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Grand Theft Auto IV
1
In The Ballad of Gay Tony DLC mission, "Caught With Your Pants Down", Luis was originally supposed to meet Yusuf in Westminster to pick up his Buckingham Swift helicopter. In the final game, Luis meets Yusuf at Star Junction, and he already has the helicopter.
2
Attachment Before the singular story concept of Sonic fighting against Dr. Robotnik, Sonic's character development was very different. During the 2018 Game Developers Conference, game designer Hirokazu Yasuhara and character designer Naoto Ohshima revealed that the series almost had connections to World War II.

"Sonic" was originally going to be a fighter pilot who earned the nickname "hedgehog" because of how his hair stood up while flying his plane at high speeds, while the Sonic the Hedgehog design known today was merely a nose decal on the front of his plane. The details of his time in the war were then re-imagined as a children's picture book by the pilot's wife. She took the Sonic the Hedgehog design and based it on her war veteran husband, making the game a story within a story. American pilot Chuck Yeager, the first pilot to break the speed of sound, was also mentioned in Yasuhara and Ohshima's pitch summary.

Additionally, they showed off line art for a proposed dance sequence during the game, originally intending for Sonic to be a trendy dancer, but this along with the meta-story elements were scrapped during development.

In the third installment of the Untold History of Japanese Game Developers book series released in 2018, Ohshima reiterated that Sonic was going to be a human boy, but SEGA rejected the design, not wanting their mascot to be a human, and Ohshima admitted that he does not have any concept art of Sonic as a human due to his proposal just being a basic outline. Despite this rejection, the core layout of Sonic the Hedgehog's speed-based gameplay and map design was set in stone by this time.
Grand Theft Auto: Chinatown Wars
1
Attachment In 2010, Rockstar Games graphic designer Mike Cala uploaded four unused early logos for Grand Theft Auto: Chinatown Wars that were considered before settling on the final logo. Interestingly, the "Grand Theft Auto" logo is from the PlayStation 2 era of games starting with Grand Theft Auto III, rather than the logo for Grand Theft Auto IV which was released two years prior. In the latter game's logo, the leftmost leg in the "R" character in "Grand" extends down to the first "t" in "Theft", whereas the prior variant of the logo left a small gap in between the two.
Grand Theft Auto III
1
Attachment The game's files contain the model for a scrapped vehicle called the "Buggy". It appears to have been scrapped early on, as it is missing a proper body texture with gradients like the rest of the cars in the game, and has damaged parts that are duplicates of the normal body pieces. However, based on its design this vehicle most likely went on to become the BF Injection in Grand Theft Auto: Vice City.
Grand Theft Auto IV
1
Attachment There are animations, a model and texture related to an unused wooden plank weapon that NPCs would have carried, specifically by the dockworkers at East Hook. An NPC can be seen holding this plank in the first trailer for the game.
person ClaudX calendar_month September 11, 2021
The Cutting Room Floor article:
https://tcrf.net/Grand_Theft_Auto_IV#Plank

