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** During the development in ''VideoGame/MarioKartDoubleDash'', Hideki Konno proposed the idea for bikes but was rejected due to Miyamoto doubting the concept. Bikes were eventually used in ''VideoGame/MarioKartWii'' and later ''VideoGame/MarioKart8''.

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** * During the development in ''VideoGame/MarioKartDoubleDash'', Hideki Konno proposed the idea for bikes but was rejected due to Miyamoto doubting the concept. Bikes were eventually used in ''VideoGame/MarioKartWii'' and later ''VideoGame/MarioKart8''.
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** During the development in ''VideoGame/MarioKartDoubleDash'', Hideki Konno proposed the idea for bikes but was rejected due to Miyamoto doubting the concept. Bikes were eventually used in ''VideoGame/MarioKartWii'' and later ''VideoGame/MarioKart8''.
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* ''Videogame/FatalFury'': One of the new characters designed for the unmade ''Videogame/GarouMarkOfTheWolves'' sequel was a young female Muay Thai fighter who have acted as Joe's next generation equivalent in the same way Rock, Marco and Hokutomaru did for Terry/Geese, Ryo and Andy, respectively. This idea was eventually resurrected over two decades later as Preecha in ''Videogame/FatalFuryCityOfTheWolves''.

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* ''RefittedForSequel/MortalKombat''



* ''Franchise/MortalKombat'':
** The original concept design for Baraka from ''Videogame/MortalKombatII'' was of a masked human warrior who would fight with a pair of Chinese hook swords, which was discarded in favor of the iconic blade-armed mutant everyone knows and loves. However, the initial premise would eventually be revisited with the new character Kabal in [[Videogame/MortalKombat3 the very next game]].
** Tremor was originally planned to appear as one of the new characters in ''Videogame/MortalKombatTrilogy'', but was dropped in favor of Rain. He would eventually be revived as an unplayable boss in ''Videogame/MortalKombatSpecialForces'' and, later, a Challenge Tower character in the PS Vita port of ''Videogame/MortalKombat9'', before finally making a fully playable debut as a DLC fighter in ''Videogame/MortalKombatX''.
** Comicbook/TheJoker's Gunshot fatality from ''VideoGame/MortalKombatVsDCUniverse'' had to be toned down in order for the game to get a T rating. The original uncensored fatality was later given to Shang Tsung in ''VideoGame/MortalKombat9''.

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** Dr. Gina Cross was, at one point, intended to be Gordon's spouse and a playable character, with the player choosing between her or Gordon at the start of the game. The character you didn't choose would be an [=NPC=] you would encounter and interact with throughout the game, but Valve considered the idea unfeasible at the time and Gina was recycled into the holographic instructor for the Hazard Course, then later became a playable character in ''VideoGame/HalfLifeDecay''.

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** Dr. Gina Cross was, at one point, intended to be Gordon's spouse and a playable character, with the player choosing between her or Gordon at the start of the game. The character you didn't choose would be an [=NPC=] you would encounter and interact with throughout the game, but Valve Creator/{{Valve|Corporation}} considered the idea unfeasible at the time and Gina was recycled into the holographic instructor for the Hazard Course, then later became a playable character in ''VideoGame/HalfLifeDecay''.


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** Two scrapped ideas the dev team had for copy abilities in ''VideoGame/KirbysAdventure'' were a "Mini" ability that could shrink to squeeze into tight gaps and an "Animal" ability that could scratch and bite at enemies. These abilities were eventually realized in ''VideoGame/KirbyAndTheAmazingMirror'' and ''VideoGame/KirbySqueakSquad'', respectively. Another ability let Kirby ride around on a rocket, which was realized in ''Amazing Mirror'' by letting Kirby ''become'' a rocket when he gets the Missile ability. Also, Creator/MasahiroSakurai's design document shows Kirby cutting rope with the Sword ability to drop hanging platforms. This idea wouldn't make it into ''Kirby's Adventure'', but was introduced in ''VideoGame/KirbySuperStar'' and became a staple of the franchise since.
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* The original ''Videogame/VirtuaFighter'' was planned to feature a Saudi Arabian fighter named Siba, who wound up being dropped and replaced with Akira for the official release. Siba would later make his playable debut in ''Videogame/FightersMegamix''.

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* The {{superboss}} of ''VideoGame/KirbyStarAllies'', [[spoiler:Morpho Knight]], was originally designed for the [[{{Vaporware}} cancelled]] [=GameCube=] ''Franchise/{{Kirby}}'' game. Its concept art for said game was shown, without context, in the commemorative booklet about the franchise's history included with ''[[CompilationRerelease Kirby's Dream Collection]]'' in 2012.

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* ''Franchise/{{Kirby}}'':
** Early in the development of ''VideoGame/KirbysDreamLand'', Kirby was supposed to grab enemies with an OverlyLongTongue, before it was replaced with VacuumMouth. ''VideoGame/KirbysDreamLand3'' gives this ability to Gooey as his equivalent to Kirby's Inhale.
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The {{superboss}} of ''VideoGame/KirbyStarAllies'', [[spoiler:Morpho Knight]], was originally designed for the [[{{Vaporware}} cancelled]] [=GameCube=] ''Franchise/{{Kirby}}'' game. Its concept art for said game was shown, without context, in the commemorative booklet about the franchise's history included with ''[[CompilationRerelease Kirby's Dream Collection]]'' in 2012.
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* ''VideoGame/Blood1997'' was planned to have a mechanic called Bloodlust where killing enough enemies would briefly turn Caleb into a creepy demon-thing called a Beast, which is visible on certain HUD configurations in an OrphanedReference. This was ultimately dropped due to playtesters finding that it wasn't fun to lose all their guns and be limited to claw attacks as a "reward" for playing the game well. Due to the game having multiplayer, the Beast happened to have a full set of sprites, which meant that the Plasma Pak expansion could repurpose the Beast as a FinalBoss.
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* The original ''VideoGame/{{Darius}}'' was planned to feature 26 bosses, one for each level, but this was not possible for the final release due to time and space limitations. Some of the scrapped bosses (Driosawm, Hyper Sting and Little Stripes) would be featured in ''Darius II'' instead and the original 26 bosses plan was restored for the game's ''Super Darius'' port, 3 years after the release of the arcade version, as well as the 2019 [[UsefulNotes/SegaGenesis Genesis Mini]] port of the original ''Darius'' as an option in the settings menu.

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* The original ''VideoGame/{{Darius}}'' was planned to feature 26 bosses, one for each level, but this was not possible for the final release due to time and space limitations. Some of the scrapped bosses (Driosawm, Hyper Sting and Little Stripes) would be featured in ''Darius II'' instead and the original 26 bosses plan was restored for the game's ''Super Darius'' port, 3 years after the release of the arcade version, as well as the 2019 [[UsefulNotes/SegaGenesis [[Platform/SegaGenesis Genesis Mini]] port of the original ''Darius'' as an option in the settings menu.



