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* ''Videogame/MonkeyIsland2LeChucksRevenge'' incoporates a concept for Ron Gilbert's original pitch for ''Videogame/TheSecretOfMonkeyIsland'' (at this point called Mutiny On Monkey Island), where Melee Island was led by the dictator Governor Fat [sic], now renamed Phatt and running an island he has named after himself. Much like the original idea, he is an aging dictator who once struck fear in the hearts of inhabitants but now is too lazy to do anything and thus gets his inept right hand man to do his dirty work.=
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* ''RefittedForSequel/{{Unreal}}AgeOfEmpires''

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* ''RefittedForSequel/{{Unreal}}AgeOfEmpires''''RefittedForSequel/AgeOfEmpires''
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* ''RefittedForSequel/{{Unreal}}AgeOfEmpires''
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* ''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.
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* ''VideoGame/{{Marathon}} 2: Durandal'' had a set of concept art produced for it around "fungal zombie" versions of both alien enemies and human allies, with growth stalks coming out of their necks which pushed their heads aside. This would never be realized in the ''Marathon'' series itself, but Creator/{{Bungie}} did bring the concept back to ''Marathon's'' SpiritualSuccessor ''Franchise/{{Halo}}'' in the form of The Flood.

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* ''VideoGame/SeriousSam'':
** Earlier builds of ''VideoGame/SeriousSamTheFirstEncounter'' featured a DeathRay weapon called the "Ghostbuster" that was scrapped due to issues with the model. The weapon was reimplemented in the ''Serious Sam Classics: Revolution'' port, the version 2.90 update for ''VideoGame/SeriousSamII'', and the "Death Ray" add-on to the Lasergun in ''VideoGame/SeriousSam4'' functions similarly to it.

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* ''VideoGame/SeriousSam'':
**
Earlier builds of ''VideoGame/SeriousSamTheFirstEncounter'' featured a DeathRay weapon called the "Ghostbuster" that was scrapped due to issues with the model. The weapon was reimplemented in the ''Serious Sam Classics: Revolution'' port, the version 2.90 update for ''VideoGame/SeriousSamII'', and the "Death Ray" add-on to the Lasergun in ''VideoGame/SeriousSam4'' functions similarly to it.



*** One of the pieces of Pirate Equipment that was scrapped in ''Pirate's Curse'' was a grappling anchor. It was later incorporated into the "Pirate Queen's Quest" mode of ''Half-Genie Hero''.

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*** ** One of the pieces of Pirate Equipment that was scrapped in ''Pirate's Curse'' was a grappling anchor. It was later incorporated into the "Pirate Queen's Quest" mode of ''Half-Genie Hero''.
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* TroubledProduction: The release date for ''Pirate's Curse'' was pushed back from "2013" to Holiday 2013 to Summer 2014 to finally October 2014. Adding in a contract with Inti Creates mid-development, not to mention the shifting of personnel to work on ''Half-Genie Hero'', are probably the main contenders in the delays.

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** In ''VideoGame/PokemonRedAndBlue'', there was supposed to be a [[http://cdn.bulbagarden.net/upload/0/0b/Early_Leaf.png character]] who seemed to be a female protagonist. She was never added, probably due to the fact the cart couldn't handle much more data, but was the basis for Green in ''Manga/PokemonAdventures''. Eight years later, the character was reused for ''[[VideoGameRemake FireRed/LeafGreen]]'' as a protagonist (called "Leaf"), with new clothes and different bangs, and then reused again later with Green's appearance in ''VideoGame/PokemonLetsGoPikachuAndEevee''.
** DummiedOut battle data in ''Red and Blue'' showed that there was once going to be [[spoiler:a BonusBoss fight against Professor Oak, who would use the starter not chosen by you or your rival]]. This came back in ''VideoGame/PokemonSunAndMoon'' for [[spoiler:the FinalBoss fight against Professor Kukui, who pulls the same stunt]].

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** In ''VideoGame/PokemonRedAndBlue'', there was supposed to be a [[http://cdn.bulbagarden.net/upload/0/0b/Early_Leaf.png character]] who seemed to be a female protagonist. She was never added, probably due to the fact the cart couldn't handle much more data, but was the basis for Green in ''Manga/PokemonAdventures''. Eight years later, the character was reused resigned for ''[[VideoGameRemake FireRed/LeafGreen]]'' as a protagonist (called (now called "Leaf"), with new clothes and different bangs, and then reused bangs. A variant on the original design created once again later for ''VideoGame/PokemonLetsGoPikachuAndEevee'', with Green's appearance in ''VideoGame/PokemonLetsGoPikachuAndEevee''.
Green acting as a late-game NPC alongside Red.
** DummiedOut battle data in ''Red and Blue'' showed that there was once going to be [[spoiler:a BonusBoss fight against Professor Oak, who would use the starter not chosen by you or your rival]]. This concept came back in ''VideoGame/PokemonSunAndMoon'' for [[spoiler:the FinalBoss fight against Professor Kukui, who pulls the same stunt]].


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* ''VideoGame/{{Shantae}}'':
** 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 (''Half-Genie Hero'') would give Risky Boots, Bolo, Rottytops, and Sky their own campaigns; "Pirate Queen's Quest" and "Friends to the End", respectively.
*** One of the pieces of Pirate Equipment that was scrapped in ''Pirate's Curse'' was a grappling anchor. It was later incorporated into the "Pirate Queen's Quest" mode of ''Half-Genie Hero''.
** 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.
* TroubledProduction: The release date for ''Pirate's Curse'' was pushed back from "2013" to Holiday 2013 to Summer 2014 to finally October 2014. Adding in a contract with Inti Creates mid-development, not to mention the shifting of personnel to work on ''Half-Genie Hero'', are probably the main contenders in the delays.
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** The death of [[spoiler:Ryoma Hoshi]] from ''VisualNovel/DanganronpaV3KillingHarmony'' was reworked from the unused execution of [[spoiler:Aoi Asahina]] in the first game. Similarly, the execution of [[spoiler:Kirumi Tojo]] has some elements of [[spoiler:Kiyotaka]] and [[spoiler:Byakuya]]'s unused executions.
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*** WordOfGod is 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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*** WordOfGod is 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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** WordOfGod says most of the new Pokémon introduced in ''VideoGame/PokemonGoldAndSilver'' were originally planned to be in ''Red and Blue'' before being cut for space. Subverted with the Kotora family, however, since they were cut from ''Red and Blue'', added into the Spaceworld prototype of ''Gold and Silver'', and then cut ''again''.

