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  • Super Mario Bros. actually has the functionality to make any enemy throw hammers like a Hammer Brother, but was only ever given to Bowser. Enemies with this ability even act differently than Hammer Brothers OR Bowser, only throwing one at a time and on occasion. By exploring Glitch Worlds this functionality can trigger, and while it's rare, you can encounter regular Koopas and even Goombas who stop to hurl a hammer at you — it can be seen in Kosmic's Glitched Worlds video, at around the 2:46 mark
  • Super Mario Bros. 3 is one of the more prolific examples of this on the NES.
    • Numerous "lost levels" have been found. One consists of several unused variations of the empty white room with a giant question mark block that spits out three one-ups. Some contain Gold Cheep-Cheeps and Green Parabeetles, otherwise unused Palette Swaps. Several unused bonus games have been found, most involving dice rolls, but no one knows what they're actually supposed to do, since all they do is roll the die, spit out some coins (which doesn't actually give Mario any coins), and then return to the map screen. One of the box screenshots showed a level that was completely deleted from the final game, and another showed an alternate version of the World 1 map.
    • The GBA port has extra levels accessed from the e-reader accessory, but less than half of levels were released to the U.S. while Japan got the rest. All the levels are within the game's code and can't be accessed by normal means. The game was eventually released to the Wii U's Virtual Console and has all the e-reader levels unlocked, making a 10+ year old game feel fresh with new content.
    • The GBA port also has code for an unused enemy that acts like a homing version of Bullet Bill. It's missing a sprite of its own, using that of the Warp Whistle.
  • Super Mario World had a large assortment of scrapped objects, early levels and textures which were still present on the cartridge, as catalogued by The Cutting Room Floor. These included an early version of Wendy's Castle, an unused "No Yoshi" sign,note  graphics for the classic-style Pirahna Plants, and more. In addition, there are dummied-out tilesets from an earlier version of the game found hidden in the SNES Test Program cartridge, and include more classic sprites and early designs.
  • The Super Mario 64 has an untextured model of Blargg. Hackers have also found a Yoshi egg, Boo's key, a beta trampoline, and an animated, two-dimensional flower.
  • Super Mario Sunshine:
    • There's a hidden palm tree inside the rocks near the bridge in the Bianco Hills level (from Mission 6 on). Similarly, in Delfino Plaza there's a extra Rocket Nozzle Box inside the bell tower closest to the beach. (Shown here).
    • There's also a book and a door hidden in the structure at the bottom of the giant bottle in one of the red coin missions in Noki Bay.
    • There is a test room that contains a menagerie of unused objects, such as a soccer ball and rock blocks. Piantas and Nokis lurk this bizarre realm of numbered blocks and they all say the same placeholder error message. There's even an unused enemy, Hinokuri, the same freakish walking Mook Maker chestnut from the earliest trailers of the game, albeit with an incorrectly loaded palette, should it be hacked into the final version. If that weren't enough, there's a variant of it without a shell (shooting the top of the shelled form's head removes the shell), which looks more like a lemon than a chestnut, and there's a model of a skull helmet for it, though the helmet is even less developed. Another unused enemy is Kug, which looks like a drawing of a Goomba, one of which is hidden in the ground under a ride in Pinna Park for unknown reasons.
  • Hackers found a beta level shown at E3 in the code of Super Mario Galaxy.
  • Full sets of brand-new sprites for all the Koopalings were discovered in the data for Super Princess Peach, suggesting that they were at one point intended to appear in that game, presumably as bosses. By the time the game was finished, however, they'd vanished again.
  • The initial version of Super Mario Maker included references to 13 unused Mystery Mushroom costumes: Baby Mario, Balloon Fight, E. Gadd, a Golden Retriever, Mario from Super Mario Bros. 2, Mary O the manual guide, Mr. Saturn, a Muncher, Nabbit, the pink rabbit from Nintendo Badge Arcade, Popo, Tetris, and, apparently, the Windows 8 incarnation of the Microsoft Windows logo. These references were removed from v1.01 onward, though some characters' sound effects exist unused.note  While the 3DS version removed the costumes, the only remains are filenames for the unused costumes of Roy, Ryu, and Rayman. Bizarrely, the game files also contain lots of gear and weapons from an early build of the first Splatoon.
