Splatoon 3
Splatoon 3 |
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Developers: Nintendo EPD,
Monolith Soft,
TOSE This game has unused animations. This game has a prototype article This game has a prerelease article |
Splatoon 3, the third installment of the franchise known for its consistent failure in keeping unreleased content from the public, picks up the pace once again with a trove of unused content. Between a story mode complex enough to rival the likes of Octo Expansion, a whole new mode in Tableturf Battle alongside a revamped Salmon Run, an extremely queer-friendly roguelite expansion in the form of Side Order, and an oddly rushed development full of secrets, this jam-packed game is also jam-packed with unused content.
To do: *Earlier and out-of-bounds jukebox removed in Version 3.0.0.
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Contents
- 1 Sub-Pages
- 2 Unused Models
- 3 Unused & Unobtainable Weapons
- 4 Unused Gear Icons
- 5 Unused Music
- 6 Unused Environments
- 7 Unused Modes
- 8 Unused Badges
- 9 Unused Enemy Salmonids
- 10 Out-of-Bounds Models
- 11 Super Smash Bros. Inkling Boy amiibo
- 12 Unused Splatfests
- 13 Home Menu Icon
- 14 Regional Differences
- 15 Unused Text
- 16 Internal Project Names
Sub-Pages
Prototype Info |
Prerelease Info |
Version Differences "Ay! (Heads up--the game was updated!)" |
Graphics
Unused Graphics Cool test icon! Cool test icon! Cool test icon! Cool test ico... |
Unused Animations What having no bones does to an Inkling. |
Unused Ink Colors "They all look so beautiful in this game... Never use them." |
Internals & Data
Unused Parameters Utility sub? More like... INutility sub. |
Internal Oddities Is there ANY ID list in this game without any empty slots?! |
Developer Leftovers Stuffing DevText into any place they could. |
Unused Models
Early Scorch Gorge Tower
An early version of the structure in the middle of Scorch Gorge seen in the stage's Tower Control and Rainmaker layouts, stored in the Model/FldObj_YunohanaTowerLow.bfres.zs model archive.
Unused & Unobtainable Weapons
To do: Get images. |
Unobtainable amiibo Weapons
The older weapons held by the Splatoon 1 and 2 amiibo are still completely functional, despite only being used for the amiibo display. All of them (and most weapons the player was never meant to obtain) have a placeholder special charge of 200 points, but otherwise function the same as the Splatoon 3 equivalent of that weapon.
Shooter_Normal_01_AMB_1 - The Splattershot in its Splatoon 1 design, used by the Inkling Girl (Orange) and Inkling Boy (Blue) amiibos.
Shooter_Normal_00_AMB_2 - The Tentatek Splattershot in its Splatoon 1 design, used by the Inkling Girl (Lime Green) and Inkling Boy (Purple) amiibos.
Shooter_Normal_01_AMB_1 - The Splattershot in its Splatoon 2 design, used by the Inkling Boy (Green) amiibo.
Charger_Long_00_AMB - The E-Liter 4K in its Splatoon 2 design, used by the Octoling Girl amiibo.
Unobtainable Rival Weapons
The weapons the Rival Octolings use in Return of the Mammalians have their own weapon entries in the files.
Blaster_RivalLv1_00 - Uses the Blaster's model.
Blaster_RivalLv2_00 - Uses the Blaster's model.
Brush_RivalLv1_00 - Uses the Octobrush's model.
Brush_RivalLv2_00 - Uses the Octobrush's model.
Maneuver_RivalLv1_00 - Uses the Splat Dualies' model.
Maneuver_RivalLv2_00 - Uses the Splat Dualies' model.
Roller_RivalLv1_00 - Uses the Splat Roller's model.
Roller_RivalLv2_00 - Uses the Splat Roller's model.
Shelter_RivalLv1_00 - Uses the Splat Brella's model.
Shelter_RivalLv2_00 - Uses the Splat Brella's model.
Shooter_RivalLv1_00 - Uses the Octo Shot's model.
Shooter_RivalLv2_00 - Uses the Splatoon 1/Splatoon 2 Octo Shot's model.
Slosher_RivalLv1_00 - Uses the Slosher's model.