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** WordOfGod says most of the new Pokémon introduced in ''VideoGame/PokemonGoldAndSilver'' were originally planned to be in ''Red and Blue'' before being cut for space. Subverted with the Kotora family, however, since they were cut from ''Red and Blue'', added into the Spaceworld prototype of ''Gold and Silver'', and then cut ''again''. They may have ultimately gone on to inspire the Shinx line, another three-stage family of Electric-type big cats.
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*** The game was originally planned to have an Ice Temple and a Wind Temple, hence why two of the Medallion icons are modeled after ice and wind respectively (it also explains why the Forest and Water routes in Ganon's Tower are themed around wind and ice, again respectively). They were replaced with the Forest Temple and the Water Temple, which ended up relegating the Ice Cavern to a MiniDungeon. ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' eventually introduced the Wind Temple, while the posthumous former sage of that dungeon, Fado, is named after the character who was going to be the sage of the scrapped ''Ocarina'' version before Saria took the role for the repurposed version. Ice-themed dungeons went on to appear in subsequent games, including an Ice Temple by name in ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]''.

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*** The game was originally planned to have a Wind Temple and an Ice Temple, which would be replaced with the Forest Temple and Water Temple respectively (the Ice Temple and ended up being relegated to the Ice Cavern to a Wind Temple, hence MiniDungeon). This explains why two of the Medallion icons for the two temples are modeled after wind and ice and wind respectively (it also ''also'' explains why the Forest and Water routes in Ganon's Tower are themed around wind and ice, again respectively). They were replaced with the Forest Temple and the Water Temple, which ended up relegating the Ice Cavern to a MiniDungeon.respectively. ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' eventually introduced the Wind Temple, while the posthumous former sage of that dungeon, Fado, is named after the character who was going to be the sage of the scrapped ''Ocarina'' version before Saria took the role for the repurposed version. Ice-themed dungeons went on to appear in subsequent games, including an Ice Temple by name in ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]''.



** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' had more DLC conceptualized than what was officially released in the Expansion Pass. However, as the number of DLC ideas and the size of the content were substantial, the development team decided these ideas would serve better as building blocks of a direct sequel.

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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' had more DLC conceptualized than what was officially released in the Expansion Pass. However, as the number of DLC ideas and the size of the content were substantial, the development team decided these ideas would serve better as building blocks of a for the direct sequel.
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** 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).

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** In a case of "Refitted for Crossover", [[DiesDifferentlyInAdaptation Ursula's death]] in ''VideoGame/KingdomHeartsII'', where prince 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).
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Serious Sam 2 was patched today. yah idk either


** Earlier builds of ''VideoGame/SeriousSamTheFirstEncounter'' featured a DeathRay weapon called the "Ghostbuster" that was scrapped due to issues with the model. The weapon was reimplemented in the ''Serious Sam Classics: Revolution'' port and the "Death Ray" add-on to the Lasergun in ''VideoGame/SeriousSam4'' functions similarly to it.

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** Earlier builds of ''VideoGame/SeriousSamTheFirstEncounter'' featured a DeathRay weapon called the "Ghostbuster" that was scrapped due to issues with the model. The weapon was reimplemented in the ''Serious Sam Classics: Revolution'' port port, the version 2.90 update for ''VideoGame/SeriousSamII'', and the "Death Ray" add-on to the Lasergun in ''VideoGame/SeriousSam4'' functions similarly to it.
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** 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''.

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* From the second ''VideoGame/DevilMayCry'' game, series director Hideaki Itsuno wanted to implement a motorbike weapon into the series, but was limited by time and struggled to return to the idea until ''VideoGame/DevilMayCry5'' with the weapon Cavaliere, which acts as a motorbike and splits into dual buzzsaws, and is a fan favourite weapon.

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* ''VideoGame/DevilMayCry'':
**
From the second ''VideoGame/DevilMayCry'' game, series director Hideaki Itsuno wanted to implement a motorbike weapon into the series, but was limited by time and struggled to return to the idea until ''VideoGame/DevilMayCry5'' with the weapon Cavaliere, which acts as a motorbike and splits into dual buzzsaws, and is a fan favourite weapon.
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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 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 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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** In ''VideoGame/PokemonRedAndBlue'', there was supposed to be a [[http://cdn.bulbagarden.net/upload/0/0b/Early_Leaf.png character]] who seemed to be a female protagonist. She was never added, probably due to the fact the cart couldn't handle much more data, but was the basis for Green in ''Manga/PokemonAdventures''. Eight years later, the character was reused for ''[[VideoGameRemake FireRed/LeafGreen]]'' as a protagonist (called "Leaf"), with new clothes and different bangs, and then reused again later with [[spoiler:Green]] from ''VideoGame/PokemonLetsGoPikachuAndEevee''.

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** In ''VideoGame/PokemonRedAndBlue'', there was supposed to be a [[http://cdn.bulbagarden.net/upload/0/0b/Early_Leaf.png character]] who seemed to be a female protagonist. She was never added, probably due to the fact the cart couldn't handle much more data, but was the basis for Green in ''Manga/PokemonAdventures''. Eight years later, the character was reused for ''[[VideoGameRemake FireRed/LeafGreen]]'' as a protagonist (called "Leaf"), with new clothes and different bangs, and then reused again later with [[spoiler:Green]] from Green's appearance in ''VideoGame/PokemonLetsGoPikachuAndEevee''.



** The music for the Clefairy dance on Mt. Moon in ''Gold & Silver'' is recycled from an early draft for the Trainer victory theme in Generation I. Interestingly, it's also used as the battle victory theme in ''VideoGame/PokemonStadium 2''.

