.
* ''VideoGame/BoxxyQuestTheGatheringStorm'':
** There’s an item in the files called Expansion Gel, which would’ve given Catie temporary giant boobs in exchange for a stat boost. The DevelopersRoom talks about this, and mentions that it didn’t really fit with the game’s tone, so both the gel and its related sidequest were left inaccessible, although both are still fully functional if hacked back in.
** A number of unused rooms exist that can only be viewed in the editor, including an unfinished costume shop, and for some reason, a full recreation of the Uboa event from ''VideoGame/YumeNikki''.
** There’s also an alternate, unused version of the scene with Tyalie on top of the train, which further explores her MediumAwareness, and seems to have been meant for some kind of NewGamePlus. In it, she states that a reset can’t change the way she feels about Catie and/or the player, and laments having to follow the game’s script so closely from then on.
** The developers clearly had some fun with this trope, as an NPC stranded in one of the unused maps will say, "H-help me! Please! I'm trapped in a test map! I don't want to be dummied out... [[IHaveAFamily I've got a wife and three kids!]]"
* ''VideoGame/BreathOfFireI'': A dummied-out item exists in the code called the "Dr Warp" (it's even in the manual and on the item list), and if you hack it into the inventory, you can use it to access dummied-out areas of the game, [[http://www.flyingomelette.com/oddities/oddities26.html as seen here]]. There is a bar in Nanai that is normally inaccessable, probably due to the CensorshipBureau; the entire town is inaccessable during the day, and the bar door is blocked at night. If you Dr Warp into it, it looks rather unfinished, and has a music that is not heard anywhere else in the game. There's also another unfinished building in Nanai, and a MinusWorld-like unfinished Dragon Shrine.
* ''VideoGame/ChronoTrigger'':
** Two music tracks, Singing Mountain and Battle 2, were never used in the game itself. They were included on the soundtrack CD, however. The DS remake included new bonus dungeons that use the music themes.
** If one were to make use of the walk through walls code via [[VideoGame/GameShark cheat device]] in the original SNES game, walking through the bookshelf in Schala's room resulted in screwy graphics, then your party, now with Magus in it, ends up in "Zeal Dungeon", a dungeon of unknown purpose present in that same area in a pre-release version that's been floating around the Internet for a while. The pre-release also reveals several more things of interest that were removed, such as maps and a world map graphic for the infamous Singing Mountain (present in 65,000,000 BC), a coliseum-like building on the 2300 AD map (which contains no corresponding maps anyone has found), and an entire structure using graphics from the Ocean Palace underneath the Forest Ruins near Medina in 1000 AD.
** There are also a few weapons that were dummied out, including a weapon for Lucca that cuts an enemy's HP in half (although it's a bit glitchy sometimes, or possibly it just doesn't work on certain enemies), that can be accessed via save state editing and such.
** Some quotes are included in the game that cannot be accessed without cheating. For example, upon reaching Lavos, the 'smartest' character in your party will explain, in their own words, how Lavos is [[spoiler:harvesting the DNA of every living creature on the planet]]. Since you can never have NubileSavage Ayla in your party without having two other characters as well, one of whom will take priority, you can never hear her rather funny HulkSpeak explanation about how Lavos has the [[spoiler:"smell" of all living things]].
* In ''VideoGame/DarkCloud'', you can't access the back floors in one dungeon because the keys were left out of the U.S. release.
* ''VideoGame/DarkSouls'' has a lot of dummied out dialog, items and quests showing WhatCouldHaveBeen. There are also a few items that were dummied out that can be obtained by hacking your save file, such as the Elite Cleric Set and the Mage Smith Armor.
** The model of an unused boss, Undead King Jar-Eel, can be found on the game disc. Presumably he was intended to be fought in the New Londo Ruins, and by modding the game, [[https://www.youtube.com/watch?v=Z4-boABnb_U you can fight him in place of another boss.]]
** The ''Remastered'' edition released in 2018 strangely has even more DummiedOut content than the original, most notably what appears to be a prototype of the Cathedral Ward area from ''VideoGame/{{Bloodborne}}''.
* ''VideoGame/DiscoElysium'':
** There are many dummied out clothing items:
*** Your RCM Uniform Trousers are dummied out, along with an opportunity to get +3 [[RelationshipValues Reputation Points]] with Kim. When Kim asks you about your sense of style, if you're wearing the full RCM uniform (patrol cloak, hat and pants), Kim will compliment you on representing the RCM. This cannot be achieved in the game.
*** There is a positive Dresscode Modifier that gives a boost to several checks if the player is dressed in the Dick Mullen hat, and an item called the Dick Mullen Coat which does not exist in the game.