** ''VideoGame/SakuraWars4FallInLoveMaidens'' was originally going to have Ichiro Ogami travel to New York City and Taiwan to lead the new combat revues that were based there. However, the plans were soon scrapped because the UsefulNotes/{{Dreamcast}} was ending production and Overworks was given only ten months to finish the game. The New York setting was eventually used for ''VideoGame/SakuraWarsSoLongMyLove''.

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** ''VideoGame/SakuraWars4FallInLoveMaidens'' was originally going to have Ichiro Ogami travel to New York City and Taiwan to lead the new combat revues that were based there. However, the plans were soon scrapped because the UsefulNotes/{{Dreamcast}} Platform/{{Dreamcast}} was ending production and Overworks was given only ten months to finish the game. The New York setting was eventually used for ''VideoGame/SakuraWarsSoLongMyLove''.



** Risky Boots, Bolo, and Rottytops were all going to be playable in a multiplayer mode for a UsefulNotes/GameBoyAdvance entry that never got off the ground. Years later, the fourth entry in the series (''[[VideoGame/ShantaeHalfGenieHero Half-Genie Hero]]'') would give Risky Boots, Bolo, Rottytops, and Sky their own campaigns; "Pirate Queen's Quest" and "Friends to the End", respectively.

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** Risky Boots, Bolo, and Rottytops were all going to be playable in a multiplayer mode for a UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance entry that never got off the ground. Years later, the fourth entry in the series (''[[VideoGame/ShantaeHalfGenieHero Half-Genie Hero]]'') would give Risky Boots, Bolo, Rottytops, and Sky their own campaigns; "Pirate Queen's Quest" and "Friends to the End", respectively.



** A minor example. When the original game was pitched for the UsefulNotes/SuperNintendoEntertainmentSystem and the PC, Shantae's red outfit would have upgraded to a triumphant blue near the end of the adventure. While this doesn't happen in the final Game Boy Color release, some entries in the series would go on to have the blue outfit available as an alternate color, either unlockable after beating the game once or as a starting option.

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** A minor example. When the original game was pitched for the UsefulNotes/SuperNintendoEntertainmentSystem Platform/SuperNintendoEntertainmentSystem and the PC, Shantae's red outfit would have upgraded to a triumphant blue near the end of the adventure. While this doesn't happen in the final Game Boy Color release, some entries in the series would go on to have the blue outfit available as an alternate color, either unlockable after beating the game once or as a starting option.



** [[LimitBreak Final Smashes]] were intended to be included as early as the original UsefulNotes/Nintendo64 game, but the console couldn't handle how the developers wished to implement them, so they weren't added in until ''Brawl'' on the UsefulNotes/{{Wii}}.

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** [[LimitBreak Final Smashes]] were intended to be included as early as the original UsefulNotes/Nintendo64 Platform/Nintendo64 game, but the console couldn't handle how the developers wished to implement them, so they weren't added in until ''Brawl'' on the UsefulNotes/{{Wii}}.Platform/{{Wii}}.

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* The levels Witchyworld, Glitter Gulch Mine and the lava side of Hailfire Peaks in ''Banjo Tooie'' were originally intended for ''VideoGame/BanjoKazooie''. In a case of Refitted For SpiritualSuccessor, the scrapped level Fungus Forest made its way into ''VideoGame/DonkeyKong64'' as Fungi Forest. Many of the songs that composer Grant Kirkhope wrote for ''Dream'', the project that would eventually become ''Banjo-Kazooie'', found a home in ''Donkey Kong 64'' as well.

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* ''VideoGame/BanjoKazooie'':
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The levels Witchyworld, Glitter Gulch Mine and the lava side of Hailfire Peaks in ''Banjo Tooie'' ''VideoGame/BanjoTooie'' were originally intended for ''VideoGame/BanjoKazooie''. ''Banjo-Kazooie'', but couldn't be included there due to time constraints.
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In a case of Refitted For SpiritualSuccessor, CreatorDrivenSuccessor, the scrapped level Fungus Forest made its way into ''VideoGame/DonkeyKong64'' as Fungi Forest. Many of the songs that composer Grant Kirkhope wrote for ''Dream'', the project that would eventually become ''Banjo-Kazooie'', found a home in ''Donkey Kong 64'' as well.
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* The levels Witchyworld, Glitter Gulch Mine and the lava side of Hailfire Peaks in ''Banjo Tooie'' were originally intended for ''VideoGame/BanjoKazooie''. And in a case of Refitted For SpiritualSuccessor, the scrapped level Fungus Forest made its way into ''VideoGame/DonkeyKong64'' as Fungi Forest.

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* The levels Witchyworld, Glitter Gulch Mine and the lava side of Hailfire Peaks in ''Banjo Tooie'' were originally intended for ''VideoGame/BanjoKazooie''. And in In a case of Refitted For SpiritualSuccessor, the scrapped level Fungus Forest made its way into ''VideoGame/DonkeyKong64'' as Fungi Forest.Forest. Many of the songs that composer Grant Kirkhope wrote for ''Dream'', the project that would eventually become ''Banjo-Kazooie'', found a home in ''Donkey Kong 64'' as well.

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* ''Videogame/{{Bayonetta 3}}'': [[Administrivia/TropesAreFlexible Less "for sequel" and more "from cancelled project"]]. Bayonetta fighting alongside the massive demons she summons brings to mind the dragon controlling aspect of ''VideoGame/{{Scalebound}}'', a cancelled title from Creator/PlatinumGames. Considering that game's lead designer, Yusuke Miyata, went on to direct ''Bayonetta 3'', this was likely intentional. Additionally, Viola's heavy resemblance (both in looks and backstory) to Nero from the ''Videogame/DevilMayCry'' series seems to also be recycled from ''Scalebound'', whose main character was a Nero {{Expy}} named Drew.

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* ''Videogame/{{Bayonetta 3}}'': The levels Witchyworld, Glitter Gulch Mine and the lava side of Hailfire Peaks in ''Banjo Tooie'' were originally intended for ''VideoGame/BanjoKazooie''. And in a case of Refitted For SpiritualSuccessor, the scrapped level Fungus Forest made its way into ''VideoGame/DonkeyKong64'' as Fungi Forest.
* ''Videogame/Bayonetta3'':
[[Administrivia/TropesAreFlexible Less "for sequel" and more "from cancelled project"]]. Bayonetta fighting alongside the massive demons she summons brings to mind the dragon controlling aspect of ''VideoGame/{{Scalebound}}'', a cancelled title from Creator/PlatinumGames. Considering that game's lead designer, Yusuke Miyata, went on to direct ''Bayonetta 3'', this was likely intentional. Additionally, Viola's heavy resemblance (both in looks and backstory) to Nero from the ''Videogame/DevilMayCry'' series seems to also be recycled from ''Scalebound'', whose main character was a Nero {{Expy}} named Drew.



