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** The Illusionner, an Illager which attacks the player using spells and a bow and can summon duplicates, was added in 1.12 (17w16a) but can only spawn using commands.

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** The Illusionner, Illusioner, an Illager which attacks the player using spells and a bow and can summon duplicates, was added in 1.12 (17w16a) but can only spawn using commands.


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* ''VideoGame/{{Palworld}}:
** The Pals Dragostrophe, Boltmane, and Dark Mutant appear in the code and will mostly work properly, but they cannot be spawned in-game without mods. Boltmane is clearly a work-in-progress, though, as it's an Electric-Elemental Pal with Fire-Elemental drops and work skills.
** There exists a sniper rifle with its own associated ammo in the code. While it cannot be obtained outside of mods, it works perfectly fine.
** [[RoadApples Dung]] exists in the code. It can be spawned in but it currently has no use.
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** Several characters were dummied out. There were a pair of adults named Nate and Flynn, it's believed that they were for the cancelled platform/{{Xbox}} version of Bully and would have been involved in uploading songs to the game.

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** Several characters were dummied out. There were a pair of adults named Nate and Flynn, it's believed that they were for the cancelled platform/{{Xbox}} Platform/{{Xbox}} version of Bully and would have been involved in uploading songs to the game.



** Text files in ''VideoGame/GrandTheftAutoV'' reveal that over half of the game's radio stations originally had much more content; in extreme cases, over half of the original playlist was cut in the final release. In addition, there are leftover files that suggest that Vinewood Boulevard Radio, an alternative rock station, was originally intended to be a 90's rock station called P.M.R, and that its conversion to VBR was a last-minute change (its icon for the station-select wheel is even still in the game's files!). Some of the cut songs were brought back in the enhanced versions for UsefulNotes/PlayStation4, UsefulNotes/XboxOne & [[UsefulNotes/MicrosoftWindows PC]].

to:

** Text files in ''VideoGame/GrandTheftAutoV'' reveal that over half of the game's radio stations originally had much more content; in extreme cases, over half of the original playlist was cut in the final release. In addition, there are leftover files that suggest that Vinewood Boulevard Radio, an alternative rock station, was originally intended to be a 90's rock station called P.M.R, and that its conversion to VBR was a last-minute change (its icon for the station-select wheel is even still in the game's files!). Some of the cut songs were brought back in the enhanced versions for UsefulNotes/PlayStation4, UsefulNotes/XboxOne Platform/PlayStation4, Platform/XboxOne & [[UsefulNotes/MicrosoftWindows [[Platform/MicrosoftWindows PC]].
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None


** Several characters were dummied out. There were a pair of adults named Nate and Flynn, it's believed that they were for the cancelled UsefulNotes/XBox version of Bully and would have been involved in uploading songs to the game.

to:

** Several characters were dummied out. There were a pair of adults named Nate and Flynn, it's believed that they were for the cancelled UsefulNotes/XBox platform/{{Xbox}} version of Bully and would have been involved in uploading songs to the game.
Is there an issue? Send a MessageReason:
None


** Unused parts of certain maps, most notably in Level 7, where a chunk of the map that existed in Levels 1 and 4 was cut due to time constraints on the art team. This area included inside the Springfield Nuclear Power Plant, the Stonecutters' Tunnel, and an area where mansions are located. The remains of it (which includes a small portion of the map, some unused sound effects for the Power Plant, and two music tracks can still be reached via cheat codes, glitches, or modifications.

to:

** Unused parts of certain maps, most notably in Level 7, where a chunk of the map that existed in Levels 1 and 4 was cut due to time constraints on the art team. This area included inside the Springfield Nuclear Power Plant, the Stonecutters' Tunnel, and an area where mansions are located. The remains of it (which includes a small portion of the map, some unused sound effects for the Power Plant, and two music tracks tracks) can still be reached via cheat codes, glitches, or modifications.

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* The manual for ''VideoGame/FarCry3'' mentions a type of Privateer called "Beheaders", and even [[https://i.imgur.com/aTrEAs6.png features an image of them]], but these machete-wielding enemies never actually appear in the game.

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* ''VideoGame/FarCry3'':
**
The manual for ''VideoGame/FarCry3'' mentions a type of Privateer called "Beheaders", variants of Beheaders, and even [[https://i.imgur.com/aTrEAs6.png features an image of them]], one]] alongside the Pirate Beheader, but these machete-wielding enemies they never actually appear in the game.game.
** "[[https://farcry.fandom.com/wiki/Vincent_Salas Vincent Salas]]", the one friend of Jason who only appears in the flashback scenes, has a fully textured and modeled character model in the game's files. Presumably he was cut due to time constraints, and it is generally assumed that he is the one [[TheDragon Vaas]] is talking about when he threatens to slice Jason open "like he did [his] friend."
* ''VideoGame/FarCry4'':
** Owing to some routes that were sloppily blocked off by "Mission Failed" triggers, an unused interact prompt on the trunk of a vehicle, and lines from [[TheDragon De Pleur]], it is believed it was once possible to drive him to the airport and let him go, rather than being forced to either kill him or hand him over to the Golden Path.
** Speaking of De Pleur, in the Beta of the game it was possible to return to his compound via a tunnel south-eest of Ratu Gadhi. In the final version of the game this tunnel is blocked off by fallen rocks, making the compound [[OneTimeDungeon only accessible in the prologue]]. It's possible to get back there via a glitch and find a large area otherwise unseen area that features a Bell Tower, a village with working [=NPCs=], and even Royal Guard and Golden Path patrols who will engage each other on-sight.
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Added DiffLines:

* The manual for ''VideoGame/FarCry3'' mentions a type of Privateer called "Beheaders", and even [[https://i.imgur.com/aTrEAs6.png features an image of them]], but these machete-wielding enemies never actually appear in the game.
Is there an issue? Send a MessageReason:
None


* Both ''[[VideoGame/TrueCrimeStreetsOfLA True]] [[VideoGame/TrueCrimeNewYorkCity Crime]]'' games feature large, unused areas of their maps that were cut due to deadlines. In ''Streets of L.A.'', this included a large chunk of South L.A., Los Angeles International Airport and vicinity, and some of the San Fernando Valley. In ''New York City'', these areas included Governors, Roosevelt, Randalls and Wards Islands, as well as parts of the Bronx, Brooklyn, and Queens. In both games, attempting to enter these areas teleports the player back to the nearest street in the playable area, though these barrier checks can be bypassed or removed through glitches, cheat codes, or modifications.

