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* ''VideoGame/ValkyrieProfile'' has the whole deal with Lady Beliza, the demoness that cursed Belenus' home and caused the death of her servant girl Asaka. A bit of info in the Japanese version but removed in the English localization mentions that it was Belenus' late wife who made a pact with her over her jelousy about the budding romance between her husband and Asaka. This plotline is dropped abruptly and Beliza is never mentioned again in the game.
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* ''VideoGame/ChronoTrigger'': In the original English version for the SNES, the Guru of Time tells you of things that are happening around the world in different time periods. It quickly becomes obvious that he's telling you about the sidequests you have left. The problem is, there's one statement that persists no matter what you do: "One of you is close to someone who needs help. Find this person... fast." This is a translation error; in the original Japanese script and retranslated DS version, Gaspar simply tells the party to speak to its members at the End of Time in order to learn about events or sidequests in their respective eras.

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* ''VideoGame/ChronoTrigger'': In the original English version for the SNES, the Guru of Time tells you of things that are happening around the world in different time periods. It quickly becomes obvious that he's telling you about the sidequests you have left. The problem is, there's one statement that persists no matter what you do: "One of you is close to someone who needs help. Find this person... fast." This is a translation error; in it would have been more accurate to say "''each'' of you". In the original Japanese script and retranslated DS version, Gaspar simply tells the party to speak to its members at the End of Time in order to learn about events or sidequests in their respective eras.
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* ''VideoGame/SecretOfEvermore'': In the overworld there are two locations that can't be visited: a small island with a forest ring and a large island with a mountain ring. In an interview with the head developer, he vagely recalled that the small island was supposed to be part of something but it never came to pass. Most players assume those places were part of sidequests that were never implemented.
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* ''[[VideoGame/RomancingSaga3 Romancing [=SaGa=] 3]]'': By connecting the dots one can deduce the weird girl running in towns and who forces into your party if you bump into her and have an empty slot is Tatyana, the missing heir to House Rzhyev from Ryblov. This seems to be part of a sidequest but it turns out it's not. The [[UpdatedReRelease remaster]] simply gives us her backstory detailed above in a BonusDungeon and her arc remains without a proper resolution.

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This violates indentation rules


** In ''VideoGame/BanjoTooie'' has some strange loopholes:

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** In ''VideoGame/BanjoTooie'' has some strange loopholes:



* ''VideoGame/DonkeyKong64'' has a number of these -- the most prominent being Cranky's mention of a secret level named Great Girder Grapple in the game's instruction booklet, which fans have hunted for for years. This is most likely a joke reference to the original ''VideoGame/DonkeyKong'' game, which is a crucial element of this game. Another example is a barn with a number of doors in its loft, except one door that never opens. Before deciding on infinite lives, Rare intended to hide a 1-up balloon behind this door.

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* ''VideoGame/DonkeyKong64'' has a number of these -- the most prominent being Cranky's these:
** Cranky makes
mention of a secret level named Great Girder Grapple in the game's instruction booklet, which fans have hunted for for years. This is most likely a joke reference to the original ''VideoGame/DonkeyKong'' game, which is a crucial element of this game. Another example is a barn with a number of doors in its loft, except one door that never opens. Before deciding on infinite lives, Rare intended to hide a 1-up balloon behind this door.



* ''VideoGame/MegaMan7'' has an empty spot in the weapon inventory menu. Naturally, this one drove fans bananas because the opening cinematic shows a cameo of [[VideoGame/MegaMan1 Cut Man]], leading many to expect some means of battling him and acquiring Rolling Cutter for that slot.

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* ''VideoGame/MegaMan7'' has ''VideoGame/MegaMan7'':
** There's
an empty spot in the weapon inventory menu. Naturally, this one drove fans bananas because the opening cinematic shows a cameo of [[VideoGame/MegaMan1 Cut Man]], leading many to expect some means of battling him and acquiring Rolling Cutter for that slot.



