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Alphabetizing example(s), Example Indentation


* ''VideoGame/CivilizationCallToPower'' has many leftovers from the early code, including special actions such as Terror Hack or Bomb Cabinet or the Cattle unit.

to:

* ''VideoGame/CivilizationCallToPower'' ''VideoGame/CivilizationCallToPower'':
** The game
has many leftovers from the early code, including special actions such as Terror Hack or Bomb Cabinet or the Cattle unit.



* In ''VideoGame/{{Disgaea 2|CursedMemories}}'', hackers can find that the Hyperdrive item from ''VideoGame/LaPucelle'' and ''VideoGame/DisgaeaHourOfDarkness''. It lets you teleport anywhere on the screen; it functions perfectly, it's perfectly translated into English, and it was even moved onto the PSP remake. According to the Doublejump Strategy Guide; when asked; Nippon Ichi and NIS America "have nothing to say on the matter."

to:

* In ''VideoGame/{{Disgaea 2|CursedMemories}}'', hackers 2|CursedMemories}}'':
** Hackers
can find that the Hyperdrive item from ''VideoGame/LaPucelle'' and ''VideoGame/DisgaeaHourOfDarkness''. It lets you teleport anywhere on the screen; it functions perfectly, it's perfectly translated into English, and it was even moved onto the PSP remake. According to the Doublejump Strategy Guide; when asked; Nippon Ichi and NIS America "have nothing to say on the matter."



* ''VideoGame/IntoTheBreach'': Pilot reactions for the pylons deploying on the final island are in the game files, despite the fact that, in the game proper, only CEO Kern can comment on them.
* After ''Strategy First'' released the source code to ''VideoGame/JaggedAlliance 2'', many such removed features were revealed, including random airstrikes, weather effects, and a massive attack set to occur in the very early stages of the game. Most of these features were returned to the game in ''[[GameMod Jagged Alliance 2 v1.13]]''.



* After ''Strategy First'' released the source code to ''VideoGame/JaggedAlliance 2'', many such removed features were revealed, including random airstrikes, weather effects, and a massive attack set to occur in the very early stages of the game. Most of these features were returned to the game in ''[[GameMod Jagged Alliance 2 v1.13]]''.



* ''VideoGame/XCOMUFODefense'' features all sorts of stuff in the code of the game, such as an unused Gatling Laser, Alien UFO Components that were not used, a differently-shaped Small Scout UFO, and the ability to generate random [=UFOs=] based on the various major classes of enemy ships. Some of these features can either be hacked into gameplay by [[GameMod XComUtil]].

to:

* ''VideoGame/XCom'':
**
''VideoGame/XCOMUFODefense'' features all sorts of stuff in the code of the game, such as an unused Gatling Laser, Alien UFO Components that were not used, a differently-shaped Small Scout UFO, and the ability to generate random [=UFOs=] based on the various major classes of enemy ships. Some of these features can either be hacked into gameplay by [[GameMod XComUtil]].



** The rebooted ''[[VideoGame/XCOMEnemyUnknown X-Com: Enemy Unknown]]'' has the "Second Wave" menu, a set of optional modifiers intended to customise the difficulty by adding various hardships and penalties. It was removed from the game before release, but was reimplemented with a free DLC patch in January 2013.
*** There is also a list of unused abilities, some of which are old names for the current class abilities, and others that were removed for various reasons.

to:

** The rebooted ''[[VideoGame/XCOMEnemyUnknown X-Com: Enemy Unknown]]'' Unknown]]'':
*** The reboot
has the "Second Wave" menu, a set of optional modifiers intended to customise the difficulty by adding various hardships and penalties. It was removed from the game before release, but was reimplemented with a free DLC patch in January 2013.
*** There is also a list of unused abilities, some of which are old names for the current class abilities, and others that were removed for various reasons.

Changed: 46

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TRS cleanup: IUEO


*** [[https://www.youtube.com/watch?v=GldA26Es_vg An alternate remix of]] ''[[Anime/{{Raideen}} Brave Raideen]]''[='=]s OP. [[HellIsThatNoise Probably for good reason.]]

to:

*** [[https://www.youtube.com/watch?v=GldA26Es_vg An alternate remix of]] ''[[Anime/{{Raideen}} Brave Raideen]]''[='=]s OP. [[HellIsThatNoise Probably for good reason.]]