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* Both ''[[VideoGame/TrueCrimeStreetsOfLA True]] [[VideoGame/TrueCrimeNewYorkCity Crime]]'' games feature large, unused areas of their maps that were cut due to deadlines. In ''Streets of L.A.'', this included a large chunk of South L.A., Los Angeles International Airport and vicinity, and some of the San Fernando Valley. In ''New York City'', these areas included Governors, Roosevelt, Randalls and Wards Randall's Islands, as well as parts of the Bronx, Brooklyn, and Queens. In both games, attempting to enter these areas teleports the player back to the nearest street in the playable area, though these barrier checks can be bypassed or removed through glitches, cheat codes, or modifications.
Is there an issue? Send a MessageReason:
None


* Both ''[[VideoGame/TrueCrimeStreetsOfLA True]] [[VideoGame/TrueCrimeNewYorkCity Crime]]'' games feature large, unused areas of their maps that were cut due to deadlines. In ''Streets of L.A.'', this included a large chunk of South L.A., Los Angeles International Airport and vicinity, and some of the San Fernando. In ''New York City'', these areas included Governors, Roosevelt, Randalls and Wards Islands, as well as parts of the Bronx, Brooklyn, and Queens. In both games, attempting to enter these areas teleports the player back to the nearest street in the playable area, though these barrier checks can be bypassed or removed through glitches, cheat codes, or modifications.

to:

* Both ''[[VideoGame/TrueCrimeStreetsOfLA True]] [[VideoGame/TrueCrimeNewYorkCity Crime]]'' games feature large, unused areas of their maps that were cut due to deadlines. In ''Streets of L.A.'', this included a large chunk of South L.A., Los Angeles International Airport and vicinity, and some of the San Fernando.Fernando Valley. In ''New York City'', these areas included Governors, Roosevelt, Randalls and Wards Islands, as well as parts of the Bronx, Brooklyn, and Queens. In both games, attempting to enter these areas teleports the player back to the nearest street in the playable area, though these barrier checks can be bypassed or removed through glitches, cheat codes, or modifications.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Both ''[[VideoGame/TrueCrimeStreetsOfLA True]] [[VideoGame/TrueCrimeNewYorkCity Crime]]'' games feature large, unused areas of their maps that were cut due to deadlines. In ''Streets of L.A.'', this included a large chunk of South L.A., Los Angeles International Airport and vicinity, and some of the San Fernando. In ''New York City'', these areas included Governors, Roosevelt, Randalls and Wards Islands, as well as parts of the Bronx, Brooklyn, and Queens. In both games, attempting to enter these areas teleports the player back to the nearest street in the playable area, though these barrier checks can be bypassed or removed through glitches, cheat codes, or modifications.

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* ''VideoGame/TheSimpsonsHitAndRun'' has a large amount:
** A ton of unused graphics for various purposes.
** Unused parts of certain maps, most notably in Level 7, where a chunk of the map that existed in Levels 1 and 4 was cut due to time constraints on the art team. This area included inside the Springfield Nuclear Power Plant, the Stonecutters' Tunnel, and an area where mansions are located. The remains of it (which includes a small portion of the map, some unused sound effects for the Power Plant, and two music tracks can still be reached via cheat codes, glitches, or modifications.
* The ''VideoGame/GrandTheftAuto'' series has several:
** An infamous example is the "Hot Coffee" ([[DontExplainTheJoke by which we mean sex]]) minigame from ''VideoGame/GrandTheftAuto: [[VideoGame/GrandTheftAutoSanAndreas San Andreas]]''. Apparently, some of the resources used in the {{Hot Coffee minigame}} actually were used in other parts of the game, which is why the data is on the final version of the game disc. It's also (most likely) thanks to Hot Coffee that the ESRB now asks game developers to see any dummied data when rating games.
** ''San Andreas'' is also missing the interior for the San Fierro Police Department (which is why you respawn on a nondescript street corner near the building and you can't enter it, unlike the other ones,) presumably because entering it crashed the game or they didn't have time to clean up the programming for release, and hospital interiors as well. There is also text data for a skateboard hidden in the game's main files as well (which is why Los Santos has a skatepark.) The skateboard was scrapped for the presumably much easier to program and animate bicycles.
** Don't forget the normally-inaccessible Andromeda plane, tons of building interiors, and a substantial chunk of Liberty City.
** The area of Liberty City where the opening of ''VideoGame/GrandTheftAutoIII'' takes place is not seen anywhere in-game. Unless you can fly the Dodo, that is.
** The airport ATC tower in ''VideoGame/GrandTheftAutoViceCity'' features in-game as a low LOD model, which can only be seen from the first island. It disappears upon entry to the second island, when its buildings are fully loaded and properly rendered. The "ghost tower" is also present in ''[[VideoGame/GrandTheftAutoViceCityStories Vice City Stories]]'' and [[UpdatedRerelease remasters]] of ''Vice City''.
** ''GTA IV'' has several vehicles that are inaccessible by normal means, which later appeared in the DLC episodes.
** Text files in ''VideoGame/GrandTheftAutoV'' reveal that over half of the game's radio stations originally had much more content; in extreme cases, over half of the original playlist was cut in the final release. In addition, there are leftover files that suggest that Vinewood Boulevard Radio, an alternative rock station, was originally intended to be a 90's rock station called P.M.R, and that its conversion to VBR was a last-minute change (its icon for the station-select wheel is even still in the game's files!). Some of the cut songs were brought back in the enhanced versions for UsefulNotes/PlayStation4, UsefulNotes/XboxOne & [[UsefulNotes/MicrosoftWindows PC]].