Slosher_RivalLv2_00 - Uses the Slosher's model.
Inkzooka (Splatoon 1)
The Inkzooka special from Splatoon 1 is left over in the files with various traces of data left in the files. It has its own parameter set completely distinct from any other special in the game (including the Trizooka, which was inspired from it). When activated, the game will crash due to missing assets, but loading temporary assets to prevent a crash allows the player to throw bombs and swim around freely while holding the weapon.
Unused Gear Icons
Despite every piece of gear in the game being viewable at one point, various pieces of gear have leftover icons for being obtainable in the Customize menu, despite never being given to the player.
Side Order Gear Icons
All gear used in Side Order has leftover icons within the files, something not true of most gear in the base game.
Base Order Gear
The Order gear used in Side Order's campaign has leftover icons for early designs, two of which are unique compared to the final game's replicas. The Order Earring is pictured at a different angle compared to the final, and the Order Suit is in a T-pose, unlike any other gear icon in Splatoon 3.
Order Regulator
The Order Regulator also has an early icon, taken at a different angle from the obtainable replica.
Parallel Canon Gear
The Parallel Canon's masks and "heads" have icons in the files. The mask is used for the "main" Jelleton based off Agent 4 in order to keep the hair unobstructed, and is a duplicate of the one seen in Cipher's Siftings. The "head" has a unique icon, and is used for the other Jelletons in the boss fight.
Damaged Hero Gear
Despite replica versions of the gear being released with the Callie (Alterna) amiibo in Version 9.0.0, the original versions of the gear are completely finished with icons (excluding the Hero Grip, which had no corresponding icon before then).
Armored Hero Gear
Gear icons exist for the armored versions of the Hero Gear obtained through Alterna's skill tree during Return of the Mammalians.
Gear icons also exist for the modified version of the Hero Gear given to the player by Deep Cut before the final battle with Mr. Grizz.
Captain's Outfit
The outfit worn by the Captain has a full set of gear which is completely finished, besides a lack of physics on the poncho. Version 9.0.0 released replicas of the gear pieces with the Marie (Alterna) amiibo, but these are different, nearly identical, pieces of gear.
Fuzz-Octoling Gear
The Fuzzy Octoling gear also has gear icons, oddly being translated into English despite never being referenced to in game. Notably, the Fuzz-Octoling Goggles' lipstick is not rigged properly to the player character, so it will disconnect from the lips when the player moves their mouth.
An Elite Octoling variant of the goggles is present, just as it was in the second game; albeit under a different internal name. This goes untranslated in the final game.
Unused Music
Two additional copies of Without a Dop Doubt from Splatoon 2 were left in the files under the filenames Sound/Resource/Stream/BGM_LobbyVersus_Normal_Holiday.bwav and Sound/Resource/Stream/BGM_LobbyVersus_Normal_Night.bwav.
Unused Environments
Splatoon 3 stores environments in a single .bgyml file, stored in the stage's Scene file. Notably, a few scene files have additional environments that don't show up, due to the specific environment type never being enabled while the scene is accessible. This can most notably be seen with some maps in the sunset, which have odd unfinished environments that don't have world colors and skyboxes that correlate with one another.
Hagglefish Market (Sunset)
Hagglefish Market notably seems to have baked lighting, something that is missing from the other environments. However, it's set in an incredibly harsh red light, causing the stage to look out of place with the skybox. It uses the skybox Sky_Sunset00.
Brinewater Springs (Sunset)
Brinewater Springs is very unfinished, missing baked lighting, which paints the stage in an orange-ish light. It uses the skybox Sky_Sunset00.
Eeltail Alley (Sunset)
Eeltail Alley's sunset environment paints it in a very dull orange light, which does not match the skybox, creating a very unfinished look. It uses the skybox Sky_Sunset00.
Undertow Spillway (Sunset)
Far and away the most odd of the bunch, as it doesn't get it's own sunset preset, instead using a default RenderingSunset set. However, this default file left in Undertow doesn't make it sunset, instead turning the environment into a very nice dark blue and gray. This also does not appear in the original version of Undertow Spillway, and was added when the stage was reworked in Version 7.2.0. It uses the skybox Sky_Dark00.
