The Cutting Room Floor now has a Patreon page. Thanks for all your support!

If you've blocked our ad, please consider unblocking it.
We promise it isn't annoying. No flash, no sound, ever.

Ads by Project Wonderful! Your ad here, right now: $0

The Cutting Room Floor:Content to expand

From The Cutting Room Floor
Jump to: navigation, search
See also: the version of this page for prerelease materials.

This is a list of games with known content, but no article on the wiki. Once they have an article, they go into to do or to investigate.

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. Try to include the details you know to make it easier (websites, codes, etc.)

Once an article is created, move the information for a game onto its page, optionally using either of the to-do or investigate templates depending on what needs done.

The Legend of Zelda: Link's Awakening sums it up best:

Here is your
 clue.
Make all the red
 blue.

Multiplatform Games

Apple

iOS

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.
  • Might and Magic: World of Xeen has an invisible folder containing industrial remixes of the game's music. The copy currently posted on Macintosh Garden was not imaged from the original media and lacks the secret folder.

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.

Atari

400/1200XL

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

2600

5200

  • 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.

7800

Jaguar

Lynx

Atari ST

Commodore

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?
  • Three Weeks In Paradise apparently includes a message from the programmer where he mentions, among other things, how he was not paid for his work on the game.

Commodore Plus/4

Amiga

Microsoft

DOS

  • 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.
  • Cybermage has some remnants of a debug mode.
  • 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.
  • I Have No Mouth and I Must Scream was heavily censored for its German release. Nimdok, one of the five playable protagonists, was removed in his entirety. The German intro cutscene omits Nimdok in the roll call, and any scene where his cage would be present along with the other protagonists' has been edited to remove his cage. Nimdok is not selectable when choosing a character, and is therefore rendered unplayable. Because the game still checks to see if his route has been completed before allowing you to finish the game, the German version of IHNMAIMS is unwinnable.
  • Knights of Xentar, the US localization of Dragon Knight 3 has regional changes and a censored revision.
  • 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?
  • Mystic Towers has version differences, some of which are documented at the bottom of this post.
  • Pac-In-Time has leftovers from Fury of the Furries.
  • Push-Over has an unused music track.
  • Redneck Rampage has at least one instance of a hidden message (e.g. 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.
  • Sid Meier's Civilization has revisions. For one, later copies added a button to rename cities.
  • Test Drive III: The Passion has a fully fledged track used in the main menu, but only a small portion of it is actually seen. There are also oddities in two of the other maps and some weird stuff.
  • Tetris (DOS, AcademySoft) has a small, yet very obscure, easter egg. Gerasimov, the programmer of this version, forgot the key sequence to activate it.
  • Theme Park was rushed out the door, so there are some unused graphics lying around. Extractor + info here.
  • Tiānshǐ Dìguó II has a hidden sound test and some apparently unused music tracks. Info here.
  • Toonstruck has some unused graphics, plus some unused sound clips.
  • Torin's Passage has a fair amount of unused stuff.
  • Transport Tycoon, Transport Tycoon: World Editor (featuring the scenario editor and exclusive mars alternate graphics set) and Transport Tycoon Deluxe have some unused stuff and some interesting version changes, such as the original release having real life vehicle names as opposed to fictional ones (The supersonic plane being called Concorde instead of Yate Haugan). Allegedly, this was a change pressured by the American legal department of Microprose. There is also plenty of interesting prerelease stuff, such as the early unreleased concept version. OpenTTD has an article though.
  • 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.

