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* ''Propeller Arena: Aviation Battle Championship''/''Propeller Head Online'' by [=Sega AM2=], for the [[UsefulNotes/SegaDreamcast Dreamcast]]. It was a World War II airplane combat game with multiplayer deathmatch, and a SpiritualSuccessor to Wing Arms.

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* ''Propeller Arena: Aviation Battle Championship''/''Propeller Head Online'' by [=Sega AM2=], for the [[UsefulNotes/SegaDreamcast Dreamcast]]. It was a World War II airplane combat game with multiplayer deathmatch, and a SpiritualSuccessor to Wing Arms. The game was actually fully completed and was just about to release when the tragic [[TheWarOnTerror September 11th terrorist attacks]] caused the game to be swiftly canceled. [[TooSoon (It didn't help that the game contained a stage where the planes did battle in a city that resembled New York...)]] The game wasn't lost however, for a disk image of it later got leaked onto the internet and it can be played in it's entirety on both an emulator and an actual Dreamcast console by burning the image to a CD.
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* Back in 2004, there was supposed to be a sequel to the popular PC game ''VideoGame/SamAndMaxHitTheRoad'', titled simply ''Sam & Max: Freelance Police!!''. However, LucasArts cancelled the game, stating that there wasn't a market for its kind of game. This would lead to the creation of Creator/TelltaleGames, who made the episodic ''VideoGame/SamAndMaxFreelancePolice'' games, and the would-be game would be referenced as probably one of the ultimate {{Noodle Incident}}s.

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* Back in 2004, there was supposed to be a sequel to the popular PC game ''VideoGame/SamAndMaxHitTheRoad'', titled simply ''Sam & Max: Freelance Police!!''. However, LucasArts Creator/LucasArts cancelled the game, stating that there wasn't a market for its kind of game. This would lead to the creation of Creator/TelltaleGames, who made the episodic ''VideoGame/SamAndMaxFreelancePolice'' games, and the would-be game would be referenced as probably one of the ultimate {{Noodle Incident}}s.
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* A follow-up to ''VideoGame/SpiderManWebOfShadows'' called ''Spider-Man Classic'' was planned, with players able to control Spidey or Comicbook/{{Wolverine}} as they battled against villains like Comicbook/{{Carnage}} and Mysterio. The project was cancelled when Shaba Games went bankrupt.
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** The game was originally going to be called "Stonecold". The name changed due to not fitting with the theme of the game plus possible lawsuits for being too similar to the wrestler Wrestling/StoneColdSteveAustin. The developers also came up with "Crime Wave" as the game's title before scrapping it and then using it as the music's title for the Slaughterhouse heist.

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** The game was originally going to be called "Stonecold". The name changed due to not fitting with the theme of the game plus possible lawsuits for being too similar to the wrestler Wrestling/StoneColdSteveAustin. The developers also came up with "Crime Wave" as the game's title before scrapping it and then using it it, though the name stuck around as the music's title for the Slaughterhouse heist.heist's music track, then as the subtitle for the [[UpdatedRerelease next-gen console port]] of the sequel.



** The Infamy system started out as a parallel meta-skill tree to the basic one and could grant various bonuses to reduce the cost of climbing a skill tree, which gave players a lot more customization as they can now afford much more high-end skills than before. It also originally had a playing cards theme with 14 levels. Originally only 5 levels were released, with the remaining 9 intended to have other bonuses as the developers got to them, with each tier of 4 levels having different effects. The Infamy 2.0 update changed all of this, doing away with a semi-linear progression in favour of a circuit board-type chart and, aside from the original 5 released, granting only exp bonuses and mask unlocks for the remaining 20 levels (making the levels only good for grinding for more levels). They also removed the playing cards theme, as that theme couldn't support 25 levels (there are only 13 cards to a suit, not including the Joker card).

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** The Infamy system started out as a parallel meta-skill tree to the basic one and could grant various bonuses to reduce the cost of climbing a skill tree, which gave players a lot more customization as they can now afford much more high-end skills than before. It also originally had a playing cards theme with 14 levels. Originally only 5 levels were released, with the remaining 9 intended to have other bonuses as the developers got to them, with each tier of 4 levels having different effects. The Infamy 2.0 update changed all of this, doing away with a semi-linear progression in favour of a circuit board-type chart and, aside from the original 5 released, granting only exp bonuses and mask unlocks for the remaining 20 levels (making the levels only good for grinding for more levels). They also removed the playing cards theme, as that theme couldn't support 25 levels (there are only 13 at most 14 cards to a suit, not any one suit when including the Joker card).Joker).
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* ''Franchise/{{Superman}}'': Factor 5 was working on a WideOpenSandbox game,''Superman: Blue Steel'', on [=PlayStation 3=]. Wii and Xbox 360, as a tie-in to the cancelled ''Film/SupermanReturns'' sequel, then as its own game, before being cancelled.

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* ''Franchise/{{Superman}}'': Factor 5 was working on a WideOpenSandbox game,''Superman: Blue ''Superman: Man of Steel'', a WideOpenSandbox ''Franchise/{{Superman}}'' game code named "Blue Steel", on [=PlayStation 3=]. Wii 3=], Wii, and Xbox 360, as a tie-in to the cancelled ''Film/SupermanReturns'' sequel, then as its own Superman game, before being cancelled.
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*** The first iteration of ''[=RE3.5=]'' is the game that would [[DivorcedInstallment later become]] ''Franchise/DevilMayCry'', with far more action-packed gameplay and mechanics that were a far cry from what was expected of the series. Its development included several trips to Spain to study architecture as inspiration for the game's environments. This version was deemed too much of a departure from the SurvivalHorror genre and not cut out to be a ''Resident Evil'' title, but those trips to Spain would be put to use for the final version of the game.
*** There was also the [[http://www.youtube.com/watch?v=mOzr9hvaerE "Fog Version,"]] whose premise involved Leon infiltrating Umbrella's European headquarters, getting infected with the Progenitor Virus and fighting fog-like creatures. One of the levels was to take place on [[CoolAirship an airship]].
*** After that version was scrapped, Capcom made the [[http://www.youtube.com/watch?v=9NLUzU8Z_NI&feature=related "Hooked Man Version,"]] which was set in a seemingly haunted mansion and had Leon fighting what appeared to be paranormal enemies, such as medieval suits of armor (which would make it into the final game), [[CreepyDoll living dolls]], and the eponymous, ghost-like "Hooked Man," a possessed-looking man who wielded a giant hook on a chain and would stalk Leon throughout the mansion. The game was reportedly so scary that, when the trailer debuted at E3, Shinji Mikami told the audience, "Don't pee your pants." However, the game would be scrapped for two reasons. First, there were [[http://www.eurogamer.net/articles/2015-01-18-inside-the-resident-evil-4-that-never-was technical issues]] concerning how Leon's hallucinations were to be shown, necessitating the creation of two 3D models for every level, which was both beyond the limitations of the UsefulNotes/NintendoGameCube and would've massively increased the work load for the team. Second, it was deemed too outright supernatural for an ''RE'' game.
*** The final version proposed returning to a more traditional ''RE'' survival horror style. Little is known about this version, beyond zombies serving as the main enemies once more and a plot involving Leon being infected with the Progenitor Virus. This game was discarded for being too formulaic, especially with the remake of ''VideoGame/ResidentEvil1'' and ''VideoGame/ResidentEvil0'' selling below Capcom's expectations, which led to the next iteration, which was ultimately released as ''[=RE4=]'', going in a more action-heavy direction with a new enemy design. ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]'' may have been based on this version of the game.

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*** The first iteration of ''[=RE3.5=]'' is the game that would [[DivorcedInstallment later become]] ''Franchise/DevilMayCry'', with far more action-packed gameplay and mechanics that were a far cry from what was expected of the series.series, and a story based on unraveling various mysteries behind protagonist Tony Redgrave and his twin brother Vergil. Its development included several trips to Spain to study architecture as inspiration for the game's environments. This version was deemed too much of a departure from the SurvivalHorror genre and not cut out to be a ''Resident Evil'' title, but those trips to Spain would be put to use for the final version of the game.
*** There was also the [[http://www.youtube.com/watch?v=mOzr9hvaerE "Fog Version,"]] whose premise involved Leon infiltrating Umbrella's European headquarters, headquarters (a castle owned by Oswell Spencer, hence an alternative "Castle Version" name for this iteration), getting infected with the Progenitor Virus after surviving a fight between friendly USSTRATCOM units and a force lead by Albert Wesker, and fighting fog-like creatures. One of the levels was to take place on [[CoolAirship an airship]].
*** After that version was scrapped, Capcom made the [[http://www.youtube.com/watch?v=9NLUzU8Z_NI&feature=related "Hooked Man Version,"]] which was set in a seemingly haunted mansion and had Leon fighting what appeared to be paranormal enemies, such as medieval suits of armor (which would make it into the final game), [[CreepyDoll living dolls]], and the eponymous, ghost-like "Hooked Man," a possessed-looking man who wielded a giant hook on a chain and would stalk Leon throughout the mansion. The game was reportedly so scary that, when the trailer debuted at E3, Shinji Mikami told the audience, "Don't pee your pants." However, the game would be scrapped for two reasons. First, there were [[http://www.eurogamer.net/articles/2015-01-18-inside-the-resident-evil-4-that-never-was technical issues]] concerning how Leon's hallucinations were to be shown, necessitating the creation of two 3D models for every level, which was both beyond the limitations of the UsefulNotes/NintendoGameCube and would've massively increased the work load for the team. Second, it was deemed too outright supernatural for an ''RE'' game.
game. A few technical details remained from this version, however, notably having a button for quickly switching to another weapon (grenades in this version, a [[QuickMelee knife]] in the final game) and the over-the-shoulder aiming with a LaserSight attached to Leon's weapons.
*** The final version proposed returning to a more traditional ''RE'' survival horror style. Little is known about this version, beyond zombies serving as the main enemies once more and a plot involving Leon being infected with the Progenitor Virus. This game was discarded for being too formulaic, especially with the remake of ''VideoGame/ResidentEvil1'' and ''VideoGame/ResidentEvil0'' selling below Capcom's expectations, which led to the next iteration, which was ultimately released as ''[=RE4=]'', going in a more action-heavy direction with a new enemy design. ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]'' may have been based on this version of the game.game, explaining the [[{{Expy}} heavy similarity]] of its protagonists Bruce [=McGivern=] and Fong Ling to Leon and Ada.
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** Some [[http://www.ssbwiki.com/Beta_elements lost data]] found in ''Brawl'' suggests that it was originally going to have Roy, Toon Zelda, Tetra, Dr. Mario, Mewtwo, Dixie Kong, and "Pra_Mai" (presumably Plusle and Minun) as playable characters. They are often called the [[FanNickname/{{VideoGamesN-S}} Forbidden 7]]. Aside from Mewtwo, it's not a major loss since most of them probably would've ended up as (semi)-clones anyway. There are also 14-18 tracks that they didn't end up using there as well, known as the Lost Tracks. Interestingly, it was said that Sonic and Solid Snake weren't going to be the only characters from their franchises - Shadow and Grey Fox were supposed to join them. However, Sega and Konami vetoed this and they were [[DemotedToExtra Demoted to Assist Trophy]]
** The first [=SSB=] wasn't supposed to feature Nintendo characters at all, instead having original characters. After it was changed to the characters from Nintendo, [[Franchise/SuperMarioBros Peach, Bowser]], [[Franchise/{{Pokemon}} Mewtwo, Meowth]], [[Franchise/{{Kirby}} King Dedede]]. Also, [[LimitBreak Final Smashes]] were meant to be in from the very first game.

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** Some [[http://www.ssbwiki.com/Beta_elements lost data]] found in ''Brawl'' suggests that it was originally going to have Roy, Toon Zelda, Tetra, Dr. Mario, Mewtwo, Dixie Kong, and "Pra_Mai" (presumably Plusle and Minun) as playable characters. They are often called the [[FanNickname/{{VideoGamesN-S}} Forbidden 7]]. Aside from Mewtwo, it's not a major loss since most of them probably would've ended up as (semi)-clones anyway. There are also 14-18 tracks that they didn't end up using there as well, known as the Lost Tracks. Interestingly, it was said that Sonic and Solid Snake weren't going to be the only characters from their franchises - Shadow and Grey Fox were supposed to join them. However, Sega and Konami vetoed this and they were [[DemotedToExtra Demoted to Assist Trophy]]
Trophy]].
** The first [=SSB=] wasn't supposed to feature Nintendo characters at all, instead having original characters. After it was changed to the characters from Nintendo, [[Franchise/SuperMarioBros Peach, Bowser]], [[Franchise/{{Pokemon}} Mewtwo, Meowth]], and [[Franchise/{{Kirby}} King Dedede]].Dedede]] were considered, but were scraped. Also, [[LimitBreak Final Smashes]] were meant to be in from the very first game.



** Masahiro Sakurai, the creator of the series, is a big fan of ''VideoGame/PanelDePon'' and would have ''liked'' to put its main character Lip in as early as the first game in the series, but ultimately decided against it as he though no one would recognize her.
** Masahiro Sakurai was ready to pull ''VideoGame/PacMan'' from the lineup had they rejected him using the classic character design over his modern variation.

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** Masahiro Sakurai, the creator of the series, is a big fan of ''VideoGame/PanelDePon'' and would have ''liked'' to put its main character Lip in as early as the first game in the series, but ultimately decided against it it, as he though thought no one would recognize her.
** Masahiro Sakurai was ready to pull ''VideoGame/PacMan'' from the lineup had they rejected him using the classic character design over his modern variation.design.
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** ''Rainbow Six: Patriots'' was going to be the next game in the series after ''Vegas 2'', getting far enough to get a trailer and promotional camo patterns in ''VideoGame/GhostRecon: Future Soldier''. It would have involved a group known as the "True Patriots", a group that had legitimate grievances against the government and the rich, but chose to voice them by [[TheRevolutionWillNotBeCivilized shockingly-brutal acts against innocents]], and the game would have also involved [[KarmaMeter morality]] as Team Rainbow [[GreyAndGrayMorality would have to make some difficult decisions]] to save lives. The game was announced in 2011, then disappeared rather quietly after that trailer, probably owing to the negative reaction it had garnered; the series finally saw a new release with ''Rainbow Six: Siege'' in 2015, which gained critical acclaim in part for going back to the series' roots as a tactical shooter.

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** ''Rainbow Six: Patriots'' was going to be the next game in the series after ''Vegas 2'', getting far enough to get a trailer and promotional camo patterns in ''VideoGame/GhostRecon: Future Soldier''. It would have involved a group known as the "True Patriots", a group that had legitimate grievances against the government and the rich, but chose to voice them by with [[TheRevolutionWillNotBeCivilized shockingly-brutal acts against innocents]], and the game would have also involved [[KarmaMeter some form of morality]] as Team Rainbow would be forced to [[GreyAndGrayMorality would have to make some difficult decisions]] to save lives.lives and stop the True Patriots. The game was announced in 2011, then disappeared rather quietly after that trailer, probably owing to the negative reaction it had garnered; the series finally saw a new release with ''Rainbow Six: Siege'' in 2015, which gained critical acclaim in part for going back to the series' roots as a tactical shooter.



** The game will likely never have a great many of features that were originally planned for it, such as player-owned apartments, and is only now, late its life, beginning to see some of the things were a little more easily brought back such as the 3rd jobs. This was not due to internal reasons, but rather due to an attack on Gravity by hackers after the Korean version entered pay-to-play. The attack destroyed basically everything, including a large portion of the development materials. The infant international ''Ragnarok Online'' was wholly cannibalized in a vain effort to keep the company afloat, and Gravity was only 'saved' on being bought out by Samsung. The game was then almost lost a ''second'' time when the director Samsung forced on the developer's tried to impose his wholly different vision on the recovery, leading to several members of the original development team quitting - mercifully, an act that lead Samsung to pull their director and leave Gravity alone to restore what they could of the project into what we have today. Further information [[http://www.adultimum.net/rw/soappserv.htm here]].

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** The game will likely never have a great many of features that were originally planned for it, such as player-owned apartments, and is only now, late its life, beginning to see some of the things which were a little more easily brought back such as the 3rd jobs. This was not due to internal reasons, but rather due to an attack on Gravity by hackers after the Korean version entered pay-to-play. The attack destroyed basically everything, including a large portion of the development materials. The infant international ''Ragnarok Online'' was wholly cannibalized in a vain effort to keep the company afloat, and Gravity was only 'saved' on being bought out by Samsung. The game was then almost lost a ''second'' time when the director Samsung forced on the developer's tried to impose his wholly different vision on the recovery, leading to several members of the original development team quitting - mercifully, an act that lead Samsung to pull their director and leave Gravity alone to restore what they could of the project into what we have today. Further information [[http://www.adultimum.net/rw/soappserv.htm here]].



* For ''[[CompilationRerelease Rare Replay]]'', Creator/{{Rare}} wanted to include ''VideoGame/KinectSports'' and ''Kinect Sports: Season 2'', but technical differences between the UsefulNotes/{{Xbox 360}} and UsefulNotes/XboxOne versions of Kinect resulted in their exclusion. Also, every game Rare ever made was considered at some point - even ''Videogame/GoldenEye1997'', a game infamous for licensing issues preventing a rerelease for 18 years as of ''Rare Replay''[='=]s release - but cut it down to the final 30 based on various factors such as whether the characters and environments were their own creation, ruling out licensed games like the ''VideoGame/DonkeyKongCountry'' series.

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* For ''[[CompilationRerelease Rare Replay]]'', Creator/{{Rare}} wanted to include ''VideoGame/KinectSports'' and ''Kinect Sports: Season 2'', but technical differences between the UsefulNotes/{{Xbox 360}} and UsefulNotes/XboxOne versions of Kinect resulted in their exclusion. Also, every game Rare ever made was considered had at some point at least considered ''every'' game they ever made for the compilation - even ''Videogame/GoldenEye1997'', a game infamous for licensing issues preventing a rerelease for 18 years and counting as of ''Rare Replay''[='=]s release - but release. They cut it the list down to the final 30 based on various factors such as whether the characters and environments were their own creation, ruling out licensed games like the ''VideoGame/DonkeyKongCountry'' series.series. They also wanted to include ''VideoGame/KinectSports'' and ''Kinect Sports: Season 2'', but were forced to leave them out due to technical differences between the UsefulNotes/{{Xbox 360}} and UsefulNotes/XboxOne versions of the Kinect.
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** ''VideoGame/ResidentEvil'' was going to have every item box be its own storage instead of being linked with each other, which meant players that placed specific items in one box would have to go back to that particular box to get the item back. The game had no auto aim and it was going to be in the final version, but it was reverted to manual aim, most likely due to lack of time to implement it (it was restored in the Director's Cut version). The [=GameCube=] remake of ''Resident Evil'' brings back the manual only aim and unlinked item boxes as a part of Real Survival mode.