** A partial stat sheet remains in the game for Kim, presumably from an earlier version of the game which contained RPG combat. His stats are INT 4, PSY 6, FYZ 2 and MOT 1, with +2 Authority, +1 Suggestion and +1 Esprit De Corps.
** An entire copotype, "Meltdown Cop", and its associated thought, was cut. A few files remain in the game that reference it - it was apparently something you would get from repeated emotional breakdowns and failed Authority checks (e.g. trying to get a reaction from Titus by threatening to blow your brains out in front of him) and would encourage you to start screaming and crying all the time. Composure would have inducted you into becoming a Meltdown Cop, but none of the Meltdown Cop dialogues or the induction dialogue itself remain. There is an unused scene when meeting Acele, which - involving, as it does, bursting into tears, rolling in the snow, wrestling with your shirt and bellowing "IT'S NOT MY FUCKING FAULT!!" at the sea in a way that Esprit De Corps confirms can be heard several miles away - was likely a Meltdown Cop specific setpiece.
** An Electrochemistry dialogue confirming that Harry has a fetish for [[PottyFailure pissing his own pants]] was cut due to changing the way the 'find booze and drink it' quest works, though a Physical Instrument check obliquely referencing that he has the fetish remains.
** The Save files use raw JSON and can be studied to see internal development notes, including character profiles. One has a mention that Lilienne is, politically, a 'Revacholian nationalist', but you never talk politics with her in the finished game.
* ''VideoGame/DragonAgeOrigins'':
** Several of your party members have dialogue and scenes which are not seen in the game but can be restored by mods. For example, party member Morrigan asks you to [[spoiler:kill her mother]] and then retrieve a certain item. A cutscene had been animated and voiced for when you return with this item, but without mods, you never get to see it and the item simply acts as an ordinary gift.
** Jowan, the mage who poisons Arl Eamon, has a quest that was supposed to be triggered if you send him away after freeing him. The quest, which consists of meeting him again in the wilderness, was scrapped, but the code still exists, and can be restored by a mod.
** At one point Jowan was planned to be a fully playable party member rather than just a temporary one in the Mage origin. Unused dialogue indicates that the player would have saved him using the Rite of Conscription, and the BloodMagic specialization would have been learned from him instead of the Desire Demon who teaches it in the final version. Traces of this exist in the released game; Jowan is the only temporary party member to have a colored background in his portrait (all of the other temps use plain black) and if taken into the Fade he can level up there unlike the other GuestStarPartyMember Irving.
** [[spoiler:Loghain]] and Alistair have banter in at least [[http://youtu.be/Lha1ATKzzfw one scene]] during the Return to Ostagar DLC, which suggests they weren't always intended to be MutuallyExclusivePartyMembers. Use of the developer console is required to see it, but it's still buried in the game and it's fully voiced content.
** [[OptionalPartyMember Shale]] the golem was cut from the game and turned into DLC, with a different recruitment quest. Originally, Shale, Wilhelm's house, and the control rod were all meant to be found within Redcliffe Village. A fan mod restores most of the content, including dialogues with Lloyd and Bella in the tavern, but Shale still remains unrecruitable unless you own The Stone Prisoner DLC; the mod will get you as far as obtaining the control rod, but you'll still need to go to Honnleath to use it.
** Some dialogs were cut from the Broken Circle quest (restorable by modding). This included being able to betray Morrigan by reporting her as an apostate and being confronted by Wynne if the player was a blood mage. The player can escape it by lying and claiming that it was "Grey Warden magic". [[spoiler: Ironically said lie is an AccidentalTruth, given that Grey Wardens have in fact used BloodMagic to fight against the Blight well before you.]]
** The Broken Circle questline has a few dialogue options that are only unlocked after the Landsmeet has taken place, which is impossible in the final game. This, along with character models for fade illusions of a young Cailan and Maric, suggests that at some point in development you could do the Landsmeet early in the game and [[spoiler:bring a recruited Loghain to the other main quests.]] This change would have massively altered the game's pacing (with there being no secondary main antagonist for most of the game), which might be why it was cut.
* ''VideoGame/DragonAgeII'':
** Just like in ''VideoGame/MassEffect1'', the voice actors for male and female Hawke recorded a great number of lines that are unique to one gender in-game. They can still be accessed through modding, which can result in hilarious lines like male Hawke complaining that Isabela [[{{Crossdresser}} keeps borrowing his dresses without asking]].