Windows

  • 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.
    • Not only that, but all of them have prototypes within the various prototype versions of Vista. Some of these are documented on X-Cult, but not all of them.
  • 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' description 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 the motogp.cfg file.
  • 100% Orange Juice has a protoype video which features many graphical differences and some cards that were cut out from the final release.
  • Ace Lightning has a debug menu, which can be seen in this YT video.
  • Advent Rising has a massive amount of unused content that equals around 5% of the game's size ranging from weapons to unused features.
  • Age of Empires II has unused graphics, and there's an alpha version.
  • Alien Shooter 2 One unused weapon, the LIBERT pistol, only accessible via weapon.ini modification. Incomplete strings of a combat shotgun and napalm RPG.
  • Anodyne has some demo leftovers within the AIR archive (see ".gitignore", "index.html" (references a "Seen.swf"), and "META-INF\AIR\application.xml")
  • ARMA 2 has a pretty unique Anti-Piracy that causes numerous effects along with a few unused weapon attachments.
  • Backyard Skateboarding has leftovers for a supposed PS2 version and a 2-player mode, among other things.
  • Banished has a debug mode that can be reenabled with the use of mods.
  • Battle Arena Toshinden 2 has unused mugshots, likely placeholders.
  • Blade Runner has a lot of unused sound files. See this link.
  • Blasterball 2 has an unused enemy. Info here.
  • Clannad has a debug menu and possibly more.
  • 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...
  • 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. There's also the whole Option 13 menu (documented here) and the IAMACHEAT code.
  • 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.
  • Homeworld has a debug menu.
  • 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.
  • 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.
  • London Racer has a debug command
  • Marble Drop has a hint toward a debug menu. (Use a resource hacker to see this.)
  • 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.
  • Max Payne 3 has an unused video called fire_test2.bik
  • Metal Gear Solid 2: Substance has placeholder texture for Otacon's full-body model (found within *cdrom.img\face\f04a\,"\f04b).
  • Mortal Kombat Trilogy has unused text. Possibly unused sounds also.
  • Nexus: The Jupiter Incident has a unique demo that was an entirely different from the retail version. The retail has some testing maps left over from development as well.
  • 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.
  • Pharaoh has version differences (mostly relating to bugfixes) here and, apparently, unused graphics here. Probably there is more stuff to be found. Maybe ask here for content.
  • Pirate 101 and Wizard 101 have areas blocked off from normal access.
  • Portal Stories: Mel (Portal 2 mod): Unused mobster voices for the 1950s turrets., unused AEGIS voice lines of him counting down from 8 minutes, and differently colored AEGIS servers.
  • Sega Rally Championship has a debug menu that can be re-enabled through an unofficial patch. That patch changes jne 004F7F84 to je 004F7F84.
  • Septerra Core: Legacy of the Creator has unused items and debugging functions.
  • Shank and Shank 2 have debug and test level folders in data-pc\levels.
  • Shrek 2 has a few unused textures and a test map (Entry.unr).
  • SimCity 3000 has unused music from SimCity 2000.
  • SOMA has a few unused music files, as well as a few models and textures relating to a cut hospital level.
  • Star Wars: Knights of the Old Republic II: The Sith Lords has lots of unused content in general (the ending's a good place to start) and definitely needs an article. Also, revisional differences. Such as the Steam version's update on July 21, 2015 adding controller support, achievements, cloud saving, and more.
  • 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. Also an unused stage select graphic of (Dictator) Bison.
  • 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.
  • The Kakuro Code may have unused graphics and text.
  • Tintin: Destination Adventure has a debug mode enabled through game.ini, as seen 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.
  • Unbirth, an unreleased game by Frictional Games that was still in alpha stage from 2001 to 2002, seems to have interesting things.
  • The human faction is used in Universe at War: Earth Assault has a great deal of content cut considering you use them for a total of five minutes for one mission.
  • 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.
  • Urban Chaos has a fair amount of unused content, such as unused levels and unused modes.
  • The Urbz: Sims in the City apparently has unused accessories.
  • Wing Commander: Prophecy also has a debug mode.
  • 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).
  • WWE 2K15; there is a lot of unused content in the game.
    • There's a file called GM.pac, which might contain the code for the "GM Mode" featured in SvR 2006 to SvR 2008.
    • Some functionality exists for mixed gender matches.
    • A few features were removed in this game; they probably still exist in the code somewhere.
  • Zombie Shooter 2 hhas the same cut content as in AS2, except the LIBERT pistol is finally found in-game. Game promised a chainsaw before release, incomplete weapon found in files, it is extremely glitchy. Very early copies of the game had you rescue your wife even as a female hero, patched out in later releases so female heroes rescue their husband.

Xbox

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 There is an entire channel dedicated to DR modding/cut content [6].
  • Game Room has some unused graphics. Also Game Pack 12 was supposed to include Sunset Riders, but it was never added.
  • Motorcycle Club also has a debug menu.
  • The Outfit had some developer photos used through development, which might still be in the game. Info here.
  • Resident Evil: Racoon City has a debug menu too.
  • 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.

Xbox One

  • Rare Replay has a massive amount of Revisional Differences for pretty much everything Pre-Grabbed by the Ghoulies. Mostly to remove mentions of whoever initially published the games. It would probably be best to hold off on this until it's actually possible to dump Xbox One games though.