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** The music for the Clefairy dance on Mt. Moon in ''Gold & Silver'' is recycled from an early draft for the Trainer victory theme in Generation I. Interestingly, it's also used as the battle victory theme This tune was recycled again in ''VideoGame/PokemonStadium 2''.''VideoGame/PokemonStadium2'' and ''VideoGame/PokemonDiamondAndPearl''.
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fixed errors


*** Nero was originally going to receive a [[https://i.redd.it/ul190px2bwj11.jpg more traditional Devil Trigger]], but ultimately only had a ghostly Devil Trigger. [[spoiler: At the end of the 5th game, Nero finally achieves his true Devil Trigger.]]

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*** Nero was originally going to receive a [[https://i.redd.it/ul190px2bwj11.jpg more traditional Devil Trigger]], but ultimately only had a ghostly Devil Trigger. [[spoiler: At the end of the 5th game, Nero finally achieves his true [[https://i.pinimg.com/originals/88/b6/55/88b655f3e58c5368272b37e4636903be.jpg Devil Trigger.Trigger]].]]



*** Concept art shows that Dante was going to receive a [[https://i.redd.it/is6iydikqbn11.jpg "Perfect" Devil Trigger]] that was more powerful and less human than his normal one. This was repurposed into the [[spoiler: [[https://i.pinimg.com/originals/7d/1e/a6/7d1ea6df9118446fb0ae0af99fef8126.jpg Sin Devil Trigger]],]] which combines aspects of the design and gameplay with the [[https://static.wikia.nocookie.net/devilmaycry/images/4/43/Devil_Trigger_5sCQ.jpg/revision/latest?cb=20190519234016 Main Devil Trigger]] from ''VideoGame/DevilMayCry2''.

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*** Concept art shows that Dante was going to receive a [[https://i.redd.it/is6iydikqbn11.jpg "Perfect" Devil Trigger]] that was more powerful and less human than his normal one. This was repurposed into the [[spoiler: [[https://i.pinimg.com/originals/7d/1e/a6/7d1ea6df9118446fb0ae0af99fef8126.jpg Sin Devil Trigger]],]] which combines aspects of the design and gameplay with the [[https://static.wikia.nocookie.net/devilmaycry/images/4/43/Devil_Trigger_5sCQ.jpg/revision/latest?cb=20190519234016 Main [[https://i.pinimg.com/originals/15/ae/17/15ae1793e5ff13b6ce67b8dca74b8679.jpg Majin Devil Trigger]] from ''VideoGame/DevilMayCry2''.

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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.



* ''VideoGame/HollowKnightSilksong'' started out as another [=DLC=] for ''VideoGame/HollowKnight'' (which was promised by its Kickstarter goal incentive) until the developers saw how large and ambitious it was getting and, quite similar to the example with ''Breath of the Wild'' below, decided to just make it a full-on sequel.



* 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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*** Concept art shows that Dante was going to receive a [[https://i.redd.it/is6iydikqbn11.jpg "Perfect" Devil Trigger]] that was more powerful and less human than his normal one. This was repurposed into the [[spoiler: Sin Devil Trigger,]] which combines aspects of the design and gameplay with the [[https://static.wikia.nocookie.net/devilmaycry/images/4/43/Devil_Trigger_5sCQ.jpg/revision/latest?cb=20190519234016 Main Devil Trigger]] from ''VideoGame/DevilMayCry2''.

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*** Concept art shows that Dante was going to receive a [[https://i.redd.it/is6iydikqbn11.jpg "Perfect" Devil Trigger]] that was more powerful and less human than his normal one. This was repurposed into the [[spoiler: [[https://i.pinimg.com/originals/7d/1e/a6/7d1ea6df9118446fb0ae0af99fef8126.jpg Sin Devil Trigger,]] Trigger]],]] which combines aspects of the design and gameplay with the [[https://static.wikia.nocookie.net/devilmaycry/images/4/43/Devil_Trigger_5sCQ.jpg/revision/latest?cb=20190519234016 Main Devil Trigger]] from ''VideoGame/DevilMayCry2''.
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* From the second ''VideoGame/DevilMayCry'' game, series director Hideaki Itsuno wanted to implement a motorbike weapon into the series, but was limited by time and struggled to return to the idea until ''VideoGame/DevilMayCry5'' with the weapon Cavaliere, which acts as a motorbike and splits into dual buzzsaws, and is a fan favourite weapon.
** ''VideoGame/DevilMayCry4'' was forced to cut multiple aspects due to limited development that were brought back in ''VideoGame/DevilMayCry5''.
*** Nero was originally going to receive a [[https://i.redd.it/ul190px2bwj11.jpg more traditional Devil Trigger]], but ultimately only had a ghostly Devil Trigger. [[spoiler: At the end of the 5th game, Nero finally achieves his true Devil Trigger.]]
*** Dante was originally going to receive his Devil Arms from bosses as he did in ''VideoGame/DevilMayCry3'', with the defeated bosses becoming weapons, but in the final game he only fights the same bosses as Nero. One of his weapons, Gilgamesh, was repurposed as a boss in the 5th game, though likely in a different fashion than originally intended.
*** Concept art shows that Dante was going to receive a [[https://i.redd.it/is6iydikqbn11.jpg "Perfect" Devil Trigger]] that was more powerful and less human than his normal one. This was repurposed into the [[spoiler: Sin Devil Trigger,]] which combines aspects of the design and gameplay with the [[https://static.wikia.nocookie.net/devilmaycry/images/4/43/Devil_Trigger_5sCQ.jpg/revision/latest?cb=20190519234016 Main Devil Trigger]] from ''VideoGame/DevilMayCry2''.
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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.

to:

* 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.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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** Artbooks showed early ideas for Hunters to be able to use various bugs to assist and fight monsters. This was finally implemented in the fourth generation as the Insect Glaive.