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** ''VideoGame/ResidentEvil'' ''VideoGame/ResidentEvil1'' was going to have every item box be its own storage instead of being linked with each other, which meant players that placed specific items in one box would have to go back to that particular box to get the item back. The Also, the original game had no auto aim and it was going meant to be in the final version, have an auto-aim feature to make combat easier, but it was reverted to manual aim, most likely possibly due to lack of time to implement it (it the game released with manual-only aiming, though auto-aim was restored in the Director's Cut version). version. The [=GameCube=] remake of ''Resident Evil'' [=REmake=] brings back the manual only manual-only aim and unlinked item boxes as a part of Real Survival mode.



*** The first iteration of ''[=RE3.5=]'' is the game that would [[DivorcedInstallment later become]] ''VideoGame/DevilMayCry'', with far more action-packed gameplay and mechanics that were a far cry from what was expected of the series. Its development included several trips to Spain to study architecture as inspiration for the game's environments. This version was deemed too much of a departure from the SurvivalHorror genre and not cut out to be a ''Resident Evil'' title, but those trips to Spain would be put to use for the final version of the game.

to:

*** The first iteration of ''[=RE3.5=]'' is the game that would [[DivorcedInstallment later become]] ''VideoGame/DevilMayCry'', ''Franchise/DevilMayCry'', with far more action-packed gameplay and mechanics that were a far cry from what was expected of the series. Its development included several trips to Spain to study architecture as inspiration for the game's environments. This version was deemed too much of a departure from the SurvivalHorror genre and not cut out to be a ''Resident Evil'' title, but those trips to Spain would be put to use for the final version of the game.



** The UK's official Nintendo magazine actually ran a review for the Game Boy Color port of the original ''VideoGame/ResidentEvil'', as it was canned so close to release that it was by all accounts actually finished. ''VideoGame/ResidentEvilGaiden'' was launched as a replacement, and the ''[=RE1=]'' port languished in oblivion until [[http://www.pocketgamer.co.uk/r/GameBoy/Resident+Evil+GBC/news.asp?c=37656 a prototype was finally discovered and ROM-dumped in 2012.]] ''Gaiden''[='=]s ending showed that Leon was the parasite B.O.W., which implied that the real Leon was either missing or dead. Naturally, the game is considered non-canon for various reasons, one of them being Leon appearing to be alive and well in future games.

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** The UK's official Nintendo magazine actually ran a review for the Game Boy Color port of the original ''VideoGame/ResidentEvil'', ''Resident Evil'', as it was canned so close to release that it was by all accounts actually finished. ''VideoGame/ResidentEvilGaiden'' was launched as a replacement, and the ''[=RE1=]'' port languished in oblivion until [[http://www.pocketgamer.co.uk/r/GameBoy/Resident+Evil+GBC/news.asp?c=37656 a prototype was finally discovered and ROM-dumped in 2012.]] ''Gaiden''[='=]s ending showed that Leon was the parasite B.O.W., which implied that the real Leon was either missing or dead. Naturally, the game is considered non-canon for various reasons, one of them being Leon appearing to be alive and well in future games.



* In a podcast, Insomniac Games revealed that ''VideoGame/{{Resistance}}: Fall of Man'' was originally envisioned a futuristic, time-travelling UsefulNotes/WorldWarI game with loads of inspiration taken from the film version of ''Film/StarshipTroopers''. Also, the actual game was supposed to start with Hale touring an American aircraft carrier before leaving for Britain, but the level was cut due to time constraints. There were also plans to include a grappling gun, but that weapon was cut since the team felt it was too much of a GameBreaker.

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* In a podcast, Insomniac Games revealed that ''VideoGame/{{Resistance}}: Fall of Man'' was originally envisioned as a futuristic, time-travelling UsefulNotes/WorldWarI game with loads of inspiration taken from the film version of ''Film/StarshipTroopers''. Also, the actual game was supposed to start with Hale touring an American aircraft carrier before leaving for Britain, but the level was cut due to time constraints. There were also plans to include a grappling gun, but that weapon was cut since the team felt it was too much of a GameBreaker.



* ''Robotech: Crystal Dreams'' for the ''UsefulNotes/Nintendo64'', a space fighter simulator with a tie-in comic by [[Creator/AntarcticPress Antarctic Press]], which would have been localized in Japan as ''The Super Dimension Fortress Macross: Another Dimension''.

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* ''Robotech: Crystal Dreams'' for the ''UsefulNotes/Nintendo64'', a space fighter simulator with a tie-in comic by [[Creator/AntarcticPress Antarctic Press]], Creator/AntarcticPress, which would have been localized in Japan as ''The Super Dimension Fortress Macross: Another Dimension''.

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* ''VideoGame/{{Nintendogs}}'' originally began as a pet simulator named ''Cabbage'' for the 64DD which was slated for a 1998 release. After the add-on was discontinued they deiced to move the game to the Gamecube, and ultimately to the Nintendo DS to make use of its touch screen, microphone and wi-fi. Miyamoto added dogs to the game after his family adopted a dog. They also wanted to incorporate realistic fur animations in the game but they could not due to technical limitations. Iwata also presented the idea of 15 different versions of the game, one for each available dog breed. The game's original US title was going to be ''Puppy Life''.

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* ''VideoGame/{{Nintendogs}}'' originally began as a pet simulator named ''Cabbage'' for the 64DD which was slated for a 1998 release. After the add-on was discontinued they deiced decided to move the game to the Gamecube, and ultimately to the Nintendo DS to make use of its touch screen, microphone and wi-fi. Miyamoto added dogs to the game after his family adopted a dog. They also wanted to incorporate realistic fur animations in the game but they could not due to technical limitations. Iwata also presented the idea of 15 different versions of the game, one for each available dog breed. The game's original US title was going to be ''Puppy Life''.



* ''VideoGame/NoOneLivesForever'' and its sequel could have been re-released on online services like ''UsefulNotes/{{Steam}}'' and ''Website/GOGDotCom'', but Night Dive Studios was denied the license to re-release the games.

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* ''VideoGame/NoOneLivesForever'' and its sequel could have been re-released on online services like ''UsefulNotes/{{Steam}}'' UsefulNotes/{{Steam}} and ''Website/GOGDotCom'', Website/GOGDotCom, but Night Dive Studios was denied the license to re-release the games.



** A reward for [[OneHundredPercentCompletion saving all 99 Mudokans]] in ''[[VideoGame/{{Oddworld}} Oddworld: Abe's Oddysee]]'' is a bizarre cutscene called "Guardian Angel," where a robotic monstrosity with a chilling voice, a luminescent halo, and an overabundance of cutting implements taunts and corners Abe, claiming he has to "look inside if he wants to be free." Apparently, this "Guardian Angel" was supposed to be a boss until the game's producers realized [[WhatDoYouMeanItsNotForKids children were interested in buying the game]]. Although the rest of the blood and nightmare fuel remains, they cut this boss for being exceptionally creepy. It still appears as a cameo; the television screen that serves as its face can faintly be seen in the background of Zulag 3.

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** A reward for [[OneHundredPercentCompletion saving all 99 Mudokans]] in ''[[VideoGame/{{Oddworld}} Oddworld: Abe's Oddysee]]'' ''Abe's Oddysee'' is a bizarre cutscene called "Guardian Angel," where a robotic monstrosity with a chilling voice, a luminescent halo, and an overabundance of cutting implements taunts and corners Abe, claiming he has to "look inside if he wants to be free." Apparently, this "Guardian Angel" was supposed to be a boss until the game's producers realized [[WhatDoYouMeanItsNotForKids children were interested in buying the game]]. Although the rest of the blood and nightmare fuel remains, they cut this boss for being exceptionally creepy. It still appears as a cameo; the television screen that serves as its face can faintly be seen in the background of Zulag 3.



** The Infamy system started out as a parallel meta-skill tree to the basic one and could grant various bonuses to reduce the cost of climbing a skill tree, which gave players a lot more customization as they can now afford much more high-end skills than before. It also originally had a playing cards theme with 14 levels. Originally only 5 levels were released, with the remaining 9 intended to have other bonuses as the developers got to them, with each tier of 4 levels having different effects. The Infamy 2.0 update changed all of this, doing away with a semi-linear progression in favour of a circuit board-type chart and, aside from the original 5 released, granting only exp bonuses and mask unlocks for the remaining 20 levels (making the levels only good for grinding for more levels). They also removed the playing cards theme, as the theme could no longer support 25 levels (there are only 13 cards to a suit and they still had to use the Joker).

to:

** The Infamy system started out as a parallel meta-skill tree to the basic one and could grant various bonuses to reduce the cost of climbing a skill tree, which gave players a lot more customization as they can now afford much more high-end skills than before. It also originally had a playing cards theme with 14 levels. Originally only 5 levels were released, with the remaining 9 intended to have other bonuses as the developers got to them, with each tier of 4 levels having different effects. The Infamy 2.0 update changed all of this, doing away with a semi-linear progression in favour of a circuit board-type chart and, aside from the original 5 released, granting only exp bonuses and mask unlocks for the remaining 20 levels (making the levels only good for grinding for more levels). They also removed the playing cards theme, as the that theme could no longer couldn't support 25 levels (there are only 13 cards to a suit and they still had to use suit, not including the Joker).Joker card).



** A major miss is something that not many know about: A ''Pokémon'' RPG for the [[VaporWare N64DD]]. [[http://web.archive.org/web/19970605212537/http://www.n64.com/previews/90.html From IGN64]]. [[http://bmgf.bulbagarden.net/showpost.php?p=2693362&postcount=124 This mod on Bulbagarden]] believes there is evidence it eventually became ''Pokémon Colosseum''.

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** A major miss is something that not many know about: A ''Pokémon'' RPG for the [[VaporWare N64DD]]. [[http://web.archive.org/web/19970605212537/http://www.n64.com/previews/90.html From IGN64]]. [[http://bmgf.bulbagarden.net/showpost.php?p=2693362&postcount=124 This mod on Bulbagarden]] believes there is evidence it eventually became ''Pokémon Colosseum''.''VideoGame/PokemonColosseum''.



** ''Battle Revolution'' was once very different from its released version. For example, Red and Leaf were originally supposed to be in the game but were later changed to Lucas and Dawn. The game was originally more realistic and action-packed in terms of effects, as shown by [[http://www.youtube.com/watch?v=djMyzIiYENo the original trailer]].
** Early promotional art for ''Pokémon Red and Blue'' suggests that a female player character was supposed to be available in the games. Her character design was similar to Green's (Blue in Japan) from the ''Pokémon Adventures'' manga. In addition to this, coding from the beta of the game indicates that badges were at one point supposed to be items in your bag that could be used outside of battle similarly to the Hidden Machine moves, perhaps as a replacement for them. Also present in the beta was an unnamed item, referred to as the [[FanNickname Surfboard]] by fans because it acted similarly to the Surf HM (whether it was meant as a usable item or simply a debugging tool is up for debate).

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** ''Battle Revolution'' ''[[VideoGame/PokemonStadium Battle Revolution]]'' was once very different from its released version. For example, Red and Leaf were originally supposed to be in the game but were later changed to Lucas and Dawn. The game was originally more realistic and action-packed in terms of effects, as shown by [[http://www.youtube.com/watch?v=djMyzIiYENo the original trailer]].
** Early promotional art for ''Pokémon Red and Blue'' ''VideoGame/PokemonRedAndBlue'' suggests that a female player character was supposed to be available in the games. Her character design was similar to Green's (Blue in Japan) from the ''Pokémon Adventures'' manga. In addition to this, coding from the beta of the game indicates that badges were at one point supposed to be items in your bag that could be used outside of battle similarly to the Hidden Machine moves, perhaps as a replacement for them. Also present in the beta was an unnamed item, referred to as the [[FanNickname Surfboard]] by fans because it acted similarly to the Surf HM (whether it was meant as a usable item or simply a debugging tool is up for debate).



* ''VideoGame/PopfulMail'' nearly avoided being [[DolledUpInstallment dolled-up]] for international release as ''Sister Franchise/{{Sonic|TheHedgehog}}''.

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* ''VideoGame/PopfulMail'' nearly avoided being [[DolledUpInstallment dolled-up]] for international release as ''Sister Franchise/{{Sonic|TheHedgehog}}''.



** The game was initially supposed to have six individual personality spheres instead of Wheatley following you around and helping the player in the early game. Valve declared that this would be too confusing, and they scrapped these characters and replaced them with Wheatley. [[spoiler:Some of the scrapped spheres still appear in the final battle, however, like the Space Sphere, Adventure Sphere and Fact Sphere, and are a vital part of defeating Wheatley]].

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** The game was initially supposed to have six individual personality spheres instead of Wheatley following you around and helping the player in the early game. Valve declared decided that this would be too confusing, and they scrapped these characters and replaced them with Wheatley. [[spoiler:Some of the scrapped spheres still appear in the final battle, however, like the Space Sphere, Adventure Sphere and Fact Sphere, and are a vital part of defeating Wheatley]].



** Multiplayer was originally envisioned to have human characters (Chell + another female) but Valve felt that it was a bit too gruesome to constantly watch a human falling into acid, crushed, etc. over and over again, so they changed the characters to robots, which would make deaths more hilarious since robots don't feel pain and are reassembled to justify respawning.

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** Multiplayer was originally envisioned to have human characters (Chell + another female) but Valve felt that it was a bit too gruesome to constantly watch a human falling into acid, get crushed, etc. over and over again, so they changed the characters to robots, which would make deaths more hilarious since robots don't feel pain and are reassembled to justify respawning.



* ''VideoGame/PrincessMaker 2'' was set to be released in the United States, but a series of mishaps including the bankruptcy of the localized version's publisher caused the translated game to be shelved indefinetly. A mostly-translated prototype of the game has emerged on the internet years later.

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* ''VideoGame/PrincessMaker 2'' was set to be released in the United States, but a series of mishaps including the bankruptcy of the localized version's publisher caused the translated game to be shelved indefinetly. A mostly-translated prototype of the game has emerged on the internet years later.later, and an UpdatedRerelease of the game was finally given a worldwide release over UsefulNotes/{{Steam}} in September 2016.



** The player character was originally a completely different character named D'artagan (or Dart) who sported a signature floppy hat that proved "[[NoFlowInCGI too awesome for Doublefine to animate]]". He gets referenced a few times in-game (such as Coach Oleander declaring that Raz's name "starts with a D") and manages a short cameo in the game's final cutscene. Also, the main character was created as a mentally instable ostrich. That admittedly makes sense - considering the mind of Tim Schafer - but the master himself admitted that games usually act as kind of a wish-fulfillment fantasy, and that there are likely very few people who wished to be an insane ratite.

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** The player character was originally a completely different character named D'artagan (or Dart) who sported a signature floppy hat that proved "[[NoFlowInCGI too awesome for Doublefine to animate]]". He gets referenced a few times in-game (such as Coach Oleander declaring that Raz's name "starts with a D") and manages a short cameo in the game's final cutscene. Also, the main character was created as a mentally instable mentally-unstable ostrich. That admittedly makes sense - considering the mind of Tim Schafer - but the master himself admitted that games usually act as kind of a wish-fulfillment fantasy, and that there are likely very few people who wished to be an insane ratite.



* ''VideoGame/{{Quake}}'':
** Early versions of ''VideoGame/{{Quake I}}'' were based around it being a very different hack-and-slash RPG set in Aztec temples (which was eventually changed to medieval European castles), starring a barbarian demigod named Quake who beats people up with his giant hammer. It was an eleventh-hour decision to abandon this concept and turn it into a ''VideoGame/{{Doom}}''-like run-and-gun shooter, which is why the finished game has a muddled and inconsequential plot that tries to explain why you're running and jumping around medieval castles wielding a hand-held rocket launcher.
** ''VideoGame/QuakeIIIArena'' began life as an idea for a single player game called ''Trinity'', which was abandoned very early in the game design process in favour of a game focusing more on the deathmatch experience and online gaming.



* ''VideoGame/RainbowSix'': ''Tom Clancy's Rainbow 6 Patriots'' was an FPS by Ubisoft Montreal that was cancelled in 2014.

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* ''VideoGame/RainbowSix'': ''Tom Clancy's Rainbow 6 ''VideoGame/RainbowSix'':
** The original game was meant to be focused on the FBI's Hostage Rescue Team, but early in development Ubisoft struck a deal with Creator/TomClancy to tie it into his upcoming ''Literature/RainbowSix'' novel and give the game more international appeal.
** ''Rainbow Six:
Patriots'' was an FPS by Ubisoft Montreal going to be the next game in the series after ''Vegas 2'', getting far enough to get a trailer and promotional camo patterns in ''VideoGame/GhostRecon: Future Soldier''. It would have involved a group known as the "True Patriots", a group that had legitimate grievances against the government and the rich, but chose to voice them by [[TheRevolutionWillNotBeCivilized shockingly-brutal acts against innocents]], and the game would have also involved [[KarmaMeter morality]] as Team Rainbow [[GreyAndGrayMorality would have to make some difficult decisions]] to save lives. The game was cancelled announced in 2014.2011, then disappeared rather quietly after that trailer, probably owing to the negative reaction it had garnered; the series finally saw a new release with ''Rainbow Six: Siege'' in 2015, which gained critical acclaim in part for going back to the series' roots as a tactical shooter.
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* Developer n-Space was developing ''Austin Powers: Oh, Behave!'', ''Dexter's Laboratory'', ''Duke Nukem D-Day'' and ''Mary-Kate and Ashley in ACTION!'' for the UsefulNotes/PlayStation2, and ''Winter'' for UsefulNotes/NintendoWii.
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** A ''Streets of Rage 4'' was being developed for the UsefulNotes/SegaSaturn, but was instead released as ''Fighting Force'' on the PC, [=PlayStation=] and [[UsefulNotes/Nintendo64 N64]].
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* ''VideoGame/{{Populous}}'' would originally have been published as a Franchise/{{LEGO}} LicensedGame, except that LEGO at the time wanted to avoid MoralGuardians associating its brand with violent video games.
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* ''Super Dog Booby: Akachan Daibōken no Maki'' was meant to released for the Famicom back in 1991 by Jaleco, but it was never released for unknown reasons. Despite its name, it was nothing to do with boobies, instead you played as a dog named Booby who had to guard a baby named Alfred from hazards.
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* ''Videogame/QuantumBreak'' was, [[WordOfGod according to]] Sam Lake, originally going [[http://segmentnext.com/2016/08/15/quantum-break-song-poets-fall-complications-occured/ to include]] a new Music/PoetsOfTheFall song, (as per {{Creator/Remedy| Entertainment}} tradition) but shared contractual red tape held up the deal until time ran out.