Added: 185

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Italicizing work titles, alphabetizing a recently-added example, and entirely cutting the XCOM difficulty bug example for lack of relevance


* VideoGame/CivilizationCallToPower has many leftovers from the early code, including special actions such as Terror Hack or Bomb Cabinet or the Cattle unit.

to:

* VideoGame/CivilizationCallToPower ''VideoGame/CivilizationCallToPower'' has many leftovers from the early code, including special actions such as Terror Hack or Bomb Cabinet or the Cattle unit.



* VideoGame/EmpireTotalWar modders discovered that files exist that could theoretically make the ''entire world'' playable, while the final game only has Europe, the Middle East, North America and India.

to:

* VideoGame/EmpireTotalWar ''VideoGame/EmpireTotalWar'' modders discovered that files exist that could theoretically make the ''entire world'' playable, while the final game only has Europe, the Middle East, North America and India.



* ''VideoGame/SilentStorm'' has an unused multiplayer feature that can only be accessed by using the console, and is quite clearly unfinished, missing a few elements, if still playable.



** Let's not forget the infamous difficulty bug from these two. In the original DOS X-Com, no matter what difficulty you set the game to it would always reset to the easiest. Most people missed it because the game was so hard anyway. In [=TftD=], in response to complaints about Superhuman not being quite hard enough, they made Beginner harder than the original's Superhuman. No one had played on Superhuman before [[VideoGame/XComTerrorFromTheDeep TFTD]] came out, leading to rumors that the difficulty auto-set to Superhuman.



* ''VideoGame/{{Silent Storm}}'': Silent Storm has an unused multiplayer feature that can only be acessed by using the console, and is quite clearly unfinished, missing a few elements, if still playable.

to:

* ''VideoGame/{{Silent Storm}}'': Silent Storm has an unused multiplayer feature that can only be acessed by using the console, and is quite clearly unfinished, missing a few elements, if still playable.
Is there an issue? Send a MessageReason:
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*** Cut-in graphics and dialog show that [[Anime/MobileSuitGundamSEED Yzak Joule and Dearka Elthmann]] were originally intended to be able to pilot the Freedom and Justice Gundams; this was removed presumably due to GameplayAndStorySegregation[[note]]In ''SEED'', Kira outright refuses to let anyone touch the Freedom because it has a nuclear reactor and he doesn't want the tech falling into the wrong hands[[/note]]. Not to mention MASS PRODUCED FREEDOMS.

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*** Cut-in graphics and dialog show that [[Anime/MobileSuitGundamSEED Yzak Joule and Dearka Elthmann]] were originally intended to be able to pilot the Freedom and Justice Gundams; this was removed presumably due to GameplayAndStorySegregation[[note]]In GameplayAndStoryIntegration[[note]]In ''SEED'', Kira outright refuses to let anyone touch the Freedom because it has a nuclear reactor and he doesn't want the tech falling into the wrong hands[[/note]]. Not to mention MASS PRODUCED FREEDOMS.
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* Sami's Double Time CO Power in the first ''[[VideoGame/NintendoWars Advance Wars]]'', in addition to raising the movement and firepower of foot-soldiers, has the added effect of letting them cross all terrain with no movement cost. This effect still exists in the code of the sequel, ''Black Hole Rising'', but neither of her powers use it anymore.
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** ''VideoGame/FireEmblemThreeHouses'' has some dummied dialogue implying Felix and Annette could have become enemies on the Blue Lions route at one point.
Is there an issue? Send a MessageReason:
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* ''VideoGame/{{Silent Storm}}'': Silent Storm has an unused multiplayer feature that can only be acessed by using the console, and is quite clearly unfinished, missing a few elements, if still palyable.

to:

* ''VideoGame/{{Silent Storm}}'': Silent Storm has an unused multiplayer feature that can only be acessed by using the console, and is quite clearly unfinished, missing a few elements, if still palyable.
playable.
Is there an issue? Send a MessageReason:
Fix


** Let's not forget the infamous difficulty bug from these two. In the original DOS X-Com, no matter what difficulty you set the game to it would always reset to the easiest. Most people missed it because the game was so hard anyway. In [=TftD=], in response to complaints about Superhuman not being quite hard enough, they made Beginner harder than the original's Superhuman. No one had played on Superhuman before [[VideoGame/XComTerroFromTheDEEP TFTD]] came out, leading to rumors that the difficulty auto-set to Superhuman.

to:

** Let's not forget the infamous difficulty bug from these two. In the original DOS X-Com, no matter what difficulty you set the game to it would always reset to the easiest. Most people missed it because the game was so hard anyway. In [=TftD=], in response to complaints about Superhuman not being quite hard enough, they made Beginner harder than the original's Superhuman. No one had played on Superhuman before [[VideoGame/XComTerroFromTheDEEP [[VideoGame/XComTerrorFromTheDeep TFTD]] came out, leading to rumors that the difficulty auto-set to Superhuman.
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/SuperRobotWarsJudgment'', the debug mode revealed a removed attack for [[Anime/MobileSuitGundamSEED Justice Gundam]], which would'vw had Athrun self-destructing it. In the end, it was removed and only [[Anime/{{Mazinkaiser}} Boss Borot and Million Alpha]] have suicide attacks.

to:

** In ''VideoGame/SuperRobotWarsJudgment'', the debug mode revealed a removed attack for [[Anime/MobileSuitGundamSEED Justice Gundam]], which would'vw would've had Athrun self-destructing it. In the end, it was removed and only [[Anime/{{Mazinkaiser}} Boss Borot and Million Alpha]] have suicide attacks.
Is there an issue? Send a MessageReason:
None


*** [[https://www.youtube.com/watch?v=GldA26Es_vg An alternate remix of]] Anime/BraveRaideen's OP. [[HellIsThatNoise Probably for good reason.]]

to:

*** [[https://www.youtube.com/watch?v=GldA26Es_vg An alternate remix of]] Anime/BraveRaideen's ''[[Anime/{{Raideen}} Brave Raideen]]''[='=]s OP. [[HellIsThatNoise Probably for good reason.]]

Added: 1891

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* ''Franchise/FireEmblem'' always has a few dummy items/characters. A (mostly) full list can be found [[https://serenesforest.net/general/unused-content/ here]] -- there are some minor spoilers.

to:

* ''Franchise/FireEmblem'' always has a few dummy items/characters. A (mostly) full list can be found [[https://serenesforest.net/general/unused-content/ here]] -- there are some minor spoilers.
** ''VideoGame/FireEmblemShadowDragon'':
*** The NES game featured an unused character named Saber (no apparent relation to the character from ''VideoGame/FireEmblemGaiden'', and a differently spelled name), who is marked to be recruited by talking to him with Ogma. He's got a lot of traits of a playable unit, though most of them are borrowed from other characters: Elice's growth rates, Michalis's portrait, and Wendell's ending in the epilogue. There's also a large number of unused dragonstones, some {{Plot Coupon}}s that'd go on to appear in ''VideoGame/FireEmblemMysteryOfTheEmblem'', and an item (the Telescope) whose description seems to suggest that FogOfWar was at one point planned. The most interesting thing is probably the Helearn staff, which makes an equipped item indestructible.
*** The DS remake seems to have been planned to use dismounting, as there are stats in the game for a dismounted cavalier. (Presumably, the game's reclass feature made this redundant.) There's also some evidence to suggest that the My Unit feature may have been planned for that game at first, though it only made its proper debut in ''New Mystery of the Emblem''. An "Order Units" function, borrowed from ''VideoGame/FireEmblemPathOfRadiance'', is fairly complete and even has a tutorial for it. Three significant female characters (Mida, Minerva, and Caeda) have alternate portraits of them out of their armor.
** ''VideoGame/FireEmblemMysteryOfTheEmblem'' cut a number of characters from its predecessor, but a lot of them remain in the code, though they lack portraits (space reasons, most likely). Midia has a battle quote suggesting she was going to be an enemy, and there's an unused "Sea Dragon" class that can cross water. The most famous unused thing is probably the Aum Fragment, a held item that has no function but seems meant to instantly heal a character when they would hit 0 HP.
Is there an issue? Send a MessageReason:
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** In ''VideoGame/SuperRobotWarsJudgment'', the debug mode revealed a removed attack for [[Anime/MobileSuitGundamSEED Justice Gundam]], which would of had Athrun self-destructing it. In the end, it was removed and only [[Anime/{{Mazinkaiser}} Boss Borot and Million Alpha]] have suicide attacks.

to:

** In ''VideoGame/SuperRobotWarsJudgment'', the debug mode revealed a removed attack for [[Anime/MobileSuitGundamSEED Justice Gundam]], which would of would'vw had Athrun self-destructing it. In the end, it was removed and only [[Anime/{{Mazinkaiser}} Boss Borot and Million Alpha]] have suicide attacks.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/{{Silent Storm}}'': Silent Storm has an unused multiplayer feature that can only be acessed by using the console, and is quite clearly unfinished, missing a few elements, if still palyable.