Windows Phone 7

Windows CE

NEC

PC-88

PC-98

TurboGrafx-16

  • 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.

Nintendo

NES

  • 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.
  • Armadillo has a special game mode (called "Stone Armadillo" mode, which apparently slightly adjusts physics, palettes, and other things) that can only be accessed when used with the rare "Famicom Battle Box" accessory. The extra menus that can be accessed with the accessory installed should also probably be mentioned on the wiki, as well.
  • Demon Sword was heavily cut down from its Japanese release (Fudou Myouou Den). Document differences.
  • Family Circuit '91 - "Knigh Games" sprite logo intended to be used during the intro.
  • Family Trainer: Rairai Kyonsees - early prototype has a different fullscreen picture of the girl, which was uglily redrawn in the final version.
  • Hello Kitty no Ohanabatake - unused demo recorder/player containing recorded demos for levels 0, 3 and 12, which are totally incompatible with the final versions of the levels (or the level numbers themselves were changed).
  • Jangou a lot of code duplicate from an early revisions, including graphics, check if there is something different
  • Karnov - Japanese version has an intro and three different endings, all of which were removed from US release
  • Power Punch 2 - unused tilemaps with indexes E0-E7 for unknown screens.
  • Rod Land - the whole unused, uncompressed CHR data for an early logo screen, without color shades in both regional versions.
  • Spider-Man: Return of the Sinister Six small pieces of unused logos "amazing spider man", more unused parts of logos, the whole block of spiderman sprites crawling on the ceiling, a lot of other characters leftovers
  • Taiyou no Yuusha Firebird a lot of unused cut-scene graphics, emotions, one more unused cut-scene transformer graphics, they present in the tilemaps too, can be restored somehow
  • Ultima III has some unused NPC sprites, including a jester.

Famicom Disk System

NES (Unlicensed)

Game Boy (Color)

Game Boy (Color) (Unlicensed)

  • Harry Potter 3 has graphics for a...clown?
  • Pokemon Jade crashes after the first level, leaving almost the entire game unused. There might be leftovers from Sonic Adventure 7.
  • Pokemon: Mewtwo Strikes Back Post about possible beta material that Makon Soft / Yong Yong would have probably left in with (Although, this may not have much possible purpose in with the Li Cheng ROM, with them possibly taking out (unused) stuff, keeping from their programming fix to work.) Also, post about the intro differences, between DMG and CGB/GBC. In the DMG intro, Makon Soft / Yong Yong (probably) stole several frames of the intro, from Pocket Monster (SNES), however, in the GBC intro, like every Pokemon game of theirs, except Pokemon Adventure, they of course, use pictures from the anime. The user, XanverKun, posts a YouTube video of the Li Cheng cart about the DMG intro. It's probably assumed that even probably the original Makon Soft / Yong Yong version has this too, with the intro. However, no proof. But most likely, it probably does, sense Li Cheng barely probably would remove anything from the ROM, in their revision ROMs. I, Chowdit1, will probably remake the video in better quality. Also, as a side note, Li Cheng translated the game's name (in Chinese Simplified), as "Digimon (Digital Baby) {Taiwanese name for Digimon} [Shu-Ma Bao-Bei]: Mewtwo (Super (or 'Surpassable') Mew Mew) [Chao Meng-Meng] Strikes Back [Fanji Zhan]. So, it's exceptionally correct, but except for the series name.
  • Shui Hu Shen Shou has menu icons leftover from Pokemon Gold and Silver
  • Thunder Blast Man has a few sprites leftover from Rocman X Gold

SNES

SNES (Unlicensed)

Nintendo 64

Game Boy Advance

Game Boy Advance (Unlicensed)

  • Digimon Adventure has unused graphics for transforming into Greymon. Since the boss is undefeatable, the graphics used for his defeat as well as the ending go unused, but remain in the data.