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* ''Videogame/QuantumBreak'' was, [[WordOfGod according to]] Sam Lake, originally going [[http://segmentnext.com/2016/08/15/quantum-break-song-poets-fall-complications-occured/ [[https://twitter.com/SamLakeRMD/status/782284712488345600 to include]] a new Music/PoetsOfTheFall song, "The Labyrinth" (as per {{Creator/Remedy| Entertainment}} tradition) but shared contractual red tape held up the deal until time ran out.out.
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* ''Super Sprint'' initially supported up to four players, but the fourth car was made into a permanent AI drone so races could be guaranteed to end without an explicit time limit.

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* ''Super Sprint'' initially supported up to four players, but the fourth car was made into a permanent AI drone so races could be guaranteed to end without instituting an explicit time limit.
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** [[http://www.sourcegaming.info/2015/06/26/800/ Heihachi Mishima from Tekken]] and [[http://www.sourcegaming.info/2016/02/21/nintendodream3/ Geno from Super Mario RPG]] were both planned, or at least considered, for ''Smash Bros.'' at some point. However, they were included as Mii costumes instead.

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** [[http://www.sourcegaming.info/2015/06/26/800/ Heihachi Mishima from Tekken]] and [[http://www.sourcegaming.info/2016/02/21/nintendodream3/ Geno from Super Mario RPG]] were both planned, or at least considered, for ''Smash Bros.'' at some point. However, they were included as Mii costumes instead.instead.
* ''Super Sprint'' initially supported up to four players, but the fourth car was made into a permanent AI drone so races could be guaranteed to end without an explicit time limit.
----
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** ''Star Trek: The Next Generation: A World For All Seasons'' was going to be a ''Series/StarTrekTheNextGeneration'' adventure game for the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]].
** ''Voyager'' was going to be a ''Series/StarTrekVoyager'' adventure game by Creator/LookingGlassStudios.
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* ''Videogame/QuantumBreak'' was, [[WordOfGod according to]] Sam Lake, originally going [[http://segmentnext.com/2016/08/15/quantum-break-song-poets-fall-complications-occured/ to include]] a new Music/PoetsOfTheFall song, (as per {{Creator/Remedy| Entertainment}} tradition) but shared contractual red tape held up the deal until time ran out.

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** [[VideoGame/ResidentEvil2 The second]] and [[VideoGame/ResidentEvil4 fourth games]] went through a number of iterations (respectively known as ''Resident Evil 1.5'' and ''3.5'' to fans and Capcom) before the developers finally settled on the final versions of each game.
** ''[=RE1.5=]'' was similar to the game that would eventually be released, with the main differences being with the characters. The female main character was Elza Walker, a college student and motorcycle enthusiast who is returning home to Raccoon City on vacation. She would be {{Retool}}ed into Claire Redfield in order to have a greater connection with the first game. Robert Kendo (known here as John) and Marvin Branagh were to play much larger roles in the game, acting as supporting characters for Elza and Leon respectively. Annette Birkin was to get infected with the G-virus and turn into a monster like her husband William, [[LadyInRed Ada]] was to be known as Linda, [[DirtyCop Chief Irons]] was to be a hero rather than a villain, the zombies were to be more varied and gruesome, and the Chimera and Eliminator [=B.O.W.s=] (which would appear in future games) were to serve as enemies. The police station itself was also going to more closely resemble a real-life office building as opposed to the repurposed art museum in the finished product, complete with a firing range. A fanmade project to restore this incomplete version into a full-fledged game is currently under way, and a playable ISO of their work so far can be found online with a little snooping around.
** ''[=RE3.5=]'', meanwhile, is the name collectively given to several prototypes, all of which were scrapped for various reasons:
*** The first iteration of ''[=RE3.5=]'' is the game that would later become ''VideoGame/DevilMayCry'', and its development included several trips to Spain to study architecture as inspiration for the game's environments. This version was deemed too much of a departure from the SurvivalHorror genre, but those trips to Spain would be put to use for the final version of the game.
*** There was also the [[http://www.youtube.com/watch?v=mOzr9hvaerE "Fog Version,"]] whose premise involved Leon infiltrating Umbrella's European headquarters, getting infected with the Progenitor Virus and fighting fog-like creatures. One of the levels was to take place on [[CoolAirship an airship]].
*** After that version was scrapped, Capcom made the [[http://www.youtube.com/watch?v=9NLUzU8Z_NI&feature=related "Hooked Man Version,"]] which was set in a seemingly haunted mansion and had Leon fighting what appeared to be paranormal enemies, such as medieval suits of armor (which would make it into the final version), [[CreepyDoll living dolls]], and the eponymous, ghost-like "Hooked Man," a possessed-looking man who wielded a giant hook on a chain and would stalk Leon throughout the mansion. The game was reportedly so scary that, when the trailer debuted at E3, Shinji Mikami told the audience, "Don't pee your pants." However, the game would be scrapped for being too outright supernatural for an ''RE'' game.
*** The final version proposed reportedly featured regular old zombies again, and was discarded for being too formulaic. ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]'' may have been based on this version of the game.
** The UK's official Nintendo magazine actually ran a review for the Game Boy Color port of the original ''VideoGame/ResidentEvil'', as it was canned so close to release that it was by all accounts actually finished. ''VideoGame/ResidentEvilGaiden'' was launched as a replacement, and the [=RE1=] port languished in oblivion until [[http://www.pocketgamer.co.uk/r/GameBoy/Resident+Evil+GBC/news.asp?c=37656 a prototype was finally discovered and ROM-dumped in 2012.]] ''Gaiden'''s ending showed that Leon was the parasite B.O.W., which implied that the real Leon was either missing or dead. Naturally, the game is considered non canon for various reasons and one of them being Leon appearing to be alive and well in future games.
** ''VideoGame/ResidentEvil5'' had several omissions evidenced by the concept art, which include Wesker [[spoiler:becoming human for the final boss battle and getting a better send off]], an Uroboros battle on top of a train, Jill [[spoiler: being your partner for half of the game]] a boss battle with a horde of Ndesus and a Tyrant. ''A Tyrant''. Which kills Excella.



** During the development of ''VideoGame/ResidentEvil4'', the gameplay was going to be much more action packed and have mechanics be a far cry from what ''Resident Evil'' was used to being. The developers decided eventually that the game wasn't cut out to be a ''Resident Evil'' title, but the concept was reimagined for a new franchise, ''VideoGame/DevilMayCry''.

to:

** During the development of ''VideoGame/ResidentEvil4'', the gameplay was going to be much more action packed [[VideoGame/ResidentEvil2 The second]] and have mechanics be [[VideoGame/ResidentEvil4 fourth games]] went through a far cry from what number of iterations (respectively known as ''Resident Evil'' was used Evil 1.5'' and ''3.5'' to being. The fans and Capcom) before the developers decided settled on the final versions of each game.
** ''[=RE1.5=]'' was similar to the game that would
eventually that be released, with the main differences being with the characters. The female main character was Elza Walker, a college student and motorcycle enthusiast who is returning home to Raccoon City on vacation. She would be {{Retool}}ed into Claire Redfield in order to have a greater connection with the first game. Robert Kendo (known here as John) and Marvin Branagh were to play much larger roles in the game, acting as supporting characters for Elza and Leon respectively. Annette Birkin was to get infected with the G-virus and turn into a monster like her husband William, [[LadyInRed Ada]] was to be known as Linda, [[DirtyCop Chief Irons]] was to be a hero rather than a villain, the zombies were to be more varied and gruesome, and the Chimera and Eliminator [=B.O.W.s=] (which would appear in future games) were to serve as enemies. The police station itself was also going to more closely resemble a real-life office building, complete with a firing range, as opposed to the repurposed art museum it was in the finished product. A fanmade project to restore this incomplete version into a full-fledged game is currently under way, and a playable ISO of their work so far can be found online with a little snooping around.
** ''[=RE3.5=]'', meanwhile, is the name collectively given to [[http://tay.kinja.com/the-long-complicated-history-of-resident-evil-4-1784844288 several prototypes]], all of which were scrapped for various reasons:
*** The first iteration of ''[=RE3.5=]'' is
the game wasn't that would [[DivorcedInstallment later become]] ''VideoGame/DevilMayCry'', with far more action-packed gameplay and mechanics that were a far cry from what was expected of the series. Its development included several trips to Spain to study architecture as inspiration for the game's environments. This version was deemed too much of a departure from the SurvivalHorror genre and not cut out to be a ''Resident Evil'' title, but those trips to Spain would be put to use for the final version of the game.
*** There was also the [[http://www.youtube.com/watch?v=mOzr9hvaerE "Fog Version,"]] whose premise involved Leon infiltrating Umbrella's European headquarters, getting infected with the Progenitor Virus and fighting fog-like creatures. One of the levels was to take place on [[CoolAirship an airship]].
*** After that version was scrapped, Capcom made the [[http://www.youtube.com/watch?v=9NLUzU8Z_NI&feature=related "Hooked Man Version,"]] which was set in a seemingly haunted mansion and had Leon fighting what appeared to be paranormal enemies, such as medieval suits of armor (which would make it into the final game), [[CreepyDoll living dolls]], and the eponymous, ghost-like "Hooked Man," a possessed-looking man who wielded a giant hook on a chain and would stalk Leon throughout the mansion. The game was reportedly so scary that, when the trailer debuted at E3, Shinji Mikami told the audience, "Don't pee your pants." However, the game would be scrapped for two reasons. First, there were [[http://www.eurogamer.net/articles/2015-01-18-inside-the-resident-evil-4-that-never-was technical issues]] concerning how Leon's hallucinations were to be shown, necessitating the creation of two 3D models for every level, which was both beyond the limitations of the UsefulNotes/NintendoGameCube and would've massively increased the work load for the team. Second, it was deemed too outright supernatural for an ''RE'' game.
*** The final version proposed returning to a more traditional ''RE'' survival horror style. Little is known about this version, beyond zombies serving as the main enemies once more and a plot involving Leon being infected with the Progenitor Virus. This game was discarded for being too formulaic, especially with the remake of ''VideoGame/ResidentEvil1'' and ''VideoGame/ResidentEvil0'' selling below Capcom's expectations, which led to the next iteration, which was ultimately released as ''[=RE4=]'', going in a more action-heavy direction with a new enemy design. ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]'' may have been based on this version of the game.
** The UK's official Nintendo magazine actually ran a review for the Game Boy Color port of the original ''VideoGame/ResidentEvil'', as it was canned so close to release that it was by all accounts actually finished. ''VideoGame/ResidentEvilGaiden'' was launched as a replacement, and the ''[=RE1=]'' port languished in oblivion until [[http://www.pocketgamer.co.uk/r/GameBoy/Resident+Evil+GBC/news.asp?c=37656 a prototype was finally discovered and ROM-dumped in 2012.]] ''Gaiden''[='=]s ending showed that Leon was the parasite B.O.W., which implied that the real Leon was either missing or dead. Naturally, the game is considered non-canon for various reasons, one of them being Leon appearing to be alive and well in future games.
** ''VideoGame/ResidentEvil5'' had several omissions evidenced by
the concept was reimagined art, which include Wesker [[spoiler:becoming human for the final boss battle and getting a new franchise, ''VideoGame/DevilMayCry''.better send off]], an Uroboros battle on top of a train, Jill [[spoiler:being your partner for half of the game]], a boss battle with a horde of Ndesus, and a Tyrant. ''A Tyrant''. Which kills Excella.

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** ''VideoGame/QuestForGloryV'': Multiplayer was planned for the game, then planned as a downloadable add-on. A PlayableEpilogue expansion would have focused on the Hero's choice of marriage as King of Silmaria and the character Punny Bones, with additional quests and a new storyline.

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** ''VideoGame/QuestForGloryV'': ''VideoGame/QuestForGloryV'':
***
Multiplayer was planned for the game, then planned as a downloadable add-on. A PlayableEpilogue expansion would have focused on the Hero's choice of marriage as King of Silmaria and the character Punny Bones, with additional quests and a new storyline.storyline.
*** Originally the game was planned to use a [[UsefulNotes/GraphcsRendering voxel]]-based graphics engine. However due to severe performance issues a change was made to a conventional 3D engine using prerendered backgrounds.

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* A ''Franchise/StarTrek'' point & click adventure game entitled ''Secret Of Vulcan Fury'' was in development by Interplay during the late 1990's, and would have featured the [[LiveActionTV/StarTrekTheOriginalSeries Original Series]] crew portrayed by the original cast in an episodic story. Each episode would focus on a different character, with the overall story revolving around an ancient Vulcan superweapon known as "Fury". While slated for a 1998 release and several [[https://www.youtube.com/watch?v=Fno_rZAt-KQ trailers]] were released, the game would sadly end up being quietly cancelled. Several [[https://www.youtube.com/watch?v=5ey31YCsJ5E animation tests]] and environmental renders were later released, showing, among other things, plans to include a ''[[http://en.memory-alpha.wikia.com/wiki/File:Secrets_vulcan_fury_-_bowling_alley.jpg bowling alley]]'' on the USS Enterprise as an EasterEgg. Even later, lead designer Ken Allen released a never before seen [[https://www.youtube.com/watch?v=Ds_XKnhjRfA WIP gameplay demo]] that showed part of Scotty's chapter of the game. [[note]]Scotty's lines in this segment were recycled from [[VideoGame/JudgmentRites a previous game]], and no new dialogue ended up being recorded by the cast before the game's cancellation.[[/note]]

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* ''[[Franchise/StarTrekExpandedUniverse Star Trek]]''
**
A ''Franchise/StarTrek'' point & click adventure game entitled ''Secret Of Vulcan Fury'' was in development by Interplay during the late 1990's, and would have featured the [[LiveActionTV/StarTrekTheOriginalSeries Original Series]] crew portrayed by the original cast in an episodic story. Each episode would focus on a different character, with the overall story revolving around an ancient Vulcan superweapon known as "Fury". While slated for a 1998 release and several [[https://www.youtube.com/watch?v=Fno_rZAt-KQ trailers]] were released, the game would sadly end up being quietly cancelled. Several [[https://www.youtube.com/watch?v=5ey31YCsJ5E animation tests]] and environmental renders were later released, showing, among other things, plans to include a ''[[http://en.memory-alpha.wikia.com/wiki/File:Secrets_vulcan_fury_-_bowling_alley.jpg bowling alley]]'' on the USS Enterprise as an EasterEgg. Even later, lead designer Ken Allen released a never before seen [[https://www.youtube.com/watch?v=Ds_XKnhjRfA WIP gameplay demo]] that showed part of Scotty's chapter of the game. [[note]]Scotty's lines in this segment were recycled from [[VideoGame/JudgmentRites a previous game]], and no new dialogue ended up being recorded by the cast before the game's cancellation.[[/note]][[/note]]
** ''Film/StarTrekVTheFinalFrontier'' was a game already completed for the NES, and was cancelled.
** ''Borg Assimilator'' was going allow the player to play as the Borg and assimilate planets by constructing Borg structures.
** ''Infinite Space'' was going to be a 2011 browser-based game by Keen Games and Gameforge.


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** Perpetual Entertainment was working on a different version of the game before development was taken over by Cryptic Studios and the game design was overhauled.
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** ''[[VideoGame/SonicTheHedgehog3&Knuckles Sonic the Hedgehog 3]]'' had three stages planned for it, that can be seen in the game's level select menu: Mushroom Hill Zone, Flying Battery Zone, and Sandopolis Zone. Time constraints caused these levels to be nixed, but they would be featured in the follow-up ''Sonic & Knuckles'', which is compatible with ''Sonic 3'' and allowed players to play the game as it was originally intended.

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** ''[[VideoGame/SonicTheHedgehog3&Knuckles ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'' had three stages planned for it, that can be seen in the game's level select menu: Mushroom Hill Zone, Flying Battery Zone, and Sandopolis Zone. Time constraints caused these levels to be nixed, but they would be featured in the follow-up ''Sonic & Knuckles'', which is compatible with ''Sonic 3'' and allowed players to play the game as it was originally intended.
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** ''[[VideoGame/SonicTheHedgehog3AndKnuckles Sonic the Hedgehog 3]]'' had three stages planned for it, that can be seen in the game's level select menu: Mushroom Hill Zone, Flying Battery Zone, and Sandopolis Zone. Time constraints caused these levels to be nixed, but they would be featured in the follow-up ''Sonic & Knuckles'', which is compatible with ''Sonic 3'' and allowed players to play the game as it was originally intended.

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** ''[[VideoGame/SonicTheHedgehog3AndKnuckles ''[[VideoGame/SonicTheHedgehog3&Knuckles Sonic the Hedgehog 3]]'' had three stages planned for it, that can be seen in the game's level select menu: Mushroom Hill Zone, Flying Battery Zone, and Sandopolis Zone. Time constraints caused these levels to be nixed, but they would be featured in the follow-up ''Sonic & Knuckles'', which is compatible with ''Sonic 3'' and allowed players to play the game as it was originally intended.
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* ''Series/SonicTheHedgehog''
** ''VideoGame/SonicTheHedgehog2'' had four additional stages planned for it, some of which was showcased in promotional material while the existence of others was found in the final game's code: Wood Zone, Desert Hill Zone, Genocide City Zone, and Hidden Palace Zone. Genocide City's level layout was used in the third act of Metropolis Zone, while the theme of Hidden Palace Zone could be played in the Sound Test. Hidden Palace Zone was eventually made into a fully-playable level in the [=iOS=]/Android EnhancedRemake.
** ''[[VideoGame/SonicTheHedgehog3AndKnuckles Sonic the Hedgehog 3]]'' had three stages planned for it, that can be seen in the game's level select menu: Mushroom Hill Zone, Flying Battery Zone, and Sandopolis Zone. Time constraints caused these levels to be nixed, but they would be featured in the follow-up ''Sonic & Knuckles'', which is compatible with ''Sonic 3'' and allowed players to play the game as it was originally intended.