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** Artbooks showed early ideas for Hunters to be able to use various bugs to assist and fight monsters. This was finally implemented in the fourth generation as the 4th generation's Insect Glaive.Glaive, ''World's'' Scoutflies, and ''Rise's'' Wirebugs.
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* ''VideoGame/SeriousSam'':
** Earlier builds of ''VideoGame/SeriousSamTheFirstEncounter'' featured a DeathRay weapon called the "Ghostbuster" that was scrapped due to issues with the model. The weapon was reimplemented in the ''Serious Sam Classics: Revolution'' port and the "Death Ray" add-on to the Lasergun in ''VideoGame/SeriousSam4'' functions similarly to it.
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Title localization


* ''{{Franchise/Danganronpa}}'':

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* ''{{Franchise/Danganronpa}}'':''Franchise/{{Danganronpa}}'':



** Concept art for Mondo Owada had a design that would later be used for Gundham Tanaka in ''VisualNovel/SuperDanganRonpa2.''

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** Concept art for Mondo Owada had a design that would later be used for Gundham Tanaka in ''VisualNovel/SuperDanganRonpa2.''VisualNovel/Danganronpa2GoodbyeDespair.''
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** [[LimitBreak Final Smashes]] were intended to be included as early as the original UsefulNotes/Nintendo64 game, based on [[DummiedOut unused audio files]], but 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 game, based on [[DummiedOut unused audio files]], 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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** 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. However, this also led to the creation of the game's sequel, ''VideoGame/SuperMarioGalaxy2'', which became of these abandoned concepts (to the point that the disc name for it is "SUPER_MARIO_GALAXY_MORE"), as well as an EarlyBirdCameo of Yoshi in the first game as two different planets encountered there.

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** 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. However, this also led They were planned to be implemented in an {{expansion pack}} called ''Super Mario Galaxy More'', but the creation of the game's sequel, ''VideoGame/SuperMarioGalaxy2'', development team decided that they had more than enough ideas to justify making a full-fledged sequel instead, which became of these abandoned concepts (to the point that the disc name for it is "SUPER_MARIO_GALAXY_MORE"), as well as an EarlyBirdCameo of Yoshi in the first game as two different planets encountered there.''VideoGame/SuperMarioGalaxy2''.



** Ditto from the ''Franchise/{{Pokemon}}'' series was meant to be among the Poké Ball summons in ''VideoGame/SuperSmashBrosMelee''. When summoned, it would replicate the user and fight. As it cannot work with the hardware without crashing, Ditto was scrapped... until ''VideoGame/SuperSmashBrosUltimate'', when it finally got a chance to shine.
** [[Franchise/SuperMarioBros Bowser]], [[Franchise/{{Kirby}} King Dedede]], and [[Franchise/{{Pokemon}} Mewtwo]] were meant to be in the [[VideoGame/SuperSmashBros64 first game]]; they did not get in due to time and budget constraints. Bowser and Mewtwo would eventually make it into ''[[VideoGame/SuperSmashBrosMelee Melee]]'', while King Dedede would not join until ''[[VideoGame/SuperSmashBrosBrawl Brawl]]''. [[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 lead to [[VideoGame/KidIcarusUprising a new game]] after over two decades.
** 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 the series in ''Brawl''.
** UsefulNotes/{{Mii}}s were also considered to be added in ''Brawl'', but Creator/MasahiroSakurai decided against adding them, because, at the time, he could not figure out how to implement them. They join in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' as fully customizable characters.
** The [[VideoGame/AnimalCrossing Villager]] was considered to join the battle in ''Brawl'', but Sakurai likewise decided not to include him because ''Animal Crossing'' being about as peaceful as a video game series can get, he couldn't think of any good moves to give him. By the time the fourth game started development, he eventually did find good moves for him, and thus the Villager became playable.
** Creator/ShigeruMiyamoto personally requested VideoGame/PacMan be made a playable character for ''Brawl'' (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 ''U/3DS'', and indeed, most of his attacks there draw inspiration from other classic [[Creator/BandaiNamcoEntertainment Namco]] games rather than his home series alone.
** [[LimitBreak Final Smashes]] were intended to be included in the original UsefulNotes/Nintendo64 game, as evidenced by [[DummiedOut unused audio files]], but weren't added in until ''Brawl'' on the UsefulNotes/{{Wii}}.

to:

** Ditto from the ''Franchise/{{Pokemon}}'' series was meant to be among the Poké Ball summons introduced in ''VideoGame/SuperSmashBrosMelee''. When summoned, ''VideoGame/SuperSmashBrosMelee'', with the idea being that it would replicate take the user form of the player who activated it and fight. As it cannot work with the hardware function as a temporary AI teammate. The [=GameCube=] couldn't pull this off without crashing, Ditto however, so the concept was scrapped... shelved until ''VideoGame/SuperSmashBrosUltimate'', when it finally got a chance to shine.
''VideoGame/SuperSmashBrosUltimate'' over 15 years later.
** [[Franchise/SuperMarioBros Bowser]], [[Franchise/{{Kirby}} King Dedede]], and [[Franchise/{{Pokemon}} Mewtwo]] were meant planned to be in the [[VideoGame/SuperSmashBros64 first game]]; they did not get in due to time and budget constraints. Bowser and Mewtwo would eventually make it into ''[[VideoGame/SuperSmashBrosMelee Melee]]'', while King Dedede would not join until ''[[VideoGame/SuperSmashBrosBrawl Brawl]]''. Brawl]]''.
** [[LimitBreak Final Smashes]] were intended to be included as early as the original UsefulNotes/Nintendo64 game, based on [[DummiedOut unused audio files]], but weren't added in until ''Brawl'' on the UsefulNotes/{{Wii}}.
**
[[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'', ''Brawl'' with an updated appearance, which would lead inspire Sakurai to create [[VideoGame/KidIcarusUprising a new game]] after over two decades.
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, would instead make his debut in the series in ''Brawl''.
** UsefulNotes/{{Mii}}s were also considered to be added in ''Brawl'', but Creator/MasahiroSakurai decided against adding them, because, at the time, them because he could not figure out how to implement them. them at the time. They join in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' as ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', being characters with fully customizable characters.
movesets and appearances.
** The Likewise, the [[VideoGame/AnimalCrossing Villager]] was considered to join the battle in ''Brawl'', but Sakurai likewise decided not couldn't think of how to include him because implement them due to how peaceful a game series ''Animal Crossing'' being about as peaceful as a video game series can get, he couldn't think of any good moves to give him. By the was. He ended up figuring it out when it came time to plan the fourth game started development, he eventually did find good moves base roster for him, ''[=3DS=] and thus the Villager became playable.
Wii U''.
** Creator/ShigeruMiyamoto personally requested VideoGame/PacMan be made a playable character for ''Brawl'' (Pac-Man ''Brawl'', as Pac-Man is his favorite video game character), character, but -- like the previous two examples -- Sakurai was unable to think of a good moveset at the time. He would make his debut in ''U/3DS'', ''[=3DS=] and indeed, most of his attacks there draw inspiration from other classic Wii U'', which happened to be the first ''Smash'' game developed by [[Creator/BandaiNamcoEntertainment Namco]] games rather than his home series alone.
** [[LimitBreak Final Smashes]] were intended to be included in
Bandai Namco]], which owns the original UsefulNotes/Nintendo64 game, as evidenced by [[DummiedOut unused audio files]], but weren't added in until ''Brawl'' on the UsefulNotes/{{Wii}}.character.