GameCube

Wii

  • The console itself had some early plans for the Virtual Console. Maybe there's more hidden things in the Virtual Console files?
  • Arc Rise Fantasia
    • Ten(!) test rooms that need to be file swapped to work.
    • The US version actually added more voice acting for battles.
  • Art of Balance (WiiWare) has a few files/folders with 'test' and 'debug' in the name.
  • Blaster Master: Overdrive (WiiWare) has various "test" files in the "sideview" directory.
  • 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 an 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.
  • Final Fantasy Fables: Chocobo's Dungeon has an early version of Shirma, complete with a load of animations.
  • GoldenEye 007 has unused maps, including an untextured port of the original Dam geometry from the Nintendo 64 game.[11]
  • 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 has several unused/unplayable characters.
  • Mario Sports Mix has lots of unused models and textures.
  • Mario Super Sluggers appears to have an unused file named bgm_captain.
  • The standalone Japanese releases of Metroid Prime and Metroid Prime 2: Echoes have leftover scripts in other languages. There could be differences.
  • Monster Hunter Tri has many unused icons.
  • Nicktoons MLB has Rocko from Rocko's Modern Life as an unused character. All of his data is still there and may still be playable if hacked in.
  • No More Heroes 2: Desperate Struggle has censored violence in its Japanese and European releases. It also has a different remix for the theme "Philistine" in European releases of the game.
  • The Penguins of Madagascar: Dr. Blowhole Returns has many test levels.
  • Pokemon Rumble has text and data for a debug menu.
  • PokePark2: Wonders Beyond has an unused chase remix theme. It also has a number of debug rooms and associated level parameter files, possibly allowing them to be loaded in game.
  • Sonic and the Secret Rings has some test files and some test videos (maybe not unused).
  • 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.
  • Tony Hawk's Proving Ground has files for a test level and a test video, and various remnants from the Xbox 360 / PS3 version.
  • 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 Chess has regional differences.
  • 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.

DS(i)

(New) 3DS

Wii U

  • A way to disable sleep mode is on the external hard drive.
  • Miiverse had debug features. The way to access them may have been removed by updating the HTML or by a system update. But there are leftovers of some sort. Not sure if this should go on "Wii U" page or "Miiverse (Wii U)" page.
  • Are the Wii software rerelease ISOs different in any way?
  • GBA Virtual Console Games have code leftover from other projects and Adobe Photoshop. (source: ajd4096)
  • Some games have internal names (source: Random Talking Bush)
  • To be discussed: updates for download-only games.
  • 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.
  • NES Remix and its sequel (naturally) have Famicom-related regional differences. And the emulations are likely to have differences as Virtual Console games do.
  • Wii Fit U has had three patches. The current version is 1.3.0.
  • Wii Party U has development text, development tools, regional differences, and a code name.

Sega

Master System

Genesis

  • 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?
  • Barbie Super Model has a prototype with multiple differences. (See nintendoplayer.com for details.)
  • Beastball has text for a "test options" menu, can this be enabled?
  • 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.
  • andlabs's "so I don't forget" list of things to look into:
    • 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
    • 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 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> http://www.gamefaqs.com/genesis/586569-tyrants/faqs/38544 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)
    • 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
    • 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

32X

Genesis (Unlicensed)

Game Gear

Pico

Saturn

  • The Sega Saturn BIOS has revisional and regional differences.
  • The Sega Saturn ports of Alone in the Dark and its sequel have debug menus, accessed on the main menu by pressing L, R, L, R, Start.
  • 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!
  • 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 during the Takara logo by pressing X, Y, Z, Left, Down/Left.
  • NASCAR '96 has a debug menu that lets you alter many aspects of the game and play in Wireframe mode.
  • Shining Force III has hidden dev messages from co-director Yasuhiro Taguchi.
  • Spot Goes to Hollywood has a level select.
  • Titan Wars has a "secret" AVI file.
  • Wipeout 2023 (aka Wipeout 2) also has a debug mode which lets you play in Wireframe mode, as well as many other cool alterations.

Dreamcast

Sony

PlayStation

             TombRaider
 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....
 paul@nlights.demon.co.uk
 del@nlights.demon.co.uk
 ataru@dial.pipex.com
 www:  http://www.nlights.demon.co.uk
  • 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 ataru@dial.pipex.com

PlayStation 2

PlayStation 3

PlayStation Portable

PlayStation Vita

SNK

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.
  • The King of Fighters '94 (Neo Geo) - When Rugal is removing is jacket in his intro animation it's possible to remove the jacket sprite layer early on to see a smiley yellow tatoo on Rugal's back for the sprite used only in that moment; maybe not worth noting here, but if you use dipswitch settings to control jacket Rugal and hold the ABC button to charge power he'll turn invisible because the CPU never uses that for that particular version of Rugal.
  • Thrash Rally has different car and opponent 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

Misc.

