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Persona 5
Originally, the cutscene that plays after Spoiler:the Phantom Thieves believe Ryuji to be dead after the destruction of Shindo's palace was going to feature extra lines of dialogue not present in the final game, as well as a dialogue tree for Joker, the player's character. Additionally, there are unused animations in the game's files Spoiler:showing the Phantom Thieves beating up Ryuji. In the final game, the scene cuts to black.
Contributed by ZpaceJ0ck0
The DogDollar that Kris obtains from the Annoying Dog's alleyway in Cyber City contains unused dialogue for if the player attempts to use it, reading "(Where'd this come from?)". In normal gameplay, the DogDollar can't be selected like a typical item, making this text impossible to see without hacking.
Contributed by game4brains
WWE 2K22
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".
Contributed by SOGESNAKE
Tornado Outbreak
An unused audio clip from the level Showdown with Omegaton suggests that Nimbus was originally going to tell Zephyr to pummel Omegaton's gigantic kidneys.
Contributed by Larrye
There are eight profanity-laden unused quit messages defined in the game's source code. One of these messages refers to a person named "Ron", who designer John Romero later identified in a 1998 interview as Ron Chaimowitz, CEO of GT Interactive. The first seven messages are under a comment saying "FinalDOOM?", but this was added by Bernd Kreimeier when he was cleaning the source for release to the public. These messages were never intended for the game Final Doom; they were "development mode only" messages written by John Romero.
Contributed by MehDeletingLater
NSFW - This trivia is considered "Not Safe for Work" - Click to Reveal
Present in the game's ROM is a song written by designer Hiroshi Minami called "MIYAZAKI", about the Japanese serial killer Tsutomu Miyazaki, whose crimes that took the lives and exploited the bodies of four children were the subject of widespread media attention around the time the game was released.
Contributed by MehDeletingLater
Rugrats: Search for Reptar
One of the level folders contains a text file featuring quotes and banter spoken during the game's development.
Contributed by MehDeletingLater
Castlevania: Symphony of the Night
The Sega Saturn version of the game contains hidden files that can only be accessed when loading the game disc on a PC. 15 pieces of character artwork and a text document containing messages from 13 of the Saturn version's developers including graphic artists, members of the sound team, and programmers can be found. The messages contain insights about their duties, goals and struggles in porting the game from the PlayStation to the inferior Saturn, with several members of the staff having just entered the video game industry and joined Konami prior to work starting on the port, and collectively having mixed to positive feelings about the final result, with most being happy with their work, while others feeling they had failed to live up to the PlayStation version. Regardless, much of the staff thanked players for playing the game and encouraged them to mail feedback to them at Konami.

Two notable details from these messages include:

•A story/rant shared by programmer Hideto Imai in the last and longest message about his experience in violating Japan's Motor Vehicle Storage Act by parking his car curbside while staying at his in-laws during development.

•A scrapped character idea shared by graphic designer Yoshinori Suzuki:

"There's actually another version of Maria with a full set of graphics different from the one the player meets in the actual game. It ended up going unused. It might've been neat if she had been used, though. Because she was a dark version of Maria, the opposite to the light version of Maria, her attacks and such would have been entirely different. Go ahead and imagine for yourselves what she might have been like. (Perhaps, if she'd appeared in the game, she'd have been called Black Maria?)"
Contributed by MehDeletingLater
Harvest Moon 64
There is an unused character with unfinished dialogue in the game's files that likely would have been a potential marriage candidate: Princess Vanilla from the mythical Prune Kingdom. Her general storyline prior to the unused event "Princess Vanilla and the Turtle" features her getting kidnapped by a mole, being cursed to take the form of a turtle, and was going to be forced to marry a frog in this form. The player finds the princess after she had been talking to the Harvest Sprites. She explains in the event that she has not been seen in a long time by humans, but all the bachelorettes seem to have the ability to see her. If he chooses to pick her up, despite her warnings that her curse is transferable by touch, he will become a turtle as well. After this, the player learns from her that the only person that can reverse the curse is a friend, and he proceeds to wander around and talk to the villagers so they can react to him. Eventually, upon interacting with the bachelorette the player has the highest affection with, he returns to normal, and proceeds to turn the princess back into a human as well. From then on, Princess Vanilla stays in Flowerbud as a regular character and seems to have the same amount of events that the other marriage candidates have as your relationship progresses, including special scenes with all five bachelorettes and a line about having a child with the player.
Contributed by MehDeletingLater
The Apprentice
A pair of unused text files featuring an abstract of the game's plot and a short list of developer credits can be found in the game's data:


This is the story of a week in the life of the
wizards apprentice, Marvin. You must successfully
complete the tasks set for you by Gandorph S.
Wandburner. This will take you to many different
places and you will have to solve various puzzles
and defeat numerous enemies to accomplish your tasks.


