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Yume Nikki
1
Attachment In all earlier builds of the game, Neon World featured a radically different layout, matching the open-world structure of the other "main" locations accessible from the Nexus. The sole relic of this in Version 0.10's segmented design is the room that Madotsuki starts in, which is much bigger and features a more spread-out tile pattern compared to the other rooms in Neon World.

One noteworthy casualty from the layout change is the removal of various head-like figures scattered across Neon World in Version 0.09. These figures are not seen anywhere in Version 0.10, making them the only documented "characters" that were outright removed (rather than relocated) in a later update.
Yume Nikki
1
Attachment Number World was not implemented until Version 0.08; in prior builds, the gray door in the Nexus with a large red circle on it instead lead to an early iteration of Lamp World. Of note is that the earlier version of Lamp World features an alcove full of beds and cupboards. A bloodstain is also present in the bottom-right corner of the room; in Version 0.07, this stain teleports Madotsuki to the Guillotine Room when stepped on. This alcove would be moved to the Number World in Version 0.08 onward, and the bloodstain would be replaced with a Zippertile spewing blood out of its mouth, still acting as a warp to the Guillotine Room.

Additionally, the early version of Lamp World featured background music that is not present anywhere in Version 0.08 onward; this track was also used for the Face Carpet area in Forest World before it was concurrently replaced in Version 0.08 with the background music for the hot springs building in the Wilderness, played at 70% speed.
Doki Doki Literature Club Plus!
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person VinchVolt calendar_month June 1, 2024
The Cutting Room Floor article:
https://tcrf.net/Doki_Doki_Literature_Club_Plus!#Version_Differences

YouTube video showcasing the scene in the PlayStation 4 & 5 versions:
https://www.youtube.com/watch?v=ZRCIG11T534

YouTube video showcasing the scene in all other versions of the game:
https://www.youtube.com/watch?v=5w1gNV6pOgg
Street Combat
subdirectory_arrow_right Ranma ½: Chounai Gekitou-hen (Game)
1
Attachment Street Combat was originally released in Japan as Ranma ½: Chounai Gekitou Hen, a tie-in with the anime adaptation of Rumiko Takahashi's 1987 manga Ranma ½. The American release stripped out all references to the source material due to its obscurity in the United States at the time, though the in-game sprites for Street Combat's cast are visibly traced over their Ranma ½ counterparts. Additionally, Happosai and Cologne are merged into a single character, Happy, in Street Combat.
person VinchVolt calendar_month May 31, 2024
The Cutting Room Floor article:
https://tcrf.net/Street_Combat

Hardcore Gaming 101 article:
http://www.hardcoregaming101.net/street-combat-ranma-%C2%BD-chounai-gekitouhen/

YouTube video comparing the Japanese and US versions:
https://www.youtube.com/watch?v=pttH2daFIjM
Tetris
2
Attachment The original release of the 1988 DOS version of Tetris features an animation on the title screen where a white Cessna airplane flies over the title logo; after the opening scroll, it reappears while dragging a banner that reads "PLAY TETRIS!" This sequence references Mathias Rust, a West German teenager who illegally piloted a Cessna from Uetersen Airfield to Moscow the previous year in an attempt to relieve tensions between the United States and Soviet Union, landing near Red Square.

Rust's flight was a major embarrassment for the Soviet military due to him disproving the notion that their defenses were ironclad. Consequently, later revisions of the game removed the animation on orders from ELORG, the Soviet Union's state-sponsored computer company and the owners of the Tetris license at the time.
person VinchVolt calendar_month May 29, 2024
The Cutting Room Floor article:
https://tcrf.net/Tetris_(DOS,_Spectrum_HoloByte)#Title_Screen

Smithsonian Magazine article:
https://www.smithsonianmag.com/air-space-magazine/the-notorious-flight-of-mathias-rust-7101888/

BBC article:
https://www.bbc.com/news/magazine-20609795
Sonic Riders
2
Attachment The international logo for the game contains a tiny vectoring error at the bottom of the first "R" of "Riders". This mistake can't be seen on the title screen due to the lower resolution used, but it can barely be seen on the cover art for differing releases of the game.
person NightSkye27 calendar_month May 22, 2024
Sonic Riders American and European title screens:
https://www.youtube.com/watch?v=M7rVMMUSKzQ?t=183
https://www.youtube.com/watch?v=VdtLpm_kcc0?t=114

Sonic Riders different box arts with logo error:
https://www.mobygames.com/game/21419/sonic-riders/covers/

Sonic Riders high quality logo with error:
https://www.steamgriddb.com/logo/15129
Yume Nikki
1
Attachment The Dragon Quest-esque overworld area, colloquially known as FC World, features a large island on the right-hand side of the map that is not accessible during the normal course of play despite taking up the majority of FC World's land mass. No events or exits are associated with this island, popularly known as FC World C, meaning that hacking the game to place Madotsuki there would prove fruitless.