3DO

Adobe Flash

Arcade

  • Many CPS2 games have ROM flags that sets it to the location test/debugging mode (see here). If it is worthy for here, document them.
  • A Japanese hacker named Wayder has relevant cheats for quite a few Arcade games.
  • Ryoga Masaki also has a giant list of Taito games which all share the same test code.
  • Alien Syndrome has some unused music.
  • Batrider has a debug menu.
  • Block Block's regional changes include stage order and even the entire soundtrack.
  • Burning Force Unused English translation, etc.
  • Center Court, a prototype of Passing Shot, has numerous differences.
  • Dangun Feveron supposedly has several unused music tracks.
  • Drift Out has two unused songs in the sound test. The sound test also explicitly says that the songs in question aren't used. Also, there are Taito logos, according to MAME's F4 menu.
  • Elevator Action has sprites left over from a prototype version.
  • The Fallen Angels has unused character sprites and other stuff
  • 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.'.
  • Knuckle Bash has an unused ditty and some regional differences.
  • Magical Cat Adventure / Catt has different revisions (languages?) with different content/added cutscenes
  • The Metal Slug series - so much stuff here.
  • Omega Fighter has some debugging stuff, which appears to be accessible with a glitch.
  • The Punisher has unused graphics and an unused bonus stage.
  • Quartet has two unused tracks.
  • Rollergames has a couple of unused tracks.
  • Samurai Shodown V has extensive regional changes - from cutscenes to proper endings.
  • San Francisco 2048 Rush may have a configuration test for the wheel and pedals.
  • Second Earth Gratia has an unused song.
  • Shackled (JP Breywood)
    • A few interesting differences between versions
    • US version has a hidden path that leads to the ending in the first room
  • Shadow Force has an unused track.
  • Side by Side 2 have the Honda cars exclusive to the Japanese version of the game (licensing?). Also, a CPU controlled Subaru Impreza would also infrequently appear as the wagon version instead of the playable sedan version.
    • Speaking of which... there are three revisions of the game: original, Evoluzione, and Evoluzione RR. What does the revisions do? Evoluzione RR isn't in MAME yet as of September 2015.
  • Star Gladiator contains a couple unused (test?) characters.
  • Super Monaco GP contains major revisional difference regarding the billboards after the legal drama with Phillip Morris. (Check which revision is affected and not)
  • Three Wonders has a good number of unused graphics.
  • Time Crisis has an unused song?
  • Time Pilot has revisional differences.
  • Total Carnage has an ending screen that never appears because of a bug.
  • Warriors of Fate - Mainly regional differences. The original is based on a manga based on the Romance of 3 Kingdoms. Outside Japan there are name changes like "a baka" Abaka, a removed speech balloon, ...
  • 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 an 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"
    • Shadow Dancer has a round select? "SELECT THE SCENE"/"ROUND STAGE"/"COUNT UP DOWN BY SHOT JUMP BUTTON"/"START BY MAGIC BUTTON"
    • 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:
NORMAL OJAMA
        TETRIS TETRIS
TIME
NORMAL  
ITEM USE
OJAMA   
    • 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:
ALSO BROUGHT TO YOU BY:
MAMIE VAN DOREN, TWIGGIE,
THE EL PASO PHILHARMONIC,
MOTHER, Generic TV DINNERS,
YOUR LOCAL CHEVROLET BOTTLER,
GARRY TRUDEAU, BERKE BREATHED,
FRESH SNOW IN THE SIERRA NEVADAS,
BUT MOST IMPORTANT, MY COFFEE MAKER!
  • used?

BBC Micro

  • Gary Partis hid messages a lot in his games and only Psycastria is on the wiki so far. Some examples here.

BBS Door

ColecoVision

Coleco Adam

  • Donkey Kong Jr. (Coleco Adam) has a couple of prototypes on Digital Data Pack as well as floppy, both of which have a Pie Factory stage not in the other versions, and especially not in the original arcade version. Video of this stage is here.

Game.com

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.

HTML5

J2ME

Leapster

Magnavox Odyssey2

NCR Decision Mate V

Nokia N-Gage

Nuon

Panasonic JR-200U

Philips CD-i

Pinball

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.
  • Metal Sight apparently has at least one 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)
  • 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

TRS CoCo

Vii

  • 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