* [[https://www.youtube.com/watch?v=1t_4YclrGqM An unused intro cutscene]] for ''VideoGame/CrashBandicoot1996'' briefly features Tiny Tiger and the Komodo Brothers; bosses who aren't in the game, but do appear in ''VideoGame/CrashBandicoot2CortexStrikesBack'', indicating they were meant to have appeared in the original game. [[https://soundcloud.com/joshmancell/crash-bandicoot-komodo-joe-xp2-demo?in=joshmancell/sets/music-for-video-games-crash The music composer even made a track for the boss]], where the boss was apparently just Komodo Joe.



* ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyII'' had a dungeon theme composed for it that, for whatever reason, ultimately went unused. It was later fleshed out, rearranged, and worked into ''VideoGame/FinalFantasyVI'' as "The Magic House".
** [[SeriesMascot Moogles]] were meant to debut in ''Final Fantasy II''. Originally called Cryons, they would reside in cold environments and were ultimately replaced by beavers in the final game. The sprite was reused in ''VideoGame/FinalFantasyIII'' and they were renamed moogles.
** When the whole dev team was working together to come up with Jobs for ''VideoGame/FinalFantasyV'', Creator/TetsuyaNomura came up with two - a new variant of the Ninja that had a CanineCompanion, and a Gambler who used slot-machine-based magic and dice-roll-based damage. Neither made it into ''V'' due to time constraints, but Nomura was given creative control over two party members in ''VideoGame/FinalFantasyVI'' who have these Jobs - Shadow, and Setzer.
** The ''VideoGame/FinalFantasyVIII'' FinalBoss track "The Extreme" was originally written for ''VideoGame/FinalFantasyVII'' (probably an alternate version of the Jenova battle theme) - you can hear the five-note {{Leitmotif}} of that game incorporated into the arrangement.
** During the planning stages of ''VideoGame/FinalFantasyVII'', the writers considered killing Barret Wallace but ultimately decided against it because they didn't think it would have enough of an impact. In ''VideoGame/FinalFantasyVIIRemake'', [[spoiler:Sephiroth stabs Barret through the chest in order to draw out the Whispers; he would have died had they not intervened.]]



* ''Franchise/KingdomHearts'':
** ''VideoGame/KingdomHeartsI'' was originally going to have Disney Castle and Pride Lands as playable worlds. Playable Disney Castle did appear in a beta trailer, but the programmers couldn't figure out the mechanics of playing as non-anthropomorphic animals in Pride Lands. They were later used in ''VideoGame/KingdomHeartsII''.
** In a case of "Refitted for Crossover", [[DiesDifferentlyInAdaptation Ursula's death]] in ''VideoGame/KingdomHeartsII'', where Prince Eric grabs Triton's trident from her and [[ImpaledWithExtremePrejudice impales her with it]], is based on the storyboard for [[WesternAnimation/TheLittleMermaid1989 the movie]] (where she is instead impaled by Eric's ship).
** ''VideoGame/KingdomHearts358DaysOver2'' was originally going to have a ''WesternAnimation/{{Pinocchio}}'' world set on Pleasure Island. This was later used in ''VideoGame/KingdomHearts3DDreamDropDistance''.
** The Final World in ''VideoGame/KingdomHeartsIII'' was originally planned for the first game for when [[spoiler: Sora sacrificed himself to free Kairi's heart. The result of his sacrifice was changed to him becoming a Heartless instead.]]
* ''Videogame/TheKingOfFighters95'' was originally going to have a ''Videogame/SamuraiShodown''-themed team consisting of Nakoruru, Haohmaru and Galford. However, the team was cut due to worries that ''Samurai Shodown'' wouldn't be a popular enough series to boost sales, though Nakoruru was still included in the Game Boy port. In 2022, Team Samurai would finally make their official debut as a DLC team in ''Videogame/TheKingOfFightersXV'', albeit with Galford replaced by Darli Dagger.
* A section of Chapter 5 of ''VideoGame/KingsQuest2015'' consists of some ideas that were developed for earlier chapters (according to some concept art) but cut, among them a goblin riding on a rat and an entire song by Whisper. They surface here when old Graham becomes confused about the earlier stories he had told his granddaughter Gwendolyn, with her correcting him on the details as a meta-commentary (she literally says that the Whisper song, in particular, would've "made that chapter too long.")



* ''VideoGame/{{Persona 4}}'':

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* ''VideoGame/{{Persona 4}}'':Nathan Copeland, one of the bosses for ''VideoGame/NoMoreHeroes2DesperateStruggle'', was originally intended for the first ''VideoGame/NoMoreHeroes''.
* ''VideoGame/{{Oddworld}}'':
** In Abe's Oddysee, there was originally going to be three native areas to visit in order to get the power of the Shrykull: the temperate forests of Paramonia, the dusty buttes of Scrabania and the lush jungles that would be the home of the Meeches. The last one was scrapped, but the idea of a jungle area was reused for the over-ground areas of Necrum in Abe's Exoddus.
** ''VideoGame/OddworldSoulstorm'' has quite a lot of this, due to its nature as being how the second chapter of the quintology was originally envisioned.
*** The 'Slig Mama' riot suppression tank is very similar in design to a more typical tank design seen in concepts for The Brutal Ballad of Fangus Klot, the unreleased spiritual sequel to ''VideoGame/OddworldStrangersWrath''.
*** A concept design for the Fleeches in Abe's Exoddus imagined a blob creature with only one mouth and a very long tongue. This idea was scrapped, but was refined into the Sleeches of the Necrum Sanctum.
*** The original concept of Sligs had a pole sticking up on top of their mechanical legs that flags and other accessories could be attached to. Soulstorm is the first game to fully use the concept, having every Slig wear an antenna on the pole.
*** Concepts of the Intern guards of ''VideoGame/OddworldMunchsOddysee'' show some of them wielding an electric stun baton called a 'Shock Rocker'. This weapon is wielded by some Sligs in Soulstorm.
* ''VideoGame/Persona4'':



** Originally, the Killer was going to have been either [[spoiler: Yosuke or Yukiko]], but their intended motives were considered too generic. The concept of a [[spoiler: party member being one of the antagonists]] was later used for ''VideoGame/{{Persona 5}}''.

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** Originally, the Killer was going to have been either [[spoiler: Yosuke or Yukiko]], but their intended motives were considered too generic. The concept of a [[spoiler: party member being one of the antagonists]] was later used for ''VideoGame/{{Persona 5}}''.''VideoGame/Persona5''.



* ''VisualNovel/PhoenixWrightAceAttorneyJusticeForAll'' was originally intended to have five cases. However, due to the limited amount of memory available on a GBA cartridge, the fourth case was cut, retooled, and became the third case of ''VisualNovel/PhoenixWrightAceAttorneyTrialsAndTribulations''.



* Not for a direct sequel but a sequel ''franchise'', Creator/InsomniacGames originally created spherical worlds for ''VideoGame/SpyroYearOfTheDragon'''s skateboarding levels, but cut them for time. They liked the idea so much they revisited it for ''VideoGame/RatchetAndClankGoingCommando''.