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* ''VideoGame/FalloutVanBuren'' was canceled, but the majority of the plot and Caesar's Legion was incorporated into ''New Vegas''. And the parts of ''Van Buren'' that weren't part of ''New Vegas'' proper were used for DLC, namely ''Honest Hearts''.
* The DLC to ''VideoGame/FalloutNewVegas'' is based around this. Originally the base game was going to have another companion named Ulysses, a Legion sympathizer. He was removed from the main game, but was expanded to [[GreaterScopeVillain having a major role in the backstories of the first three DLCs]] and then becoming the BigBad of ''Lonesome Road''.

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* ''VideoGame/FalloutNewVegas'':
**
''VideoGame/FalloutVanBuren'' was canceled, but the majority of the plot and Caesar's Legion was incorporated into ''New Vegas''. And the parts of ''Van Buren'' that weren't part of ''New Vegas'' proper were used for DLC, namely ''Honest Hearts''.
* ** The DLC to ''VideoGame/FalloutNewVegas'' ''New Vegas'' is based around this. Originally the base game was going to have another companion named Ulysses, a Legion sympathizer. He was removed from the main game, but was expanded to [[GreaterScopeVillain having a major role in the backstories of the first three DLCs]] and then becoming the BigBad of ''Lonesome Road''.



* Artbooks for the ''VideoGame/MonsterHunter'' series showed early ideas for Hunters to be able to use various bugs to assist and fight monsters. This was finally implemented in the fourth generation as the Insect Glaive.

