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Hi! This is a list I'm making as a sort of dump of things to be added that don't have full pages yet. Sort of a "I know there is something here, but we need to work on it" type of things. These pages don't even have articles; if they did, this would be better with something like Template:Investigate and/or Template:Todo.

If you know of something in a game that's not here but don't have enough knowledge to write about it (and there's no article, or the article really sucks) feel free to add something to the list here and hopefully somebody can look at it.

Items on this list should be removed whenever they've been sufficiently documented and article-ized, with any remaining information put as templates.

Link's Awakening sums it up best:

Here is your
Make all the red

There is a prerelease equivalent here.


Multiplatform Games



Apple II

  • According to programmer Steve Baker, Sporting News Baseball has "hidden secret pics and animations, but it’s been so long I have forgotten the 'keys' (to activate them)."

Mac OS Classic

  • Ares has revision differences between the Changeling Software and Ambrosia Software releases. There may be unused stuff only in the Changeling Software releases too.
  • Cythera has text for a yet-to-be-discovered cheat mode.
  • Harry: The Handsome Executive has a placeholder music track.
  • SimCity 2000 has some unused sprites for a parachute jumper; these are apparently exclusive to the Macintosh version of the game. See here.

Mac OS X

  • Angry Birds has some unused graphics, leftovers from other versions and unused text. Investigate what DebugConsole.lua does.
  • MilkSnake has unused text from here. Breaking the game (how?) gives you a million points.
  • Quinn - replacing ConnectPanel.nib with DebugPanel.nib will open a debugging window when clicking Connect to Server.



  • Lots of Easter eggs in various games (mostly developer messages) can be found here.



  • The Atari 5200 BIOS has the message "copyright atari" in the ROM. Is this used?
  • Lots of Easter eggs in various games (mostly developer messages) can be found here and here.




Atari ST


Commodore 64

  • This thread from 2008 mentions a lot of unused things in various C64 games (sprites, hidden messages, other crap). Someone with better knowledge of old C64 games than me should check this thread out (I only code the C64, I don't play it...). The guy who ran The Games That Weren't has a blog post about this, plus more.
  • A tape loader used in various games (Sanxion, Mega Apocalypse, etc.) apparently contains the string "HACKERS FUCK OFF AND DIE" (of course this doesn't show up in most/all of the cracked versions that have completely different loaders). By extension, the string probably appears in a number of different games. I wonder how that should be handled?

Commodore Plus/4


  • Ambermoon is the sequel to Amberstar RPG, and you could invite some of the developers into your party inside the cheatroom.



  • A handful of other Origin games have confirmed debug modes.
  • Commander Blood has some unused movies and graphics that would later be used in the French-only sequel Big Bug Bang.
  • Curse of the Azure Bonds seems to have had several changes through it's versions, the most noticeable one I can recall is the removal of music in the title screen on the later versions.
  • Jazz Jackrabbit has possibly unused boss levels with definitely unused abusive messages outside the level boundaries.
  • Laura Bow in: The Dagger of Amon Ra has a handful of unused sprites and animations, such as one of Laura vomiting.
  • Leisure Suit Larry 6 has some preliminary backgrounds, and Leisure Suit Larry 7 has some unused graphics in general (even in the demo version).
  • Lemmings has lots of demos with a single new level, exclusive to that demo. Also if I'm not wrong, the last level is exclusive to each system, so the PC and Amiga versions have a different last level. Also the version can be checked using "VERSION" as level code, but for some reason the earliest version of the game won't recognize it. Maybe they didn't plan to make newer versions?
  • Mega Man 3 has unused graphics.
  • Pac-In-Time has leftovers from Fury of the Furries.
  • The VGA remake of Quest for Glory has some leftovers from the EGA version.
  • Quest for Glory II has some unfinished backgrounds and unused sprites.
  • Quest for Glory III has a few unused sprites.
  • Quest for Glory IV has some unused voices, an unused music track and some unused graphics.
  • Redneck Rampage has at least one instance of a hidden message (eg. Down the blocked-off road in the first level; "Did you really think there was something here?").
  • Shadow Warrior has an unused earlier sprite of the dying Master Leap, indications the dog statues were supposed to be a fourth key type among other, typical unused stuff in the .GRP file similar to Duke3D. It also has a self-labelled "beta" 0.90 version that was leaked which contains remnants all the way back to 1995, as well as early/unused versions of pretty much every map in the game.
  • The SCI remake of first Space Quest game has some unused graphics and revision differences.
  • Space Quest IV has a prototype version floating around. There's also a few unused graphics, at least two of which were seen in the prototype.
  • Torin's Passage has a fair amount of unused stuff
  • X-Com: UFO Defense has at least an early demo showing the original title (X-COM: Terran Defense Force). Also the several versions and releases of the original game may show various changes.