** ''VideoGame/MegaMan9'' also has an empty spot in the weapon inventory menu.

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** * ''VideoGame/MegaMan9'' also has an empty spot in the weapon inventory menu.
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if this refers to the literal manual, that's not in there (and if it doesn't you need to be more specific)


*** Near of the beginning, Link's wounded uncle tells him "Zelda...is...your..." before passing out. Apparently, many players assumed the missing word is [[LongLostSibling "sister"]]--since this is never brought up again over the course of the game, people have searched for some hidden sidequest that reveals their relationship. In fact, the line was intended to be "Zelda is your destiny", as stated [[AllThereInTheManual in the manual]].

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*** Near of the beginning, Link's wounded uncle tells him "Zelda...is...your..." before passing out. Apparently, many players assumed the missing word is [[LongLostSibling "sister"]]--since this is never brought up again over the course of the game, people have searched for some hidden sidequest that reveals their relationship. In fact, the line was intended to be "Zelda is your destiny", as stated [[AllThereInTheManual in the manual]].

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** The Fungi Forest lobby features three wooden shutters. One opens to reveal a Banana Fairy, while another contains a Chunky Pad, which is used to access a Battle Arena. The third one, however, remains closed. Hacking the game reveals there IS a small area beyond the door but there's no way in-game to open it.
** Inside the Creepy Castle museum there's a conspicuous room with a pillar that can be accessed via a Tiny pad located behind the racetrack. Aside from some purple bananas, there's nothing noteworthy inside and it's seemingly only for decoration. Rareware actually commented on this via Scribes and Uncle Tusk, the company's long-defunct fanmail pages. Aside from explaning the pillar DID something at some point, they did not elaborate any further other than saying it was removed due to "developmental fluctuations".



* ''VideoGame/DonkeyKong64'':
** The Fungi Forest lobby features three wooden shutters. One opens to reveal a Banana Fairy, while another contains a Chunky Pad, which is used to access a Battle Arena. The third one, however, remains closed. Hacking the game reveals there IS a small area beyond the door but there's no way in-game to open it.
** Inside the Creepy Castle museum there's a conspicuous room with a pillar that can be accessed via a Tiny pad located behind the racetrack. Aside from some purple bananas, there's nothing noteworthy inside and it's seemingly only for decoration. Rareware actually commented on this via Scribes and Uncle Tusk, the company's long-defunct fanmail pages. Aside from explaning the pillar DID something at some point, they did not elaborate any further other than saying it was removed due to "developmental fluctuations".

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** The Activation Gem is an accessory you can buy starting in Chapter 5. Its description says that it’s “working as intended,” but as far as anyone can figure out it doesn’t actually do anything at all.

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** The Activation Gem is an accessory you can buy starting in Chapter 5. Its description says that it’s “working as intended,” but as far as anyone can figure out it doesn’t actually do anything at all.[[note]]The game database reveals this accessory prevents an unique variant of the stun ailment inflicted by Tyalie's Bubble Hearth skill. The ability makes her lose a turn in exchange for casting a GradualRegeneration buff on herself that lasts for 3 turns.[[/note]]



* ''VideoGame/DragonQuestVII'' has a four-character party. You lose one of the characters fairly soon. And then you stay that way for a very long time. You do eventually find another fourth party member, but not before you've unlocked many islands, killed many bosses, and probably assumed you missed something and [[GuideDangIt checked a guide]].


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* ''VideoGame/DonkeyKong64'':
** The Fungi Forest lobby features three wooden shutters. One opens to reveal a Banana Fairy, while another contains a Chunky Pad, which is used to access a Battle Arena. The third one, however, remains closed. Hacking the game reveals there IS a small area beyond the door but there's no way in-game to open it.
** Inside the Creepy Castle museum there's a conspicuous room with a pillar that can be accessed via a Tiny pad located behind the racetrack. Aside from some purple bananas, there's nothing noteworthy inside and it's seemingly only for decoration. Rareware actually commented on this via Scribes and Uncle Tusk, the company's long-defunct fanmail pages. Aside from explaning the pillar DID something at some point, they did not elaborate any further other than saying it was removed due to "developmental fluctuations".
* ''VideoGame/DragonQuestVII'' has a four-character party. You lose one of the characters fairly soon. And then you stay that way for a very long time. You do eventually find another fourth party member, but not before you've unlocked many islands, killed many bosses, and probably assumed you missed something and [[GuideDangIt checked a guide]].
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* The ''VideoGame/SonicTheHedgehog'' series has a couple of examples.