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* ''VideoGame/MonsterHunter'':
**
Artbooks for the ''VideoGame/MonsterHunter'' series showed early ideas for Hunters to be able to use various bugs to assist and fight monsters. This was finally implemented in the fourth generation as the Insect Glaive.Glaive.
** The artbooks also feature concept art of an unused "Crypt Hydra", a two-headed {{mummy}} snake creature, hailing from before it was decided that the series would go for a LowFantasy setting. The two-headed serpent concept was eventually reused in ''Monster Hunter Generations'' with Nakarkos, with the hydra heads serving as disguised tentacles for the giant cuttlefish-dragon.
** Some artwork from ''Generations'' shows a scrapped gunner weapon taking the form of a "Hunting Hound", a customizable canine companion which the player would guide into battle. The idea was later revisited in ''VideoGame/MonsterHunterRise'' with the Palamute companions.
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!! Games with their own pages:
[[index]]
* ''RefittedForSequel/{{Unreal}}''
[[/index]]
----
* ''VideoGame/CallOfDuty'':
** ''VideoGame/ModernWarfare2'' has a level ("Contingency") with a setpiece that can't be seen during normal gameplay -- as you fight off enemy forces, Price goes inside the Russian submarine and activates a nuclear missile. It was originally possible to follow Price inside the sub yourself (instead of being stuck outside on the dock), and could watch as he went through the process of arming and firing the missile in real-time. Come ''VideoGame/ModernWarfare3'', the first level of the game concludes with a sequence where you follow your AI partner inside a similar Russian submarine to disable it, using the same animations and level layout as the scrapped sub interior from the previous game.
** ''Modern Warfare 2'' also had a planned (but scrapped early on) sequence where Russian forces would invade the International Space Station (ISS), forcing the onboard staff members to defend the station and prevent it from being hacked. This was stripped down in the final game to an interactive cutscene where an astronaut watches the nuclear device detonate before being hit by a shockwave. ''VideoGame/CallOfDutyGhosts'' reuses the level idea for the first stage, where a pair of scientists defend the ODIN space station from enemy forces before it disintegrates and the player character(s) accept their fate.
* ''{{Franchise/Danganronpa}}'':
** More like "Refitted For Another Franchise," but the beta for ''[[VisualNovel/DanganronpaTriggerHappyHavoc Danganronpa]]'', originally called ''DISTRUST,'' had a trust mechanic that decided the fates of certain characters. This would later be reused for ''VisualNovel/VirtuesLastReward,'' the second game in the ''VisualNovel/ZeroEscape'' series, also by Spike Chunsoft.
** Concept art for Mondo Owada had a design that would later be used for Gundham Tanaka in ''VisualNovel/SuperDanganRonpa2.''
* ''Franchise/{{Doom}}'':
** An early version of ''VideoGame/DoomII''[='s=] Map 10 can be found in an alpha version of the first game.
** The footage leaked from the original version of ''Doom 4'' showed human soldiers preparing to fight off a demonic invasion on Earth, meant as both a supposed sequel to the events of ''VideoGame/Doom3'' and a remake of ''Doom II''. While the game ended up turning into the rather different ''VideoGame/Doom2016'', the "Hell on Earth" concept was reused for its sequel ''VideoGame/DoomEternal''.
* ''VideoGame/DragonAgeII'' was supposed to receive an ExpansionPack, titled ''The Exalted March'', which would concern the eponymous holy crusade against Kirkwall and Hawke's efforts to repel it. Due to ''[=DA2=]'' cold reception, the plans for the expansion were aborted, but WordOfGod is that most of its storyline was incorporated into ''VideoGame/DragonAgeInquisition'', the third core installment, in one way or another.
* ''VideoGame/FalloutVanBuren'' was canceled, but the majority of the plot and Caesar's Legion was incorporated into ''New Vegas''. And the parts of ''Van Buren'' that weren't part of ''New Vegas'' proper were used for DLC, namely ''Honest Hearts''.
* The DLC to ''VideoGame/FalloutNewVegas'' is based around this. Originally the base game was going to have another companion named Ulysses, a Legion sympathizer. He was removed from the main game, but was expanded to [[GreaterScopeVillain having a major role in the backstories of the first three DLCs]] and then becoming the BigBad of ''Lonesome Road''.
* ''VideoGame/KirbyStarAllies'' has two examples:
** The design for the BonusBoss, [[spoiler:Morpho Knight]], is based on a piece of concept art for the cancelled [=GameCube=] Kirby game. The artbook in which the design previously appeared labeled it as [[spoiler:"Meta Knight"]], though it's unclear what the design was truly for.
** The concept of a final boss with heavy connections to [[spoiler:Dark Matter]] was initially intended for ''VideoGame/KirbyPlanetRobobot''. Concept art reveals that [[spoiler:Star Dream, rather than linking with the Access Ark which would reveal itself as a machine similar to [[VideoGame/KirbySuperStar Galactic Nova]], would have revealed itself to be a robot modeled after [[VideoGame/Kirby64TheCrystalShards Zero Two]]]]. ''Star Allies'' reworks the idea of [[spoiler:a destructive boss linked to Zero and Dark Matter into Void Termina]]. Concept art (presumably for the [[TrueFinalBoss Soul fight]]) even shows Kirby in an area baring a similarity to [[spoiler:Void Termina's innards]].
* ''Franchise/TheLegendOfZelda'':
** ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'':
*** The Horse Call in ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' dates back to this game. It was originally a Reed Whistle but was scrapped in favor of Epona's Song. Another planned mechanic with Epona for the 1998 game was being able to use swordplay while riding her, which was added in ''Twilight Princess'' as well.
*** The game was originally planned to have an Ice Temple and a Wind Temple, hence why two of the Medallion icons are modeled after ice and wind respectively (it also explains why the Forest and Water routes in Ganon's Tower are themed around wind and ice, again respectively). They were replaced with the Forest Temple and the Water Temple, which ended up relegating the Ice Cavern to a MiniDungeon. ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' eventually introduced the Wind Temple, while the posthumous former sage of that dungeon, Fado, is named after the character who was going to be the sage of the scrapped ''Ocarina'' version before Saria took the role for the repurposed version. Ice-themed dungeons went on to appear in subsequent games, including an Ice Temple by name in ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]''.
** The Hero's Shade teaching you moves in ''Twilight Princess'' is similar to an unused concept for ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' where Link learned skills via cutscenes.
** ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'':
*** WordOfGod is 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.
*** The E3 announcement trailer for the game shows that Link originally had a sneaking ability for stealth portions of the game. It was replaced with hiding inside barrels. Years later, ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' implemented a stealth ability.
** DummiedOut code for ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' indicates that there was supposed to be a regular ShieldSurf mechanic rather than the more limited snowboarding on Snowpeak in the final version. Shield surfing ended up being featured in ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', and you could do it anywhere from the moment you found your first shield.
** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' had more DLC conceptualized than what was officially released in the Expansion Pass. However, as the number of DLC ideas and the size of the content were substantial, the development team decided these ideas would serve better as building blocks of a direct sequel.
* ''Franchise/MassEffect'':