Despite this, there is evidence that this area was meant to be explorable at one point in development. In the Version 0.09 build (the last one before the "final" Version 0.10 release in 2007), the Dense Woods and Windmill World areas feature the player character from the minigame NASU as an NPC; however, a flag is set to render it invisible (and therefore non-interactable). If the player uses RPG Maker 2003's debugging tools to render the character visible, interacting with it teleports Madotsuki to another unused area in FC World, a small island with four statues on it and an exit at the bottom. Going through this exit takes Madotsuki to FC World C.

While FC World C is still as barren as in other versions of the game, the unused chain of events leading up to it in Version 0.09 indicates that the area was intended to play some kind of role in the final game and that Kikiyama continued to try implementing it late into the game's update history.
person VinchVolt calendar_month May 6, 2024
Mega Man X4
1
When fighting the final boss Spoiler:Sigma, the music that plays in the fight, Spoiler:"Sigma 1st" (where the cloaked and uncloaked form fight occurs) & Spoiler:"Sigma 2nd" (where the final form fight occurs) is oddly swapped in the PC version of the game. This is due to mislabelled filenames, and can be easily fixed by manually swapping the filenames within the data for the PC version.
person SonicNicholas1995 calendar_month April 27, 2024
PC version footage of music swap:
https://www.youtube.com/watch?v=imlfTxaTyzE

PlayStation version footage with correct music order:
https://www.youtube.com/watch?v=Kkpf6f7J5Xc?t=13788

The Cutting Room Floor article:
https://tcrf.net/Mega_Man_X4#Windows_version
The Witch and the Hundred Knight
1
A major bug in The Witch and the Hundred Knight that can occur at seemingly any time will force the game to return to the system menu, losing all unsaved progress as a result. This became a common critique in the game's reviews, leading it to not be received as favorably by some. While The Witch and the Hundred Knight: Revival Edition did not fully fix this glitch, it occurs much less frequently, with playing for extended periods of time being noted as a possible factor.
person chocolatejr9 calendar_month April 24, 2024
SimCity
2
Attachment In the original release of the game, the monster that the player could summon to attack the city was a thinly veiled parody of Godzilla, right down to using the character's iconic roar from the film series; the sound effect is even named "God" in the game's files, furthering the reference. The Godzilla parody is also depicted on the game's box art, gleefully waving at the viewer.

According to programmer Don Hopkins, who notably ported SimCity to numerous versions of Unix, Maxis ended up getting sued by Toho, the owners of the Godzilla franchise; additional details were recounted to him by Maxis CEO Jeff Braun:

"We never referred to the name Godzilla, our monster on the box cover was a T-Rex looking character, but... a few magazine reviews called the monster, Godzilla. That was all it took. Toho called it "confusion in the marketplace". We paid $50k for Godzilla to go away. In all honesty, Toho liked Maxis, they said $50k was the minimum they take for Godzilla infringement."

As a result of this suit, the monster was redesigned in the v1.2 release to resemble a giant orange salamander. The creature's roar is also changed and the game's box art is redesigned to replace the Godzilla parody with a tornado. In the v1.3 release, the salamander is given a slightly larger and more detailed sprite to fit the revised art style, but its roar (now internally renamed "Monster") is corrupted.
person VinchVolt calendar_month April 22, 2024
The Cutting Room Floor article:
https://tcrf.net/SimCity_(Mac_OS_Classic)#Godzilla_vs._Notzilla

Don Hopkins testimony in a Hacker News post:
https://news.ycombinator.com/item?id=40050799

MobyGames gallery showcasing the different box art designs:
https://www.mobygames.com/game/848/simcity/covers/
Cuphead
2
Attachment In 2019, Studio MDHR and the multinational automotive company Tesla announced that a special port of Cuphead would be released for the Tesla Arcade digital store and would be playable on the company's Model S, Model X, and Model 3 vehicles. Due to storage limitations with the cars, the Tesla Arcade version only includes the stages in Inkwell Isle I. The game can only be played with a controller plugged into each vehicle's USB port, but can be played cooperatively with two players controlling Cuphead and Mugman. As part of the announcement, Studio MDHR released commemorative artwork of Cuphead and Mugman standing with a Model 3 car.
person MehDeletingLater calendar_month April 20, 2024
Golf
subdirectory_arrow_right Nintendo Switch (Platform)
1
Within the Nintendo Switch firmware prior to Version 4.0.0 (for Japanese, US and European systems only), there is a hidden NES emulator stub called "flog" that can only be unlocked on the Home Screen and when the console's internal clock is set to July 11th (if the date is changed in System Settings, but the console is connected to the internet and can see the actual date, this method will not work). The method to unlock it involves detaching the Joy-Cons from the console, holding them pointing forwards/downwards, then moving them to a vertical position and holding it for a few seconds. This gesture may take time to hone due to it being a specific movement tracked by the Joy-Cons, but when it is matched, the system will check to see if flog is installed. When checked, an audio clip of a man saying "chokusetsu" ("直接"), the Japanese word for "direct", will play and the screen will cut to black and launch the 1984 NES title Golf. This emulator is unique in that it includes instructions in English and Japanese on how to play depending on how the Joy-Cons are held, and has a more simplistic appearance than the emulators that would be used for Nintendo Switch Online. Pressing the Home button while playing Golf will return you to the Home Screen without any visible software running there.