  • Pretty much every Humongous Entertainment game ever made.
  • Games developed by ImaginEngine always seem to have unused graphics.
  • Every game bundled with Windows Vista and 7 have a debug modes which can be enabled with registry tweaks.
  • Every MSN Zone game bundled with Windows XP and ME has commented out text in the config file. There is also data for a debug menu containing two items: Event Spy and DataStore Viewer.
  • What does changing fDebugWindow="0" in any of the Living Books games' decription file (*.512 or *.LB) do?
  • THQ's MotoGP games have documented (in game's readme) debugger using telnet. Apparently some of the debugging can also be done by editing a file.
  • Ace Lightning has a debug menu, which can be seen in this YT video.
  • Age of Empires II may have unused graphics, and there's an alpha version.
  • Anodyne has some demo leftovers within the AIR archive (see ".gitignore", "index.html" (references a "Seen.swf"), and "META-INF\AIR\application.xml")
  • Blade Runner has a lot of unused sound files, see this link
  • Civilization II has the unused Plumbing tech, and entries in CITY.txt for the Incas and Arabs, which aren't available civilizations. Also, content available for scenario building (a "Modern Alt." city icon in CITIES.gif, extra unit slots and designs) which aren't used in the main game. (All of this is in at least the MGE version, and probably other releases.) Note that the PS1 version already has a page.
  • Colin McRae Rally 2005 has a lot of test files and test tracks to check out.
  • Doom 3 has an E3 alpha that had been floating around for ages now. Lots of different things to check out.
  • Dracula II: Ascension has a test.sav in the game files.
  • Dungeon Keeper 2 has an unused, but functional, spell named 'Invulnerable'.
  • Eversion has some unused eversion levels pre-1.7.3, as seen in this video. Using a level editor shows that there might be one more...
  • Eye of the Beholder was rushed, leaving a clearly unfinished ending, and some items and level sections which apparently were going to be used on the full ending. There is a fan patched version (v1.9) which restores a bit of it.
  • Fallout Tactics: Brotherhood of Steel has weapons, missions, perks, and miscellaneous items.
  • Final Fantasy XI has unused spells and levels. Example.
  • Fuel has a debug menu.
  • Gold Box games in general (these are the old SSI D&D games such as Pool of Radiance). There are several debug line commands as seen here. It is curious that some of them serve to skip the copy protection, yet were left on the commercial versions.
  • Grand Prix Manager 2 has leftovers from GPM1 and a developer note about some in-game pictures, as well as a text file containing references to a helmet editor for GPM1, and planned support for car damage.
  • Gunbound has a few prototypes lying around somewhere.
  • The Hall of Tortured Souls (hidden game in Excel 95) has a picture of the developers accessible by doing a 180 degree turn and typing EXCELKFA
  • Ibb and Obb has lots of leftover content from the PS3 version, as well as a drawing of an anime/manga eye that isn't used in either version.
  • Iji: an early build was released on March 21, 2011 as part of Scrap Pack 2.
  • Ishar when played on DOSBox 0.74 gets a weird glitch, it shows a language selection screen which shouldn't appear, as far as I know this game is only in English. Were the translations scrapped? Are they just currently lost but the English version contains files for other languages?
  • Island Xtreme Stunts has a cheat mode and a cheat menu.
  • Knights of the Old Republic 2 has lots of unused content in general (the ending's a good place to start) and definitely needs an article.
  • The Legend of Korra: The Video Game likely has unused content just like Platinum's other games.
  • LEGO Creator might have some unused voice samples. It also contains a partially unused copy of Superscape 3D Control 5.51, which will only launch as an ActiveX control.
  • LEGO Stunt Rally has some unused track pieces.
  • LEGO Universe has unused NPCs and music, and possibly more. There are also multiple prototypes of this game.
  • Mario's Game Gallery was rereleased as Mario's FUNdamentals. There's also a version with a different menu.
  • Mark of the Ninja has debug and test level folders in data-pc\levels.
  • Metal Gear Solid 2: Substance has placeholder texture for Otacon's full-body model (found within *cdrom.img\face\f04a\,"\f04b).
  • Odium (aka Gorky 17 for you crazy Europeans): I've only taken a quick glance at the game files. There was lots of commented-out dialogue and some removed enemies, but I haven't played that game for so long... There's definitely unused goodies to find in there, though.
  • Pitfall: The Mayan Adventure has a hidden developer picture.
  • Re-Volt has some pretty interesting stuff in leaked source of it.
  • Septerra Core: Legacy of the Creator has unused items and debugging functions.
  • Shadowman has a debug menu that can be accessed by renaming a couple of files.
  • Shank and Shank 2 have debug and test level folders in data-pc\levels.
  • Shovel Knight has music that only appears in an official NSF. Someone has also discovered some debug menus. Additionally, there are over 300 cheat codes, some with unknown functions.
  • Shrek 2 has a few unused textures and a test map (Entry.unr).
  • SimCity 3000 has unused music from SimCity 2000.
  • Street Fighter X Mega Man features an unused theme for Yang's stage, from a period early in development before Yang was replaced by Chun-Li as the resident Chinese representative.
  • SuperTux has some unused graphics.
  • Sveerz - extracting the .SWF from the game's executable and decompiling it reveals unused logos of several game publishers and unused text. The final frame of the .SWF is a button test.
  • Temple of Elemental Evil: A Classic Greyhawk Adventure: being a Troika game, a number of things got cut in the rush to market on top of general buginess. Examples include the children of Hommlet and the Snake Pit in Nulb. These are restored in the "Circle of 8" mod series.
  • Terrordrome - not finished yet, but demos (v2.5, 2.6, 2.7, and 2.8 as of October 2012) can be found on sites such as Mediafire with differences. Official site here.
  • Tobe's Vertical Adventure has unused enemies and test levels.
  • Tomb Raider: Angel of Darkness has lots of unused voices, including some for a tutorial. There are also unused items.
  • Trial version of Touhou Youyoumu ~ Perfect Cherry Blossom has version differences.
  • Tux of Math Command has lots of major version differences.
  • U.B. Funkeys had some Funkeys that were unintentionally unplayable, including Dot's Rare and Very Rare variations, Normal and Rare variations of the regular Paradox Green Funkeys, and Bandit.
  • Unreal Tournament 2004
    • There are a shitload of unused models from a very early Gears of War, back when it was called Unreal Warfare. Models, textures, propaganda poster textures showing early COG designs, you name it; it's there. All of them are viewable in the editor, so it should be easy.
    • An unused Onslaught ladder for SP exists. Check it out and see what levels are in it and how playable it is.
  • The Urbz: Sims in the City apparently has unused accessories.
  • Welcome To Ponyville: Act 1 has tons of unused graphics and voice clips. As well as a few developer notes in the game's LUA files.
  • Wing Commander: Prophecy also has a debug mode.
  • World of Warcraft has thousands of unused items, objects, spells and zones, it also has a prototype/alpha.
  • Worms 3D has a couple of weapons that only appear in some versions, or don't appear in any version or... or something like that. Examples include the Ming Vase, Concrete Donkey, and Mega Mine.
  • There are some unused soundbank speeches in Worms 2, Worms Armageddon, and/or Worms World Party (needs more research).
  • Zoo Tycoon has unused sound effects, version differences, and a prototype.