** According to pre-release interviews, Bioware took a series of side missions which were scrapped from ''VideoGame/MassEffect2'' (which apparently took place on the Citadel) and [[http://www.digitalspy.com/gaming/mass-effect/news/a353575/mass-effect-3-features-deleted-mass-effect-2-missions/ repurposed them for use]] in ''VideoGame/MassEffect3''.
** ''2'' also has an unused concept for an NPC companion called "Sparky the Dog", which would have resided on the Normandy and been referred to as a loyal friend for Shepard. This was later reused for the "KEI-9" robot dog companion, which was included as part of the Collector's Edition.
* Artbooks for the ''VideoGame/MonsterHunter'' series showed early ideas for Hunters to be able to use various bugs to assist and fight monsters. This was finally implemented in the fourth generation as the Insect Glaive.
* ''VideoGame/{{Persona 4}}'':
** The original concept for Rise Kujikawa was a blonde, [[ChainPain chain-wielding]] ice queen {{delinquent}} who was a fully-controllable party member. By the time of the final game, Rise's blonde hair was lost when she was redesigned to look more like [[Creator/RieKugimiya her voice actress]] (some aspects of the original design went to Social Link NPC Ai Ebihara), the delinquency aspect was dropped to avoid redundancy with fellow party member Kanji Tatsumi, and she was moved to a MissionControl role providing support for the party. In the [[VideoGame/{{Persona 5}} next game]], party member Ann Takamaki uses a number of these rejected concepts: delinquency, blonde hair, and a frontline ActionGirl who fights with [[WhipItGood whips]].
** 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}}''.
** Concept art had the Killer, [[spoiler: Adachi]], wearing a yellow raincoat. ''VideoGame/Persona4ArenaUltimax'' has him wear one during his intro.
* ''Franchise/{{Pokemon}}'':
** In ''VideoGame/PokemonRedAndBlue'', there was supposed to be a [[http://cdn.bulbagarden.net/upload/0/0b/Early_Leaf.png character]] who seemed to be a female protagonist. She was never added, probably due to the fact the cart couldn't handle much more data, but was the basis for Green in ''Manga/PokemonAdventures''. Eight years later, the character was reused for ''[[VideoGameRemake FireRed/LeafGreen]]'' as a protagonist (called "Leaf"), with new clothes and different bangs, and then reused again later with [[spoiler:Green]] from ''VideoGame/PokemonLetsGoPikachuAndEevee''.
** DummiedOut battle data in ''Red and Blue'' showed that there was once going to be [[spoiler:a BonusBoss fight against Professor Oak, who would use the starter not chosen by you or your rival]]. This came back in ''VideoGame/PokemonSunAndMoon'' for [[spoiler:the FinalBoss fight against Professor Kukui, who pulls the same stunt]].
** WordOfGod says most of the new Pokémon introduced in ''VideoGame/PokemonGoldAndSilver'' were originally planned to be in ''Red and Blue'' before being cut for space. Subverted with the Kotora family, however, since they were cut from ''Red and Blue'', added into the Spaceworld prototype of ''Gold and Silver'', and then cut ''again''.
** The ''VideoGame/PokemonGoldAndSilver'' Spaceworld demo featured many scrapped Pokémon that would eventually be repurposed later on in the series: Evolutions for Lickitung and Tangela, a pre-evolution for Mr. Mime, and a grass-type Eevee evolution were cut from ''Gold and Silver'', then made a reality once ''VideoGame/PokemonDiamondAndPearl'' was released several years later. Another scrapped evolution from the Spaceworld demo was an evolution for Farfetch'd; decades later, Farfetch'd would finally gain an evolution in the form of Sirfetch'd in ''VideoGame/PokemonSwordAndShield''. And an [[http://cdn.bulbagarden.net/upload/3/32/Alpha_turtle.png unused turtle Pokemon]] from the demo resembles Tirtouga, which was first introduced in ''VideoGame/PokemonBlackAndWhite''.
** ''VideoGame/PokemonGoldAndSilver'' were originally going to contain a skateboard in addition to the bicycle; an idea that ultimately never made it into the final game. Years later in ''VideoGame/PokemonXAndY'', the player character is given roller skates in addition to getting the bike later on.
** The music for the Clefairy dance on Mt. Moon in ''Gold & Silver'' is recycled from an early draft for the Trainer victory theme in Generation I. Interestingly, it's also used as the battle victory theme in ''VideoGame/PokemonStadium 2''.
** Shellos and Gastrodon were planned to appear in ''VideoGame/PokemonRubyAndSapphire'', but ended up being used in ''VideoGame/PokemonDiamondAndPearl'' instead.
** Snowboarders are a cut Trainer class from Generation III that were reused for Generation IV.
* The side-mission "The Smell of the Grease Paint" from ''VideoGame/RedDeadRedemption2'' is a tweaked version of one cut from the [[VideoGame/RedDeadRedemption first game]] that was found by modders in the files of the PC version. Arthur has to help a woman in a traveling show with her giant and dwarf castmates. The original version in ''I'' was to find lonely a lonely giant and lonely dwarf and try to get them to be friends.
* ''VideoGame/SaintsRowTheThird'':
** The AirborneAircraftCarrier was originally to be featured in ''VideoGame/SaintsRow2''. Likewise the subplot of [[spoiler:Johnny being alive but captured]] in ''VideoGame/SaintsRowIV'' was cut from the third game.
** Elements from the planned DLC, Enter the Dominatrix, became part of ''[=SR4=]'', a DLC pack for said game also called Enter the Dominatrix, and ''VideoGame/SaintsRowGatOutOfHell''.
* ''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. However, this also led to the creation of the game's sequel, ''VideoGame/SuperMarioGalaxy2'', which became of these abandoned concepts (to the point that the disc name for it is "SUPER_MARIO_GALAXY_MORE"), as well as an EarlyBirdCameo of Yoshi in the first game as two different planets encountered there.
* ''Franchise/SonicTheHedgehog'':
** One of the prototype character designs for Sonic was a rabbit who would be able to grab and throw objects and enemies with his long prehensile ears. The idea was scrapped in favor of a hedgehog that could roll into a ball, and while throwing objects never became a mainstay of Sonic's gameplay, ''VideoGame/SonicAdventure2'' included an unlockable upgrade called "Magic Hands" that allows Sonic to turn enemies into throwable objects, and the night stages in ''VideoGame/SonicUnleashed'' involve a lot of grabbing as well. Sonic Team also went on to create another game based on the concept of grabbing and throwing, ''VideoGame/{{Ristar}}'', and one of the enemies in that game is a rabbit which attacks using its ears.
** Another prototype character design was an armadillo, which proved popular among staff members alongside the hedgehog concept. While the hedgehog won out in the end and became Sonic, the armadillo concept was revisited and became Mighty in ''VideoGame/SegaSonicTheHedgehog'', who went on to become a recurring side character in the franchise.
** Early concepts gave Sonic a [[InterspeciesRomance human love interest]] named Madonna, but she wound up being dropped. Eventually, ''VideoGame/SonicTheHedgehog2006'' gave Sonic a human love interest named Elise.
** Vector was originally supposed to be part of a rock band with Sonic in the first game, which was going to be seen on a sound test screen which showed them playing whatever music was selected. The concept was scrapped when that screen had to be cut out due to memory limitations. He was reintroduced in ''VideoGame/KnucklesChaotix'', and became a recurring character; although the idea of him and Sonic being in a band has since been mostly dropped, as have the other band members, Sonic himself was in a band with [[CanonForeigner his siblings]] in the animated series ''WesternAnimation/SonicUnderground'' [[note]]and ''[[EarlyDraftTieIn prior]]'' to that screen being dropped, he was in a band in ''Manga/SonicTheHedgehogStoryComic''[[/note]], and Vector plays music ([[DreadfulMusician badly]]) with his teammates in ''VideoGame/SonicHeroes''.