  • Within the files of Super Mario 3D World + Bowser's Fury is an unused Giga Mushroom power-up, which looks like a larger, color-inverted Mega Mushroom. It turns Mario the size of Giga Cat Mario, but in his normal human form.

Others:

  • American McGee's Alice has Frog Footman and Fish Footman enemies and a strange 'Fungi' character (physically, a larvae-like creature with long skinny arms hanging from another inflated animal) that don't appear in the game proper, but can be spawned using console codes. There are also many unused lines, some of which were used in the sequel.
  • The Angry Video Game Nerd Adventures has a Dummied Out alternate version of "Beat It and Eat It" using the game's more detailed "normal" graphics instead of the Atari 2600 graphics.
  • In Atlantis no Nazo, a door in Zone 50 which leads to Zone 59 is inaccessible. This was possibly an oversight, but it makes Zones 59 and 55 impossible to reach without using a cheat code.
  • The Banjo-Kazooie titles have the legendary Stop 'n' Swop:
    • The end of Banjo-Kazooie featured footage of secret items hidden in the levels that would be used in Banjo-Tooie, with the ending promising said sequel would reveal how to get them. The plan was apparently to discover how to get the items in Tooie, go back to Kazooie to get them, then while the N64 is still on, take the cartridge out and put Tooie in, which would transfer them; unused data in Donkey Kong 64 implied that it would be compatible with the feature as well. This was supposed to take advantage of the fact that a game's RAM stayed in the N64's hardware for ten seconds, but newer versions of the console cut this time down to one second, making the technique far too difficult for people with less agility and causing it to be scrapped. Instead, as a sort of consolation, you got the items in question by hunting down three Banjo-Kazooie cartridges in Tooie, cracking them open, and taking the items that fell out; no equivalent feature was present in DK64 however. Curiously enough, the Banjo-Kazooie Stop 'n' Swop things actually are accessible in-game, albeit only through a series of very long "codes" in the beach level that were practically impossible to find without hacking the code, as someone finally did.
    • The first game contains some unused music, such as an underwater remix of Freezeezy Peak's music (which never plays, because the water is normally too cold to swim in and the music doesn't change if Banjo enters the water as a walrus), as well as a song called "Advent"note  that reportedly played in the hub area earlier in development.
    • Banjo-Tooie also had Bottles' Revenge.
    • There's a level title hidden in Banjo-Tooie's code called "Ridiculously Secret Area". There's no actual area with that name, so the common belief is that Rare deliberately put the title in to throw off hackers.
    • Since Microsoft owns Rare, the series developer, both BK games are put on Xbox Live Arcade. Since both games are digital, Stop 'n' Swop actually saw the light of day, and they're compatible with Nuts & Bolts to earn parts and vehicles.
    • It was later discovered during a fan decompilation effort that the Stop 'n' Swop mechanism itself was actually fully implemented into the source code for Banjo-Kazooie all along! Although it's effectively function-less since the only way to unlock the items without using Gameshark hacks or the aforementioned long sandcastle codes is to use an emulator that supports live debugging (such as Project 64) to write special values into the emulated console's RAM (replicating a payload that would have been left in a real N64's RAM by another game) on boot. And even then, you still can't do anything with them once they're collected. All because no other games were released that could interact with this mechanism due to the aforementioned N64 hardware changes.
  • The 2009 A Boy and His Blob game contains a unused test movie... namely, the intro to The Adventures of Sam & Max: Freelance Police.