** The original plan was for Varric to give an exaggerated account of the FinalBoss of each act before telling the true story, just like he does at the beginning of the game. The only traces of this is a short DeletedScene (accessible through console commands) where Hawke confronts an insanely [[LargeHam hammy]] EvilOverlord version of [[spoiler:Knight Commander Meredith]]
* ''VideoGame/DragonAgeInquisition'':
** There are audio files present that indicate that Cullen, Solas and Cassandra were meant to be romancable by an Inqusitor of the same gender. However, it's likely that these were not intended to actually be used and were recorded in order to simplify the recording sessions, as was the case with ''Franchise/MassEffect''.
** In an interview with one of the modelers for Inquisition, it's mentioned that she was asked to create a penis for The Iron Bull's naked model for one cutscene, but this was covered up with a black box in the finished game. However it's allegedly possible to remove the box and see her work.
** Cassandra has some cut dialogue from the beginning of the game, where she defends the player character from an angry mob and displays a lot more anger and suspicion. There are also some lines that suggest that the player could spar with her at some point, possibly during their first conversation at Skyhold where the player simply watches her practice.
** There is an unused codex entry for Alistair in situations where he was exiled near the end of ''Origins'' and became a wandering drunkard. In this scenario he would have rejoined the Wardens between games and become the Inquisitor's Warden ally. This might have been cut since exiling Alistair [[spoiler:means that the player must have recruited Loghain, who becomes the ally if alive. While Loghain can still die at the end of ''Origins'', that might have been too many variables to justify spending time on another role for Alistair that only a small number of players would experience.]]
* The Super Famicom card-based RPG ''Anime/DragonBallZ: Super Saiya Densetsu'' features an unused portrait of Super Saiyan Gohan even though the game only covers the Saiyan and Namek Sagas, as well as portraits of Great Ape Gohan and Vegeta colored golden like a Super Saiyan, nearly five years before ''Anime/DragonBallGT'' introduced the Golden Great Ape transformation.
* The Platform/NintendoDS version of ''VideoGame/DragonQuestIV'' has the Party Talk feature, which is still in the game's code, but was cut from non-Japanese versions so the game could be released quicker. Fan outcry since then forced Square Enix to not make that mistake with the sequels. The iOS version finally adds it in, with a dedicated button specifically for talking to your party. And they are chatty.
* ''VideoGame/EyeOfTheBeholder'' has teleportation doors with eight symbols that come in pairs: the door with the "orb" symbol will take you to the other "orb" door on another level, and so forth.. You will find a corresponding activation key for ''seven'' of them. The eighth is the stone gem, which cannot be found in-game (although you'll get it in the sequel). Level editing reveals that the very first level has a disconnected and empty area, which contains the second portal for the stone gem.
* ''VideoGame/FableI'' contained model information for a dragon (which only appeared in the expanded version, ''The Lost Chapters''). Likewise, the demon door which kicked off the expansion could be found, but not opened.
* The Commodity Dealer window in ''VideoGame/{{Freelancer}}'' shows the prices of the local merchandise in a stock exchange-like ticker; this is because the economy was originally supposed to be dynamic, with prices changing according to the laws of economy. The game had been promised to be a lot more similar to the ''VideoGame/{{X}}'' series than it ended up being; it was supposed to contain a dynamic economy, trading as an actual gameplay mechanic, possibly the ability to own stations and/or buildings and generally to do whatever you liked. Time and budget constraints, sadly, caused much of that to be left out. As it was sold, ''Freelancer'' was a combat simulator with a very simplistic monetary factor that only influenced the gear you could buy.
* ''VideoGame/GoldenSun'' had quite a number of dummy items in the game data, apparently removed for the sequel. It's possible, with a password editor, to put in those items in Issac's party for ''The Lost Age''. Some are merely dummies. Others... well... how do multiple [[InfinityPlusOneSword Sol Blades]] and [[InfinityMinusOneSword Masamunes]] sound to you?
** [[https://www.youtube.com/watch?v=YoV02vODM6A Link]] from ''The Legend of Zelda'' in the ''Golden Sun'' art style is hidden in the game's data.
** The entire CharacterClassSystem is present in the first game. By using a glitch to skip getting Mia and getting all the other Djinn, [[DiscOneNuke nine-Djinn classes can theoretically be used in the first game]].
** Also, the sequel, ''The Lost Age'', had several Psynergy dummied out. Through hacking, you can use these Psynergy in the game, but there's nothing that will react to them... except interestingly, some things in the second Test Room.
** ''The Lost Age'' also had several monster lines with only two forms... because the third form was dummied out (second and third forms in the case of the seemingly unique Wood Walker). Hacking the game reveals sprites, names (translated names, even!), and placeholder stats. Some of these creatures, despite being dummied out, can show up as SummonMagic usable by the Beast Lord classes, and some became proper enemy monsters in ''Dark Dawn''.