Added: 4130

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%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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* VideoGame/CivilizationCallToPower has many leftovers from the early code, including special actions such as Terror Hack or Bomb Cabinet or the Cattle unit.
** The sequel includes code for some features, such as space colonies, that were in the first game but ultimately removed from the second.
* In ''VideoGame/{{Disgaea 2|CursedMemories}}'', hackers can find that the Hyperdrive item from ''VideoGame/LaPucelle'' and ''VideoGame/DisgaeaHourOfDarkness''. It lets you teleport anywhere on the screen; it functions perfectly, it's perfectly translated into English, and it was even moved onto the PSP remake. According to the Doublejump Strategy Guide; when asked; Nippon Ichi and NIS America "have nothing to say on the matter."
** Downloading the DLC Hanako in the PSP version yields the data for the DLC weapon data for [[VideoGame/SoulNomadAndTheWorldEaters Gig]], which is translated, [[NoExportForYou but getting Gig is another problem...]]
* VideoGame/EmpireTotalWar modders discovered that files exist that could theoretically make the ''entire world'' playable, while the final game only has Europe, the Middle East, North America and India.
* ''VideoGame/FinalFantasyTactics'':
** ''Every'' character that has a unique field sprite has a unique job class, down to the most insignificant cutscene-only NPC. And with each job class comes a job description and, sometimes, a list of skills. Most classes that aren't visible in-game are obviously incomplete.
** Any character not intended to join the player character's party between battles uses a Ramza dummy sprite on the Formation screen when hacked in, but a few characters have valid sprites anyway, such as Orran and Valmafra (the latter of which never appears in battle sequences at all--her class doesn't even learn any skills!)
** The oddest case is Tietra, who, if hacked into the party, uses a sprite not seen anywhere else in the game on the Formation screen that looks nothing like Tietra at all. Later on, WordOfGod would release concept art of the character Tietra looks like, with an admission that her purpose was forgotten.
* ''VideoGame/FinalFantasyTacticsA2'' was supposed to have a "Transmuter" job for the Nu Mou race, but it was cut out since the game was close to release time and they couldn't afford to delay the game and test the (''very'' complicated) abilities from the job. The job was supposed to let a Nu Mou mix items together to get various effects. Its sprite still exists in the game; the character portrait/avatar is used for the luck stick sellers (showing both player and enemy colors) and the battle sprite can be seen when you start [[BonusDungeon any tower in Brightmoon Tor]] and in some of the auctions. WordOfGod [[http://member.square-enix.com/na/features/ffta2/02/03.php confirms this and they were visibly upset about being forced to cut the job.]]



*** A large number of weapons--again, unsurprisingly, a lot were in ''Genealogy'', but a lot aren't, or are unusually finished-looking. Mjolnir in particular is not only relatively complete, but it's coded to be exclusive to Ishtar, who, again, only appears in a cutscene. Particularly notable is the description of Gungnir, whose description simply reads [[DevelopersForesight "Hacking is bad."]]

to:

*** A large number of weapons--again, weapons -- again, unsurprisingly, a lot were in ''Genealogy'', but a lot aren't, or are unusually finished-looking. Mjolnir in particular is not only relatively complete, but it's coded to be exclusive to Ishtar, who, again, only appears in a cutscene. Particularly notable is the description of Gungnir, whose description simply reads [[DevelopersForesight "Hacking is bad."]]