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* The makers of ''VideoGame/SuperRobotWarsAlpha 3'' originally intended to avert one of the greatest {{What Could Have Been}}s in Anime history: ''Manga/GiantRobo''. The proposed storyline would have had Big Fire attempting to usurp the godhead of Irui, claiming the power of Nashim Ganeden for himself. Unfortunately, Mitsuteru Yokoyama died while the game was in development, and his estate raised the licensing cost for all his works, meaning ''Giant Robo'' had to sit out of the GrandFinale of the Alpha timeline. Furthermore, sprites for ''Manga/GundamSentinel'' were found within the game data when hacked; fans suspect that the story was originally planned to be the conclusion of Universal Century Gundam in ''Alpha'', but was cut when ExecutiveMeddling forced Banpresto to include the up-and-coming fan favorite ''Anime/MobileSuitGundamSEED'' in ''Alpha 3'' instead. But digging inside ''Alpha 2'' revealed that sprites of the Strike Gundam and Aegis Gundam were hidden inside the game. It's unknown, though, if this meant that ''SEED'' would have just made cameos of some sort, like how Star Anime/GaoGaiGar was a cameo of sorts, or if they were going to outright use ''Gundam SEED'' to a degree, ''a la'' ''Gao Gai Gar''. On a lesser note, that digging also revealed that there was a second ''Manga/GetterRobo'' theme placed in, "Gattai! Getter Robo", which wasn't used in favor of ''again'' "Getter Robo!". A later-revealed [[https://www.youtube.com/watch?v=c-Acb7nRGEA a video from]] Nico Nico was discovered that reveals the extent of ''Gundam Sentinel'''s influence in the game, as sprites for both Task Force Alpha heroes and the New Decides units were shown. One notable addition was Amuro's Zeta Plus A1. Also found on there was leftover data from Alpha 2 with the Nightingale, the Wing Gundam Ver. Ka., and units from ''Crossbone Gundam'' and ''Brain Powerd''.
* Continuing with ''VideoGame/SuperRobotWars'', a lack of money forced Banpresto to leave out a video game recreation of ''Anime/MobileSuitGundam00'''s final fight between Gundam Exia and 0 Gundam in ''VideoGame/{{Super Robot Wars Z}}2.2'', though it's also hinted that it was removed because they didn't want to dump a MidSeasonUpgrade 00 Gundam in favor for a majorly weaker unit.
* ''Super Robot Wars Z'' almost had two other Gundam series -- ''Anime/MobileSuitGundamZZ'' and ''Anime/MobileSuitVictoryGundam''. There were audio files with Amuro supporting Judau and Usso, but were DummiedOut. While it's possible for Victory Gundam to show up, the fact that the game uses the movie trilogy for Zeta Gundam pretty much leaves Judau out in the cold.
* In ''VideoGame/SuperRobotWars2'', when attempting to get all the characters they wanted for the game, Banpresto attempted to obtain characters from ''Anime/AuraBattlerDunbine''. However, for whatever reason, they were declined. To fill in the gap, they created a new hero and a new villain - [[OriginalGeneration Masaki Ando and Shu Shirakawa.]]
* Though ''VideoGame/ShinSuperRobotWars'' left a wide opening for a sequel, none was ever made. The game writing makes it easy to see why: vast amounts of tedious {{filler}} in the early stages and [[DemotedtoExtra numerous examples of insufficient motivation for many of the member series]].

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* The makers of Super Robot Wars
**
''VideoGame/SuperRobotWarsAlpha 3'' originally intended to avert one of the greatest {{What Could Have Been}}s in Anime history: ''Manga/GiantRobo''. The proposed storyline would have had Big Fire attempting to usurp the godhead of Irui, claiming the power of Nashim Ganeden for himself. Unfortunately, Mitsuteru Yokoyama died while the game was in development, and his estate raised the licensing cost for all his works, meaning ''Giant Robo'' had to sit out of the GrandFinale of the Alpha timeline. Furthermore, sprites for ''Manga/GundamSentinel'' were found within the game data when hacked; fans suspect that the story was originally planned to be the conclusion of Universal Century Gundam in ''Alpha'', but was cut when ExecutiveMeddling forced Banpresto to include the up-and-coming fan favorite ''Anime/MobileSuitGundamSEED'' in ''Alpha 3'' instead. But digging inside ''Alpha 2'' revealed that sprites of the Strike Gundam and Aegis Gundam were hidden inside the game. It's unknown, though, if this meant that ''SEED'' would have just made cameos of some sort, like how Star Anime/GaoGaiGar was a cameo of sorts, or if they were going to outright use ''Gundam SEED'' to a degree, ''a la'' ''Gao Gai Gar''. On a lesser note, that digging also revealed that there was a second ''Manga/GetterRobo'' theme placed in, "Gattai! Getter Robo", which wasn't used in favor of ''again'' "Getter Robo!". A later-revealed [[https://www.youtube.com/watch?v=c-Acb7nRGEA a video from]] Nico Nico was discovered that reveals the extent of ''Gundam Sentinel'''s influence in the game, as sprites for both Task Force Alpha heroes and the New Decides units were shown. One notable addition was Amuro's Zeta Plus A1. Also found on there was leftover data from Alpha 2 with the Nightingale, the Wing Gundam Ver. Ka., and units from ''Crossbone Gundam'' and ''Brain Powerd''.
* Continuing with ''VideoGame/SuperRobotWars'', a ** A lack of money forced Banpresto to leave out a video game recreation of ''Anime/MobileSuitGundam00'''s final fight between Gundam Exia and 0 Gundam in ''VideoGame/{{Super Robot Wars Z}}2.2'', though it's also hinted that it was removed because they didn't want to dump a MidSeasonUpgrade 00 Gundam in favor for a majorly weaker unit.
* ** ''Super Robot Wars Z'' almost had two other Gundam series -- ''Anime/MobileSuitGundamZZ'' and ''Anime/MobileSuitVictoryGundam''. There were audio files with Amuro supporting Judau and Usso, but were DummiedOut. While it's possible for Victory Gundam to show up, the fact that the game uses the movie trilogy for Zeta Gundam pretty much leaves Judau out in the cold.
* ** In ''VideoGame/SuperRobotWars2'', when attempting to get all the characters they wanted for the game, Banpresto attempted to obtain characters from ''Anime/AuraBattlerDunbine''. However, for whatever reason, they were declined. To fill in the gap, they created a new hero and a new villain - [[OriginalGeneration Masaki Ando and Shu Shirakawa.]]
* ** Though ''VideoGame/ShinSuperRobotWars'' left a wide opening for a sequel, none was ever made. The game writing makes it easy to see why: vast amounts of tedious {{filler}} in the early stages and [[DemotedtoExtra numerous examples of insufficient motivation for many of the member series]].
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* ''VideoGame/ShadowRealms'' was originally going to be a 4 versus 1 multiplayer action RPG by BioWare Austin.

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* ''VideoGame/ShadowRealms'' was originally going to be a 4 versus 1 multiplayer action RPG by BioWare Creator/BioWare Austin.
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* Creator/{{Jonochrome}} has stated that he wants to do nothing more with the ''Videogame/OneNightAtFlumptys'' series, including the cancellation of the follow-up ''One Week at Flumpty's''. Specific details on what the third game would have included can be read at the trivia page for that game.
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* ''[[VideoGame/{{Prey}} Prey 2]]'' by Human Head/Bethesda, announced in 2011, was cancelled in 2014.