* ''VideoGame/SakuraWars'':
** The concept where Maria Tachibana joined the Flower Division as its latest recruit from America following the Great Kanto Earthquake in ''VideoGame/SakuraWars1996'' would later be reused in ''Anime/SakuraWarsTheMovie'', with Ratchet Altair taking Maria's place.
** ''VideoGame/SakuraWars4FallInLoveMaidens'' was originally going to have Ichiro Ogami travel to New York City and Taiwan to lead the new combat revues that were based there. However, the plans were soon scrapped because the UsefulNotes/{{Dreamcast}} was ending production and Overworks was given only ten months to finish the game. The New York setting was eventually used for ''VideoGame/SakuraWarsSoLongMyLove''.
** Shanghai was one of the original Combat Revue candidates for the 1996 game, but it was scrapped before development began. It would eventually be included in ''VideoGame/SakuraWars2019''.
* At the end of ''VideoGame/TheSecretOfMonkeyIsland'', Guybrush was originally supposed to follow [=LeChuck=] into an alley and down into an underground passage. The underground passage was brought back in ''VideoGame/MonkeyIsland2LeChucksRevenge'', and if Guybrush takes the elevator up he can go to the alley from the first game, only with a barrier blocking the way to the street. A remnant of this in the first game is the way that [=LeChuck=] (disguised as Fester Shinetop), calls you into the alley - entirely optional, but if you do it, you would automatically expect to go there later in the game as the door is locked at that point.



* ''VideoGame/StarOcean'' was originally meant to have two fully explorable worlds, one medieval and one futuristic, but infamously ran out of space on the cartridge, forcing the developers to leave around ninety percent of the futuristic world, Fargett, on the cutting room floor. [[VideoGame/StarOceanTheSecondStory The sequel]], thanks to the ability to spread the game over multiple discs, was able to use the medieval-to-futuristic transition much more successfully with Energy Nede.
* ''Franchise/SuperMarioBros'':
** Creator/ShigeruMiyamoto once stated he had wanted to have Mario ride a dinosaur as early as ''VideoGame/SuperMarioBros1''. However, the NES limitations prevented it from happening (they got closer to the concept in ''VideoGame/SuperMarioBros3'' with Goomba's Shoe, which is functionally similar to Yoshi). It was deemed impossible until the fourth main game, ''VideoGame/SuperMarioWorld'' for the SNES.
** [[http://iwataasks.nintendo.com/interviews/#/3ds/super-mario-3d-land/0/1 Miyamoto also wanted]] the end-of-level flags in the first game to only go up as far as Mario grabbed the flagpole, which would finally happen 26 years later in ''VideoGame/SuperMario3DLand''.
** Originally, ''VideoGame/SuperMarioGalaxy'' was going to feature more levels, characters, enemies, and power ups (such as the Cloud Flower and the Rock Mushroom, as well as the inclusion of Yoshi), but all of them were dropped from the final version of the game. They were planned to be implemented in an {{expansion pack}} called ''Super Mario Galaxy More'', but the development team decided that they had more than enough ideas to justify making a full-fledged sequel instead, which became ''VideoGame/SuperMarioGalaxy2''.



* ''VideoGame/SpyroEnterTheDragonfly'':
** The plot was originally supposed to be DarkerAndEdgier than previous titles and to feel less kiddie and "more like the flavor of ''Literature/HarryPotter''". Sony vetoed this idea, but a similar idea was reuse years later with the first ContinuityReboot, ''VideoGame/TheLegendOfSpyro''.
** The game was also supposed to introduce a pink female dragon named "Ember". Due to developmental change, there wasn't anywhere in the game for her. She was scrapped but reused in ''VideoGame/SpyroAHerosTail'', where Ember shortly appeared for two scenes in the game (and can be played using a skin).
* ''VideoGame/StarOcean'' was originally meant to have two fully explorable worlds, one medieval and one futuristic, but infamously ran out of space on the cartridge, forcing the developers to leave around ninety percent of the futuristic world, Fargett, on the cutting room floor. [[VideoGame/StarOceanTheSecondStory The sequel]], thanks to the ability to spread the game over multiple discs, was able to use the medieval-to-futuristic transition much more successfully with Energy Nede.
* ''Franchise/StreetFighter'':
** ''VideoGame/StreetFighterII'': Fei Long from ''[[UpdatedRerelease Super Street Fighter II]]'' was initially concepted as one half of a pair of Kung Fu twin brothers from Hong Kong. The plans fell through over not wanting another pair of {{Head Swap}}s, resulting in Dee Jay being added to the roster, but Capcom eventually had another go at their initial plan through ''VideoGame/StreetFighterIII''[='s=] Yun and Yang.
** Not so much a sequel, but another series in the same extended universe. One of the potential characters designed for ''Videogame/StreetFighterIII'' was "American Girl," a young female fighter clad in [[WearingAFlagOnYourHead a red, white and blue outfit]] and a pair of boxing gloves. While she didn't make it into ''III'', elements of her design were seemingly recycled for Tiffany Lords from ''Videogame/RivalSchools'', another Creator/{{Capcom}} fighting game.
** One of the proposed characters who didn't make it into ''Videogame/StreetFighterIV'' was "Fighting President," a [[ActionPolitician martial artist/politician]]. The concept was again submitted for the initial release of ''Videogame/StreetFighterV'', but didn't make it in that time either. The idea would eventually come to fruition with the introduction of G in ''[[UpdatedRerelease Street Fighter V: Arcade Edition]]''.
** Not only was ''VideoGame/StreetFighterV'' meant to have a more photorealistic art style (in lieu of the more stylized look the final game had), but Ryu's default costume, which was eventually relegated to an alternate, had him [[WalkingShirtlessScene missing his gi top]] and sporting ManlyFacialHair. Flash forward to [[https://www.youtube.com/watch?v=SwPzuBj01AM the reveal trailer]] for ''Videogame/StreetFighter6'', which not only showcases a photorealistic look for its characters, but also depicts Ryu as shirtless and bearded.