* ''VideoGame/GreatGreed'' had a Naughty Desires enemy that was censored in the English version to Foxey. The scene that would have featured the enemy ended up cut completely overseas, leaving it unused.
* ''VideoGame/HarryPotter'':
** The Game Boy Color version of ''VideoGame/HarryPotterAndTheChamberOfSecrets'' has three enemies that don't appear in any area of the game. The Doxy Queen, Emerald Firecrab, and Dark Goblin all have [[MonsterCompendium Folio Bruti]] entries, but aren't programmed to appear in any encounters.
** The GBA version of ''VideoGame/HarryPotterAndThePrisonerOfAzkaban'' has remnants of a Pumpkin Juice VideoGame/{{Tapper}} minigame [[https://tcrf.net/Harry_Potter_and_the_Prisoner_of_Azkaban_%28Game_Boy_Advance%29#Unused_Minigame floating about]] in the data. You can cheat your way into it, but it's {{Unwinnable}}, as the "catch the mug" routine was either removed or never finished. [[https://www.neogaf.com/threads/lttp-harry-potter-and-the-chamber-of-secrets-gbc-unmarked-spoilers.1010680/page-2#post-155990317 It was cut at the last minute due to concerns about legal issues.]]
* [[http://gbatemp.net/t276441-inazuma-eleven-e-full-project?&st=240 A team working on]] an undub ROMHack of the European version of the first ''VideoGame/InazumaEleven'' game found a makefile in the ROM data, originally used for packing the game's sound data.
* ''VideoGame/KingdomHeartsI'' had the [[https://www.khwiki.com/File:Crumbling_Island_KH.png Crumbling Island]] area, a scrapped part of the End of the World which was supposed to feature a second battle against a possessed Riku in the ruins of Destiny Islands.
* ''VideoGame/KingdomHeartsII'' had a few instances of these, including equipment that was never used in-game and enemies like Behemoth and Wyvern.
** [[https://www.spriters-resource.com/ds_dsi/kh358/sheet/24287/ Proof]] that Magazine/NintendoPower wasn't totally wrong about a non-existent ''WesternAnimation/{{Pinocchio}}'' world in ''Kingdom Hearts: 358/2 Days''. Also note [[WesternAnimation/{{Hercules}} Hades and Megara]], who aren't in the finished product.
** ''VideoGame/KingdomHeartsBirthBySleep'' had levels from ''The Jungle Book'' and ''The Sword in the Stone'' that were planned to be in the final product, and even have remnants left in the code (mostly of ''The Jungle Book'' world...''The Sword in the Stone'' one must have gotten axed ''very'' early in development.) Proof [[https://www.youtube.com/watch?v=TxX9huOsGF0 here]].
** One hacker [[http://kh13.com/news/new-hidden-area-discovered-in-kingdom-hearts-3d-dream-drop-distance-code found]] an area in ''VideoGame/KingdomHearts3DDreamDropDistance'' that bears more than a passing resemblance to the deck of the ''[[WesternAnimation/TreasurePlanet R.L.S. Legacy]]''.
* In ''VideoGame/LandsOfLore 3'', eating a rifthound's heart will make a few random items appear. Once in a while, items will appear that can never be found normally in the game.
* ''VideoGame/MagiNation'', due to being rushed to release, has some dream creatures ({{Mons}}) that are referenced in dialogue and listed in shops, but don't actually appear, and can't be obtained without a VideoGame/GameShark. Rather frustratingly, this includes a couple legendaries, and some creatures that do appear require ammanite from the lost creatures, so they can't be obtained either.
** There are even a few items that hold no purpose, such as the Ornate Awl, and the Feather items.
* In ''VideoGame/MarvelUltimateAlliance'', ComicBook/MoonKnight and Colossus were dummied out of the Platform/{{Xbox}}, [[Platform/PlayStation2 PS2]] and [[Platform/PlayStationPortable PSP]] versions of the game. However, they can accessed by [[http://www.gametrailers.com/full-episodes/lo03bd/pop-fiction-episode-14--hidden-characters certain methods]].
* In the fan-made [[GameMaker RPG Maker]] game ''Mega Man: The RPG'', there are at least two cases of this:
** In the equipment screen, there is a slot for shields. At no point in the game do you actually get anything to put in that slot. It's all that is left of the author's intentions to put Proto Man in the game.
*** This probably has more to do with the fact that RPG Maker's equipment screens have a Shield slot by ''default'', and there's no actual way to remove it.
** In the desert area, there is a square that [[NoticeThis has a distinctive red marking and triggers a line from Mega Man]]. Apparently player would have found out what to do with it by getting a private message from the author on their birthday. It never got implemented.
