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Deltarune
Within the data for Chapter 1 is an unused attack for Spoiler:Jevil that consists of multiple spades converging into the center of the Bullet Board in a cross pattern. This attack would eventually be repurposed for the rematch against Berdly in Cyber City during Chapter 2, albeit with tornados in place of spades.
Contributed by game4brains
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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
Deltarune
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In typical gameplay, Spoiler:the UFO room in Queen's mansion is locked off during the Weird Route in Chapter 2. However, it still remains in the game's code, and modifying the game to access it reveals that Spoiler:the UFO hazards are replaced with the plug hazards seen both near the start of the Cyber Field and near the end of the mansion.
Contributed by game4brains
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
Deltarune
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
Super Smash Bros. Ultimate
In a Famitsu interview Sakurai revealed that he and his team wanted to introduce aerial Smash Attacks in this game in order to diversify the limited aerial combat of Smash Bros. However, they rejected this for various reasons, including the belief that such attacks were "too complicated" to implement and also that, in Sakurai's opinion, the system would also destroy the game and series' signature balance between casual and competitive gameplay.
Contributed by PirateGoofy
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Decepticon Cassette Ratbat was going to appear in the game, but was cut prior to release. He has a full model rendered in the game's data.
Contributed by PirateGoofy
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
Perfect Dark
Perfect Dark was supposed to have push-button cheats like in GoldenEye 007. However, former Rare developer Beau Chesluk deleted them by accident.
Contributed by raidramon0
Persona 4 Golden
The Japanase and Korean versions of the game feature interviews with the main character's voice actors. This was completely removed from the game's western release, rather than being redone with the English voice actors, although data file remnants of it can still be found within the game's code.
Contributed by ZpaceJ0ck0
Deltarune
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Within the game's data is an unused ACT associated with Spoiler:the Spamton NEO fight in Chapter 2, in which Susie throws Kris at Spoiler:Spamton NEO's wires to snap them, similarly to the fights against the Werewires and Spoiler:Queen & Berdly; this ACT even contains unique graphics not seen anywhere else in the game. In normal gameplay, Spoiler:Spamton NEO's wires are instead snapped automatically by selecting the "Snap" and "SnapAll" ACTs, without the need for action commands.
Contributed by game4brains
Deltarune
If the player hacks the game to make Kris equip the normally functionless BrokenSword item, they will gain the "Failure" ability, which is unique to this weapon (though it lacks any special effects).
Contributed by game4brains
This was the first Fatal Fury game to not feature semi-3D movement. Because of the rise of true 3D fighting games (such as Virtua Fighter and Tekken) at the time, the developers didn't think the feature was unique anymore. So they opted to remove it in favor of a traditional 2D plane.
Contributed by DrakeVagabond
Wario Land II
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In the original Game Boy release, the levels "Turn Off the Giant Faucet!" and "Escape from the Tea Cup!" contain a unique fish enemy that grabs Wario and pins him to a wall until he escapes. For unknown reasons, the Game Boy Color release replaces this enemy with a standard sawfish; however, full-color graphics for it are still present in the game's code.
Contributed by game4brains
Deltarune
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Chapter 2 contains 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.
Contributed by game4brains
Deltarune
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
Deltarune
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Within the files for Chapter 1 is unused battle data, including graphics and text, for a fight against Ralsei. As the unused text includes mentions of the training dummy seen in the final game, this data suggests that the game's combat tutorial would've originally seen Ralsei partner with the dummy instead of with Kris.
Contributed by game4brains
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