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Final Fantasy IV
1
In a 1991 commentary with the game's composer Nobuo Uematsu published in the FFIV Minimum Album Liner Notes, he stated that the unreleased track "The Sea of Silence" was planned for the Moon overworld map, but the scenery didn't exactly match so it got scrapped, much to Uematsu's dismay as he was fond of the song.
Final Fantasy IV
1
In a 1991 commentary with the game's composer Nobuo Uematsu published in the FFIV Minimum Album Liner Notes, he stated that in early plans for the game, the team wanted to use the unreleased track "Rosa o Sukue! (Save Rosa!)" aka "Restless Moments" for a scene where you had to save Rosa within a time limit or a game over would occur; this scene would appear in the final game in the Tower of Zot without this song.
Final Fantasy IV
1
In a 1991 commentary with the game's composer Nobuo Uematsu published in the FFIV Minimum Album Liner Notes, he stated that the unreleased track "The Origin" was the first song he composed for the game, and described the song as setting the tone for the rest of the pieces that came after. He also stated that it was originally intended to be the opening introduction theme, but "Red Wings" was chosen instead.
Sonic the Hedgehog 2
1
In the January 1993 interview with the game's programmer Yuji Naka published in the Beep! magazine, he commented on the game's 3D-stylised special stage, stating that it was conceived at the start of the game's development and was eventually implemented despite Naka being forced to work with rougher image quality. He also stated that the camera-view behind Sonic's spiny back running towards the Chaos Emerald in the final game was something that he was hoping to add. Him and the team also thought of having more "cliffs and valleys" in the special stage, but this idea was scrapped.
Sonic the Hedgehog 2
1
In the January 1993 interview with the game's programmer Yuji Naka published in the Beep! magazine, he was asked when development began. He responded:

"It was around November of last year. At that time, it was just me and one other programmer. Then we added a third person, and after that we gradually increased the team size. However, like always, I feel like I’ve left something out of the game. There’s still so much I want to add. For Sonic 2, we had to remove so much due to memory limitations. We actually made about five more zones, but in the end, we had to cut them all. We actually cut one zone at the absolute very last minute. Even though it was basically complete, we couldn’t use it because of a lack of memory. There just wasn’t enough space."
Dead Rising
1
In the August 2006 interview with the game's assistant producer Yutaka Haruki published in the XCN (Xbox Community Network), he stated that the team had considered allowing players to upload photos they had taken in-game to the Internet, but they were ultimately unable to implement it into the final game.
Pac-Man Museum+
subdirectory_arrow_right Pac-Man World Re-Pac (Game)
1
The model for Pac-Man when walking around the Museum Hub contains 8 different face models. Only 3 of these are used in the final game, with another 3 appearing to be placeholders, and the last 2 resembling the hurt and dying animations from Pac-Man World. In addition, an unused idle animation used in Pac-Man World can be found in the game’s files, depicting Pac-Man juggling and then eating pellets. These would later be utilized in the 2022 remake Pac-Man World Re-Pac.
person MehDeletingLater calendar_month May 29, 2022
Deltarune
1
Attachment Within the data for Chapter 2 are alternate graphics for the chapter's final cutscene, in which Spoiler:Kris creates a Dark Fountain within their living room. Most of these graphics go unused; one set is repurposed for the film that plays in the theater in Queen's mansion, showing Spoiler:the Knight creating a Dark Fountain, but it's cut off at the top.
Super Mario 64
1
Attachment The game's smoke texture, labelled "gas_b5" in the source code, was intended to be much more detailed in appearance, but ended up corrupted in the final game due to being encoded in the RGBA16 format rather than the intended IA16. While the glitched texture would theoretically look like a swarm of multicolored pixels as a result of this error, it instead appears as a clump of black pixels due to the game displaying it without any colors, resulting in it not looking out of place. Modifying the game's code to convert the texture to the IA16 format results in it properly displaying.
Kirby 64: The Crystal Shards
1
Attachment Within the game's data are early portraits depicting each of the game's protagonists and the Animal Friends, the latter of whom don't appear in the final release outside of cameos as Stone + Cutter Kirby's forms. Pre-release screenshots show these and similar portraits appearing in the game's HUD, not only corroborating earlier indications that Waddle Dee, King Dedede, Adeleine, and Ribbon were playable at an earlier point in development, but also indicating that the Animal Friends were planned to play a proper role at one point.
Tornado Outbreak
1
An unfinished test animation for Zephyr and the Wind Warrior exists within the game files; the animation is named "surf"
Shin Megami Tensei: Nocturne
1
Within the game's files is the main title theme to the Star Wars series, presumably having been used to test how the Sony ADPCM audio compression would affect the game's music.
The Fast and The Furious
1
The game was ported to the Wii as Cruis'n with any references to The Fast and the Furious being removed entirely due to Midway losing the license to the series during the game's development.
Cruis'n
1
The game was originally an arcade game titled The Fast and the Furious, which was soon ported to the Wii with any references to The Fast and the Furious being removed entirely due to Midway losing the license to the series during the game's development.
Doubutsu no Mori
1
Attachment 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.
Persona 5
1
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.
Tornado Outbreak
1
Attachment Within the Xbox 360 and PlayStation 3's map files, there is a partially unused texture containing an early design for Nimbus.
Tornado Outbreak
1
Originally, instead of controlling a Wind Warrior in co-op mode, the player would have taken control of Nimbus. A partially unused transformation animation (which was re-purposed into a flying transition animation for the final game) and a stunned animation for Nimbus can be found in the game's files.
Tornado Outbreak
1
An unused idle animation for Nimbus exists in the game files. The animation is just called small_idle and has Nimbus' model shrunken down.
Catherine
1
Attachment Within the game's data is an original cover of the song "Battle! Wild Pokémon" from Pokémon Diamond & Pearl. In addition, an early placeholder texture for score rankings features the names of numerous Pokémon characters.
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