* ''VideoGame/MightAndMagic VII'' was, at some point, intended to have Minicore, Manticore and Scorpicore monsters. They were never finished, and lack a model, but while they do not spawn in any of the regions, they ''can'' show up in the Arena -- which is rather problematic, because lacking a model they are invisible and the game crashes if you try to check how much health they have left. Hottip: If this happens, just hit 'A' (or whatever key you have rigged to attack) to overcome hit detection issues. Just don't try to loot the corpses afterwards, because that too will crash the game.
* The code for ''VideoGame/MightAndMagic VIII'' includes three skills from the game before that cannot be learned[[note]]And one of them is even useless if one edits a savegame to have it, since it makes you better at using a category of weapons that ''was'' properly removed from the code, all two examples of it[[/note]]. The code also still has races and classes separate, like in ''VII'', despite character creation not allowing separate selection (early advertising suggests the original plan was to make races more unique than in ''VII'', with unique skills and abilities, but when deadline approached it was cut, the unique abilities and skills offloaded into classes with the same name as the respective race, and humans auto-selected for the other classes). In things that can actually be found in-game, there is a Druid Circle dungeon in Murmurwoods, filled with dangerous monsters and with a quest item called a "Druid Circlet" in it. A quest item ''without a connected quest'', and that is not a wearable headgear. The most common theory it that it was supposed to be part of a Druid promotion quest, before the Druid class got axed.
* ''VideoGame/EarthBoundBeginnings'' has a few unused items (including a debug item with all functionality removed), as well as battle sprites for a pillow (which logically would have been used at the beginning of the game during the poltergeist attack) and, more strangely, Pippi (who is technically unnamed, so the game displays the name "Gang Zombie", which is the closest named enemy in the data), who ordinarily joins you after you find her in the graveyard and is never antagonistic towards Ninten at all.
* ''VideoGame/Mother3'' has a ''ton'' of dummied-out content. Not just enemies, but sprites, musics, cutscenes, backgrounds, lines of text.... However, given that the game went through DevelopmentHell and through a ton of changes to its storyline, this is to be expected.
** Several enemies that were cut out of the game were discovered by the hackers while working on the translation patch.
** In addition, both ''VideoGame/EarthBound1994'' and ''Mother 3'' contain several unused background layers. Though most of the dummied out backgrounds contained in ''[=EarthBound=]'' are just palette and/or transformation swaps of existing backgrounds with a few exceptions, ''Mother 3'' seems to contain a [[https://www.youtube.com/watch?v=8gNx8oPefQs series of backgrounds]] intended but not used for the final boss (warning: Could be considered terrifying).
** There is also an unused cave error that has several sprite layer issues. (If you walk too close to a certain wall, you can see the individual tiles going over the lead character.)
** ''Mother 3'''s Tiny Forest is the rare unused enemy that has a unique sprite, a full battle script and enough HP to be considered a mini boss. Its placement in the game's files make it appear that it was supposed to have been fought at the Mole Cricket Hole.
* The alternate graphic "tile-set" for ''VideoGame/NetHack'' features a few tiles that never actually appear anywhere in the game: a Beholder from Dungeons & Dragons is perhaps the most noticeable example. Since the game is open-source, you can look right at the source code and find many "deferred features" that aren't in the game at all yet but are at least partially coded. The Beholder, for example, is actually in the source already, but there's no code for its gaze attacks yet. See [[http://nethackwiki.com/wiki/Deferred_features here]] for a list. The GameMod ''VideoGame/SlashEM'' does, in fact, add in the Beholder.
* ''VideoGame/NeverwinterNights2'' has several examples of this. Almost every companion has at least one unused scene that reveals more about them or expands their side-quests. For instance, Qara's side-quest with an elemental trying to kill her was supposed to be much more detailed, and include an implication that she could potentially be a greater threat than the King of Shadows [[spoiler: which explains the Main/FaceHeelTurn at the end]].
** A particularly [[FanPreferredCouple missed]] pair of sidequests are the ones involving Bishop and Neeshka, who only get half a quest each about romance in the finished games
** Using the NWN toolkit to examine the expansions for [[VideoGame/NeverwinterNights the first game]], you can find (and restore) some dialogue/action choices that were dummied out apparently at the request of Creator/WizardsOfTheCoast. One such option let you sell a kidnapped baby to a Red Wizard as a slave. Hilariously, you can still kidnap the baby, but there's nothing else you can do with him... at least until ''Hordes of the Underdark''. In which you may insert the baby into a console and get summonable [[SpiderPeople Drider]], a dark elf with the lower body of a giant spider. {{Squick}}.
