Re: The thread of unused content and stuff!

#11
A couple off the top of my head from Spyro 3.

The first unused content is only in an early version of the game, in the level Dino Mines. After successfully performing the Swim in Air glitch, going over and behind a certain mountain reveals a hidden portal buried in the wall, which transports you to a square, empty area which looks like a cut Boss. Video here: [youtube]watch?v=YGjcMaUAjNE[/youtube]

Also, in the directory of the game is a file named 'SPYRO3.TRD' which contains this weird piece of text;

Now is the winter of our discontent...
It was the best of times, it was the worst of times...
Call me Ishmael...
Stately, plump Buck Mulligan...
Call me Jonah. My parents did...
Gaily bedight a gallant knight...
Beware the ides of March...
Tyger tyger burning bright...
...
I always get the Shemp...
Local Forum Amateur and Galactic God Entity: Current mistakes:3
"If you collect them, something good might happen!" - About half of the Road Trip Adventure NPC's

Re: The thread of unused content and stuff!

#12
HERES A FUCK TON OF SHIT
Spoiler
A decisively not-so-nice message can be seen on the first disk between 767 and 80D.

PINBALL DREAMS - WRITTEN BY THE SILENTS IN 1990-1992.
Don't You fuck around with this code, or the Great Pain will seek to Your Balls...
(c) - 1992 DIGITAL ILLUSIONS
this is in pinballdreams i guess
Spoiler
Quit Messages

There are several unused quit messages defined in the source code:
fuck you, pussy!
get the fuck out! you quit and i'll jizz
in your cystholes! if you leave, i'll make
the lord drink my jizz. hey, ron! can we say
'fuck' in the game?
i'd leave: this is just
more monsters and levels.
what a load. suck it down, asshole!
you're a fucking wimp! don't quit now! we're
still spending your money! THIS IS NO MESSAGE!
Page intentionally left blank

and some doom quit messages

Spoiler
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Apperently this was in mk2 somewhere in the rom
Tesseron

Re: The thread of unused content and stuff!

#14
Well, guess I'll do the Metroid series. (large post incoming)

Metroid:
Spoiler
Samus was originally going to have different sprites for walking left and right. The unused sprites can still be found in the game's code.
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There are several differences between the Famicon and NES versions of the game. Most of the music and sound quality was cut down due to the NES not having a sound chip as powerful as the Famicon's. The Famicon's expanded memory allowed certain enemies to have 'random' patterns (an example is the enemy 'Squeepts' which could change their jump height depending on where the player is, in the NES version they just jumped at the same height everytime). The original Famicon version also included a save feature, which was originally going to be in the NES version as well, but was cut due to sales of the game not doing so well in Japan.
Super Metroid:
Spoiler
Samus was originally going to appear nude when she died, this was changed to avoid problems outside of Japan. She also originally made a moaning sound upon death but it was removed for obvious reasons.

The game was originally going to include the long beam from the original Metroid, but it was scrapped (thank god).

There's an unused red palette for Criteria in the game's code.
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As well as an unused black palette for Brinstar.
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There's also an unused menu which allowed you to quit the game.
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Metroid Fusion:
Spoiler
In the trailer for the game, Samus can be seen power bombing a room full of zombie scientists. This never happens in the game, but the room can still be found in the game's code.
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Metroid: Zero Mission:
Spoiler
The game was originally going to let you turn on and off certain upgrades like in Super Metroid, but this feature was scrapped. It can still be accessed using cheat codes though.
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Crocomire was originally going to appear in the game. Its sprite can still be found in the game's code.
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Metroid Prime 1:
Spoiler
The game was originally going to include the Shinespark as an item. Evidence of this can be found in the game's data which contains an unused scan image of Samus Shinesparking.
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A fully-textured model for Rippers can be found in the game's files along with code suggesting that the player could freeze them, use them as platforms, and use them as grapple points just like in Super Metroid.
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There's also an unused monitor in the Space Pirate Frigate files which shows a picture of a baby Metroid from Super Metroid.
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Kraid was originally going to appear in the game, having the same kind of metal prospects as Meta Ridley (which lead the fans to dubbing him Meta Kraid).
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Anyone else find it funny that this giant lizard had a lower poly count then 173's old model?
Metroid Prime Hunters:
  • Other then a few unused multiplayer maps and scrapped Metroid models (none of which I could find images for), there isn't really a lot of unused content here.
Metroid Prime 2: Echoes didn't have much, other then a crap ton of unused scan data, none of which I could find.

Metroid Prime 3: Corruption:
  • A prototype of this game made for the Gamecube can be found online. Other then that and a few unused texts, there wasn't much else.
Metroid: Other M......bleh:
Last edited by CommanderMark on Sun Feb 02, 2014 1:07 am, edited 1 time in total.

Re: The thread of unused content and stuff!

#15
ZONICZONICZONIC

Sonic 1:
Spoiler
Sonic was originally going to be turquoise, but due to a coloring error was painted blue. The Sonic Team liked the new color, and decided to keep the new color.
After Sonic was released, many different companies tried using personification on animals. Some examples of these are Sparkster, Bubsy, Crash Bandicoot, Spyro, Blinx, and Sly Cooper.