  • In Bunny Must Die there are some dummied out items which seemingly do nothing — one is a stopwatch in the Chelsea & the 7 Devils mode, presumably this would be a time-stopper similar to Bunny's, another was a frog icon which may have been a mega-jump, a wheel icon which had no known or theoretical use, and a wand which was linked to a fireball attack that was also dummied out but used by a boss in the same game area.
    • There are several objects in the tile set which do not get used, including a seafloor, water graphics, and gray and gold objects.
    • Bunny had two other costumes which were dummied out - a pink one which may have been an upgrade meant for early on and a bright seafoam green one which was on the switch screen similar to the Busty Outfit and may have been the prototype.
  • Castlevania series:
    • In Symphony of the Night, there's a little trapdoor right when you enter the castle. You can glitch through it and find a vestigial level down there. It was later fleshed out to a full level in the Saturn release. The game code also contains recorded dialogue that isn't found in the game, apparently from an unused ending in which Maria turns into a demon.
    • There are audio clips of the voice actors (English and Japanese, at least) yelling "KONAMI!" with different inflections on the CD. It's pretty surreal.
    • Castlevania: Bloodlines for Genesis had dummied out levels, which were brought to public knowledge when a prototype cartridge surfaced. One of the levels took place on board a zeppelin.
    • Hammer was meant to be playable in Castlevania: Dawn of Sorrow's Julius Mode, according to an unused script dump and voice clip from its unique Final Boss.
  • Cave Story has an item called the Beast Fang, which can be made to appear in Yamashita Farm using a game editor. It seems to have no use — but then again, so do a number of the other items that do appear in normal gameplay. Pixel the Cat, the developer's avatar, is hidden in an inaccessible part of the Outer Wall, with a message for those who debugged the game when it was unfinished.
    • The character portraits displayed during dialogue include one for Sue as a human. Since Sue doesn't turn back into a human until the end credits, the sprite goes unused.
    • There's unused sprite sheets for a Mimiga soldier, a Mimiga watching a TV or computer, a Mimiga with a yellow shirt, and a guy smoking a cigarette.
    • There is one dummied out area in the game listed as Cook.pxm in the game's files. It is an empty room similar to many of the Mimiga houses. What makes this more interesting was that it was last modified August 7, 2002, two months before Pixel restarted development.
    • You can find an unused weapon by modifying any of the game's scripts to give you said weapon at some point.
    • There are instruments assigned to melodic channels "0" and "5" within the song "Zombie" that correspond to the instruments exclusively used within the expanded portion of the song from both Guxt and Kero Blaster. Said channels are unused within the Cave Story version of the song due to it lacking the aforementioned expanded portion.
    • The Nintendo Switch port has unused button mapping icons for the PlayStation 4, Xbox One, Play Station Vita, and Wii U, none of which got a port of Cave Story, but they may have originally been planned to.
  • Taito's little-known game Chack'n Pop features the first versions of Monstas and Mightas enemies found in Bubble Bobble (respectively, the purple whales and the white rock-throwing ghosts). The data found in the rom hinted that the Zen-Chans (the toy looking robots) were planned to appear as an enemy too, but were dumped from the final version for unknown reasons.
  • An unusual example: in Commander Keen: Aliens Ate My Babysitter, using a level warp code takes you to the now-playable high score screen, along with the message, "Keen is in the High Score screen. Call iD!" [the game's developer]. Well, you can imagine that the contest for which that was meant must have been scrapped really quickly!
    • The high score screen is also accessible via warp code in Keen 4 and 5, although you do not get a similar message. In all three games the high score screen has Keen running around the screen fighting enemies. Presumably, the playable version was used by the developers to create the animation.
    • A similar example in another id Software game shows up in Wolfenstein 3-D. In Episode 2, Floor 8, the entire western half of the level is occupied by a huge and nasty pushwall maze with multiple dead ends. In these dead ends are extra lives and some bosses. However, at one particular dead end is a floating sign which reads "Call Apogee — Say Aardwolf." This was intended to be part of a contest where a prize would be awarded to whoever found the sign and followed its instructions, but it was quickly scrapped when cheating and level-editing programs were published almost immediately after the game came out. Despite this, Apogee (now 3D Realms) still gets calls about it to this day.
