The fifth and sixth stages are different between the Arcade and console versions.
In the arcade version the fifth stage is a high-rise building where you fight a militia working for the main villain, and when you reach the rooftop you fight the fifth boss of the game. The sixth and final stage is made of a boss rush where you fight all the previous gangs while chasing a big crime boss in the harbor. After defeating all the gangs, Spoiler:the crime boss gets killed and the final battle against Martha Splatterhead ensues.
In the console version the boss rush takes place in the fifth stage instead, right before facing the militia. The sixth and final stage is simply the final boss battle set atop the rooftop of the high-rise building, with the harbor stage being completely removed. Additionally Spoiler:the crime boss from the arcade version is missing in the SNES port, which establishes Martha Splatterhead as the leader of the gangs early on.
In the arcade version the fifth stage is a high-rise building where you fight a militia working for the main villain, and when you reach the rooftop you fight the fifth boss of the game. The sixth and final stage is made of a boss rush where you fight all the previous gangs while chasing a big crime boss in the harbor. After defeating all the gangs, Spoiler:the crime boss gets killed and the final battle against Martha Splatterhead ensues.
In the console version the boss rush takes place in the fifth stage instead, right before facing the militia. The sixth and final stage is simply the final boss battle set atop the rooftop of the high-rise building, with the harbor stage being completely removed. Additionally Spoiler:the crime boss from the arcade version is missing in the SNES port, which establishes Martha Splatterhead as the leader of the gangs early on.
According to former Senior Vice-President of Capcom USA Christian Svensson, the reason why Cyclops, a mainstain of the series, is not in this game is because the team felt they already had too many X-Men characters and didn't want to add another one.

The final boss, the helicopter Warhawk, has an unused character select portrait in the game files, clearly indicating that it was a considered addition during development. The nature of the vehicular game design was likely too incompatible with a flight-based character.
Interestingly, as with all characters in the game, the vehicle name is separate from the driver of said vehicle. While the helicopter is only known as Warhawk, the pilot is referred to as Black Razer, while in the final game, nothing is known about the identity of Warhawk's pilot.
Interestingly, as with all characters in the game, the vehicle name is separate from the driver of said vehicle. While the helicopter is only known as Warhawk, the pilot is referred to as Black Razer, while in the final game, nothing is known about the identity of Warhawk's pilot.
Alongside all the available playable characters (minus Bubble), Matilda and Hal have unused voice clips, suggesting they were to be added to the roster as well.
Two unused pigs that may have been planned to be playable at one point can be found in the data, one being a minion pig, and the other a “Moustache Pig.” It’s unclear how they were planned to be programmed into the game.

Among the files included in the Gigaleak, a massive 2020 content leak of internal data from Nintendo, are models associated with Dōbutsu no Mori depicting three human characters not seen in the final game: two redcoat soldiers, one tall and one short, and a middle-aged woman in an apron. These characters appear to be early versions of Copper, Booker, and Joan, respectively, which is corroborated by the fact that the woman's filename is "oba," with Joan's sleeping animation being labeled "Sleeping_Obaba" in the files for Dōbutsu no Mori.
All of this appears to indicate that special characters were originally intended to be human before being changed to unique animals later in development; in the final game, the only humans that appear on-screen are the player characters. Copper and Booker would later reincorporate the scrapped redcoat motif in Animal Crossing: Wild World and Animal Crossing: City Folk.
All of this appears to indicate that special characters were originally intended to be human before being changed to unique animals later in development; in the final game, the only humans that appear on-screen are the player characters. Copper and Booker would later reincorporate the scrapped redcoat motif in Animal Crossing: Wild World and Animal Crossing: City Folk.