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* ''VideoGame/TheSimpsonsHitAndRun'' %%%
%%
%% This page
has been alphabetized. Please add new examples in the correct order. Thanks!
%%
%%%

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* ''VideoGame/BlackAndWhite'' has an EasterEgg where you move the mouse in
a large amount:
** A ton of unused graphics for various purposes.
** Unused parts of
certain maps, most notably in Level 7, where a chunk of the map that existed in Levels 1 way and 4 was cut due phoneboxes appear. Unfortunately, if you try to time constraints on the art team. This area included inside the Springfield Nuclear Power Plant, the Stonecutters' Tunnel, and an area where mansions are located. The remains of it (which includes a small portion of the map, some unused sound effects for the Power Plant, and two music tracks can still be reached via cheat codes, glitches, or modifications.
* The ''VideoGame/GrandTheftAuto'' series has several:
** An infamous example is the "Hot Coffee" ([[DontExplainTheJoke by which we mean sex]]) minigame from ''VideoGame/GrandTheftAuto: [[VideoGame/GrandTheftAutoSanAndreas San Andreas]]''. Apparently, some of the resources used in the {{Hot Coffee minigame}}
actually were used in other parts of do anything with the game, which is why Easter Egg, you get a message saying "sorry, the data is on the final version of the game disc. It's also (most likely) thanks to Hot Coffee that the ESRB now asks game developers to see any dummied data when rating games.
** ''San Andreas'' is also missing the interior for the San Fierro Police Department (which is why you respawn on a nondescript street corner near the building and you can't enter it, unlike the other ones,) presumably because entering it crashed the game or they didn't have time to clean up the programming for release, and hospital interiors as well. There is also text data for a skateboard hidden in the game's main files as well (which is why Los Santos has a skatepark.) The skateboard was scrapped for the presumably much easier to program and animate bicycles.
** Don't forget the normally-inaccessible Andromeda plane, tons of building interiors, and a substantial chunk of Liberty City.
** The area of Liberty City where the opening of ''VideoGame/GrandTheftAutoIII'' takes place is not seen anywhere in-game. Unless you can fly the Dodo, that is.
** The airport ATC tower in ''VideoGame/GrandTheftAutoViceCity'' features in-game as a low LOD model, which can only be seen from the first island. It disappears upon entry to the second island, when its buildings are fully loaded and properly rendered. The "ghost tower" is also present in ''[[VideoGame/GrandTheftAutoViceCityStories Vice City Stories]]'' and [[UpdatedRerelease remasters]] of ''Vice City''.
** ''GTA IV'' has several vehicles that are inaccessible by normal means, which later appeared in the DLC episodes.
** Text files in ''VideoGame/GrandTheftAutoV'' reveal that over half of the game's radio stations originally had much more content; in extreme cases, over half of the original playlist was cut in the final release. In addition, there are leftover files that suggest that Vinewood Boulevard Radio, an alternative rock station, was originally intended to be a 90's rock station called P.M.R, and that its conversion to VBR was a last-minute change (its icon for the station-select wheel is even still in the game's files!). Some of the cut songs were brought back in the enhanced versions for UsefulNotes/PlayStation4, UsefulNotes/XboxOne & [[UsefulNotes/MicrosoftWindows PC]].
boss removed this cheat".



* ''VideoGame/BlackAndWhite'' has an EasterEgg where you move the mouse in a certain way and phoneboxes appear. Unfortunately, if you try to actually do anything with the Easter Egg, you get a message saying "sorry, the boss removed this cheat".

to:

* ''VideoGame/BlackAndWhite'' has ''VideoGame/CubeWorld'' had an EasterEgg where you move the mouse in a certain way EXP system during alpha, which allowed players and phoneboxes appear. Unfortunately, if you try their pets to actually do anything level up and get stronger. The final release did away with the Easter Egg, you get a message saying "sorry, EXP system due to the boss removed this cheat".core system being changed to a different style of play, but the old system is still within the game files and can be accessed through a cheat program.



* ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.: Shadow of Chernobyl]]'' has a huge amount of cut content, [[http://stalker.wikia.com/wiki/Build_1935 of which this is only some]].
** These included an entire area called "Dark Valley Escape" South of Dark Valley (explaining the odd transition from Dark Valley to Cordon, where you walk through a gate and come out of a tunnel), a second mobile lab associated with the Americans and guarded by Freedom (see next point for a particularly obvious relic of this system), the swamp level that ended up in ''Clear Sky'' control bindings for cars and a helicopter, and a number of barely dummied-out weapons, equipment items (including useless anomaly detectors), and even several enemies. Early versions of the game also had mounted guns (the leaked Beta included a minigun).
** Many players were puzzled by a glitch in one of the Yantar lab's missions, where Kruglov would wake after a blowout and become hostile to the player. This is because the Yantar lab is still Duty-affiliated, and the player's reputation can cause Kruglov to think they're an enemy.
** The infamous "Chernobyl Dog" in Red Forest probably wasn't supposed to be in the game at all, given that it only appears once and the game crashes if you kill it. It's a strange Pseudodog with a Controller's screen-blurring attack and the ability to spawn clones of itself that attack normally but vanish if shot even once.
** Red Forest also includes a strange door, likely to a missing area; a combination lock leads to a small room with another door and nothing much inside.
** Several [=NPCs=] carry useless items; it's possible to get hold of a guitar, a harmonica and a pair of goggles called "hand_radio."
** The original game's artifact descriptions name one called "shell" that never actually appears. Descriptions of cut anomalies called "lift" and "time" are present in the game files; respectively supposed to create the artifacts Pellicle and Mama's Beads.
** Several weapons were also cut from the game, the most notable ones are the [[ShotgunsAreJustBetter TOZ-34]] and the Browning Hi-Power, which can still be found in the game code, be brought in via game mods, and are even fully-functional additions to ''Clear Sky'' and ''Call of Pripyat''. For reasons unknown, the TOZ-34 and Hi-Power boast abnormally higher damage than all other pistols, shotguns, or assault rifles, making them the best weapons to use if you're willing to mod your game. Unfortunately, other weapons like the MAC-10, P90, and several others don't have fully completed code.
* In the ''VideoGame/SpiderMan2'' game, jump from boat to boat until you get to one that's farthest southeast from Manhattan. Now take a fully-charged leap as far as possible into the sea further southeast. Right before you hit the water and get teleported back to shore, you'll see the words "Governors Island" show up as if you were entering a new area, but there's nothing but water there. This indicates that Governors Island was going to be visitable but it was cut.
* ''VideoGame/SaintsRow2'' has leftover traces of the radio stations from ''VideoGame/SaintsRow1'' that were replaced.
* ''VideoGame/SaintsRowTheThird'' had several plot threads, alternate endings and story ideas scrapped during development, which explains why the game feels a bit rushed story-wise. You can read the details [[http://www.saintsrow.com/community/go/thread/view/136781/28694993/Story_Changes_-_Development_History_*MASSIVE_SPOILERS* here]].