    • Keen Dreams has an unused animation of Keen waking up in bed screaming, which presumably would have been used when Keen wakes up after completing the game or as part of a Game Over sequence. There is also an unused level (a very small level with only two platforms and a few pick-ups) that can only be accessed via level warp.
  • The first Crash Bandicoot game had a completely finished level called "Stormy Ascent" cut from the final version. The level resembles Slippery Climb in terms of design, only it's A LOT harder. The level was probably cut due to difficulty on account it's the hardest level in the original game and is probably the hardest level in the entire series. However, come Crash Bandicoot N. Sane Trilogy and the level was finally released as DLC, including even a time trial so you won't be spared a No Death Run.
    • Crash Bandicoot 2: Cortex Strikes Back:
      • The internal files suggest that "Bear Down" was supposed to have another gem, which could explain the extra 43rd gem seen in the Golden Ending.
      • Exploiting the "extra items" glitch will count a sixth colored gem, which is rendered clear and does not physically appear in the pause screen. This could be the orange gem leftover from the first game since the collectibles have new models for this one.
    • Crash Bandicoot 3: Warped's leaked pre-release 'alpha demonstration' of the game had a secret portal behind the large stack of iron crates at the end of the Yellow Gem path in "Dino Might!",note  and so initially warped the player into the secret warp chamber, then in the middle of the warp room in later developmental builds as opposed to the third chamber as normal. In the final release, the portal was replaced with extra lives and another larger stack of iron crates to block off the path, even though there is a dead end shortly after.note  This secret warp was eventually incorporated into an enemy on the gem path, where colliding with it took you to the secret level "Eggipus Rex".
    • Crash Bandicoot: The Wrath of Cortex uses a few areas from early development and planted new levels on top of them. Ice Station Bandicoot, for example, uses a small platforming area as a background under the helicopter racetrack. An unused racing and dogfight level have also been found inside the game.
    • Crash Twinsanity got hit with this HARD. Aside from the game feeling somewhat incomplete overall, the game had a few levels cut; at the very least a lava level and a cutesy level taking place inside Coco's brain were partially finished and programmed into beta builds. Cortex even lampshades it.
      "Come now, as we explore a new dimension! It should have been two new dimensions, but we ran out of time..."
  • Donkey Kong Land was originally going to have different songs for Skyscraper Caper and for the final boss, but they're replaced for unknown reasons by "Balloon Barrage" and the normal boss music.
  • In Donkey Kong Land 2, an 8-bit version of the Boss Bossanova music (originally from Donkey Kong Country 2: Diddy's Kong Quest) is in the game, but is never used. It was intended for use in some boss stages, but the Crocodile Cacophony music plays in all boss stages instead.
  • Donkey Kong Land III has an 8-bit version of Rocket Rush, but again, it was never used.
  • Kao the Kangaroo: The third game still has the skill upgrades you could get in the second game from collecting stars, it's just that they are inaccessible because there is no stars in the third game.
  • Kero Blaster:
    • Editing the game files allows you to access a "Death Beam" weapon, which rapid-fires wide shots that deal 99 damage per hit. This is enough to kill almost every enemy in a single hit, and most bosses in two or three. Like many dummied-out weapons in games, this was probably designed to help the developer blitz through levels while debugging/testing, and was never intended to be accessible by a normal player.
    • An unused remix of "Quiet" from Cave Story can be found in the game's files, and its filename "kb_station_b" suggests that it was supposed to play at some point during the Trayne Station level.
  • Kirby's Return to Dream Land has an unused remix of King Dedede's theme, actually ripped from a Japan-only Super Famicom version of Kirby's Star Stacker. It was likely meant to be used in the Scope Shot sub-game, which features a large Dedede robot.