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* ''[[VideoGame/{{Prey}} ''[[VideoGame/Prey2006 Prey 2]]'' by Human Head/Bethesda, announced in 2011, was cancelled in 2014.
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* Developer n-Space was developing ''Austin Powers: Oh, Behave!'', ''Dexter's Laboratory'', ''Duke Nukem D-Day'' and ''Mary-Kate and Ashley in ACTION!'' for the UsefulNotes/PlayStation2, and ''Winter'' for UsefulNotes/NintendoWii.
* ''NBA Live 13'', a planned reboot of the series, was cancelled by [[Creator/ElectronicArts EA]].
* ''VideoGame/NeverwinterNights'': [[DownloadableContent The Premium Modules]] ''Witch's Wake'' and ''Shadowguard'' were planned as mini-series, but both ended with a cliffhanger and [[LeftHanging never got a proper conclusion]]. Other modules [[ScrewedByTheNetwork cancelled by Atari]] were ''Tyrants of the Moonsea'' and ''Darkness over Daggerford''. Both were however released for [[GameMod free by the developers]].
* ''VideoGame/NeverwinterNights2'' had a few examples.
** In the first campaign, at Crossroad Keep there's a sidequest from Elanee to plant a garden that was cut. The PC could've also set up a gambling den, and been given control of their faction's operations on the docks in a section similar to managing Crossroad Keep. The structure that would have been your base is still in the game next to the Sunken Flagon. Quite a bit of dialog in Act 1 and early in Act 2 still references your character as being in charge of a faction there, even though you never have any authority in the final version.
** Back in 2009, there was talk of a possible third expansion and another patch for the game, but everything went down the drain when Hasbro (owner of the D&D license) sued Atari (the game's publisher). By the time the dispute was settled everybody had moved on to other games.
** Neeshka and Bishop were originally meant to be fully fledged romances. They're still there to an extent but trail off without true resolution.
* ''[[VideoGame/NightsIntoDreams NiGHTS: Journey of Dreams]]'' was originally going to be called ''Air [=NiGHTS=]'', and was going to use a motion controller for the Saturn. Then the project was moved to the Dreamcast, but never got past the prototype stage. Then it was going to be for the UsefulNotes/PlayStation3 and UsefulNotes/XBox360, until [[ExecutiveMeddling it was switched to]] the Wii, ''without'' any extension on development time or budget.
* ''VideoGame/{{Nintendogs}}'' originally began as a pet simulator named ''Cabbage'' for the 64DD which was slated for a 1998 release. After the add-on was discontinued they deiced to move the game to the Gamecube, and ultimately to the Nintendo DS to make use of its touch screen, microphone and wi-fi. Miyamoto added dogs to the game after his family adopted a dog. They also wanted to incorporate realistic fur animations in the game but they could not due to technical limitations. Iwata also presented the idea of 15 different versions of the game, one for each available dog breed. The game's original US title was going to be ''Puppy Life''.
* In ''VideoGame/NoMoreHeroes2DesperateStruggle'', Henry was going to be playable in at least two more stages, but he's in only one due to time constraints.
* ''VideoGame/NoOneLivesForever'' and its sequel could have been re-released on online services like ''UsefulNotes/{{Steam}}'' and ''Website/GOGDotCom'', but Night Dive Studios was denied the license to re-release the games.
* The ''VideoGame/ObsCure'' series:
** The data files for the first game reveal that Dan was intended to play a much larger role than he actually did. Instead of serving as a RedShirt who gets killed off in the prologue, he was supposed to have been one of the main characters, taking the place of Kenny, who was originally the one who got killed. Indeed, the end of [[http://www.youtube.com/watch?v=eHC84igPwW0 the game's trailer]] shows Kenny getting killed and dragged off by a monster, which obviously wasn't in the final game.
** As seen [[http://www.unseen64.net/2012/11/27/obscure-d-cancelled-xbox-360-ps3-pc/ here]], ''Final Exam'', a DivorcedInstallment of the series, went through multiple incarnations and quite a bit of DevelopmentHell before it was released.
*** The first incarnation, ''[=ObsCure=]: Dark Aura'', was to have been a budget title released for the UsefulNotes/PlayStationPortable and UsefulNotes/NintendoDS, taking place right after the end of the second game with Shannon as the main character. It was scrapped, with elements from it being used for...
*** ''[=ObsCure=] D'', which was to have been an {{interquel}} to the two ''[=ObsCure=]'' games. It would have been about a group of people, led by a teenage girl named Liddyah (the younger sister of Ashley, one of the first game's protagonists), [[AnotherSideAnotherStory searching for Josh and Ashley]] a few days before the events of the second game. It was here that the more exaggerated, LighterAndSofter art style of what became ''Final Exam'' is first known to have showed up, as well as the TwoAndAHalfD gameplay and four-player co-op. That version was canceled after Hydravision, the developer of the series, went out of business.
*** After the project was resurrected by Mighty Rocket (a studio formed by ex-Hydravision devs), it was intended as a {{reboot}} of the series, but [[TheyChangedItNowItSucks fan backlash]] over the game's radically different [[GenreShift gameplay]], [[ArtShift art style]], and story forced the developers to {{retool}} it into a non-canon spinoff.
* ''VideoGame/{{Oddworld}}'':
** A reward for [[OneHundredPercentCompletion saving all 99 Mudokans]] in ''[[VideoGame/{{Oddworld}} Oddworld: Abe's Oddysee]]'' is a bizarre cutscene called "Guardian Angel," where a robotic monstrosity with a chilling voice, a luminescent halo, and an overabundance of cutting implements taunts and corners Abe, claiming he has to "look inside if he wants to be free." Apparently, this "Guardian Angel" was supposed to be a boss until the game's producers realized [[WhatDoYouMeanItsNotForKids children were interested in buying the game]]. Although the rest of the blood and nightmare fuel remains, they cut this boss for being exceptionally creepy. It still appears as a cameo; the television screen that serves as its face can faintly be seen in the background of Zulag 3.
** Several projects have been announced and delayed: ''The Brutal Ballad of Fangus Klot'', ''Oddworld: Squeek's Oddysee'', ''Oddworld: Munch's Exoddus'', online RTS ''Oddworld: The Hand of Odd'', ''Oddworld: Slave Circus'', ''Oddworld: Stranger's Wrath 2'', ''[=SligStorm=]'', and ''Stranger Arena'', though the developers have stated several will be completed.
* ''VideoGame/{{Okami}}'' was originally going to use a standard realistic 3D style before the designers realized sumi-e would be a lot more fitting. Ammy's original realistic design can be seen in the [[CosmeticAward video gallery unlocked by beating the game, as well as an alternate skin]]. In addition, the video and art gallery showcases an absolutely insane amount of content (locations, characters, monsters) that didn't make it into the final game. If it had, the game probably would have been twice as long. Also, the creators revealed in the artbook that they originally wanted to make the game about dinosaurs.
* ''VideoGame/{{Oni}}'' had to abandon a lot of features and set pieces that were originally planned due to developer Bungie's acquisition by Microsoft causing development to be rushed. Such features included a PuzzleBoss fight with a HumungousMecha (to be called the "Iron Demon") and online multiplayer, as well as expansion of the story that would fill some of the more glaring plotholes. The modding community did eventually create a rudimentary multiplayer mod for the PC version of the game.
* While ''VideoGame/StarWarsTheOldRepublic'' was still in the planning stages, EA had contingencies in case they couldn't secure the ''Franchise/StarWars'' license. If they couldn't get ''Star Wars'', EA would have then went on to make a ''Literature/TheLordOfTheRings'' MMO along with a ''[[Literature/TheSilmarillion Silmarillion]]'' MMO. There were even plans for ''Literature/AGameOfThrones'' MMO.
* ''VideoGame/TheOregonTrail'': All of the programmers at MECC wanted the food supply to increase slightly if the wagon train had reached the starvation stage and a settler died. Management vetoed this NoPartyLikeADonnerParty reference.
* An [[http://www.donhodges.com/how_high_can_you_get2.htm analysis]] of ''VideoGame/PacMan''[='=]s famous KillScreen determined that if the programmers had included a simple check to prevent the split screen bug the game would not have been limited to 255 levels and 3,333,360 points. In fact, due to the existence of special "parking spaces" where Pac Man can avoid being tagged by ghosts, a high score would not even be limited by conditions of employment, family or even human endurance. A player could keep a ''Pac Man'' session going for years or even decades, racking up ever higher scored as long as the hardware continued to operate.
* ''VideoGame/OriAndTheBlindForest'' began development as a fast-paced action platformer in the style of ''VideoGame/SonicTheHedgehog'', titled ''Sein'' after its protagonist, whose name was eventually used for Ori's FairyCompanion. The ''Definitive Edition'''s bonus videos show many more gameplay concepts that didn't make the cut, including a [[TractorBeam Pull ability]] and ''VideoGame/OcarinaOfTime''-style [[SongsInTheKeyOfLock musical locks]].
* ''Parasol Stars'', a spin-off to ''VideoGame/BubbleBobble'' was going to have a port to the Commodore 64 developed by Ocean Gaming, but unfortunately someone stole the developer's computer just before the game was due... well, officially. The publisher had contracted an external programmer to develop the game since they didn't want to work on it in-house and it was going to be one of the last games published to the system. The problem was that his wife was TheAlcoholic and he confronted her on this [[YourCheatingHeart and sleeping with her ex-husband]]. In a drunken rage, she destroyed his computer, his notes [[NoPlansNoPrototypeNoBackup and even the back-ups he made of his work]]. Upon learning what happened, Ocean chose simply to cancel the game and, in a show of solidarity to the programmer due to his marriage problems, came up with the official story about a thief stealing the computer the game was on.
* ''VideoGame/PAYDAYTheHeist'':
** The game was originally going to be called "Stonecold". The name changed due to not fitting with the theme of the game plus possible lawsuits for being too similar to the wrestler Wrestling/StoneColdSteveAustin. The developers also came up with "Crime Wave" as the game's title before scrapping it and then using it as the music's title for the Slaughterhouse heist.
** The music heard in the Green Bridge heist was originally used for the First World Bank heist. The music composer managed to come up with something more suited for the bank level and he pushed the old music onto Green Bridge.
** The sequel, ''VideoGame/{{PAYDAY 2}}'', had [[EveryCarIsAPinto cars that would explode when shot at]] and the game also rewarded players for bagging a corpse and throwing it in a dumpster. The exploding cars were removed for possibly being a GameBreaker where players could lure groups of cops to cars and kill them easily. Being given money for hiding a dead body was also removed for possibly getting money too easily and avoiding penalties players would get for killing civilians. The sequel also had several heists that were DummiedOut, one of them being a heist contracted by The Elephant where you had to sabotage votes for him and the finale would involve you wrecking stuff like you would do in Mallcrashers. All the cut heists were cut for simply not working the way the developers had envisioned them to be, but Election Day was remade and released in the game in a later update.
** ''PAYDAY 2'' was also supposed to have the entire crew (except for Wolf and Bain) be replaced with new characters with similar backgrounds to the old crew. Dallas was supposed to have a Texan accent and he gained a new look, but fan reception to the new Dallas was extremely negative, which got the developers to bring back the old voice actor from the first game.
** The Infamy system started out as a parallel meta-skill tree to the basic one and could grant various bonuses to reduce the cost of climbing a skill tree, which gave players a lot more customization as they can now afford much more high-end skills than before. It also originally had a playing cards theme with 14 levels. Originally only 5 levels were released, with the remaining 9 intended to have other bonuses as the developers got to them, with each tier of 4 levels having different effects. The Infamy 2.0 update changed all of this, doing away with a semi-linear progression in favour of a circuit board-type chart and, aside from the original 5 released, granting only exp bonuses and mask unlocks for the remaining 20 levels (making the levels only good for grinding for more levels). They also removed the playing cards theme, as the theme could no longer support 25 levels (there are only 13 cards to a suit and they still had to use the Joker).
* ''VideoGame/PennyArcadeAdventures'': [[http://www.esrb.org/ratings/synopsis.jsp?Certificate=25348 The ESRB's listing for Episode 2]] mentions something about "robots humping legs, testicles, and taxidermy". We assume this is from a beta version, because in the final product, the only thing we see the Fruit Fuckers humping is a giant structure designed to look like an orange.
* ''VideoGame/PerfectDark'' was originally going to include a feature that let users take self portraits with the Game Boy Camera and use them in the game's multiplayer mode. This was scrapped; the original official explanation was that the N64 couldn't handle such a processor-intensive feature, but it was later admitted that it was because, due to the UsefulNotes/{{Columbine}} massacre, the idea of putting the heads of fellow students and teachers on in-game characters and then shooting them to death [[TooSoon wasn't exactly respectful at the time]].
* ''VideoGame/{{Persona 4}}'' had a lot of unused concepts:
** Kanji Tatsumi originally had a much more adult-looking design.
** Rise Kujikawa was to be a juvenile delinquent with Saki Konishi's design and chains for weapons.
** Naoto and Teddie switched genders in development; Naoto was originally going a boy, and Teddie a girl. According to the artbook, when it was decided Naoto would be female, Teddie was made male in response just to keep the party's gender ratio even. An early sketch of his female form resembles his Alice Costume from the final game, except looking somewhat older.
** Also, weird little things like Chie and Yukiko having long and short hair, respectively.
** Some character portraits from ''VideoGame/{{Persona 3}}'' were found in the game data, albeit it's been said that those are actually leftovers from the fact that Persona 4 was made with Persona 3 FES' engine.
** Some DummiedOut dub dialogue seems to have implied a romantic route for ''[[GayOption Yosuke]]'', despite no such option being available in the original. However, Yosuke's Social Link actually ''does'' contain a "Girlfriend Flag" usually only used for Romance Routes - except that in his case, said flag only determines whether or not you get to hug him at a certain point in the final game. This all has become a huge subject of fan art and fanfiction.
** There's also evidence that at one point in the story the killer was going to turn out to be [[spoiler:your uncle Dojima]] but this was apparently so disturbing to testers that it was changed during production. Some elements of this early version stayed around with the eventual killer [[spoiler:Tohru Adachi]], such as [[spoiler:him being someone you trust implicitly and who's welcome in the house at any time]] but dialed down somewhat.
* ''VideoGame/{{Pikmin 3}}'':
** The game began as a Wii game, but development was moved to the UsefulNotes/WiiU once that console was nearing release.
** A few elements were cut from the game. The game was originally going to feature four playable captains. Along with Alph, Brittany and Charlie, it was going to have a 4th "D" character.
** The game features two Shaggy Long Legs bosses, but the second was originally going to be a Beady Long Legs with a fifth leg instead of a head.
* ''Pirates of the Caribbean: Armada of the Damned'', by Propaganda Games / Disney Interactive Studios, was a cancelled action-adventure role-playing game in an open world with land and sea combat, set before ''[[Film/PiratesOfTheCaribbeanTheCurseOfTheBlackPearl The Curse of the Black Pearl]]''.
* ''Franchise/{{Pokemon}}'':
** A major miss is something that not many know about: A ''Pokémon'' RPG for the [[VaporWare N64DD]]. [[http://web.archive.org/web/19970605212537/http://www.n64.com/previews/90.html From IGN64]]. [[http://bmgf.bulbagarden.net/showpost.php?p=2693362&postcount=124 This mod on Bulbagarden]] believes there is evidence it eventually became ''Pokémon Colosseum''.
** ''Pocket Monsters RPG'', as it was called, was a story-driven game on a home console with a darker tone, featuring a protagonist named Leo who stole Pokémon from other trainers. It isn't difficult to believe that the game was recycled as ''Colosseum''.
** ''Battle Revolution'' was once very different from its released version. For example, Red and Leaf were originally supposed to be in the game but were later changed to Lucas and Dawn. The game was originally more realistic and action-packed in terms of effects, as shown by [[http://www.youtube.com/watch?v=djMyzIiYENo the original trailer]].
** Early promotional art for ''Pokémon Red and Blue'' suggests that a female player character was supposed to be available in the games. Her character design was similar to Green's (Blue in Japan) from the ''Pokémon Adventures'' manga. In addition to this, coding from the beta of the game indicates that badges were at one point supposed to be items in your bag that could be used outside of battle similarly to the Hidden Machine moves, perhaps as a replacement for them. Also present in the beta was an unnamed item, referred to as the [[FanNickname Surfboard]] by fans because it acted similarly to the Surf HM (whether it was meant as a usable item or simply a debugging tool is up for debate).
** [[http://youtu.be/NgeOPyntJ-k?t=5m3s Professor Oak]] was originally going to be an opponent in Red and Blue, using the last Pokémon neither the player nor rival choose and overall having a team stronger than the champion. [[note]]Of course, there is a rumor that he was actually meant to ''be'' the Champion.[[/note]]
** In Red and Blue/Green, you were originally going to be able to pull out your Pokédex in the middle of battle (like Ash Ketchum does in the anime) to refresh your memory on a Pokémon's type or see if you've caught it yet. But due to glitches, this was removed and left out of later games. They eventually settled on adding an icon to a wild Pokémon's health bar if you've already caught one of that species in later generations.
** The "glitch Pokémon" Missingno actually exists 39 times in the code for the original games, and hints from both the game's code (the 39 Missingnos are scattered among the actual playable Pokémon) and the developers indicate that the Missingnos might have actually been intended to be real Pokémon that were scrapped. There are sketches that show some Pokémon that apparently were proposed for Gen 1, then shelved and released in later gens. An interview with the designer of Ho-oh reveals that there were originally meant to be 190 Pokémon in the original games, all of the cut ones later introduced in ''Gold and Silver''. The same people who discovered this information also discovered that the series was meant to end after ''Gold and Silver''.
** ''VideoGame/PokemonSnap'' originally began as a simulation game on the 64 DD simply called ''Jack & The Beanstalk'' but it was unknown what kind of simulation it would have been. The developers later reduced it to only a photography game, made it on-rails so photography was the only interactive focus, and finally, re-tooled an otherwise generic photography game by adding Pokémon before finally moving it to the Nintendo 64 after the DD failed. The game also featured a desert stage, and a dummied out tune that had a haunted feel to it. Ekans was also featured as a 64th Pokémon.
** ''[[VideoGame/PokemonBlackandWhite Black and White]]'' have a few - apparently Professor Juniper was originally going to be an old man like previous ones instead of a HotScientist (although we do get an "old man" Juniper, who is the father of Professor Juniper). Jellicent and Stunfisk were going to be, respectively, pure Water type and another Electric/Water combination, before becoming respectively Water/Ghost and Ground/Electric to increase type diversity in Unova.
** Hydreigon and its evolution line were originally intended to be cybernetic dragons incorporating aspects of {{tank|Goodness}}s within their bodies. The track-like markings on their bellies seem to be a remnant of this.
** Some Pokémon have gone through similar re-designings, and there are also characters that were never fully implemented. These include a top-like creature (which probably developed into Hitmontop), a green turtle (which resembles Tirtouga) and most interestingly, a Pokémon that resembles a fusion of Blaziken and Latias.
** [[http://capsulemonsters.wikia.com/wiki/ This Wiki]] goes into the details about changes between games.
** ''VideoGame/PokemonGoldAndSilver'' had their [[http://youtu.be/wqVtRrMnTy0?t=48s Safari Zone]] moved - players have hacked a 'beta Safari Zone' in another area of the games that has grass but no wild Pokémon present.
** There were plans for ''Pokémon'' games to have multiple save files, but due to game space constraints, the developers were forced to choose either having multiple save files or being able to nickname your Pokémon. The developers chose being able to nickname your mons and haven't looked back since.
* ''VideoGame/PopfulMail'' nearly avoided being [[DolledUpInstallment dolled-up]] for international release as ''Sister Franchise/{{Sonic|TheHedgehog}}''.
* ''VideoGame/{{Portal 2}}'':
** The game, as originally conceived by Valve, would have been a prequel set in Aperture Science's labs during the 1950s. This version of the game, known internally as ''F-STOP'', introduced a new gameplay mechanic (the details of which remain secret) and removed both portals and [=GLaDOS=] entirely. [=GLaDOS=]'s role as antagonist would be filled by Aperture founder Cave Johnson, who had been turned into an AI and now led a robot army against humanity. Though Valve loved the new gameplay mechanic behind ''F-STOP'', they found that players wanted [=GLaDOS=] and the Portal Gun to return, forcing a complete rewrite the game to make it a direct sequel to the original ''Portal''.
** The game was initially supposed to have six individual personality spheres instead of Wheatley following you around and helping the player in the early game. Valve declared that this would be too confusing, and they scrapped these characters and replaced them with Wheatley. [[spoiler:Some of the scrapped spheres still appear in the final battle, however, like the Space Sphere, Adventure Sphere and Fact Sphere, and are a vital part of defeating Wheatley]].
** The game's ending would have included Chell [[SuddenlyVoiced revealing she can indeed talk]], and Want You Gone was to be a duet between her and [=GLaDOS=].
** Multiplayer was originally envisioned to have human characters (Chell + another female) but Valve felt that it was a bit too gruesome to constantly watch a human falling into acid, crushed, etc. over and over again, so they changed the characters to robots, which would make deaths more hilarious since robots don't feel pain and are reassembled to justify respawning.
* ''[[VideoGame/{{Prey}} Prey 2]]'' by Human Head/Bethesda, announced in 2011, was cancelled in 2014.