Xbox 360

  • These games have known, available prototypes with varying degrees of completion and debugging features aplenty:
  • Because Banjo-Kazooie: Nuts and Bolts spent so many years in development hell and changed from a platformer to a car game, it should probably be checked.
  • Dead Rising seems to contain quite a few primitive animations left over from earlier builds of the game.
  • Game Room has some unused graphics. Also Game Pack 12 was supposed to include Sunset Riders, but it was never added.
  • Lost Planet: Colonies has a debug menu.
  • Wheel of Fortune has a ton of unused voiceovers that likely also apply to the 2012 PS3 version (due to THQ's bankruptcy in December 2012, these are unlikely to be used in DLC).
    • Puzzle categories that are rare (Headline; Fictional Family shortly before it was merged with Fictional Character{s} into simply "Character{s}"), haven't been on the show in years (Best Seller; What Are We Making?), or never existed on the show (Classic Rock; Where Are We Going?). Among these are eight former categories well-known for offering cash bonuses, including Next Line Please, Where Are We?, Who Is It?, and Slogan. It should be noted that the categories present in the game are taken directly from the show's official category list, given to contestants...which is clearly outdated.
    • Variations on "Sorry. All the consonants are gone and no one solved it. That money will go unclaimed." This is used in the Wii U version if everyone has less than $250 and cannot solve the puzzle, though.
    • Wheel dollar values that either don't exist ($475; $4,000; $10,000) or have not been on the show in decades ($275; $2,000).
    • Intro voiceovers of "Something seems strange. Have we been here before?" and "Well, now this brings back some memories.", labeled PAT_BANTER_INTRO_RETRO. (These might be used in the "1980s set" DLC, though.)
    • All of the above sound files are Pat's. Vanna's sound files contain explanations for a minigame called "Pick One", and mentions both Circle Pads and Analog Sticks; this may indicate that a 3DS version was in the works at some point.

Windows Phone 7

Windows CE



  • Do any of the following have debug modes? This follows from my (andlabs') observation that early Now Production games (at least on the NES and Genesis) all have debug functionality left in:
  • Lots of released prototypes from Lost Levels
  • All Night Nippon: Super Mario Bros. may have leftovers from Super Mario Bros. The Lost Levels, as it runs on the same engine.
  • Choplifter not known but a request (from andlabs): does the Famicom version contain any removed references to Sega? It's closer to Sega's 1985 arcade version than any of the other versions.
  • Classic Concentration from the same developer as "Harlem Globetrotters" unused developer's logo ("Softie Corporation") for the title screen (Nintendo logo is used here)
  • Doki Doki Panic probably has unused stuff other than the smiley sprite.
  • Dragon Power had some changes compared to the Japanese and French versions.
  • Excitebike contains two options on the Design menu, Load and Save, neither of which are operable in the NES version. Apparently they were intended to be used with a storage device that never saw the light of day (possibly a tape drive, seen in early NES mockups). Both options are fully programmed and would function as intended if this device were present. The loading and saving system was added to the 3DS 3D Classics version. In addition, the Load and Save options are completely absent in the Animal Crossing version.
  • Family Circuit '91 "Knigh Games" sprite logo intended to be used during the intro
  • Family Mahjong packman sprites seems to be unused in game, but maybe they are part of some unrevealedeaster, also there are unused mouth animations for characters
  • Family Trainer: Rairai Kyonsees early proto has a different fullscreen picture of the girl, which is redrawn ugly in the final version
  • Harlem Globetrotters unused tilemaps and graphics for different title screen and sprites for unused "Nintendo" logo
  • Hello Kitty no Ohanabatake unused recorder/player for the demos, contains recorded demos for levels 0, 3, 12, which is totally incompatible with the final versions of the levels or level numbers intelf is changed
  • Lunar Ball (NES) - this NSF - is track 15 used? (Pointed out to andlabs in IM by Sik, who "had that game since I was 3 years old".)
  • Ninja Gaiden the US version contains an earlier copies of data and code inside unused areas, maybe contains portions of early scripts
  • Othello unused code and unused timer icon
  • Power Punch 2 unused tilemaps with indexes E0-E7 for unknown screens
  • Rod Land the whole unused uncompressed chr data for early logo screen, with no color shades in both regional versions
  • Rollerball a lot of sources inside
  • Section Z developers message inside the chr graphics (more info at the talk page of the BMF's "Section Z" article)
  • Ultima III has some unused NPC sprites, including a jester.

NES (Unlicensed)

Game Boy (Color)

Game Boy (Color) (Unlicensed)


SNES (Unlicensed)

Nintendo 64

  • Command and Conquer supposedly has a debug mode, but I can't get it to work. Anyone with better dexterity wanna give it a try?
  • Superman has some remnants in the final game from said proto, some textures supposedly taken from GoldenEye 007, and given how much of a cesspool the game is, it most likely has more stuff.
  • Super Mario 64 has a 64DD prototype that was recently discovered. Resembling a near final build, there are many aesthetic changes, as well as a couple game breaking bugs. Document it once it receives a public release.
  • Tommy Thunder (unreleased) has a build date and hidden concept art from a completely different game inside the ROM.
  • Turok 2: Seeds of Evil has an awesome demo version. There's a good article on it here. And it has debug options view-able from a text search of the RAM memory.

Game Boy Advance

Game Boy Advance (Unlicensed)

  • Digimon Adventure has an unbeatable final boss (is there an unused ending?) and unused graphics for transforming into Greymon.