  • Kirby and the Rainbow Curse had a cyan Bandana Waddle Dee that was shown at E3, but only the yellow and green copies remain in the final game.
  • Magical Doropie let you play as Kagemaru and another unnamed character via button-pressing codes, but they were dummied out of the US version, The Krion Conquest, as were Level Select and Invincibility codes.
  • Though not completely removed from Mega Man Legends, the song that plays during the cutscene when The Gesellschaft opens fire on The Flutter is a lot longer than the minute and a half cutscene itself, clocking in at a solid four minutes long. It even breaks out into two separate solos one after the other, one with a flute and one with a tack piano! Likely this means the cutscene was originally meant to be a lot longer or this was meant to be the actual battle music at one point, as even the soundtrack version just fades out at the end (like songs that normally loop indefinitely) rather than wrapping up.
  • Mega Man X8 might have been planned to have X, Zero, and Axl to be Navigators like their Distaff Counterpart. In the 2nd PC CD of it, you could find a folder of Japanese voice actors' sound data, including the main character's voice as Navigators(!). The idea seemed to be scrapped out because it would involve further scripting and scenarios. It's amusing to find that Axl feels very, very bored to have his job as a Navigator in his line.
  • Every single game of the Mega Man Game Boy (Rockman World) series contains unused music tracks. Many of them can be identified as alternate versions to existing tracks, most notably the ending themes to Wily's Revenge and MMII (the latter of which sucks a lot less than what you hear in the final game). MMV also contains two unused leftover tracks from IV.
  • Metroid:
    • Metroid:
      • In spite of Samus having an Ambidextrous Sprite, left-facing Samus sprites (with and without her Power Armor) exist in the game's code. It's likely they went unused by mistake, as they can be seen in the commercials for the Famicom Disk System game.
      • The game was originally meant to use a save battery, but ultimately went for a password system instead at the last minute likely as a cost measure. Interestingly the remnants of this exist not in the game's code, but in the game's physical hardware: open the cartridge and you'll find the circuit board within has the unused terminals for a CR2032 save battery.
      • A Fake Ridley (that functions to Ridley what Fake Kraid does to Kraid) appears in the code as a functional enemy with its own sprites, but does not show up in the game itself.
    • Two very interesting things were removed at some point from Metroid: Zero Mission. One was the ability to turn suit upgrades on and off from the pause menu, as in Super Metroid; fans are still wondering why this much-missed feature was taken out. (Cheat codes can turn it back on.) The second was... Crocomire! This Super Metroid boss was found in the ROM, with a full set of sprites and some movement code, but nothing else. It's possible to hack him into various rooms.
    • Super Metroid:
      • Its ROM includes some interesting objects that were never used, most notably a "reflector" which would bounce any beam or missile off at a 90-degree angle.
      • Coding for a Long Beam power-up can be found in the games data, but no item for it exists in-game, as it's now a default feature of Samus' beam.
      • A tile that acts exactly like a normal wall tile (including stopping the camera) except that Samus can pass through it, is fully coded in, but not used anywhere. Since it doesn't react to anything other than Samus's touch, it seems likely that the devs deemed it an unfair way to hide secrets.
    • Metroid Prime:
    • Metroid Prime 2: Echoes:
      • It also originally was supposed to have Samus battle an Ing-possessed Luminoth. This one has an actual reason for being taken out: it's commonly stated throughout the game that a Luminoth would rather self-terminate than be possessed by an Ing.
      • The game was to feature a battle with an Ing-possessed Ridley, as seen here.
      • Several planned enemies were ultimately scrapped. Among them was a Darkling variant of the Sporbs, which technically appears despite being scrapped as the Power Bomb Guardian.
    • Metroid Prime 3: Corruption was meant to have Samus' gunship be controllable, which the ship missile upgrades would presumably have been for.
    • Metroid Fusion:
      • In the game's hidden Debug Room, you can find sprites from Wario Land 4. The reason for this is because this game is built on a heavily modified version of that game's engine.