Unused Modes
Salmon Run Events
Two game modes that were likely intended to be events for Salmon Run are left unused. Both have their own pay grades and titles, and were likely intended to have been special events that would run for a limited time, akin to Big Runs or Grizzco weapon rotations.
Underground is a harder version of Salmon Run with various changes listed below.
- Every boss has 30% more HP and moves 30% faster.
- Two of the bosses that spawn will drop larger Golden Eggs which add 5 eggs (3 eggs in Version 1.0.0) to the counter each.
- The quota increases faster than in a normal Salmon Run shift, having a +3/+5/+7 quota increase per wave (as opposed to the +1/+3/+5 quota seen in regular Salmon Run).
Notably, when Nintendo added the ability to request player data in order to comply with the GDPR law implemented by the EU, an additional glossary for NEX and NPLN (Nintendo's online systems) was given to every person who requested data. Within the Splatoon 3 section in the NPLN docs, the Golden Eggs found in the Underground mode were given an official name, being called "giant Golden Eggs".
In Version 3.0.0, the maximum amount of actors for the giant Golden Eggs was set to 0, making the mode impossible to complete on lower difficulties, as the few bosses that spawn will simply drop nothing.
Pair has no differences from normal Salmon Run, and was likely scrapped extremely early into development.
A third "Limited" game mode, internally named Contest, was later adapted into the Eggstra Work competitions starting with Fresh Season 2023.
FreeTest
Originally from Splatoon 2, this mode allows you to explore the stage without a time limit.
- The game does not start with an intro or the spawn capsule, immediately spawning the player on the ground similarly to the previous game's FreeTest.
- No music plays during the match.
- The time limit is set to be infinite (visually 3:00 as the game's layout file for the timer is defaulted to 3:00) as and will never tick down.
- 7 auto-generated players are added to both teams, oddly being named after promotional characters in Splatoon 2. Each player is outfitted with the Cephalo Pods, Tri-Shred Tee, and Force ReBoots, and is given the Splattershot to wield.
- Every character has the default eyebrows and default eye color.
- Each of these players are the same across both teams, and are as follows:
Name | Species | Gender | Hair | |
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Surume | Yari | Inkling | Female | Hippie |
Kou | Kensaki | Inkling | Male | Topknot |
KelpShot | Tof-U | Octoling | Female | Pony |
Splashley | Cuttlefrsh | Octoling | Male | Afro |
- In Tricolor Turf War, the auto-generated players are split in a different way, seemingly having no significant correlation.
Attacking Team 1 (Alpha) | Surume | Kensaki | ||
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Attacking Team 2 (Bravo) | Yari | KelpShot | ||
Defending Team (Charlie) | Kou | Tof-U | Splashley | Cuttlefrsh |
- When an objective is completed, the game does not end and the objective will simply continue as is, similarly to Recon. The only exception to this is the Rainmaker gamemode, as the Rainmaker immediately disappears from the player's hands on completion and will never respawn.
- Due to this lack of functionality, the only way to escape from the mode is to close the game.
Dummy Modes
Three additional modes are listed at the very end of the mode list, known as Dummy (ID 100), DummyCoop (ID 101), and DummyAging (ID 102). Aging is a term used by Nintendo developers in order to test various functions of games and consoles, as seen with programs such as the Aging Card NTR on DS.
Oddly, 8 bytes are saved for the mode list (which could be held in 7 bytes), implying that there may be additional modes that were stripped from the main game.
Unused Badges
"Limited" Salmon Run Badges
Left within the files are 2 sets of unused badges for the "Limited" Salmon Run modes (Underground and Pair) when obtained on Sockeye Station.
Based on data leftover in the BadgeInfo.Product.100.rstbl.byml.zs file, it can be assumed that these were supposed to function similarly to Eggsecutive VP badges, where you would obtain one by reaching Eggsecutive VP 400, 600, 800, and 999 respectively (as opposed to 200, 400, 600, 999 for the regular Eggsecutive VP badges). Despite Sockeye Station being the only stage to have assets leftover, the resource size table reveals that every Salmon Run stage in both games (excluding Bonerattle Arena) all had Underground and Pair badge files in the developer filesystem.