* ''Franchise/SuperMarioBros'':
** Creator/ShigeruMiyamoto once stated he had wanted to have Mario ride a dinosaur as early as ''VideoGame/SuperMarioBros1''. However, the NES limitations prevented it from happening (they got closer to the concept in ''VideoGame/SuperMarioBros3'' with Goomba's Shoe, which is functionally similar to Yoshi). It was deemed impossible until the fourth main game, ''VideoGame/SuperMarioWorld'' for the SNES.
** [[http://iwataasks.nintendo.com/interviews/#/3ds/super-mario-3d-land/0/1 Miyamoto also wanted]] the end-of-level flags in the first game to only go up as far as Mario grabbed the flagpole, which would finally happen 26 years later in ''VideoGame/SuperMario3DLand''.
** Originally, ''VideoGame/SuperMarioGalaxy'' was going to feature more levels, characters, enemies, and power ups (such as the Cloud Flower and the Rock Mushroom, as well as the inclusion of Yoshi), but all of them were dropped from the final version of the game. They were planned to be implemented in an {{expansion pack}} called ''Super Mario Galaxy More'', but the development team decided that they had more than enough ideas to justify making a full-fledged sequel instead, which became ''VideoGame/SuperMarioGalaxy2''.
* ''VideoGame/SuperSmashBros'':
** [[Franchise/SuperMarioBros Bowser]], [[Franchise/{{Kirby}} King Dedede]], [[Franchise/FireEmblem Marth]], and [[Franchise/{{Pokemon}} Mewtwo]] were planned to be in the [[VideoGame/SuperSmashBros64 first game]]; they did not get in due to time and budget constraints. Bowser, Marth, and Mewtwo would eventually make it into ''[[VideoGame/SuperSmashBrosMelee Melee]]'', while King Dedede would not join until ''[[VideoGame/SuperSmashBrosBrawl Brawl]]''.
** [[LimitBreak Final Smashes]] were intended to be included as early as the original UsefulNotes/Nintendo64 game, but the console couldn't handle how the developers wished to implement them, so they weren't added in until ''Brawl'' on the UsefulNotes/{{Wii}}.
** Ditto from the ''Franchise/{{Pokemon}}'' series was meant to be among the Poké Ball summons introduced in ''VideoGame/SuperSmashBrosMelee'', with the idea being that it would take the form of the player who activated it and function as a temporary AI teammate. The [=GameCube=] couldn't pull this off without crashing, however, so the concept was shelved until ''VideoGame/SuperSmashBrosUltimate'' 17 years later.
** Masahiro Sakurai stated in response to a fan inquiry that, if he had time to implement one more fully original character in ''Melee'', it would have been VideoGame/{{Wario}}. He ended up being one of the first characters revealed for ''Brawl'', though he was based more heavily on the ''VideoGame/WarioWare'' games, which came out after ''Melee''.
** [[VideoGame/KidIcarus Pit]] was also considered for ''Melee'' as a retro character (among many other characters), but the VideoGame/{{Ice Climber}}s were added over him due to their gameplay potential. Pit would go on to join in ''Brawl'' with an updated appearance, which would inspire Sakurai to create [[VideoGame/KidIcarusUprising a new game]] in the series.
** Creator/HideoKojima had given Creator/MasahiroSakurai his blessing to add [[VideoGame/MetalGear Solid Snake]] to the series as soon as ''Melee'', but was not able to include him in the roster due to development being nearly complete at the time. He would instead make his debut in ''Brawl''.
** UsefulNotes/{{Mii}}s were considered to be added in ''Brawl'', but Creator/MasahiroSakurai decided against adding them because he could not figure out how to implement them at the time. They join in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', being characters with fully customizable movesets and appearances.
** The [[VideoGame/AnimalCrossing Villager]] was considered to join the battle in ''Brawl'', but Sakurai couldn't think of how to implement them due to how peaceful a game series ''Animal Crossing'' was. He ended up figuring it out when it came time to plan the base roster for ''[=3DS=] and Wii U''.
** Creator/ShigeruMiyamoto personally requested VideoGame/PacMan be made a playable character for ''Brawl'', as Pac-Man is his favorite video game character, but Sakurai was unable to think of a good moveset at the time. He would make his debut in ''[=3DS=] and Wii U'', which happened to be the first ''Smash'' game developed by [[Creator/BandaiNamcoEntertainment Bandai Namco]], which owns the character.
** Although [[Franchise/KingdomHearts Sora]] won the ballot deciding the final DLC character for the fourth game, the rights for him couldn't be obtained in time; so VideoGame/{{Bayonetta}}, the next-in-line amongst possible, negotiable characters, was added instead. Four years later, Sakurai finally managed to negotiate Sora's inclusion, and he became the final DLC character in ''Ultimate''.
* ''VideoGame/{{Tekken}}'' was intended to have Devil Kazuya with wings (as seen in concept art), P. Jack with the ability to fly (he has a jetpack in the game though it is not functional), and Kunimitsu as a female character (she ended up using Yoshimitsu's male assets due to space limitations). In addition, the boss characters would have differed more substantially than being {{Moveset Clone}}s with a couple of extra moves. These were all implemented in ''VideoGame/Tekken2'', as the hardware was now up to the standard to include them.
* ''VideoGame/{{Undertale}}'' was originally going to have a magic system, but as the lore developed and humans were firmly established as non-magical, it had to be cut. ''VideoGame/{{Deltarune}}'' has you play as multiple people, and all of the non-humans do have access to magic.