to:

* ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.: Shadow of Chernobyl]]'' The ''VideoGame/GrandTheftAuto'' series has a huge amount of cut content, [[http://stalker.wikia.com/wiki/Build_1935 of several:
** An infamous example is the "Hot Coffee" ([[DontExplainTheJoke by
which this is only some]].
** These included an entire area called "Dark Valley Escape" South of Dark Valley (explaining the odd transition
we mean sex]]) minigame from Dark Valley to Cordon, where you walk through a gate and come out ''VideoGame/GrandTheftAuto: [[VideoGame/GrandTheftAutoSanAndreas San Andreas]]''. Apparently, some of a tunnel), a second mobile lab associated with the Americans and guarded by Freedom (see next point for a particularly obvious relic of this system), resources used in the swamp level that ended up {{Hot Coffee minigame}} actually were used in ''Clear Sky'' control bindings for cars and a helicopter, and a number other parts of barely dummied-out weapons, equipment items (including useless anomaly detectors), and even several enemies. Early versions the game, which is why the data is on the final version of the game also had mounted guns (the leaked Beta included a minigun).
** Many players were puzzled by a glitch in one of the Yantar lab's missions, where Kruglov would wake after a blowout and become hostile to the player. This is because the Yantar lab is still Duty-affiliated, and the player's reputation can cause Kruglov to think they're an enemy.
** The infamous "Chernobyl Dog" in Red Forest probably wasn't supposed to be in the game at all, given that it only appears once and the game crashes if you kill it.
disc. It's a strange Pseudodog with a Controller's screen-blurring attack and the ability also (most likely) thanks to spawn clones of itself Hot Coffee that attack normally but vanish if shot even once.
the ESRB now asks game developers to see any dummied data when rating games.
** Red Forest ''San Andreas'' is also includes a strange door, likely to a missing area; the interior for the San Fierro Police Department (which is why you respawn on a combination lock leads to a small room with another door nondescript street corner near the building and nothing much inside.
** Several [=NPCs=] carry useless items; it's possible
you can't enter it, unlike the other ones,) presumably because entering it crashed the game or they didn't have time to get hold of a guitar, a harmonica clean up the programming for release, and hospital interiors as well. There is also text data for a pair of goggles called "hand_radio."
** The original
skateboard hidden in the game's artifact descriptions name one called "shell" main files as well (which is why Los Santos has a skatepark.) The skateboard was scrapped for the presumably much easier to program and animate bicycles.
** Don't forget the normally-inaccessible Andromeda plane, tons of building interiors, and a substantial chunk of Liberty City.
** The area of Liberty City where the opening of ''VideoGame/GrandTheftAutoIII'' takes place is not seen anywhere in-game. Unless you can fly the Dodo,
that never actually appears. Descriptions of cut anomalies called "lift" is.
** The airport ATC tower in ''VideoGame/GrandTheftAutoViceCity'' features in-game as a low LOD model, which can only be seen from the first island. It disappears upon entry to the second island, when its buildings are fully loaded
and "time" are properly rendered. The "ghost tower" is also present in the game files; respectively supposed to create the artifacts Pellicle ''[[VideoGame/GrandTheftAutoViceCityStories Vice City Stories]]'' and Mama's Beads.
[[UpdatedRerelease remasters]] of ''Vice City''.
** Several weapons were also cut from the game, the most notable ones are the [[ShotgunsAreJustBetter TOZ-34]] and the Browning Hi-Power, which can still be found in the game code, be brought in via game mods, and are even fully-functional additions to ''Clear Sky'' and ''Call of Pripyat''. For reasons unknown, the TOZ-34 and Hi-Power boast abnormally higher damage than all other pistols, shotguns, or assault rifles, making them the best weapons to use if you're willing to mod your game. Unfortunately, other weapons like the MAC-10, P90, and ''GTA IV'' has several others don't have fully completed code.
* In the ''VideoGame/SpiderMan2'' game, jump from boat to boat until you get to one that's farthest southeast from Manhattan. Now take a fully-charged leap as far as possible into the sea further southeast. Right before you hit the water and get teleported back to shore, you'll see the words "Governors Island" show up as if you were entering a new area, but there's nothing but water there. This indicates
vehicles that Governors Island was going to be visitable but it was cut.
* ''VideoGame/SaintsRow2'' has leftover traces
are inaccessible by normal means, which later appeared in the DLC episodes.
** Text files in ''VideoGame/GrandTheftAutoV'' reveal that over half
of the game's radio stations from ''VideoGame/SaintsRow1'' originally had much more content; in extreme cases, over half of the original playlist was cut in the final release. In addition, there are leftover files that suggest that Vinewood Boulevard Radio, an alternative rock station, was originally intended to be a 90's rock station called P.M.R, and that its conversion to VBR was a last-minute change (its icon for the station-select wheel is even still in the game's files!). Some of the cut songs were replaced.
* ''VideoGame/SaintsRowTheThird'' had several plot threads, alternate endings and story ideas scrapped during development, which explains why
brought back in the game feels a bit rushed story-wise. You can read the details [[http://www.saintsrow.com/community/go/thread/view/136781/28694993/Story_Changes_-_Development_History_*MASSIVE_SPOILERS* here]].enhanced versions for UsefulNotes/PlayStation4, UsefulNotes/XboxOne & [[UsefulNotes/MicrosoftWindows PC]].