* ''VideoGame/FinalFantasyTactics'':
** ''Every'' character that has a unique field sprite has a unique job class, down to the most insignificant cutscene-only NPC. And with each job class comes a job description and, sometimes, a list of skills. Most classes that aren't visible in-game are obviously incomplete.
** Any character not intended to join the player character's party between battles uses a Ramza dummy sprite on the Formation screen when hacked in, but a few characters have valid sprites anyway, such as Orran and Valmafra (the latter of which never appears in battle sequences at all--her class doesn't even learn any skills!)
** The oddest case is Tietra, who, if hacked into the party, uses a sprite not seen anywhere else in the game on the Formation screen that looks nothing like Tietra at all. Later on, WordOfGod would release concept art of the character Tietra looks like, with an admission that her purpose was forgotten.
* ''VideoGame/FinalFantasyTacticsA2'' was supposed to have a "Transmuter" job for the Nu Mou race, but it was cut out since the game was close to release time and they couldn't afford to delay the game and test the (''very'' complicated) abilities from the job. The job was supposed to let a Nu Mou mix items together to get various effects. Its sprite still exists in the game; the character portrait/avatar is used for the luck stick sellers (showing both player and enemy colors) and the battle sprite can be seen when you start [[BonusDungeon any tower in Brightmoon Tor]] and in some of the auctions. WordOfGod [[http://member.square-enix.com/na/features/ffta2/02/03.php confirms this and they were visibly upset about being forced to cut the job.]]
* ''VideoGame/XCOMUFODefense'' features all sorts of stuff in the code of the game, such as an unused Gatling Laser, Alien UFO Components that were not used, a differently-shaped Small Scout UFO, and the ability to generate random [=UFOs=] based on the various major classes of enemy ships. Some of these features can either be hacked into gameplay by [[GameMod XComUtil]].
** ''Terror from the Deep'' has a lot of shared data from the first X-Com, allowing canny modders to bring back some of the stuff they had from ''Enemy Unknown''.
** Let's not forget the infamous difficulty bug from these two. In the original DOS X-Com, no matter what difficulty you set the game to it would always reset to the easiest. Most people missed it because the game was so hard anyway. In [=TftD=], in response to complaints about Superhuman not being quite hard enough, they made Beginner harder than the original's Superhuman. No one had played on Superhuman before [[VideoGame/XComTerroFromTheDEEP TFTD]] came out, leading to rumors that the difficulty auto-set to Superhuman.
** ''[[VideoGame/XCOMApocalypse Apocalypse]]'' has an unused Research option called ''One Way to Win'', along with several other things like Tracker Guns and Prison Cells for human criminals and organization leaders, and weapons like the Dimension Destablizer. These hint at a far more ambitious game that eventually got smacked with time and budget problems. See [[http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts/ this page]] for a list of dummied out items.
** The rebooted ''[[VideoGame/XCOMEnemyUnknown X-Com: Enemy Unknown]]'' has the "Second Wave" menu, a set of optional modifiers intended to customise the difficulty by adding various hardships and penalties. It was removed from the game before release, but was reimplemented with a free DLC patch in January 2013.
*** There is also a list of unused abilities, some of which are old names for the current class abilities, and others that were removed for various reasons.
* ''VideoGame/{{Xenonauts}}'': A lot of things in between versions of the Alpha/Beta build (ex. certain types of researchable equipment). Putting said things back in is one of the current hot topics of the Main/GameMod community.
* After ''Strategy First'' released the source code to ''VideoGame/JaggedAlliance 2'', many such removed features were revealed, including random airstrikes, weather effects, and a massive attack set to occur in the very early stages of the game. Most of these features were returned to the game in ''[[GameMod Jagged Alliance 2 v1.13]]''.



* In ''VideoGame/{{Disgaea 2|CursedMemories}}'', hackers can find that the Hyperdrive item from ''VideoGame/LaPucelle'' and ''VideoGame/DisgaeaHourOfDarkness''. It lets you teleport anywhere on the screen; it functions perfectly, it's perfectly translated into English, and it was even moved onto the PSP remake. According to the Doublejump Strategy Guide; when asked; Nippon Ichi and NIS America "have nothing to say on the matter."
** Downloading the DLC Hanako in the PSP version yields the data for the DLC weapon data for [[VideoGame/SoulNomadAndTheWorldEaters Gig]], which is translated, [[NoExportForYou but getting Gig is another problem...]]

to:

* In ''VideoGame/{{Disgaea 2|CursedMemories}}'', hackers can find that After ''Strategy First'' released the Hyperdrive item from ''VideoGame/LaPucelle'' source code to ''VideoGame/JaggedAlliance 2'', many such removed features were revealed, including random airstrikes, weather effects, and ''VideoGame/DisgaeaHourOfDarkness''. It lets you teleport anywhere on a massive attack set to occur in the screen; it functions perfectly, it's perfectly translated into English, and it was even moved onto very early stages of the PSP remake. According game. Most of these features were returned to the Doublejump Strategy Guide; when asked; Nippon Ichi and NIS America "have nothing to say on the matter."
** Downloading the DLC Hanako
game in the PSP version yields the data for the DLC weapon data for [[VideoGame/SoulNomadAndTheWorldEaters Gig]], which is translated, [[NoExportForYou but getting Gig is another problem...]]''[[GameMod Jagged Alliance 2 v1.13]]''.