Originally, goggles were to be implemented in-game. They were cut, but the goggles match up to Sonic's sprites, as shown below.
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2 different zones, Scrap Brain Zone and the Labyrinth, share the same level graphics, with a different Palette.
Sonic 2:
Spoiler
Many different zones were scrapped, including Dust Hill Zone, Genocide City, Rock Zone, Winter Zone, and the Wood Zone.
Dust Hill is a dry desert with cacti and sand. When emerging from a cave, you'd reach the 'Winter Zone', and the sand would be palette swapped to look like snow, and in place of the cacti there would be Christmas trees.
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Due to Sonic Team being Japanese, they wanted to introduce a technology zone, which the team, influent in English, called Genocide City. This was later named to 'Cyber City'.
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Genocide City, as seen in a hack recovering the lost graphics for the level.
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Genocide City concept art.

'Rock Zone' was just an indev name for a scrapped zone. There is nothing known about it, except for a piece of concept art for an enemy, and that it was designed to be the Past version of Dust Hill zone.
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The 'Wood Zone' was to take place in a forest canopy.
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It was thought that Wood Zone was a past version of Sonic 2's Metropolis zone.

The most famous scrapped zone is the 'Hidden Palace' zone.
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It was most likely removed because it contained water, and had a vertical wrap, meaning that the level would be very confusing.
Unlike other scrapped levels in Sonic 2, Hidden Palace Zone still remains in a corrupted form on the final version of the cartridge.

It was included in the 2013 game remake for iOs and Android, and the entrance is found where an inescapable Spike Pit in Mystic Cave Zone
was found in the original version.
Sonic 3:
Spoiler
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Sonic whistling. Not used in-game.
Speculation reveals that this animation may have been paired with a "Help-Item" mentioned in a German magazine article. Sonic would have broken the monitor, used the whistling animation, and then Tails would fly in from out-of-screen to carry Sonic around as he pleased, similar to a second player controlling Tails while holding the first player. A whistle sound which is probably related to this can be heard when breaking S-monitors and at the beginning of Doomsday Zone.
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Sonic in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom instead. Never used in-game.
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Leftover animation from the continue screen in Sonic 2.
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An unused Eggman object. It appears to be nothing more than Eggman flying away towards the horizon. Purpose is unknown.
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This animation was found in the Sonic 3 ROM. It's part of an unused intro sequence, in which Sonic surfs onto Angel Island, rather than riding in on the Tornado. The sprites are based on Sonic 2's style, rather than those of the final Sonic 3.
Sonic CD:
Spoiler
These are all 5 secret messages found in game.
[youtube]zjE1cnMe2Fg[/youtube]
[youtube]GTaWWa1pW0c[/youtube]
[youtube]fiabB_BnL4Y[/youtube]
[youtube]euULXNvYQXM[/youtube]
[youtube]N8ZpW30K5gY[/youtube]
Lots of stuff missing, got bored, might update post later.
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Re: The thread of unused content and stuff!

#16
Since peanut did the 2D Sonic games, guess I'll do the 3D games.

Sonic Adventure 1
Spoiler
An unused stopwatch item that would have likely frozen the timer and/or enemies, or add time back to the clock in E-102's stages.
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The red "Tornado" life gauge is used in both acts of Sky Chase, despite the fact that Act 2 uses the Tornado 2 (which has a blue color scheme). As such, the blue "Tornado2" gauge is never used.
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There's also an unused audio file of Tikal telling the player that they can transform into Super Sonic by getting 50 rings and jumping. This means that Super Sonic was originally planned to be playable in regular stages rather than just the final boss.

The Dr. Eggman and Tikal objects used in cutscenes are actually programmed the same way as the playable characters, and can be played via hacking. They both have only the most basic movement functions, walking and jumping. They can't hurt or get hurt by enemies and obstacles, and cannot run on wind paths and some loops.

[youtube]YGebZNZ2QEI[/youtube]
[youtube]08nS4gJFLZs[/youtube]

The line "Now, you can play with SONIC!" and translations can be found in the game's data. It's never used since Sonic is the only playable character available at the start, though at one point it may have been possible to choose any character's story from the beginning, since they all happen at the same time.

The original 1998 Japanese version of the game has a neon cowgirl sign in the Casinopolis action stage, which moaned when you jumped into it. It was replaced by a Casinopolis sign in all other versions for obvious reasons.
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Sonic Adventure 2/Battle
Spoiler
There was originally going to be a playground in the Chao Garden.
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Textures for it can be found in the game's files.
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In the PC version, geometry for the playground can be found. Since it isn't in the Dreamcast, Gamecube, and PS3/X360 versions, it's possible that the playground was planned to be added in the PC version.
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There was originally going to be a Library you could access from the Chao Kindergarden. Textures and models for it can still be found in the game's files.
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In the library, you would have been able to download or create new stories for Chao Adventure 2. While this was never fully implemented, Chao Adventure 2 still has the modular design needed to support multiple stories. The disc has one file (OSAMPO2S) representing a blank Chao Adventure 2 VMU program with no Chao or stories loaded, which is combined with the Chao data and story files. It's possible to run the blank program on a VMU without crashing, and it displays a message that no Chao is available. The disc has 10 story files, with two files for each language.

