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Crash Bandicoot: The Wrath of Cortex
There are three unused levels still present within the game; an Airship Level, an unfinished version of Fahrenheit Frenzy, and a Warp Room that was presented at E3 2001. Out of the three, the Airship level is the most finished.

The E3 Warp Room is an area containing 5 warp pads, all of which have no collision and will not warp the player anywhere. Interestingly, each warp pad has a hologram of their respective levels overlaid on the pads. This feature isn’t used anywhere in the final game.

The Airship level and the E3 Warp Room can be accessed through Action Replay codes on the North American GameCube versions.
Contributed by ShyanVixen
In the PC version, there are several unused animations stored in the game’s files. These include animations carried over from Generations for Classic Sonic, a goal post animation from Generations, a “seek” motion for The Egg Pawns, a damage animation for Silver, early boss fight animations for Metal Sonic, and hand motions for The Golems from Capital City.
Contributed by ShyanVixen
Tekken 3
Jun was planned to be added into the arcade version of the game, but was later cut some time during development. Her data still exists within the game’s code and can be accessed using MAME cheat files. When added back in, she uses Nina’s character model and Jin’s moveset. Her voice and portrait does exist, but there are assets taken from Tekken 2.
Contributed by ShyanVixen
Sonic CD
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Originally, the Special Stages were going to have Sonic navigate a rotating maze, building upon the framework of Sonic 1's Special Stage. Although similar, Sonic CD's Special Stage was planned to have two rotating layers that the player switched between.

According to BEEP and Marukatsu MegaDrive magazine interviews, with game's planner Hiroaki Chino, the developers thought the Special Stage was very slow, so they decided to redo it to make better use of the Sega CD hardware.
Contributed by ProtoSnake
Super Mario Sunshine
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At one point in development, Pinna Park was meant to function as another hub area. This is evidenced by the fact there are four unused "gate" objects found in the stage's files. These include a ring of manta rays, a shell containing a portal to Noki Bay, and a portal that goes to Pianta Village. The stage also has a MarioPositionObj, which controls where Mario ends up after leaving a course. The only other stage in the game that has gates and MarioPosition objects is Delfino Plaza.
Contributed by janJTV
Team Fortress 2
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In March of 2018, a passive effect called "Sketchek’s Bequest" was added to the Pyro's weapon the Axtinguisher which granted the player a speed boost after killing a burning opponent. This was named in honor of the YouTuber known as Sketchek, a prominent Pyro player in the community, who in 2015 claimed in a video to have a "terminal illness" that was getting worse and had later presumably died. However in 2019, Sketchek returned and stated that he lied about dying because he wanted to retire from the game as it had "ruined his life" and he wanted to "go out with a bang." The effect was subsequently removed in an update.
Contributed by KnowledgeBase
Okami
In an interview, Hideki Kamiya said he discussed putting "Dante" from the Devil May Cry series in the game.
Contributed by ProtoSnake
Castlevania: Symphony of the Night
The development team's first idea for the game was to use the story and setting of Vampire Killer, and make the final Belmont vampire hunter the enemy. Another idea was to make Quincy Morris the person who defeated Dracula. They were also ordered by the "section chief" to make the “Ultimate Dracula” game. No one really knew what “ultimate” meant, but all the developers had talked it over, and the result was Symphony of the Night.
Contributed by ProtoSnake
The Elder Scrolls IV: Oblivion
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Icons exist for the Imperial Watch Armor, although there is no way to obtain it in-game (apart from the shield).
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
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Icons exist for the Mythic Dawn Armor, but it cannot be worn as the items are classified as "bound items" and not equippable gear.
Contributed by ClaudX
The Elder Scrolls IV: Oblivion
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There exists an icon for the Dark Brotherhood rank of "Executioner", but the game forgoes it, promoting the player from "Assassin" to "Silencer".
Contributed by ClaudX
The PlayStation 2 and Nintendo Wii versions contain an interesting "conversation test" left in the data, saying:

Testing Testing ONE Two Three
This is a test
Hello Spongebob
Hello Patrick
This is a conversation test
I know
Ohhhhh
I am a little sponge
Shut up spongebob
gosh its like looking at a mirror
shut up shut up shut up
dance dance dance
boogie boogie boogie
I hate my life
Hello Spongebob
I hate my life
Contributed by GamerBen144
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The squires in the game have an unused animation that may have been planned for use when the player attacks one with the Patty Wagon. The squires do play a part of their animation, however, they simply disappear after they use their trumpets when the player hits them.
Contributed by GamerBen144
The ROM for the game contains hidden credits. At the end of the credits is a very brief, but firm message about people who plan to pirate the game: Pirates leave no footprints.
Contributed by GamerBen144
Six unused modes (Smoke Show, Party, Car Show, Cash Knockout, Tournament, and Theater) were all planned to appear in the GameCube, PlayStation 2, Xbox, and PC versions of the game.
Contributed by GamerBen144
Six of the game's cars (Audi, Cadillac, Mazda, and Volkswagen, and two Porsches) were planned to be usable in the game, but were cut due to time constraints. However, data can be found for said cars in the PlayStation 2 version.
Contributed by GamerBen144
The game was originally called "The Flintstones: Quarry Jam" as evident by an unused video in the PC version's files.
Contributed by GamerBen144
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The GBA version was planned to have character's emotions within the text boxes similar to their previous Game Boy Color games. The character's faces were originally cartoonish in comparison to their more realistic ones seen in the final game.
Contributed by GamerBen144
Although the player can only see portions of Hogwarts during the wintertime in the original PlayStation version, several other areas are actually modeled out in the season's theme. Attempting to enter the Quidditch field during the winter will change the season to summertime.
Contributed by GamerBen144
Unused text in the European version of the game regarding the Nintendo 64's Rumble Pak feature suggests the game was originally planned to utilize the rumble feature in some way.
Contributed by GamerBen144
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