* A handful of excised sprites exist in the files for ''VideoGame/YumeNikki''. They include such things as Madotsuki's window but with cracked glass, another window with the reflection of the city on it, and an older model for the "Triangle Kerchief" effect. There are also some huge inaccessible islands in the east part of the Famicom World.

to:

* A handful ''VideoGame/SaintsRow2'' has leftover traces of excised sprites exist in the files radio stations from ''VideoGame/SaintsRow1'' that were replaced.
* ''VideoGame/SaintsRowTheThird'' had several plot threads, alternate endings and story ideas scrapped during development, which explains why the game feels a bit rushed story-wise. You can read the details [[http://www.saintsrow.com/community/go/thread/view/136781/28694993/Story_Changes_-_Development_History_*MASSIVE_SPOILERS* here]].
* ''VideoGame/TheSimpsonsHitAndRun'' has a large amount:
** A ton of unused graphics
for ''VideoGame/YumeNikki''. They include such things various purposes.
** Unused parts of certain maps, most notably in Level 7, where a chunk of the map that existed in Levels 1 and 4 was cut due to time constraints on the art team. This area included inside the Springfield Nuclear Power Plant, the Stonecutters' Tunnel, and an area where mansions are located. The remains of it (which includes a small portion of the map, some unused sound effects for the Power Plant, and two music tracks can still be reached via cheat codes, glitches, or modifications.
* In the ''VideoGame/SpiderMan2'' game, jump from boat to boat until you get to one that's farthest southeast from Manhattan. Now take a fully-charged leap
as Madotsuki's window far as possible into the sea further southeast. Right before you hit the water and get teleported back to shore, you'll see the words "Governors Island" show up as if you were entering a new area, but with cracked glass, another window there's nothing but water there. This indicates that Governors Island was going to be visitable but it was cut.
* ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.: Shadow of Chernobyl]]'' has a huge amount of cut content, [[http://stalker.wikia.com/wiki/Build_1935 of which this is only some]].
** These included an entire area called "Dark Valley Escape" South of Dark Valley (explaining the odd transition from Dark Valley to Cordon, where you walk through a gate and come out of a tunnel), a second mobile lab associated
with the reflection Americans and guarded by Freedom (see next point for a particularly obvious relic of this system), the swamp level that ended up in ''Clear Sky'' control bindings for cars and a helicopter, and a number of barely dummied-out weapons, equipment items (including useless anomaly detectors), and even several enemies. Early versions of the city on it, and an older model for the "Triangle Kerchief" effect. There are game also some huge inaccessible islands had mounted guns (the leaked Beta included a minigun).
** Many players were puzzled by a glitch in one of the Yantar lab's missions, where Kruglov would wake after a blowout and become hostile to the player. This is because the Yantar lab is still Duty-affiliated, and the player's reputation can cause Kruglov to think they're an enemy.
** The infamous "Chernobyl Dog" in Red Forest probably wasn't supposed to be
in the east part of game at all, given that it only appears once and the Famicom World.game crashes if you kill it. It's a strange Pseudodog with a Controller's screen-blurring attack and the ability to spawn clones of itself that attack normally but vanish if shot even once.
** Red Forest also includes a strange door, likely to a missing area; a combination lock leads to a small room with another door and nothing much inside.
** Several [=NPCs=] carry useless items; it's possible to get hold of a guitar, a harmonica and a pair of goggles called "hand_radio."
** The original game's artifact descriptions name one called "shell" that never actually appears. Descriptions of cut anomalies called "lift" and "time" are present in the game files; respectively supposed to create the artifacts Pellicle and Mama's Beads.
** Several weapons were also cut from the game, the most notable ones are the [[ShotgunsAreJustBetter TOZ-34]] and the Browning Hi-Power, which can still be found in the game code, be brought in via game mods, and are even fully-functional additions to ''Clear Sky'' and ''Call of Pripyat''. For reasons unknown, the TOZ-34 and Hi-Power boast abnormally higher damage than all other pistols, shotguns, or assault rifles, making them the best weapons to use if you're willing to mod your game. Unfortunately, other weapons like the MAC-10, P90, and several others don't have fully completed code.



* ''VideoGame/CubeWorld'' had an EXP system during alpha, which allowed players and their pets to level up and get stronger. The final release did away with the EXP system due to the core system being changed to a different style of play, but the old system is still within the game files and can be accessed through a cheat program.

to:

* ''VideoGame/CubeWorld'' had an EXP system during alpha, which allowed players and their pets to level up and get stronger. The final release did away A handful of excised sprites exist in the files for ''VideoGame/YumeNikki''. They include such things as Madotsuki's window but with cracked glass, another window with the EXP system due to reflection of the core system being changed to a different style of play, but city on it, and an older model for the old system is still within "Triangle Kerchief" effect. There are also some huge inaccessible islands in the game files and can be accessed through a cheat program.east part of the Famicom World.