** The first game was originally going to contain a rabbit enemy named Splats, which [[DummiedOut was scrapped]] so late in development that it managed to [[EarlyDraftTieIn receive official merchandise]]. Decades later, Splats appeared in ''VideoGame/SonicMania'', both as an enemy and broken down in piles of trash.
** Time-traveling was a concept first conceived for ''VideoGame/SonicTheHedgehog2'' but wasn't added into a game until ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]''. Dust Hill, a crumbling, worn-down variation of Green Hill set in a "bad present" where Dr. Robotnik has succeeded in taking over the world (the name of which was often attributed to a desert level seen in pre-release screenshots), may have been revived as ''VideoGame/SonicForces''' decidedly arid take on Green Hill.
** The canceled arcade PuzzleGame ''VideoGame/SegaSonicBros'' contains music which was later repurposed for the "Get Blue Spheres" special stage in ''VideoGame/Sonic3AndKnuckles'', which also uses similar gameplay mechanics. The same game depicted Sonic as being a triplet, a concept which also appeared in the early cartoon ''WesternAnimation/SonicUnderground''. The concept of an arcade game with previously-unseen red and yellow counterparts for Sonic appearing alongside him (and the trio being crammed into the title screen's logo) was also used for ''VideoGame/SegaSonicTheHedgehog''. ''[=SegaSonic=] Bros.'' itself subverts this by containing within its data, but [[DummiedOut not actually using]], sprites of the band members who were originally intended to appear on Sonic 1's scrapped sound test screen.
** ''Sonic & Knuckles'' is another unusual example. It consists almost entirely of material that was originally intended for ''Sonic the Hedgehog 3''; partway through development, ''Sonic 3'' had to be split in half due to time and cartridge space constraints, and ''Sonic & Knuckles'' is essentially the second half of that game. The two games can however be locked onto each other to create ''VideoGame/Sonic3AndKnuckles'', which is the official full game (with only minimal differences from how it would have been had it not been split in half), and is the longest in the original ''Sonic'' trilogy.
** In a rather unique and bizarre example, ''[[http://info.sonicretro.org/Sonic_Crackers Sonic Crackers]]'' was a prototype game which featured Sonic and Tails tethered together by rings that were connected via an energy beam. Although it appears to have primarily been an engine test and many elements of it were dropped completely, up to and including the title and main characters, it was revisited and heavily reworked (retaining only the music and "duo connected by special rings" mechanic), becoming ''VideoGame/KnucklesChaotix''.
** ''VideoGame/SonicAdventure'': The music used for the "Pleasure Castle" section of Twinkle Park was first meant to be used in ''VideoGame/Sonic3DBlast''. The original intent for said game was for the Special Stage music to change depending on whether you accessed it through Tails or Knuckles; unfortunately, Knuckles's Special Stage theme was cut due to cartridge space limitations, and Tails's theme was used for both varieties.
* ''VideoGame/UruAgesBeyondMyst'' is an interesting example. The game was intended to be significantly more ambitious than the finished product ended up being, with regular online content updates continuing the story and extra Ages to explore. When the online component was cancelled, some of said content was reused into a pair of expansion packs. When the online was {{Uncancelled}}, several plot threads were picked up for a bit before the online was dropped ''again'' and the plot was LeftHanging. Everything was eventually finished in ''VideoGame/MystVEndOfAges'', and one scrapped Age was recycled for the later SpiritualSuccessor, ''VideoGame/{{Obduction}}''.
* ''VideoGame/Wasteland2'' was intended to feature a CargoCult faction known as the Gippers, who worship UsefulNotes/RonaldReagan and [[RedScare paint communists as literal demons]]. They were cut early in development, with only some character portraits remaining in the game, but were [[https://www.fig.co/campaigns/wasteland-3?update=301#updates retooled]] for the later ''Wasteland 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.
* ''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''.
** 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".
** 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:Sepiroth stabs Barret through the chest in order to draw out the Whispers; he would have died had they not intervened.]]
* 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''.
* 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'':
** Ditto from the ''Franchise/{{Pokemon}}'' series was meant to be among the Poké Ball summons in ''VideoGame/SuperSmashBrosMelee''. When summoned, it would replicate the user and fight. As it cannot work with the hardware without crashing, Ditto was scrapped... until ''VideoGame/SuperSmashBrosUltimate'', when it finally got a chance to shine.
** [[Franchise/SuperMarioBros Bowser]], [[Franchise/{{Kirby}} King Dedede]], and [[Franchise/{{Pokemon}} Mewtwo]] were meant to be in the [[VideoGame/SuperSmashBros64 first game]]; they did not get in due to time and budget constraints. Bowser and Mewtwo would eventually make it into ''[[VideoGame/SuperSmashBrosMelee Melee]]'', while King Dedede would not join until ''[[VideoGame/SuperSmashBrosBrawl Brawl]]''. [[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 lead to [[VideoGame/KidIcarusUprising a new game]] after over two decades.
** 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 the series in ''Brawl''.
** UsefulNotes/{{Mii}}s were also considered to be added in ''Brawl'', but Creator/MasahiroSakurai decided against adding them, because, at the time, he could not figure out how to implement them. They join in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' as fully customizable characters.
** The [[VideoGame/AnimalCrossing Villager]] was considered to join the battle in ''Brawl'', but Sakurai likewise decided not to include him because ''Animal Crossing'' being about as peaceful as a video game series can get, he couldn't think of any good moves to give him. By the time the fourth game started development, he eventually did find good moves for him, and thus the Villager became playable.
** Creator/ShigeruMiyamoto personally requested VideoGame/PacMan be made a playable character for ''Brawl'' (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 ''U/3DS'', and indeed, most of his attacks there draw inspiration from other classic [[Creator/BandaiNamcoEntertainment Namco]] games rather than his home series alone.
** [[LimitBreak Final Smashes]] were intended to be included in the original UsefulNotes/Nintendo64 game, as evidenced by [[DummiedOut unused audio files]], but weren't added in until ''Brawl'' on the UsefulNotes/{{Wii}}.
* 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 a party of three, and the two 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 Tekken 2, as the hardware was now up to the standard to include them.
* ''VideoGame/SpyroTheDragon'':
** The plot of ''VideoGame/SpyroEnterTheDragonfly'' was supposed to be DarkerAndEdgier than previous titles. It was supposed 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''.
** ''VideoGame/SpyroEnterTheDragonfly'' was 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).
* 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.
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