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* The ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' series has a couple of examples.
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* In ''WesternAnimation/AvatarTheLastAirbender'', each nation learned how to bend its respective element from a specific animal, referred to as that nation's spirit animal. [[BlowYouAway Airbenders]] learned from sky bison, [[DishingOutDirt Earthbenders]] learned from badgermoles, and [[PlayingWithFire Firebenders]] learned from dragons, but there's no spirit animal for [[MakingASplash Waterbenders]]. This turns out to be because Waterbenders learned from the push and pull of the tides rather than a specific animal.
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* Done deliberately in ''VideoGame/Vampyr2018'': Playing as vampire Jonathan Reid, the player has the option to kill citizens and feed on their blood to gain experiences points, but this can only be done to citizens with an inferior or equal mesmerize level. Pillars citizens have a mesmerize level of 6 which is actually impossible to reach for the player and is simply a mean to prevent these characters from being killed by the player [[spoiler:until the game allows you to]].

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* In ''VideoGame/Hitman2SilentAssassin'', there was going to be a weapon which would have served as an alternate fiber wire on replays of the game- a rosary (crucifix!). It was taken out at the last minute, but the space for it in the weapon collection area is noticeable in the final version of the game.
** Ditto for the Mark III rifle in ''VideoGame/HitmanBloodMoney''.
* ''VideoGame/MetalGearSolid'' has one leftover space on the codec menu, but there's no one to fill it.
** In ''VideoGame/MetalGearSolid3'', that empty space is reserved for "Healing Radio" frequencies, which can be found by listening in on guards, [[TryEverything meticulous searching]] or blind luck.

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* In ''VideoGame/Hitman2SilentAssassin'', there was going to be a weapon which would have served as an alternate fiber wire on replays of the game- a rosary (crucifix!). It was taken out at the last minute, but the space for it in the weapon collection area is noticeable in the final version of the game.
**
game. Ditto for the Mark III rifle in ''VideoGame/HitmanBloodMoney''.
* ''VideoGame/MetalGearSolid'' has one leftover space on the codec menu, but there's no one to fill it.
**
it. In ''VideoGame/MetalGearSolid3'', ''VideoGame/MetalGearSolid3SnakeEater'', that empty space is reserved for "Healing Radio" frequencies, which can be found by listening in on guards, [[TryEverything meticulous searching]] or blind luck.
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Per TRS, Bonus Boss is to be sorted between Optional Boss and Superboss.


* Every class (Both humanoids and monsters) in [[VideoGame/DisgaeaHourOfDarkness the first]] ''Franchise/{{Disgaea}}'' game has its basic form and five [[PaletteSwap recolored]] [[UndergroundMonkey upgrades]], except the Prinnies, which only have 4. The final Prinny class shows up as a BonusBoss in the game - so the class exists but you can't have it in your party. NIS added in a way to get the next tier in the sequels.

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* Every class (Both humanoids and monsters) in [[VideoGame/DisgaeaHourOfDarkness the first]] ''Franchise/{{Disgaea}}'' game has its basic form and five [[PaletteSwap recolored]] [[UndergroundMonkey upgrades]], except the Prinnies, which only have 4. The final Prinny class shows up as a BonusBoss an OptionalBoss in the game - so the class exists but you can't have it in your party. NIS added in a way to get the next tier in the sequels.

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* ''VideoGame/{{Borderlands 2}}'' parodies this in ''Tiny Tina's Assault on Dragon Keep'' where a friggin' VAULT can be seen in the distance from Flamerock Refuge (but never mentioned or visited), similar to ''VideoGame/ConkersBadFurDay'' and the Windmill.
* ''VideoGame/{{Doom}}'':
** In some versions, the [[HundredPercentCompletion Percent kills/secrets/items]] count at the end of the level will always display 0% if the level doesn't ''have'' anything of that category. This gives the impression that the secrets are ''there'', but you just didn't find any of them.