      • The Debug Menu is still left intact, but it cannot be accessed through normal gameplay. Cheats have to be involved to access it. Much like Super Metroid, you can toggle which powers to have on and/or off, like having just the Charge and Ice Beam.
  • Mighty No. 9 has some voice lines for the main characters and Mighty Numbers that went unused in the game but they can be played in the unlockable Sound Test feature. These include lines for the Mighty Numbers to say something upon being defeated by Beck instead of Beck saying "C'mon, snap out of it!" to his opponent in the final game. There are also voice lines for Beck possibly reacting to how he's being graded after clearing a stage, along with Beck or Call pointing out how low their HP is if they're in critical condition.
  • If you bust out an FSB file extractor and the VGMStream program, you will find that Nicktoons: Globs of Doom has several recorded voice clips that suggest that Dib and Tlaloc would have been able to fight GIR in Zim's House (the final game has you use Beautiful Gorgeous and Nicolai Technus for the boss battle); the clips perfectly describe every element of Zim's hijacked house that attack you in the battle.
    • The previous game, Attack of the Toybots, also has a buttload of dialog that goes unused, such as dialog for all playable characters when they enter Bikini Bottom (normally they're silent when this happens) and when they enter a Master Model or Scan Pod chamber (as well as unique dialog for when they discover Jenny, GIR, Stimpy, and Rocko). Also, Master Model data exists for the following characters, despite going unused for whatever reasonnote :
  • Ninja Gaiden II: The Dark Sword of Chaos famously has an unused song, "Inevitable", which doesn't even show up in the Sound Test and can only be found by hacking the ROM.
  • Ori and the Will of the Wisps:
    • The Gorlek Mines, a Minecart Madness Bonus Dungeon beneath the Windswept Wastes, were briefly shown in the E3 2018 trailer and would have included a mutated Gorlek Superboss named Grol as part of a sidequest. The area was cut, but an inactive elevator that would have lead to the Mines can still be found in the lower-right corner of the region.
    • The Windtorn Ruins was planned to be a full-fledged dungeon featuring unique enemies and traps, plus a Drill ability that would allow Ori to bore through certain rocks, but was cut down to just the storytelling murals and the Escape Sequence with the Sand Worm, due to said sequence's excruciating difficulty in its own right. Early releases of the game had remnants of the prior dungeon design visible as inaccessible areas on the map, which were later patched out.
  • Plok had three deleted levels, "Brendammi Bog", "Badream Fens", and "Breezy Beach". Like Sonic 2's dummied out levels, the graphics and/or layouts are unimplemented. There's also a vehicle test track.
  • Prince of Persia: The Sands of Time for the GameCube, PlayStation 2, and Xbox included remakes of the original game accessible through an in-game puzzle. The PC version left it out for some reason or another, but left the puzzle in place, minus the last step. You can actually see the secret door, but there's no way to get it to open.
  • Psychonauts:
  • Ratchet & Clank:
    • In several games, the developers took a lot of material that didn't make it into the finished game and left it for the player to access in a secret area known as the Insomniac Museum. There have been three of these museums in the series so far (five counting the High Impact Games Treehouse in Size Matters and Secret Agent Clank), and although the first two (the second and third games) had sort of out-there methods of reaching them, the one in A Crack in Time just requires you to find all of the Zoni, then go and beat Vorselon again.
    • One truly Dummied Out level exists in the Up Your Arsenal Insomniac Museum. The south wall conceals a secret section of the museum, which can be seen jutting out of the building from the roof. It can be accessed using a glitch with the megaturrets to send you through the wall concealing it, revealing...a giant hallway that winds back and forth a few times, and when you reach the end, you die for no reason.