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*** The mob took an extremely long time to remove even after it was dummied out. Though spawning it was completely disabled come Beta 1.8, some of its AI was still in the game files until 1.8. Even then, its [=IDs=] remained in the game's files until 1.12.



** The locked chests of April Fools 2011 (Beta 1.4) were removed from normal gameplay on April 5, 2011 (Beta 1.4_01), but they remained in the code until 1.7.2 in 2013 under the longest ID in Minecraft history: "chest_locked_aprilfools_super_old_legacy_we_should_not_even_have_this". During that time, the original chest texture was removed and their place taken by those for blocks of emerald and redstone, so the locked chests as of 13w01a (1.5) had an emerald top and bottom, redstone sides and a purple placeholder front. When the textures were moved to separate files in 1.5, a placeholder texture had to be introduced for the locked chest to use in order to avoid a game crash due to missing textures.

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** The locked chests of April Fools 2011 (Beta 1.4) were removed from normal gameplay on April 5, 2011 (Beta 1.4_01), but they remained in the code until 1.7.2 in 2013 under the longest ID in Minecraft history: "chest_locked_aprilfools_super_old_legacy_we_should_not_even_have_this". During that time, the original chest texture was removed and their place taken by those for blocks of emerald and redstone, so the locked chests as of 13w01a (1.5) had an emerald top and bottom, redstone sides and a purple placeholder front. When the textures were moved to separate files in 1.5, a placeholder texture had to be introduced for the locked chest to use in order to avoid a game crash due to missing textures. Eventually, during development of 1.7.2, the chest was removed entirely, with stained glass panes occupying its old ID.



** When horses were introduced in 1.6.1, a Zombie variant (which acts like a normal horse, except it drops rotten flesh instead of leather upon death) was included, but so far it's only spawnable using commands and their spawn egg.

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** When horses were introduced in 1.6.1, a Zombie variant (which acts like a normal horse, except it drops rotten flesh instead of leather upon death) was included, but so far it's only spawnable using commands and their spawn egg. The Skeleton variant also used to be this, but they were eventually fully implemented in 1.9.
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** Unused parts of certain maps, most notably in Level 7, where a chunk of the map that existed in Levels 1 and 4 was cut due to time constraints on the art team. This area included inside the Springfield Nuclear Power Plant, the Stonecutters' Tunnel, and an area where Mansions are located. The remains of it (which includes a small portion of the map, some unused sound effects for the Power Plant, and two music tracks can still be reached via cheat codes, glitches, or modifications.

to:

** Unused parts of certain maps, most notably in Level 7, where a chunk of the map that existed in Levels 1 and 4 was cut due to time constraints on the art team. This area included inside the Springfield Nuclear Power Plant, the Stonecutters' Tunnel, and an area where Mansions mansions are located. The remains of it (which includes a small portion of the map, some unused sound effects for the Power Plant, and two music tracks can still be reached via cheat codes, glitches, or modifications.



** The airport ATC tower in ''VideoGame/GrandTheftAutoViceCity'' features in game as a low LOD model, which can only be seen from the first island. It disappears upon entry to the second island, when its buildings are fully loaded and properly rendered. The "ghost tower" is also present in ''[[VideoGame/GrandTheftAutoViceCityStories Vice City Stories]]'' and [[UpdatedRerelease remasters]] of ''Vice City''.

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** The airport ATC tower in ''VideoGame/GrandTheftAutoViceCity'' features in game in-game as a low LOD model, which can only be seen from the first island. It disappears upon entry to the second island, when its buildings are fully loaded and properly rendered. The "ghost tower" is also present in ''[[VideoGame/GrandTheftAutoViceCityStories Vice City Stories]]'' and [[UpdatedRerelease remasters]] of ''Vice City''.
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** The area of Liberty City where the opening of ''GTA 3'' takes place is not seen anywhere in-game. Unless you can fly the Dodo, that is.
** The airport ATC tower in ''Vice City'' features in game as a low LOD model, which can only be seen from the first island. It disappears upon entry to the second island, when its buildings are fully loaded and properly rendered. The "ghost tower" is also present in ''Vice City Stories'' and remasters of ''Vice City''.

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** The area of Liberty City where the opening of ''GTA 3'' ''VideoGame/GrandTheftAutoIII'' takes place is not seen anywhere in-game. Unless you can fly the Dodo, that is.
** The airport ATC tower in ''Vice City'' ''VideoGame/GrandTheftAutoViceCity'' features in game as a low LOD model, which can only be seen from the first island. It disappears upon entry to the second island, when its buildings are fully loaded and properly rendered. The "ghost tower" is also present in ''Vice ''[[VideoGame/GrandTheftAutoViceCityStories Vice City Stories'' Stories]]'' and remasters [[UpdatedRerelease remasters]] of ''Vice City''.
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** The airport ATC tower in ''Vice City'' features in game as a low LOD model, which can only be seen from the first island. It disappears upon entry to the second island, when its buildings are fully loaded and properly rendered. The "ghost tower" is also present in ''Vice City Stories''.

to:

** The airport ATC tower in ''Vice City'' features in game as a low LOD model, which can only be seen from the first island. It disappears upon entry to the second island, when its buildings are fully loaded and properly rendered. The "ghost tower" is also present in ''Vice City Stories''.Stories'' and remasters of ''Vice City''.
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** Several weapons were also cut from the game, the most notable ones are the [[ShotgunsAreJustBetter TOZ-34]], and the Browning Hi-Power, which can still be found in the game code, and be brought in via game mods. For reasons unknown, the TOZ-34, and Hi-Power boasts abnormally higher damage than all other pistols, shotguns, or assault rifles, making them the best weapons to use if you're willing to mod your game. Unfortunately, other weapons like the MAC-10, P90, and several others don't have fully completed code.