* ''Franchise/PrinceOfPersia'':
** ''VideoGame/PrinceOfPersia1'', in Jordan Mechner's first concept, was to have been an entirely puzzle-oriented game like ''VideoGame/LodeRunner'', with a LevelEditor, but Brøderbund demanded that the game have combat. It seemed at one point that there would not be enough memory on the UsefulNotes/AppleII for more than one set of large, fully animated character sprites; the shadow Prince was therefore planned to be the main antagonist rather than a secondary character, and his strength in the FinalBoss battle would be determined by the player's performance against him in previous levels.
** ''VideoGame/PrinceOfPersia2'' ends with an image of [[spoiler:a mysterious witch watching the hero in a crystal ball]]. WordOfGod has that she was the one responsible for [[spoiler:[[http://jordanmechner.com/blog/2013/04/pop-shadow-and-flame giving Jafar his powers, killing the Prince's family, and sacking the Prince's kingdom]].]] However, the sequel it foreshadowed never came to pass. ''VideoGame/PrinceOfPersia3D'' had a standalone story, and ever since then the series has stuck to new continuities.
** Early promo cutscenes released for ''VideoGame/PrinceOfPersiaTheTwoThrones'' had the Dark Prince as an entirely different person, instead of just a voice in his head and a model and gameplay change.
* ''VideoGame/PrincessMaker 2'' was set to be released in the United States, but a series of mishaps including the bankruptcy of the localized version's publisher caused the translated game to be shelved indefinetly. A mostly-translated prototype of the game has emerged on the internet years later.
* Project H.A.M.M.E.R. (or its apparent working title "Machinex") was a game teased by Nintendo Software Technology in Redmond Washington for several years. The game was being developed for the Wii, about a hammer wielding android named "M-09" who smashes his way through an army of robots led by a terrorist organization, the same that originally created him. Notably dark for a Nintendo game, it met a plethora of problems, from arguments between Western and Eastern developers, to the gameplay not being fun, to the poor decision of spending most of its budget on CGI cutscenes. Many who worked on the game have little nice things to say, criticizing the plot, dialogue and the main character, who one developer described "part man, part machine, all mediocre". There was a redesign to make it a cuter, more casual game called "Wii Crush", but the gameplay still didn't improve enough. The game ultimately ended production and is the reason NST no longer makes large scale games.
* ''Propeller Arena: Aviation Battle Championship''/''Propeller Head Online'' by [=Sega AM2=], for the [[UsefulNotes/SegaDreamcast Dreamcast]]. It was a World War II airplane combat game with multiplayer deathmatch, and a SpiritualSuccessor to Wing Arms.
* ''Project Offset'', a fantasy FPS by Offset Software, was cancelled after the creators were bought out by Intel.
* In ''VideoGame/PsychicForce Puzzle Taisen'', there is a hidden character named [[SpellMyNameWithAnS Masato/Masahito]] Suzuki who was supposed to have been a playable character from within the first ''Psychic Force'' game, but was eventually cut out during the later development of the game. Background information reveals that Suzuki would've been a neutral fighter (like Genma and Gates) and that he was a bounty hunter who had sought out the Psychiccers through one of his bounty hunting jobs (this fact, along with the other one that he's a swordsman as well would eventually be passed over to Might from within 2012). Aside from Suzuki, there are two other unknown characters from within the bonus pictures of ''Psychic Force Puzzle Taisen'' and that they appear alongside with him, indicating the possibility that they were intended to be playable characters as well and that they would've shared a storyline with Suzuki, but like him, they and the storyline was dropped as well.
* ''VideoGame/{{Psychonauts}}'':
** The player character was originally a completely different character named D'artagan (or Dart) who sported a signature floppy hat that proved "[[NoFlowInCGI too awesome for Doublefine to animate]]". He gets referenced a few times in-game (such as Coach Oleander declaring that Raz's name "starts with a D") and manages a short cameo in the game's final cutscene. Also, the main character was created as a mentally instable ostrich. That admittedly makes sense - considering the mind of Tim Schafer - but the master himself admitted that games usually act as kind of a wish-fulfillment fantasy, and that there are likely very few people who wished to be an insane ratite.
** The game was also initially going to be a horror-like platformer that would be Xbox-exclusive, as the 2002 trailer (which was included on the discs for ''VideoGame/{{Blinx}} the Time Sweeper'', ''VideoGame/VoodooVince'', and some printings of ''VideoGame/HaloCombatEvolved'') shows. The logo was also going to look like a logo for a spy movie, the camp was going to have a darker atmosphere and was going to be called "Whispering Pines" instead of "Whispering Rock", in Lungfishopolis you were going to fight Linda instead of Kochamara, and WordOfGod has it that the final level was going to take place inside Lili's mind (which Dr. Loboto was taking over), and was apparently going to be extremely terrifying. Halfway through development, Double Fine made the game less scary and more funny, which caused Microsoft to refuse to publish the game.
** [[GiantSpaceFleaFromNowhere The two Nightmare bosses]] you face in the Milkman Conspiracy were originally part of Milla's level (thus explaining why them and the stage you fight them on are so similar to [[PlanetHeck what you find]] in [[BlackBugRoom Milla's Room]], instead of the level's usual StepfordSuburbia), but the developers moved them because it didn't make sense with respect to why you were in Milla's mind in the first place. Raz and a bunch of other campers were invited there for a party, so she'd have no reason to put him against the Nightmares intentionally, and losing control of them would reflect rather negatively on her abilities and mental state.
* ''VideoGame/PsiOpsTheMindgateConspiracy'' ended in the middle of a ''cutscene''. A planned sequel was never announced due to a lawsuit suggesting the concept was stolen. Midway won but, by then, it was in great financial trouble, ultimately going into bankruptcy and the current liquidation. It looks like ''Psi-Ops 2'' is never going to see the light of day.
* ''[[VideoGame/PsiOpsTheMindgateConspiracy Psi-Ops]]'' was going to have a [[UsefulNotes/NintendoGameCube GameCube]] port, titled ''[=ESPionage=]'', that was cancelled.
* ''VideoGame/PunchOut'':
** In the Wii installment, Disco Kid's files are typed as “kidquick.” Kid Quick was a character in the original arcade version of ''Punch-Out!!''. Whether Disco Kid is the same character as Kid Quick or replaced him is unknown. However, they share the same stats and both have somewhat similar names.
** Early gameplay footage of ''Super Punch-Out!!'' suggests that Little Mac would have made a return appearance as playable character, instead of the unnamed blond boxer in the final game.
* The ''Anime/QueensBlade'' Spiral Chaos game was planned originally as a multi-series crossover game Super Robot Wars-style, but using non-mecha series (besides Queen's Blade, other anime series were planned to appear) but it wasn't possible those series to be included, due to the authors and companies being reticent to allow their characters being crossed-over with other characters from other series. The sequel, ''Queen's Gate Spiral Chaos'' is the closest thing to the original idea Banpresto was able to get and still they weren't allowed to use Kasumi from the ''VideoGame/DeadOrAlive'' series and she's replaced with Franchise/WonderMomo instead.
* ''VideoGame/RainbowSix'': ''Tom Clancy's Rainbow 6 Patriots'' was an FPS by Ubisoft Montreal that was cancelled in 2014.
* ''VideoGame/RagnarokOnline'':
** The game will likely never have a great many of features that were originally planned for it, such as player-owned apartments, and is only now, late its life, beginning to see some of the things were a little more easily brought back such as the 3rd jobs. This was not due to internal reasons, but rather due to an attack on Gravity by hackers after the Korean version entered pay-to-play. The attack destroyed basically everything, including a large portion of the development materials. The infant international ''Ragnarok Online'' was wholly cannibalized in a vain effort to keep the company afloat, and Gravity was only 'saved' on being bought out by Samsung. The game was then almost lost a ''second'' time when the director Samsung forced on the developer's tried to impose his wholly different vision on the recovery, leading to several members of the original development team quitting - mercifully, an act that lead Samsung to pull their director and leave Gravity alone to restore what they could of the project into what we have today. Further information [[http://www.adultimum.net/rw/soappserv.htm here]].
** The developers tried for a long time to implement a Karma system, that would have operated based on a player's actions within a global PVP system. Things like 'a wholly bad' player would be free game for others to attack without penalty. There are still glimpses of the system, though a lot have been removed. The unresponsive 'Temper.' tab (that for a while lead to an inactive chart window) under character status is the only one presently springs to mind. One reason for its failure was supposedly the local ratings board not much liking depictions of humans killing one another.
** The PVP system was originally supposed to have been much, much more complex, with league tables and the like, and was supposed to have operated wholly within a specialized arena in Izlude. Instead, for a long time, a somewhat clumsy system running on empty versions of the various town maps was the nearest thing. More recently, an actual Izlude arena has been implemented, however it still lacks a great deal of the functionality it was originally intended to have.
** There was, at one point, also talk of the game originally having had a rather-more involved combat system than the version anyone saw, dropped very early on for 'detracting from the game's social aspects', though ''that'' story's veracity is somewhat more questionable.
* ''VideoGame/RatchetAndClank'' has the Insomniac Museum bonus that shows all the various things that had been cut, such as original designs for gadgets, unused weapons, missing enemies and level ideas, and even variant physics engines.
* For ''[[CompilationRerelease Rare Replay]]'', Creator/{{Rare}} wanted to include ''VideoGame/KinectSports'' and ''Kinect Sports: Season 2'', but technical differences between the UsefulNotes/{{Xbox 360}} and UsefulNotes/XboxOne versions of Kinect resulted in their exclusion. Also, every game Rare ever made was considered at some point - even ''Videogame/GoldenEye1997'', a game infamous for licensing issues preventing a rerelease for 18 years as of ''Rare Replay''[='=]s release - but cut it down to the final 30 based on various factors such as whether the characters and environments were their own creation, ruling out licensed games like the ''VideoGame/DonkeyKongCountry'' series.
* ''Franchise/{{Rayman}}'':
** ''Rayman 4'' was to be another platformer like its predecessors, on the Wii. There was even a trailer advertising it as such. In it, Rayman dons various costumes as he fights his way through hoardes of vicious rabbit-like monsters. The rumour is that Nintendo gave the development team a pack for mini-game programming, and the game was changed entirely. As you may have sussed, the vicious rabbit-like monsters were Rabbids, and ''Rayman 4'' became ''Rayman Raving Rabbids'', a launch title for the Wii, consisting of humourous mini-games, and one of the most popular Wii games still.
** The original ''Rayman'' was going to be an SNES title, and Rayman was originally going to have a neck, arms, and legs, but apparently they were too hard to render, [[FloatingLimbs so they removed them]]. The game was also going to be about a boy who is sucked into a virtual world he made, and he becomes his own creation: Rayman.
** ''VideoGame/{{Rayman 2}}'' was going to be a 2D platformer for the [=PS1=] and Saturn, but when Ubisoft saw that 3D platformers like ''VideoGame/SuperMario64'' and ''Franchise/CrashBandicoot'' were wowing everyone at E3, they reworked it into a 3D platformer, and it remains to this very day one of the greatest 3D platformers ever created. However, certain versions of the game have the first level of the original 2D game as an EasterEgg after completing the main game. The kicker? [[DevelopmentGag It only exists on the [=PS1=] and Saturn versions]].
** ''VideoGame/RaymanOrigins'' was going to be an episodic title for Xbox Live Arcade, UsefulNotes/PlayStationNetwork, and PC, about the origins of Rayman, and each episode was going to be about him growing up and maturing. The episodic idea was canned because Michael Ancel thought episodic format would ruin the exploration nature of the franchise, and it was reworked into a retail title. Then, according to information discovered by fans, it was going to be about Rayman and his friends realizing that this is a sequel to ''VideoGame/{{Rayman 3|HoodlumHavoc}}'', instead of the prequel it was marketed as. The game was also going to have lots of dialogue too (some of the dialogue from the beta version is present in the ESRB's parental guide for the game). But the final product ended up having very little dialogue, and is unclear as to whether it takes place before ''Rayman 1'', or after ''Rayman 3''. Still a great game though.
* ''Franchise/ResidentEvil'':
** [[VideoGame/ResidentEvil2 The second]] and [[VideoGame/ResidentEvil4 fourth games]] went through a number of iterations (respectively known as ''Resident Evil 1.5'' and ''3.5'' to fans and Capcom) before the developers finally settled on the final versions of each game.
** ''[=RE1.5=]'' was similar to the game that would eventually be released, with the main differences being with the characters. The female main character was Elza Walker, a college student and motorcycle enthusiast who is returning home to Raccoon City on vacation. She would be {{Retool}}ed into Claire Redfield in order to have a greater connection with the first game. Robert Kendo (known here as John) and Marvin Branagh were to play much larger roles in the game, acting as supporting characters for Elza and Leon respectively. Annette Birkin was to get infected with the G-virus and turn into a monster like her husband William, [[LadyInRed Ada]] was to be known as Linda, [[DirtyCop Chief Irons]] was to be a hero rather than a villain, the zombies were to be more varied and gruesome, and the Chimera and Eliminator [=B.O.W.s=] (which would appear in future games) were to serve as enemies. The police station itself was also going to more closely resemble a real-life office building as opposed to the repurposed art museum in the finished product, complete with a firing range. A fanmade project to restore this incomplete version into a full-fledged game is currently under way, and a playable ISO of their work so far can be found online with a little snooping around.
** ''[=RE3.5=]'', meanwhile, is the name collectively given to several prototypes, all of which were scrapped for various reasons:
*** The first iteration of ''[=RE3.5=]'' is the game that would later become ''VideoGame/DevilMayCry'', and its development included several trips to Spain to study architecture as inspiration for the game's environments. This version was deemed too much of a departure from the SurvivalHorror genre, but those trips to Spain would be put to use for the final version of the game.
*** There was also the [[http://www.youtube.com/watch?v=mOzr9hvaerE "Fog Version,"]] whose premise involved Leon infiltrating Umbrella's European headquarters, getting infected with the Progenitor Virus and fighting fog-like creatures. One of the levels was to take place on [[CoolAirship an airship]].
*** After that version was scrapped, Capcom made the [[http://www.youtube.com/watch?v=9NLUzU8Z_NI&feature=related "Hooked Man Version,"]] which was set in a seemingly haunted mansion and had Leon fighting what appeared to be paranormal enemies, such as medieval suits of armor (which would make it into the final version), [[CreepyDoll living dolls]], and the eponymous, ghost-like "Hooked Man," a possessed-looking man who wielded a giant hook on a chain and would stalk Leon throughout the mansion. The game was reportedly so scary that, when the trailer debuted at E3, Shinji Mikami told the audience, "Don't pee your pants." However, the game would be scrapped for being too outright supernatural for an ''RE'' game.
*** The final version proposed reportedly featured regular old zombies again, and was discarded for being too formulaic. ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]'' may have been based on this version of the game.
** The UK's official Nintendo magazine actually ran a review for the Game Boy Color port of the original ''VideoGame/ResidentEvil'', as it was canned so close to release that it was by all accounts actually finished. ''VideoGame/ResidentEvilGaiden'' was launched as a replacement, and the [=RE1=] port languished in oblivion until [[http://www.pocketgamer.co.uk/r/GameBoy/Resident+Evil+GBC/news.asp?c=37656 a prototype was finally discovered and ROM-dumped in 2012.]] ''Gaiden'''s ending showed that Leon was the parasite B.O.W., which implied that the real Leon was either missing or dead. Naturally, the game is considered non canon for various reasons and one of them being Leon appearing to be alive and well in future games.
** ''VideoGame/ResidentEvil5'' had several omissions evidenced by the concept art, which include Wesker [[spoiler:becoming human for the final boss battle and getting a better send off]], an Uroboros battle on top of a train, Jill [[spoiler: being your partner for half of the game]] a boss battle with a horde of Ndesus and a Tyrant. ''A Tyrant''. Which kills Excella.
** ''VideoGame/ResidentEvil'' was going to have every item box be its own storage instead of being linked with each other, which meant players that placed specific items in one box would have to go back to that particular box to get the item back. The game had no auto aim and it was going to be in the final version, but it was reverted to manual aim, most likely due to lack of time to implement it (it was restored in the Director's Cut version). The [=GameCube=] remake of ''Resident Evil'' brings back the manual only aim and unlinked item boxes as a part of Real Survival mode.
** During the development of ''VideoGame/ResidentEvil4'', the gameplay was going to be much more action packed and have mechanics be a far cry from what ''Resident Evil'' was used to being. The developers decided eventually that the game wasn't cut out to be a ''Resident Evil'' title, but the concept was reimagined for a new franchise, ''VideoGame/DevilMayCry''.
* In a podcast, Insomniac Games revealed that ''VideoGame/{{Resistance}}: Fall of Man'' was originally envisioned a futuristic, time-travelling UsefulNotes/WorldWarI game with loads of inspiration taken from the film version of ''Film/StarshipTroopers''. Also, the actual game was supposed to start with Hale touring an American aircraft carrier before leaving for Britain, but the level was cut due to time constraints. There were also plans to include a grappling gun, but that weapon was cut since the team felt it was too much of a GameBreaker.
* ''VideoGame/{{Rez}}'', or Project K as it was known during pre-production, featured a more humanoid character running across an infinite bridge and a much different control scheme. At one point the music was planned to be composed by Music/AphexTwin.
* ''Literature/{{Ringworld}}'': The adventure games ''Ringworld: Revenge of the Patriarch'' and ''Return to Ringworld'' were to be followed by a third game, ''Ringworld: Within ARM's Reach''.
* ''VideoGame/RiseOfNations: VideoGame/RiseOfLegends'' was supposed to have four nations instead of three, and four campaigns, to fit. The mysterious “fourth nation” that was eventually scrapped went through several iterations too: first they were the Skald, based on Finnish, Slavic, and some northern Europeans mythology. And then they were the Kragar(?), apparently a race of bestial giants who tamed great beasts. And then they were the Khan, based on ancient Mongolian mythology and history.
* ''Robotech: Crystal Dreams'' for the ''UsefulNotes/Nintendo64'', a space fighter simulator with a tie-in comic by [[Creator/AntarcticPress Antarctic Press]], which would have been localized in Japan as ''The Super Dimension Fortress Macross: Another Dimension''.
* ''VideoGame/RogueWarrior''. Initially developed by Zombie Inc. (subtitled ''Black Razor''), it was supposed to be a tactical FirstPersonShooter that featured four player co-op and randomized level layout (somewhat in the vein of ''VideoGame/Left4Dead2''). Then Bethesda in 2009 stated they weren't completely satisfied with the current status and handed the development to Rebellion Developments (who were also making a new ''Franchise/AliensVsPredator'' game).
* When planning bachelorettes for ''VideoGame/RuneFactory4'' there was serious consideration to make Minerva, the [[EnsembleDarkhorse fan-favorite]] little sister of a previous game's marriage candidate, one of the male MCs potential brides. Unfortunately, two ''other'' fan-favorites had already been decided on as returning characters, and the developers worried that adding more returning characters might isolate newcomers to the series.
* ''Runemaster'', a cancelled game by Creator/ParadoxInteractive, was going to be an RPG based on Myth/NorseMythology.
* According to the second-to-last paragraph in [[http://www.g4tv.com/thefeed/blog/post/721593/saints-row-the-third-how-a-giant-purple-dildo-bat-set-the-tone-for-saints-row-3/ this article]], a feature called "Freegunning" was scrapped from the final cut of ''VideoGame/SaintsRowTheThird''. This combat style would have incorporated the series' firearm emphasis with Franchise/AssassinsCreed-style freerunning. With the announcement that that game's ''Enter the Dominatrix'' expansion pack was to be both delayed, and incorporated into ''VideoGame/SaintsRowIV'', the in-game billboards teasing the arrival of Zynyak became less of a 'future content tease' and more of a SequelHook. In addition, the Prima guide for ''The Third'' hints that more of Stilwater would have been seen in the game, primarily dealing with a "Saints Con" that the Syndicate would have attacked, ending in the deaths of Tobias and Laura from the first two games.