* VideoGame/CivilizationCallToPower has many leftovers from the early code, including special actions such as Terror Hack or Bomb Cabinet or the Cattle unit.
** The sequel includes code for some features, such as space colonies, that were in the first game but ultimately removed from the second.
* VideoGame/EmpireTotalWar modders discovered that files exist that could theoretically make the ''entire world'' playable, while the final game only has Europe, the Middle East, North America and India.

to:

* VideoGame/CivilizationCallToPower has many leftovers from ''VideoGame/XCOMUFODefense'' features all sorts of stuff in the early code, including special actions code of the game, such as Terror Hack or Bomb Cabinet or the Cattle unit.
** The sequel includes code for some features, such as space colonies,
an unused Gatling Laser, Alien UFO Components that were in not used, a differently-shaped Small Scout UFO, and the ability to generate random [=UFOs=] based on the various major classes of enemy ships. Some of these features can either be hacked into gameplay by [[GameMod XComUtil]].
** ''Terror from the Deep'' has a lot of shared data from
the first X-Com, allowing canny modders to bring back some of the stuff they had from ''Enemy Unknown''.
** Let's not forget the infamous difficulty bug from these two. In the original DOS X-Com, no matter what difficulty you set the
game but ultimately to it would always reset to the easiest. Most people missed it because the game was so hard anyway. In [=TftD=], in response to complaints about Superhuman not being quite hard enough, they made Beginner harder than the original's Superhuman. No one had played on Superhuman before [[VideoGame/XComTerroFromTheDEEP TFTD]] came out, leading to rumors that the difficulty auto-set to Superhuman.
** ''[[VideoGame/XCOMApocalypse Apocalypse]]'' has an unused Research option called ''One Way to Win'', along with several other things like Tracker Guns and Prison Cells for human criminals and organization leaders, and weapons like the Dimension Destablizer. These hint at a far more ambitious game that eventually got smacked with time and budget problems. See [[http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts/ this page]] for a list of dummied out items.
** The rebooted ''[[VideoGame/XCOMEnemyUnknown X-Com: Enemy Unknown]]'' has the "Second Wave" menu, a set of optional modifiers intended to customise the difficulty by adding various hardships and penalties. It was
removed from the second.
* VideoGame/EmpireTotalWar modders discovered
game before release, but was reimplemented with a free DLC patch in January 2013.
*** There is also a list of unused abilities, some of which are old names for the current class abilities, and others
that files exist that could theoretically make were removed for various reasons.
* ''VideoGame/{{Xenonauts}}'': A lot of things in between versions of
the ''entire world'' playable, while Alpha/Beta build (ex. certain types of researchable equipment). Putting said things back in is one of the final game only has Europe, current hot topics of the Middle East, North America and India.Main/GameMod community.

Changed: 84

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*** There's stats for a ''lot'' of characters that never appear in the final game--again, a good number of them appear to generic bosses, but others are characters who only appear in cutscenes (well-equipped enough that they could likely have been encounters in the final game, and one of them who never appears in the finished game, Gunna, has parameters that seemingly mark him as a playable character (he has growth rates, personal skills, and escape and death quotes) and suggest he may be Asbel's father.
*** Plenty of classes exist in the game's code that don't appear. Most are ported over from ''Genealogy'', but Knight Lord and Master Knight are still there, and even have revised animations that suggest they were meant to be playable.

to:

*** There's stats for a ''lot'' of characters that never appear in the final game--again, a good number of them appear to generic bosses, but others are characters who only appear in cutscenes (well-equipped enough that they could likely have been encounters in the final game, game), and one of them who never appears in the finished game, Gunna, has parameters that seemingly mark him as a playable character (he has growth rates, personal skills, and escape and death quotes) and suggest he may be Asbel's father.
*** Plenty of classes exist in the game's code that don't appear. Most are ported over from ''Genealogy'', but Knight Lord and Master Knight are still there, and even have revised animations that suggest they were meant to be playable.playable or at least possible to meet.



*** Strangest of all, there's an entire missing skill in the game called Immortal--and it doesn't do what its description says it does, instead negating terrain penalties for the user. What makes this one particularly weird is that there actually ''is'' a skill in the finished game that makes the user effectively immortal, though it's invisible to the player.

to:

*** Strangest of all, there's an entire missing skill in the game called Immortal--and it doesn't do what its description says it does, instead negating terrain penalties for the user. What makes this one particularly weird is that there actually ''is'' a skill in the finished game that makes the user effectively immortal, though it's invisible to the player.player (it serves as a form of PlotArmor for certain people).