The Apprentice
Programming by Tim Moss
Graphics by Luke Verhulst
Game design by Luke Verhulst and Tim Moss
Music by Joost Egmond

A 1994 Vision Factory production in cooperation with
Philips Interative Media inc.
Contributed by MehDeletingLater
The internal name for the Alaska level on the game disc is "05_GREENLAND". this suggests that the level was originally going to be themed around and take place in the Dutch-owned island of Greenland instead of the U.S. state of Alaska.

Also, internal file names for the Pacific Island level ("07_EASTERISLAND") reveal that it was possibly supposed to be Easter Island (Rapa Nui).
Contributed by PirateGoofy
There is an unused Game Modes tab on the disc that comes with data suggesting that there were other game modes planned like "Boss Mode" and "Explore Mode", however no further data exists on these modes.
Contributed by PirateGoofy
Although there are a total of 20 unused Mini-Cons in the game's data, most of them are just text strings. However, two were extensively worked on before being scrapped. The first one was called "Endgame" and would have summoned large "holes in the fabric of space" that would have sucked enemies and objects into them. The second dropped Mini-Con is called "Bug-Out" and would have called upon "Emergency Warp Gates". Although Endgame was scrapped, his model was reused for in-game Mini-Cons Discord, Twister, and Overwatch.
Contributed by PirateGoofy
There are cut Transmission logs in the game's data that would have played before every level. These logs took the form of Autobots frantically and intensely contacting Optimus and the crew from Iacon on Cybertron about the planet Junkion, a key planet from Transformers lore that contains a robotic race of technologically adept robots. These logs would have even featured Autobot characters not in the final game at all, including Scavenger, Jetfire, Smokescreen, Sideswipe, and Blurr. Another thing about the logs is that they would also have revealed the origin of the Decepticlones: Megatron took advantage of the Junkion's inventive prowess and their "Hyper Power" cloning technology to make his near unstoppable army. Spoiler:The off-world Autobots would have also warned Optimus and the Earth team about Unicron's arrival to Cybertron when the Earth team arrived at Pacific Island.
Contributed by PirateGoofy
The game was initially set to be released with the name "Transformers Armada: Prelude to Energon", baring the name of the show and toy line which it's based upon. Review copies were even sent out with this name in place, however, when the game was launched at retail, the name was changed for unknown reasons.
Contributed by PirateGoofy
Spamton has unused dialogue for Spoiler:if the player doesn't have enough Dark Dollars to buy the ThornRing from him on the Weird Route in Chapter 2, responding to their predicament with "[Money] NO". In normal gameplay, Spoiler:the player is always guaranteed to have at least $1997 at this point, making this text impossible to see without hacking.
Contributed by game4brains
There are unused pieces of data and strings in the game that suggest a 2-Player local VS. mode was planned that didn't end up in the retail release of the game.
Contributed by PirateGoofy
The game was originally going to have a much more dramatic, serious, and cinematic story than the simple one it has in the final game which would have also featured much more characters from the Transformers: Armada TV Show and toyline. Even show-exclusive human characters Rad, Carlos, and Alexis were going to appear in the storyline as well more Transformers on either side, different locations and wildly different scenarios among other things. This can all be seen hidden in a lengthy script in the game's data by a programmer who kept it in "for memory's sake".
Contributed by PirateGoofy
Prior to Version 1.08, Chapter 2 contained unused data for Susie gaining a plushie of herself in her room should Kris give her Queen's gift during the party's reunion at the Cyber City carnival. Adding the Susie plushie back in and interacting with it results in unique dialogue between Susie and Ralsei commenting on it.

In a tweet posted off the heels of Chapter 2's release, graphic designer Temmie Chang showcased not only the sprite for the Susie plushie, but also sprites for a Ralsei plushie and a Noelle plushie, indicating that Queen's gift was originally planned to morph into the likeness of whoever the player decides to give it to. In normal gameplay, the only selectable character who opens the gift is Berdly, who finds a plushie of himself with nipples.

Version 1.08 fixed a glitch that prevented the Susie plushie from appearing in her room (the acid tunnel sequence resetting Flag 307 to Flag 1). However, the dialogue associated with it still does not appear when the plushie is checked. Save files that were patched after completing the acid tunnel are unaffected, requiring the player to erase the file and start over in order to encounter the plushie on it.
Contributed by game4brains
Within the files for Chapter 1 is an usused dialogue chain that simply reads "Blaze it." before opening a prompt where the player must choose between "Blaze" and "Do Not Blaze"; both options do nothing. The dialogue has an ID number of 420, which combined with its contents references the famous stoner catchphrase "420 Blaze It."
Contributed by game4brains
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