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* ''VideoGame/{{Borderlands 2}}'' parodies this in ''Tiny Tina's Assault on Dragon Keep'' where a friggin' VAULT can be seen in the distance from Flamerock Refuge (but never mentioned or visited), similar to ''VideoGame/ConkersBadFurDay'' and the Windmill.
visited).
* ''VideoGame/{{Doom}}'':
''Franchise/{{Doom}}'':
** In some versions, versions of ''VideoGame/{{Doom}}'', the [[HundredPercentCompletion Percent kills/secrets/items]] count at the end of the level will always display 0% if the level doesn't ''have'' anything of that category. This gives the impression that the secrets are ''there'', but you just didn't find any of them.



** There are also some official levels where it is impossible to get 100% secrets. In ''Ultimate Doom'' maps [=E4M3=] and [=E4M7=] due to bad map design; the former has secret sectors with torches on top of them, the latter an invulsphere that you can't reach and a door that's too thin for the secret to register. These can be triggered by noclipping, however. It's also impossible to get 100% items on Map 27 in the original ''Doom 2'' engine (though not in some sourceports), because there are two Computer Maps and you can only pick up one.
*** For years it was believed that ''Doom II'' Map 15 also had an example of this, due to a peculiarity of the engine; one of the triggers is on a teleport pad, but a teleporter activates when the player crosses the edge, which means you can never enter the sector and trigger the secret. This one was ultimately subverted, however, as in 2018 it was discovered that there ''is'' a way to obtain the missing trigger[[note]]Stand directly in front of the teleport pad and have an enemy push you into the trigger[[/note]]; creator John Romero would confirm on Twitter that this is indeed the intended method of obtaining the trigger, making the discoverer technically the first person ever to 100% complete ''Doom II''.

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** There are also some official levels where it is impossible to get 100% secrets. In Such is the case of ''Ultimate Doom'' maps [=E4M3=] and [=E4M7=] due to bad map design; the former has secret sectors with torches on top of them, the latter an invulsphere that you can't reach and a door that's too thin for the secret to register. These can be triggered by noclipping, however. It's also impossible to get 100% items on Map 27 in the original ''Doom 2'' engine (though not in some sourceports), because there are two Computer Maps and you can only pick up one.\n*** For years it was believed that ''Doom II'' Map 15 also had an example of this, due to a peculiarity of the engine; one of the triggers is on a teleport pad, but a teleporter activates when the player crosses the edge, which means you can never enter the sector and trigger the secret. This one was ultimately subverted, however, as in 2018 it was discovered that there ''is'' a way to obtain the missing trigger[[note]]Stand directly in front of the teleport pad and have an enemy push you into the trigger[[/note]]; creator John Romero would confirm on Twitter that this is indeed the intended method of obtaining the trigger, making the discoverer technically the first person ever to 100% complete ''Doom II''.


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** ''VideoGame/DoomII'':
*** It's impossible to get 100% items on Map 27 in the original engine (though not in some sourceports), because there are two Computer Maps and you can only pick up one.
*** For years it was believed that Map 15 also had an example of this, due to a peculiarity of the engine; one of the triggers is on a teleport pad, but a teleporter activates when the player crosses the edge, which means you can never enter the sector and trigger the secret. This one was ultimately subverted, however, as in 2018 it was discovered that there ''is'' a way to obtain the missing trigger[[note]]Stand directly in front of the teleport pad and have an enemy push you into the trigger[[/note]]; creator John Romero would confirm on Twitter that this is indeed the intended method of obtaining the trigger, making the discoverer technically the first person ever to 100% complete ''Doom II''.
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trope disambiguated


* Every class (Both humanoids and monsters) in [[VideoGame/DisgaeaHourOfDarkness the first]] ''Franchise/{{Disgaea}}'' game has its basic form and five [[PaletteSwap recolored]] [[UndergroundMonkey upgrades]], except the [[EverythingIsBetterWithPenguins Prinnies]], which only have 4. The final Prinny class shows up as a BonusBoss in the game - so the class exists but you can't have it in your party. NIS added in a way to get the next tier in the sequels.