* ''VideoGame/PhantasyStarIV'' has two enemies that were DummiedOut for the American release of the game. An incomplete map item and a handful of unused weapons also exist, some of which are quite useful (an axe for Gryz stronger than any of the other axes in the game and a shield/barrier for Rune and Raja better than any of the other defensive items they could get).
* This is what happened to the original bath scene CG images in ''VideoGame/RivieraThePromisedLand'' when Creator/StingEntertainment was [[{{Bowdlerise}} forced to remove them for the PSP remake]]. Fans who hacked the UMD found the images rather quickly.
* ''VideoGame/SDSnatcher'' has an [[http://sdsnatcher.jorito.net/special.html unfinished stage]] on the third disk that is inaccessible except by hacking.
* ''VideoGame/SecretOfEvermore'':
** In the Nobilia marketplace an old man will give you the magic gourd in exchange for the chocobo egg. The egg boosts your max hit points. Not even the game developers can remember what the gourd is supposed to do, and its description certainly doesn't give any clues.
** There's also the unused "Laser" alchemy which is usable but clearly in a very unfinished state. Its description claims to half an enemy's HP but it looks and behaves exactly like the enemy-only Acid Rain alchemy.
* A deleted cut scene in ''VideoGame/ShinMegamiTenseiIIINocturne'' had the Demi-fiend meeting with Lilith, who after talking to him would open up a door to a bonus dungeon. This was scrapped in favour of the Labyrinth of Amala.
* ''VideoGame/SepterraCore''. Early, pre-patch release versions of the game had one more card slot than there were cards. This caused some people to believe that they were missing a card, and scour the game for the (non-existent) card. It is, however, still believed that there was a card meant to go in that slot at one time, but it got cut or combined with another card.
* In ''VideoGame/SkiesOfArcadia'' [[{{UpdatedReRelease}} Legends]], Pinta's Quest is dummied out. It's meant to be played on a VMU (a Platform/SegaDreamcast memory card/handheld console hybrid), so this makes sense, but a lot of the items are still available in-game and their descriptions still have some information about the quest they're made for.
* ''VideoGame/SonicChronicles'' had a series of five events planned that one could attend to unlock one of five exclusive Chao -- one for each event. Events two through five were cancelled due to lack of attendance at the first, so only one of the five Chao (Stugs) was made available to Western gamers; the other four, Pooki, Farfinkle, Fimbley, and Baki, were rendered inaccessible without hacking devices. The Japanese release of the game added in button codes to unlock Stugs, Pooki, Fimbley, and Baki (but not Farfinkle).
* The original ''VideoGame/{{Star Ocean|1}}'' for SNES was so rushed that most of the final dungeon and world never got made, making it seem very unfinished. There's also a door in Van Castle which dialogue indicates is meant to be opened, but can't be in the game. There are dozens of items and enemies (including an instrument, the Shamisen) that are in the code but can't be found, several abilities, and even remnants of code for an unused character. The remake for PSP recreates most of the things that were unfinished, including the hidden character [[spoiler:Erys, Ioshua's sister]].
* When the PC version of ''WesternAnimation/StevenUniverse: VideoGame/SaveTheLight'' was released, [[https://www.youtube.com/watch?v=m2wjIFUinG8 a full set of voice clips]] was found for Lapis Lazuli, though it's possible that they'll be un-dummied if/when the DLC is released, especially considering [[https://www.gamestop.com/nintendo-switch/games/steven-universe-save-the-light-ok-ko-lets-play-heroes-combo/166646 the GameStop page for the Switch version lists her as a playable character]].
* ''VideoGame/{{Telefang}}'' has at least a couple of dummied out things:
** The Human World, the area at the beginning of the game, was meant to be larger than what the player can normally see in the game. The whole area has plenty of buildings (albeit locked), including two of which are large and have unique graphics not seen anywhere else in the game, but the player can only see a small part of this area at the beginning of the game.
** Telefang also has unused Platform/SuperGameBoy features, including an awesome border (depends on the version you're playing) and a few color palettes (and many more unused ones). [[http://s15.zetaboards.com/Tulunk_Village/topic/6937443/]]
* ''VideoGame/{{Terranigma}}'' has [[http://shrines.rpgclassics.com/snes/terranigma/dummying.shtml unused item entries]] for Airplane Parts, Aloe Leaves, Beeper, Carrot, Grass Whistle, Grenade, Heaven Statue, and Powered Gear. Many of these lack sprites or reuse those of other items, and none of them are coded to do anything, even the few that have meaningful descriptions (the Powered Gear "enables lifting of heavy objects," and the Heaven Statue is "used to summon rainfall").
