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  • Fire Emblem always has a few dummy items/characters. A (mostly) full list can be found here — there are some minor spoilers. Interestingly, some of the plot of the tenth game (Radiant Dawn) could be spoiled ahead of time by breaking open the ninth (Path of Radiance) — revealing that the Tellius duology had its plot planned from the get-go. The biggest example is that two characters — General Zelgius and the Black Knight — have the exact same stats (basically giving away that they're the same person), but you would only be able to see the stats of one of them in normal gameplay, as Zelgius is in cutscenes only.
    • It's also possible to use team modification hacks to recruit cutscene versions of characters such as Ike (understandable, because some cutscenes depict him as unarmed — using the real Ike internally wouldn't allow this without changing the player's equipment settings) and, in one silly case, a version of The Black Knight called "MPID_BLACKKNIGHT" — who has different stats. Also, since there are no female Bishops in the game, the female Bishop class is used as a dummy model for characters who only appear in cutscenes, like Elincia, Kurthnaga, and Gareth. There's also a cutscene model of an older Sanaki who, unlike the younger version, has a magic casting animation.
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    • Fire Emblem Awakening has unused sprites for the Hero class for several characters who are otherwise unable to use that class. Since all of these characters have the Myrmidon set, it's thought that Hero was originally intended to be one of Myrmidon's promotion options. In the final product, Myrmidons promote into either Assassins or Swordmasters.
    • Another sprite shows a critical hit animation for an unmasked Gerome, which indicates that he was to remove his mask during combat at some point.
    • A critical/skill portrait was discovered for Phila was well; unfortunately, though, she's killed off before she has a chance to use it.
    • The game's files list the names Andrea, Leopold, Bella, and Tracie among the game's characters. There are no characters in the game by those names and no other indication who they were supposed to be.
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    • In Fire Emblem Fates, some data shows that if Azura was the Female Kana's mother, she was supposed to have different support chats with her depending on the path taken. Similarly, some data states that in the Golden Path, Beruka was considered to be a potential wife for Kaden and mother for Selkie; in game, she can marry Saizo or Azama and be the mother of Asugi or Mitama, respectively.note 
    • Fire Emblem Echoes: Shadows of Valentia has several interesting cases of this.
      • In a slight variation, the various alcoholic beverages found scattered throughout the game were originally meant to be consumed by any character over 20. In the game proper, no character can drink them, though they're still in the game, and they can serve as potential offerings to Mila Idols.
      • Fernand and Berkut have nearly full sets of dialogue, including things like reactions to provisions, that are fully voiced, implying they were considered for playable characters at some point. While Fernand is playable in some of the DLC levels, there are still a handful of voice clips for him that are unable to trigger normally, such as a mourning clip for Clive.
      • Alm, Saber, Mycen, and Conrad all have unique voice clips that play if Celica is killed during a battle. Normally, this leads to a Game Over, even if you're playing in Casual Mode and after the parties merge in Acts 5 and 6.
  • Final Fantasy Tactics:
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    • Every character that has a unique field sprite has a unique job class, down to the most insignificant cutscene-only NPC. And with each job class comes a job description and, sometimes, a list of skills. Most classes that aren't visible in-game are obviously incomplete.
    • Any character not intended to join the player character's party between battles uses a Ramza dummy sprite on the Formation screen when hacked in, but a few characters have valid sprites anyway, such as Orran and Valmafra (the latter of which never appears in battle sequences at all—her class doesn't even learn any skills!)
    • The oddest case is Tietra, who, if hacked into the party, uses a sprite not seen anywhere else in the game on the Formation screen that looks nothing like Tietra at all. Later on, Word of God would release concept art of the character Tietra looks like, with an admission that her purpose was forgotten.
  • Final Fantasy Tactics A2 was supposed to have a "Transmuter" job for the Nu Mou race, but it was cut out since the game was close to release time and they couldn't afford to delay the game and test the (very complicated) abilities from the job. The job was supposed to let a Nu Mou mix items together to get various effects. Its sprite still exists in the game; the character portrait/avatar is used for the luck stick sellers (showing both player and enemy colors) and the battle sprite can be seen when you start any tower in Brightmoon Tor and in some of the auctions. Word of God confirms this and they were visibly upset about being forced to cut the job.