  • The console itself had some early plans for the Virtual Console. Maybe there's more hidden things in the Virtual Console files?
  • Plenty of games re-released on Virtual Console have revision differences.
  • Arc Rise Fantasia
    • Ten(!) test rooms that need to be file swapped to work.
    • The US version actually added more voice acting for battles.
  • Castlevania Judgement
    • Initialization test text.
    • Leftover menu/HUD graphics from Naruto: Clash of the Ninja - Revolution.
    • Early stage copies.
    • Placeholder graphics.
  • The Conduit has a test room only accessible through private online multiplayer and cheat devices, as well as a early version of Sanctum, and a debug mode. Also, leftovers from the scrapped LAN multiplayer exist and can be undummied out.
  • Doc Louis's Punch-Out!! has music for when Doc Louis is knocked down, which goes unused since he instantly gets knocked out after losing all of his health.
  • GoldenEye 007 has unused maps, including an untextured port of the original Dam geometry from the Nintendo 64 game.[6]
  • Kirby's Epic Yarn has plaintext setting files on the disc which suggest a lot of debugging options left in the game.
  • It is said that early in Madworld's development, the second boss, Jude the Dude, was going to be killed in a different way than from how he is killed in the final version. Check to see if the files from the original death are still there.
  • Little King's Story has a bevy of unused and cut content, including models, graphics, cutscenes, music, and developer's tools, and it certainly needs a page of its own.
  • Mario & Sonic at the Olympic Winter Games also has several unused/unplayable characters.
  • Mario Sports Mix has lots of unused models and textures.
  • Monster Hunter Tri has many unused icons.
  • Nicktoons MLB has Rocko from Rocko's Modern Life as an unused character. All his data is still there and may still be playable if hacked in.
  • No More Heroes and No More Heroes 2: Desperate Struggle have censored violence in their Japanese and European releases. The latter of the 2 also has a different remix for the theme "Philistine" in European releases of the game.
  • Pokémon Rumble has text and data for a debug menu.
  • Although not exactly notable on its own, Punch-Out!! contains a few oddities within the internal filenames, notably implying that the new character Disco Kid was originally going to be Kid Quick from the original arcade game. According to this link, there are also a few unused tracks in the game.
  • Sonic and the Secret Rings has some test files and some test videos (maybe not unused).
  • Sonic Unleashed (Wii) contains an unused and inaccessible 1-Up box object in the Werehog tutorial level in Apotos, retained from Sonic 06.
  • Tales of Graces has dummied-out artes: Sophie's Final Fury and Blast Heart, and Cheria's Innocent Shine and Meteor Storm. Either playable or sound-only, there is a huge amount of them. There also seems to have traces of a certain "DEVD," thought to be a missing character (much like PAT in Vesperia). It has also revisional differences.
  • The Penguins of Madagascar: Dr. Blowhole Returns has many test levels.
  • The Wii series:
  • Wreck-It Ralph has some test rooms. Check if they work.
  • A small number of demo discs (very small, almost definitely under ten) were produced. Some of these are "Activision Exclusive Playable Demo Disc" with demos of Big League Sports, Dancing with Stars: Get Your Dance On, Madagascar: Escape 2 Africa, Monkey Mischief, and Shrek's Carnival Craze; individual discs for Boom Blox, Help Wanted: 50 Wacky Jobs, Monster Hunter Tri, Muramasa: The Demon Blade, Rooms: The Main Building and Sonic and the Secret Rings, more than one Skyward Sword.
  • WarioWare D.I.Y. Showcase has two different games in the Japanese version. "Punch-Out!!" was originally "Card Hero", and "Kid Icarus" was originally "Freshly-Picked Tingle".



Wii U

  • To be discussed: updates for download-only games.
  • Bayonetta 2 may have leftover early/test content just like its predecessor. Also, one video on the Platinum Games development blog is shown running the game in debug mode, look to see if this debug mode is accessible in the final release.
  • Donkey Kong Country: Tropical Freeze originally had a glitch which had a rare chance of not unlocking 3-4: Scorch 'N' Torch after completing 3-3: Frantic Fields. A patch was released that fixes this glitch, which is labeled as Version 1.1.0.
  • Hyrule Warriors has had three patches, 1.3.0 is out in Japan but only 1.2.0 internationally for now. Seemingly unused voice clip found with the moveset swapping glitch, Zelda randomly starts singing Zelda's Lullaby while using Lana's Summoning Gate. Check to make sure this isn't used anywhere else, and look to see if there might be more curiosities where that came from. I've also heard reports of some of Sheik's harp songs existing but not actually being used in the game.
  • Jeopardy! and Wheel of Fortune very likely have a plethora of unused images and such for the online gameplay features they trumpeted in promos and even on the boxes but never actually delivered. Also, given that these were THQ's last games before filing for bankruptcy a few days later (probably why they suggested the consumer pay $20 more for inferior products), they might have some other unused stuff that may overlap with those of the Xbox 360 and PS3 versions.
  • The Legend of Zelda: The Wind Waker HD may have some debug controls, used to create the "The Misadventures of Link" miniseries on Nintendo Video.
  • NES Remix and its sequel (naturally) have Famicom-related regional differences. And the emulations are likely to have differences as Virtual Console games do.
  • New Super Mario Bros. U: there is a disc that includes New Super Luigi U & New Super Mario Bros U, as well as individual discs for both titles. Maybe NSMBU has bits from its DLC and vice versa, and both titles may have leftovers from previous entries in the series.
  • Sonic Lost World (Wii U) has several patches.
  • Wii Fit U has had three patches. The current version is 1.3.0.
  • The Wonderful 101, like other Platinum games, may have some leftover content. It also has gotten a patch or two, fixing up (minor) bugs.
  • Sonic Boom: Rise of Lyric has MANY unused areas and other odd things in the void of levels, Also voice clips.