* ''VideoGame/TheTombOfTheTaskMaker'' had five dungeon names hidden in the coding: Paradise Keys, Black Rose Pyramid, Backgate, Splinter, and Reduce. The names can be seen in [=ResEdit=], or invoked by creating a passageway to them if one is a Master (they just lead to nowhere). There are also several inventory items hidden in the coding, such as the aforementioned Paradise Keys (a special set of keys). These cut corners are the result of ''Tomb'' being rush-released. Two of the dummied-out dungeons were added to version 1.0.1 alpha 3, and a couple more were coded in, but can't be accessed unless you beome a Master and hack in entry points.
* ''VideoGame/{{Ultima}}'' series:
** Certain quests in ''VideoGame/UltimaVII'' such as restoring the shrines of virtue had to be patched back.
** With [[http://exult.sourceforge.net Exult's]] tools you can find bits and pieces of unused assets. For instance, the guard sprite has frames where it is blowing a horn, and there is a separate sprite for flying gargoyles.
** ''VideoGame/UltimaVIIPartII'' has a large number of hidden and incomplete areas that can be found with the teleport cheat. These include a few empty dungeons as well as a copy of the initial area with a staircase leading to a mountain top, and an infinity bow.
** Origin continued this trend with ''VideoGame/UltimaVIII'', the most glaring example being the birthplace of Morien and the double doors (see below). In the former case, the patch tried to fix but in doing so created a severe inconsistency in the plot. Some promotional material for the game also included images of the undead attacking Tenebreae. This sequence is in fact still in the game but the flag to activate it cannot be triggered without cheating.
** The aforementioned doors: these giant doors that were completely unopenable. Apparently they were supposed to be accessible once you got the expansion that never got produced. And if you use a cheat to move the doors out of the way, you'll find that there is no trigger behind them that would transport you to another map.
** In ''VideoGame/UltimaIX'', dummied out content includes [[http://wiki.ultimacodex.com/wiki/Ultima_IX_Plot_Remnants remnants of the original plot]], [[http://wiki.ultimacodex.com/wiki/Unused_Ultima_IX_Maps unused maps]], and [[http://wiki.ultimacodex.com/wiki/Removed_Ultima_IX_Cutscenes removed cutscenes]].
* ''VideoGame/{{Undertale}}'' examines this like so many other gaming tropes, with an entire subplot, the fate of previous royal scientist W.D. Gaster, deliberately left inaccessible in normal gameplay, only even alluded to if you mess with the game's files themselves to put in certain [=NPCs=] and adjusting values. The subplot is a mystery centering around his [[spoiler:becoming RetGone, in short, DummiedOut of the universe ''itself'', and the existential horror that realizing just how easily the world carried on without his presence. It's one of the biggest sources of WildMassGuessing and EpilepticTrees for the game.]] Given [[DeconstructorFleet the]] [[MoodWhiplash nature]] [[NoFourthWall of]] ''[[AffectionateParody Undertale]]'', this is all par for the course.
** Since the original entry the game has changed that you can now [[spoiler: begin to encounter the events and {{Non Player Character}}s related to Gaster through random chance.]] The implication likely being that [[spoiler: Gaster is slowly managing to piece himself back together. And considering how brilliant and dangerous he's implied to be? That's not good news.]]
** In a less deliberate example, data and sprites can be found for female Royal Guards, presumably as a counterpart to the male Royal Guards present in the finished version.
** In the original version of the game, there was audio for a "[=GrandpaSemi=]" and unused data for a phone call Semi would make. Based on analysis of [[https://i.imgur.com/wJ2NwGe.png Toby Fox's notebook]], Grandpa Semi would have likely been related to Papyrus and Sans (with the name "Semi" being related to Semi Serif fonts). A later update removed the data and renamed the audio to "[=GrandpaTemi=]" and used it for a Temmie encounter. Given the implication that W.D. Gaster is a relative of the skeleton brothers who was wiped out of existence ''within'' the game's narrative, it's interesting to see that there was likely a skeleton relative of the brothers wiped out of existence ''outside'' of the narrative, too.
** Sprites can be found of [[spoiler:the Fallen Child]] with their FaceFramedInShadow, which in debug mode can be used to replace the player character's reflection in puddles and mirrors. It's theorized that this was intended to be what happens to your reflection in a post-genocide run after [[spoiler:[[DealWithTheDevil selling your soul]]]].
** The game's item database has entries for some mostly low-level HealthFood items (e.g. Rock Candy, Pumpkin Rings, Ghost Fruit) that cannot be obtained on any route. Rock Candy is obtained from a dispenser (which won't allow you to take more than one at a time on account of its weight) in an unused Ruins room whose layout suggests that it might have been replaced by the Spider Bake Sale.