With Version 4.0.0, Nintendo removed all of the code required to launch flog and play Golf, but the company seemed unusually hesitant to even acknowledge its existence when asked by news outlets. One month before its removal, Nintendo of America president Reggie Fils-Amie released two statements regarding it when asked by Kotaku:

"So, two comments on this. It was identified by folks playing around in the firmware. We've got nothing officially to announce for that content or what the plans are for that content. So that's that. Certainly anything that pays respect to my friend Mr. Iwata is something that is near and dear to me personally, but in terms of that execution and what it was meant to do or what the plans are, we've got nothing to announce."

"I'm struck whenever I go back to Kyoto and spend time in our headquarters and spend time in the offices where Mr. Iwata, myself and others would be meeting. It's always personally touching. And so, again, no comment on that particular execution."

While this seems to allude that the secret emulator and Golf's inclusion were not authorized, this all but confirms that their purpose was to act as a tribute to Nintendo's late CEO Satoru Iwata. Iwata, who programmed Golf and previously hosted the Nintendo Direct showcase series, passed away on July 11, 2015, with the method to unlock the emulator mimicking a gesture he used during Nintendo Directs. Japanese fans on social media referred to the Easter egg as an "omamori", amulets that if kept close are said to protect the bearer and bring good luck, speculating that Golf was included by Iwata as a secret charm to watch over every Nintendo Switch unit after his death.
person MehDeletingLater calendar_month April 20, 2024
MyPopgoes
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The expanded version of myPOPGOES has a challenge named "Mini-P," which makes pizzas cook faster, but restore less hunger. This is a reference to one of Scott Cawthon's characters from the 2015 troll game FNaF World: Halloween Edition, also named Mini-P, which has the appearance of William Afton's "Purple Guy" sprite, just smaller and with red glowing eyes.
Mecarobot Golf
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Mecarobot Golf is a partial reskin of Birdie Try, a generic, non-robot-themed golf game starring Japanese professional golfer Nobuo Serizawa. Only the characters were changed, and the only sci-fi element in the US version is Eagle, the titular Mecarobot. Otherwise, the game remains a generic golf game, and the other three introduced characters are two white women and one white man, replacing the Japanese version's three Asian men.
The Legend of Zelda: Breath of the Wild
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During the final battle in the Japanese version, Spoiler:a voiceover from Zelda states that the monstrous form that Calamity Ganon assumes is due to his obsession with maintaining his longevity. However, in the English localization, Spoiler:Zelda claims that this form is the result of him abandoning his ambitions for reincarnation and giving into his primal rage, which directly contrasts the Japanese script.

This also opens up a plot hole with Spoiler:Zelda's dialogue in the game's ending, where she says that "Ganon is gone for now" (emphasis added), implying that he will reincarnate anyway (as is the case in other entries, including the game's sequel, The Legend of Zelda: Tears of the Kingdom); in the Japanese version, she simply says that "the threat of calamity has passed."
Super Paper Mario
3
Attachment The South Korean version of the game (released two years after the original Japanese edition) contains eleven unused maps not found in any other release, featuring fully 3D environments which do not line up with any locations present in the finished product. All assets related to these maps are dated after the game's Japanese release, with intervals ranging from five days to just over three months. Additionally, the maps' texture names are written in Romanized Japanese rather than Korean, indicating that they were not created by Nintendo of Korea.

Two of these maps, kri_04 and kri_05, additionally feature various cat NPCs, all drawn in substantially different art styles compared to not only each other, but also the final game. Each one is named after a developer from the Super Paper Mario staff: yamada_neko02 (Koichiro Yamada), koba_neko (Sayuri Kobayashi), tuka_neko (Naoko Tsukamoto), and kawa_neko (Chie Kawabe).