  • The 1988 version of RoboCop for the Commodore 64 had a Game-Breaking Bug in level 4. Developer Ocean's solution was to Dummy Out the entire rest of the game. In order to avoid the mess was that level 4, they added a timer to each mission that resulted in a Game Over if it hit zero before the player completed the level... then set level 3's timer drastically shorter than would be necessary to actually complete the level. Fans discovered a glitch 20 years later that allowed the player to slide through a wall, bypassing most of level 3 and completing before the supposedly impossible timer hit zero, revealing the mess that the timer covered up. Fans have since fixed the bugs and restored level 4 to playability.
  • Rockman 7 EP
    • The original intro stage is nowhere to be found in this rom hack. The background music is used in Slash Man's stage. Mad Grinder is used as the Turbo Man stage's miniboss. Sisi Truck is the Freeze Man stage's miniboss.
    • The Robot Museum isn't in the game as well, but its tileset is used in Wily 5. Mash, the boss for the stage, is the miniboss for Cloud Man's level.
  • Sly 2: Band of Thieves was originally going to have a Monaco as a level but it was mostly removed.
  • SpongeBob SquarePants: Battle for Bikini Bottom originally was supposed to contain a dessert-themed level for Patrick's dream. The stage didn't make it to the final cut of the game, but you can access the (very glitchy) level by going through the game's files. There's also an unfinished phase of the Final Boss in which Patrick was to fight SpongeBot SteelPants with inflatable anchor arms. Several text files of canceled dialogue are also in the game's code.
  • Stinkoman 20X6:
    • Ever since Version 1, the game has had data for an enemy that looks like a cabbage. This is referenced in the Negative Zone level, a garble of sprites from all seven previous levels, where it finally makes an appearance.
    • A sprite of Bubs can be found in the data for Version 7, which was left over from the production of a clip made for Twitter where Stinkoman attacks him.
  • The NTSC/UC PS2 version of Strawberry Shortcake: The Sweet Dreams Game has the full rendition of the song "How A Garden Grows" dummied out. The song is among the game data, but there is no conventional way to access it in-game.
  • Titus the Fox has an array with room for 20 levels, only 16 of which appear in-game. Interestingly, the game is a reskinned version of a game called Moktar, which has a few of the missing levels (and misses a few others). The free one-level demo is another of the 20.
  • Tomba! has considerable leftovers of content that was cut late in development:
    • There is a slot machine in the Dwarf Village Elder's area with a bright red handle that sticks out like a sore thumb but is never used. An early prototype had the quest "AP Slot Machine" attached to it.
    • The Iron Castle area was trimmed down from an entire explorable area to just a small one-screen locale, as evidenced by an unused video of Iron Castle being freed from the Koma Pig's control, some unused items like the Iron, Iron Wheel, and Rubber Gloves, and six references to unused areas.
    • As was the Lumberjack Factory. The pre-rendered background for the area shows a large boulder in front of the door, though in-game this is masked over to make it appear blown open by a large explosion. As there are several unused lumberjack sprites as well, likely originally there was an entire event dedicated to blasting this area open and completing tasks within.
    • Pig Island was also apparently removed very late in development, with the only leftovers being a reference to it in the game's code (the internal name of Flower Tower is "Outer Walls of Pig Island") and it being visible on the world map in the Japanese version.
    • The world map also has an inaccessible village beside the Tree of Knowledge that can't be accessed normally. It can be reached with a walk through walls cheat, revealing an area with drums and a large pedestal. Taking a peak at the unused sprites and dialogue shows an unused Masakari Tribe Chief with a considerable amount of plot-relevant dialogue — likely this is where the various unused "Funga" items would have come into play.
    • An unused music track exists in the game that sounds very much like a far more upbeat version of the Trick Village music, suggesting that Trick Village was supposed to change in a far more substantial way rather than just draining the water when its Evil Pig was defeated.
    • Originally, it was intended to use the unused Rain Essence item to stop the fire inside the Lava Caves, as one NPC mentions wishing there was a way to "make it rain" in there, and if you add the item to your inventory with a cheat device the game will let you use it at that location... though nothing happens.


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