Master System


  • Lots of Genesis games in general, thanks to drx.
  • Animaniacs has unused music.
  • Aquatic Games might have some region differences. On my Mega Drive, in 100 Metre Splash, Pond makes some splashes on the water, as well as the accompanying sounds when he runs fast. This doesn't happen on Gens with the US version of the game. Region difference, or emulator flaw?
  • Art of Fighting has regional differences
  • Dynoblaze has unused animation frames. See here and here.
  • James Pond: Underwater Agent has two unused themes.
  • Micro Machines 2: Turbo Tournament has unused tracks.
  • Prince of Persia has some unused songs and some regional differences.
  • Shadowrun has a debug menu and several prototypes.
  • Toy Story
    • Has an MOD player and an MOD. Not cut, but still interesting trivia.
    • The MDO file has an unused portion, like a fanfare.
    • Also has an unused song, said to be used in the Roller Bob level in the PC version, like in the SNES version.
    • Looks like there are region differences too.
  • World of Illusion (starring Mickey Mouse and Donald Duck) - lots of stuff here.
  • WWF WrestleMania: The Arcade Game has a (possibly dummied) code to investigate: Right, A, Down, B, Left, Up, Right.
  • andlabs's "so I don't forget" list of things to look into:
    • Crusader of Centy's prototype, US final, and SK final has stuff from Beyond Oasis/The Story of Thor, which came out more than 6 months later (wtf)
    • Chase HQ II plays one song in the ending but Super HQ plays two? (region difference)
    • There's that unused item art in Madou Monogatari I that I found long ago but without knowing what the item palette(s) are it looks like a pile of shit (literally) :|
    • Darius II/Sagaia - GameFAQs doesn't seem to have a clear idea of what all the cheat codes are? Super Hard Mode triggers a string SPECIAL MODE, for instance... Also are zones Z1 and Z2 used? Also this
    • Chou Kyuukai Miracle Nine appears to have a debug menu of sorts:
00038A:60     (bypass checksum)
FFED84:30     (set game mode)
0065B6:4E71   (nop out rts blocking the menu)
Not sure if it is used or not or if it has an effect as pressing start after disabling the RAM code just brings you back to the menu, so I have to see if it's supposed to come from elsewhere by disassembling all the game's code :/
    • I'll probably remember this by tomorrow morning but: Final Blow has the red Taito logo; it's loaded to VRAM (also I have to see how strings are stored in that game; it looks like the game can pick and choose characters to load and where?)
    • Feng Kuang Tao Hua Yuan has a block of either unassembled helper code or compiler assembly output, not sure which... but the present dump is not from the original cart, but from a mainland China(?) "rereleasse" so I'll wait until we can get an authentic dump
    • Simple sound test codes... documented in the manual or not?
      • Mahjong Cop Ryuu - A+Start on title screen
      • Party Quiz Mega Q - A+B+C+Start on title screen
    • Crack Down - Japanese characters loaded in title screen? there don't seem to be any in the intro or on the title screen... or anywhere in the game...
    • Rugby World Cup 95 appears to have each of its functions suffixed by the function's name (like a symbol table but scattered throughout the ROM). Also "Dave Was Here!"
      • There's a flag that if set to nonzero, the game loop will enter an endless loop that cycles through each of the big-board animations that can show up; check at $13DA and loop immediately afterwards, checks -$6EA1(a5) where a5 is $69C (yeah it's one of those games)
      • Turns out many, if not all, of the Extended Play Productions games have these symbol setups...
    • Hellfire: "M2612 SOUND REAUEST TABLE "/"ERRORS=0000"/" 0221 END"
bah it's located in the sound driver
      • Also
pietro@pietro-laptop:~/ida_linux$ bgrep '0D 1E 0D 0E' Hellfire*
Hellfire (Europe).md: 000120f5
Hellfire (USA).md: 000120ff
for the hard ending text... but the EU version wasn't Seismic...
While investigating the M2612 thing:
00012BAE  67 76 30 3C 00 E1 22 3C  00 03 E0 00 34 3C 04 06
00012BBE  4E B9 00 00 5F 84 70 02  22 3C 00 03 69 A0 34 3C
00012BCE  03 F2 4E B9 00 00 5F 84  30 3C 24 06 32 3C 23 9A
00012BDE  74 0E 76 0E 4E B9 00 00  65 5C 23 FC 00 01 25 6C
00012BEE  00 FF 00 9A 4E B9 00 00  60 70 30 3C 00 10 22 3C
00012BFE  00 01 25 6C 34 3C 00 40  4E B9 00 00 5F 10 30 3C
this is nonsense for Hellfire (begins with a conditional branch to noncode, calls the middle of functions at non-entry points, and the last call jumps inside an opcode)
...and is only in Hellfire (only in JP version)? something's not right here
not in arcade versions
    • Pac-Attack: are the credits immediately after puzzle mode?
    • shobiz found a lot of stuff in Quackshot
    • Jantei Monogatari has a button code on the main menu that seems to affect the starting state of the game in some weird way that I can't tell
    • Janou Touryuumon has a region check... that reports that it only runs on NTSC Genesis (instead of the correct NTSC Mega Drive)
    • Mega SWIV: word $80 is used as a flag to do something when you get hit by a bullet, but what?
    • Rainbow Islands Extra has a title screen cheat code: Up B Down Left C A A* B** C***. The last three buttons are so marked because you can stop at any one of those and only get the effects of the buttons you pressed. I *think* A makes you faster? I don't know... The code is checked on the main menu too. None of them appear to be related to infinite continues.
      • B button: [00:18] <Mister_Argent> Hey, i just tried that RI cheat code. i started off with Double Rainbows, but i don't know if that's normal for extra mode or not.
    • King Colossus: down up up down right left right left on the game over screen continues -- is this in the manual? even if it is, an additional right right is at the the end of the code, but the game stops after eight button presses
    • Mega lo Mania/Tyrants: Fight Through Time:
; not the actual addresses as the data is copied to RAM
[03:06] <andlabs> seg001:00FF0162 aSelect:        dc.b 'select',0
[03:06] <andlabs> seg001:00FF0169                 dc.b '-----------------',0
[03:06] <andlabs> seg001:00FF017B aToPlaceIn:     dc.b 'to place in',0
[03:06] <andlabs> seg001:00FF0187 aBuildingPorts: dc.b 'building ports',0
[03:07] <Flygon> I don't recognize the term 'building ports', though
[03:08] <andlabs> I wouldn't know
[03:08] <Flygon> Unused string?
[03:08] <andlabs> it's in the list
[03:08] <Flygon> Indeed
[03:08] <Flygon> Hmm
[03:08] <andlabs> so unless the specific index to get to that string is never loaded, then
[03:09] <andlabs> I would need to find out which bytes are loaded into the code to look up strings
[03:09] * Flygon should consider creating a Mega-lo-Mania fan-forum x3
[03:09] <andlabs> if the one that indexes that port string is never used... that string is unused and we have a mystery
[03:09] <Flygon> Indeed
[03:09] <Flygon> Good thing only one of the developers are dead...
[03:09] <Flygon> They appear quite cooperative to fan questions
[03:10] <andlabs> check the author
FAQ has no mention of ports...
      • The Japanese version has bits and pieces of SNASM68K left in it
      • The later European version has, in its ROM header, a serial number field that indicates a CD version was in development? I need to check Sega CD headers
    • Mary Shelley's Frankenstein has an actual symbol table? (as opposed to Rugby World Cup 95)
    • Bonanza Bros. seems to have text for a stage select
    • Mega Bomberman - word at $2D8 in US version - if changed to a nonzero value, the CRAM is altered on every main loop cycle to show something (CPU usage debug?)
    • Socket
[22:54] <GenesisFan64> don't forget the unused song, B G M 19
also various Unknown labels in GF64's disassembly
    • Pat Riley Basketball (at least the JP version) has a Sound and Animation Test; the sound part works but not the animation...?
    • Double Clutch has a cheat code it checks for right at startup! ...but my patch codes to hang the game when it checks the variable it sets when the cheat code is activated don't seem to do anything... does it happen when not in a race? I would need to beat a race to find out...
    • Find FRUITMEISTER I in an earlier Eurocom Genesis game (have t wait for SeanieB to finish changing Sega Retro hard drives before I can get a list)
No luck finding it in The Jungle Book (Genesis), all pause cheats are accounted for. TODO: check RNC (compressed) graphics --JLukas 22:28, 30 April 2013 (EDT)