* ''Saints Row IV'' was supposed to have more dead characters from previous games appearing in the simulation and be reprogrammed into homies, which include Lin, William Sharp, Viola, and Philippe Loren. The cut characters have audio logs that are in the game's data, but are DummiedOut. Philippe and Sharp can be recruited since they have a working character model, but only through modding.
* ''Saints Row Undercover'' was going to be a PSP port of ''VideoGame/SaintsRow2''. The game became its own game on the PSP until it was cancelled, and the developers released the ISO for free.
* ''Samurai Shodown RPG''/''Shinsetsu Samurai Spirits Bushidō Retsuden'': The Neo Geo CD, [=PlayStation=] and Saturn versions were to each have one different chapter, making three chapters total, but instead the games focus on the first two chapters, with the Neo Geo CD having an extra mini-chapter.
* Back in 2004, there was supposed to be a sequel to the popular PC game ''VideoGame/SamAndMaxHitTheRoad'', titled simply ''Sam & Max: Freelance Police!!''. However, LucasArts cancelled the game, stating that there wasn't a market for its kind of game. This would lead to the creation of Creator/TelltaleGames, who made the episodic ''VideoGame/SamAndMaxFreelancePolice'' games, and the would-be game would be referenced as probably one of the ultimate {{Noodle Incident}}s.
* ''VideoGame/SabreMan'': ''Mire Mare'' was going to be the next game. It was alluded to in the last three games.
* ''VideoGame/SandsOfDestruction'' originally had an allegedly much more darker story, drafted by Masato Kato, who's responsible for [[VideoGame/ChronoTrigger the]] ''[[VisualNovel/RadicalDreamers Chrono]]'' [[VideoGame/ChronoCross series]], ''VideoGame/{{Xenogears}}'' and ''VideoGame/BatenKaitos'', before ExecutiveMeddling came in and had the game marketed towards a younger audience. It results in the game's strange case of MoodWhiplash. In the original version, all Ferals actually ''ate'' humans, rather than just Porcus Rex. However, this, among other things, was toned down in order to get a much more accessible rating in Japan (since Japan doesn't exactly have a AvoidTheDreadedGRating[=/=]RatedMForMoney mentality). Despite the fact that the writers actually ''did'' approve of the change, they were cited as saying they thought it would have been interesting.
* ''VideoGame/SecretOfMana'' was originally intended to be for the UsefulNotes/{{Super Nintendo|EntertainmentSystem}} CD add-on, which would've allowed the game to be much larger and to feature CD-quality music tracks. Notice how many of the plot threads concerning the Empire seem incomplete and rushed, and how the game's sound and music glitches at times when there's a lot going on (the result of the SuperNintendo's eight music channels being too few for the game's complex music).
* ''VideoGame/SeriousSam'':
** Croteam began designing what became this game in 1996, where it was first titled "In the Flesh", running on a proprietary engine then called "S-Cape 1" because the team didn't have the money to license the ''Doom'' engine. As per its inspiration, it would have taken place in hellish areas, and props designed to decorate the levels included sofas and tables. Around 1998, the game was re-tooled into ''Serious Sam: The First Encounter''.
** At one point, Sam's initial design was thought to be too silly for the game. However, there was near-universal backlash against the "realistic" redesign, so Sam went back to the original look. The would-be realistic version became the multiplayer model named "Hilarious Harry".
** Before the announcement of ''Serious Sam 3: BFE'', Croteam had been working on an "[[http://www.serioussam.wikia.com/wiki/Unnamed_Military_Shooter Unnamed Military Shooter]]" for a now-defunct publishing company. It would have been a more realistic shooter, possibly in the vein of ''VideoGame/CallOfDuty'', set somewhere in the modern Middle East. All that remains of the original game are unused idle animations for three weapons that would have appeared in the game, and a fourth being referred to in the animations for the assault rifle in ''BFE''.
* ''VideoGame/{{Shantae}}'':
** The game would have originally been released for the SuperNES (the final version was a Game Boy Color game). Towards the end of the game, Shantae would have received a blue version of her ordinary clothes (these were later made available to certain ''Half-Genie Hero'' donors as a DevelopmentGag).
** At some point, Risky Boots was going to be a pirate ghost, which would explain her unearthly appearance. In the final games, she's just [[AmazingTechnicolorPopulation some lady who happens to have gray skin]].
** ''Shantae: Risky's Revennge'' was supposed to be an episodic game, but was scrapped in favor of a single game.
* In several gaming magazines, it was mentioned that the story for ''VideoGame/{{Shenmue}}'' would be spanning a total of 25 -- that's ''twenty-five'' -- games, one for each year Ryo would have spent on his [[YouKilledMyFather quest for revenge]]. ''Yowza''. This was condensed down into 25 chapters, with each game having multiple chapters (for instance, the first game was chapter 1, the second game had 3-5 or so, the 2nd chapter being in an unshown part of the games). This was still a lot more than what was fit into two games. It was also going to be a UsefulNotes/SegaSaturn game at first. Ryo has a Saturn in his house as a ShoutOut to this. And originally, it was going to be a game set in the ''VideoGame/VirtuaFighter'' universe, with Akira as the main character.
* A ''Shenmue Online'' MMORPG was planned, but the game appears to have been cancelled.
* ''VideoGame/ShovelKnight'':
** The original idea for the checkpoints would be to have them only work if the player had a certain amount of gold on them when they first touched them. It was canned because the developers decided that it would punish less skilled players unfairly.
** Plague Knight's campaign was to have a crafting system through which most if not all items and upgrades would have been obtained. This was ditched in favor of the simpler cipher coin and relic trading systems.
** Any of the Order of No Quarter Knights could have had their own campaign and individual game mechanics, but the fan votes decided on three: Plague Knight, King Knight, and Specter Knight. The developers teased that Propeller Knight, had he won a spot, would have probably been a GlassCannon with short-range flight.
* Creator/{{Sierra}}:
** Plans to continue with VGA remakes of previous titles, including ''King's Quest'' II & III, were cancelled when sales of their released remakes did not meet expectations.
** ''VideoGame/KingsQuest'' fans feel ''VideoGame/KingsQuestMaskOfEternity'' turned out to be radically different from original designs. The main character would have been a statue that had come to life rather than a village tanner, some characters (such as the swamp witch) had much larger or entirely different roles, and the game world was a lot lighter and cheerier, matching the rest of the series more than the darker final product. And one can only imagine what could have happened if the game had stayed as a lighthearted point and click adventure like the rest of the series rather than the DarkerAndEdgier hack and slash RPG it ended up as.
** ''VideoGame/KingsQuestMaskOfEternity'' by Davidson and Associates was going to be a more non-violent version of the game.
** When ''VideoGame/KingsQuestMaskOfEternity'' was being developed, Roberta Williams discussed concepts for ''King's Quest IX'', including being a multiplayer or MMO adventure; the project was not further developed. Ideas included Connor starring in the series; King Graham would be older and unable to go on further adventures, and Alexander would be busy as king of the Green Isles. Connor would meet Rosella, forming an eventual love triangle between Connor, Rosella and Edgar. In-game, Connor and Rosella could swap items, helping each other in solving puzzles and fighting monsters together.
** Along with ''VideoGame/LeisureSuitLarryMagnaCumLaude'', Vivendi Games planned to release more InNameOnly console action titles. ''King's Quest'' would be a console action game with King Graham wielding a huge sword, wearing armor, and doing flips. ''Space Quest'' by Escape Factory was to be an UsefulNotes/XBox/[[UsefulNotes/PlayStation2 PS2]] action platformer.
** Another ''King's Quest'' was being developed by Silicon Knights on the Unreal Engine.
** Creator/TelltaleGames was going to release an episodic ''King's Quest'' series.
** ''Space Quest 7'' was planned to be 3D with a multiplayer mode. The project was put on hold, restarted, then cancelled.
** ''VideoGame/LeisureSuitLarry'': Cancelled games include the 3D ''Leisure Suit Larry 8: Lust in Space'', ''Leisure Suit Larry: Pocket Party'' for the UsefulNotes/NGage by TKO-Software, and ''VideoGame/LeisureSuitLarryMagnaCumLaude'' sequel ''Leisure Suit Larry: Cocoa Butter'' for PC, [[UsefulNotes/PlayStation2 PS2]] and UsefulNotes/XBox.
** ''VideoGame/QuestForGloryV'': Multiplayer was planned for the game, then planned as a downloadable add-on. A PlayableEpilogue expansion would have focused on the Hero's choice of marriage as King of Silmaria and the character Punny Bones, with additional quests and a new storyline.
* ''Franchise/SilentHill'':
** ''VideoGame/SilentHill4'' was originally just going to be a GaidenGame and not a full sequel; the only parts of that idea to survive are the first person bits in Henry's apartment. Hacking into the game has revealed placeholder items (the same gems from ''SilentHill1'') for unlocking the absent UFO ending.
** ''Origins'' changed development teams entirely not long before it was released. The original version was a ''VideoGame/ResidentEvil4'' clone that drew on a great deal more material from the movie. The first previews indicated the game was going to use the OverTheShoulder camera to deal with the smaller PSP screen.
** ''VideoGame/SilentHills'', a hotly anticipated sequel run by a dream team of Creator/HideoKojima and Creator/GuillermoDelToro, has been cancelled following Kojima's departure from Creator/{{Konami}}. This is one of the biggest What Ifs in video games to date, thanks to the massive amount of hype surrounding the project.
* Maxis Software (creator of ''VideoGame/SimCity'') has had a few. First, prior to 1998, ''[=SimCity 3000=]'' was to be in [[http://www.gamespot.com/features/maxis/sc3k3d2.html full 3D]]. Then, when Creatir/ElectronicArts acquired them, they put an end to developing non-Sim products (this included employee personal projects, a sports brand, and much more.) Finally, even after the acquisition, two other games, ''[=SimMars=]'' and ''[=SimsVille=]'' were scrapped.
* ''VideoGame/SimCity'' was going to be released on the NES.
* ''Franchise/TheSims'':
** Console spin-off ''VideoGame/TheUrbz'' was planned to be a mini-series of around three games, as well as a PC port. Some assets were used in ''Videogame/TheSims2''.
** ''Videogame/TheSims2'': The original version was lost in a server room fire, and many features had to be redone from scratch.
** ''[=MySims Social=]'' was to be another social game similar to ''The Sims Social'' and ''[=SimCity Social=]''.
* ''VideoGame/ShadowRealms'' was originally going to be a 4 versus 1 multiplayer action RPG by BioWare Austin.
* The Japanese {{Xbox}} exclusive ''Shin Megami Tensei NINE'' was planned to lead into a ''Franchise/ShinMegamiTensei'' MMORPG which was never released.
* ''VideoGame/{{Skullgirls}}'': Squiggly was part of the original roster, but was replaced by Valentine, due to Lab Zero wanting to have a playable villainous character. Squiggly was eventually included as a DLC character in the updated version, ''Skullgirls Encore''.
* ''VideoGame/SleepingDogs'' started as a game called ''Black Lotus'', became part of the ''True Crime'' franchise as ''True Crime: Hong Kong'', then became a separate game as the rights were bought from Activision by Square Enix.
* An early draft of ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' featured Sly with a more Cockney accent (the comment track mocks this slightly) and Bentley with a more studied one. Sly also had a different name. Also, a slight change between the demo and the production game: in the first, the save points weren't remote beacons, but apparently a girl in a trunk who would pop out and photograph Sly (and remain inside giggling no matter how much you smacked her trunk with your cane).
* In late 2009, ''VideoGame/NBAJam'' co-creator Mark Turmell revealed that he was working on a ''VideoGame/SmashTV'' remake at the time his former employers at Creator/MidwayGames went bankrupt. The project died, and Turmell was hired by [[Creator/ElectronicArts EA Tiburon]] shortly thereafter.
* For ''Franchise/TheSmurfs'' franchise, there was a Smurfs educational game called ''Smurf Play & Learn'' advertised by Coleco that would have been released for the UsefulNotes/ColecoVision, as well as ''Smurfette's Birthday'' and ''Papa Smurf's Treasure Hunt'', none of which were ever worked on.
* ''[[VideoGame/SoulSeries Soulcalibur V]]'' would have originally had a story mode for each character in the roster, and would have been 4 times as long and featuring confrontations with the entire cast, but ultimately ended up focusing on the story of Patroklos and his sister Pyrrha due to a limited team of developers and time constraints to release the game.
* There was going to be a ''WesternAnimation/SouthPark'' platformer for the Game Boy Color. A "Coming Soon" section in a Nintendo Power magazine depicted a screenshot from it. The game even got an ESRB rating, but the project was canned because Nintendo knew that there were more kids with Game Boys than teens or adults, and they feared that children would be getting their hands on it. It has been said that Matt Stone and Trey Parker keep a cartridge of this game though.
* ''VideoGame/{{Splatoon}}'' was originally going to be a ''Mario'' game. Later on instead of ''Mario'' characters the developers decided to go with rabbits, since they had ears which could point which way they were going. After including the ability to swim through ink, they ultimately decided that squids were the way to go. Shigeru Miyamoto wanted ''Splatoon'' to have Mario characters, but later decided against it because it would mean that Nintendo couldn't make a new IP if Mario was going to be in the game.
* ''VideoGame/SplinterCellConviction'' changed drastically from the time it was announced (in 2007) to when it was released in 2010. In 2008, Ubisoft Montreal put the game on hold and completely overhauled it, changing almost every element as a result. Reportedly, Ubisoft did this because of fears that the gameplay was too similar to ''Franchise/AssassinsCreed'' (also a Ubisoft title). The original character design for Sam Fisher had him looking like [[http://www.platformnation.com/wp-content/uploads/2009/04/img_6764_conviction_5.jpg a homeless man]], who sported a hoodie and a large amount of facial hair, and carried a small satchel on his back (in the final version, he simply wears a more casual variant of his normal attire). The “social stealth” gameplay (wherein Fisher could use items, furniture and people in the environment as tools to distract the authorities, as well as being able to hide under tables) was also removed, and replaced with a cover system that measured how long an enemy saw you for, and a ghost of your “last known position” that would distract enemies. Also, according to beta gameplay seen at the [=UBIDays=] game convention, Sam would have to outwit ordinary policemen and bystanders who wanted to take a shot at him. In the final version, he just goes up against conventional terrorist forces and [[spoiler:Third Echelon troops]]. The story changed as well, as the bulk of the game was supposed to be playing Sam as a fugitive on the run as he helped Grim uncover a plot within Third Echelon. Some of this was retained in the final version, however he is no longer a fugitive [[spoiler:and his daughter is retconned to still be alive]]. The beta also had “memento sequences” you would activate at certain points to get flashbacks. In the final version, these sequences are automatically played on walls as you progress through a level.
* ''[[http://www.unseen64.net/2011/08/02/spongebob-gravjet-blast-cancelled-xbox-360-live-arcade/ SpongeBob Gravjet Blast]]'' was a Nicktoons racing game that was going to be released on the Xbox Live Arcade. The game was an ''VideoGame/FZero'' / ''VideoGame/{{Wipeout}}'' clone that featured Nicktoons characters like WesternAnimation/{{SpongeBob|SquarePants}}, [[WesternAnimation/TheRenAndStimpyShow Ren and Stimpy]], [[WesternAnimation/MyLifeAsATeenageRobot Jenny Wakeman]], and WesternAnimation/FanboyAndChumChum. The game was cancelled due to budget constraints.
* ''VideoGame/{{Spore}}'' originally had a much different interface, procedurally generated content for many more things, an underwater part, more complexity, more animal behaviors. Look at what everyone expected [[http://www.youtube.com/watch?v=IQvswZ39vq0 here]]. \\
Maxis had two groups of people that wanted to shape ''Spore'': those who wanted it to be scientific, and those who wanted it to be "accessible". According to [[WordOfGod Will Wright himself]], the game had to be retooled, because the first group was winning, and ''it wasn't fun at all''. An early version had a sub atomic stage preceding the cell stage before it was cut.
* The classic arcade game ''VideoGame/SpyHunter'' was originally intended to have the James Bond theme as its theme music, but when the rights for it couldn't be obtained, the Peter Gunn theme was used instead.
* ''VideoGame/SpyroEnterTheDragonfly'' was originally going to have 120 dragonflies to collect across 25 levels, and feature Gnasty Gnorc and Ripto in a VillainTeamUp. The game was ChristmasRushed, however, resulting in what many fans and critics feel is the worst game in the classic ''Franchise/SpyroTheDragon'' series.
* [[http://www.youtube.com/watch?v=nYqEoT7TuYI Ladies and gentlemen]], ''VideoGame/{{STALKER}}: Oblivion Lost'', circa 2001. It didn't have the Chernobyl setting until a year later. There was other stuff that endured, and got implemented in development as far as 2006, but got cut in the released game, like vehicles, likely cut due to the overpresence of anomalies, and the ability for allied [=NPCs=] to ''[[ArtificialBrilliance beat the game by themselves]]''. For curious fans, GSC Game World [[http://clanbase.ggl.com/news.php?nid=311993 has released the 2004 beta build for free download]].
* ''Seed'', by Runestone Game Development, was a cel-shaded, "role play-centric" sci-fi MMO, set in a terraforming colony, focusing on cooperative projects, politics and crafting. It was cancelled in 2006 shortly after beta.
* ''Spyborgs'' is perhaps one of the most drastic case of a game being overhauled during development. First announced at Capcom's 2008 Captivate event, it was [[http://kotaku.com/5012553/capcom-announces-spyborgs-for-wii meant]] to be a humourous action-adventure game whose action would be framed by silly ''VideoGame/WarioWare''-esque commercial running through the levels. However, a tepid reception led to the developers scrapping their original idea and [[http://www.youtube.com/watch?v=7xZq3rxtuGM overhauling]] the game in a gritty, generic hack & slash which only shared the design of the main characters.
* The flagship in ''VideoGame/StarControlII'' was going to acquire a cloaking device eventually, but by that point the developers were running out of time and couldn't think of a way to make it “more interesting than the Ilwrath's.” Also, allying with the Orz was originally intended to be more ambiguous than favorable; bringing Orz ships into Quasispace would have had unpleasant consequences. Most interestingly of all, Groombridge was programmed as a DevelopersRoom and would have enabled the Captain to talk to godlike graphical representations of Fred Ford and Paul Reiche III. Hence, the significance of the Rainbow Worlds.
* ''VideoGame/StarCraftII'' would have been considerably different if Blizzard hadn't backtracked and made a game far closer to the original than what their initial concepts had been. Going by early fan suggestions, the game could have included just about 'anything'.
* Ahhhh, where to begin with Rare's ''VideoGame/StarFoxAdventures'': Originally, this was going to be a game called "Dinosaur Planet" for the Nintendo 64. It would've featured a wholly original universe and played very similarly to ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. It also would've likely been the most technologically advanced game on the N64, spanning a massive 512 megabit cartridge[[note]]which would've tied it with ''VideoGame/ResidentEvil2'' and ''VideoGame/ConkersBadFurDay'' for having the largest cartridge sizes of any Nintendo 64 game[[/note]] and containing a giant open world to explore. At some point during development, Creator/ShigeruMiyamoto noticed that the game's main character Sabre looked strikingly similar to ''VideoGame/StarFox'' hero Fox [=McCloud=]. It was also decided that the game would've ultimately been too ambitious for the N64's vastly outdated hardware. So, in early 2001, it was moved to the UsefulNotes/NintendoGameCube and reworked into a ''Star Fox'' title. The game was released in late 2002[[note]]Rare's last official game on a Nintendo system[[/note]], and while it garnered pretty good reviews and solid sales overall, most people agreed that it probably would've been much better if Rare and Nintendo had left it as a new IP rather than shoehorning the ''Star Fox'' license into it.
* Capcom's ''VideoGame/StarGladiator'' was, according to an interview with [[WordOfGod Capcom's]] [[PromotedFanboy Seth Killian]], at one point supposed to have been a ''Franchise/StarWars'' FightingGame. Presumably, Lucasarts thought it would be easier and cheaper to [[StartMyOwn make their own game]] rather than license a foreign company to make it. A year after ''Star Gladiator'' released, the result was ''[[TheProblemWithLicensedGames Masters of Teras Kasi]]''.
* Erin Roberts' space combat game ''VideoGame/{{Starlancer}}'' was supposed to be the first title in an epic trilogy depicting a vast war lasting over a century between two factions of humans for control of the entire solar system which would end with one of the sides victorious and the other fleeing to other star systems on colonization ships, shortly before aliens would show up and vaporize the solar system. There were also going to be side-games, of which one, a tactical squad shooter, was being planned. Naturally, the first game did not sell as well as expected and the whole project was shelved. This had an effect on his brother Chris Roberts' game ''VideoGame/{{Freelancer}},'' which was in simultaneous development, and is a continuation of ''Starlancer''. It was supposed to resolve the mystery of the aliens who destroyed Earth, as well as simultaneously being the definitive trading space simulator featuring unparalleled AI and freedom. However, studio pressure saw the project's ambitions being greatly reduced (probably for the best, as ''Freelancer'' was nearly VaporWare to begin with). The cancellation of the remaining ''Starlancer'' games also saw all references to the destruction of Sol being removed, although some CGI sequences depicting this did survive.