Code: Select all

This is the library.
There are many kinds of books here.
Download a story for Chao
Adventure 2 that you've created.
Create a story for Chao Adventure 2
and upload it to the library.
Which story to download?
Download this story?
The story is saved to memory.
Would you like to upload this story?
Your story is saved in the library.
Download a story.
Upload a story.
Story editor information
There's also a few files which show that the game was also going to have a World Ranking System. This would've also included a chatting system.

Code: Select all

Display or update world ranking
Press Y-button to update data.
Time Attack world ranking
Score Attack world ranking
Emblem world ranking
Total ranking
View stage world ranking
Edit your comments
Network registration is required
to enter world rankings.
Use latest browser to register
on the network.
Connecting to the Internet.
While connected to the network,
you will be charged a telephone
fee and ISP connection fee.
If you are using the ISAO Net
with a phone prefix number starting
with 0990, the telephone fee will be
10 yen for 3 minutes in accordance
with the Dial Q2 system.
Please refer to manual
for more information.
Do you want to connect? <Yes><No>
Connecting to the Internet
While connected to the network,
you will be charged a telephone
fee and ISP connection fee.
Do you want to connect?
Dialing �–�–�–�|�–�–�–�|�–�–�–�– <Cancel>
Enter "ISP" ID and password ID<++> Password<++>
Unable to find modem.
Check modem connection.
The line is busy.
Dialing next phone number.
Please try again later.
Check modem settings.
Unable to dial.
Check modular cable connection,
or modem settings.
Unable to connect. The line is busy.
Please check the modem settings
and try again later.
Unable to connect to server.
Server authentication failed.
Check ID and password.
Disconnected due to no activity.
While connected to the network, you will be charged a telephone
fee.
Do you want to connect?
Now connected to the Sonic Network.
The server is busy.
Please try connecting again later.
Updating the database.
This may take several minutes. <Cancel>
Cancel data connection? <Yes><No>
Are you sure you want to disconnect?
Your rank has increased to
number <++> in total ranking.
Your rank has decreased to
number <++> in total ranking.
Your ranking has increased to
number <++> in <++> score attack.
Your ranking has increased to
number <++> in <++> time attack.
Your rank has increased to
number <++> in emblem ranking.
Your ranking has decreased to
number <++> in <++> score attack.
Your ranking has decreased to
number <++> in <++> time attack.
Your rank has decreased to
number <++> in emblem ranking. <++>
Use this E-mail address
for confirmation?
(You can set E-mail address
for receiving info later.)
No E-mail setting on Dreamcast.
Use latest browser to change
Email settings. Are you <++>?
Enter your password. <Enter><Cancel><Forgot password>
Your password is incorrect.
Enter password again. <Enter><Cancel><Forgot password>
Do you want to receive
your password via E-mail?
Mail was sent to
your E-mail address.
Please check your mail.
Welcome to the Sonic Network.
Enter your user name.
12 characters maximum
length for user name. <Enter> <Cancel>
User name already exists.
Enter password if you
want to use this user name.
Next, enter password.
Passwords must be at least 5
characters, maximum is 12. <Enter><Back>
Set E-mail account.
If you forgot your password,
your password can be mailed to you. <Enter><Cancel>
Do you want to share your E-mail
address with other users?
If you don't, select "No".
Select country and area
where you live. Country:<++> Area:<++>
The Sonic Network is a public area to
exchange information with other users
around the world. Please try to
conduct yourself in a civil manner.
Warnings may be issued to users and
users may be ask not to use our
service, if activities violate the
rules of the Sonic Network.
<++>'s Registration complete.
Display ranking from the top.
List specified ranking.
Search ranking by user name.
List ranking by country or area.
Enter ranking you want to see.
Enter user name you want to search.
Enter country you want to list. Country<++> Area<++>
You can see user information.
Press B-button to go
back to list screen.
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This screenshot can be found in the PC version of the game.
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Sonic Heroes had a bunch of unused dialogue, go here if you want to listen to them: http://tcrf.net/Sonic_Heroes

Sonic The Hedgehog (2006) had a lot of unused text, you can read them here: http://tcrf.net/Sonic_the_Hedgehog_(Xbox_360)

Sonic Colors
Spoiler
Had a few unused/beta Sonic Simulator stages.
-stgA20 is probably the most complete of the group, with only one small camera bug remaining. This stage makes use of the Spikes powerup inside a large maze-like structure.
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-stgC20 seems more like a rough draft, having obvious misalignments and lacking smooth camera triggers. This stage provides the Drill powerup to speed through some dirt.
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-stgC30 is an easier stage, with one small Spikes powerup climb section.
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-stgE10 contains a rail section, Rocket powerup sections, and a quick step section.
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-stgF10 starts with a bare quick step road, then transitions to a water area. The largest water zone contains a bug which doesn't allow the player to use the drill wisp.
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-stgF20 is probably the largest of the group, but improper camera triggering in water makes it nearly impossible to complete. The laser robot chase exists as the final section.
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