Sega CD

Genesis (Unlicensed)

Game Gear



  • The Sega Saturn BIOS has revisional and regional differences.
  • Spot Goes to Hollywood has a level select.
  • Battle Arena Toshinden URA, and D-Xhird have debug modes that can be accessed without Action Replay codes. The D-Xhird debug code is accessed via a D-Pad input during the Takara logo, but what is it?
    • Andretti Racing has a rather fantastic hidden menu that allows you to adjust your fuel amount, number of laps, enemy AI and even the centrifugal force to make slipstreaming easier or trigger incredible crashes where your car flips as if there is no gravity!
    • NASCAR '96 has a debug menu that lets you alter many aspects of the game and play in Wireframe mode.
    • Wipeout 2023 (aka Wipeout 2) also has a debug mode which lets you play in Wireframe mode, as well as many other cool alterations.




Lead Coding. Paul Douglas
Additional Coding. Gavin Rummery,Jason Gosling
Additional PSX Coding. Del Leigh-Gilchrist, Dude Howe
Lead Artist/Animator. Toby Gard
Artists. Neal Boyd, Heather Gibson
.....Email the Creators....
  • Tomb Raider II has the following message in the exe, unreferenced. Dude is Dude Howe from the first game, aka Andrew Howe. There's also an earlier build ID'd as 'Release Version 1.1' from September 1997. It purportedly has all the levels, but the US final has a 'playable.psx' level file that it doesn't have.
Dude greets: Shroomz, Bag, The Menzie, Nagra, K-Comm, Snake & McBain of EZ-o-Ray... Mail me at
  • Tony Hawk's Pro Skater has a prototype version floating around the net with quite a few differences to the final