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** Several weapons were also cut from the game, the most notable ones are the [[ShotgunsAreJustBetter TOZ-34]], TOZ-34]] and the Browning Hi-Power, which can still be found in the game code, and be brought in via game mods. mods, and are even fully-functional additions to ''Clear Sky'' and ''Call of Pripyat''. For reasons unknown, the TOZ-34, TOZ-34 and Hi-Power boasts boast abnormally higher damage than all other pistols, shotguns, or assault rifles, making them the best weapons to use if you're willing to mod your game. Unfortunately, other weapons like the MAC-10, P90, and several others don't have fully completed code.

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** The airport ATC tower in ''Vice City'' features in game as a low LOD model, which can only be seen from the first island. It disappears upon entry to the second island, when its buildings are fully loaded and properly rendered. The "ghost tower" is also present in ''Vice City Stories''.
** ''GTA IV'' has several vehicles that are inaccessible by normal means, which later appeared in the DLC episodes.



** GTAIV has several vehicles that are inaccessible by normal means, which later appeared in the DLC episodes.

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** GTAIV has several vehicles that are inaccessible by normal means, which later appeared in the DLC episodes.
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* ''VideoGame/WatchDogs'' got a fair bit of griping on release for [[SuperPrototype having graphical effects in the E3 demo]] that turned out to not be in the actual game. Shortly afterward, it turned out that those effects were still there (at least, on the PC version), they'd just been turned off for no obvious reason, since they didn't cause any insurmountable performance issues; rumour has it that they were removed at the insistence of Sony and/or Microsoft so that the PC version wouldn't make the console ports look bad by comparison. One of the most common mods for the game is one that turns them back on.

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* ''VideoGame/WatchDogs'' got a fair bit of griping on release for [[SuperPrototype having graphical effects in the E3 demo]] that turned out to not be in the actual game. Shortly afterward, it turned out that those effects were still there (at least, on the PC version), they'd just been turned off for no obvious reason, since they didn't cause any insurmountable performance issues; rumour has it that they were removed at the insistence of Sony and/or Microsoft so that the PC version wouldn't make the console ports look bad by comparison. One of the most common mods for the game is one that turns them back on.on.
* ''VideoGame/CubeWorld'' had an EXP system during alpha, which allowed players and their pets to level up and get stronger. The final release did away with the EXP system due to the core system being changed to a different style of play, but the old system is still within the game files and can be accessed through a cheat program.
Is there an issue? Send a MessageReason:
None


** When horses were introduced in 1.6.1, a Zombie variant (which acts like a normal horse, except it drops rotten flesh instead of leather upon death) was included, but so far it's only spwanable using commands and their spawn egg.

to:

** When horses were introduced in 1.6.1, a Zombie variant (which acts like a normal horse, except it drops rotten flesh instead of leather upon death) was included, but so far it's only spwanable spawnable using commands and their spawn egg.
Is there an issue? Send a MessageReason:
None


** The first ever mob to be added to the game was the Human. Looking identical to Steve?, it would run around endlessly in circles. It initially spawned randomly in Pre-classic, then would only spawn on command by pressing G in Classic; this was disabled in 0.24 Survival Test, but it could still be spawned using third-party tools. It was split into two variants in Infdev: "Mob", which kept the old AI, and "Monster", which would pursue the player and attack them like a zombie. The existence of the mob, especially the "Monster" variant, fueled the "Herobrine" rumors, which was helped along with changelogs which would include "Removed Herobrine" both as a running gag and to indicate the removal of remains of the Human mob.

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** The first ever mob to be added to the game was the Human. Looking identical to Steve?, it would run around endlessly in circles. It initially spawned randomly in Pre-classic, then would only spawn on command by pressing G in Classic; this was disabled in 0.24 Survival Test, but it could still be spawned using third-party tools. It was split into two variants [=IDs=] in Infdev: "Mob", which kept the old AI, AI (and was formerly used in Indev by four mobs, Beast Boy, Rana, Steve and Black Steve, which briefly replaced the old Human mob), and "Monster", which would pursue the player and attack them like a zombie. The existence of the mob, especially the "Monster" variant, fueled the "Herobrine" rumors, which was helped along with changelogs which would include "Removed Herobrine" both as a running gag and to indicate the removal of remains of the Human mob.
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* ''VideoGame/TheSimpsonsHitandRun'' has a large amount:

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* ''VideoGame/TheSimpsonsHitandRun'' ''VideoGame/TheSimpsonsHitAndRun'' has a large amount:
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''VideoGame/TheSimpsonsHitandRun'' has a large amount:

to:

* ''VideoGame/TheSimpsonsHitandRun'' has a large amount:

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Added some examples and removed some that didn't fit.


* ''VideoGame/{{Minecraft}}'' had several items that were present in the game during alpha and beta and it took years for most of the items to have any purpose. The most well known dummied out item is the quiver, which probably would have allowed the player to hold more arrows than normal, but even to this day, the item is never used and still exists in the game's files... only to pop up again in development screenshots for release 1.9's "Combat Update", before once again being removed.
** The Ender Dragon and the Wither were implemented into the game before they had any purpose. The Ender Dragon appeared in the 1.9 beta, but it could not be spawned at all unless you used a mod to do it for you. Likewise, the Wither was planned for version 1.4 and was going to be in one of the test versions for players to try out, but the developers had to dummy out the mob since spawning him would [[GameBreakingBug crash the game.]] The next test version of version 1.4 rectified it.
** The game also had several status effects implemented once potions were introduced, but many of them went unused and buried in the game's code. Several of the unused effects were eventually put back into place, but a few others still remain dummied out without mods.
** The Giant, which is basically a gigantic Zombie, can only spawn when the light level is more than 11 AND less than 8. Obviously, this is impossible. If spawned in through other means, it basically just stands there.

to:

* ''VideoGame/{{Minecraft}}'' had several items ''VideoGame/{{Minecraft}}'':
** The first ever mob to be added to the game was the Human. Looking identical to Steve?, it would run around endlessly in circles. It initially spawned randomly in Pre-classic, then would only spawn on command by pressing G in Classic; this was disabled in 0.24 Survival Test, but it could still be spawned using third-party tools. It was split into two variants in Infdev: "Mob", which kept the old AI, and "Monster", which would pursue the player and attack them like a zombie. The existence of the mob, especially the "Monster" variant, fueled the "Herobrine" rumors, which was helped along with changelogs which would include "Removed Herobrine" both as a running gag and to indicate the removal of remains of the Human mob.
** Sponges were introduced in Classic as a temporary fix to stop flooding until finite water was implemented. When
that was done in Infdev, they became non-functional (though available in Creative from Beta 1.8 onwards) until their functionality was restored in 1.8. and they became available in Survival via ocean monuments.
** Chain armor was introduced along with the other types in Indev, but they
were present unavailable legitimately in Survival until the introduction of villager trading in 1.3. They could be crafted if the player somehow managed to get fire in their inventory, but this is no longer possible as of 1.8.
** The Giant mob introduced in Indev, basically a giant zombie with no AI (though it had the same AI as regular zombies briefly during 1.14 development) which can only be spawned using commands since no biomes include it in their spawn lists and it requires a light level above 11 AND below 8, which is obviously impossible.
** Textures for a quiver have resided
in the game during alpha and beta and it took years for most of the items to have any purpose. The most well known dummied out files since Indev. This item is the quiver, which probably would presumably have allowed the player to hold carry more arrows than normal, without cluttering the inventory as much. During 1.9 development, Jeb tweeted a screenshot which featured the quiver, but even to this day, the item is never used and still exists he eventually decided having arrows in the game's files... only to pop up again in development screenshots for release 1.9's "Combat Update", before once again being removed.
** The Ender Dragon
off-hand "felt more natural" and the Wither textures were implemented into the game before they had any purpose. The Ender Dragon appeared removed for good in the final 1.9 beta, release.
** The locked chests of April Fools 2011 (Beta 1.4) were removed from normal gameplay on April 5, 2011 (Beta 1.4_01),
but it could not be spawned at all unless you used a mod to do it they remained in the code until 1.7.2 in 2013 under the longest ID in Minecraft history: "chest_locked_aprilfools_super_old_legacy_we_should_not_even_have_this". During that time, the original chest texture was removed and their place taken by those for you. Likewise, blocks of emerald and redstone, so the Wither was planned for version 1.4 locked chests as of 13w01a (1.5) had an emerald top and was going to be in one of bottom, redstone sides and a purple placeholder front. When the test versions for players textures were moved to try out, but the developers separate files in 1.5, a placeholder texture had to dummy out be introduced for the mob since spawning him would [[GameBreakingBug locked chest to use in order to avoid a game crash the game.]] The next test version of version 1.4 rectified it.
due to missing textures.
** The game also had several status effects implemented once potions were introduced, first introduced in Beta 1.8, but many of them went unused for years and remained buried in the game's code. Several of the game code until some use was found for them. Those which are still unused effects were are Bad Luck (which decreases the chances of good loot) and Health Boost (which gives extra health points like Absorption, except they can be healed back as long as the effect lasts; it was briefly obtainable from eating a Golden Apple in 1.6.1, but was quickly changed to Absorption).
** At one point, Notch planned for the villages to be populated by (non-Zombie) Pigmen, but he
eventually put back into place, decided on introducing the Villager mob in Beta 1.9. Textures for the Pigmen remained in the game files until 1.6.2.
** When horses were introduced in 1.6.1, a Zombie variant (which acts like a normal horse, except it drops rotten flesh instead of leather upon death) was included,
but a few others still remain dummied out without mods.
so far it's only spwanable using commands and their spawn egg.
** The Giant, Mountain Edge and Deep Warm Ocean biomes no longer spawn naturally since 1.7.2 and 1.13 respectively, but they can still be spawned as Buffet worlds.
** When rabbits were introduced in 1.8, there was a 1/1000 chance they could spawn as a Killer Rabbit, an hostile variant
which is basically could deal 4 hearts of damage to the player in Normal difficulty. The spawn chance was quickly decreased to 1/2500, then they were made unspawnable outside of commands because Jeb thought that it was "a tired joke [...] referenced in so many games" and they were "basically a gigantic Zombie, random death event".
** The Illusionner, an Illager which attacks the player using spells and a bow and can summon duplicates, was added in 1.12 (17w16a) but
can only spawn when using commands.
** Unused audio resides in
the light level is more than 11 AND less than 8. Obviously, this is impossible. If spawned game files, including four loops possibly intended to play in through other means, it basically just stands there.specific places (bird chirps, cave chimes, ocean, waterfall), the classic "OOGH" hurt sound, an "affectionate scream" for the Ghast, a breathing sound, a "successful hit" sound similar to the "collect XP" ding, two wolf howls and four Silverfish walking sounds.
** Unused textures also reside in the game files, including angry villager particles, purple arrows (skeletons would shoot them in Survival Test), ruby (the early version of emerald), speech bubbles for villagers (part of an early experiment in implementing trading before the interface was added) and hoods for Vindicators, Evokers and Witches.
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typo


** Although skateboard and bike tricks weren't included in the final version of the game, there's a skate park that serves no purpose except for one mission, and lines of dialouge for watching someone screw up a trick in the data files.

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** Although skateboard and bike tricks weren't included in the final version of the game, there's a skate park that serves no purpose except for one mission, and lines of dialouge dialogue for watching someone screw up a trick in the data files.
Is there an issue? Send a MessageReason:
typo


** Don't forget the normally-inaccessible Andromada plane, tons of building interiors, and a substantial chunk of Liberty City.

to:

** Don't forget the normally-inaccessible Andromada Andromeda plane, tons of building interiors, and a substantial chunk of Liberty City.

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