Underground Badges |
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Pair Badges |
Rainmaker Win Badges
The BadgeInfo.Product.100.rstbl.byml.zs file references a badge for winning 30, 180, and 1200 games using the Rainmaker. Only the badges for winning 30 and 180 games had assets, and the internal badge name, WinCount_WeaponSp_SpGachihoko_*, implies that this may have occurred as a side effect of automatically generating badges, as every Splatoon game considers the Rainmaker a special weapon internally. It's likely that this was generated on accident, and was not addressed until later on in development. In Version 1.1.0, all of these badges were removed from the game, and the badges for winning games in the Rainmaker mode was added to replace them.
Early | Final |
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Unused Enemy Salmonids
Interestingly, various enemy Salmonids showed up in the game's data throughout the game's life, despite the Salmon Run: Next Wave mode only getting a content update to add King Salmonids.
Notably, the Silo, Stick, and Fish Salmonids were added around Version 4.1.0, implying that either a planned content update for Salmon Run was scrapped, or the enemies may have been adapted into designs for Side Order as described below.
SakeBigBalloon
BigBalloon was a King Salmonid that clearly had the most development out of all of the unused Salmonids. It had a rail it followed and would shoot out bombs over periods of time. This enemy was later entirely scrapped, and likely later became the Horrorboros King Salmonid. Within the resource size table, it had many references, listed below.
CameraAnimation/Enm_CoopSalmonBalloonKing.camera.bfres UI/Icon/Badge/Badge_CoopBossKillNum_SakeBigBalloon_Lv00.bntx GameParameter/CoopEnemySakeBigBalloon.spl__CoopEnemySpeedControllParams.bgyml Phive/CharacterMatterRigidBodyParam/CoopEnemySakeBigBalloon.phive__CharacterMatterRigidBodyParam.bgyml GameParameter/CoopEnemySakeBigBalloon.spl__DamageParam.bgyml Sound/Resource/CoopEnemySakeBigBalloon.bars UI/Icon/Badge/Badge_CoopBossKillNum_SakeBigBalloon_Lv02.bntx Component/SLink/CoopEnemySakeBigBalloon.engine__component__SLinkParam.bgyml Actor/CoopEnemySakeBigBalloon.engine__actor__ActorParam.bgyml Component/Behavior/CoopEnemySakeBigBalloon.game__BehaviorParam.bgyml Component/ModelInfo/CoopEnemySakeBigBalloon.engine__component__ModelInfo.bgyml Component/GameParameterTable/CoopEnemySakeBigBalloon.game__GameParameterTable.bgyml Model/Enm_CoopSalmonBalloonKing.bfres Phive/ControllerSetParam/CoopEnemySakeBigBalloon.phive__ControllerSetParam.bgyml Phive/ShapeParam/CoopEnemySakeBigBalloon_Main.phive__ShapeParam.bgyml GameParameter/CoopEnemySakeBigBalloon.spl__EnemyHelperParam.bgyml Phive/RigidBodyControllerEntityParam/CoopEnemySakeBigBalloon.phive__RigidBodyControllerEntityParam.bgyml Component/Physics/CoopEnemySakeBigBalloon.engine__component__PhysicsParam.bgyml Component/LocalLocator/CoopEnemySakeBigBalloon.game__LocalLocatorParam.bgyml Component/ELink/CoopEnemySakeBigBalloon.engine__component__ELinkParam.bgyml UI/Icon/Badge/Badge_CoopBossKillNum_SakeBigBalloon_Lv01.bntx Pack/Actor/CoopSakeBigBalloonBomb.pack
SakeGhost
Ghost is a Boss Salmonid with a decent amount of development, but with very little left in the final game. Based on parameters, it seems that it may have used Toxic Mist as an attack. Notably, in Side Order, the Gushing Trionfale enemy spawns bombs that turn into enemy Toxic Mist, which may have possibly been inspired by Ghost.
SakeWheel
Wheel is a Boss Salmonid with little to nothing left in the final game. What it could have done is unknown.