PlayStation 2

  • Pretty much every NIS game ever:
  • Bloody Roar 3 has a debug mode that is only in the Japanese version.
  • Bully has one character that was probably cut early in development, as only an untextured model called TO_Gas_SA exists in world.img.
  • Dark Cloud has a dummied Shell Ring, and others and it includes a Debug Menu for Dungeons.
  • Dark Cloud 2 has a debug mode. More info on the game's talk page.
  • Dragonball Z: Budokai features unused audio clips intended for the World Tournament mode which imply 3 extra characters were planned. There are also rather significant differences between US and European versions of the game, the latter lacking a dub track and featuring a totally different (and unintentionally hilarious), far more literal translation from Japanese.
  • Dragonball Z: Budokai 2 contains a few regional differences, particularly an extra Dragon World stage and an extra costume for Frieza referencing Neko Majin Z in Japanese versions.
  • Gran Turismo 4
    • has regional differences
      • different cars
      • different License Tests (i.e. S-16)
      • different music (not 100% sure)
      • maybe more
    • check this page for some unused stuff
  • Gran Turismo Concept (2001 Tokyo is the Japanese version, 2002 Tokyo-Geneva is the European version. There's also Korean version)
    • different cars? (Mazda Atenza/6 Touring Car)
    • Castrol logo in Toyota RSC Rally Car
    • unused cars in 2002 Tokyo-Geneva (New Mini Rally Car, Razo 350Z, etc. Hashiken NSX is just NSX LM Road Car with a different name)
  • Gungrave There's a big possibility Gungrave may be a reworked version of the cancelled Trigun: The Planet Gunsmoke game. It's even designed by Yasuhiro Nightow, Trigun's creator/designer.
  • King of Fighters: Maximum Impact has a fun stash of unused voice clips, such as Yuki and...ANDY BOGARD!?
  • Kingdom Hearts has removed content from all games.
  • The Legend of Spyro: Dawn of the Dragon features at least a few instances of cut dialogue for the Dam level between Spyro and The Hunter referencing his fear of water. The Legend games are relatively unexplored so chances are more cases of unused audio may exist on the disc.
  • Metal Gear Solid 2: Sons of Liberty has a demo/trial edition that came with ZOE, with a cheat cart you can use the FAMAS that was shown in early videos/screenshots but ended up being cut from the final version and more [9]. A few scenarios which are either incredibly obscure or totally unused can also be found in this video, and given how absurdly comprehensive the Metal Gear games are normally, I'm positive there's more waiting to be uncovered.
  • Metal Gear Solid 3: Snake Eater has some unused sound files for the early version of the torture scene.
    • and a dev menu. Instructions (and pre-made save files) can be found here
  • Mortal Kombat Deception contains an unused voiceset intended for Young Shujinko, implying he may have been programmed to learn the moves of other fighters, and may have possibly been fully playable at one stage.
  • Oni has lots of removed content. Sadly I can't find the page which would show some of it. Also the images from the loading screen hint at a completely different plot.
  • Prince of Persia: Sands of Time has debugging text located in DATA\PRINCE.BF but currently cannot be decompressed. Check if it's in th ePC version which can be decompressed.
  • Ratchet & Clank has a lot of changes between the demo and final, and there is a vessel in the final (on the Drek's Fleet level) which can only be entered with cheats. Probably worth noting is the enemy behavior (especially the Blarg Space Commandos from Orxon) from areas of the Clank-playable sections which cannot be visited normally.
  • Ratchet & Clank: Going Commando contains a plethora of unused audio clips pertaining to Platinum weaponry, helpdesk/vendor dialogue, a small amount of leftover speech from the first game, and has a suspicious-looking island on Planet Dobbo that was possibly an early ship-landing area. On top of this, the interior theme for Planet Todano allegedly doesn't play normally due to a developer oversight, but still exists on the disc.
  • (andlabs TODO) Sega Ages 2500 Tetris Collection appears to have a System 16 version of Bloxeed that we otherwise don't know about (it was released on System 18 in Japan and System C internationally)
  • Sly Cooper and The Thievius Raccoonus has an E3 Demo, which has a couple of differences.
  • Sly 2: Band of Thieves has a demo version that has its differences, as well as an unused health bar graphic. There is also a near-complete unused episode.
  • Soul Calibur III contains an unused movie called "modesel.pss", dated a good few months before most of the other content on-disc.
  • Spyro: A Hero's Tail contains a ridiculous amount of test rooms, one of which features the exterior Hogwarts map from Harry Potter and the Chamber of Secrets (GameCube/PS2/Xbox).
  • Tales of Destiny has Blue Earth and Swordian voices for all attacks. and many more unused sound files. Also, Tales of Rebirth and Tales of Destiny 2.
  • Tekken 4 contains data for a playable invisible fighter. There are also quite a few internal references to a character known as "Force", implying plans for another character similar to Crow from Tekken 3. On an interesting note, the VS character select screen (Quadra) was apparently a scrapped theme directly from Ridge Racer V.
  • Tekken 5 features a test theme known as "test_bgm_aif", which is literally ripped straight out of Steve's Tekken 4 ending. Quite a few "testmap" strings can also be found in the coding, presumably for the Devil Within mode.
  • TimeSplitters 2 has multiple demos [10]. There's some info on the game's notes page.
  • Ty The Tasmanian Tiger has some unused voice clips.
  • World Rally Championship: Rally Evolved has a debug menu.

PlayStation 3


PlayStation Vita


Neo Geo

  • Plenty of debug modes to document here.
  • Garou: Mark of the Wolves has the whole Khushnood Butt/Marco Rodriguez name change, and there's graphic data for an alternate title screen (Fatal Fury: Mark of the Wolves) in there.
  • Thrash Rally has different car names depending on the region. The title screen song (a shortened version of Rally England stage song) is also cut off.
  • andlabs' to-do list:
    • General TODO: look for any Neo Geo games that have a custom eye catcher but don't use it

Neo Geo Pocket


Adobe Flash


  • Some of Gamevil's games detect if your device is rooted (similarly to Deus Ex: The Fall on iOS) and prevent themselves from launching.