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* Every class (Both humanoids and monsters) in [[VideoGame/DisgaeaHourOfDarkness the first]] ''Franchise/{{Disgaea}}'' game has its basic form and five [[PaletteSwap recolored]] [[UndergroundMonkey upgrades]], except the [[EverythingIsBetterWithPenguins Prinnies]], Prinnies, which only have 4. The final Prinny class shows up as a BonusBoss in the game - so the class exists but you can't have it in your party. NIS added in a way to get the next tier in the sequels.
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* ''VideoGame/ANNOMutationem'':
** The Intelligence Index, which serves as a LoreCodex, has all entries entirely blanked out regardless of completion. WordOfGod stated that due to a programming error, the entire list wouldn't appear. However, some players found a [[GoodBadBugs bug]] that displayed the index in full.
** Helen's room at the Flores household is always locked, with no certain way to unlock it.
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Added an example.

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[[folder:Idle Game]]
* ''VideoGame/TheTreeOfLife'': The Micro tab has seven upgrades, with the last one called Micronutrient bulk buying its ...waves and ...phone buyables and costing 1e500,000 Micro. Nearly all other buyables have upgrades/milestones that bulk buy them and you can easily reach over e500,000,000 Micro, but no matter how long you wait for the resource to accumulate, there is no eighth upgrade that bulk buys ...soft. Eventually, ...phone becomes useless and the Stem Cells layer is removed anyway.
[[/folder]]
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A bit too WMG in my opinion.


** ''VideoGame/SuperSmashBrosBrawl'': The event matches come in Easy, Normal, and Hard flavours, but use the same icons as are normally used for a five-difficulty scale, which might make one think that the events can eventually be played on Very Hard and Intense.

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** If Mario returns to the Whispering Woods, there's a tree that says, "I know you're busy, but if you ever come back, I've got some stuff I want thrown in that spring..." This ultimately amounts to nothing, because the tree never actually gives you what he wants you to put in the spring, nor tells you what it is.
** The Boot Car is shown as "Boot Car Type B" in its intro cutscene, along with various stats. This may lead you to believe that you can upgrade your Boot Car or buy a better one, but returning to Toad's Automoboots doesn't let you buy anything and you don't end up learning what Type A could be.
** Even after you've seen all the graffiti in Graffiti Underground, Olivia still says that there could be more if you come back later, although you've beaten the game and there's nothing left to do.

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** If Mario returns to the Whispering Woods, there's a tree that says, "I know you're busy, but if you ever come back, I've got some stuff I want thrown in that spring..." This ultimately amounts to nothing, because the tree never actually gives you what he wants you to put in the spring, nor tells you what it is.
is. In the European Spanish translation, he specifies that it's supposed to be after you save the world; nothing happens even if you return in the postgame. The original Japanese translation actually removes this ambiguity; the tree simply expresses admiration at the spring's power and says he has some stuff he wants to throw into it, without specifically asking ''you'' about it.
** The Boot Car is shown as "Boot Car Type B" in its intro cutscene, along with various stats. This may lead you to believe that you can upgrade your Boot Car or buy a better one, but returning to Toad's Automoboots doesn't let you buy anything and you don't end up learning what Type A could be.
be. Making this even stranger is that the vehicle in the next area ''can'' be upgraded, by the same Toad, even. In the original Japanese translation, it's simply that the Boot Car is "the latest model, developed by Toad Motors."
** Even after you've seen all the graffiti in Graffiti Underground, Olivia still says that there could be more if you come back later, although you've beaten the game and there's nothing left to do. This line is present even in the original Japanese translation.
** There's a store in Shroom City called DJ Toad's Groovy Sound Discs. You meet DJ Toad in the Temple of Shrooms, and he's among the Toads you rescue after destroying the streamer, so you might assume you can buy something at the shop now. You can't actually do anything there, and DJ Toad never goes in it; he spends the rest of the game at the hotel pool.
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* Parodied in ''VideoGame/EpicBattleFantasy 4''. Two special weapons, the Lance of Creation and Blade of Destruction, are touted to be {{Infinity Plus One Sword}}s that boost elemental damage of several types and have a chance of casting certain {{Limit Break}}s randomly. The catch? They're RandomDrops (note that this is a game where all equipment is unique, and thus is only gotten via quests and treasure chests) from [[spoiler:the two cat forms of [[FinalBoss Godcat]] (which are both invincible)]], and checking the descriptions of the enemies in question shows the drop rates at ''0%''. It only serves as flavor and a tease, since the weapons don't exist in-game.