Of these four, kawa_neko is the most unique, and was apparently designed as a player character. Firstly, the cat's name is only given to its mesh, with its sprite instead being named bc_all.1. Additionally, kawa_neko features an animated tail and a mesh that is centered on the ground rather than the middle of the room. Furthermore, new_neko_18, a redesigned version of kawa_neko with white fur instead of black, can be found in kri_08, kri_09, and kri_10; new_neko_18's mesh is explicitly labeled "PLAYER" in the data for these maps.

Taken together, all of these elements imply that these early rooms were created as a proof-of-concept for an original project by Intelligent Systems that ended up cancelled for unknown reasons.
Shipwrecked 64
1
Throughout development of Shipwrecked 64, Squeaks D'Corgeh would make references to a non-existent character in the game named "Duncan Dolphin". This even included a fake death animation for a character named "Drake Dulfin" (likely intended to be the Spoiler:Starling counterpart of Duncan) being shot in the face by Spoiler:Brandon Lester in his Bucky Beaver costume in what appeared to be a Wild West-esque setting. This continued after the game's release, where one of the patch notes for the Hotfix 2 update stated "Removed Duncan Dolphin", likely as a reference to the "Removed Herobrine" gag seen in updates to Minecraft.

However, on April 1st, 2024, an April Fools update was released that added Duncan to the game as a New Game+ bonus. If the game's True Ending has been reached, he will appear in The Theater at Midnight and ask Bucky for help activating his "New. Radical. Mechanism!!" due to losing the trinkets needed to make it work. This will take the player to a new area called "Garten of Duncan", a recreation of the Testing Sector from Garten of Banban made using assets from The Plaza. Clearing the map will take the player to a previously unused location called "Layer 4 Elevator", where an audio tape reveals that the player can input console commands to access other unused locations as part of the update. Entering the door will take the player to another new area, known simply as "Sample Area", but only a few seconds after entering the player will be kicked out to the encounter with the Spoiler:Studiogrounds Husk at the end of the game.

Notably, in the "Layer 4 Elevator" area, Chief Wulf can be seen on top of the tallest building in the area. If the player uses console commands to reach him, he can be spoken to, revealing that Spoiler:he has relived the same days over and over again, watched Stumbler O'Hare die over and over as part of that, and believes that he will be forgotten after his death.
person chocolatejr9 calendar_month April 11, 2024
Moon: Remix RPG Adventure
subdirectory_arrow_right Moon (Game)
2
The 2019 re-release of Moon: Remix RPG Adventure for modern consoles marks the first time the game received an official English translation, being released in 2020 almost a year after the Japanese release. The game was translated by Tim Rogers, a video game journalist known for his independent reviews site Action Button and his tenure with Kotaku.
person chocolatejr9 calendar_month March 29, 2024
X
2
Attachment X was originally pitched under the name Eclipse and was developed under the title Lunar Chase. The single-letter rename came at the request of Nintendo president Hiroshi Yamauchi, who contacted director Yoshio Sakamoto early in the morning after playing the game.

The Lunar Chase name was retained for a planned English localization of the game, which was ultimately scrapped due to fears from Nintendo of America that international players would find the game's presentation and design too complex for a handheld title. Creator and programmer Dylan Cuthbert additionally blamed the cancellation on a presumed lack of interest from retailers in the United States. A prototype of the English version would eventually surface in 2020 as part of the Gigaleak, a massive leak of internal server data from Nintendo. The Eclipse pitch, meanwhile, was released to the public by the Video Game History foundation three years later.
person VinchVolt calendar_month March 26, 2024
The SpongeBob SquarePants Movie
1
In 2012, The SpongeBob SquarePants Movie was ported to the PlayStation 3's PlayStation Network under the PlayStation 2 Classics line. However, it was taken down shortly afterwards with no official explanation. Audiences quickly inferred that the port's withdrawal was due to the poor reception it drew thanks to various emulation issues involved with it, though it may have also been due to THQ going bankrupt and Activision acquiring the license to make games based on Nickelodeon properties around the same time. Among these emulation issues, the 16:9 display (which was the default option) stretched the game rather than properly re-rendering it at a higher aspect ratio, the audio for in-engine cutscenes frequently stuttered and fell behind by up to a second, certain textures were noticeably blurry due to the game being displayed at a higher resolution than what it was designed for, and gameplay suffered from prominent input lag compared to the original release.
person VinchVolt calendar_month March 25, 2024
DidYouKnowGaming video:
https://www.youtube.com/watch?v=4CJoYsBRwrI

The Cutting Room Floor article:
https://tcrf.net/The_SpongeBob_SquarePants_Movie_(GameCube,_PlayStation_2,_Xbox)#PlayStation_3_Port
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