* The levels Witchyworld, Glitter Gulch Mine and the lava side of Hailfire Peaks in ''Banjo Tooie'' were originally intended for ''VideoGame/BanjoKazooie''. And in a case of Refitted For SpiritualSuccessor, the scrapped level Fungus Forest made its way into ''VideoGame/DonkeyKong64'' as Fungi Forest.
* ''Franchise/KingdomHearts'':
** ''VideoGame/KingdomHeartsI'' was originally going to have Disney Castle and Pride Lands as playable worlds. Playable Disney Castle did appear in a beta trailer, but the programmers couldn't figure out the mechanics of playing as non-anthropomorphic animals in Pride Lands. They were later used in ''VideoGame/KingdomHeartsII''.
** In a case of "Refitted for Crossover", [[DiesDifferentlyInAdaptation Ursula's death]] in ''VideoGame/KingdomHeartsII'', where Prince Eric grabs Triton's trident from her and [[ImpaledWithExtremePrejudice impales her with it]], is based on the storyboard for [[WesternAnimation/TheLittleMermaid1989 the movie]] (where she is instead impaled by Eric's ship).
** ''VideoGame/KingdomHearts358DaysOver2'' was originally going to have a ''WesternAnimation/{{Pinocchio}}'' world set on Pleasure Island. This was later used in ''VideoGame/KingdomHearts3DDreamDropDistance''.
** The Final World in ''VideoGame/KingdomHeartsIII'' was originally planned for the first game for when [[spoiler: Sora sacrificed himself to free Kairi's heart. The result of his sacrifice was changed to him becoming a Heartless instead.]]
* ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyII'' had a dungeon theme composed for it that, for whatever reason, ultimately went unused. It was later fleshed out, rearranged, and worked into ''VideoGame/FinalFantasyVI'' as "The Magic House".
** [[SeriesMascot Moogles]] were meant to debut in ''Final Fantasy II''. Originally called Cryons, they would reside in cold environments and were ultimately replaced by beavers in the final game. The sprite was reused in ''VideoGame/FinalFantasyIII'' and they were renamed moogles.
** When the whole dev team was working together to come up with Jobs for ''VideoGame/FinalFantasyV'', Creator/TetsuyaNomura came up with two - a new variant of the Ninja that had a CanineCompanion, and a Gambler who used slot-machine-based magic and dice-roll-based damage. Neither made it into ''V'' due to time constraints, but Nomura was given creative control over two party members in ''VideoGame/FinalFantasyVI'' who have these Jobs - Shadow, and Setzer.
** The ''VideoGame/FinalFantasyVIII'' FinalBoss track "The Extreme" was originally written for ''VideoGame/FinalFantasyVII'' (probably an alternate version of the Jenova battle theme) - you can hear the five-note {{Leitmotif}} of that game incorporated into the arrangement.
** During the planning stages of ''VideoGame/FinalFantasyVII'', the writers considered killing Barret Wallace but ultimately decided against it because they didn't think it would have enough of an impact. In ''VideoGame/FinalFantasyVIIRemake'', [[spoiler:Sephiroth stabs Barret through the chest in order to draw out the Whispers; he would have died had they not intervened.]]
* ''Videogame/TheKingOfFighters95'' was originally going to have a ''Videogame/SamuraiShodown''-themed team consisting of Nakoruru, Haohmaru and Galford. However, the team was cut due to worries that ''Samurai Shodown'' wouldn't be a popular enough series to boost sales, though Nakoruru was still included in the Game Boy port. In 2022, Team Samurai would finally make their official debut as a DLC team in ''Videogame/TheKingOfFightersXV'', albeit with Galford replaced by Darli Dagger.
* At the end of ''VideoGame/TheSecretOfMonkeyIsland'', Guybrush was originally supposed to follow [=LeChuck=] into an alley and down into an underground passage. The underground passage was brought back in ''VideoGame/MonkeyIsland2LeChucksRevenge'', and if Guybrush takes the elevator up he can go to the alley from the first game, only with a barrier blocking the way to the street. A remnant of this in the first game is the way that [=LeChuck=] (disguised as Fester Shinetop), calls you into the alley - entirely optional, but if you do it, you would automatically expect to go there later in the game as the door is locked at that point.
* Nathan Copeland, one of the bosses for ''VideoGame/NoMoreHeroes2DesperateStruggle'', was originally intended for the first ''VideoGame/NoMoreHeroes''.
* ''VisualNovel/PhoenixWrightAceAttorneyJusticeForAll'' was originally intended to have five cases. However, due to the limited amount of memory available on a GBA cartridge, the fourth case was cut, retooled, and became the third case of ''VisualNovel/PhoenixWrightAceAttorneyTrialsAndTribulations''.
* [[https://www.youtube.com/watch?v=1t_4YclrGqM An unused intro cutscene]] for ''VideoGame/CrashBandicoot1996'' briefly features Tiny Tiger and the Komodo Brothers; bosses who aren't in the game, but do appear in ''VideoGame/CrashBandicoot2CortexStrikesBack'', indicating they were meant to have appeared in the original game. [[https://soundcloud.com/joshmancell/crash-bandicoot-komodo-joe-xp2-demo?in=joshmancell/sets/music-for-video-games-crash The music composer even made a track for the boss]], where the boss was apparently just Komodo Joe.
* Not for a direct sequel but a sequel ''franchise'', Creator/InsomniacGames originally created spherical worlds for ''VideoGame/SpyroYearOfTheDragon'''s skateboarding levels, but cut them for time. They liked the idea so much they revisited it for ''VideoGame/RatchetAndClankGoingCommando''.
* ''VideoGame/SuperSmashBros'':
** [[Franchise/SuperMarioBros Bowser]], [[Franchise/{{Kirby}} King Dedede]], [[Franchise/FireEmblem Marth]], and [[Franchise/{{Pokemon}} Mewtwo]] were planned to be in the [[VideoGame/SuperSmashBros64 first game]]; they did not get in due to time and budget constraints. Bowser, Marth, and Mewtwo would eventually make it into ''[[VideoGame/SuperSmashBrosMelee Melee]]'', while King Dedede would not join until ''[[VideoGame/SuperSmashBrosBrawl Brawl]]''.
** [[LimitBreak Final Smashes]] were intended to be included as early as the original UsefulNotes/Nintendo64 game, but the console couldn't handle how the developers wished to implement them, so they weren't added in until ''Brawl'' on the UsefulNotes/{{Wii}}.
** Ditto from the ''Franchise/{{Pokemon}}'' series was meant to be among the Poké Ball summons introduced in ''VideoGame/SuperSmashBrosMelee'', with the idea being that it would take the form of the player who activated it and function as a temporary AI teammate. The [=GameCube=] couldn't pull this off without crashing, however, so the concept was shelved until ''VideoGame/SuperSmashBrosUltimate'' 17 years later.
** Masahiro Sakurai stated in response to a fan inquiry that, if he had time to implement one more fully original character in ''Melee'', it would have been VideoGame/{{Wario}}. He ended up being one of the first characters revealed for ''Brawl'', though he was based more heavily on the ''VideoGame/WarioWare'' games, which came out after ''Melee''.
** [[VideoGame/KidIcarus Pit]] was also considered for ''Melee'' as a retro character (among many other characters), but the VideoGame/{{Ice Climber}}s were added over him due to their gameplay potential. Pit would go on to join in ''Brawl'' with an updated appearance, which would inspire Sakurai to create [[VideoGame/KidIcarusUprising a new game]] in the series.
** Creator/HideoKojima had given Creator/MasahiroSakurai his blessing to add [[VideoGame/MetalGear Solid Snake]] to the series as soon as ''Melee'', but was not able to include him in the roster due to development being nearly complete at the time. He would instead make his debut in ''Brawl''.
** UsefulNotes/{{Mii}}s were considered to be added in ''Brawl'', but Creator/MasahiroSakurai decided against adding them because he could not figure out how to implement them at the time. They join in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', being characters with fully customizable movesets and appearances.