  • Block Block's regional changes include stage order and even the entire soundtrack.
  • Center Court, a prototype of Passing Shot, has numerous differences.
  • Dangun Feveron supposedly has several unused music tracks.
  • Gokuyou Parodius has unused music in the MAME ROM.
    • In fact, all the Parodius ports are usually different from each other. Parodius Da!: Shinwa Kara o Owarai e has the most noticeable of cuts, with two whole levels disappearing in various ports. I can't remember which game, but Konami chose to change the BGM of a level from "That's The Way I Like It" to avoid copyright.
      • The music change was in Jikkyou Oshaberi Parodius. It was left intact in the console versions but changed in the PSP version to "Brilliant 2U" from DDR.
  • Gradius has one unused song, and Gradius III has three unused songs (Gradius I level start, Gradius II high-speed level, and a fanfare).
  • Ketsui: Kizuna Jigoku Tachi has a few unused announcer voices - 'Just a couple more shots!', 'Please continue!', 'Game Over.'.
  • The Metal Slug series - so much stuff here.
  • The Punisher has unused graphics and an unused bonus stage.
  • Samurai Shodown V has extensive regional changes - from cutscenes to proper endings.
  • Star Gladiator contains a couple unused (test?) characters.
  • Street Fighter III: New Generation has unused voice clips.
  • Super Monaco GP contains major revisional difference regarding the billboards after the legal drama with Phillip Morris. (Check which revision is affected and not)
  • Tapper has revisional differences.
  • Time Crisis has an unused song?
  • Time Pilot has revisional differences.
  • Total Carnage has an ending screen that never appears because of a bug.
  • X-Men vs. Street Fighter contains an unused theme present on the OST and within the game's test menu. Additionally, having both players select Apocalypse and then ending the fight in a draw results in "X-MEN VS STREET FIGHTER COMING SOON" message during continue screen. Apocalypse himself has a unused (and useless) some sort of fireball attack.
  • andlabs' list:
    • Borench contains leftover copyright text from Bloxeed; need to see if it contains the full code for the screen
    • Space Harrier also has the bin-chan used too many colors error
      • Dynamite Dux might have a different one: "OBJECT COLOR BANK OVER"? "OBJECT COLOR ENTRY OVER"?
    • Wrestle War has an anti-piracy message in plaintext which is probably used but ("COPIED AND SOLD WITHOUT"...)
    • Dynamite Dux (again): "SELECT COURSE BY LEVER"?
    • Viewpoint has lots of debugging stuff? "H-POS %04x Z %04x" "V-POS %04x X %04x" "WALL-L %04x R %04x" "SHILD  %02d" "KEY RECORD FULL"?
      • Racing Hero (same programmers) too; also AB Cop?
    • Thunder Force AC: Is SELECT BY JOY STICK PUSH ANY BUTTON TO RECORD TIME part of the name entry?
    • Crack Down has a sound driver test? "Sound Note Oct Level 0123456789ABCDEF"
    • The Irritating Maze: "You are died ! Time Up !! " ?
      • "IDAXAN"? (multiple) This is probably just an opcode but who knows
      • " DENGEKI IRA-IRA BOU"... isn't it Denryu Ira-Ira Bou
      • OH BUT THERE ARE SOUND TEST STRINGS! Since the game never had a home port and the MVS service mode doesn't have a sound test...
      • "COMING SOON"? (multiple)
      • "SILENT@MODE"? "POSITION CHECK ROUTIN"? repeated Stage Select/Course Select strings for when starting a game?
    • System 18 Bloxeed: "SEGA PRESENTS"/"SPECIAL THANKS TO GOD"/"AND EVERYONE ELSE !!"? (consecutive in ROM) "GOOD"/"DESUNE!"/"BONUS"? (together, but not immediately consecutive)
    • After Burner II:
      1. The hidden messages (different ones) are there, and people have gotten them to show up, but we don't have a definite clue as to how written down
      2. Is there a way to play versions of the music with melodies? Some of the home ports have melodies added to Final Take Off (Commodore 64, PC Engine, etc.) but here's a version of the arcade song with a melody that sounds very FM-y?
    • Tetris (Sega) and Flash Point - "OVERFLOW" in the RAM/ROM checks?
      • Flash Point:
    • Namco System 2 games (search for Now Production continues):
      • Assault uses " RIDDLE OF RUBY " as a startup check string... is this significant in any way? there is no game by that title...
    • Cameltry: investigate word flag at beginning
    • Hebereke no Popoon: "END_OF_DATA_SECTION." and strings related to cutscenes and character names? and then " CHR TEST" near the beginning of the ROM where there is a copy of the test mode strings?
    • Peter Pack-Rat: in ROMs 146 and 147 (interleaved bytes), stored with the credits:
  • used?

BBS Door


Handheld LCD

  • According to the TVTropes page, there's some Dummied Out Tamagotchis on the Tamagotchi ROMs. Look into that, and also document the debug menus on some of the Tamagotchis.
  • TamaTown Tama-Go has unused graphics from a factory test program.



Magnavox Odyssey2

NCR Decision-V

Nokia N-Gage


Panasonic JR-200U

Philips CD-i

Plug & Play

Sharp X68000

  • Lots of Easter eggs in a lot of games (mostly developer messages, images and sound test). How to access them can be found in Japanese cheat pages here.
  • D-Return - the following in mdxo_mxdrv_complete.ra_ are marked unused:
Binary file ./NOP/D-Return/D_RET31.MDX matches
Binary file ./NOP/D-Return/D_RET35.MDX matches
Binary file ./NOP/D-Return/D_RET36.MDX matches
Binary file ./NOP/D-Return/D_RET37.MDX matches
Binary file ./NOP/D-Return/D_RET38.MDX matches
Binary file ./NOP/D-Return/D_RET34.MDX matches
Binary file ./NOP/D-Return/D_RET33.MDX matches
Binary file ./NOP/D-Return/D_RET32.MDX matches
  • Genocide 2 - mdxo_mxdrv_complete.ra_ marks the following as unused:
Binary file ./Zoom/Genocide 2/GENO2_29.MDX matches
Binary file ./Zoom/Genocide 2/GENO2_25.MDX matches
Binary file ./Zoom/Genocide 2/GENO2_28.MDX matches
Binary file ./Zoom/Genocide 2/GENO2_27.MDX matches
Binary file ./Zoom/Genocide 2/GENO2_24.MDX matches
Binary file ./Zoom/Genocide 2/GENO2_31.MDX matches
Binary file ./Zoom/Genocide 2/GENO2_30.MDX matches
Binary file ./Zoom/Genocide 2/GENO2_26.MDX matches
Binary file ./Zoom/Genocide 2/GENO2_23.MDX matches
  • Gradius has a sound test.
  • Metal Sight apparently has an unused song; or at least that's what the description of MDX/System Sacom/Metal Sight/METAL02.MDX in mdxo_mxdrv_complete.ra_ seems to imply. The file doesn't work with either mxdrv or mdxplay... (TODO try the Windows-based players)


  • Devil's Crush - is sound 40 ever used?
    • Alien Crush, Cyber Dodge, Cyber Knight, Xevious: Fardraut Densetsu - do they have this sound?
  • Lady Sword has a hidden developer diary in the script. The translation for it is in the readme for the translation hack.


  • 10-in-1 has some unused text. Check to make sure that it wasn't added in by whoever dumped the ROM.

Watara Supervision

  • Most Thin Chen Enterprises games have unused content, including:

WonderSwan Color

  • Final Fantasy has an unused naked bald guy in with the class select sprites, hinting at a possible use for that dude stored with the orb graphics in the original game.
  • Final Fantasy IV is where the enhanced variants of the unused graphics in Final Fantasy IV Advance originally came from. It might be worth looking into whether the debug features in that port originated in this version, since they only cover the original game.

ZX Spectrum