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*** There's stats for a ''lot'' of characters that never appear in the final game--again, a good number of them appear to generic bosses, but others are characters who only appear in cutscenes (well-equipped enough that they could likely have been encounters in the final game, and one of them, Gunna, has parameters that seemingly mark him as a playable character (he has growth rates, personal skills, and escape and death quotes) and suggest he may be Asbel's father.

to:

*** There's stats for a ''lot'' of characters that never appear in the final game--again, a good number of them appear to generic bosses, but others are characters who only appear in cutscenes (well-equipped enough that they could likely have been encounters in the final game, and one of them, them who never appears in the finished game, Gunna, has parameters that seemingly mark him as a playable character (he has growth rates, personal skills, and escape and death quotes) and suggest he may be Asbel's father.
Is there an issue? Send a MessageReason:
None


** There's a total of eight unused portraits (plus a ninth class portrait, designating civilians): three are just generic paletteswapped bosses, but five are new artwork, and all are pretty recognizable as Arthur, Femina, Asaello, Daisy, and Jeanne from ''VideoGame/FireEmblemGenealogyOfTheHolyWar''. What makes this one strange is that four of those characters are subsitute units, meaning their existence contradicts that of the ''Genealogy'' characters in the final product, one of whom is a major character.

to:

** *** There's a total of eight unused portraits (plus a ninth class portrait, designating civilians): three are just generic paletteswapped bosses, but five are new artwork, and all are pretty recognizable as Arthur, Femina, Asaello, Daisy, and Jeanne from ''VideoGame/FireEmblemGenealogyOfTheHolyWar''. What makes this one strange is that four of those characters are subsitute units, meaning their existence contradicts that of the ''Genealogy'' characters in the final product, one of whom is a major character.

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* ''Franchise/FireEmblem'' always has a few dummy items/characters. A (mostly) full list can be found [[https://serenesforest.net/general/unused-content/ here]] -- there are some minor spoilers. Interestingly, some of the plot of the tenth game (''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'') could be spoiled ahead of time by breaking open the ninth (''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'') -- revealing that the Tellius duology had its plot planned from the get-go. The biggest example is that two characters -- [[spoiler: General Zelgius and the Black Knight]] -- have the exact same stats (basically giving away that they're the same person), but you would only be able to see the stats of one of them in normal gameplay, as [[spoiler:Zelgius is in cutscenes only]].

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* ''Franchise/FireEmblem'' always has a few dummy items/characters. A (mostly) full list can be found [[https://serenesforest.net/general/unused-content/ here]] -- there are some minor spoilers.
** ''VideoGame/FireEmblemThracia776'' had a rather long and idiosyncratic development, and so unsurprisingly, [[https://fireemblemwiki.org/wiki/Unused_content_in_Fire_Emblem:_Thracia_776 there's a lot left in the code.]]
** There's a total of eight unused portraits (plus a ninth class portrait, designating civilians): three are just generic paletteswapped bosses, but five are new artwork, and all are pretty recognizable as Arthur, Femina, Asaello, Daisy, and Jeanne from ''VideoGame/FireEmblemGenealogyOfTheHolyWar''. What makes this one strange is that four of those characters are subsitute units, meaning their existence contradicts that of the ''Genealogy'' characters in the final product, one of whom is a major character.
*** There's stats for a ''lot'' of characters that never appear in the final game--again, a good number of them appear to generic bosses, but others are characters who only appear in cutscenes (well-equipped enough that they could likely have been encounters in the final game, and one of them, Gunna, has parameters that seemingly mark him as a playable character (he has growth rates, personal skills, and escape and death quotes) and suggest he may be Asbel's father.
*** Plenty of classes exist in the game's code that don't appear. Most are ported over from ''Genealogy'', but Knight Lord and Master Knight are still there, and even have revised animations that suggest they were meant to be playable.
*** A large number of weapons--again, unsurprisingly, a lot were in ''Genealogy'', but a lot aren't, or are unusually finished-looking. Mjolnir in particular is not only relatively complete, but it's coded to be exclusive to Ishtar, who, again, only appears in a cutscene. Particularly notable is the description of Gungnir, whose description simply reads [[DevelopersForesight "Hacking is bad."]]
*** An entire alternate version of the game's last map is lurking in the codes, with a pretty similar setup but completely redesigned (even the mapset is different). It's even mostly finished, with dialogue and everything, though it will start to bug out due to wonky unit placement if you take it for a spin.
*** Strangest of all, there's an entire missing skill in the game called Immortal--and it doesn't do what its description says it does, instead negating terrain penalties for the user. What makes this one particularly weird is that there actually ''is'' a skill in the finished game that makes the user effectively immortal, though it's invisible to the player.
**
Interestingly, some of the plot of the tenth game (''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'') could be spoiled ahead of time by breaking open the ninth (''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]'') -- revealing that the Tellius duology had its plot planned from the get-go. The biggest example is that two characters -- [[spoiler: General Zelgius and the Black Knight]] -- have the exact same stats (basically giving away that they're the same person), but you would only be able to see the stats of one of them in normal gameplay, as [[spoiler:Zelgius is in cutscenes only]].
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* ViceoGame/EmpireTotalWar modders discovered that files exist that could theoretically make the ''entire world'' playable, while the final game only has Europe, the Middle East, North America and India.