** The [[VideoGame/AnimalCrossing Villager]] was considered to join the battle in ''Brawl'', but Sakurai couldn't think of how to implement them due to how peaceful a game series ''Animal Crossing'' was. He ended up figuring it out when it came time to plan the base roster for ''[=3DS=] and Wii U''.
** Creator/ShigeruMiyamoto personally requested VideoGame/PacMan be made a playable character for ''Brawl'', as Pac-Man is his favorite video game character, but Sakurai was unable to think of a good moveset at the time. He would make his debut in ''[=3DS=] and Wii U'', which happened to be the first ''Smash'' game developed by [[Creator/BandaiNamcoEntertainment Bandai Namco]], which owns the character.
** Although [[Franchise/KingdomHearts Sora]] won the ballot deciding the final DLC character for the fourth game, the rights for him couldn't be obtained in time; so VideoGame/{{Bayonetta}}, the next-in-line amongst possible, negotiable characters, was added instead. Four years later, Sakurai finally managed to negotiate Sora's inclusion, and he became the final DLC character in ''Ultimate''.
* A section of Chapter 5 of ''VideoGame/KingsQuest2015'' consists of some ideas that were developed for earlier chapters (according to some concept art) but cut, among them a goblin riding on a rat and an entire song by Whisper. They surface here when old Graham becomes confused about the earlier stories he had told his granddaughter Gwendolyn, with her correcting him on the details as a meta-commentary (she literally says that the Whisper song, in particular, would've "made that chapter too long.")
* ''VideoGame/{{Undertale}}'' was originally going to have a magic system, but as the lore developed and humans were firmly established as non-magical, it had to be cut. ''VideoGame/{{Deltarune}}'' has you play as multiple people, and all of the non-humans do have access to magic.
* ''VideoGame/SakuraWars'':
** The concept where Maria Tachibana joined the Flower Division as its latest recruit from America following the Great Kanto Earthquake in ''VideoGame/SakuraWars1996'' would later be reused in ''Anime/SakuraWarsTheMovie'', with Ratchet Altair taking Maria's place.
** ''VideoGame/SakuraWars4FallInLoveMaidens'' was originally going to have Ichiro Ogami travel to New York City and Taiwan to lead the new combat revues that were based there. However, the plans were soon scrapped because the UsefulNotes/{{Dreamcast}} was ending production and Overworks was given only ten months to finish the game. The New York setting was eventually used for ''VideoGame/SakuraWarsSoLongMyLove''.
** Shanghai was one of the original Combat Revue candidates for the 1996 game, but it was scrapped before development began. It would eventually be included in ''VideoGame/SakuraWars2019''.
* ''VideoGame/{{Tekken}}'' was intended to have Devil Kazuya with wings (as seen in concept art), P. Jack with the ability to fly (he has a jetpack in the game though it is not functional), and Kunimitsu as a female character (she ended up using Yoshimitsu's male assets due to space limitations). In addition, the boss characters would have differed more substantially than being {{Moveset Clone}}s with a couple of extra moves. These were all implemented in ''VideoGame/Tekken2'', as the hardware was now up to the standard to include them.
* ''VideoGame/SpyroEnterTheDragonfly'':
** The plot was originally supposed to be DarkerAndEdgier than previous titles and to feel less kiddie and "more like the flavor of ''Literature/HarryPotter''". Sony vetoed this idea, but a similar idea was reuse years later with the first ContinuityReboot, ''VideoGame/TheLegendOfSpyro''.
** The game was also supposed to introduce a pink female dragon named "Ember". Due to developmental change, there wasn't anywhere in the game for her. She was scrapped but reused in ''VideoGame/SpyroAHerosTail'', where Ember shortly appeared for two scenes in the game (and can be played using a skin).
* ''Franchise/StreetFighter'':
** ''VideoGame/StreetFighterII'': Fei Long from ''[[UpdatedRerelease Super Street Fighter II]]'' was initially concepted as one half of a pair of Kung Fu twin brothers from Hong Kong. The plans fell through over not wanting another pair of {{Head Swap}}s, resulting in Dee Jay being added to the roster, but Capcom eventually had another go at their initial plan through ''VideoGame/StreetFighterIII''[='s=] Yun and Yang.
** Not so much a sequel, but another series in the same extended universe. One of the potential characters designed for ''Videogame/StreetFighterIII'' was "American Girl," a young female fighter clad in [[WearingAFlagOnYourHead a red, white and blue outfit]] and a pair of boxing gloves. While she didn't make it into ''III'', elements of her design were seemingly recycled for Tiffany Lords from ''Videogame/RivalSchools'', another Creator/{{Capcom}} fighting game.
** One of the proposed characters who didn't make it into ''Videogame/StreetFighterIV'' was "Fighting President," a [[ActionPolitician martial artist/politician]]. The concept was again submitted for the initial release of ''Videogame/StreetFighterV'', but didn't make it in that time either. The idea would eventually come to fruition with the introduction of G in ''[[UpdatedRerelease Street Fighter V: Arcade Edition]]''.
** Not only was ''VideoGame/StreetFighterV'' meant to have a more photorealistic art style (in lieu of the more stylized look the final game had), but Ryu's default costume, which was eventually relegated to an alternate, had him [[WalkingShirtlessScene missing his gi top]] and sporting ManlyFacialHair. Flash forward to [[https://www.youtube.com/watch?v=SwPzuBj01AM the reveal trailer]] for ''Videogame/StreetFighter6'', which not only showcases a photorealistic look for its characters, but also depicts Ryu as shirtless and bearded.
* ''VideoGame/{{Oddworld}}'':
** In Abe's Oddysee, there was originally going to be three native areas to visit in order to get the power of the Shrykull: the temperate forests of Paramonia, the dusty buttes of Scrabania and the lush jungles that would be the home of the Meeches. The last one was scrapped, but the idea of a jungle area was reused for the over-ground areas of Necrum in Abe's Exoddus.
** ''VideoGame/OddworldSoulstorm'' has quite a lot of this, due to its nature as being how the second chapter of the quintology was originally envisioned.
*** The 'Slig Mama' riot suppression tank is very similar in design to a more typical tank design seen in concepts for The Brutal Ballad of Fangus Klot, the unreleased spiritual sequel to ''VideoGame/OddworldStrangersWrath''.
*** A concept design for the Fleeches in Abe's Exoddus imagined a blob creature with only one mouth and a very long tongue. This idea was scrapped, but was refined into the Sleeches of the Necrum Sanctum.
*** The original concept of Sligs had a pole sticking up on top of their mechanical legs that flags and other accessories could be attached to. Soulstorm is the first game to fully use the concept, having every Slig wear an antenna on the pole.
*** Concepts of the Intern guards of ''VideoGame/OddworldMunchsOddysee'' show some of them wielding an electric stun baton called a 'Shock Rocker'. This weapon is wielded by some Sligs in Soulstorm.
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* ''VideoGame/JoJosBizarreAdventureAllStarBattle'': [[Manga/JoJosBizarreAdventureGoldenWind Leone Abbacchio]] was originally meant to be a playable character in ''[[VideoGame/JoJosBizarreAdventureEyesOfHeaven Eyes of Heaven]]'', but ended up being DummiedOut because the developers couldn't find a way to make Moody Blues work in a combat setting. Abbacchio would eventually end up becoming a playable character in ''All Star Battle'' thanks to ''[[UpdatedRerelease R]]''[='=]s second [[DownloadableContent Season Pass]].