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* Parodied in ''VideoGame/EpicBattleFantasy 4''.''VideoGame/EpicBattleFantasy4''. Two special weapons, the Lance of Creation and Blade of Destruction, are touted to be {{Infinity Plus One Sword}}s that boost elemental damage of several types and have a chance of casting certain {{Limit Break}}s randomly. The catch? They're RandomDrops (note that this is a game where all equipment is unique, and thus is only gotten via quests and treasure chests) from [[spoiler:the two cat forms of [[FinalBoss Godcat]] (which are both invincible)]], and checking the descriptions of the enemies in question shows the drop rates at ''0%''. It only serves as flavor and a tease, since the weapons don't exist in-game.
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* ''VideoGame/SeriousSam''
** Due to a few broken triggers, some secrets in ''Serious Sam: The Second Encounter'' don't exist but the secret counter still shows like they're there. It also shows up that the game's intro has one stage despite not being playable at all.

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* ''VideoGame/SeriousSam''
''VideoGame/SeriousSam'':
** Due to a few broken triggers, some secrets in ''Serious Sam: The Second Encounter'' ''VideoGame/SeriousSamTheSecondEncounter'' don't exist but the secret counter still shows like they're there. It also shows up that the game's intro has one stage despite not being playable at all.
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*** There were also rumors about being able to get the GS Ball and catch Celebi in non-Japanese versions of ''Crystal'', fueled by the fact that the Celebi event was fully translated and is still functional. No such thing is possible; hacking is the only way of accessing the event in international versions. The UsefulNotes/VirtualConsole re-release of ''Crystal'', however, allows you to acquire the GS Ball after defeating the Elite Four, making the translated event accessible for non-Japanese audiences.

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*** There were also rumors about being able to get the GS Ball and catch Celebi in non-Japanese versions of ''Crystal'', fueled by the fact that the Celebi event was fully translated and is still functional. No such thing is possible; hacking is the only way of accessing the event in international versions. The UsefulNotes/VirtualConsole re-release of ''Crystal'', however, allows you to acquire the GS Ball after defeating the Elite Four, finally making the translated event accessible for non-Japanese audiences.



*** ''[=FireRed=]'' and ''[=LeafGreen=]'', to implement a feature from ''VideoGame/PokemonRubyAndSapphire'', have a house on Seven Island with a box blocking a doorway. In the Japanese versions, scanning a battle card for the e-Reader would unblock the door leading to a battle with the Trainer the card is for. However, international releases of everything past ''Ruby and Sapphire'' (including their UpdatedRerelease, ''Emerald'') removed e-Reader functionality due to poor sales in North America and a lack of a European release, but oddly enough the door is still there and due to the removal of the e-Reader features it is always blocked. Interacting with it says that there's wind blowing from behind it, but that's all.

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*** ''[=FireRed=]'' and ''[=LeafGreen=]'', to implement a feature from ''VideoGame/PokemonRubyAndSapphire'', have a house on Seven Island with a box blocking a doorway. In the Japanese versions, scanning a battle card for the e-Reader would unblock the door leading to a battle with the Trainer the card is for. However, international releases of everything past ''Ruby and Sapphire'' (including their UpdatedRerelease, ''Emerald'') removed e-Reader functionality due to poor sales in North America and a lack of a European release, but oddly enough the door is still there and due to the removal of the e-Reader features it is always blocked. Interacting with it says that there's wind blowing from behind it, but that's all. ''Emerald'' has a door in a house in Sootopolis City that serves the same purpose, and is always blocked by plants in the international versions.