  • X-COM: UFO Defense features all sorts of stuff in the code of the game, such as an unused Gatling Laser, Alien UFO Components that were not used, a differently-shaped Small Scout UFO, and the ability to generate random UFOs based on the various major classes of enemy ships. Some of these features can either be hacked into gameplay by XComUtil.
    • Terror from the Deep has a lot of shared data from the first X-Com, allowing canny modders to bring back some of the stuff they had from Enemy Unknown.
    • Let's not forget the infamous difficulty bug from these two. In the original DOS X-Com, no matter what difficulty you set the game to it would always reset to the easiest. Most people missed it because the game was so hard anyway. In TftD, in response to complaints about Superhuman not being quite hard enough, they made Beginner harder than the original's Superhuman. No one had played on Superhuman before TFTD came out, leading to rumors that the difficulty auto-set to Superhuman.
    • Apocalypse has an unused Research option called One Way to Win, along with several other things like Tracker Guns and Prison Cells for human criminals and organization leaders, and weapons like the Dimension Destablizer. These hint at a far more ambitious game that eventually got smacked with time and budget problems. See this page for a list of dummied out items.
    • The rebooted X-Com: Enemy Unknown has the "Second Wave" menu, a set of optional modifiers intended to customise the difficulty by adding various hardships and penalties. It was removed from the game before release, but was reimplemented with a free DLC patch in January 2013.
      • There is also a list of unused abilities, some of which are old names for the current class abilities, and others that were removed for various reasons.
  • Xenonauts: A lot of things in between versions of the Alpha/Beta build (ex. certain types of researchable equipment). Putting said things back in is one of the current hot topics of the Game Mod community.
  • After Strategy First released the source code to Jagged Alliance 2, many such removed features were revealed, including random airstrikes, weather effects, and a massive attack set to occur in the very early stages of the game. Most of these features were returned to the game in Jagged Alliance 2 v1.13.
  • In Phantom Brave there is an "Infernal Sword" version of the Yoshitsuna that can only be gained via cheating. This is the version that the Disgaea protagonists can get. The Infinity+1 holy version of the sword is merely called The Divine Sword.
  • In Disgaea 2, hackers can find that the Hyperdrive item from La Pucelle and Disgaea: Hour of Darkness. It lets you teleport anywhere on the screen; it functions perfectly, it's perfectly translated into English, and it was even moved onto the PSP remake. According to the Doublejump Strategy Guide; when asked; Nippon Ichi and NIS America "have nothing to say on the matter."
  • Even Super Robot Wars isn't immune to this:
    • In Super Robot Wars Original Generation, GameShark codes can reveal a combo attack that was meant to be used with the Grungust Type-1 and the Huckebein 008L.
    • In Super Robot Wars Judgment, the debug mode revealed a removed attack for Justice Gundam, which would of had Athrun self-destructing it. In the end, it was removed and only Boss Borot and Million Alpha have suicide attacks.
    • Super Robot Wars Alpha 2 had sprites for pretty much all the story-relevant machines from Gundam Sentinelnote . The sprites were originally found in the data for Alpha 3, which lead fans to speculate that it was cut from the game in favor of Gundam SEED; however, when the sprites were later discovered in Alpha 2 as well, the rumor was put to rest.
    • Super Robot Wars Alpha 3 has plenty of them.
      • One of the songs removed was "Gattai! Getter Robo", which meant that, at one point, Getter Robo was meant to have either a brand new song or two songs.
      • Cut-in graphics and dialog show that Yzak Joule and Dearka Elthmann were originally intended to be able to pilot the Freedom and Justice Gundams; this was removed presumably due to Gameplay and Story Segregationnote . Not to mention MASS PRODUCED FREEDOMS.
      • At one point, Mazinkaiser was meant to have his Kaiser Blade attack like in Alpha and Alpha Gaiden, but was removed for unknown reasons.
    • Shin Super Robot Wars
  • Civilization: Call to Power has many leftovers from the early code, including special actions such as Terror Hack or Bomb Cabinet or the Cattle unit.
    • The sequel includes code for some features, such as space colonies, that were in the first game but ultimately removed from the second.

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