SakeBalloon
Balloon is a Boss Salmonid with little to nothing left in the final game. Due to the naming convention, it is possible that there is a relation between Balloon and BigBalloon, but no evidence has been found to connect the two directly. Interestingly, the Salmonid balloon icon shares a name with this unused enemy, but this may have simply been a coincidence.
SakeStick
Stick is a Boss Salmonid with little to nothing left of it. What it could have done is unknown.
SakeSilo
Silo is a Salmonid that may have been a King or Boss Salmonid with little to nothing left. Notably, the Silo enemy seems to have parameters for spawning the Stick Salmonid, which possibly could be related to the way Portals spawn Lesser Jelletons among other bosses.
SakeFish
Fish is a King or Boss Salmonid with little to nothing left in the final game. What it could have done is unknown.
Out-of-Bounds Models
Stuffed within the Grizzco building is a set of wooden planks that seem to be propped against something. Despite the Grizzco building having various windows, this model cannot be seen from any angle.
Super Smash Bros. Inkling Boy amiibo
Within the RSDB/AmiiboId.Product.XXX.rstbl.byml.zs file, a duplicate entry for an Inkling Boy amiibo exists with the ID AmiiboId_Boy0_Other. Every amiibo has an associated comment with the ID, with this amiibo's comment being "スマブラのボーイ", which approximately translates to "Smash Bros. Boy". While this could have been a placeholder, it's possible that during the development of Super Smash Bros. Ultimate, an Inkling Boy amiibo was planned for the game, which was later scrapped.
Unused Splatfests
Download Unused Splatfest Data (JUEA-000000)
File: SPL3_JUEA-000000.zip (2 MB) (info)
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A Splatfest internally known as JUEA-000000 was accidentally uploaded to the game's BCAT system on December 2nd, 2022 instead of (likely) the Spicy vs. Sweet vs. Sour Splatfest. However, a key for this Splatfest was never distributed, so it's impossible to access any of the data within it, only existing as a set of encrypted pack files.
Home Menu Icon
The icon on the Home Menu had two revisions.
Early | Final |
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This earliest revision of the icon appears to be a placeholder, as it is missing the Inklings and Octoling from the final image. It could be found for a short while on Nintendo's CDN servers.
Regional Differences
To do: Add images |
Multiple Splatfests were exclusive to certain regions, and were only able to be played if the player had their Splatfest region set to a certain option.
The first Splatfest to be region-exclusive was on November 17th-19th, 2023. Japan was given the 回転焼き vs 大判焼き vs 今川焼き(Kaiten-yaki vs. Ōban-yaki vs. Imagawa-yaki) Splatfest, while every other region got the Handshake vs. Fist Bump vs. Hug Splatfest.
Category | 回転焼き (Kaiten-yaki) | 大判焼き (Ōban-yaki) | 今川焼き (Imagawa-yaki) |
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Conch Shells | 33.35% | 33.41% | 33.24% |
Votes | 19.16% | 43.73% | 37.11% |
Clout (Open) | 33.39% | 33.12% | 33.49% |
Clout (Pro) | 33.43% | 32.38% | 34.19% |
Tricolor | 32.38% | 34.07% | 33.55% |
Total | 0p | 33p | 24p |
Category | Handshake | Fist Bump | Hug |
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Conch Shells | 32.73% | 35.01% | 32.26% |
Votes | 18.45% | 47.91% | 33.64% |
Clout (Open) | 32.48% | 34.31% | 33.21% |
Clout (Pro) | 35.62% | 32.25% | 32.13% |
Tricolor | 34.78% | 32.91% | 32.31% |
Total | 30p | 27p | 0p |
The second Splatfest to be region-exclusive was on February 16th-18th, 2024. Japan was given the あんこ vs カスタード vs ホイップ (Red Bean Paste vs. Custard vs. Whipped Cream) Splatfest, while every other region got the Friday vs. Saturday vs. Sunday Splatfest.