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* ViceoGame/EmpireTotalWar VideoGame/EmpireTotalWar modders discovered that files exist that could theoretically make the ''entire world'' playable, while the final game only has Europe, the Middle East, North America and India.
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* ViceoGame/EmpireTotalWar modders discovered that files exist that could theoretically make the ''entire world'' playable, while the final game only has Europe, the Middle East, North America and India.
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** Downloading the DLC Hanako yields the data for the DLC weapon data for [[VideoGame/SoulNomadAndTheWorldEaters Gig]], which is translated, [[NoExportForYou but getting Gig is another problem...]]

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** Downloading the DLC Hanako in the PSP version yields the data for the DLC weapon data for [[VideoGame/SoulNomadAndTheWorldEaters Gig]], which is translated, [[NoExportForYou but getting Gig is another problem...]]
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* ''VideoGame/FinalFantasyTactics'':
** ''Every'' character that has a unique field sprite has a unique job class, down to the most insignificant cutscene-only NPC. And with each job class comes a job description and, sometimes, a list of skills. Most classes that aren't visible in-game are obviously incomplete.
** Any character not intended to join the player character's party between battles uses a Ramza dummy sprite on the Formation screen when hacked in, but a few characters have valid sprites anyway, such as Orran and Valmafra (the latter of which never appears in battle sequences at all--her class doesn't even learn any skills!)
** The oddest case is Tietra, who, if hacked into the party, uses a sprite not seen anywhere else in the game on the Formation screen that looks nothing like Tietra at all. Later on, WordOfGod would release concept art of the character Tietra looks like, with an admission that her purpose was forgotten.
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* ''Franchise/FireEmblem'' always has a few dummy items/characters. A (mostly) full list can be found [[https://serenesforest.net/general/unused-content/ here]] -- there are some minor spoilers. Interestingly, some of the plot of the tenth game (''Radiant Dawn'') could be spoiled ahead of time by breaking open the ninth (''Path of Radiance'') -- revealing that [[VideoGame/FireEmblemTellius the Tellius duology]] had its plot planned from the get-go. The biggest example is that two characters -- [[spoiler: General Zelgius and The Black Knight]] -- have the exact same stats (basically giving away that they're the same person), but you would only be able to see the stats of one of them in normal gameplay, as [[spoiler:Zelgius is in cutscenes only]].

to:

* ''Franchise/FireEmblem'' always has a few dummy items/characters. A (mostly) full list can be found [[https://serenesforest.net/general/unused-content/ here]] -- there are some minor spoilers. Interestingly, some of the plot of the tenth game (''Radiant Dawn'') (''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]'') could be spoiled ahead of time by breaking open the ninth (''Path (''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance'') Radiance]]'') -- revealing that [[VideoGame/FireEmblemTellius the Tellius duology]] duology had its plot planned from the get-go. The biggest example is that two characters -- [[spoiler: General Zelgius and The the Black Knight]] -- have the exact same stats (basically giving away that they're the same person), but you would only be able to see the stats of one of them in normal gameplay, as [[spoiler:Zelgius is in cutscenes only]].



** In ''VideoGame/FireEmblemFates'', some data shows that if Azura was the Female Kana's mother, she was supposed to have different support chats with her depending on the path taken. Similarly, some data states that [[spoiler: in the GoldenPath, Beruka was considered to be a potential wife for Kaden and mother for Selkie; in game, she can marry Saizo or Azama and be the mother of Asugi or Mitama, respectively.[[note]]Whereas Kaden can marry either Peri or Charlotte.[[/note]].]]

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** In ''VideoGame/FireEmblemFates'', some data shows that if Azura was the Female Kana's mother, she was supposed to have different support chats with her depending on the path taken. Similarly, some data states that [[spoiler: in the GoldenPath, Beruka was considered to be a potential wife for Kaden and mother for Selkie; in game, she can marry Saizo or Azama and be the mother of Asugi or Mitama, respectively.[[note]]Whereas Kaden can marry either Peri or Charlotte.[[/note]].]][[/note]]]]

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