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This unsettled me when I first read the sign because I thought it meant something bad would happen if you made too much noise in Peach's Castle.


** ''VideoGame/SuperMario64'' has a sign outside Boo's Mansion that reads "If you walk out of here alive, you deserve... a ghoul medal." Players spent ages trying to determine what it meant. It turns out it's just a pun.

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** ''VideoGame/SuperMario64'' has ''VideoGame/SuperMario64'':
*** There is
a sign outside Boo's Mansion that reads "If you walk out of here alive, you deserve... a ghoul medal." Players spent ages trying to determine what it meant. It turns out it's just a pun.pun.
*** A sign in the third floor of Peach's Castle says "Shh! Please walk quietly in the hallways!" Nothing will happen based on the amount of noise made in any hallway at any point in the game, so it appears to reference nothing, in a game where almost every other sign tells some sort of important information. The sign is not even in a hallway, but a circular room.
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* ''VideoGame/NoMoreHeroesIII'': As Travis progresses in the assassin ranking charts, parts of the overworld are unlocked so they can be explored for sidequests, activitires and assassination challenges. But even after you clear the game, certain parts in the map won't be unlocked, despite the Forbidden sign teasing that they'll be available at one point like the other parts. [[spoiler:This includes the whole central island where the Damon Tower is posed, as "accessing" there for the Rank 1 stage takes you directly to the inside of the tower, not the city surrounding it]]. Suda 51 confirmed in an interview that these areas couldn't be implemented due to time and budget constraints.

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* ''VideoGame/NoMoreHeroesIII'': As Travis progresses in the assassin ranking charts, parts of the overworld are unlocked so they can be explored for sidequests, activitires activities and assassination challenges. But even after you clear the game, certain parts in the map won't be unlocked, despite the Forbidden sign teasing that they'll be available at one point like the other parts. [[spoiler:This includes the whole central island where the Damon Tower is posed, as "accessing" there for the Rank 1 stage takes you directly to the inside of the tower, not the city surrounding it]]. Suda 51 confirmed in an interview that these areas couldn't be implemented due to time and budget constraints.
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Kratos is DLC, so there's no point in covering this part under spoiler markups


* ''VideoGame/MortalKombat9'' has one in the character select screen (in the UsefulNotes/Xbox360 version only). The game only has a few unlockable characters, all of which become selectable in the bottom row of the character select screen when unlocked. The [=PS3=] version got [[spoiler:the console-specific [[VideoGame/GodOfWar Kratos]]]] in the bottom right corner; the Xbox 360 version gets [[spoiler:nothing]]. The space on the character select screen is always unselectable, and shows a duplicate picture of [[spoiler:Cyber Sub-Zero]], who is selectable in the bottom left corner. In an odd twist, during multiplayer matches the player on the right can only select the bottom right corner, and the player on the left can only select the bottom left corner (especially odd since these corner spots then expand to show the downloadable characters, which as a result show up mirrored in each corner).

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* ''VideoGame/MortalKombat9'' has one in the character select screen (in the UsefulNotes/Xbox360 version only). The game only has a few unlockable characters, all of which become selectable in the bottom row of the character select screen when unlocked. The [=PS3=] version got [[spoiler:the the console-specific [[VideoGame/GodOfWar Kratos]]]] Kratos]] in the bottom right corner; the Xbox 360 version gets [[spoiler:nothing]].nothing. The space on the character select screen is always unselectable, and shows a duplicate picture of [[spoiler:Cyber Sub-Zero]], who is selectable in the bottom left corner. In an odd twist, during multiplayer matches the player on the right can only select the bottom right corner, and the player on the left can only select the bottom left corner (especially odd since these corner spots then expand to show the downloadable characters, which as a result show up mirrored in each corner).
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Bugsnax - the missing area was added in a DLC (should this example be removed?)


* ''VideoGame/{{Bugsnax}}'': Catapulting yourself onto the rocks behind Floofty's shelter in the Boiling Bay will result in you being teleported back to the beach, giving you the error message [[https://snorpington-fizzlebean.tumblr.com/post/640064381909172224/my-spouse-found-this-message-while-jumping-around "The Triplicate Space is not yet available to you."]] You can complete the entirety of the current version of the game and you will never gain access to an area with this name.