* A ''Franchise/StarTrek'' point & click adventure game entitled ''Secret Of Vulcan Fury'' was in development by Interplay during the late 1990's, and would have featured the [[LiveActionTV/StarTrekTheOriginalSeries Original Series]] crew portrayed by the original cast in an episodic story. Each episode would focus on a different character, with the overall story revolving around an ancient Vulcan superweapon known as "Fury". While slated for a 1998 release and several [[https://www.youtube.com/watch?v=Fno_rZAt-KQ trailers]] were released, the game would sadly end up being quietly cancelled. Several [[https://www.youtube.com/watch?v=5ey31YCsJ5E animation tests]] and environmental renders were later released, showing, among other things, plans to include a ''[[http://en.memory-alpha.wikia.com/wiki/File:Secrets_vulcan_fury_-_bowling_alley.jpg bowling alley]]'' on the USS Enterprise as an EasterEgg. Even later, lead designer Ken Allen released a never before seen [[https://www.youtube.com/watch?v=Ds_XKnhjRfA WIP gameplay demo]] that showed part of Scotty's chapter of the game. [[note]]Scotty's lines in this segment were recycled from [[VideoGame/JudgmentRites a previous game]], and no new dialogue ended up being recorded by the cast before the game's cancellation.[[/note]]
* ''VideoGame/StarTrekOnline'':
** During the game's initial development, most aspects of gameplay were dramatically different. The plan was that you would control your character in the first-person perspective, and you would play the role of a bridge officer aboard a ship along with other players filling the other officer roles, each player would have their role (tactical controls weapons and shields, conn navigates the ship, engineering manages resources, etc) with a player also taking the role of captain. Among other things, your ship could be boarded, requiring you to engage in personal combat with the boarding parties. This concept eventually proved too difficult to implement effectively, and the game was retooled into the more approachable "WoW In Space" format we now know.
** There were plans for a three-parter mission series for the Federation involving an Undine infiltrator in the Romulan group. The first part was made, which infuriated players with how ButThouMust it ended up being and Cryptic was angry that they couldn't finish it. However, a fan continuation spearheaded by Cryptic and using the game's Foundry system allowed for a continuation of sorts before the mission was dropped during the 5th Anniversary.
** The mission "A Step Between Stars" was meant to have Harry Kim in it instead of Tuvok due to Harry's involvement with Species 8472.
** When they brought back Seven of Nine for the second expansion ''Delta Rising'', Cryptic and Jeri Ryan both tried to get Seven to wear something that wasn't a catsuit. They failed.
** There was meant to be a map for the planet Ferenginar which would have been home to a Featured Episode series starring Chase Masterson reprising her role as Leeta.
* ''Franchise/StarWars'':
** ''Star Wars: Ewok Adventure'', also known as ''Revenge of the Jedi: Game I'', was an unreleased {{UsefulNotes/Atari2600}} game by Parker Brothers. Luckily, prototypes have been found.
** ''Star Wars: The New Emperor'' was going to be a game about C-3PO investigating a new Galactic Emperor. The game was being developed in 1998. As the game would have had live actors, it may have been planned as an FMV game.
** ''Proteus'' was the code name for a cancelled ''Star Wars'' console MMORPG being developed in 2003. ''Proteus'' was merged with ''Pangea'', a project planned for the [=PS3=] and Xbox 360. Both projects were eventually cancelled.
** A ''Star Wars'' fighting game by Robomodo, developed for the Xbox, ended up being cancelled in 2005.
** ''Star Wars: Attack Squadrons'' was a browser game that was canceled before leaving beta.
** ''[[VideoGame/StarWarsBattlefront Star Wars: Battlefront III]]'': After Free Radical went bankrupt, concept art leaked showing [[http://kotaku.com/5132905/heres-star-wars-battlefront-iiis-sith-kenobi Sith Lord Obi-Wan Kenobi]]. Prototype footage of what would have been Free Radical's game has since surfaced. There were plans for between twenty to one hundred player multiplayer, and art assets were being worked on for ''Star Wars: Battlefront IV''. Another ''Star Wars: Battlefront III'' project was to be developed by Slant Six as a download-only title.
** ''Star Wars: Darth Maul'' was going to have Darth Maul as the PlayerCharacter, and then became a ''WesternAnimation/StarWarsTheCloneWars'' tie-in known as ''Damage''. The game was later changed to be about a ''ComicBook/{{Legacy}}''-era clone or descendant of Darth Maul, teaming up with Darth Talon, and fighting Darth Krayt and the Sith army, in ''Battle of the Sith Lords'' for PC, [=PS3=], Xbox 360, and Wii U. The game was planned for a release in 2010, and cancelled in 2011.
** ''Star Wars: Death Star'' was a planned [=iOS=] game that was cancelled.
** ''Star Wars: First Assault'' was an FPS, focusing on multiplayer, developed on the Unreal Engine. The game was put on indefinite hold, and eventually cancelled, along with ''[[VideoGame/ThirteenThirteen Star Wars: 1313]]''.
** ''[[VideoGame/TheForceUnleashed Star Wars: The Force Unleashed]]'': Darth Vader's apprentice was to use Starkiller only as a call sign, and was supposed to have an actual Darth title, but this was dropped when the official suggestions were [[UnfortunateNames Darth Icky or Darth Insanius]].
** ''Star Wars: Imperial Commando'' would have been a sequel to ''VideoGame/StarWarsRepublicCommando'' focusing on an Imperial assault team.
** ''[[VideoGame/DarkForcesSaga Star Wars: Jedi Knight]]'' would have continued with ''Star Wars: Jedi Knight III: Brink of Darkness'' and ''Jedi Master''.
** ''Star Wars: Jedi Outlaw'' was going to be a game set 500 years after the original trilogy, with the Jedi and Sith reaching peace and establishing "The Council", and a descendant of Luke Skywalker, acting as a sort of sheriff, being framed for murder.
** The ''VideoGame/KnightsOfTheOldRepublic'' games in general are rife with WhatCouldHaveBeen. The second game in particular is infamous for it, but both have some cut content:
*** The first ''KOTOR'' game had some cut material - most notably the star map on the volcanic planet of Sleheyron. The planet was cut early on in the production schedule, so most of the content relating to it was removed from the game files. The character of Yuthura Ban was given a backstory with the planet in reference to the cut material. There was also an alternate Dark Side ending for the PlayerCharacter if they were female that got cut.
*** Originally, ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' had an intricate and complex finale which resolved all the outstanding storylines and gave all the {{N|onPlayerCharacter}}PCs and their subplots decent closure. Thanks to [=LucasArts=] rushing the game out before Christmas, most of this stuff was cut and the game's ending doesn't entirely make much sense any more.
*** In addition to the material left out of the ending (such as the fact that "Darth Traya" could have been one of two different characters depending on certain choices), [=KotOR=] II was also supposed to include a planet of droids, where you would have found and talked with one of the Jedi Masters, and the HK-50 factory as a late-game solo mission for HK-47.
*** ''[=KotOR=] II'' also includes a LampshadeHanging regarding another what-could-have-been; with the right conditions met, Atton Rand breaks the fourth wall to comment that he was originally intended to be the protagonist of ''VideoGame/JediKnightJediAcademy'' before that character was named Jaden Korr instead.
*** ''Star Wars: Knights of the Old Republic III'' had a developed concept and story, including the female character Naresha, before it ended up being cancelled.
** ''Star Wars: Outpost'' would have been both a browser game and [=iOS/Android=] game, inspired by ''EVE Online'' and ''Settlers of Catan'', by a studio that was also working on an HD re-release of ''VideoGame/DayOfTheTentacle''.
** ''Star Wars: Rebel Warrior'' was going to be an action game featuring a Wookiee fighting the Empire.
** ''Star Wars: Rogue Leaders: Rogue Squadron Wii'' was going to be a Wii compilation by Factor 5, containing the first three ''Rogue Squadron'' games, and would have also included Mii lightsaber duels.
** ''Star Wars: Rogue Squadron: X-Wing vs. Tie Fighter'' was going to be an Xbox launch title. The game was planned to be an MMO about warring factions.
** ''Star Wars: Smuggler'', known as ''Star Wars: Scum And Villainy'', would have focused on a Han Solo style smuggler. The game was cancelled in 2005, and some of the concept art was used in ''VideoGame/TheForceUnleashed''.
** ''Star Wars: Super Bombad Racing'' was going to have a sequel, known as Project Hermes, that was cancelled in 2002.
** ''Star Wars Trilogy'' was a game planned for the Xbox that was moved to the Wii, and cancelled in 2008. The game would have featured speeder bike races, lightsaber battles, and ship battles.
** ''Star Wars: Underworld'' would have been an open world RPG and tie-in to the planned live-action TV series. It became ''[[VideoGame/ThirteenThirteen Star Wars: 1313]]'' when Lucas suggested the bounty hunter protagonist be Boba Fett. It was shown at E3 2012, then canceled.
** ''Star Wars: Vernost'' was a game being developed by Hughes Training. It would have been about Rebel and Imperial ships fighting over the volcanic planet Vernost.
** ''VideoGame/XWingAlliance'': Planned ships that didn't made the final cut were the Starviper from ''Literature/ShadowsOfTheEmpire'' and a modified Strike Cruiser. Also, a multiplayer function would have allowed one player to fly the ship and a second one control the turret (for freighter ships). The odd bit is that the turret function is programmed into the game and works without any problems when re-enabled. The only issue is [[DummiedOut none of the ships are flagged for being flyable with a gunner]]. It is unknown why this is the case.
** The book ''[=Rogue Leaders: The Story Of LucasArts=]'' shows developed concept logos for several more projects, with little more known about them than the title, including ''Star Wars: Rise Of The Rebellion'', ''Star Wars: Rogue Jedi'', ''Star Wars: Rebel Jedi'', ''Star Wars: Jedi Rebel'', ''Star Wars: Episode VII: Shadows of the Sith'', ''Star Wars: Han Solo'', ''Star Wars: Rebel Agent'', ''Star Wars: Vader'', ''Star Wars: Rebel Fury'', ''Star Wars: Jedi Hunter'', and ''Star Wars: Dark Jedi''. It is unclear how many were titles of projects that were cancelled or were working titles for other projects.
* ''VideoGame/{{Stonekeep}}'' was going to be called ''Brian's Dungeon'', with system requirements including a floppy disk drive, 640K ram, a 286 processor, and no required mouse or hard drive. ''Stonekeep 2: Godmaker'', cancelled in 2001, was being developed by Creator/BlackIsleStudios.
* ''Franchise/StreetFighter'':
** ''VideoGame/StreetFighterAlpha 3'' was originally going to have Joe (from the original ''VideoGame/StreetFighter''). However, he was dropped and replaced with Cody. In addition, Dee Jay and T. Hawk were meant to be in ''VideoGame/StreetFighterIV'', evidenced by audio clips of the announcer calling their names [[DummiedOut being found in the game data]]. Hugo was meant to appear in the original ''VideoGame/StreetFighterIII'', and Shin Akuma in ''3rd Strike'' (only regular Akuma is playable). Dee Jay wasn't meant to be a character at all; original sketches showed Fei Long, Cammy, T. Hawk, and another character who was a headswap of Fei Long. One of the designers at Capcom USA objected to this, and designed his own character, Dee Jay, and was approved. Probably explains why [[DemotedToExtra he always gets screwed over]].
** The ''Super Street Fighter IV'' artbook proves that Strider Hiryu was originally going to be an alternate outfit for Guy.
** Karin, Sakura's rival, was originally supposed to debut in ''VideoGame/MarvelSuperHeroesVsStreetFighter'' similarly to how Shadaloo Cammy first appeared in ''VideoGame/XMenVsStreetFighter''. An early version of her sprite can be found in the game's data, which reveals that she was originally planned to be a simple head swap of Sakura.
** In the case of Abel and Rufus, their original designs were ''very'' different, especially the latter:
*** Abel was originally a judo practitioner with a [[WeakButSkilled "the weak can beat the strong"]] gimmick. He was also a teenager and [[DudeLooksLikeALady could be mistaken for a]] [[http://images.wikia.com/streetfighter/images/3/37/Abel_girl.jpg girl]].
*** As for Rufus, instead of being a middle-aged, obese white American male who taught himself kung-fu, he was originally a ''young, thin (yet muscular) [[RaceLift black]]'' American male who combined his kung-fu skills with breakdancing, calling it [[DanceBattler "breakung-fu"]]. [[http://fightingstreet.com/folders/artworkfolder/artworkpics/sf_art/sfiv_art/SF_IV_Concept_Art/SFIV_PC_Concept_Art_Various_12.jpg He was]] [[http://fast1.onesite.com/capcom-unity.com/user/trueststrike/66e0b707c8289b768867ec9bad21c9fd.jpg?v=154007 originally named]] [[http://upload.wikimedia.org/wikipedia/en/b/ba/Rufus-design1.jpg "King Cobra"]] and had a rivalry with Ken, although it most likely wouldn't have been PlayedForLaughs, unlike his "current" self. All in all, he was redesigned, because the developers wanted an absurd, over-the-top design that would "freak people out". What's left of Cobra in the final release of ''Street Fighter IV'' is his gi, which is Ken's 1st [[DownloadableContent DLC]] costume.
** For the initial brainstorming session for ''Street Fighter IV'', there was an idea for a character that never made it past the idea board: ''[[ExactlyWhatItSaysOnTheTin Karate Klown]].''
* ''VideoGame/StreetsOfRage 3'' had more features planned for the game before the final version had dummied them out. In the 2nd scene of stage 1, there was going to be a mini-boss by the name of Ash, who was a tall, CampGay, man that would mostly body slam you and giggle and if you beat him, he would emit a ''female'' cry instead of a male one and sits on the ground crying. This is actually present in the Japanese version, but ExecutiveMeddling forced him to be cut outside of Japan for obvious reasons. A side scrolling motorbike level was going to be in the game as well as shown by the previews in video game magazines, but this concept was cut out.
** ''Streets Of Rage 4'' was one of the games announced for the Dreamcast but was eventually cancelled because the president of Sega of America [[WhatAnIdiot had never heard of the franchise before and therefore, the fans wouldn't know what it was either]].
* Creator/{{Sunsoft}} had made a game called ''Sunman'' for the original NES that, sadly, never got released. Its gameplay mechanics seem to hint, though, that they had planned to make this as a ''Franchise/{{Superman}}'' game, but Sunsoft couldn't keep the rights to the Man of Steel and had planned to make a game using the engine they had made with original characters.
* ''VideoGame/SuperHeroineChronicle'' could have had a vastly different cast of characters. If [[http://sag.tank.jp/res/20130128/1359359927/645 this post]] is true, then the series could have had ''Anime/StrikeWitches'', ''Anime/{{Slayers}}'', ''Anime/BubblegumCrisis'', ''Anime/TenchiMuyo'', ''Anime/PuellaMagiMadokaMagica'', ''Anime/MagicalGirlLyricalNanoha The Movie 1st'' and more.
* ''Franchise/{{Superman}}'': Factor 5 was working on a WideOpenSandbox game,''Superman: Blue Steel'', on [=PlayStation 3=]. Wii and Xbox 360, as a tie-in to the cancelled ''Film/SupermanReturns'' sequel, then as its own game, before being cancelled.
* ''VideoGame/SuperMonkeyBall'' originally had nothing to do with monkeys. At first the game used a plain single-colored ball but the developers couldn't achieve the perspective of movement they wanted. They then tried to use balls wrapped with images. When that still didn't work, they decided on 3D models inside the balls, and one of the developers suggested the use of monkeys.
* The makers of ''VideoGame/SuperRobotWarsAlpha 3'' originally intended to avert one of the greatest {{What Could Have Been}}s in Anime history: ''Manga/GiantRobo''. The proposed storyline would have had Big Fire attempting to usurp the godhead of Irui, claiming the power of Nashim Ganeden for himself. Unfortunately, Mitsuteru Yokoyama died while the game was in development, and his estate raised the licensing cost for all his works, meaning ''Giant Robo'' had to sit out of the GrandFinale of the Alpha timeline. Furthermore, sprites for ''Manga/GundamSentinel'' were found within the game data when hacked; fans suspect that the story was originally planned to be the conclusion of Universal Century Gundam in ''Alpha'', but was cut when ExecutiveMeddling forced Banpresto to include the up-and-coming fan favorite ''Anime/MobileSuitGundamSEED'' in ''Alpha 3'' instead. But digging inside ''Alpha 2'' revealed that sprites of the Strike Gundam and Aegis Gundam were hidden inside the game. It's unknown, though, if this meant that ''SEED'' would have just made cameos of some sort, like how Star Anime/GaoGaiGar was a cameo of sorts, or if they were going to outright use ''Gundam SEED'' to a degree, ''a la'' ''Gao Gai Gar''. On a lesser note, that digging also revealed that there was a second ''Manga/GetterRobo'' theme placed in, "Gattai! Getter Robo", which wasn't used in favor of ''again'' "Getter Robo!". A later-revealed [[https://www.youtube.com/watch?v=c-Acb7nRGEA a video from]] Nico Nico was discovered that reveals the extent of ''Gundam Sentinel'''s influence in the game, as sprites for both Task Force Alpha heroes and the New Decides units were shown. One notable addition was Amuro's Zeta Plus A1. Also found on there was leftover data from Alpha 2 with the Nightingale, the Wing Gundam Ver. Ka., and units from ''Crossbone Gundam'' and ''Brain Powerd''.
* Continuing with ''VideoGame/SuperRobotWars'', a lack of money forced Banpresto to leave out a video game recreation of ''Anime/MobileSuitGundam00'''s final fight between Gundam Exia and 0 Gundam in ''VideoGame/{{Super Robot Wars Z}}2.2'', though it's also hinted that it was removed because they didn't want to dump a MidSeasonUpgrade 00 Gundam in favor for a majorly weaker unit.
* ''Super Robot Wars Z'' almost had two other Gundam series -- ''Anime/MobileSuitGundamZZ'' and ''Anime/MobileSuitVictoryGundam''. There were audio files with Amuro supporting Judau and Usso, but were DummiedOut. While it's possible for Victory Gundam to show up, the fact that the game uses the movie trilogy for Zeta Gundam pretty much leaves Judau out in the cold.
* In ''VideoGame/SuperRobotWars2'', when attempting to get all the characters they wanted for the game, Banpresto attempted to obtain characters from ''Anime/AuraBattlerDunbine''. However, for whatever reason, they were declined. To fill in the gap, they created a new hero and a new villain - [[OriginalGeneration Masaki Ando and Shu Shirakawa.]]
* Though ''VideoGame/ShinSuperRobotWars'' left a wide opening for a sequel, none was ever made. The game writing makes it easy to see why: vast amounts of tedious {{filler}} in the early stages and [[DemotedtoExtra numerous examples of insufficient motivation for many of the member series]].
* ''VideoGame/SuperSmashBros'':
** Some [[http://www.ssbwiki.com/Beta_elements lost data]] found in ''Brawl'' suggests that it was originally going to have Roy, Toon Zelda, Tetra, Dr. Mario, Mewtwo, Dixie Kong, and "Pra_Mai" (presumably Plusle and Minun) as playable characters. They are often called the [[FanNickname/{{VideoGamesN-S}} Forbidden 7]]. Aside from Mewtwo, it's not a major loss since most of them probably would've ended up as (semi)-clones anyway. There are also 14-18 tracks that they didn't end up using there as well, known as the Lost Tracks. Interestingly, it was said that Sonic and Solid Snake weren't going to be the only characters from their franchises - Shadow and Grey Fox were supposed to join them. However, Sega and Konami vetoed this and they were [[DemotedToExtra Demoted to Assist Trophy]]
** The first [=SSB=] wasn't supposed to feature Nintendo characters at all, instead having original characters. After it was changed to the characters from Nintendo, [[Franchise/SuperMarioBros Peach, Bowser]], [[Franchise/{{Pokemon}} Mewtwo, Meowth]], [[Franchise/{{Kirby}} King Dedede]]. Also, [[LimitBreak Final Smashes]] were meant to be in from the very first game.
** In ''Melee'', [[VideoGame/FireEmblem Roy and Marth]] weren't supposed to be in the international versions, [[VideoGame/{{EarthBound}} Ness]] was supposed to be replaced with [[VideoGame/{{Mother3}} Lucas]] (which didn't happen because the latter's game, ''Mother 3'', hadn't been released and was later canceled until 2006 when it was released for UsefulNotes/GameBoyAdvance), and Pit and Balloon Fighter were considered for a spot as retro characters, but lost to the VideoGame/{{Ice Climber}}s.
** Hideo Kojima wanted Solid Snake to show up in ''Melee'', but it was too far into production to implement him into the game.
** In ''Brawl'', Subspace Emissary story was supposed to have more details in it and show that King Dedede knew of [[spoiler:Tabuu's plan to turn everyone into trophies]], but because that part of the story was cut due to time constraints and/or disc space limits, Dedede's actions in the story remained ambiguous to most people.
** Certain file names in the game files of ''Brawl'' suggest that Peach was going to use [[VideoGame/SuperPrincessPeach Perry]] to fight and drift with, instead of the unnamed parasol used in the final game.
** The trophy of Starfy's sister Starly is interestingly sorted under the "Fighter Related" category, possibly implying Starfy was considered for the roster at some point in development.
** Masahiro Sakurai, the creator of the series, is a big fan of ''VideoGame/PanelDePon'' and would have ''liked'' to put its main character Lip in as early as the first game in the series, but ultimately decided against it as he though no one would recognize her.
** Masahiro Sakurai was ready to pull ''VideoGame/PacMan'' from the lineup had they rejected him using the classic character design over his modern variation.
** [[http://www.sourcegaming.info/2015/06/26/800/ Heihachi Mishima from Tekken]] and [[http://www.sourcegaming.info/2016/02/21/nintendodream3/ Geno from Super Mario RPG]] were both planned, or at least considered, for ''Smash Bros.'' at some point. However, they were included as Mii costumes instead.

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