Category | あんこ (Red Bean Paste) | カスタード (Custard) | ホイップ (Whipped Cream) |
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Conch Shells | 33.51% | 32.33% | 34.16% |
Votes | 18.20% | 26.24% | 55.56% |
Clout (Open) | 33.20% | 32.37% | 34.43% |
Clout (Pro) | 34.17% | 33.60% | 32.23% |
Tricolor | 31.40% | 31.53% | 37.07% |
Total | 12p | 0p | 45p |
Category | Friday | Saturday | Sunday |
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Conch Shells | 33.05% | 33.70% | 33.25% |
Votes | 22.53% | 66.57% | 10.90% |
Clout (Open) | 33.51% | 33.32% | 33.17% |
Clout (Pro) | 35.20% | 31.37% | 33.43% |
Tricolor | 32.04% | 31.87% | 36.09% |
Total | 24p | 15p | 18p |
The third Splatfest to be region-exclusive was on March 22nd-24th, 2024. Japan was given the うすしお vs コンソメ vs のりしお (Lightly Salted vs. Consommé vs. Salted Seaweed) Splatfest, while every other region got the Drums vs. Guitar vs. Keyboard Splatfest.
Category | うすしお (Lightly Salted) | コンソメ (Consommé) | のりしお (Salted Seaweed) |
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Conch Shells | 33.58% | 32.35% | 34.07% |
Votes | 40.14% | 32.05% | 27.81% |
Clout (Open) | 34.34% | 32.80% | 32.86% |
Clout (Pro) | 33.95% | 32.39% | 33.66% |
Tricolor | 34.30% | 32.54% | 33.16% |
Total | 535p | 35p | 300p |
Category | Drums | Guitar | Keyboard |
---|---|---|---|
Conch Shells | 33.93% | 32.30% | 33.77% |
Votes | 31.14% | 35.33% | 33.53% |
Clout (Open) | 32.29% | 32.52% | 35.19% |
Clout (Pro) | 30.80% | 31.33% | 37.87% |
Tricolor | 33.05% | 32.20% | 34.75% |
Total | 180p | 190p | 500p |
Unused Text
Although this game has implemented anti-datamining measures for the alternate Splatfest results dialogue, the Halftime Report dialogue for the Grand Festival was unique as the teams were each represented by the three idol groups. Even though Team Past was in the lead by day 3 of the Splatfest, there was dialogue for if Team Present or Team Future were in the lead instead.
If Team Present was in the lead
Dialogue | Dialogue |
---|---|
Shiver “Wait. THEY'RE in first? Hmph.” |
Frye “No way!” |
Pearl “I call that a good start. Keep on inking strong, Team Present!” |
Marina “You're doing us proud!” |
Callie “It's not over till it's over though!” | |
Shiver “Finally, you've said something accurate. C'mon, everyone! Make your last push!” |
If Team Future was in the lead
Dialogue | Dialogue |
---|---|
Shiver “Looks like Team Future is winning at the moment!” |
Big Man “Ay! Ay! (Yes! Keep up the great work, everyone!)” |
Callie “Whatever—we're just getting started!” | |
Shiver “It's still anyone's game.” |
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Pearl “This thing ain't over until the buzzer. Don't hold back! Leave all your ink on the turf!” | |
Frye “That's right. Give it everything you've got–we're in the homestretch!” |
Internal Project Names
Splatoon 3 goes by five different codenames;
- The general project name is Thunder according to the game's code, which follows Splatoon 2's codename, Blitz (the German word for Lightning).
- While slightly less plausible, it's possible that this is a Japanese pun on the game being the 3rd in its franchise, with Thunder (サンダー) being able to be interpreted as "three" (三だ).
- The game's shader system is internally named Hoian. This codename is only ever used with another skybox, and what it could mean is unknown.
- The specific branch of NPLN, the game's online system, is internally known as toyohr.
- Wave 1 of the Expansion Pass, Inkopolis Plaza, is internally named FirstOrder, but is often compacted into Fsodr. FirstOrder is likely in reference to Inkopolis Plaza being the first wave of the DLC.
- Wave 2 of the Expansion Pass, Side Order, is simply internally named SideOrder, but is often compacted into Sdodr.
The Splatoon series
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Wii U | Splatoon (Global Testfire) |
Nintendo Switch | Splatoon 2 (Global Testfire) • Splatoon 3 (Splatfest World Premiere) |
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