** Waterfall has a fair number of unused rooms and things, including older versions of the Snowdin outskirts and first Undyne cutscene (which were originally part of the same room), a rather talkative mushroom NPC (possibly retooled as the dancing mushroom in Temmie Village), a "quicheguilt" event related to the Abandoned Quiche, a room supposed to go near the bird gap where several [=NPCs=] talk about catching bugs, a script fragment describing a horse stable, and a completely different transition to Hotland.
** In Hotland, around where Napstablook sends you a self-rejecting friend request, Mettaton was to have sent you a Mortal Enemy request, with Papyrus congratulating you if you accept. This event sequence can only be triggered through a glitch.
** There are scripts for two unused enemies: Doge, a dog with unique battle sprites, and [=TestMonster=], a variant of Froggit. Doge, unlike the meme of the same name, is not a Shiba Inu.
** PlayedForLaughs and discussed with one of the game endings. [[DevelopersForesight If you complete the game with a combination of flags that normally shouldn't be possible]], Sans's phone call to you [[BreakingTheFourthWall outright tells you that you've reached an error-handling message and that you should tell the developer about it so that they'll fix the problem or even add a new ending]]. The call ends with Sans telling you that you're likely just some sort of "dirty hacker".
* ''VideoGame/VampireTheMasqueradeBloodlines'' was originally supposed to have a "Histories" system, wherein the player could affect point distribution or XP costs at character creation. For instance, a Ventrue (which usually gets the most points in Social Attributes) could select the "Union Leader" history to make Physicals the primary Attributes, or a Malkavian could take "Doomseer" in order to get greater benefits from [[PsychicPowers Auspex]] at the cost of [[{{Invisibility}} Obfuscate]]. The code's still there and can be activated easily, but it's not something that comes with the game automatically.
** There is so much cut content, that an unofficial patch was even made for it! It comes in two flavors: one that simply fixes some bugs the official patch missed, and the other restores and adds to a ton of cut content. If you're interested, get it [[https://www.moddb.com/mods/vtmb-unofficial-patch here]].
* ''VideoGame/VampireTheMasqueradeRedemption'' has voice files for Christof, Wilhem and Serena that appear to indicate that a group of ghouls in the Nosferatu tunnels were originally meant to be Caitiff. Sadly this missing section added a lot to Serena's characterisation as she scolds Christof for complaining about being CursedWithAwesome, and reveals that she shares her sire's belief that vampirism is a gift from God.
* ''VideoGame/WorldOfMana'':
** ''VideoGame/SecretOfMana'': Unused sprites include frames for Neko walking and Neko's back, the cannon travel man's back, the snowman and midge snowman toppled over, a weapon orb inventory item, an unused character wearing a white cloak, a whited-out Sprite, and the witch Elinee not wearing a hood.
** ''VideoGame/TrialsOfMana'': Unused graphics show a kraken-like boss whose arena is in a watery cave resembling the Seaside Cavern. The dungeon in question features no bosses in the final game -- at the end of the dungeon, Malocchio appears and gloats that the eruption of Beuca Island, which houses the Seaside Cavern, will kill the heroes, but he teleports away without a fight.
* ''VideoGame/XenobladeChronicles1'' famously has an inaccessible area called Bionis' Shoulder. It's the second largest area in the game and is thought to have been intended to connect Makna Forest to Eryth Sea. It doesn't have any enemies or [=NPCs=] but contains what seems like a homs colony. Interestingly, it does appear in the final game in a few cutscenes making it the only place seen in a cutscene [[spoiler:alongside the rebuilt version of Colony 9 from the ending cutscene]] which can't be accessed under normal gameplay.
* The Japanese version of ''VideoGame/XenobladeChroniclesX'' has unused Soul Voices for ''[[NonActionGuy Tatsu]]'' of all people indicating that he was originally intended to be a full party member. These files are absent from the international versions of the game.
* ''VideoGame/{{Xenogears}}'' is infamous for having a whole ''disc'' dummied out, yet some data from it remains, like cutscenes that you cannot see during the course of the game, bits of script, places on the world map that cannot be accessed, and it seems that it was intended to make the whole Lacan flashback a playable part of the game and not a bunch of cutscenes: more [[http://www.xgam.org/xenogears/uncut/debugroom.php information]] [[http://www.xgam.org/xenogears/uncut/systemfiles.php here]].
** A completely finished music video featuring the game's main theme was removed [[https://www.youtube.com/watch?v=jZ1WKtl_PYE from the game]].
[[/folder]]
----