Grand Theft Auto IV first trailer:
https://youtu.be/M80K51DosFo?t=37
Ōkami
1
Attachment An unused enemy named "Gotouryu", a Flying Demon based on the Japanese yōkai of the same name, can be found in the data for the Wii version. When asked about why the enemy was cut, director Hideki Kamiya admitted that he forgot to add the enemy in the game.
Super Mario 3D Land
1
In an emulator, spawning a Goomba and moving it in the path of a jumping Cheep Cheep will normally cause the Cheep Cheep to hit and kill the Goomba, despite these two enemies never normally encountering each other in the game. However, in World 1-1, spawning a Giant Tail Goomba in front of the rivers at the start of the level to try and get the Cheep Cheep to kill it will instead cause the Tail Goomba to fly off-screen as it has a preset path it travels and attacks on instead of just following Mario/Luigi wherever he walks. Off-screen, it will perform its Tail Swing attack that will mysteriously cause the level itself to take damage, effectively "killing it" and forcing the level to erase almost its entire memory and be collected as one coin, including Mario/Luigi. The game then disables you from quitting or restarting the level.
Dino Crisis 2
1
Attachment An unused song can be found in the data for Dino Crisis 2's demo disc that, although being slightly rearranged, bears an uncanny resemblance to the "Ground Theme" from Super Mario Bros.
Castlevania: Symphony of the Night
1
In the NTT-PUB official guidebook, Koji Igarashi & Toru Hagihara stated that in their early planning stages they came up with an alignment system. If the player used a lot of sub-weapons, they would gain a holy alignment; if they used a lot of magic, they would gain a dark alignment. There would be different endings based on the alignments with various subtitles, with Igarashi citing one as being named "聖魔のトリル" (seima no toriru), something like "The Trill of Light and Darkness." A trill is a musical ornament where two adjacent notes (i.e. 聖 "holy" and 魔 "evil") alternate rapidly. The reason for this feature's removal is unknown.
Balan Wonderworld
1
After footage of the game's final boss surfaced from pre-release copies, players expressed concern to the developers that some intense rapidly flashing lights and other visuals during the final boss may cause serious seizures to players that have Photosensitive epilepsy, and in general may be an eyesore to players that are not epileptic. The developers understood and significantly changed the battle effects in a day-one patch that was heavily recommended by Square Enix to be downloaded by future players.
Fortnite
1
The idea of building forts stemmed from an idea where players had to play mini-games in order to complete their fortifications. They later changed it so that the forts built themselves whenever the player opened up the "edit" function.
Batman: Arkham Knight
1
If the player detonates explosive gel inside Penguin's vault, the stack of bombs turns into an unused destroyed Titan canister model that appears to have been carried over from Batman: Arkham City, although it is impossible to go back inside the vault to interact with it.
Fortnite
1
Fortnite was stuck in development hell, with such development beginning as early as 2011 when it was first announced at the Spike Video Game Awards. The earliest idea for Fortnite was a horror-style third-person shooter similar to Gears of War, another series developed by Epic Games and later sold off to Microsoft.

Fortnite was originally made using Unreal Engine 3, but later shifted to its successor Unreal Engine 4 due to new high-tech functions that its preceding engine lacked. Because of this, the game was almost a PC-exclusive game and was set for a 2013 release, as Epic Games did not want to wait months for a game to get approved by console manufacturers, such as Nintendo and Sony, although they later acknowledged that a console release could not be ruled out. As Epic shifted to Unreal Engine 4 however, they immediately ran into development problems, which resulted in them hiring MMORPG developers to help finish the game.
Disney Infinity 4.0
subdirectory_arrow_right Disney Infinity (Collection)
1
Attachment Before the game series was cancelled by Disney, a fourth installment was quite elaborately planned and worked on extensively. The name would've been "Disney Infinity 4.0: Kingdoms" and it would have primarily been based of Disney's animated film Aladdin. It was to be developed by United Front Games who are associated with working on the Marvel expansion of Disney Infinity 3.0 as well as Sleeping Dogs, ModNation Racers, and Halo: The Master Chief Collection. It seems the game would have had a feature where characters of unrelated universes (ex. Star Wars, Marvel, Zootopia, etc.) can be played and seen in the Aladdin-based Story mode, which would have been unique to 4.0. (Although it does bare some resemblance to the Toybox Takeover feature in the previous game.) Pre-alpha footage of the game was uploaded to Vimeo in November of 2018 by a throwaway account, revealing the game's existence.
Grand Theft Auto IV
1
An update released three days before the game's 10th anniversary on April 26th, 2018 added new songs to radio stations, while simultaneously removing songs due to licensing-expiration issues. Among the many song replacements, the Electro-Choc, Fusion, JNR, Massive B, and Tuff Gong radio stations remained untouched, while almost every song featured in the Vladivostok FM station was cut and replaced with new songs with one exception, "Liberty City: The Invasion" by Seryoga, an original song written for the game's soundtrack. These changes also carried over to the Episodes from Liberty City DLC expansions.
Dark Souls
1
Attachment According to director Hidetaka Miyazaki, Gwynevere's character design was inspired by a group of female characters from the 1974 Fujiko F. Fujio one-shot manga "Yasuragi no Yakata", about a stressed CEO who is directed to a members-only club by his doctor where men are dressed in children's clothes and cared for by giant motherly women who treat the men like infants as they regress further into baby-like states.

Gwynevere's extremely large breasts were added by the artist who designed her, who was reportedly so proud of his work that despite Miyazaki's standards, he did not have the heart to tell him to change the design.