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* ''VideoGame/JoJosBizarreAdventureAllStarBattle'': [[Manga/JoJosBizarreAdventureGoldenWind Leone Abbacchio]] was originally meant to be a playable character in ''[[VideoGame/JoJosBizarreAdventureEyesOfHeaven Eyes of Heaven]]'', but ended up being DummiedOut because the developers couldn't find a way to make [[GuardianEntity Moody Blues Blues]] work in a combat setting. Abbacchio would eventually end up becoming a playable character in ''All Star Battle'' thanks to ''[[UpdatedRerelease R]]''[='=]s second [[DownloadableContent Season Pass]].

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* The {{superboss}} of ''VideoGame/KirbyStarAllies'', [[spoiler:Morpho Knight]], was originally designed for the [[{{Vaporware}} canceled]] [=GameCube=] ''Franchise/{{Kirby}}'' game. Its concept art for said game was shown, without context, in the commemorative booklet about the franchise's history included with ''[[CompilationRerelease Kirby's Dream Collection]]'' in 2012.

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* ''VideoGame/JoJosBizarreAdventureAllStarBattle'': [[Manga/JoJosBizarreAdventureGoldenWind Leone Abbacchio]] was originally meant to be a playable character in ''[[VideoGame/JoJosBizarreAdventureEyesOfHeaven Eyes of Heaven]]'', but ended up being DummiedOut because the developers couldn't find a way to make Moody Blues work in a combat setting. Abbacchio would eventually end up becoming a playable character in ''All Star Battle'' thanks to ''[[UpdatedRerelease R]]''[='=]s second [[DownloadableContent Season Pass]].
* The {{superboss}} of ''VideoGame/KirbyStarAllies'', [[spoiler:Morpho Knight]], was originally designed for the [[{{Vaporware}} canceled]] cancelled]] [=GameCube=] ''Franchise/{{Kirby}}'' game. Its concept art for said game was shown, without context, in the commemorative booklet about the franchise's history included with ''[[CompilationRerelease Kirby's Dream Collection]]'' in 2012.


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* ''VideoGame/MarioKart'': Kamek was originally set to make his series debut in the Wii U version of ''VideoGame/MarioKart8'' after his spot in ''VideoGame/MarioKart64'' was taken by Donkey Kong, but ended up being DummiedOut, as his kart emblem was discovered in the game's files. It wouldn't be until ''VideoGame/MarioKartTour'', 23 years after ''64'', that he would make his playable debut, and it wouldn't be until ''[[UpdatedRerelease 8 Deluxe]]'' and the [[DownloadableContent Booster Course Pass]] that he would be properly added to the former game.
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** The Azure Flute was intended to allow the player to access an in-game event in ''VideoGame/PokemonDiamondAndPearl'' to obtain [[{{God}} Arceus]], but was never distributed. In ''VideoGame/PokemonLegendsArcues'', the flute becomes avalible to the player once they obtain all of Arceus's plates, and even acquirable for its original purpose in the [[VideoGame/PokemonBrilliantDiamondAndShiningPearl generation four remakes]] if you defeated [[BonusBoss Arceus]] in ''Legends Arceus''.

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** The Azure Flute was intended to allow the player to access an in-game event in ''VideoGame/PokemonDiamondAndPearl'' to obtain [[{{God}} Arceus]], but was never distributed. In ''VideoGame/PokemonLegendsArcues'', ''VideoGame/PokemonLegendsArceus'', the flute becomes avalible to the player once they obtain all of Arceus's plates, and even acquirable for its original purpose in the [[VideoGame/PokemonBrilliantDiamondAndShiningPearl generation four remakes]] if you defeated [[BonusBoss [[TrueFinalBoss Arceus]] in ''Legends Arceus''.
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Added DiffLines:

** The Azure Flute was intended to allow the player to access an in-game event in ''VideoGame/PokemonDiamondAndPearl'' to obtain [[{{God}} Arceus]], but was never distributed. In ''VideoGame/PokemonLegendsArcues'', the flute becomes avalible to the player once they obtain all of Arceus's plates, and even acquirable for its original purpose in the [[VideoGame/PokemonBrilliantDiamondAndShiningPearl generation four remakes]] if you defeated [[BonusBoss Arceus]] in ''Legends Arceus''.
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** Tremor was originally planned to appear as one of the new characters in ''Videogame/MortalKombatTrilogy'', but was dropped in favor of Rain. He would eventually be revived as an unplayable boss in ''Videogame/MortalKombatSpecialForces'' before finally becoming a playable DLC character many years later in ''Videogame/MortalKombatX''.

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** Tremor was originally planned to appear as one of the new characters in ''Videogame/MortalKombatTrilogy'', but was dropped in favor of Rain. He would eventually be revived as an unplayable boss in ''Videogame/MortalKombatSpecialForces'' and, later, a Challenge Tower character in the PS Vita port of ''Videogame/MortalKombat9'', before finally becoming making a fully playable debut as a DLC character many years later fighter in ''Videogame/MortalKombatX''.
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* ''Videogame/MortalKombat'':

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* ''Videogame/MortalKombat'':''Franchise/MortalKombat'':
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** The original concept design for Baraka from ''Videogame/MortalKombatII'' was of a masked human warrior who would fight with a pair of Chinese hook swords, which was discarded in favor of the iconic blade-armed mutant everyone knows and loves. However, the initial premise would eventually be revived as Kabal in [[Videogame/MortalKombat3 the very next game]].

to:

** The original concept design for Baraka from ''Videogame/MortalKombatII'' was of a masked human warrior who would fight with a pair of Chinese hook swords, which was discarded in favor of the iconic blade-armed mutant everyone knows and loves. However, the initial premise would eventually be revived as revisited with the new character Kabal in [[Videogame/MortalKombat3 the very next game]].
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** Character/TheJoker's Gunshot fatality from ''VideoGame/MortalKombatVsDCUniverse'' had to be toned down in order for the game to get a T rating. The original uncensored fatality was later given to Shang Tsung in ''VideoGame/MortalKombat9''.

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** Character/TheJoker's Comicbook/TheJoker's Gunshot fatality from ''VideoGame/MortalKombatVsDCUniverse'' had to be toned down in order for the game to get a T rating. The original uncensored fatality was later given to Shang Tsung in ''VideoGame/MortalKombat9''.
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** Characters/TheJoker's Gunshot fatality from ''VideoGame/MortalKombatVsDCUniverse'' had to be toned down in order for the game to get a T rating. The original uncensored fatality was later given to Shang Tsung in ''VideoGame/MortalKombat9''.

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** Characters/TheJoker's Character/TheJoker's Gunshot fatality from ''VideoGame/MortalKombatVsDCUniverse'' had to be toned down in order for the game to get a T rating. The original uncensored fatality was later given to Shang Tsung in ''VideoGame/MortalKombat9''.

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* ''Videogame/MortalKombat'':
** The original concept design for Baraka from ''Videogame/MortalKombatII'' was of a masked human warrior who would fight with a pair of Chinese hook swords, which was discarded in favor of the iconic blade-armed mutant everyone knows and loves. However, the initial premise would eventually be revived as Kabal in [[Videogame/MortalKombat3 the very next game]].
** Tremor was originally planned to appear as one of the new characters in ''Videogame/MortalKombatTrilogy'', but was dropped in favor of Rain. He would eventually be revived as an unplayable boss in ''Videogame/MortalKombatSpecialForces'' before finally becoming a playable DLC character many years later in ''Videogame/MortalKombatX''.
** Characters/TheJoker's Gunshot fatality from ''VideoGame/MortalKombatVsDCUniverse'' had to be toned down in order for the game to get a T rating. The original uncensored fatality was later given to Shang Tsung in ''VideoGame/MortalKombat9''.



* Joker's Gunshot fatality from ''VideoGame/MortalKombatVsDCUniverse'' had to be toned down in order for the game to get a T rating. The original uncensored fatality was later given to Shang Tsung in ''VideoGame/MortalKombat9''.
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*** Creator/EijiAonuma stated that this is the case for the two additional dungeons that didn't make the cut due to time constraints, which is why [[UpdatedRerelease the HD remake]] didn't incorporate them.

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*** Creator/EijiAonuma stated that this is the case for the two additional dungeons that didn't make the cut due to time constraints, which is why [[UpdatedRerelease the HD remake]] didn't incorporate them.them, though he's never revealed which ''Zelda'' games made in the interim used those scrapped concepts.

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