Several unused enemies, as well as evidently bosses, still exist within the game's data and can be spawned in-game with a proper third-party cheating device.
A Naga-styled enemy (In Japanese mythology, the Naga is a snake-based monster with the upper torso of a vicious woman) is one notable example, as well as an anthropomorphic demonic tiger which utilized some type of area-of-effect based ice powers. Most notably of all is a towering, multi-armed Hindu-inspired being with green skin and wind-based attacks, who also has functioning "jiggle physics" coded for her breasts during certain animation frames. This unused boss noticeably towers over the player's when hacked in, filling a decent portion of the player's screen.
Although not yet explicitly stated by any developers of Shaolin Monks, it's possible that should these unused characters have made it into the final release, their designs could have emphasized the lore and world building aspects that John Tobias was publicly passionate about in the early installments of the Mortal Kombat continuity. It's equally possible that the two bosses in particular were scrapped simply due to their in-game models holding such stature that extra time and resources would need to be invested in specially designing stages which would house their positions in the linear progression of the story. Hacking either boss in as mentioned above will cause them to clip through surfaces in many of the playable environments.
A Naga-styled enemy (In Japanese mythology, the Naga is a snake-based monster with the upper torso of a vicious woman) is one notable example, as well as an anthropomorphic demonic tiger which utilized some type of area-of-effect based ice powers. Most notably of all is a towering, multi-armed Hindu-inspired being with green skin and wind-based attacks, who also has functioning "jiggle physics" coded for her breasts during certain animation frames. This unused boss noticeably towers over the player's when hacked in, filling a decent portion of the player's screen.
Although not yet explicitly stated by any developers of Shaolin Monks, it's possible that should these unused characters have made it into the final release, their designs could have emphasized the lore and world building aspects that John Tobias was publicly passionate about in the early installments of the Mortal Kombat continuity. It's equally possible that the two bosses in particular were scrapped simply due to their in-game models holding such stature that extra time and resources would need to be invested in specially designing stages which would house their positions in the linear progression of the story. Hacking either boss in as mentioned above will cause them to clip through surfaces in many of the playable environments.
There were three levels planned and almost finished for the game but cut: The first was a level in the Episode I chapter which has the player playing the scene where Anakin accidently attacks and destroys a Trade Federation ship in the space above Naboo. The second one was for the Episode II levels and featured a playable version of Anakin and Obi-Wan's chase of Zam Weasel in a speeder throughout Coruscant like in the beginning of the movie. The third was the scene in Episode III where Obi-Wan chases General Grevious around Utapau on a Boga creature.
The first level was cut because the developers thought that it bloated its Episode's level count, and they wanted the number of levels between all of them to be mostly even. It is unknown why the Speeder chase was cut, but the Boga chase level was cut due to the developers thinking it clashed with the game's co-op multiplayer feature. Nonetheless, the Trade Federation ship level and the Zam Weasel Chase would eventually be realized in LEGO Star Wars: The Complete Saga. However, the Boga chase level didn't appear in that game at all.
The first level was cut because the developers thought that it bloated its Episode's level count, and they wanted the number of levels between all of them to be mostly even. It is unknown why the Speeder chase was cut, but the Boga chase level was cut due to the developers thinking it clashed with the game's co-op multiplayer feature. Nonetheless, the Trade Federation ship level and the Zam Weasel Chase would eventually be realized in LEGO Star Wars: The Complete Saga. However, the Boga chase level didn't appear in that game at all.

An unfinished boss resembling a cowboy rabbit can be found in the game's data. This boss has an unused animation depicting it firing its gun. According to an early sketch of the game's cover art by Hideyuki Suganami, this boss was named "Lambda Bunny".
Seven Force, a boss from Gunstar Heroes that appears in this game as the boss of the Underground Mine stage, was originally intended to have two extra forms: Harpy Force and Nemesis Force. These forms were never finished due to time constraints, but voice clips of the game's announcer saying each form's name can be found in the Voice Test, and their idle sprites can be found in the game's data.

A scrapped graphic for a match between Rey Mysterio vs. Jushin Thunder Liger from WCW Starrcade 1996 can still be found in the game's code suggesting the match was originally meant to be featured in the game's Showcase mode focusing on Rey Mysterio's career. The match was likely scrapped due to licensing issues with Jushin Thunder Liger.
Although the match was scrapped; Jushin Thunder Liger's mask can still be found within the game's Create a Superstar, and WCW Starrcade 1996 Rey Mysterio was released as DLC.
Although the match was scrapped; Jushin Thunder Liger's mask can still be found within the game's Create a Superstar, and WCW Starrcade 1996 Rey Mysterio was released as DLC.

In the files of WWE 2K22 can be found base dialogue and social media interactions for a scrapped female MyRISE storyline that would have seen Bray Wyatt possess Dana Brooke and turning her into “The Shiend”, to get revenge on his former associate Alexa Bliss. The storyline would have included a Hell In a Cell match between Alexa Bliss and "The Shiend", and a "Elimination Chamber of Horrors" match. A "Firefly Funhouse set" area can also be found in the game's files that would have presumably been used in some of this story's cutscenes.
This storyline was ultimately scrapped as Windham Rotunda (Bray Wyatt) was released from WWE on July 31st, 2021 due to "budget cuts".
This storyline was ultimately scrapped as Windham Rotunda (Bray Wyatt) was released from WWE on July 31st, 2021 due to "budget cuts".

Although WWE had released Bray Wyatt on July 31st, 2021 due to "budget cuts" (8 months before the release of the game), it seems Visual Concepts had put significant work into him in WWE 2K22 before his release as new entrance motions, championship victory motions, and nameplates for both Bray Wyatt and The Fiend can be found in game.
The entrance motions can still be selected in Create an Entrance as "Funhouse Friend" and "Fiendish", while the championship victory motion is also listed in Create a Victory as "Fiendish" (though the "Fiendish" championship victory is listed twice in game, both motions are the exact same). The nameplates however are hidden in the game files.
The entrance motions can still be selected in Create an Entrance as "Funhouse Friend" and "Fiendish", while the championship victory motion is also listed in Create a Victory as "Fiendish" (though the "Fiendish" championship victory is listed twice in game, both motions are the exact same). The nameplates however are hidden in the game files.
The developers really wanted a character from Square Enix's Final Fantasy series to make an appearance, but Square Enix refused to loan their characters due to SuperBot being a relatively new team and the game they were developing being relatively new as well.
Lara Croft was planned for the game, but Eidos declined on the grounds that they had different plans for the character and her Tomb Raider series at the time, presumably leading into the series' 2013 reboot.
Sony tried to obtain the rights to use characters and assets from Activision IPs in the game, such as Crash Bandicoot and Spyro, but negotiations fell through when Activision offered a hefty price tag for them.
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