Miyazaki also originally wanted to include a mouth on Gwynevere's palm and created animations for it, but this element was scrapped from her design.
Xenosaga Episode II: Jenseits von Gut und Böse
1
The ambient crowd chatter that plays in the background of the Second Militia city area has an additional sound clip in the Japanese release of a woman interjecting with "aww" at random points. This sound is removed in the English localization of the game.
Dead Rising
subdirectory_arrow_right Dead Rising: Chop Till You Drop (Game)
1
A 2009 port of the game for the Wii titled Dead Rising: Chop Till You Drop has features that were either changed or added in which are not present in the original Xbox 360 version:

•Upon completing the game, Ending A is the only ending that can be obtained apart from the other endings present in the Xbox 360 version.
•The save feature has been changed to add multiple save slots compared to only one in the Xbox 360 version.
•72 Hour mode and Overtime became one mode altogether, with side missions no longer taking up the main timeframe in the game. 
•A ranking system has been added based on how fast the player completes a mission to unlock new missions and rewards. 
•Two game modes, Odd Jobs and 2nd Amendment, have been added. And unlocking the Real Mega Buster and Laser sword require the player to beat all missions on both game modes with an S rank. 
•More costumes can be unlocked, with the inclusion of both Roll Caskett from Mega Man Legends and Nathan Spencer from Bionic Commando.
•Psychopaths Kent Swanson, Jo Slade, and Cliff Hudson have become zombies while Paul Carson has been omitted from the game entirely. 
•Cletus Samson can be saved in the Wii version unlike the Xbox 360 version, where he gets eaten alive by zombies.  
•The inclusion of zombie parrots and poodles.
•Books and Firearms can no longer be found within the mall and instead are sold to Frank by Cletus. 
•Firearms no longer break upon being used.   
•Zombies drop ammo or money once killed. 
•The Camera feature is absent in the Wii version.
•Phone calls from Otis are answered automatically. 
•Infinity Mode is absent in the Wii version.
•Killing 53,594 zombies unlocks the Apocalypse Frank costume unlike in the Xbox 360 version, which unlocks both the Real Mega Buster and the Zombie Genocider achievement.
•Leisure Park has its area shortened and vehicles can no longer be driven within the park. However, The player can still drive in the maintenance tunnels and must pay a fee to drive a different type of vehicle. 
•Easy, Normal, and Hard difficulties have been added. 
•The option to change blood color to Red, Green, and White has been added. 
•Only 100 zombies appear at a time on screen instead of 800 in the Xbox 360 version. 
•The firearms Frank obtains are the same ones from Resident Evil 4.  
•Juices have their abilities changed to how herbs work in the Resident Evil series. The Blue juice, however, acts as a randomizer that either damages Frank, gives him invincibility, increased speed, health, or turns him into Mega Man from the Mega Man series.
•Frank's fighting skills have been converted to combat events used only when battling psychopaths. 
•The jumping ability has been removed, so Frank can no longer jump to reach higher areas.
•Barricades have been included, making some areas less accessible. 
•Cutscenes have been pre-rendered so Frank's appearance no longer affects the in-game cutscenes. 
•Subtitles have been enlarged to make up for the small lettering found in the Xbox 360 version.  
•Survivors' health bars no longer display their names nor can Frank injure any survivors. 
•PP Stickers are absent in the Wii version.
•Item slots have been moved to the pause menu of the game. However, the player can still cycle between firearms during gameplay.
•Frank can only be assigned one melee weapon in the Wii version unlike in the Xbox 360, where he can carry as many melee weapons as needed.

Furthermore, the Wii was not graphically capable of handling the MT Framework used to develop the game for the Xbox 360, so the game itself was entirely remade from scratch using the engine for the Wii port of Resident Evil 4 after the critical and commercial success of that version.
Spirit Camera: The Cursed Memoir
subdirectory_arrow_right Fatal Frame 2: Wii Edition (Game)
1
Attachment The Japanese and PAL region releases of Spirit Camera: The Cursed Memoir have exclusive bonus content that can be accessed after completing Story Mode by scanning an augmented reality marker on the back of the instruction manual to the Wii port of Fatal Frame II: Crimson Butterfly, released only in Japan and PAL regions under the name Project Zero 2: Wii Edition. Scanning the marker will unlock models of Mio and Mayu Amakura as they appear in that game to view in Spirit Photography mode. Because the Wii port of Project Zero 2 was never released in North America, these models were made inaccessible in the North American release of Spirit Camera: The Cursed Memoir.
person MehDeletingLater calendar_month September 5, 2021
Grand Theft Auto Advance
1
Multiplayer was planned for the game, but had to be scrapped due to time constraints. There were four planned modes:
Liberty City Survivor: Standard death match similar to GTA 1 and 2.
City Circuit: Racing on pre-set routes round the three islands.
Car Jack Crazy: Players race to collect a list of vehicles and return them to their garage.
Special delivery: All players fight over a package which must be taken to their base.
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