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* ''VideoGame/{{Bugsnax}}'': Catapulting yourself onto the rocks behind Floofty's shelter in the Boiling Bay will result in you being teleported back to the beach, giving you the error message [[https://snorpington-fizzlebean.tumblr.com/post/640064381909172224/my-spouse-found-this-message-while-jumping-around "The Triplicate Space is not yet available to you."]] You can complete the entirety of the current version of the game and you will never gain access to an This area was later made accessible with the Isle of Bigsnax DLC, but for a time, this name. was the only mention of "Triplicate Space" in the game.
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*** ''Brilliant Diamond and Shining Pearl'' replaces Veilstone City's Game Corner with the Metronome Style Shop, used to buy and switch between clothing styles. The building next to it that was originally for prize exchanging is now a storage unit for the shop, containing two [=NPCs=] talking about how long it's taking them to unpack everything. It's easy to believe that this is connected to unlocking more outfits for purchase, but they will never finish unpacking even after beating the game, and there are no extra outfits to unlock. One of them also wishes that Clefairy (the shop's mascot) would help them unpack, but bringing your own Clefairy doesn't change this at all; it's just a conspicuous building that only adds a bit of flavor.
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Everyone forgets the inaccessible medi packs in Atlantis...


* ''VideoGame/TombRaider'', ''VideoGame/TombRaiderII'' and ''VideoGame/TombRaiderIII'' (and maybe later games too) each have one medipack in a location that's inaccessible (outside of [[GoodbadBugs bugs]] anyway)[[note]]Palace Midas in I, Temple of Xian in II and Coastal Village in III[[/note]]. In the first game's case, someone contacted Creator/CoreDesign and found that it was originally going to be accessible in a part of a level that was removed.

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* ''VideoGame/TombRaider'', ''VideoGame/TombRaiderI'', ''VideoGame/TombRaiderII'' and ''VideoGame/TombRaiderIII'' (and maybe later games too) each have at least one large medipack in a location that's inaccessible (outside of [[GoodbadBugs bugs]] hacking or [[GoodBadBugs bugs]], anyway)[[note]]Palace Midas and Atlantis in I, ''I'', Temple of Xian in II ''II'' and Coastal Village in III[[/note]].''III''[[/note]]. In the first game's case, someone contacted Creator/CoreDesign and found that it was originally going to be accessible in a part of a level that was removed.
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* In ''VideoGame/Hitman2SilentAssassin'', there was going to be a weapon which would have served as an alternate fiber wire on replays of the game- a rosary (crucifix!). It was taken out at the last minute, but the space for it in the weapon collection area is noticable in the final version of the game.

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* In ''VideoGame/Hitman2SilentAssassin'', there was going to be a weapon which would have served as an alternate fiber wire on replays of the game- a rosary (crucifix!). It was taken out at the last minute, but the space for it in the weapon collection area is noticable noticeable in the final version of the game.
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* The buildings and alleyways in ''Franchise/{{Splatoon}}'''s various hub areas serve as shops and entrances to the game's modes, but there are always a couple of them that exist strictly to promote the atmosphere of a large, crowded city. These include a walled-off train station just behind the starting area in [[VideoGame/Splatoon1 the first game]]'s Inkopolis Plaza, and a coffee shop in ''VideoGame/Splatoon2'''s Inkopolis Square that you can't enter, but can see Spyke (an important [=NPC=] from the previous game) typing away at a computer from the window.

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* The buildings and alleyways in ''Franchise/{{Splatoon}}'''s various hub areas serve as shops and entrances to the game's modes, but there are always a couple of them that exist strictly to promote the atmosphere of a large, crowded city. These include a walled-off train station just behind the starting area in [[VideoGame/Splatoon1 the first game]]'s Inkopolis Plaza, and a coffee shop in ''VideoGame/Splatoon2'''s Inkopolis Square of ''VideoGame/Splatoon2'' that you can't enter, but can see Spyke (an important [=NPC=] from the previous game) typing away at a computer from the window.

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